---@class UGCPlayerPawn_C:BP_UGCPlayerPawn_C --Edit Below-- ---@type UGCPlayerPawn_C local UGCPlayerPawn = { ---- 成神进度 --ToGodSchedule = 0; ---- 可获得的增益次数 --CanObtainIncreaseCount = 0; ---- 当前可选择的增益 --NowCanSelectIncrease = {}; ---- 拥有的增益 --OwnedIncrease = {}; -- [IncreaseType] = Level ---- 增益已满 --IncreaseIsFull = false; -- Attr ------------------------- -- 伤害缩放 Attr_DamageScale = 1; -- 防御缩放 Attr_DefenseScale = 1; -- 闪避概率 Attr_Dodge = 0; -- -- Attr End --------------------- }; -- Replicated ------------------------------------------------------------------------------------------------------- function UGCPlayerPawn:GetReplicatedProperties() return --"ToGodSchedule", --"CanObtainIncreaseCount", --"NowCanSelectIncrease", --"OwnedIncrease" end --function UGCPlayerPawn:OnRep_ToGodSchedule() -- if UGCEventSystem then -- UGCEventSystem.SendEvent(EventEnum.UpdateToGodSchedule, self, self.ToGodSchedule) -- end --end -- --function UGCPlayerPawn:OnRep_CanObtainIncreaseCount() -- if UGCEventSystem then -- UGCEventSystem.SendEvent(EventEnum.UpdateCanObtainIncreaseCount, self, self.CanObtainIncreaseCount) -- end --end -- --function UGCPlayerPawn:OnRep_NowCanSelectIncrease() -- if UGCEventSystem then -- UGCEventSystem.SendEvent(EventEnum.UpdateNowCanSelectIncrease, self, self.NowCanSelectIncrease) -- end --end -- --function UGCPlayerPawn:OnRep_OwnedIncrease() -- if UGCEventSystem then -- UGCEventSystem.SendEvent(EventEnum.UpdateOwnedIncrease, self, self.OwnedIncrease) -- end --end -- Replicated End --------------------------------------------------------------------------------------------------- -- Attr ------------------------------------------------------------------------------------------------------------- function UGCPlayerPawn:SetDamageScale(InDamageScale) self.Attr_DamageScale = InDamageScale end function UGCPlayerPawn:GetDamageScale() return self.Attr_DamageScale end function UGCPlayerPawn:SetDefenseScale(InDefenseScale) -- 防御值不能小于0 if InDefenseScale <= 0 then return false end self.Attr_DefenseScale = InDefenseScale return true end function UGCPlayerPawn:GetDefenseScale() return self.Attr_DefenseScale end function UGCPlayerPawn:SetDodge(InDodge) self.Attr_Dodge = InDodge return true end function UGCPlayerPawn:GetDodge() return self.Attr_DefenseScale end -- Attr End --------------------------------------------------------------------------------------------------------- -- 关闭盒子掉落 function UGCPlayerPawn:IsSkipSpawnDeadTombBox(EventInstigater) return true end function UGCPlayerPawn:ReceiveBeginPlay() self.SuperClass.ReceiveBeginPlay(self); --- 设置翻墙功能 self.bVaultIsOpen = true --- 设置滑铲功能 self.IsOpenShovelAbility = true UGCEventSystem.SendEvent(EventEnum.PlayerBeginPlay, self) if self:HasAuthority() then self:AddEvent() if UE.IsValid(self:GetController()) then self:ReceivePossessed(self:GetController()) UGCLogSystem.Log("[UGCPlayerPawn_ReceiveBeginPlay] Controller Is Valid") end else end end --- 客户端必定执行的BeginPlay function UGCPlayerPawn:ClientMustBeExeBeginPlay() if self.DoOnceMustBeExeBeginPlay then return end self.DoOnceMustBeExeBeginPlay = true self.ClientUpdatedPlayerKey = false --local MainControlPanel = UGCWidgetManagerSystem.GetMainUI() --if UE.IsValid(MainControlPanel) then -- MainControlPanel.MainControlBaseUI.ChangeSight_UIBP:SetVisibility(ESlateVisibility.SelfHitTestInvisible) -- -- MainControlPanel.MainControlBaseUI.ChangeSight_UIBP:ShowList(); --- 倍镜切换 --end end function UGCPlayerPawn:ReceivePossessed(NewController) self.SuperClass.ReceivePossessed(self, NewController); UGCLogSystem.Log("[UGCPlayerPawn_ReceivePossessed] PlayerKey:%s", tostring(NewController.PlayerKey)) UGCEventSystem.SendEvent(EventEnum.PlayerPossessed, NewController.PlayerKey) UGCGameSystem.GameState:SetPlayerIsAlive(NewController.PlayerKey, self) if UGCSystemLibrary.GetIsPreparationState() then UGCSystemLibrary.SetPlayerPawnMovable(self, false) end ---- 设置上条命保存的Buff --self.OwnedIncrease = NewController:GetOwnedIncrease() --for IncreaseType, Level in pairs(self.OwnedIncrease) do -- BuffSystemAPI.PlayerAddBuff(self, GodOfWarConfig.BuffList[IncreaseType][Level]) --end ---- 初始化上条命的进度 --self:AddToGodSchedule(NewController:GetToGodSchedule()) ---- 初始化上条命可选择的增益 --self:SetNowCanSelectIncrease(NewController:GetNowCanSelectIncrease()) ---- 初始化上条命可选择的增益数 --self:SetCanObtainIncreaseCount(NewController:GetCanObtainIncreaseCount()) -- ---- 增加一个增益 --self:AddCanObtainIncreaseCount() end function UGCPlayerPawn:ReceiveTick(DeltaTime) self.SuperClass.ReceiveTick(self, DeltaTime); if not UGCGameSystem.IsServer() then self:ClientMustBeExeBeginPlay() self:UpdatePlayerKey() --local HeadPos = self.Mesh:GetSocketLocation("head") --UGCLogSystem.Log("[UGCPlayerPawn_ReceiveTick]HeadPos:%s, ActorPos:%s", VectorHelper.ToString(HeadPos), VectorHelper.ToString(self:K2_GetActorLocation())) end end function UGCPlayerPawn:ReceiveEndPlay() self:RemoveEvent() self.SuperClass.ReceiveEndPlay(self); end function UGCPlayerPawn:AddEvent() if self:HasAuthority() then self.DeadNotifyDelegate:Add(self.PlayerDead, self) self.DamageNotifyDelegate:Add(self.PlayerInjury, self) else end end function UGCPlayerPawn:RemoveEvent() if self:HasAuthority() then self.DeadNotifyDelegate:Remove(self.PlayerDead, self) self.DamageNotifyDelegate:Remove(self.PlayerInjury, self) if self.CheckBornItemsHandle then UGCEventSystem.StopTimer(self.CheckBornItemsHandle) self.CheckBornItemsHandle = nil end if self.CheckWeaponAndPartsHandle then UGCEventSystem.StopTimer(self.CheckWeaponAndPartsHandle) self.CheckWeaponAndPartsHandle = nil end else end end function UGCPlayerPawn:CheckWeaponAndParts() UGCGameSystem.GameState:CheckWeaponAndParts(self.PlayerKey) end function UGCPlayerPawn:CheckBornItems() UGCLogSystem.Log("[UGCPlayerPawn_CheckBornItems] PlayerKey:%s", tostring(self.PlayerKey)) UGCLogSystem.LogTree("[UGCPlayerPawn_CheckBornItems]", self.DefaultBackPack) for i = #self.DefaultBackPack, 1, -1 do local ItemID = self.DefaultBackPack[i].ItemID local Count = self.DefaultBackPack[i].Count local InstCount = UGCBackPackSystem.GetItemCount(self, ItemID) if InstCount >= Count then UGCLogSystem.Log("[UGCPlayerPawn_CheckBornItems] i:%s", tostring(i)) table.remove(self.DefaultBackPack, i) UGCLogSystem.LogTree("[UGCPlayerPawn_CheckBornItems]", self.DefaultBackPack) else UGCBackPackSystem.AddItem(self, ItemID, Count - InstCount) end end if #self.DefaultBackPack == 0 then UGCEventSystem.StopTimer(self.CheckBornItemsHandle) self.CheckBornItemsHandle = nil UGCLogSystem.Log("[UGCPlayerPawn_CheckBornItems] Succeed PlayerKey:%s", tostring(self.PlayerKey)); end end -------------------------------------------------- Delegate -------------------------------------------------- ---@param DamageInfo FDamageInfoCollection ---@return VictimKey, CauserKey, WeaponID, DamageType, IsHeadShotDamage, Distance, DamageValue uint, uint, int, EDamageType, bool, float, float function UGCPlayerPawn:GetDamageInfoCollectionInfo(DamageInfo) local CauserController = DamageInfo.Instigator local WeaponID = -1 local CauserKey = CauserController and CauserController.PlayerKey or -1 local VictimKey = self.PlayerKey local CauserItemID = DamageInfo.CauserItemID --- 近战投掷、投掷手雷 if CauserItemID then WeaponID = CauserItemID end UGCLogSystem.Log("[UGCPlayerPawn_GetDamageInfoCollectionInfo] WeaponID:%d", WeaponID) local Distance = 0. if CauserController and CauserController.Pawn then Distance = VectorHelper.GetDistance(self:K2_GetActorLocation(), CauserController.Pawn:K2_GetActorLocation()) end local IsHeadShotDamage = (DamageInfo.Hit.BoneName == "head") return VictimKey, CauserKey, WeaponID, DamageInfo.DamageType, IsHeadShotDamage, Distance, DamageInfo.Damage end ---@param DamageInfo FDamageInfoCollection function UGCPlayerPawn:PlayerDead(DamageInfo) UGCLogSystem.LogTree("[UGCPlayerPawn_PlayerDead] DamageInfo:", UE.ToTable(DamageInfo)) local VictimKey, CauserKey, WeaponID, DamageType, IsHeadShotDamage, Distance, DamageValue = self:GetDamageInfoCollectionInfo(DamageInfo) UGCSendRPCSystem.RPCEvent(nil, EventEnum.PlayerDeathInfo, VictimKey, CauserKey, WeaponID, DamageType, IsHeadShotDamage, Distance, DamageValue) UGCEventSystem.SendEvent(EventEnum.PlayerDeathInfo, VictimKey, CauserKey, WeaponID, DamageType, IsHeadShotDamage, Distance, DamageValue) UGCGameSystem.GameState:SetPlayerIsAlive(VictimKey, nil) end ---@param DamageInfo FDamageInfoCollection ---@param ReturnValue float function UGCPlayerPawn:PlayerInjury(DamageInfo) local VictimKey, CauserKey, WeaponID, DamageType, IsHeadShotDamage, Distance, DamageValue = self:GetDamageInfoCollectionInfo(DamageInfo) UGCEventSystem.SendEvent(EventEnum.PlayerInjuryInfo, VictimKey, CauserKey, WeaponID, DamageType, IsHeadShotDamage, Distance, DamageValue) UGCSendRPCSystem.RPCEvent(CauserKey, EventEnum.PlayerInjuryInfo, VictimKey, CauserKey, WeaponID, DamageType, IsHeadShotDamage, Distance, DamageValue) end function UGCPlayerPawn:OnDeathCallBack(DeadCharacter,Killer,DamageCauser,KillingHitInfo,KillingHitImpulseDir,KillingHitDamageTypeID,DamageTypeClass,IsHeadShotDamage) local CauserKey = Killer and Killer.PlayerKey local WeaponID = -1 local DamageType = EDamageType.UGCCustomDamageType + 1 UGCLogSystem.Log("[UGCPlayerPawn_TestOnDeath] PlayerKey:%s, CauserKey:%s", tostring(self.PlayerKey), tostring(CauserKey)) UGCSendRPCSystem.RPCEvent(nil, EventEnum.PlayerDeathInfo, self.PlayerKey, CauserKey, WeaponID, DamageType, IsHeadShotDamage, 0, 0) UGCEventSystem.SendEvent(EventEnum.PlayerDeathInfo, self.PlayerKey, CauserKey, WeaponID, DamageType, IsHeadShotDamage, 0, 0) UGCGameSystem.GameState:SetPlayerIsAlive(self.PlayerKey, nil) end ------------------------------------------------ Delegate End ------------------------------------------------ ------------------------------------------------ ModifyDamage ------------------------------------------------ ---@field