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

42 lines
2.2 KiB
C++

#include "FortAbilityTask_DirectedMovement.h"
#include "Net/UnrealNetwork.h"
UFortAbilityTask_DirectedMovement* UFortAbilityTask_DirectedMovement::DirectedMovementToLocation(UGameplayAbility* OwningAbility, FVector MovementTargetLocation, TEnumAsByte<EFortDirectedMovementSpace::Type> MovementSpaceType, float MovementDuration, float CloseEnoughDistance, bool ModifyZ, bool NewBCancelOnFalling) {
return NULL;
}
UFortAbilityTask_DirectedMovement* UFortAbilityTask_DirectedMovement::DirectedMovementToComponent(UGameplayAbility* OwningAbility, USceneComponent* NewTargetComponent, float MaxMovementDistance, float MovementDuration, float IdealDistance, bool ModifyZ, bool NewBCancelOnFalling) {
return NULL;
}
UFortAbilityTask_DirectedMovement* UFortAbilityTask_DirectedMovement::DirectedMovementToActor(UGameplayAbility* OwningAbility, AActor* TargetActor, float MaxMovementDistance, float MovementDuration, float IdealDistance, bool ModifyZ, bool NewBCancelOnFalling) {
return NULL;
}
UFortAbilityTask_DirectedMovement* UFortAbilityTask_DirectedMovement::DirectedMovement(UGameplayAbility* OwningAbility, FVector MovementDirection, TEnumAsByte<EFortDirectedMovementSpace::Type> MovementSpaceType, float NewMovementDistance, float MovementDuration, float IdealDistance, bool ModifyZ, bool NewBCancelOnFalling) {
return NULL;
}
void UFortAbilityTask_DirectedMovement::GetLifetimeReplicatedProps(TArray<FLifetimeProperty>& OutLifetimeProps) const {
Super::GetLifetimeReplicatedProps(OutLifetimeProps);
DOREPLIFETIME(UFortAbilityTask_DirectedMovement, TargetLocation);
DOREPLIFETIME(UFortAbilityTask_DirectedMovement, TargetComponent);
DOREPLIFETIME(UFortAbilityTask_DirectedMovement, MovementDistance);
DOREPLIFETIME(UFortAbilityTask_DirectedMovement, IdealArrivalDistance);
DOREPLIFETIME(UFortAbilityTask_DirectedMovement, DurationOfMovement);
DOREPLIFETIME(UFortAbilityTask_DirectedMovement, bModifyZ);
DOREPLIFETIME(UFortAbilityTask_DirectedMovement, bCancelOnFalling);
}
UFortAbilityTask_DirectedMovement::UFortAbilityTask_DirectedMovement() {
TargetComponent = NULL;
MovementDistance = 1;
IdealArrivalDistance = 1;
DurationOfMovement = 1;
bModifyZ = false;
bCancelOnFalling = false;
MovementComponent = NULL;
}