void AItemPickup::BeginPlay() { Super::BeginPlay(); // printr("Pickup Spawned"); if (Role < ROLE_Authority) return; SetReplicateMovement(true); SetReplicates(true); FTimerHandle MyHandle; GetWorldTimerManager().SetTimer(MyHandle, this, &AItemPickup::ActivatePickupOverlap, PickupCollisionDelay, false); }
void AItemPickup::SetAsSkeletalMeshPickup_Implementation() { // Destroy Extra Component if (Mesh)Mesh->DestroyComponent(); // Attach Trigger to Skeletal Mesh Component TriggerSphere->AttachTo(SkeletalMesh, NAME_None, EAttachLocation::SnapToTarget); // Set Its Properties SkeletalMesh->SetMobility(EComponentMobility::Movable); SkeletalMesh->SetCollisionResponseToAllChannels(ECollisionResponse::ECR_Block); SkeletalMesh->SetCollisionEnabled(ECollisionEnabled::PhysicsOnly); // Set It as Root SetRootComponent(SkeletalMesh); // Enable Replicattion of Its Movement SetReplicateMovement(true); }