---@class BP_KillBox_C:AActor ---@field Box UBoxComponent ---@field DefaultSceneRoot USceneComponent --Edit Below-- ---@type BP_KillBox_C local BP_KillBox = {}; function BP_KillBox:ReceiveBeginPlay() self.SuperClass.ReceiveBeginPlay(self); self.Box.OnComponentBeginOverlap:Add(self.OnPlayerIn, self); self.Box.OnComponentEndOverlap:Add(self.OnPlayerOut, self); end function BP_KillBox:OnPlayerIn(OverlappedComponent, OtherActor, OtherComp, OtherBodyIndex, bFromSweep, SweepResult) if UE.IsPlayerPawn(OtherActor) then end end function BP_KillBox:OnPlayerOut(OverlappedComponent, OtherActor, OtherComp, OtherBodyIndex) if UE.IsPlayerPawn(OtherActor) then end end --[[ function BP_KillBox:ReceiveTick(DeltaTime) self.SuperClass.ReceiveTick(self, DeltaTime); end --]] --[[ function BP_KillBox:ReceiveEndPlay() self.SuperClass.ReceiveEndPlay(self); end --]] --[[ function BP_KillBox:GetReplicatedProperties() return end --]] --[[ function BP_KillBox:GetAvailableServerRPCs() return end --]] return BP_KillBox;