#include "FortGameplayCueNotify_Looping.h" #include "Components/AudioComponent.h" #include "Particles/ParticleSystemComponent.h" USceneComponent* AFortGameplayCueNotify_Looping::GetTargetComponent(AActor* TargetActor, const FGameplayCueParameters& Parameters) const { return NULL; } bool AFortGameplayCueNotify_Looping::GetSpawnTransform(AActor* TargetActor, FName AttachPointName, const FGameplayCueParameters& Parameters, FTransform& OutTransform) const { return false; } AFortGameplayCueNotify_Looping::AFortGameplayCueNotify_Looping() { this->StartSound = NULL; this->StopSound = NULL; this->StartParticleSystem = NULL; this->StopParticleSystem = NULL; this->bStayAttached = true; this->bSnapToAttachPointAndPreserveWorldRotation = false; this->bUseHitResult = false; this->bUseWeapon = false; this->bIgnoreRotation = false; this->PoolingMethod = EPSCPoolMethod::AutoRelease; this->bIsValid = true; this->AudioComponent = CreateDefaultSubobject(TEXT("AudioComponent")); this->ParticleSystemComponent = CreateDefaultSubobject(TEXT("ParticleSystemComponent")); }