#include "FortGameplayAbility_JumpBoostPack.h" #include "Net/UnrealNetwork.h" void UFortGameplayAbility_JumpBoostPack::SetCurrentState(EJumpBoostPackState InState) { } void UFortGameplayAbility_JumpBoostPack::OnRep_ServerCurrentState(EJumpBoostPackState PreviousState) { } void UFortGameplayAbility_JumpBoostPack::OnRep_bAbilityMarkedForPendingKill() { } void UFortGameplayAbility_JumpBoostPack::OnFuelIsFull_Implementation() { } void UFortGameplayAbility_JumpBoostPack::OnFuelIsEmpty_Implementation() { } void UFortGameplayAbility_JumpBoostPack::OnCurrentStateChanged_Implementation(EJumpBoostPackState InPreviousState, EJumpBoostPackState InCurrentState) { } void UFortGameplayAbility_JumpBoostPack::OnAbilityCanceled_Implementation() { } void UFortGameplayAbility_JumpBoostPack::HandleCurrentStateChanged(EJumpBoostPackState InPreviousState) { } void UFortGameplayAbility_JumpBoostPack::GetLifetimeReplicatedProps(TArray& OutLifetimeProps) const { Super::GetLifetimeReplicatedProps(OutLifetimeProps); DOREPLIFETIME(UFortGameplayAbility_JumpBoostPack, ServerCurrentState); DOREPLIFETIME(UFortGameplayAbility_JumpBoostPack, bAbilityMarkedForPendingKill); } UFortGameplayAbility_JumpBoostPack::UFortGameplayAbility_JumpBoostPack() { this->ServerCurrentState = EJumpBoostPackState::None; this->CurrentState = EJumpBoostPackState::None; this->DelayRegenStartTime = 0.00f; this->bAbilityMarkedForPendingKill = false; }