/// <summary> /// Add PlayerState to the PlayerArray /// </summary> public override void AddPlayerState(APlayerState playerState) { }
/// <summary> /// Remove PlayerState from the PlayerArray. /// </summary> public override void RemovePlayerState(APlayerState playerState) { }
protected override void OverrideWith(APlayerState playerState) { }
/// <summary> /// called by seamless travel when initializing a player on the other side - copy properties to the new PlayerState that should persist /// </summary> public override void SeamlessTravelTo(APlayerState newPlayerState) { }
/// <summary> /// Copy properties which need to be saved in inactive PlayerState /// </summary> protected override void CopyProperties(APlayerState playerState) { }
/// <summary> /// Add PlayerState to the inactive list, remove from the active list /// </summary> public override void AddInactivePlayer(APlayerState playerState, APlayerController pC) { }
/// <summary> /// Override PC's PlayerState with the values in OldPlayerState as part of the inactive player handling /// </summary> public override void OverridePlayerState(APlayerController pC, APlayerState oldPlayerState) { }
/// <summary>send client localized message id</summary> public extern virtual void ClientReceiveLocalizedMessage(TSubclassOf <ULocalMessage> Message, int Switch, APlayerState RelatedPlayerState_1, APlayerState RelatedPlayerState_2, UObject OptionalObject);
/// <summary>@todo document</summary> public extern virtual void ClientTeamMessage(APlayerState SenderPlayerState, FString S, FName Type, float MsgLifeTime);