36 UFUNCTION(BlueprintCallable, Category =
"Network Events", meta = (WorldContext =
"WorldContextObject"))
49 UFUNCTION(BlueprintCallable, Category =
"Network Events")
50 void SendDoorMessage(
int InDoorIndex,
bool bOpen, AActor* EventInstigator);
53 UFUNCTION(Server, Reliable)
54 void Server_SendDoorMessage(
int InDoorIndex,
bool bOpen, AActor* EventInstigator);
56 UFUNCTION(NetMulticast, Reliable)
57 void Multicast_SendDoorMessage(
int InDoorIndex,
bool bOpen, AActor* EventInstigator);
70 UFUNCTION(BlueprintCallable, Category = "Network Events")
71 void SendWeightSwitch(
int InButtonIndex,
bool bActive, AActor* EventInstigator);
74 UFUNCTION(Server, Reliable)
75 void Server_SendWeightSwitch(
int InButtonIndex,
bool bActive, AActor* EventInstigator);
77 UFUNCTION(NetMulticast, Reliable)
78 void Multicast_SendWeightSwitch(
int InButtonIndex,
bool bActive);
91 UFUNCTION(BlueprintCallable, Category = "Network Events")
92 void SendHitStop(AActor* Target,
EDamageType Type, AActor* EventInstigator);
95 UFUNCTION(Server, Reliable)
96 void Server_SendHitStop(AActor* Target,
EDamageType Type, AActor* EventInstigator);
98 UFUNCTION(NetMulticast, Reliable)
114 UFUNCTION(BlueprintCallable, Category = "Network Events")
115 void SendKnockback(AActor* Target, AActor* KnockbackInstigator,
EDamageType Type,
float Resistance, AActor* CallInstigator);
118 UFUNCTION(Server, Reliable)
119 void Server_SendKnockback(AActor* Target, AActor* KnockbackInstigator,
EDamageType Type,
float Resistance, AActor* CallInstigator);
121 UFUNCTION(NetMulticast, Reliable)
122 void Multicast_SendKnockback(AActor* Target, AActor* KnockbackInstigator,
EDamageType Type,
float Resistance);
135 UFUNCTION(BlueprintCallable, Category = "Network Events")
136 void SendUpdateMissionTimerState(
bool bIsActive,
float TimeLimit, AActor* EventInstigator);
139 UFUNCTION(Server, Reliable)
140 void Server_SendUpdateMissionTimerState(
bool bIsActive,
float TimeLimit, AActor* EventInstigator);
142 UFUNCTION(NetMulticast, Reliable)
143 void Multicast_SendUpdateMissionTimerState(
bool bIsActive,
float TimeLimit);
155 UFUNCTION(BlueprintCallable, Category = "Network Events")
156 void SendTutorMessage(const FText& Message, AActor* EventInstigator);
159 UFUNCTION(Server, Reliable)
160 void Server_SendTutorMessage(const FText& Message, AActor* EventInstigator);
162 UFUNCTION(NetMulticast, Reliable)
163 void Multicast_SendTutorMessage(const FText& Message);
175 UFUNCTION(BlueprintCallable, Category = "Network Events")
176 void SendTeleportAllPlayers(const FTransform& TargetTransform, AActor* EventInstigator);
179 UFUNCTION(Server, Reliable)
180 void Server_SendTeleportAllPlayers(const FTransform& TargetTransform, AActor* EventInstigator);
182 UFUNCTION(NetMulticast, Reliable)
183 void Multicast_SendTeleportAllPlayers(const FTransform& TargetTransform);
197 bool ValidateInstigator(AActor* EventInstigator) const;