45 void SetSpawnClass(TSubclassOf<AActor> InClass) { SpawnClass = InClass; }
51 UFUNCTION(BlueprintCallable)
54 FORCEINLINE
bool IsBusy()
const {
return bIsSpawnIng; };
56 UPROPERTY(EditAnywhere, BlueprintReadWrite, Category = Index)
57 int32 DropperIndex = 0;
63 UFUNCTION(Server, Reliable)
67 UFUNCTION(NetMulticast, Reliable)
68 void Multicast_PlayAnimation();
71 UFUNCTION(NetMulticast, Reliable)
72 void Multicast_DisableCollision();
75 UFUNCTION(NetMulticast, Reliable)
76 void Multicast_RestoreCollision();
78 virtual
void GetLifetimeReplicatedProps(TArray<FLifetimeProperty>& OutLifetimeProps) const override;
81 void OnDelayCompleted();
82 void OnRestoreCompleted();
86 UPROPERTY(EditAnywhere, BlueprintReadWrite, Category="Components", meta=(AllowPrivateAccess="true"))
87 TObjectPtr<USceneComponent> SpawnPos;
90 UPROPERTY(EditAnywhere, BlueprintReadWrite, Category="Components", meta=(AllowPrivateAccess="true"))
91 TObjectPtr<USkeletalMeshComponent> SkeletalMesh;
94 UPROPERTY(EditAnywhere, BlueprintReadWrite, Category="Components", meta=(AllowPrivateAccess="true"))
95 TObjectPtr<UStaticMeshComponent> BoxCollision;
98 UPROPERTY(EditAnywhere, BlueprintReadWrite, Category="Animation", meta=(AllowPrivateAccess="true"))
99 TObjectPtr<UAnimationAsset> AnimToPlay;
102 UPROPERTY(Replicated)
103 TSubclassOf<AActor> SpawnClass;
106 UPROPERTY(Replicated)
114 UPROPERTY(Replicated)
115 bool bIsSpawnIng = false;
117 FTimerHandle DelayTimerHandle;
118 FTimerHandle RestoreTimerHandle;