Completely removed the protein module, now all of the files lived on the main module, the reason for this is that having the protein files on a separate module caused problems. There were instances in which it needed information from the main module that it could not access, and if we allowed for it to access that information then it would cause a circular redundancy problem.
Also implemented the spawning of amino acid actors. At the moment the amino acid actors are static and spawned in a random location, the next step is to get them spawning in a location that is relatively close to how they are supposed to be arranged
Implemented a beam particle effect in order to show the which amino acids connect to each other. The protein seems to render its secondary structure accurately, need to double check with know models of lysozyme's secondary structure and start working on the physics of the protein
Added some variables and functions to the AminoAcid class in order to be able to keep track of their neighboring amino acids. Changed the way the beam particle is spawned from. Now this is spawned after all of the amino acid actors have been spawned, the reason for this is that we want to show smoother geometry for for the secondary structure, instead of the ball and stick model
Implemented cardinal splines in order to provide a smoother look to the connections between amino acids and have a model that looks closer to the desired look
Moved the project to compile in UE4.4. Changed the way we display links to use actors instead of particle effects because of a culling bug that I could not solve
SpawnAminoAcids function is not templated anymore. Added code to center the model after it is created
Merge pull request #1 from mdjmedellin/features/amino_acid_render

Features/amino acid render