181 - Lag Compensation Component
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// Fill out your copyright notice in the Description page of Project Settings.
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#include "LagCompensationComponent.h"
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ULagCompensationComponent::ULagCompensationComponent()
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{
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PrimaryComponentTick.bCanEverTick = true;
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}
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void ULagCompensationComponent::BeginPlay()
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{
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Super::BeginPlay();
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}
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void ULagCompensationComponent::TickComponent(float DeltaTime, ELevelTick TickType, FActorComponentTickFunction* ThisTickFunction)
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{
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Super::TickComponent(DeltaTime, TickType, ThisTickFunction);
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}
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// Fill out your copyright notice in the Description page of Project Settings.
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#pragma once
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#include "CoreMinimal.h"
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#include "Components/ActorComponent.h"
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#include "LagCompensationComponent.generated.h"
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UCLASS( ClassGroup=(Custom), meta=(BlueprintSpawnableComponent) )
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class BLASTER_API ULagCompensationComponent : public UActorComponent
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{
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GENERATED_BODY()
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public:
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ULagCompensationComponent();
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virtual void TickComponent(float DeltaTime, ELevelTick TickType, FActorComponentTickFunction* ThisTickFunction) override;
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protected:
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virtual void BeginPlay() override;
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public:
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};
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