mirror of
https://github.com/FortniteModdingHub/FNGameProj.git
synced 2026-08-26 19:43:31 +00:00
386 lines
11 KiB
C++
386 lines
11 KiB
C++
#include "BuildingActor.h"
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#include "FortBuildingActorSet.h"
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#include "Net/UnrealNetwork.h"
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#include "Templates/SubclassOf.h"
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bool ABuildingActor::UseDefaultHealthBar_Implementation() const {
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return false;
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}
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void ABuildingActor::SnapDmgVisualsToCurrentHealth() {
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}
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void ABuildingActor::SilentDie(const bool bPropagateSilentDeath) {
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}
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bool ABuildingActor::ShouldDisplayMobileInteractPrompt() const {
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return false;
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}
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bool ABuildingActor::ShouldDisplayDamageNumbers_Implementation() const {
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return false;
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}
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bool ABuildingActor::ShouldDie_Implementation(float Damage, AController* EventInstigator, AActor* DamageCauser) {
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return false;
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}
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void ABuildingActor::SetUsesDayPhaseChange(bool bUseDayPhase) {
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}
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void ABuildingActor::SetTeam(uint8 InTeam) {
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}
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void ABuildingActor::SetSuppressHealthBar(bool bNewValue) {
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}
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void ABuildingActor::SetQuestHighlight(bool Enabled) {
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}
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void ABuildingActor::SetNavigationModifier(bool bEnableModifier) {
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}
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void ABuildingActor::SetNavigationIndestructible(const bool bNavIndestructible) {
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}
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void ABuildingActor::SetHealthBarIndicatorDifficultyRating(int32 InDisplayLevel) {
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}
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void ABuildingActor::SetHealth(float NewHealth) {
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}
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void ABuildingActor::SetCustomState(const FString& NewState) {
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}
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void ABuildingActor::SetCanExportNavigationObstacle(bool InCanExportNavigationObstacle) {
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}
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void ABuildingActor::SetCanBeSavedToCreativeVolume(bool bCanBeSaved) {
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}
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void ABuildingActor::SetBRDrawDistances(float NewBRMinDrawDistance, float NewBRMaxDrawDistance) {
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}
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void ABuildingActor::Resave() {
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}
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void ABuildingActor::RemoveEditorOnlyInstanceGameplayTags(const FGameplayTagContainer& TagsToRemove) {
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}
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void ABuildingActor::RemoveAbilitySystemComponentAfterAutoBuildIfFullHealth() {
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}
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void ABuildingActor::RefreshRemovedFoliageAroundBounds(bool bUseNonCollidingBounds) {
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}
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void ABuildingActor::PlacedByPlacementTool_Implementation() {
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}
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void ABuildingActor::OnRep_Team() {
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}
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void ABuildingActor::OnRep_InstantDeath() {
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}
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void ABuildingActor::OnRep_InitialOverlappingVehicles() {
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}
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void ABuildingActor::OnRep_CustomState() {
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}
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void ABuildingActor::OnRep_CurrentBuildingLevel() {
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}
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void ABuildingActor::OnRep_BuildingAttributeSet() {
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}
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void ABuildingActor::OnRep_bCollisionBlockedByPawns() {
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}
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void ABuildingActor::OnRep_AbilitySystemComponent() {
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}
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void ABuildingActor::OnDayPhaseChanged_Implementation(EFortDayPhase CurrentDayPhase, EFortDayPhase PreviousDayPhase, bool bAtCreation) {
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}
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void ABuildingActor::OnBuildingActorInitialized_Implementation(EFortBuildingInitializationReason InitializationReason, EFortBuildingPersistentState BuildingPersistentState) {
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}
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ABuildingActor* ABuildingActor::K2_SpawnBuildingActor(const UObject* WorldContextObject, TSubclassOf<ABuildingActor> Class, const FTransform& Transform) {
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return NULL;
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}
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bool ABuildingActor::IsPlayerBuilt() const {
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return false;
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}
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bool ABuildingActor::IsDamaged() const {
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return false;
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}
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bool ABuildingActor::IsAcceptablePositionForPlacement_Implementation(const FVector& InLocation, const FRotator& InRotation, AFortDecoTool* DecoTool, bool bIsCDO, FText& OutFailureReason) const {
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return false;
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}
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void ABuildingActor::InitializeKismetSpawnedBuildingActor(ABuildingActor* BuildingOwner, AFortPlayerController* SpawningController, bool bUsePlayerBuildAnimations) {
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}
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bool ABuildingActor::HasHealthLeft() const {
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return false;
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}
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void ABuildingActor::HandleDestroyed() {
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}
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float ABuildingActor::GetShieldPercent() const {
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return 0.0f;
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}
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float ABuildingActor::GetShieldOrHealthPercent() {
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return 0.0f;
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}
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float ABuildingActor::GetShield() const {
