#include "FortAttachableProjectileBase.h" #include "Net/UnrealNetwork.h" void AFortAttachableProjectileBase::ServerAttachToActor(const FHitResult& Hit, AActor* AttachToActor, float StickyOffsetFromPhysicsMesh, float StickyOffsetFromBoneCenter, float NarrowPlacementAgainstVelocityThreshold) { } void AFortAttachableProjectileBase::OnRep_ReplicatedAttachedInfo() { } AActor* AFortAttachableProjectileBase::GetAttachedToActor() { return NULL; } void AFortAttachableProjectileBase::GetLifetimeReplicatedProps(TArray& OutLifetimeProps) const { Super::GetLifetimeReplicatedProps(OutLifetimeProps); DOREPLIFETIME(AFortAttachableProjectileBase, AttachedInfo); } AFortAttachableProjectileBase::AFortAttachableProjectileBase() { }