UGC_TakeDamageOverrideEvent:fun(Damage:float,DamageType:EDamageType,EventInstigator:AController,DamageCauser:AActor,Hit:FHitResult):float function UGCPlayerPawn:UGC_TakeDamageOverrideEvent(Damage, DamageType, EventInstigator, DamageCauser, Hit) local DamageAmount = Damage UGCLogSystem.Log("[UGCPlayerPawn_UGC_TakeDamageOverrideEvent] InDamageAmount:%s", tostring(DamageAmount)) if EventInstigator and EventInstigator.PlayerKey then local CauserTeamID = UGCPlayerStateSystem.GetTeamID(EventInstigator.PlayerKey) local SelfTeamID = UGCPlayerStateSystem.GetTeamID(self.PlayerKey) local CauserPawn = UGCGameSystem.GetPlayerPawnByPlayerKey(EventInstigator.PlayerKey) local DamageScale = CauserPawn and CauserPawn:GetDamageScale() or 1 if EventInstigator.PlayerKey == self.PlayerKey and GlobalConfigs.GameSetting.bEnableSelfHarm then --- 对自己的伤害 DamageAmount = GlobalConfigs.GameSetting.SelfHarmInjuryRatio * DamageAmount else --- 伤害设置(友方、敌方) DamageAmount = (CauserTeamID == SelfTeamID and GlobalConfigs.GameSetting.FriendlyInjuryRatio * DamageAmount or DamageAmount) * DamageScale / self:GetDefenseScale() end elseif DamageCauser and DamageCauser:GetOwner() then UGCLogSystem.Log("[UGCPlayerPawn_UGC_TakeDamageOverrideEvent] DamageCauser:GetOwner():%s", KismetSystemLibrary.GetObjectName(DamageCauser:GetOwner())) local TargetPlayerKey = DamageCauser:GetOwner().PlayerKey if TargetPlayerKey then local CauserTeamID = UGCPlayerStateSystem.GetTeamID(TargetPlayerKey) local SelfTeamID = UGCPlayerStateSystem.GetTeamID(self.PlayerKey) DamageAmount = (CauserTeamID == SelfTeamID and GlobalConfigs.GameSetting.FriendlyInjuryRatio * DamageAmount or DamageAmount) end end -- 掉落伤害 if DamageType == EDamageType.FallingDamage then DamageAmount = GlobalConfigs.GameSetting.bEnableDropDamage and DamageAmount or 0. end if DamageType == EDamageType.MeleeDamage then DamageAmount = DamageAmount * GlobalConfigs.GameSetting.MeleeDamageScale end UGCLogSystem.Log("[UGCPlayerPawn_UGC_TakeDamageOverrideEvent] ModifyDamageAmount:%s", tostring(DamageAmount)) return DamageAmount end ---------------------------------------------- ModifyDamage End ---------------------------------------------- -- UGC Event ------------------------------------------------------------------------------------------------------- -- 这些事件都是官方的回调或者可重写的事件 ---@field UGC_PlayerDeadEvent:fun(Killer:AController,DamageType:EDamageType) ---@field UGC_PlayerPickUpEvent:fun() ---@field UGC_LeavePawnStateEvent:fun(PawnState:EPawnState) ---@field UGC_EnterPawnStateEvent:fun(PawnState:EPawnState) ---@field UGC_CloseScopeEvent:fun() ---@field UGC_OpenScopeEvent:fun() ---@field UGC_ReloadEndEvent:fun() ---@field UGC_ReloadStartEvent:fun() ---@field UGC_WeaponSwitchEvent:fun() ---@field UGC_WeaponStopFireEvent:fun() ---@field UGC_WeaponStartFireEvent:fun(isAuto:ESTEWeaponShootType) ---@field UGC_EquipWeaponEvent:fun(Slot:ESurviveWeaponPropSlot) ---@field UGC_ChangeCurrentUsingWeaponEvent:fun(UsingWeaponSlot:ESurviveWeaponPropSlot,LastSlot:ESurviveWeaponPropSlot) --- 子弹命中 ---@field UGC_WeaponBulletHitEvent:fun(ShootWeapon:ASTExtraShootWeapon,Bullet:ASTExtraShootWeaponBulletBase,HitInfo:FHitResult) function UGCPlayerPawn:UGC_WeaponBulletHitEvent(ShootWeapon, Bullet, HitInfo) UGCEventSystem.SendEvent(EventEnum.BulletHitCallBack, self, ShootWeapon, Bullet, HitInfo) end ---@field