#include "BuildingSMActor.h" #include "Components/StaticMeshComponent.h" #include "Net/UnrealNetwork.h" bool ABuildingSMActor::WillRegisterWithStructuralGrid() const { return false; } void ABuildingSMActor::UpdateRepairMaterialAnim(float CurveValue) { } void ABuildingSMActor::UpdateLODOverrideEffect(float CurveValue) { } void ABuildingSMActor::UpdateDynamicShrinkAndDestroyEffect(float CurveValue) { } void ABuildingSMActor::UpdateComponentCollisionModes() { } void ABuildingSMActor::TransferFromDuplicationData(FBuildingDuplicationData SourceData) { } void ABuildingSMActor::TransferBuildingData(ABuildingSMActor* SourceDataActor) { } void ABuildingSMActor::StartBounceAnimation(const float StartTime, const float Radius, const FVector& Normal, const FVector& Center, TEnumAsByte InBounceType, const bool bLocalInstigator) { } void ABuildingSMActor::SetTextureData(const TArray& InTextures) { } void ABuildingSMActor::SetMirrored(bool bIsMirrored) { } void ABuildingSMActor::RepairBuilding(AFortPlayerController* RepairingController, int32 ResourcesSpent) { } TArray ABuildingSMActor::ReadTextureData() { return TArray(); } void ABuildingSMActor::PreForceMove(AController* EventInstigator) { } void ABuildingSMActor::PostForceMove() { } void ABuildingSMActor::OnRep_ResourceType(EFortResourceType OldType) { } void ABuildingSMActor::OnRep_ReplicationProxy() { } void ABuildingSMActor::OnRep_ReplicatedDrawScale3D() { } void ABuildingSMActor::OnRep_RelevantBASE() { } void ABuildingSMActor::OnRep_ProxyGameplayCueDamagePhysical() { } void ABuildingSMActor::OnRep_NoCollision() { } void ABuildingSMActor::OnRep_NoCameraCollision() { } void ABuildingSMActor::OnRep_MetaData() { } void ABuildingSMActor::OnRep_HiddenDueToTrapPlacement() { } void ABuildingSMActor::OnRep_EditingPlayer() { } void ABuildingSMActor::OnRep_bUnderRepair() { } void ABuildingSMActor::OnRep_bUnderConstruction() { } void ABuildingSMActor::OnRep_BuildingAnimation() { } void ABuildingSMActor::OnLODOverrideEffectFinished() { } void ABuildingSMActor::OnDynamicShrinkAndDestroyEffectFinished() { } void ABuildingSMActor::NetMulticast_InvokeGameplayCuesExecuted_WithParams_Implementation(const FGameplayTagContainer GameplayCueTags, FPredictionKey PredictionKey, FGameplayCueParameters GameplayCueParameters) { } void ABuildingSMActor::NetMulticast_InvokeGameplayCuesExecuted_Implementation(const FGameplayTagContainer GameplayCueTags, FPredictionKey PredictionKey, FGameplayEffectContextHandle EffectContext) { } void ABuildingSMActor::NetMulticast_InvokeGameplayCuesAddedAndWhileActive_WithParams_Implementation(const FGameplayTagContainer GameplayCueTags, FPredictionKey PredictionKey, FGameplayCueParameters GameplayCueParameters) { } void ABuildingSMActor::NetMulticast_InvokeGameplayCueExecuted_WithParams_Implementation(const FGameplayTag GameplayCueTag, FPredictionKey PredictionKey, FGameplayCueParameters GameplayCueParameters) { } void ABuildingSMActor::NetMulticast_InvokeGameplayCueExecuted_FromSpec_Implementation(const FGameplayEffectSpecForRPC Spec, FPredictionKey PredictionKey) { } void ABuildingSMActor::NetMulticast_InvokeGameplayCueExecuted_Implementation(const FGameplayTag GameplayCueTag, FPredictionKey PredictionKey, FGameplayEffectContextHandle EffectContext) { } void ABuildingSMActor::NetMulticast_InvokeGameplayCueAddedAndWhileActive_WithParams_Implementation(const FGameplayTag GameplayCueTag, FPredictionKey PredictionKey, FGameplayCueParameters GameplayCueParameters) { } void ABuildingSMActor::NetMulticast_InvokeGameplayCueAddedAndWhileActive_FromSpec_Implementation(const FGameplayEffectSpecForRPC& Spec, FPredictionKey PredictionKey) { } void ABuildingSMActor::NetMulticast_InvokeGameplayCueAdded_WithParams_Implementation(const FGameplayTag GameplayCueTag, FPredictionKey PredictionKey, FGameplayCueParameters Parameters) { } void ABuildingSMActor::NetMulticast_InvokeGameplayCueAdded_Implementation(const FGameplayTag GameplayCueTag, FPredictionKey PredictionKey, FGameplayEffectContextHandle EffectContext) { } void ABuildingSMActor::MulticastPlayFullHealthEffects_Implementation() { } void