// create scene object first so it's guaranteed to exist for the event side
auto sceneObject = SceneGraph::Renderer::New();
- sceneObject->SetVisualProperties(new AnimatableVisualProperties());
+ sceneObject->SetVisualProperties(new SceneGraph::VisualRenderer::AnimatableVisualProperties());
OwnerPointer<SceneGraph::Renderer> transferOwnership(sceneObject);
// pass the pointer to base for message passing