#include "BuildingTrapFloor_Waypoint.h" #include "Components/SceneComponent.h" #include "Components/StaticMeshComponent.h" #include "Net/UnrealNetwork.h" void ABuildingTrapFloor_Waypoint::OnRep_WaypointGroup() { } bool ABuildingTrapFloor_Waypoint::IsCurrentWaypoint(AFortPlayerPawn* Pawn) { return false; } void ABuildingTrapFloor_Waypoint::CaptureWaypoint(AFortPlayerPawn* Capturer) { } void ABuildingTrapFloor_Waypoint::GetLifetimeReplicatedProps(TArray& OutLifetimeProps) const { Super::GetLifetimeReplicatedProps(OutLifetimeProps); DOREPLIFETIME(ABuildingTrapFloor_Waypoint, Index); DOREPLIFETIME(ABuildingTrapFloor_Waypoint, WaypointGroup); } ABuildingTrapFloor_Waypoint::ABuildingTrapFloor_Waypoint() { this->bIsActive = true; this->NextPoint = NULL; this->PreviousPoint = NULL; this->SplinePointLocation = CreateDefaultSubobject(TEXT("SplineLocation")); this->DeactivatedMesh = CreateDefaultSubobject(TEXT("DeactivatedMesh")); this->WaypointGroup = NULL; this->CachedWaypointGroup = NULL; }