ABuildingSMActor::MarkConnectedBuildingsForStructuralIntegrityCheck() { } bool ABuildingSMActor::IsUnderConstruction() const { return false; } bool ABuildingSMActor::IsSupportedByWorld() const { return false; } bool ABuildingSMActor::IsStructurallySupported() const { return false; } bool ABuildingSMActor::HasDestructionLoot() const { return false; } UCurveLinearColor* ABuildingSMActor::GetWindSpeedCurveForPreview() const { return NULL; } UCurveLinearColor* ABuildingSMActor::GetWindPannerSpeedCurveForPreview() const { return NULL; } TEnumAsByte ABuildingSMActor::GetReplacementDestructionReason() { return BRT_None; } int32 ABuildingSMActor::GetLogicalBuildingIndex() const { return 0; } bool ABuildingSMActor::GetIntenseWindMaterialsForPreview(TArray& Materials) { return false; } FBuildingDuplicationData ABuildingSMActor::GetDuplicationData() { return FBuildingDuplicationData{}; } void ABuildingSMActor::GetBuildingTextureData(TArray& OutTextureDataArray) const { } UStaticMeshComponent* ABuildingSMActor::GetBuildingMeshComponent() const { return NULL; } TArray ABuildingSMActor::GetAttachedBuildingActors() { return TArray(); } UMaterialInstanceDynamic* ABuildingSMActor::GetAnimatingMID(int32 ElementIndex) { return NULL; } void ABuildingSMActor::GameplayCue_Abilities_Activation_Generic_BannerWallBuff2(TEnumAsByte EventType, FGameplayCueParameters Parameters) { } void ABuildingSMActor::GameplayCue_Abilities_Activation_Generic_BannerWallBuff1(TEnumAsByte EventType, FGameplayCueParameters Parameters) { } void ABuildingSMActor::ForceIntoStructuralGridDuringRuntime_Implementation() { } void ABuildingSMActor::EditorOnlySetInstanceMaterialVectorParameter(FName ParamName, FLinearColor Value) { } void ABuildingSMActor::EditorOnlySetInstanceMaterialTextureParameter(FName ParamName, UTexture* Value) { } void ABuildingSMActor::EditorOnlySetInstanceMaterialScalarParameter(FName ParamName, float Value) { } void ABuildingSMActor::EditorOnlyRemoveInstanceMaterialVectorParameter(FName ParamName) { } void ABuildingSMActor::EditorOnlyRemoveInstanceMaterialTextureParameter(FName ParamName) { } void ABuildingSMActor::EditorOnlyRemoveInstanceMaterialScalarParameter(FName ParamName) { } void ABuildingSMActor::DetachBuildingActorFromMe(ABuildingSMActor* ActorToAttach, bool bBeingDestroyed) { } void ABuildingSMActor::ClearRequestedBuildingAnimation() { } void ABuildingSMActor::BlueprintOnStructurallyUnstable_Implementation() { } void ABuildingSMActor::BlueprintOnStructurallyStable_Implementation() { } void ABuildingSMActor::AttachBuildingActorToMe(ABuildingSMActor* ActorToAttach, bool bForceAttachment) { } void ABuildingSMActor::AddToGrid() { } void ABuildingSMActor::GetLifetimeReplicatedProps(TArray& OutLifetimeProps) const { Super::GetLifetimeReplicatedProps(OutLifetimeProps); DOREPLIFETIME(ABuildingSMActor, TextureData); DOREPLIFETIME(ABuildingSMActor, StaticMesh); DOREPLIFETIME(ABuildingSMActor, AltMeshIdx); DOREPLIFETIME(ABuildingSMActor, ResourceType); DOREPLIFETIME(ABuildingSMActor, bMirrored); DOREPLIFETIME(ABuildingSMActor, bNoCollision); DOREPLIFETIME(ABuildingSMActor, bNoPhysicsCollision); DOREPLIFETIME(ABuildingSMActor, bNoCameraCollision); DOREPLIFETIME(ABuildingSMActor, bSupportsRepairing); DOREPLIFETIME(ABuildingSMActor, bHiddenDueToTrapPlacement); DOREPLIFETIME(ABuildingSMActor, bAttachmentPlacementBlockedFront); DOREPLIFETIME(ABuildingSMActor, bAttachmentPlacementBlockedBack); DOREPLIFETIME(ABuildingSMActor, bIsForPreviewing); DOREPLIFETIME(ABuildingSMActor, bUnderConstruction); DOREPLIFETIME(ABuildingSMActor, bUnderRepair); DOREPLIFETIME(ABuildingSMActor, bIsInitiallyBuilding); DOREPLIFETIME(ABuildingSMActor, BuildingAnimation); DOREPLIFETIME(ABuildingSMActor, ReplicatedDrawScale3D); DOREPLIFETIME(ABuildingSMActor, MinimalReplicationProxy); DOREPLIFETIME(ABuildingSMActor, BuildingReplacementType); DOREPLIFETIME(ABuildingSMActor, EditingPlayer); DOREPLIFETIME(ABuildingSMActor, DamagerOwner); DOREPLIFETIME(ABuildingSMActor, RelevantBASE); DOREPLIFETIME(ABuildingSMActor, ProxyGameplayCueDamagePhysical); } ABuildingSMActor::ABuildingSMActor() { this->TextureData[0] = NULL; this->TextureData[1] = NULL; this->TextureData[2] = NULL; this->TextureData[3] = NULL; this->StaticMesh = NULL; this->AltMeshIdx = -1; this->ResourceType = EFortResourceType::None; this->bForceReplicateSubObjects = false; this->bAllowBuildingCheat = false; this->bMirrored = false; this->bNoCollision = false; this->bNoPhysicsCollision = false; this->bNoCameraCollision = false; this->bCameraOnlyCollision = false; this->bNoPawnCollision = false; this->bNoAIPawnCollision = false; this->bNoWeaponCollision = false; this->bNoRangedWeaponCollision = false; this->bNoProjectileCollision = false; this->bDoNotBlockInteract = false; this->bBlocksCeilingPlacement = false; this->bBlocksAttachmentPlacement = false; this->bSupportsRepairing = false; this->bUsePhysicalSurfaceForFootstep = false; this->bRandomYawOnPlacement = false; this->bRandomScaleOnPlacement = false; this->bClearMIDWhenReturningToUndamagedState = true; this->bNeedsMIDsForCreative = false; this->bHiddenDueToTrapPlacement = false; this->bAttachmentPlacementBlockedFront = false; this->bAttachmentPlacementBlockedBack = false; this->bAllowResourceDrop = true; this->bHideOnDeath = true; this->bPlayDestructionEffects = true; this->bSkipConstructionSounds = false; this->bSupportedDirectly = false; this->bForciblyStructurallySupported = false; this->bRegisterWithStructuralGrid = false; this->bIsForPreviewing = false; this->bUnderConstruction = false; this->bUnderRepair = false; this->bCurrentlyBeingEdited = false; this->bAllowWeakSpots = true; this->bUseComplexForWeakSpots = true; this->bCanSpawnAtLowerQuotaLevels = false; this->bNeedsWindMaterialParameters = false; this->bPropagatesBounceEffects = true; this->bNeedsDamageOverlay = true; this->bIsInitiallyBuilding = false; this->SavedDirectlySupportedStatus = ESavedSupportStatus::UnknownState; this->MaximumQuotaLevelBound = ELootQuotaLevel::Unlimited; this->BuildingAnimation = EBA_None; this->DestroyedTime = 0.00f; this->InfluenceMapWeight = 0.00f; this->BASEEffectMeshComponent = NULL; this->CachedNavAreaHusk = NULL; this->CachedNavAreaSmasher = NULL; this->StaticMeshComponent = CreateDefaultSubobject(TEXT("StaticMeshComponent0")); this->BaseMaterial = NULL; this->MaxResourcesToSpawn = -1; this->BreakEffect = NULL; this->DeathParticles = NULL; this->DeathSound = NULL; this->ConstructedEffect = NULL; this->ShieldBuffMaterialParamValue1 = 0.50f; this->ShieldBuffMaterialParamValue2 = 1.00f; this->AnimatingDistanceFieldSelfShadowBias = 100.00f; this->ConstructionAudioComponent = NULL; this->CachedDestructionInstigator = NULL; this->DamageOverlayComponent = NULL; this->MIDDamageOverlay = NULL; this->DamageAmountStart = 0.00f; this->LastDamageAmount = 0.00f; this->EditModePatternData = NULL; this->UndermineGroup = -1; this->LogicalBuildingIdx = -1; this->AnimatingSubObjects = 0.00f; this->NumFrameSubObjects = 0; this->EditModeSupportClass = NULL; this->EditModeSupport = NULL; this->HealthToAutoBuild = 0.00f; this->AccumulatedAutoBuildTime = 0.00f; this->BuildingReplacementType = BRT_None; this->ReplacementDestructionReason = BRT_None; this->CurBuildingAnimType = EBA_None; this->DamageVisualsState = EFortDamageVisualsState::UnDamaged; this->CurAnimSubObjectNum = 0; this->CurBuildingAnimStartTime = 0.00f; this->CurAnimSubObjectTargetNum = 0; this->BlueprintMeshComp = NULL; this->EditingPlayer = NULL; this->ConnectivityIcon = NULL; this->BuildingAttachmentRadius = 32.00f; this->BuildingAttachmentSlot = SLOT_None; this->BuildingAttachmentType = ATTACH_None; this->BuildingPlacementType = EPlacementType::Free; this->LastStructuralCheck = EStructuralSupportCheck::Max_None; this->PlayerGridSnapSize = 16.00f; this->ParentActorToAttachTo = NULL; this->AttachmentPlacementBlockingActors[0] = NULL; this->AttachmentPlacementBlockingActors[1] = NULL; this->ConnectivityComponent = NULL; this->LODActorIndexInFoundation = 0; this->ActorIndexInFoundation = 0; this->DamagerOwner = NULL; this->RelevantBASE = NULL; this->LastRelevantBASE = NULL; }