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

44 lines
1.4 KiB
C++

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