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https://github.com/ApfelTeeSaft/UnrealEvent.git
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65 lines
2.3 KiB
C++
65 lines
2.3 KiB
C++
#include "BuildingGameplayActor.h"
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void ABuildingGameplayActor::SetTouchComponentForAbilityDeliveryInfo(UPrimitiveComponent* PrimitiveComponent) {
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}
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void ABuildingGameplayActor::SetInitialVelocity(const FVector& InitialVelocity) {
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}
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void ABuildingGameplayActor::SetIgnoreInstigatorCollision(bool bShouldIgnore) {
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}
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void ABuildingGameplayActor::SetAbilitySourceLevel(int32 NewAbilitySourceLevel) {
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}
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void ABuildingGameplayActor::OnRegisteredTouchComponentEndOverlap(UPrimitiveComponent* OverlappedComp, AActor* Other, UPrimitiveComponent* OtherComp, int32 OtherBodyIndex) {
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}
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void ABuildingGameplayActor::OnRegisteredTouchComponentBeginOverlap(UPrimitiveComponent* OverlappedComp, AActor* Other, UPrimitiveComponent* OtherComp, int32 OtherBodyIndex, bool bFromSweep, const FHitResult& SweepResult) {
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}
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void ABuildingGameplayActor::K2_RemoveGameplayCue(FGameplayTag GameplayCueTag) {
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}
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void ABuildingGameplayActor::K2_ExecuteGameplayCueWithParams(FGameplayTag GameplayCueTag, const FGameplayCueParameters& GameplayCueParameters) {
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}
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void ABuildingGameplayActor::K2_ExecuteGameplayCue(FGameplayTag GameplayCueTag, FGameplayEffectContextHandle Context) {
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}
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void ABuildingGameplayActor::K2_AddGameplayCue(FGameplayTag GameplayCueTag, FGameplayEffectContextHandle Context) {
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}
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FTransform ABuildingGameplayActor::GetTargetingSourceTransform_Implementation(EFortAbilityTargetingSource Source) const {
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return FTransform{};
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}
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void ABuildingGameplayActor::ForceChangeOwnerInstigator(AFortPlayerController* NewInstigator) {
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}
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void ABuildingGameplayActor::EnableAbilityDeliveryInfo(FGameplayTag BucketTag) {
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}
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void ABuildingGameplayActor::DisableAbilityDeliveryInfo(FGameplayTag BucketTag) {
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}
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ABuildingGameplayActor::ABuildingGameplayActor() {
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this->AbilitySet = NULL;
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this->InherentAbilitySets[0] = NULL;
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this->InherentAbilitySets[1] = NULL;
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this->InherentAbilitySets[2] = NULL;
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this->InherentAbilitySets[3] = NULL;
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this->InherentAbilitySets[4] = NULL;
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this->DamageSet = NULL;
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this->bIgnoreInstigatorCollision = false;
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this->bAddOwnerVelocity = false;
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this->AbilitySourceLevel = 0;
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this->bApplyDefaultEnabledAbilityBucketsOnInit = true;
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this->bUseSimpleActorTouchSetupForAbilityBuckets = true;
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this->RegisteredTouchComponent = NULL;
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this->ProjectileMovementComponent = NULL;
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}
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