import Vino.Movement.Capabilities.Swimming.SnowGlobeSwimmingComponent; class ASwimmingVortexSafeLandingVolume : AVolume { UFUNCTION(BlueprintOverride) void ActorBeginOverlap(AActor OtherActor) { AHazePlayerCharacter Player = Cast(OtherActor); if (Player == nullptr) return; USnowGlobeSwimmingComponent SwimmingComp = USnowGlobeSwimmingComponent::Get(OtherActor); if (SwimmingComp == nullptr) return; SwimmingComp.VortexSafeVolumeCount += 1; } UFUNCTION(BlueprintOverride) void ActorEndOverlap(AActor OtherActor) { AHazePlayerCharacter Player = Cast(OtherActor); if (Player == nullptr) return; USnowGlobeSwimmingComponent SwimmingComp = USnowGlobeSwimmingComponent::Get(OtherActor); if (SwimmingComp == nullptr) return; SwimmingComp.VortexSafeVolumeCount -= 1; } }