#include "FortAbilitySystemComponent.h" #include "Net/UnrealNetwork.h" void UFortAbilitySystemComponent::SetSharedAnimStateWithMontage(EFortSharedAnimationState State, UAnimMontage* Montage) { } void UFortAbilitySystemComponent::SetSharedAnimState(EFortSharedAnimationState State) { } void UFortAbilitySystemComponent::SetLandingMontageReplication(UAnimMontage* Montage1, FName Section1, UAnimMontage* Montage2, FName Section2) { } void UFortAbilitySystemComponent::OnRep_SharedAnim() { } void UFortAbilitySystemComponent::NetMulticast_RefreshActiveGameplayEffectCueEvents_Implementation() { } bool UFortAbilitySystemComponent::HasActiveAbilityWithAnyMatchingTag(FGameplayTagContainer Tags) const { return false; } float UFortAbilitySystemComponent::GetAttributeMagnitude(const FAttributeInfo Info) const { return 0.0f; } FAttributeInfo UFortAbilitySystemComponent::FindAttributeInformation(const FString& AttributeName) const { return FAttributeInfo{}; } bool UFortAbilitySystemComponent::CanActivateAbilityWithMatchingTag(FGameplayTagContainer GameplayAbilityTags) const { return false; } void UFortAbilitySystemComponent::BP_UnBlockAbilitiesWithTags(const FGameplayTagContainer& Tags) { } void UFortAbilitySystemComponent::BP_BlockAbilitiesWithTags(const FGameplayTagContainer& Tags) { } void UFortAbilitySystemComponent::GetLifetimeReplicatedProps(TArray& OutLifetimeProps) const { Super::GetLifetimeReplicatedProps(OutLifetimeProps); DOREPLIFETIME(UFortAbilitySystemComponent, LandingMontagePair); DOREPLIFETIME(UFortAbilitySystemComponent, RepSharedAnimInfo); } UFortAbilitySystemComponent::UFortAbilitySystemComponent() { }