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

75 lines
3.0 KiB
C++

#include "FortAbilitySystemComponent.h"
#include "Net/UnrealNetwork.h"
#include "Templates/SubclassOf.h"
void UFortAbilitySystemComponent::SetSharedAnimStateWithMontage(EFortSharedAnimationState State, UAnimMontage* Montage) {
}
void UFortAbilitySystemComponent::SetSharedAnimState(EFortSharedAnimationState State) {
}
void UFortAbilitySystemComponent::SetLandingMontageReplication(UAnimMontage* Montage1, FName Section1, UAnimMontage* Montage2, FName Section2) {
}
int32 UFortAbilitySystemComponent::RemoveActiveEffectsWithTagsAndSource(FGameplayTagContainer Tags, UObject* Source) {
return 0;
}
void UFortAbilitySystemComponent::OnRep_SharedAnim() {
}
void UFortAbilitySystemComponent::NetMulticast_RefreshActiveGameplayEffectCueEvents_Implementation() {
}
FGameplayEffectContextHandle UFortAbilitySystemComponent::MakeFortEffectContext(UObject* SourceObject, AActor* EffectCauser, AActor* DamageSource, const int32 GameplayEffectLevel) const {
return FGameplayEffectContextHandle{};
}
bool UFortAbilitySystemComponent::HasActiveAbilityWithAnyMatchingTag(FGameplayTagContainer Tags) const {
return false;
}
float UFortAbilitySystemComponent::GetAttributeMagnitude(const FAttributeInfo Info) const {
return 0.0f;
}
TArray<FActiveGameplayEffectHandle> UFortAbilitySystemComponent::GetActiveEffectsWithAllTagsAndSource(FGameplayTagContainer Tags, UObject* Source) const {
return TArray<FActiveGameplayEffectHandle>();
}
FAttributeInfo UFortAbilitySystemComponent::FindAttributeInformation(const FString& AttributeName) const {
return FAttributeInfo{};
}
bool UFortAbilitySystemComponent::CanActivateAbilityWithMatchingTag(FGameplayTagContainer GameplayAbilityTags) const {
return false;
}
void UFortAbilitySystemComponent::BP_UnBlockAbilitiesWithTags(const FGameplayTagContainer& Tags) {
}
FActiveGameplayEffectHandle UFortAbilitySystemComponent::BP_FortApplyGameplayEffectToTarget(TSubclassOf<UGameplayEffect> GameplayEffectClass, UAbilitySystemComponent* TargetOfEffect, UObject* OptionalSourceObject, AActor* OptionalEffectCauser, AActor* OptionalDamageSource, float Level, FGameplayEffectContextHandle EffectContext) {
return FActiveGameplayEffectHandle{};
}
FActiveGameplayEffectHandle UFortAbilitySystemComponent::BP_FortApplyGameplayEffectToSelf(TSubclassOf<UGameplayEffect> GameplayEffectClass, UObject* OptionalSourceObject, AActor* OptionalEffectCauser, AActor* OptionalDamageSource, float Level, FGameplayEffectContextHandle EffectContext) {
return FActiveGameplayEffectHandle{};
}
void UFortAbilitySystemComponent::BP_CancelAbilitiesWithTags(const FGameplayTagContainer& Tags) {
}
void UFortAbilitySystemComponent::BP_BlockAbilitiesWithTags(const FGameplayTagContainer& Tags) {
}
void UFortAbilitySystemComponent::GetLifetimeReplicatedProps(TArray<FLifetimeProperty>& OutLifetimeProps) const {
Super::GetLifetimeReplicatedProps(OutLifetimeProps);
DOREPLIFETIME(UFortAbilitySystemComponent, LandingMontagePair);
DOREPLIFETIME(UFortAbilitySystemComponent, RepSharedAnimInfo);
}
UFortAbilitySystemComponent::UFortAbilitySystemComponent() {
}