#include "FortProjectileMovementComponent.h" #include "Net/UnrealNetwork.h" void UFortProjectileMovementComponent::SetWaterInteractionComponent(UFortWaterInteractionComponent* WaterComponent) { } void UFortProjectileMovementComponent::SetVelocity(const FVector& InReplicatedVelocity) { } void UFortProjectileMovementComponent::SetReplicatedAutoRegisterUpdatedComponent(const bool bInReplicatedAutoRegisterUpdatedComponent) { } void UFortProjectileMovementComponent::SetHomingTurnSpeedMin(float NewHomingTurnSpeedMin) { } void UFortProjectileMovementComponent::SetHomingTurnSpeedMax(float NewHomingTurnSpeedMax) { } void UFortProjectileMovementComponent::SetHomingTimeUntilMaxTurnSpeed(float NewTimeUntilMax) { } void UFortProjectileMovementComponent::SetHomingTargetPosition(const FVector& HomingTargetPosition) { } void UFortProjectileMovementComponent::SetHomingTargetOffset(const FVector& NewHomingOffset) { } void UFortProjectileMovementComponent::SetHomingTarget(AActor* HomingTarget) { } void UFortProjectileMovementComponent::SetHomingStyle(EFortHomingStyle NewHomingStyle, bool ResetHomingTurnSpeedTimer) { } void UFortProjectileMovementComponent::SetHomingLockTargetDistanceThreshold(float NewDistanceThreshold) { } void UFortProjectileMovementComponent::SetHomingLaserTargetDistance(float NewDistance) { } void UFortProjectileMovementComponent::SetHomingData(const FProjectileHomingData& NewHomingData) { } void UFortProjectileMovementComponent::SetDesiredDirection(const FVector& Direction) { } void UFortProjectileMovementComponent::SetAccelerationMagnitude(const float InAccelerationMagnitude) { } void UFortProjectileMovementComponent::OnRep_ReplicatedVelocity() { } void UFortProjectileMovementComponent::OnRep_ReplicatedAutoRegisterUpdatedComponent() { } void UFortProjectileMovementComponent::OnRep_HomingData() { } void UFortProjectileMovementComponent::OnRep_FortStopSimulatingRepData() { } EFortHomingStyle UFortProjectileMovementComponent::GetInitalHomingStyle() const { return EFortHomingStyle::None; } void UFortProjectileMovementComponent::GetLifetimeReplicatedProps(TArray& OutLifetimeProps) const { Super::GetLifetimeReplicatedProps(OutLifetimeProps); DOREPLIFETIME(UFortProjectileMovementComponent, HomingData); DOREPLIFETIME(UFortProjectileMovementComponent, bReplicatedAutoRegisterUpdatedComponent); DOREPLIFETIME(UFortProjectileMovementComponent, DesiredDirection); DOREPLIFETIME(UFortProjectileMovementComponent, AccelerationMagnitude); DOREPLIFETIME(UFortProjectileMovementComponent, ReplicatedVelocityData); DOREPLIFETIME(UFortProjectileMovementComponent, FortStopSimulatingRepData); } UFortProjectileMovementComponent::UFortProjectileMovementComponent() { InitialHomingStyle = EFortHomingStyle::None; bHasHomedTowardTarget = false; bSetInitialLocAndDir = false; bReplicatedAutoRegisterUpdatedComponent = true; bReplicateStopSimulating = false; HomingLaserTargetDistance = 1; HomingTravelTime = 1; HomingOverrideSpeed = 1; AccelerationMagnitude = 1; WaterInteractionComponent = NULL; }