#include "BuildingGameplayActor.h" void ABuildingGameplayActor::SetTouchComponentForAbilityDeliveryInfo(UPrimitiveComponent* PrimitiveComponent) { } void ABuildingGameplayActor::SetInitialVelocity(const FVector& InitialVelocity) { } void ABuildingGameplayActor::SetIgnoreInstigatorCollision(bool bShouldIgnore) { } void ABuildingGameplayActor::SetAbilitySourceLevel(int32 NewAbilitySourceLevel) { } void ABuildingGameplayActor::OnRegisteredTouchComponentEndOverlap(UPrimitiveComponent* OverlappedComp, AActor* Other, UPrimitiveComponent* OtherComp, int32 OtherBodyIndex) { } void ABuildingGameplayActor::OnRegisteredTouchComponentBeginOverlap(UPrimitiveComponent* OverlappedComp, AActor* Other, UPrimitiveComponent* OtherComp, int32 OtherBodyIndex, bool bFromSweep, const FHitResult& SweepResult) { } void ABuildingGameplayActor::K2_RemoveGameplayCue(FGameplayTag GameplayCueTag) { } void ABuildingGameplayActor::K2_ExecuteGameplayCueWithParams(FGameplayTag GameplayCueTag, const FGameplayCueParameters& GameplayCueParameters) { } void ABuildingGameplayActor::K2_ExecuteGameplayCue(FGameplayTag GameplayCueTag, FGameplayEffectContextHandle Context) { } void ABuildingGameplayActor::K2_AddGameplayCue(FGameplayTag GameplayCueTag, FGameplayEffectContextHandle Context) { } FTransform ABuildingGameplayActor::GetTargetingSourceTransform_Implementation(EFortAbilityTargetingSource Source) const { return FTransform{}; } void ABuildingGameplayActor::ForceChangeOwnerInstigator(AFortPlayerController* NewInstigator) { } void ABuildingGameplayActor::EnableAbilityDeliveryInfo(FGameplayTag BucketTag) { } void ABuildingGameplayActor::DisableAbilityDeliveryInfo(FGameplayTag BucketTag) { } ABuildingGameplayActor::ABuildingGameplayActor() { this->AbilitySet = NULL; this->InherentAbilitySets[0] = NULL; this->InherentAbilitySets[1] = NULL; this->InherentAbilitySets[2] = NULL; this->InherentAbilitySets[3] = NULL; this->InherentAbilitySets[4] = NULL; this->DamageSet = NULL; this->bIgnoreInstigatorCollision = false; this->bAddOwnerVelocity = false; this->AbilitySourceLevel = 0; this->bApplyDefaultEnabledAbilityBucketsOnInit = true; this->bUseSimpleActorTouchSetupForAbilityBuckets = true; this->RegisteredTouchComponent = NULL; this->ProjectileMovementComponent = NULL; }