24 virtual void BeginPlay()
override;
28 virtual void Tick(
float DeltaTime)
override;
32 UPROPERTY(VisibleAnywhere)
33 class UBoxComponent* Collision;
36 void BeginOverlap(UPrimitiveComponent* OverlappedComponent,
37 AActor* OtherActor, UPrimitiveComponent* OtherComp, int32 OtherBodyIndex,
bool bFromSweep, const FHitResult& SweepResult);
41 UPROPERTY(EditAnywhere, Category = "Respawn")
44 UFUNCTION(Server, Reliable)
45 void Server_RepawnPlayer(ACharacter* Player);