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

39 lines
1.2 KiB
C++

#include "FortPhysicsPawn.h"
#include "Net/UnrealNetwork.h"
void AFortPhysicsPawn::ServerUpdateStateSync_Implementation(const TArray<uint8>& StateSyncData) {
}
bool AFortPhysicsPawn::ServerUpdateStateSync_Validate(const TArray<uint8>& StateSyncData) {
return true;
}
void AFortPhysicsPawn::ServerUpdatePhysicsParams_Implementation(FReplicatedPhysicsPawnState InState) {
}
bool AFortPhysicsPawn::ServerUpdatePhysicsParams_Validate(FReplicatedPhysicsPawnState InState) {
return true;
}
void AFortPhysicsPawn::OnRep_SafeTeleportLocation() {
}
void AFortPhysicsPawn::OnRep_GravityMultiplier() {
}
void AFortPhysicsPawn::ClientBroadcastHitDetection_Implementation(APawn* ImpulseInstigator, float Radius, float Relevancy, const FVector HalfPoints, const FVector DoublePoints) {
}
void AFortPhysicsPawn::ClientAckMove_Implementation(uint32 MoveId) {
}
void AFortPhysicsPawn::GetLifetimeReplicatedProps(TArray<FLifetimeProperty>& OutLifetimeProps) const {
Super::GetLifetimeReplicatedProps(OutLifetimeProps);
DOREPLIFETIME(AFortPhysicsPawn, SafeTeleportLocation);
DOREPLIFETIME(AFortPhysicsPawn, GravityMultiplier);
}
AFortPhysicsPawn::AFortPhysicsPawn() {
this->GravityMultiplier = 1.00f;
}