Files
FNGameProj/Source/FortniteGame/Private/ScriptedPawnRunScriptBlueprintAction.cpp
T
2024-03-03 23:44:39 +01:00

35 lines
1.3 KiB
C++

#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<FLifetimeProperty>& OutLifetimeProps) const {
Super::GetLifetimeReplicatedProps(OutLifetimeProps);
DOREPLIFETIME(UScriptedPawnRunScriptBlueprintAction, WorldContextObject);
DOREPLIFETIME(UScriptedPawnRunScriptBlueprintAction, SpawnLocation);
DOREPLIFETIME(UScriptedPawnRunScriptBlueprintAction, SpawnRotator);
DOREPLIFETIME(UScriptedPawnRunScriptBlueprintAction, ScriptName);
DOREPLIFETIME(UScriptedPawnRunScriptBlueprintAction, ScriptedPawn);
}
UScriptedPawnRunScriptBlueprintAction::UScriptedPawnRunScriptBlueprintAction() {
this->WorldContextObject = NULL;
this->ScriptedPawn = NULL;
}