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

42 lines
1.2 KiB
C++

#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<FLifetimeProperty>& 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;
}