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return 0.0f;
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}
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AFortPlayerState* ABuildingActor::GetOwningPlayerState() const {
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return NULL;
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}
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AController* ABuildingActor::GetOwningController() const {
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return NULL;
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}
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float ABuildingActor::GetMissingHealth() const {
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return 0.0f;
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}
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float ABuildingActor::GetMaxShield() const {
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return 0.0f;
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}
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float ABuildingActor::GetMaxHealth() const {
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return 0.0f;
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}
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FName ABuildingActor::GetLootTierGroupOverride() {
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return NAME_None;
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}
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float ABuildingActor::GetHealthPercent() const {
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return 0.0f;
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}
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float ABuildingActor::GetHealth() const {
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return 0.0f;
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}
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void ABuildingActor::GetEditorTestTags(FGameplayTagContainer& TagContainer) const {
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}
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FString ABuildingActor::GetCustomState() const {
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return TEXT("");
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}
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int32 ABuildingActor::GetCurrentBuildingLevel() const {
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return 0;
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}
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FVector ABuildingActor::GetCentroid() const {
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return FVector{};
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}
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void ABuildingActor::GameplayCue_InstantDeath(TEnumAsByte<EGameplayCueEvent::Type> EventType, FGameplayCueParameters Parameters) {
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}
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void ABuildingActor::GameplayCue_Healing(TEnumAsByte<EGameplayCueEvent::Type> EventType, FGameplayCueParameters Parameters) {
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}
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void ABuildingActor::GameplayCue_Damage(TEnumAsByte<EGameplayCueEvent::Type> EventType, FGameplayCueParameters Parameters) {
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}
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void ABuildingActor::ForceBuildingHealth(float NewHealth) {
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}
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void ABuildingActor::ClearPlayedDying() {
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}
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bool ABuildingActor::BlueprintGetInteractionTime_Implementation(const AFortPawn* InteractingPawn, float& OutInteractionTime, const EInteractionBeingAttempted InteractionBeingAttempted) const {
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return false;
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}
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void ABuildingActor::BlueprintDie(FGameplayTag DeathReason, AController* Killer, AActor* DamageCauser) {
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}
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void ABuildingActor::AddEditorOnlyInstanceGameplayTags(const FGameplayTagContainer& NewTags) {
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}
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void ABuildingActor::GetLifetimeReplicatedProps(TArray<FLifetimeProperty>& OutLifetimeProps) const {
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Super::GetLifetimeReplicatedProps(OutLifetimeProps);
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DOREPLIFETIME(ABuildingActor, InitialOverlappingVehicles);
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DOREPLIFETIME(ABuildingActor, CurrentBuildingLevel);
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DOREPLIFETIME(ABuildingActor, ReplicatedBuildingAttributeSet);
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DOREPLIFETIME(ABuildingActor, OwnerPersistentID);
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DOREPLIFETIME(ABuildingActor, ReplicatedAbilitySystemComponent);
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DOREPLIFETIME(ABuildingActor, HealthBarIndicatorDifficultyRating);
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DOREPLIFETIME(ABuildingActor, ForceMetadataRelevant);
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DOREPLIFETIME(ABuildingActor, bIsInvulnerable);
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DOREPLIFETIME(ABuildingActor, bDestroyed);
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DOREPLIFETIME(ABuildingActor, bPlayerPlaced);
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DOREPLIFETIME(ABuildingActor, bInstantDeath);
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DOREPLIFETIME(ABuildingActor, bDoNotBlockBuildings);
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DOREPLIFETIME(ABuildingActor, bForceBlockBuildings);
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DOREPLIFETIME(ABuildingActor, bDestroyOnPlayerBuildingPlacement);
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DOREPLIFETIME(ABuildingActor, bUseCentroidForBlockBuildingsCheck);
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DOREPLIFETIME(ABuildingActor, bCollisionBlockedByPawns);
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DOREPLIFETIME(ABuildingActor, TeamIndex);
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DOREPLIFETIME(ABuildingActor, AssociatedMissionParam);
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DOREPLIFETIME(ABuildingActor, OriginatingPlacementActor);
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DOREPLIFETIME(ABuildingActor, CustomState);
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DOREPLIFETIME(ABuildingActor, BaselineScale);
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}
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ABuildingActor::ABuildingActor() {
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SavedHealthPct = 1;
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CurrentBuildingLevel = 0;
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MaximumBuildingLevel = 0;
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BuildingAttributeSetClass = UFortBuildingActorSet::StaticClass();
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BuildingAttributeSet = NULL;
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ReplicatedBuildingAttributeSet = NULL;
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MaxHealthInitializationValue = 1;
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AttributeInitLevelSource = EAttributeInitLevelSource::WorldDifficulty;
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AbilitySystemComponentCreationPolicy = EAbilitySystemComponentCreationPolicy::Never;
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PrimarySurfaceType = SurfaceType_Default;
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WeaponResponseType = EFortBaseWeaponDamage::Combat;
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OwnerPersistentID = 0;
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LifespanAfterDeath = 1;
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bUseMinLifeSpan = false;
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AbilitySystemComponent = NULL;
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ReplicatedAbilitySystemComponent = NULL;
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HealthBarIndicatorWidth = 1;
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HealthBarIndicatorVerticalOffset = 1;
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HealthBarIndicator = NULL;
