// Called when the game starts or when spawned
virtual void BeginPlay() override;
// Called when the game starts or when spawned
void ADebugChunk::BeginPlay()
{
}
/**
* @brief Accepts notifications from client chunk generation
* @param InChunk Chunk target
*/
void NotifyClientChunkCreated(AWorldChunk* InChunk);
// ================================= MOVEMENT ALLOWS ========================================
bool ABaseXeusCharacter::MovementAllowed_Implementation() const
{
return true;
}
bool ABaseXeusCharacter::LayAllowed_Implementation() const
{
return false;
}
#pragma region BlueprintFunctions
UFUNCTION(BlueprintImplementableEvent, DisplayName="PrepareClientMesh")
bool BP_PrepareClientMesh();
UFUNCTION(BlueprintImplementableEvent, DisplayName="Start Walking Camera Shake")
void BP_StartWalkingShake();
#pragma endregion
// TODO: Async load
UWeaponPartDataAsset* weaponPartData =
UXeusAssetManager::Get()
->LoadAsset<UWeaponPartDataAsset>(setPartData->PartId);
// Make sure it's valid
if (!IsValid(InCorePart))
return false;
// Make sure we dont have weapon
if (HasWeapon())
return false;