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); }