#include "FortAbilityTask_SpawnProjectileAndWait.h" #include "Templates/SubclassOf.h" UFortAbilityTask_SpawnProjectileAndWait* UFortAbilityTask_SpawnProjectileAndWait::SpawnProjectileAndWait(UGameplayAbility* OwningAbility, TSubclassOf Class, AActor* NewRequestedBy, const FVector& NewSpawnLocation, const FRotator& NewSpawnRotation, const FRotator& NewSpawnDirection, float NewInitialSpeed, FFortGameplayEffectContainerSpec NewEffectContainerSpecToApplyOnHit, FFortGameplayEffectContainerSpec NewEffectContainerSpecToApplyOnExplode, float NewGravityScale, AActor* NewHomingTarget, bool bAllowProjectileSpawnWhenDead, bool bAllowProjectileSpawnWhenDBNO) { return NULL; } void UFortAbilityTask_SpawnProjectileAndWait::OnProjectileDestroyed(AActor* DestroyedActor) { } void UFortAbilityTask_SpawnProjectileAndWait::FinishSpawningActor(UGameplayAbility* OwningAbility, AFortProjectileBase* SpawnedActor) { } bool UFortAbilityTask_SpawnProjectileAndWait::BeginSpawningActor(UGameplayAbility* OwningAbility, TSubclassOf Class, AFortProjectileBase*& SpawnedActor) { return false; } UFortAbilityTask_SpawnProjectileAndWait::UFortAbilityTask_SpawnProjectileAndWait() { this->RequestedBy = NULL; this->InitialSpeed = 0.00f; this->GravityScale = 0.00f; this->HomingTarget = NULL; this->bAllowSpawnWhenDead = false; this->bAllowSpawnWhenDBNO = false; }