UGC_WeaponShootBulletEvent:fun(ShootWeapon:ASTExtraShootWeapon,Bullet:ASTExtraShootWeaponBulletBase) -- UGC Event End ----------------------------------------------------------------------------------------------------- --- 处理飘字 function UGCPlayerPawn:UGC_GetDamageNumberConfigIndex(Damage, IsHeadShot, InstigatorController, DamageCauser, DamageType) UGCLogSystem.Log("[UGCPlayerPawn_UGC_GetDamageNumberConfigIndex]") if InstigatorController == UGCSystemLibrary.GetLocalPlayerController() then return 0 else return -1 end end --- 播放粒子 function UGCPlayerPawn:PlayParticle(InParticleType) ParticleConfig.AddParticleAttachPlayer(self, InParticleType) end ----------------------------------------------------------------------------------------------------------------------- ----- 获取可获得增量次数的数值 --function UGCPlayerPawn:GetCanObtainIncreaseCount() -- return self.CanObtainIncreaseCount --end ----- 获取当前可选择增量类型的列表 --function UGCPlayerPawn:GetNowCanSelectIncrease() -- return self.NowCanSelectIncrease --end -- ----- 增加可选增益层数 --function UGCPlayerPawn:AddCanObtainIncreaseCount() -- -- 判断增益是否满了 -- if self.IncreaseIsFull then return end -- if self.CanObtainIncreaseCount > 0 then -- self.CanObtainIncreaseCount = self.CanObtainIncreaseCount + 1 -- else -- self.CanObtainIncreaseCount = 1 -- self:UpdateNowCanSelectIncrease() -- end --end -- --function UGCPlayerPawn:SetCanObtainIncreaseCount(InCanObtainIncreaseCount) -- self.CanObtainIncreaseCount = InCanObtainIncreaseCount --end -- ----- 增加成神进度 --function UGCPlayerPawn:AddToGodSchedule(AddCount) -- if self.ToGodSchedule < GodOfWarConfig.ToGodCondition then -- self.ToGodSchedule = self.ToGodSchedule + AddCount -- if self:PlayerIsGod() then -- local UseBuffRes = BuffSystemAPI.PlayerAddBuff(self, GodOfWarConfig.GodOfWarBuff) -- UGCLogSystem.Log("[UGCPlayerPawn_AddToGodSchedule] Finish UseBuffRes:%s", tostring(UseBuffRes)) -- UGCSendRPCSystem.ActorRPCNotify(nil, self, "PlayerToGodEffect", self.PlayerKey) -- end -- end --end -- ----- 获取成神进度 --function UGCPlayerPawn:GetToGodSchedule() -- return self.ToGodSchedule --end -- ----- 判断玩家是否为战神 --function UGCPlayerPawn:PlayerIsGod() -- return self.ToGodSchedule >= GodOfWarConfig.ToGodCondition --end -- ----- 玩家选择增益 --function UGCPlayerPawn:PlayerSelectIncrease(SelectIndex) -- if self.CanObtainIncreaseCount > 0 and SelectIndex > 0 and SelectIndex <= GodOfWarConfig.CanSelectIncreaseCount then -- -- 给予玩家增幅 -- self:PlayerAddIncrease(self.NowCanSelectIncrease[SelectIndex]) -- self.CanObtainIncreaseCount = self.CanObtainIncreaseCount - 1 -- if self.CanObtainIncreaseCount > 0 then -- self:UpdateNowCanSelectIncrease() -- else -- self.NowCanSelectIncrease = {} -- end -- end --end -- -- -- ----- 玩家获得增益 --function UGCPlayerPawn:PlayerAddIncrease(InIncreaseType) -- UGCLogSystem.Log("[UGCPlayerPawn_PlayerAddIncrease] InIncreaseType:%s", tostring(InIncreaseType)) -- if self.OwnedIncrease[InIncreaseType] == nil then -- self.OwnedIncrease[InIncreaseType] = 0 -- end -- if #GodOfWarConfig.BuffList[InIncreaseType] > self.OwnedIncrease[InIncreaseType] then -- self.OwnedIncrease[InIncreaseType] = self.OwnedIncrease[InIncreaseType] + 1 -- if self.OwnedIncrease[InIncreaseType] > 1 then -- -- 移除上一级增幅 -- BuffSystemAPI.PlayerRemoveBuffFromBuffAssetType(self, GodOfWarConfig.BuffList[InIncreaseType][self.OwnedIncrease[InIncreaseType] - 