#include "FortPhysicsBall.h" #include "Components/SphereComponent.h" #include "Net/UnrealNetwork.h" void AFortPhysicsBall::UpdateDirectionAndRotation(float DeltaSeconds) { } void AFortPhysicsBall::GetLifetimeReplicatedProps(TArray& OutLifetimeProps) const { Super::GetLifetimeReplicatedProps(OutLifetimeProps); DOREPLIFETIME(AFortPhysicsBall, bApplyingBackspin); DOREPLIFETIME(AFortPhysicsBall, bApplyingLift); } AFortPhysicsBall::AFortPhysicsBall() { this->bDetachRootChildrenOnServer = true; this->bUpdateRotationOnlyIfRendered = true; this->bRollingAudioFaded = false; this->UpdateRollingAudioRangeMeters = 7.00f; this->SphereCollision = CreateDefaultSubobject(TEXT("SphereCollision")); this->RotationPivot = NULL; this->RotatedComponent = NULL; this->RollingAudioComponent = NULL; this->bEnableBackspinOnKick = true; this->bApplyingBackspin = false; this->BackspinRotationScale = 1.00f; this->bEnableLiftAndDrag = false; this->bStopLiftWhenFalling = true; this->bApplyingLift = false; this->LiftFactor = 0.00f; this->StopLiftHorizontalVelocityThreshold = 500.00f; this->StopLiftVerticalVelocityThreshold = 0.00f; this->StopLiftTimeDuration = 0.00f; this->LiftDuration = 0.00f; this->DragVelocityThreshold = 0.00f; this->DragFactor = 0.00f; }