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

91 lines
3.1 KiB
C++

#include "FortGameplayEffectDeliveryActor.h"
#include "Net/UnrealNetwork.h"
void AFortGameplayEffectDeliveryActor::SetNoiseMakingInstigatorOverride(AActor* NewActor) {
}
void AFortGameplayEffectDeliveryActor::SetIgnoreInstigatorCollision(bool bShouldIgnore) {
}
void AFortGameplayEffectDeliveryActor::SetCollisionComponent(UPrimitiveComponent* NewCollisionComponent) {
}
void AFortGameplayEffectDeliveryActor::OnRep_IsBeingKilled() {
}
void AFortGameplayEffectDeliveryActor::OnRep_HasExplodedReplay() {
}
void AFortGameplayEffectDeliveryActor::OnComponentTouch(UPrimitiveComponent* HitComp, AActor* OtherActor, UPrimitiveComponent* OtherComp, FVector NormalImpulse, const FHitResult& Hit) {
}
void AFortGameplayEffectDeliveryActor::OnComponentOverlap(UPrimitiveComponent* OverlappedComp, AActor* OtherActor, UPrimitiveComponent* OtherComp, int32 OtherBodyIndex, bool bFromSweep, const FHitResult& SweepResult) {
}
void AFortGameplayEffectDeliveryActor::OnComponentEndOverlap(UPrimitiveComponent* OverlappedComp, AActor* OtherActor, UPrimitiveComponent* OtherComp, int32 OtherBodyIndex) {
}
void AFortGameplayEffectDeliveryActor::KillTimerExpired() {
}
void AFortGameplayEffectDeliveryActor::Kill() {
}
bool AFortGameplayEffectDeliveryActor::IsBeingKilled() const {
return false;
}
UPrimitiveComponent* AFortGameplayEffectDeliveryActor::GetCollisionComponent() const {
return NULL;
}
void AFortGameplayEffectDeliveryActor::DoSingleActorHit(const FHitResult& Hit, const bool bBroadcastHit) {
}
void AFortGameplayEffectDeliveryActor::DoExplosionAtLocation(const FVector& ExplosionLocation) {
}
void AFortGameplayEffectDeliveryActor::DoExplosion() {
}
void AFortGameplayEffectDeliveryActor::ChangeInstigator(APawn* NewInstigator) {
}
void AFortGameplayEffectDeliveryActor::BroadcastExplosion_Implementation(const TArray<AActor*>& HitActors, const TArray<FHitResult>& HitResults) {
}
void AFortGameplayEffectDeliveryActor::AddAdditionalExplodeEffectContainer(const FFortGameplayEffectContainerSpec& ExplodeContainer) {
}
void AFortGameplayEffectDeliveryActor::GetLifetimeReplicatedProps(TArray<FLifetimeProperty>& OutLifetimeProps) const {
Super::GetLifetimeReplicatedProps(OutLifetimeProps);
DOREPLIFETIME(AFortGameplayEffectDeliveryActor, bIsBeingKilled);
DOREPLIFETIME(AFortGameplayEffectDeliveryActor, bHasExploded);
DOREPLIFETIME(AFortGameplayEffectDeliveryActor, SpawnContext);
}
AFortGameplayEffectDeliveryActor::AFortGameplayEffectDeliveryActor() {
bKillOnExplode = true;
bSetHiddenOnKill = true;
bKillOnMaxTargetsTouched = false;
LifespanAfterKill = 1;
TouchingActorsEffectApplicationUpdateTime = 1;
bIsBeingKilled = false;
bHasExploded = false;
bIgnoreInstigatorCollision = true;
bIgnoreVehicleAndAttachedActors = false;
bDisableClientOverlapEvents = false;
bAddHitResultToTouchApplication = false;
bExplosionTransformIgnoresRotation = false;
bCanExplodeMultipleTimes = false;
bRegisterForEndOverlaps = false;
bSpawnNavAreaModifierOverTargetSelectionShape = false;
NavAreaClass = NULL;
CollisionComponent = NULL;
bDoExplosionReentrancyGuard = false;
}