#include "FortAbilityTask_ApplyRootMotionFollowCharacterRotation.h" #include "Net/UnrealNetwork.h" UFortAbilityTask_ApplyRootMotionFollowCharacterRotation* UFortAbilityTask_ApplyRootMotionFollowCharacterRotation::ApplyRootMotionFollowCharacterRotation(UGameplayAbility* OwningAbility, FName TaskInstanceName, float StrengthInWater, float NewDuration, bool NewBIsAdditive, UCurveFloat* StrengthOverTimeOnLand, ERootMotionFinishVelocityMode VelocityOnFinishMode, FVector SetVelocityOnFinish, float ClampVelocityOnFinish, bool NewBEnableGravity) { return NULL; } void UFortAbilityTask_ApplyRootMotionFollowCharacterRotation::GetLifetimeReplicatedProps(TArray& OutLifetimeProps) const { Super::GetLifetimeReplicatedProps(OutLifetimeProps); DOREPLIFETIME(UFortAbilityTask_ApplyRootMotionFollowCharacterRotation, Strength); DOREPLIFETIME(UFortAbilityTask_ApplyRootMotionFollowCharacterRotation, Duration); DOREPLIFETIME(UFortAbilityTask_ApplyRootMotionFollowCharacterRotation, bIsAdditive); DOREPLIFETIME(UFortAbilityTask_ApplyRootMotionFollowCharacterRotation, StrengthOverTime); DOREPLIFETIME(UFortAbilityTask_ApplyRootMotionFollowCharacterRotation, bEnableGravity); } UFortAbilityTask_ApplyRootMotionFollowCharacterRotation::UFortAbilityTask_ApplyRootMotionFollowCharacterRotation() { Strength = 1; Duration = 1; bIsAdditive = false; StrengthOverTime = NULL; bEnableGravity = false; }