MaterialInstanceTimeVarying'FX_Mimic_Beacon_Hologram.M_Mimic_Activate_MITV'
MaterialInstanceTimeVarying'FX_Mimic_Beacon_Hologram.M_Mimic_Deactivate_MITV'
ParticleSystem'FX_Mimic_Beacon_Hologram.P_Mimic_Persistent'

ShownUnitPawn.CleanUpMITV();


MaterialInstanceTimeVarying'FX_Wraith_Armor.M_Wraith_Armor_Overlay_On_MITV'
Material'FX_Wraith_Armor.M_Wraith_Armor_Overlay'


MITV = MaterialInstanceTimeVarying(DynamicLoadObject("FX_Wraith_Armor.M_Wraith_Armor_Overlay_On_MITV", class'MaterialInstanceTimeVarying'));
UnitState = XComGameState_Unit(History.GetGameStateForObjectID(InteractingUnitRef.ObjectID));
UnitActor = XGUnit(UnitState.GetVisualizer());
UnitPawn = UnitActor.GetPawn();
UnitPawn.ApplyMITV(MITV);

-----------------------------------------

	local XComGameStateHistory			History;
	local XComGameStateContext_Ability	Context;
	local StateObjectReference			InteractingUnitRef;
	local XComGameState_Unit			UnitState;
	local XGUnit						UnitActor;
	local XComUnitPawn					UnitPawn;
	local MaterialInstanceTimeVarying	MITV;
	local XComWeapon					SecondaryWeapon;
	local SkeletalMeshComponent SkelMesh;

	History = `XCOMHISTORY;

	Context = XComGameStateContext_Ability(VisualizeGameState.GetContext());
	InteractingUnitRef = Context.InputContext.SourceObject;

	MITV = MaterialInstanceTimeVarying(DynamicLoadObject("FX_Wraith_Armor.M_Wraith_Armor_Overlay_On_MITV", class'MaterialInstanceTimeVarying'));

	UnitState = XComGameState_Unit(History.GetGameStateForObjectID(InteractingUnitRef.ObjectID));

	UnitActor = XGUnit(UnitState.GetVisualizer());
	UnitPawn = UnitActor.GetPawn();
	//UnitPawn.ApplyMITV(MITV);
	SecondaryWeapon = XComWeapon(UnitActor.GetInventory().m_kSecondaryWeapon.m_kEntity);
	if (SecondaryWeapon != none) {
		SkelMesh = SkeletalMeshComponent(SecondaryWeapon.Mesh);
		UnitPawn.ApplyMITVToSkeletalMeshComponent(SkelMesh, MITV);
	}
