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CogCommon: Better debug formating
CogSample: Projectile Progress CogSample: Disable Character Mesh collision on dedicated server
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@@ -79,6 +79,9 @@ 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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@@ -86,7 +89,7 @@ protected:
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virtual void OnAssistanceOverlapBegin(UPrimitiveComponent* OverlappedComponent, AActor* OtherActor, UPrimitiveComponent* OtherComp, int32 OtherBodyIndex, bool IsFromSweep, const FHitResult& SweepHit);
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UFUNCTION(BlueprintNativeEvent, BlueprintCallable)
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bool ShouldHit(const FHitResult& hit);
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bool ShouldHit(const FHitResult& Hit);
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/** Blueprint hook called when projectile hits something */
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UFUNCTION(BlueprintNativeEvent, BlueprintCallable)
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@@ -140,6 +143,7 @@ protected:
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#if ENABLE_COG
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void DrawDebugCurrentState(const FColor& Color, bool DrawVelocity = true);
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void DrawDebugHitResult(const FHitResult& HitResult);
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FVector LastDebugLocation = FVector::ZeroVector;
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#endif //ENABLE_COG
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