#include "FortAbilityTask_DirectedMovement.h" #include "Net/UnrealNetwork.h" UFortAbilityTask_DirectedMovement* UFortAbilityTask_DirectedMovement::DirectedMovementToLocation(UGameplayAbility* OwningAbility, FVector MovementTargetLocation, TEnumAsByte MovementSpaceType, float MovementDuration, float CloseEnoughDistance, bool ModifyZ, bool NewBCancelOnFalling) { return NULL; } UFortAbilityTask_DirectedMovement* UFortAbilityTask_DirectedMovement::DirectedMovementToComponent(UGameplayAbility* OwningAbility, USceneComponent* NewTargetComponent, float MaxMovementDistance, float MovementDuration, float IdealDistance, bool ModifyZ, bool NewBCancelOnFalling) { return NULL; } UFortAbilityTask_DirectedMovement* UFortAbilityTask_DirectedMovement::DirectedMovementToActor(UGameplayAbility* OwningAbility, AActor* TargetActor, float MaxMovementDistance, float MovementDuration, float IdealDistance, bool ModifyZ, bool NewBCancelOnFalling) { return NULL; } UFortAbilityTask_DirectedMovement* UFortAbilityTask_DirectedMovement::DirectedMovement(UGameplayAbility* OwningAbility, FVector MovementDirection, TEnumAsByte MovementSpaceType, float NewMovementDistance, float MovementDuration, float IdealDistance, bool ModifyZ, bool NewBCancelOnFalling) { return NULL; } void UFortAbilityTask_DirectedMovement::GetLifetimeReplicatedProps(TArray& OutLifetimeProps) const { Super::GetLifetimeReplicatedProps(OutLifetimeProps); DOREPLIFETIME(UFortAbilityTask_DirectedMovement, TargetLocation); DOREPLIFETIME(UFortAbilityTask_DirectedMovement, TargetComponent); DOREPLIFETIME(UFortAbilityTask_DirectedMovement, MovementDistance); DOREPLIFETIME(UFortAbilityTask_DirectedMovement, IdealArrivalDistance); DOREPLIFETIME(UFortAbilityTask_DirectedMovement, DurationOfMovement); DOREPLIFETIME(UFortAbilityTask_DirectedMovement, bModifyZ); DOREPLIFETIME(UFortAbilityTask_DirectedMovement, bCancelOnFalling); } UFortAbilityTask_DirectedMovement::UFortAbilityTask_DirectedMovement() { this->TargetComponent = NULL; this->MovementDistance = 0.00f; this->IdealArrivalDistance = 0.00f; this->DurationOfMovement = 0.00f; this->bModifyZ = false; this->bCancelOnFalling = false; this->MovementComponent = NULL; }