---@class BP_RotatorAttach_C:AActor ---@field DefaultSceneRoot USceneComponent ---@field YawRotatorSpeed float ---@field RotatorStartTime float ---@field bCanRotator bool --Edit Below-- local BP_RotatorAttach = {}; --[[ function BP_RotatorAttach:ReceiveBeginPlay() self.SuperClass.ReceiveBeginPlay(self); end --]] function BP_RotatorAttach:StartRotator() self.RotatorStartTime = UGCGameSystem.GameState:GetServerGameTime() self.bCanRotator = true end function BP_RotatorAttach:StopRotator() self.bCanRotator = false end function BP_RotatorAttach:ReceiveTick(DeltaTime) self.SuperClass.ReceiveTick(self, DeltaTime); if self.bCanRotator then self:K2_SetActorRotation({Roll = 0., Pitch = 0., Yaw = self:GetYaw()}) end end function BP_RotatorAttach:GetYaw() return (UGCGameSystem.GameState:GetServerGameTime() - self.RotatorStartTime) * self.YawRotatorSpeed end --[[ function BP_RotatorAttach:ReceiveEndPlay() self.SuperClass.ReceiveEndPlay(self); end --]] --[[ function BP_RotatorAttach:GetReplicatedProperties() return end --]] --[[ function BP_RotatorAttach:GetAvailableServerRPCs() return end --]] return BP_RotatorAttach;