void UAnimNotifyState_TimedParticleEffect::NotifyBegin(USkeletalMeshComponent * MeshComp, class UAnimSequenceBase * Animation, float TotalDuration)
{
	// Only spawn if we've got valid params
	if(ValidateParameters(MeshComp))
	{
		UParticleSystemComponent* NewComponent = UGameplayStatics::SpawnEmitterAttached(PSTemplate, MeshComp, SocketName, LocationOffset, RotationOffset);
	}

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

	bIsConsecutively = false;

	Received_NotifyBegin(MeshComp, Animation, TotalDuration);
}