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); }