#include "FortProjectileAthena.h" #include "Net/UnrealNetwork.h" void AFortProjectileAthena::ServerNotifyPawnHit_Implementation(FHitResult Hit) { } bool AFortProjectileAthena::ServerNotifyPawnHit_Validate(FHitResult Hit) { return true; } void AFortProjectileAthena::OnRep_PawnHitResult() { } void AFortProjectileAthena::OnRep_FireStart() { } void AFortProjectileAthena::KillAfterNoPawnHit() { } void AFortProjectileAthena::GetLifetimeReplicatedProps(TArray& OutLifetimeProps) const { Super::GetLifetimeReplicatedProps(OutLifetimeProps); DOREPLIFETIME(AFortProjectileAthena, FireStartLoc); DOREPLIFETIME(AFortProjectileAthena, PawnHitResult); } AFortProjectileAthena::AFortProjectileAthena() { this->bExplodeOnPawnHit = false; this->bNoCollisionForNonOwningClients = false; this->bIgnoreActorsAttachedToFiringPawn = true; this->TimeToWaitForPawnHitBeforeKillOnServer = 4.00f; }