#include "FortPhysicsPawn.h" #include "Net/UnrealNetwork.h" void AFortPhysicsPawn::ServerUpdateStateSync_Implementation(const TArray& StateSyncData) { } bool AFortPhysicsPawn::ServerUpdateStateSync_Validate(const TArray& 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& OutLifetimeProps) const { Super::GetLifetimeReplicatedProps(OutLifetimeProps); DOREPLIFETIME(AFortPhysicsPawn, SafeTeleportLocation); DOREPLIFETIME(AFortPhysicsPawn, GravityMultiplier); } AFortPhysicsPawn::AFortPhysicsPawn() { this->GravityMultiplier = 1.00f; }