#include "FortSkyTubePhysicsComponent.h" #include "Net/UnrealNetwork.h" void UFortSkyTubePhysicsComponent::SetMagnetization(const bool bInMagnetized) { } void UFortSkyTubePhysicsComponent::OnRep_SkyTube(AFortSkyTube* PreviousSkyTube) { } void UFortSkyTubePhysicsComponent::OnRep_Magnetized(bool bPreviousMagnetized) { } bool UFortSkyTubePhysicsComponent::IsSkyTubeForceEnabled() const { return false; } bool UFortSkyTubePhysicsComponent::IsMagnetized() const { return false; } bool UFortSkyTubePhysicsComponent::IsInSkyTube() const { return false; } void UFortSkyTubePhysicsComponent::ExitSkyTube(AFortSkyTube* InSkyTube) { } void UFortSkyTubePhysicsComponent::EnterSkyTube(AFortSkyTube* InSkyTube) { } void UFortSkyTubePhysicsComponent::ComputeAccelerations(const float DeltaTime, UPrimitiveComponent* PrimComp, FVector& OutLinearAcceleration, FVector& OutAngularAccelerationRad) { } void UFortSkyTubePhysicsComponent::GetLifetimeReplicatedProps(TArray& OutLifetimeProps) const { Super::GetLifetimeReplicatedProps(OutLifetimeProps); DOREPLIFETIME(UFortSkyTubePhysicsComponent, SkyTube); DOREPLIFETIME(UFortSkyTubePhysicsComponent, bMagnetized); } UFortSkyTubePhysicsComponent::UFortSkyTubePhysicsComponent() { this->MaxTubeSpeed = 2200.00f; this->MaxTubeAcceleration = 3000.00f; this->bMagnetizeWhenNotInSkytube = true; this->SkyTube = NULL; this->PrevSkyTube = NULL; this->bMagnetized = true; }