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HealthBarIndicatorDifficultyRating = 0;
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ForceMetadataRelevant = 0;
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LastMetadataRelevant = 0;
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DynamicBuildingPlacementType = EDynamicBuildingPlacementType::DestroyIfColliding;
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NavigationObstacleOverride = ENavigationObstacleOverride::UseMeshSettings;
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bIsInvulnerable = false;
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bPreviewBuildingActor = false;
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bPlayedDying = false;
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bHasRegisteredActorStateAtLeastOnce = false;
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bDirtyForLevelRecordSave = false;
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bSavedMetaPropertiesProcessed = false;
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bUpgradeUsesSameClass = false;
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bDisplayLevelInInfoWidget = false;
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bAllowUpgradeRegardlessOfPlayerBuildLevel = false;
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bDisplayDamageNumbersInAthena = false;
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bUseFortHealthBarIndicator = false;
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bSurpressHealthBar = false;
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bCreateVerboseHealthLogs = false;
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bIsIndestructibleForTargetSelection = false;
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bDestroyed = false;
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bPersistToWorld = false;
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bRefreshFullSaveDataBeforeZoneSave = false;
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bBeingDragged = false;
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bRotateInPlaceGame = false;
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bBeingOneHitDisassembled = false;
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bBoundsAreInvalidForMelee = false;
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bIsNavigationModifier = false;
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bBlockNavigationLinks = true;
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bCanExportNavigationCollisions = false;
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bCanExportNavigationObstacle = true;
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bMirrorNavLinksX = false;
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bMirrorNavLinksY = false;
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bIgnoreMoveGoalCollisionRadius = false;
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bForceDisableRootNavigationRelevance = false;
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bForceAutomationPass = false;
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bForceAutomationPass_NavmeshOnTop = false;
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bForceAutomationPass_SmashableFlat = false;
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bCanBeSavedInCreativeVolume = true;
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bIsNavigationRelevant = false;
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bIsNavigationIndestructible = false;
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bBlockNavLinksInCell = false;
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bUseHotSpotAsMoveGoalReplacement = false;
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bHasCustomAttackLocation = false;
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bWorldReadyCalled = false;
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bBeingRotatedOrScaled = false;
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bBeingTranslated = false;
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bRotateInPlaceEditor = true;
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bEditorPlaced = true;
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bPlayerPlaced = false;
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bShouldTick = false;
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bUsesDayPhaseChange = false;
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bIsDynamic = false;
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bIsDynamicOnDedicatedServer = false;
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bIsDedicatedServer = false;
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bUseTickManager = true;
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bIsMovable = false;
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bRegisteredForDayPhaseChange = false;
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bForceDamagePing = false;
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bDestroyFoliageWhenPlaced = false;
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bObstructTrapTargeting = true;
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bInstantDeath = false;
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bDoNotBlockBuildings = true;
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bForceBlockBuildings = false;
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bDestroyOnPlayerBuildingPlacement = false;
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bUseCentroidForBlockBuildingsCheck = true;
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bPredictedBuildingActor = false;
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bIgnoreCollisionWithCriticalActors = false;
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bIsPlayerBuildable = false;
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bFireBuiltAndDestroyedEvents = true;
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bStructurallySupportOverlappingActors = false;
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bAllowInteract = false;
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bShowFirstInteractPrompt = true;
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bShowSecondInteractPrompt = false;
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bAllowHostileBlueprintInteraction = false;
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bEndAbilitiesOnDeath = true;
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bAlwaysUseNetCullDistanceSquaredForRelevancy = false;
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bHighlightDirty = false;
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bCollisionBlockedByPawns = false;
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bAllowTeamDamage = true;
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bIgnoreAffiliationInteractHighlight = false;
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bSuppressInteractionWidget = false;
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BuildingType = EFortBuildingType::None;
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Team = EFortTeam::Spectator;
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TeamIndex = 0;
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InteractionText = FText::FromString(TEXT("Press E to Edit"));
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AssociatedMissionParam = NULL;
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OriginatingPlacementActor = NULL;
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BRMinDrawDistance = 1;
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BRMaxDrawDistance = 1;
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StWMinDrawDistance = 1;
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StWMaxDrawDistance = 1;
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DataVersion = 0;
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LastTakeHitTimeTimeout = 1;
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PlayHitSound = NULL;
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CullDistance = 1;
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SnapGridSize = 1;
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VertSnapGridSize = 1;
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HotSpotConfig = NULL;
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BaselineScale = 1;
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AccumulatedDeltaSinceLastVisualsTick = 1;
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ProjectileMovementComponent = NULL;
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bCanBeMarked = false;
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bBlockMarking = true;
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}
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