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https://github.com/FortniteModdingHub/FNGameProj.git
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44 lines
1.4 KiB
C++
44 lines
1.4 KiB
C++
#include "FortLinkToActorComponent.h"
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void UFortLinkToActorComponent::SetUseActorRotationForDirectionVectors(const bool InbUseActorRotationForDirectionVectors) {
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}
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void UFortLinkToActorComponent::SetRegisterWithOwnerMovementComponent(const bool bRegisterWithMovementComp) {
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}
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void UFortLinkToActorComponent::SetPerformLinkingCheckOnBeginPlay(const bool bCheckOnBeginPlay) {
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}
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void UFortLinkToActorComponent::RegisterWithOwnersProjectileMovementComponent() {
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}
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bool UFortLinkToActorComponent::PerformLinkingCheck(const ELinkToDirection InDirection, AActor*& OutActorLinkedTo) {
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return false;
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}
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void UFortLinkToActorComponent::OnMonitorLinkedActor() {
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}
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void UFortLinkToActorComponent::HandleMovementStopped(const FHitResult& Hit) {
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}
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void UFortLinkToActorComponent::HandleLinkedActorDestroyed(AActor* DestroyedActor) {
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}
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void UFortLinkToActorComponent::HandleBuildingActorDestroyed(AActor* DamagedActor, float Damage, AController* InstigatedBy, AActor* DamageCauser, FVector HitLocation, UPrimitiveComponent* FHitComponent, FName BoneName, FVector Momentum) {
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}
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AActor* UFortLinkToActorComponent::GetActorLinkedTo() const {
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return NULL;
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}
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UFortLinkToActorComponent::UFortLinkToActorComponent() {
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bPerformLinkingCheckOnBeginPlay = true;
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bRegisterWithOwnerMovementComponent = true;
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bUseActorRotationForDirectionVectors = false;
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bMonitorLinkedActorForChanges = false;
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DirectionForLink = ELinkToDirection::Up;
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DirectionTraceLength = 1;
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}
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