void AMech_RPGCharacter::BeginPlay() { Super::BeginPlay(); GetCharacterMovement()->SetAvoidanceEnabled(true); if (IsPendingKill()) { return; } if (!UseLoadout) { //CreatePresetRole(StartingRole()); } else { SetupWithLoadout(); } if (abilities.Num() > 0) { SetCurrentAbility(abilities[0]); } //SetUpGroup(); SetUpWidgets(); if (OnPostBeginPlay.IsBound()) { OnPostBeginPlay.Broadcast(this); } }
void AARCharacter::EquipAbility(class AARAbility* AbilityIn) { if (AbilityIn) { if (Role == ROLE_Authority) { SetCurrentAbility(AbilityIn); } else { ServerEquipAbility(AbilityIn); } } }
void AARCharacter::OnRep_ActionButtonOne() { SetCurrentAbility(ActionButtonOne); }