1], 1) -- end -- local UseBuffRes = BuffSystemAPI.PlayerAddBuff(self, GodOfWarConfig.BuffList[InIncreaseType][self.OwnedIncrease[InIncreaseType]]) -- -- 播放特效 -- UGCSendRPCSystem.ActorRPCNotify(self.PlayerKey, self, "PlayerAddIncreaseEffect", InIncreaseType) -- UGCLogSystem.Log("[UGCPlayerPawn_PlayerAddIncrease] UseBuffRes:%s", tostring(UseBuffRes)) -- end --end -- ----- 更新当前可选增益 --function UGCPlayerPawn:UpdateNowCanSelectIncrease() -- UGCLogSystem.Log("[UGCPlayerPawn_UpdateNowCanSelectIncrease]") -- local PlayerCanAddIncrease = {} -- for i, IncreaseType in pairs(GodOfWarConfig.EIncreaseType) do -- if self.OwnedIncrease[IncreaseType] == nil or #GodOfWarConfig.BuffList[IncreaseType] > self.OwnedIncrease[IncreaseType] then -- PlayerCanAddIncrease[#PlayerCanAddIncrease + 1] = IncreaseType -- end -- end -- if #PlayerCanAddIncrease > 0 then -- table.Shuffle(PlayerCanAddIncrease) -- UGCLogSystem.LogTree("[UGCPlayerPawn_UpdateNowCanSelectIncrease] PlayerCanAddIncrease:", PlayerCanAddIncrease) -- for i = 0, GodOfWarConfig.CanSelectIncreaseCount - 1 do -- self.NowCanSelectIncrease[i + 1] = PlayerCanAddIncrease[(i % #PlayerCanAddIncrease) + 1] -- end -- UGCLogSystem.LogTree("[UGCPlayerPawn_UpdateNowCanSelectIncrease] NowCanSelectIncrease:", self.NowCanSelectIncrease) -- else -- -- 已满 -- self.NowCanSelectIncrease = {} -- self.CanObtainIncreaseCount = 0 -- self.IncreaseIsFull = true -- end --end -- --function UGCPlayerPawn:SetNowCanSelectIncrease(InNowCanSelectIncrease) -- self.NowCanSelectIncrease = InNowCanSelectIncrease --end -- ----- 获取玩家拥有增效的等级 --function UGCPlayerPawn:GetOwnedIncreaseLevel(InIncreaseType) -- return self.OwnedIncrease[InIncreaseType] and self.OwnedIncrease[InIncreaseType] or 0 --end -- --function UGCPlayerPawn:GetAllOwnedIncreaseLevel() -- return self.OwnedIncrease --end -- Effect ------------------ ---玩家获得增效的客户端显示效果 function UGCPlayerPawn:PlayerAddIncreaseEffect(InIncreaseType) ParticleConfig.AddParticleAttachPlayer(self, ParticleConfig.EParticleType.AddBuff) end --- 玩家成神的客户端显示效果 function UGCPlayerPawn:PlayerToGodEffect(PlayerKey) UGCEventSystem.SendEvent(EventEnum.AddTip, TipConfig.TipType.GodOfWarCome, PlayerKey) if UGCSystemLibrary.GetLocalPlayerKey() == PlayerKey then ParticleConfig.AddParticleAttachPlayer(self, ParticleConfig.EParticleType.GodOfWarSelf) else ParticleConfig.AddParticleAttachPlayer(self, ParticleConfig.EParticleType.GodOfWar) end end --- 客户端玩家Key更新 function UGCPlayerPawn:UpdatePlayerKey() if self.ClientUpdatedPlayerKey == false then if self.PlayerKey and self.PlayerKey > 0 then self.ClientUpdatedPlayerKey = true self:Stroke() end end end --- Client --- 描边 function UGCPlayerPawn:Stroke() if GlobalConfigs.GameSetting.EnableStroke then UGCLogSystem.Log("[UGCPlayerPawn_Stroke]PlayerKey:%s", tostring(self.PlayerKey)) if UGCGameSystem.GameState:GetPlayerTeamIDByPlayerKey(self.PlayerKey) ~= UGCGameSystem.GameState:GetPlayerTeamIDByPlayerKey(UGCSystemLibrary.GetLocalPlayerKey()) then -- UGCGameSystem.GameState:RegisterPostProcessMgr(self) STExtraBlueprintFunctionLibrary.EnablePlayerAvatarOutline(self, true) UGCLogSystem.Log("[UGCPlayerPawn_Stroke] EnablePlayerAvatarOutline") end end end --function UGCPlayerPawn:GetAvailableServerRPCs() -- return --end return UGCPlayerPawn;