---@class BP_DelaySpawnActor_C:AActor ---@field DefaultSceneRoot USceneComponent ---@field TargetActor UClass --Edit Below-- local BP_DelaySpawnActor = {}; function BP_DelaySpawnActor:ReceiveBeginPlay() self.SuperClass.ReceiveBeginPlay(self); if UGCGameSystem.IsServer() then EventSystem.SetTimer( self, function () UGCGameSystem.SpawnActor(self.TargetActor, self:K2_GetActorLocation(), self:K2_GetActorRotation(), VectorHelper.ScaleOne()) print("BP_DelaySpawnActor_SpawnFinish") end, self.DelayTime ) print("ServerSetSucceed") end end --[[ function BP_DelaySpawnActor:ReceiveTick(DeltaTime) self.SuperClass.ReceiveTick(self, DeltaTime); end --]] --[[ function BP_DelaySpawnActor:ReceiveEndPlay() self.SuperClass.ReceiveEndPlay(self); end --]] --[[ function BP_DelaySpawnActor:GetReplicatedProperties() return end --]] --[[ function BP_DelaySpawnActor:GetAvailableServerRPCs() return end --]] return BP_DelaySpawnActor;