void UARActionStateComponent::StopAction() { if (GetOwnerRole() < ROLE_Authority) { ServerStopAction(); EndActionSequence(); } else { EndActionSequence(); } }
//does do anything for now, but it will be needed for fireting stop ;). void AARWeapon::InputReleased() { if (Role < ROLE_Authority) { //WeaponState->StopAction(); ServerStopAction(); } else { StopAction(); } }