#include "FortProjectileMovementComponent.h" #include "Net/UnrealNetwork.h" void UFortProjectileMovementComponent::SetHomingTurnSpeedMin(float NewHomingTurnSpeedMin) { } void UFortProjectileMovementComponent::SetHomingTurnSpeedMax(float NewHomingTurnSpeedMax) { } void UFortProjectileMovementComponent::SetHomingTimeUntilMaxTurnSpeed(float NewTimeUntilMax) { } void UFortProjectileMovementComponent::SetHomingTargetPosition(const FVector& HomingTargetPosition) { } void UFortProjectileMovementComponent::SetHomingTargetOffset(const FVector& NewHomingOffset) { } void UFortProjectileMovementComponent::SetHomingTarget(AActor* HomingTarget) { } void UFortProjectileMovementComponent::SetHomingStyle(EFortHomingStyle NewHomingStyle, bool ResetHomingTurnSpeedTimer) { } void UFortProjectileMovementComponent::SetHomingLockTargetDistanceThreshold(float NewDistanceThreshold) { } void UFortProjectileMovementComponent::SetHomingLaserTargetDistance(float NewDistance) { } void UFortProjectileMovementComponent::SetDesiredDirection(const FVector& Direction) { } void UFortProjectileMovementComponent::SetAccelerationMagnitude(const float InAccelerationMagnitude) { } void UFortProjectileMovementComponent::OnRep_HomingData() { } EFortHomingStyle UFortProjectileMovementComponent::GetInitalHomingStyle() const { return EFortHomingStyle::None; } void UFortProjectileMovementComponent::GetLifetimeReplicatedProps(TArray& OutLifetimeProps) const { Super::GetLifetimeReplicatedProps(OutLifetimeProps); DOREPLIFETIME(UFortProjectileMovementComponent, HomingData); DOREPLIFETIME(UFortProjectileMovementComponent, DesiredDirection); DOREPLIFETIME(UFortProjectileMovementComponent, AccelerationMagnitude); } UFortProjectileMovementComponent::UFortProjectileMovementComponent() { this->InitialHomingStyle = EFortHomingStyle::None; this->HomingLaserTargetDistance = 50000.00f; this->bHasHomedTowardTarget = false; this->HomingTravelTime = 0.00f; this->AccelerationMagnitude = 0.00f; }