---@class BP_AttackPointSpawnPoint_C:AActor ---@field ParticleSystem UParticleSystemComponent ---@field DefaultSceneRoot USceneComponent ---@field MapIndex int32 ---@field AttackActorActorClass UClass --Edit Below-- local BP_AttackPointSpawnPoint = { DoOnceSpawn = false; } function BP_AttackPointSpawnPoint:ReceiveBeginPlay() BP_AttackPointSpawnPoint.SuperClass.ReceiveBeginPlay(self) if UGCGameSystem.IsServer() then self:SpawnAttackPoint(UGCGameSystem.GameState:GetMapKey()) UGCEventSystem.AddListener(EventEnum.UpdateMapKey, self.SpawnAttackPoint, self) end end function BP_AttackPointSpawnPoint:SpawnAttackPoint(InMapIndex) if self.DoOnceSpawn then return end if InMapIndex == self.MapIndex then self.DoOnceSpawn = true UGCLogSystem.Log("[BP_AttackPointSpawnPoint_SpawnAttackPoint] InMapIndex:%s", tostring(InMapIndex)) UGCLogSystem.Log("[BP_AttackPointSpawnPoint_SpawnAttackPoint]Scale3D:%s", VectorHelper.ToString(self:GetActorScale3D())) local PointActor = UGCGameSystem.SpawnActor(UGCGameSystem.GameState, self.AttackActorActorClass, self:K2_GetActorLocation(), self:K2_GetActorRotation(), self:GetActorScale3D(), nil) if UE.IsValid(PointActor) then PointActor:SetActorScale3D(self:GetActorScale3D()) end end end --[[ function BP_AttackPointSpawnPoint:ReceiveTick(DeltaTime) BP_AttackPointSpawnPoint.SuperClass.ReceiveTick(self, DeltaTime) end --]] --[[ function BP_AttackPointSpawnPoint:ReceiveEndPlay() BP_AttackPointSpawnPoint.SuperClass.ReceiveEndPlay(self) end --]] --[[ function BP_AttackPointSpawnPoint:GetReplicatedProperties() return end --]] --[[ function BP_AttackPointSpawnPoint:GetAvailableServerRPCs() return end --]] return BP_AttackPointSpawnPoint