#include "BuildingProp_CreatureManager.h" #include "FortCreativeCreatureManagerInfoComponent.h" void ABuildingProp_CreatureManager::MinigameStateChange_Implementation(EFortMinigameState NewMinigameState) { } void ABuildingProp_CreatureManager::LoadSkeletalMeshDisplayOption(TSoftObjectPtr Material) { } void ABuildingProp_CreatureManager::AdjustCollisionOfStaticMesh(bool bIgnore, UStaticMeshComponent* Mesh) { } ABuildingProp_CreatureManager::ABuildingProp_CreatureManager() { this->SelectedOverrideAggroDistance = -1.00f; this->SelectedOverrideHealth = -1; this->SelectedOverrideScoreValue = -1; this->SelectedOverrideDamage = -1.00f; this->SelectedEnvironmentalDamageOverride = -1.00f; this->SelectedMovementSpeedMultiplier = -1.00f; this->DamageOverrideEffect = NULL; this->EnvironmentalDamageOverrideEffect = NULL; this->MovementSpeedOverrideEffect = NULL; this->CreatureInfoComponent = CreateDefaultSubobject(TEXT("CreatureManagerInfoComponent")); }