CogAbility: Fix cheats not correctly saved when connected to a server

CogSample: Projectile progress
This commit is contained in:
Arnaud Jamin
2023-10-31 23:50:41 -04:00
parent f876862d12
commit 7e8ba3e092
8 changed files with 78 additions and 19 deletions
@@ -53,12 +53,15 @@ public:
virtual void BeginPlay() override;
virtual void EndPlay(const EEndPlayReason::Type EndPlayReason) override;
virtual void TickComponent(float DeltaTime, enum ELevelTick TickType, FActorComponentTickFunction* ThisTickFunction);
virtual void Activate(bool bReset) override;
virtual void StopSimulating(const FHitResult& HitResult) override;
virtual void Server_Hit(const FHitResult& Hit);
UFUNCTION(BlueprintCallable)
void ClearHitActors();
@@ -79,8 +82,6 @@ protected:
virtual void TryHit(const FHitResult& Hit);
UFUNCTION(Server, Reliable)
virtual void Server_Hit(const FHitResult& Hit);
UFUNCTION()
virtual void OnCollisionOverlapBegin(UPrimitiveComponent* OverlappedComponent, AActor* OtherActor, UPrimitiveComponent* OtherComp, int32 OtherBodyIndex, bool IsFromSweep, const FHitResult& SweepHit);
@@ -129,6 +130,9 @@ protected:
UPROPERTY(Replicated)
FVector ServerSpawnVelocity = FVector::ZeroVector;
UPROPERTY()
TWeakObjectPtr<ACogSamplePlayerController> LocalPlayerController = nullptr;
/** Re-entrancy guard */
bool IsAlreadyProcessingAnOverlap = false;