#include "BP_IslandScripting.h" void ABP_IslandScripting_C::Initialize() { static auto UpdateMapOffset = GetOffset("UpdateMap", false); if (UpdateMapOffset != -1) { Get(UpdateMapOffset) = true; this->OnRep_UpdateMap(); } /* // This spawns the beam. this->IsDeimosActive() = true; this->OnRep_IsDeimosActive(); */ } ABP_IslandScripting_C* ABP_IslandScripting_C::GetIslandScripting() { auto AllIslandScriptings = UGameplayStatics::GetAllActorsOfClass(GetWorld(), StaticClass()); return AllIslandScriptings.Num() > 0 ? (ABP_IslandScripting_C*)AllIslandScriptings.at(0) : nullptr; }