void ASPlayerController::UnFreeze() { Super::UnFreeze(); /* Respawn or spectate */ if (bRespawnImmediately) { ServerRestartPlayer(); } else { StartSpectating(); } }
void ASPlayerController::UnFreeze() { Super::UnFreeze(); // Check if match is ending or has ended. ASGameState* MyGameState = Cast<ASGameState>(GetWorld()->GameState); if (MyGameState && MyGameState->HasMatchEnded()) { /* Don't allow spectating or respawns */ return; } /* Respawn or spectate */ if (bRespawnImmediately) { ServerRestartPlayer(); } else { StartSpectating(); } }
void AKinectPlayerController::UnFreeze() { ServerRestartPlayer(); }
void AFPSGPlayerController::UnFreeze() { GEngine->AddOnScreenDebugMessage(-1, 20.0f, FColor::Yellow, TEXT("AFPSGPlayerController::UnFreeze")); ServerRestartPlayer(); }
void AShooterPlayerController::UnFreeze() { ServerRestartPlayer(); }