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Как реализовать бег в сетевой игре?

Я пытаюсь подражать коду из ShooterGame, сейчас бег у меня устроен так

.h

 void Sprint();
 void StopSprint();
 void SetRunning(bool bNewRunning);

 UFUNCTION(Reliable, Client, WithValidation)
 void MyServFunct(bool bNewRunning);
 void MyServFunct_Implementation(bool bNewRunning);
 bool MyServFunct_Validate(bool bNewRunning);

.cpp

 void ACppProjectCharacter::Sprint() {
     SetRunning(true);
 }
 
 void ACppProjectCharacter::StopSprint() {
     SetRunning(false);
 }
 
 void ACppProjectCharacter::SetRunning(bool bNewRunning) {
     if(Role < ROLE_Authority) {
         MyServFunct(bNewRunning);
     }
 
     ACppProjectCharacter::CharacterMovement->MaxWalkSpeed = bNewRunning ? 1000.0f : 600.f;
 }
 
 void ACppProjectCharacter::MyServFunct_Implementation(bool bNewRunning) {
     GEngine->AddOnScreenDebugMessage(-1, 5.f, FColor::Blue, TEXT("MyServFunct"));
     SetRunning(bNewRunning);
 }
 
 bool ACppProjectCharacter::MyServFunct_Validate(bool bNewRunning) {
     return true;
 }

Игра тут же вылетает. Мне больше в голову не приходит, как ещё можно все это реализовать

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asked Apr 05 '15 at 06:00 PM in C++ Programming

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VeyDlin
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