void UATAnimNotifyState_Attack::NotifyTick(USkeletalMeshComponent * MeshComp, UAnimSequenceBase * Animation, float FrameDeltaTime)
{
	if (MeshComp->GetWorld()->GetNetMode() == NM_DedicatedServer)
	{
		return;
	}

	if (!bIsConsecutively)
	{
		AATCharacter* Pawn = Cast<AATCharacter>(MeshComp->GetOwner());
		if (Pawn && Pawn->AttackType > EAttackType::EAttack_None)
		{
			bIsConsecutively = true;
		}
	}
	Received_NotifyTick(MeshComp, Animation, FrameDeltaTime);
}
void UAnimNotifyState_TimedParticleEffect::NotifyTick(USkeletalMeshComponent * MeshComp, class UAnimSequenceBase * Animation, float FrameDeltaTime)
{
	Received_NotifyTick(MeshComp, Animation, FrameDeltaTime);
}