diff --git a/Game/Content/GameMode/BP_PlayerState.uasset b/Game/Content/GameMode/BP_PlayerState.uasset index 17798b82..d74295e2 100644 Binary files a/Game/Content/GameMode/BP_PlayerState.uasset and b/Game/Content/GameMode/BP_PlayerState.uasset differ diff --git a/Game/Source/GDKShooter/Private/Controllers/GDKPlayerController.cpp b/Game/Source/GDKShooter/Private/Controllers/GDKPlayerController.cpp index b94a390c..dc696e25 100644 --- a/Game/Source/GDKShooter/Private/Controllers/GDKPlayerController.cpp +++ b/Game/Source/GDKShooter/Private/Controllers/GDKPlayerController.cpp @@ -43,19 +43,6 @@ AGDKPlayerController::AGDKPlayerController() } -void AGDKPlayerController::BeginPlay() -{ - Super::BeginPlay(); - - if (PlayerState) - { - if (UPlayerPublisher* PlayerPublisher = Cast(GetWorld()->GetGameState()->GetComponentByClass(UPlayerPublisher::StaticClass()))) - { - PlayerPublisher->PublishPlayer(PlayerState, EPlayerProgress::Connected); - } - } -} - void AGDKPlayerController::Tick(float DeltaTime) { if (GetPawn()) diff --git a/Game/Source/GDKShooter/Public/Controllers/GDKPlayerController.h b/Game/Source/GDKShooter/Public/Controllers/GDKPlayerController.h index 4c404433..7f784996 100644 --- a/Game/Source/GDKShooter/Public/Controllers/GDKPlayerController.h +++ b/Game/Source/GDKShooter/Public/Controllers/GDKPlayerController.h @@ -19,7 +19,6 @@ class GDKSHOOTER_API AGDKPlayerController : public APlayerController public: AGDKPlayerController(); - virtual void BeginPlay() override; virtual void Tick(float DeltaTime) override; FPawnEvent& OnPawn() { return PawnEvent; } diff --git a/Game/Source/GDKShooter/Public/Game/Components/PlayerPublisher.h b/Game/Source/GDKShooter/Public/Game/Components/PlayerPublisher.h index 638c6d6b..3b581a80 100644 --- a/Game/Source/GDKShooter/Public/Game/Components/PlayerPublisher.h +++ b/Game/Source/GDKShooter/Public/Game/Components/PlayerPublisher.h @@ -24,6 +24,7 @@ class GDKSHOOTER_API UPlayerPublisher : public UActorComponent GENERATED_BODY() public: + UFUNCTION(BlueprintCallable) void PublishPlayer(APlayerState* PlayerState, EPlayerProgress Progress) { PlayerEvent.Broadcast(PlayerState, Progress); } UPROPERTY(BlueprintAssignable)