---@class BP_Whirlwind_C:AActor ---@field ParticleSystem UParticleSystemComponent ---@field DefaultSceneRoot USceneComponent ---@field Speed float --Edit Below-- local BP_Whirlwind = { EnableMove = false }; function BP_Whirlwind:ReceiveBeginPlay() self.SuperClass.ReceiveBeginPlay(self); if self:HasAuthority() then EventSystem.SetTimer( self, function() UnrealNetwork.CallUnrealRPC_Multicast(self, "MulticastRPC_EnableMove") --self.EnableMove = true end, 1.0 ) EventSystem.SetTimer( self, function() self:K2_DestroyActor() end, 2.0 ) end end function BP_Whirlwind:ReceiveTick(DeltaTime) self.SuperClass.ReceiveTick(self, DeltaTime); --self:GetOwner() if not self:HasAuthority() and self.EnableMove then local MoveLocation = VectorHelper.Add(self:K2_GetActorLocation(), VectorHelper.MulNumber(self:GetActorForwardVector(), self.Speed * DeltaTime)) self:K2_SetActorLocation(MoveLocation, false, nil, false) end end function BP_Whirlwind:MulticastRPC_EnableMove() self.EnableMove = true end --[[ function BP_Whirlwind:ReceiveEndPlay() self.SuperClass.ReceiveEndPlay(self); end --]] --[[ function BP_Whirlwind:GetReplicatedProperties() return end --]] --[[ function BP_Whirlwind:GetAvailableServerRPCs() return end --]] return BP_Whirlwind;