#pragma once #include "CoreMinimal.h" #include "CogCommon.h" #include "GameFramework/GameStateBase.h" #include "CogSampleGameState.generated.h" class UCogSubsystem; class UCogSampleAbilitySystemComponent; UCLASS() class ACogSampleGameState : public AGameStateBase { GENERATED_BODY() ACogSampleGameState(const FObjectInitializer& ObjectInitializer); virtual void BeginPlay() override; virtual void EndPlay(const EEndPlayReason::Type EndPlayReason) override; virtual void Tick(float DeltaSeconds) override; private: //--------------------------------------------------------------------------------- // The game state has an AbilitySystemComponent to serve as the default instigator // for effects that are not applied by characters. //--------------------------------------------------------------------------------- UPROPERTY() UCogSampleAbilitySystemComponent* AbilitySystemComponent = nullptr; protected: UPROPERTY(Replicated) float _ServerFramerateRaw = 0.0f; #if ENABLE_COG float _ClientFramerateSmooth = 0.0f; float _ServerFramerateSmooth = 0.0f; #endif //ENABLE_COG };