#include "FortTrackMovementComponent.h" #include "Net/UnrealNetwork.h" void UFortTrackMovementComponent::OnRep_ReplicatedTrackMovement() { } bool UFortTrackMovementComponent::IsReverseDirection() const { return false; } AFortTrack* UFortTrackMovementComponent::GetTrack() const { return NULL; } USplineComponent* UFortTrackMovementComponent::GetSpline() const { return NULL; } float UFortTrackMovementComponent::GetDistanceAlongSpline() const { return 0.0f; } void UFortTrackMovementComponent::FlipDirection() { } void UFortTrackMovementComponent::GetLifetimeReplicatedProps(TArray& OutLifetimeProps) const { Super::GetLifetimeReplicatedProps(OutLifetimeProps); DOREPLIFETIME(UFortTrackMovementComponent, TrackVelocity); DOREPLIFETIME(UFortTrackMovementComponent, ReplicatedTrackMovement); } UFortTrackMovementComponent::UFortTrackMovementComponent() { this->OptionalEditorPlacedTrack = NULL; this->SplineLocationOffsetZ = 104.00f; this->DiscoverSplineFrequency = 2.00f; this->TrackVelocity = 256.00f; this->bReverseYawWhenReversedOnSpline = true; this->ClientPredictionSpeedModifier = 1.00f; }