---@class BP_Trampoline_C:AActor ---@field Box UBoxComponent ---@field Cube UStaticMeshComponent ---@field ParticleSystem UParticleSystemComponent ---@field DefaultSceneRoot USceneComponent ---@field Impulse FVector --Edit Below-- ---@type BP_Trampoline_C local BP_Trampoline = {}; function BP_Trampoline:ReceiveBeginPlay() self.SuperClass.ReceiveBeginPlay(self); if UGCGameSystem.IsServer() then UGCSystemLibrary.BindBeginOverlapFunc(self.Box, self.LaunchPlayer, self) end end function BP_Trampoline:LaunchPlayer(OverlappedComponent, OtherActor, OtherComp, OtherBodyIndex, bFromSweep, SweepResult) if UE.IsValid(OtherActor) then UGCLogSystem.Log("[BP_Trampoline_LaunchPlayer] Player:%s", tostring(OtherActor.PlayerKey)) --OtherActor:LaunchCharacter(self.LaunchVelocity, false, false) --local TargetLocation = VectorHelper.Add(OtherActor:K2_GetActorLocation(), {X = 0, Y = 0, Z = self.Height}) --OtherActor:ExtraLaunchCharacter(TargetLocation, 1.5) OtherActor:GetMovementComponent():AddImpulse(self.Impulse, true) -- UGCLogSystem.Log("[BP_Trampoline_LaunchPlayer] Finish LaunchVelocity:%s", VectorHelper.ToString(self.LaunchVelocity)) end end --[[ function BP_Trampoline:ReceiveTick(DeltaTime) self.SuperClass.ReceiveTick(self, DeltaTime); end --]] --[[ function BP_Trampoline:ReceiveEndPlay() self.SuperClass.ReceiveEndPlay(self); end --]] --[[ function BP_Trampoline:GetReplicatedProperties() return end --]] --[[ function BP_Trampoline:GetAvailableServerRPCs() return end --]] return BP_Trampoline;