#include "BuildingTurretComponent.h" #include "Net/UnrealNetwork.h" void UBuildingTurretComponent::SetTargetingOverlapComponent(UPrimitiveComponent* NewTargetingOverlapComponent) { } void UBuildingTurretComponent::OnTargetingEndOverlap(UPrimitiveComponent* OverlappedComp, AActor* OtherActor, UPrimitiveComponent* OtherComp, int32 OtherBodyIndex) { } void UBuildingTurretComponent::OnTargetingBeginOverlap(UPrimitiveComponent* OverlappedComp, AActor* OtherActor, UPrimitiveComponent* OtherComp, int32 OtherBodyIndex, bool bFromSweep, const FHitResult& SweepResult) { } void UBuildingTurretComponent::OnRep_CurrentTarget(AActor* OldTarget) { } void UBuildingTurretComponent::OnPerformTargetValidation() { } void UBuildingTurretComponent::OnFiringTimer() { } bool UBuildingTurretComponent::IsValidTarget_Implementation(AActor* InTarget) const { return false; } AActor* UBuildingTurretComponent::ChooseBestTarget_Implementation(TArray& InOutPotentialTargets) const { return NULL; } bool UBuildingTurretComponent::AttemptSetCurrentTarget(AActor* NewTarget) { return false; } void UBuildingTurretComponent::GetLifetimeReplicatedProps(TArray& OutLifetimeProps) const { Super::GetLifetimeReplicatedProps(OutLifetimeProps); DOREPLIFETIME(UBuildingTurretComponent, CurrentTarget); } UBuildingTurretComponent::UBuildingTurretComponent() { this->FiringInterval = 5.00f; this->CurrentTargetValidationInterval = 0.25f; this->bPerformPeriodicValidationOnCurrentTarget = true; this->TargetingOverlapComponent = NULL; this->OwnerASC = NULL; this->CurrentTarget = NULL; }