#include "FortGameplayEffectDeliveryActor.h" #include "Net/UnrealNetwork.h" void AFortGameplayEffectDeliveryActor::SetNoiseMakingInstigatorOverride(AActor* NewActor) { } void AFortGameplayEffectDeliveryActor::SetIgnoreInstigatorCollision(bool bShouldIgnore) { } void AFortGameplayEffectDeliveryActor::SetCollisionComponent(UPrimitiveComponent* NewCollisionComponent) { } void AFortGameplayEffectDeliveryActor::OnRep_IsBeingKilled() { } void AFortGameplayEffectDeliveryActor::OnRep_HasExplodedReplay() { } void AFortGameplayEffectDeliveryActor::OnComponentTouch(UPrimitiveComponent* HitComp, AActor* OtherActor, UPrimitiveComponent* OtherComp, FVector NormalImpulse, const FHitResult& Hit) { } void AFortGameplayEffectDeliveryActor::OnComponentOverlap(UPrimitiveComponent* OverlappedComp, AActor* OtherActor, UPrimitiveComponent* OtherComp, int32 OtherBodyIndex, bool bFromSweep, const FHitResult& SweepResult) { } void AFortGameplayEffectDeliveryActor::KillTimerExpired() { } void AFortGameplayEffectDeliveryActor::Kill() { } bool AFortGameplayEffectDeliveryActor::IsBeingKilled() const { return false; } UPrimitiveComponent* AFortGameplayEffectDeliveryActor::GetCollisionComponent() const { return NULL; } void AFortGameplayEffectDeliveryActor::DoSingleActorHit(const FHitResult& Hit, const bool bBroadcastHit) { } void AFortGameplayEffectDeliveryActor::DoExplosionAtLocation(const FVector& ExplosionLocation) { } void AFortGameplayEffectDeliveryActor::DoExplosion() { } void AFortGameplayEffectDeliveryActor::ChangeInstigator(APawn* NewInstigator) { } void AFortGameplayEffectDeliveryActor::BroadcastExplosion_Implementation(const TArray& HitActors, const TArray& HitResults) { } void AFortGameplayEffectDeliveryActor::AddAdditionalExplodeEffectContainer(const FFortGameplayEffectContainerSpec& ExplodeContainer) { } void AFortGameplayEffectDeliveryActor::GetLifetimeReplicatedProps(TArray& OutLifetimeProps) const { Super::GetLifetimeReplicatedProps(OutLifetimeProps); DOREPLIFETIME(AFortGameplayEffectDeliveryActor, bIsBeingKilled); DOREPLIFETIME(AFortGameplayEffectDeliveryActor, bHasExploded); DOREPLIFETIME(AFortGameplayEffectDeliveryActor, SpawnContext); } AFortGameplayEffectDeliveryActor::AFortGameplayEffectDeliveryActor() { this->bKillOnExplode = true; this->bSetHiddenOnKill = true; this->bKillOnMaxTargetsTouched = false; this->LifespanAfterKill = 5.00f; this->TouchingActorsEffectApplicationUpdateTime = 0.00f; this->bIsBeingKilled = false; this->bHasExploded = false; this->bIgnoreInstigatorCollision = true; this->bAddHitResultToTouchApplication = false; this->bExplosionTransformIgnoresRotation = false; this->bCanExplodeMultipleTimes = false; this->CollisionComponent = NULL; this->bDoExplosionReentrancyGuard = false; }