Files
FNGameProj/Source/FortniteGame/Private/BattleLabDeviceGameplayActor_VendingMachine.cpp
T
2024-06-07 01:17:09 +02:00

40 lines
1.7 KiB
C++

#include "BattleLabDeviceGameplayActor_VendingMachine.h"
#include "Components/ArrowComponent.h"
#include "Components/BoxComponent.h"
#include "Components/StaticMeshComponent.h"
#include "Net/UnrealNetwork.h"
bool ABattleLabDeviceGameplayActor_VendingMachine::ServerOnAttemptInteract(const FInteractionType& InteractType) {
return false;
}
void ABattleLabDeviceGameplayActor_VendingMachine::PreviewImageLoadedFromItemDef(TSoftObjectPtr<UTexture2D> PreviewImage) {
}
void ABattleLabDeviceGameplayActor_VendingMachine::OnRep_DroppedIntoFunnelPickup() {
}
void ABattleLabDeviceGameplayActor_VendingMachine::OnFunnelCollisionBeginOverlap(UPrimitiveComponent* OverlappedComponent, AActor* OtherActor, UPrimitiveComponent* OtherComp, int32 OtherBodyIndex, bool bFromSweep, const FHitResult& SweepResult) {
}
void ABattleLabDeviceGameplayActor_VendingMachine::AddStoredItemDefinitionMulti_Implementation(const UFortItemDefinition* InItemDefinition) {
}
void ABattleLabDeviceGameplayActor_VendingMachine::GetLifetimeReplicatedProps(TArray<FLifetimeProperty>& OutLifetimeProps) const {
Super::GetLifetimeReplicatedProps(OutLifetimeProps);
DOREPLIFETIME(ABattleLabDeviceGameplayActor_VendingMachine, DroppedIntoFunnelPickup);
}
ABattleLabDeviceGameplayActor_VendingMachine::ABattleLabDeviceGameplayActor_VendingMachine() {
VendingMachineMesh = CreateDefaultSubobject<UStaticMeshComponent>(TEXT("Vending Machine Mesh"));
FunnelMesh = CreateDefaultSubobject<UStaticMeshComponent>(TEXT("Funnel Mesh"));
FunnelCollision = CreateDefaultSubobject<UBoxComponent>(TEXT("Funnel Box Collision"));
SpawnLootTransformArrow = CreateDefaultSubobject<UArrowComponent>(TEXT("Loot Spawn Arrow Location"));
LootTossSpeed = 1;
DroppedIntoFunnelPickup = NULL;
}