#include "ObjectInteractionBehavior.h" #include "Templates/SubclassOf.h" void UObjectInteractionBehavior::TriggerInteractionBehavior_Implementation() { } void UObjectInteractionBehavior::TickMovementMode_Implementation() { } void UObjectInteractionBehavior::StartCreativeInteractionOnServer_Implementation() { } void UObjectInteractionBehavior::StartCreativeInteractionOnClient_Implementation() { } void UObjectInteractionBehavior::PlayGameplayAbility(const TSubclassOf ActivatedAbilityClass) { } bool UObjectInteractionBehavior::IsSelectionSetInValidPosition() { return false; } void UObjectInteractionBehavior::HandleDuplicateActor_Implementation() { } void UObjectInteractionBehavior::GetSelectedActorsMeshComponents(TArray& Components) { } void UObjectInteractionBehavior::GetSelectedActors(TArray& SelectedActors) { } AFortPlayerController* UObjectInteractionBehavior::GetFortPlayerController() const { return NULL; } AFortCreativeMoveTool* UObjectInteractionBehavior::GetFortCreativeMoveTool() const { return NULL; } void UObjectInteractionBehavior::ExitCreativeInteraction_Implementation(const bool bShouldClearActiveInteractionMode) { } void UObjectInteractionBehavior::EndCreativeInteraction_Implementation() { } UObjectInteractionBehavior::UObjectInteractionBehavior() { StartInteractionAbility = NULL; EndInteractionAbility = NULL; TriggerInteractionAbility = NULL; RotateClockwiseAbility = NULL; RotateCounterclockwiseAbility = NULL; MirrorAbility = NULL; ExitAbility = NULL; FailAbility = NULL; bShouldAddToParent = true; bShouldUseActorToSelection = false; Priority = 0; }