{ UE_LOG(LogLyra, Log, TEXT("Existing avatar (authority=%d)"), ExistingAvatar->HasAuthority() ? 1 : 0); // There is already a pawn acting as the ASC's avatar, so we need to kick it out // This can happen on clients if they're lagged: their new pawn is spawned + possessed ...
{ // 处理一些输入,子类可以override PreInitializeComponents(); } // If this is dynamically spawned replicated actor, defer calls to BeginPlay and UpdateOverlaps until replicated properties are deserialized const bool bDeferBeginPlayAndUpdateOverlaps = (bExchangedRoles && RemoteRole == ROLE_Authority) ...