---@class BP_DamageStick2_C:AActor ---@field AkAudioInput UAkAudioInputComponent ---@field StaticMesh UStaticMeshComponent ---@field Capsule UCapsuleComponent ---@field DefaultSceneRoot USceneComponent ---@field RotSpeed float ---@field Damage float --Edit Below-- local BP_DamageStickBase = {}; function BP_DamageStickBase:ReceiveBeginPlay() self.SuperClass.ReceiveBeginPlay(self); if UGCGameSystem.IsServer() then UGCSystemLibrary.BindBeginOverlapFunc(self.Capsule, self.OverlapPlayer, self) end end function BP_DamageStickBase: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) UGCLogSystem.Log("[BP_DamageStickBase_OverlapPlayer] Finish") end end function BP_DamageStickBase:ReceiveTick(DeltaTime) self.SuperClass.ReceiveTick(self, DeltaTime); if UGCGameSystem.IsServer() then else -- UGCLogSystem.Log("[[BP_DamageStickBase_ReceiveTick] IsStart:%s", tostring(self.AkAudioInput:IsStart())) self.StaticMesh:K2_AddLocalRotation({Roll = 0, Pitch = 0, Yaw = self.RotSpeed * DeltaTime}) end end --[[ function BP_DamageStickBase:ReceiveEndPlay() self.SuperClass.ReceiveEndPlay(self); end --]] --[[ function BP_DamageStickBase:GetReplicatedProperties() return end --]] --[[ function BP_DamageStickBase:GetAvailableServerRPCs() return end --]] return BP_DamageStickBase;