Files
2026-04-22 15:51:07 +02:00

39 lines
1.4 KiB
C++

#include "FortPhysicsBall.h"
#include "Components/SphereComponent.h"
#include "Net/UnrealNetwork.h"
void AFortPhysicsBall::UpdateDirectionAndRotation(float DeltaSeconds) {
}
void AFortPhysicsBall::GetLifetimeReplicatedProps(TArray<FLifetimeProperty>& OutLifetimeProps) const {
Super::GetLifetimeReplicatedProps(OutLifetimeProps);
DOREPLIFETIME(AFortPhysicsBall, bApplyingBackspin);
DOREPLIFETIME(AFortPhysicsBall, bApplyingLift);
}
AFortPhysicsBall::AFortPhysicsBall() {
this->bDetachRootChildrenOnServer = true;
this->bUpdateRotationOnlyIfRendered = true;
this->bRollingAudioFaded = false;
this->UpdateRollingAudioRangeMeters = 7.00f;
this->SphereCollision = CreateDefaultSubobject<USphereComponent>(TEXT("SphereCollision"));
this->RotationPivot = NULL;
this->RotatedComponent = NULL;
this->RollingAudioComponent = NULL;
this->bEnableBackspinOnKick = true;
this->bApplyingBackspin = false;
this->BackspinRotationScale = 1.00f;
this->bEnableLiftAndDrag = false;
this->bStopLiftWhenFalling = true;
this->bApplyingLift = false;
this->LiftFactor = 0.00f;
this->StopLiftHorizontalVelocityThreshold = 500.00f;
this->StopLiftVerticalVelocityThreshold = 0.00f;
this->StopLiftTimeDuration = 0.00f;
this->LiftDuration = 0.00f;
this->DragVelocityThreshold = 0.00f;
this->DragFactor = 0.00f;
}