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

27 lines
1.3 KiB
C++

#include "FortAbilityTask_SpawnProjectileAndWait.h"
#include "Templates/SubclassOf.h"
UFortAbilityTask_SpawnProjectileAndWait* UFortAbilityTask_SpawnProjectileAndWait::SpawnProjectileAndWait(UGameplayAbility* OwningAbility, TSubclassOf<AFortProjectileBase> Class, AActor* NewRequestedBy, const FVector& NewSpawnLocation, const FRotator& NewSpawnRotation, const FRotator& NewSpawnDirection, float NewInitialSpeed, FFortGameplayEffectContainerSpec NewEffectContainerSpecToApplyOnHit, FFortGameplayEffectContainerSpec NewEffectContainerSpecToApplyOnExplode, float NewGravityScale, AActor* NewHomingTarget, bool bAllowProjectileSpawnWhenDead, bool bAllowProjectileSpawnWhenDBNO) {
return NULL;
}
void UFortAbilityTask_SpawnProjectileAndWait::OnProjectileDestroyed(AActor* DestroyedActor) {
}
void UFortAbilityTask_SpawnProjectileAndWait::FinishSpawningActor(UGameplayAbility* OwningAbility, AFortProjectileBase* SpawnedActor) {
}
bool UFortAbilityTask_SpawnProjectileAndWait::BeginSpawningActor(UGameplayAbility* OwningAbility, TSubclassOf<AFortProjectileBase> Class, AFortProjectileBase*& SpawnedActor) {
return false;
}
UFortAbilityTask_SpawnProjectileAndWait::UFortAbilityTask_SpawnProjectileAndWait() {
RequestedBy = NULL;
InitialSpeed = 1;
GravityScale = 1;
HomingTarget = NULL;
bAllowSpawnWhenDead = false;
bAllowSpawnWhenDBNO = false;
}