---@class BP_BlockFloor_C:AActor ---@field Plane UStaticMeshComponent ---@field DefaultSceneRoot USceneComponent --Edit Below-- local BP_BlockFloor = {}; function BP_BlockFloor:ReceiveBeginPlay() self.SuperClass.ReceiveBeginPlay(self); if UGCGameSystem.IsServer() then UGCEventSystem.AddListener(EventEnum.UpdateBlockFloorCollision, self.UpdateBlockFloorCollision , self) end end function BP_BlockFloor:UpdateBlockFloorCollision(IsBlock) self.Plane:SetCollisionEnabled(IsBlock and ECollisionEnabled.QueryAndPhysics or ECollisionEnabled.NoCollision) if UGCGameSystem.IsServer() then UGCSendRPCSystem.ActorRPCNotify(nil, self, "UpdateBlockFloorCollision", IsBlock) end end --[[ function BP_BlockFloor:ReceiveTick(DeltaTime) self.SuperClass.ReceiveTick(self, DeltaTime); end --]] function BP_BlockFloor:ReceiveEndPlay() if UGCGameSystem.IsServer() then UGCEventSystem.RemoveListener(EventEnum.UpdateBlockFloorCollision, self.UpdateBlockFloorCollision , self) end self.SuperClass.ReceiveEndPlay(self); end --[[ function BP_BlockFloor:GetReplicatedProperties() return end --]] --[[ function BP_BlockFloor:GetAvailableServerRPCs() return end --]] return BP_BlockFloor;