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

26 lines
1.4 KiB
C++

#include "FortAbilityTask_ApplyRootMotionFollowCharacterRotation.h"
#include "Net/UnrealNetwork.h"
UFortAbilityTask_ApplyRootMotionFollowCharacterRotation* UFortAbilityTask_ApplyRootMotionFollowCharacterRotation::ApplyRootMotionFollowCharacterRotation(UGameplayAbility* OwningAbility, FName TaskInstanceName, float StrengthInWater, float NewDuration, bool NewBIsAdditive, UCurveFloat* StrengthOverTimeOnLand, ERootMotionFinishVelocityMode VelocityOnFinishMode, FVector SetVelocityOnFinish, float ClampVelocityOnFinish, bool NewBEnableGravity) {
return NULL;
}
void UFortAbilityTask_ApplyRootMotionFollowCharacterRotation::GetLifetimeReplicatedProps(TArray<FLifetimeProperty>& OutLifetimeProps) const {
Super::GetLifetimeReplicatedProps(OutLifetimeProps);
DOREPLIFETIME(UFortAbilityTask_ApplyRootMotionFollowCharacterRotation, Strength);
DOREPLIFETIME(UFortAbilityTask_ApplyRootMotionFollowCharacterRotation, Duration);
DOREPLIFETIME(UFortAbilityTask_ApplyRootMotionFollowCharacterRotation, bIsAdditive);
DOREPLIFETIME(UFortAbilityTask_ApplyRootMotionFollowCharacterRotation, StrengthOverTime);
DOREPLIFETIME(UFortAbilityTask_ApplyRootMotionFollowCharacterRotation, bEnableGravity);
}
UFortAbilityTask_ApplyRootMotionFollowCharacterRotation::UFortAbilityTask_ApplyRootMotionFollowCharacterRotation() {
Strength = 1;
Duration = 1;
bIsAdditive = false;
StrengthOverTime = NULL;
bEnableGravity = false;
}