#include "FortAbilityTask_ApplyRootMotionFallingBoostForce.h" #include "Net/UnrealNetwork.h" void UFortAbilityTask_ApplyRootMotionFallingBoostForce::OnLandedCallback(const FHitResult& Hit) { } UFortAbilityTask_ApplyRootMotionFallingBoostForce* UFortAbilityTask_ApplyRootMotionFallingBoostForce::ApplyRootMotionFallingBoostForce(UGameplayAbility* OwningAbility, FName TaskInstanceName, float NewVerticalImpulse, float NewDuration, float NewGravityScalar, float NewMaxAcceleration, float NewLateralFriction, float NewMaxLateralSpeed) { return NULL; } void UFortAbilityTask_ApplyRootMotionFallingBoostForce::GetLifetimeReplicatedProps(TArray& OutLifetimeProps) const { Super::GetLifetimeReplicatedProps(OutLifetimeProps); DOREPLIFETIME(UFortAbilityTask_ApplyRootMotionFallingBoostForce, VerticalImpulse); DOREPLIFETIME(UFortAbilityTask_ApplyRootMotionFallingBoostForce, Duration); DOREPLIFETIME(UFortAbilityTask_ApplyRootMotionFallingBoostForce, GravityScalar); DOREPLIFETIME(UFortAbilityTask_ApplyRootMotionFallingBoostForce, MaxAcceleration); DOREPLIFETIME(UFortAbilityTask_ApplyRootMotionFallingBoostForce, LateralFriction); DOREPLIFETIME(UFortAbilityTask_ApplyRootMotionFallingBoostForce, MaxLateralSpeed); } UFortAbilityTask_ApplyRootMotionFallingBoostForce::UFortAbilityTask_ApplyRootMotionFallingBoostForce() { this->VerticalImpulse = 1; this->Duration = 1; this->GravityScalar = 1; this->MaxAcceleration = 1; this->LateralFriction = 1; this->MaxLateralSpeed = 1; }