18 virtual void BeginPlay()
override;
21 virtual void Tick(
float DeltaTime)
override;
24 void InitConveyorBelt();
25 UFUNCTION(Server, Reliable)
26 void ServerRPC_InitConveyorBelt();
27 UFUNCTION(NetMulticast, Reliable)
28 void MulticastRPC_InitConveyorBelt();
31 void ChangeConveyorMovement();
32 UFUNCTION(Server, Reliable)
33 void ServerRPC_ChangeConveyorMovement();
34 UFUNCTION(NetMulticast, Reliable)
35 void MulticastRPC_ChangeConveyorMovement();
37 void ChangeConveyorSpeed(
float NewSpeed);
38 UFUNCTION(Server, Reliable)
39 void Server_ChangeConveyorSpeed(
float NewSpeed);
40 UFUNCTION(NetMulticast, Reliable)
41 void Multicast_ChangeConveyorSpeed(
float NewSpeed);
46 TObjectPtr<class USceneComponent> RootSceneComp;
48 UPROPERTY(EditAnywhere, BlueprintReadOnly)
49 TObjectPtr<class UStaticMeshComponent> BeltComp;
51 UPROPERTY(EditAnywhere, BlueprintReadOnly)
52 TObjectPtr<class UBoxComponent> BeltBoxComp;
54 UPROPERTY(EditAnywhere, BlueprintReadOnly)
55 TObjectPtr<class UArrowComponent> MoveDirArrowComp;
58 UPROPERTY(EditAnywhere, BlueprintReadOnly)
59 bool bIsForward = true;
60 UPROPERTY(EditAnywhere, BlueprintReadOnly)
61 float MoveSpeed = 200.f;
64 void MoveOverlappedSkeletals(
float deltaDistance);
65 void MoveOverlappedStatics(
float deltaDistance);