#include "FortHeldObjectComponent.h" #include "Net/UnrealNetwork.h" void UFortHeldObjectComponent::TurnOnCollisionSettings() { } void UFortHeldObjectComponent::TurnOffCollisionSettings() { } void UFortHeldObjectComponent::ThrownObjectStopped(const FHitResult& ImpactResult) { } void UFortHeldObjectComponent::ThrowHeldObject(const FVector& DetachLocation, const FRotator& ThrowDirection) { } void UFortHeldObjectComponent::SetMeshComponent(UMeshComponent* InMeshComponent) { } void UFortHeldObjectComponent::PlaceHeldObject() { } void UFortHeldObjectComponent::PickupHeldObject(AFortPlayerPawn* PlayerPawn) { } void UFortHeldObjectComponent::OnWeaponUnequipped() { } void UFortHeldObjectComponent::OnThrowComplete() { } void UFortHeldObjectComponent::OnRep_UsePreviewMaterial() { } void UFortHeldObjectComponent::OnRep_OwningPawn(AFortPlayerPawn* LastOwningPawn) { } void UFortHeldObjectComponent::OnRep_bCollisionBlockedByPawns() { } bool UFortHeldObjectComponent::IsUnheld() const { return false; } bool UFortHeldObjectComponent::IsThrown() const { return false; } bool UFortHeldObjectComponent::IsPlaced() const { return false; } bool UFortHeldObjectComponent::IsHeld() const { return false; } bool UFortHeldObjectComponent::IsDropped() const { return false; } void UFortHeldObjectComponent::HandleOwnerDestroyed(AActor* DestroyedActor) { } void UFortHeldObjectComponent::HandleOwnerAsBuildingActorDestroyed(AActor* DamagedActor, float Damage, AController* InstigatedBy, AActor* DamageCauser, FVector HitLocation, UPrimitiveComponent* FHitComponent, FName BoneName, FVector Momentum) { } float UFortHeldObjectComponent::GetSweptTraceRadius() const { return 0.0f; } UMeshComponent* UFortHeldObjectComponent::GetMeshComponent() const { return NULL; } float UFortHeldObjectComponent::GetMaxSpeed() const { return 0.0f; } AFortPlayerPawn* UFortHeldObjectComponent::GetInstigator() const { return NULL; } float UFortHeldObjectComponent::GetGravityZ() const { return 0.0f; } float UFortHeldObjectComponent::GetGravityScale() const { return 0.0f; } bool UFortHeldObjectComponent::GetBlocksVehicleDriverSeat() const { return false; } void UFortHeldObjectComponent::DropHeldObject() { } bool UFortHeldObjectComponent::CanInteract(const AFortPlayerPawn* RequestingPawn) { return false; } void UFortHeldObjectComponent::GetLifetimeReplicatedProps(TArray& OutLifetimeProps) const { Super::GetLifetimeReplicatedProps(OutLifetimeProps); DOREPLIFETIME(UFortHeldObjectComponent, bUsePreviewMaterial); DOREPLIFETIME(UFortHeldObjectComponent, bCollisionBlockedByPawns); DOREPLIFETIME(UFortHeldObjectComponent, HeldObjectState); DOREPLIFETIME(UFortHeldObjectComponent, OwningPawn); DOREPLIFETIME(UFortHeldObjectComponent, ObjectPickupRotation); } UFortHeldObjectComponent::UFortHeldObjectComponent() { PlayerAttachmentScaleRule = EAttachmentRule::KeepRelative; bBlocksVehicleDriverSeat = true; bApplyAngularImpulseOnThrow = false; PlacementPreviewClass = NULL; bUsePreviewMaterial = false; bCollisionBlockedByPawns = false; bDroppedFromWeaponSwap = false; HeldObjectState = EHeldObjectState::Unheld; OwningPawn = NULL; ProjectileMovementComponent = NULL; PhysicsObjectComponent = NULL; ReferenceMeshComponent = NULL; PlacementPreviewActor = NULL; }