#include "ScriptedPawnRunScriptBlueprintAction.h" #include "Net/UnrealNetwork.h" UScriptedPawnRunScriptBlueprintAction* UScriptedPawnRunScriptBlueprintAction::RunScriptOnPawn(const FString& NewScriptName, AFortPlayerPawn* TargetPawn) { return NULL; } void UScriptedPawnRunScriptBlueprintAction::OnScriptComplete_Implementation() { } bool UScriptedPawnRunScriptBlueprintAction::OnScriptComplete_Validate() { return true; } void UScriptedPawnRunScriptBlueprintAction::InternalRunScriptOnPawn_Implementation() { } bool UScriptedPawnRunScriptBlueprintAction::InternalRunScriptOnPawn_Validate() { return true; } void UScriptedPawnRunScriptBlueprintAction::GetLifetimeReplicatedProps(TArray& OutLifetimeProps) const { Super::GetLifetimeReplicatedProps(OutLifetimeProps); DOREPLIFETIME(UScriptedPawnRunScriptBlueprintAction, WorldContextObject); DOREPLIFETIME(UScriptedPawnRunScriptBlueprintAction, SpawnLocation); DOREPLIFETIME(UScriptedPawnRunScriptBlueprintAction, SpawnRotator); DOREPLIFETIME(UScriptedPawnRunScriptBlueprintAction, ScriptName); DOREPLIFETIME(UScriptedPawnRunScriptBlueprintAction, ScriptedPawn); } UScriptedPawnRunScriptBlueprintAction::UScriptedPawnRunScriptBlueprintAction() { WorldContextObject = NULL; ScriptedPawn = NULL; }