---@class BP_DamageStab_C:AActor ---@field SM_Obstacle_01_A_Spike UStaticMeshComponent ---@field Box UBoxComponent ---@field DefaultSceneRoot USceneComponent ---@field Damage float --Edit Below-- local BP_DamageStab = {}; function BP_DamageStab:ReceiveBeginPlay() self.SuperClass.ReceiveBeginPlay(self); if UGCGameSystem.IsServer() then UGCSystemLibrary.BindBeginOverlapFunc(self.Box, self.OverlapPlayer, self) end end function BP_DamageStab:OverlapPlayer(OverlappedComponent, OtherActor, OtherComp, OtherBodyIndex, bFromSweep, SweepResult) if OtherActor and OtherActor.PlayerKey and OtherActor:IsAlive() then UGCGameSystem.ApplyDamage(OtherActor, self.Damage, nil, nil, EDamageType.UGCCustomDamageType + 1) end end --[[ function BP_DamageStab:ReceiveEndPlay() self.SuperClass.ReceiveEndPlay(self); end --]] --[[ function BP_DamageStab:GetReplicatedProperties() return end --]] --[[ function BP_DamageStab:GetAvailableServerRPCs() return end --]] return BP_DamageStab;