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CogAbility: Fix cheats not correctly saved when connected to a server
CogSample: Projectile progress
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@@ -53,12 +53,15 @@ public:
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virtual void BeginPlay() override;
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virtual void EndPlay(const EEndPlayReason::Type EndPlayReason) override;
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virtual void TickComponent(float DeltaTime, enum ELevelTick TickType, FActorComponentTickFunction* ThisTickFunction);
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virtual void Activate(bool bReset) override;
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virtual void StopSimulating(const FHitResult& HitResult) override;
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virtual void Server_Hit(const FHitResult& Hit);
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UFUNCTION(BlueprintCallable)
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void ClearHitActors();
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@@ -79,8 +82,6 @@ protected:
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virtual void TryHit(const FHitResult& Hit);
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UFUNCTION(Server, Reliable)
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virtual void Server_Hit(const FHitResult& Hit);
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UFUNCTION()
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virtual void OnCollisionOverlapBegin(UPrimitiveComponent* OverlappedComponent, AActor* OtherActor, UPrimitiveComponent* OtherComp, int32 OtherBodyIndex, bool IsFromSweep, const FHitResult& SweepHit);
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@@ -129,6 +130,9 @@ protected:
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UPROPERTY(Replicated)
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FVector ServerSpawnVelocity = FVector::ZeroVector;
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UPROPERTY()
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TWeakObjectPtr<ACogSamplePlayerController> LocalPlayerController = nullptr;
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/** Re-entrancy guard */
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bool IsAlreadyProcessingAnOverlap = false;
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