#include "ObjectInteractionBehavior.h" #include "Templates/SubclassOf.h" void UObjectInteractionBehavior::TriggerInteractionBehavior_Implementation() { } void UObjectInteractionBehavior::TickMovementMode_Implementation() { } void UObjectInteractionBehavior::StartCreativeInteractionOnServer_Implementation() { } void UObjectInteractionBehavior::StartCreativeInteractionOnClient_Implementation() { } void UObjectInteractionBehavior::PlayGameplayAbility(const TSubclassOf ActivatedAbilityClass) { } bool UObjectInteractionBehavior::IsSelectionSetInValidPosition() { return false; } void UObjectInteractionBehavior::HandleDuplicateActor_Implementation() { } void UObjectInteractionBehavior::GetSelectedActorsMeshComponents(TArray& Components) { } void UObjectInteractionBehavior::GetSelectedActors(TArray& SelectedActors) { } AFortPlayerController* UObjectInteractionBehavior::GetFortPlayerController() { return NULL; } AFortCreativeMoveTool* UObjectInteractionBehavior::GetFortCreativeMoveTool() { return NULL; } void UObjectInteractionBehavior::ExitCreativeInteraction_Implementation() { } void UObjectInteractionBehavior::EndCreativeInteraction_Implementation() { } UObjectInteractionBehavior::UObjectInteractionBehavior() { this->StartInteractionAbility = NULL; this->EndInteractionAbility = NULL; this->TriggerInteractionAbility = NULL; this->RotateClockwiseAbility = NULL; this->RotateCounterclockwiseAbility = NULL; this->MirrorAbility = NULL; this->ExitAbility = NULL; this->FailAbility = NULL; this->bShouldAddToParent = true; this->bShouldUseActorToSelection = false; this->Priority = 0; }