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

60 lines
2.1 KiB
C++

#include "FortPhysicsObjectComponent.h"
void UFortPhysicsObjectComponent::WakeUp() {
}
void UFortPhysicsObjectComponent::SetSimulatePhysics(bool bSimulate) {
}
void UFortPhysicsObjectComponent::SetPhysicsPreset(const UFortPhysicsObjectPreset* InPhysicsPreset) {
}
void UFortPhysicsObjectComponent::SetLinearVelocity(FVector NewVel, bool bAddToCurrent, FName BoneName) {
}
void UFortPhysicsObjectComponent::SetAngularVelocity(FVector NewVel, bool bAddToCurrent, FName BoneName) {
}
void UFortPhysicsObjectComponent::PutToSleep() {
}
bool UFortPhysicsObjectComponent::IsAwake() const {
return false;
}
void UFortPhysicsObjectComponent::InitializePhysics(UPrimitiveComponent* PrimitiveComponent) {
}
void UFortPhysicsObjectComponent::HandleSimulatingComponentWake(UPrimitiveComponent* WakingComponent, FName BoneName) {
}
void UFortPhysicsObjectComponent::HandleSimulatingComponentSleep(UPrimitiveComponent* SleepingComponent, FName BoneName) {
}
void UFortPhysicsObjectComponent::HandleSimulatingComponentHit(UPrimitiveComponent* HitComponent, AActor* OtherActor, UPrimitiveComponent* OtherComp, FVector NormalImpulse, const FHitResult& Hit) {
}
void UFortPhysicsObjectComponent::HandleSimulatingComponentBeginOverlap(UPrimitiveComponent* OverlappedComponent, AActor* OtherActor, UPrimitiveComponent* OtherComp, int32 OtherBodyIndex, bool bFromSweep, const FHitResult& SweepResult) {
}
UPrimitiveComponent* UFortPhysicsObjectComponent::GetSimulatingComponent() const {
return NULL;
}
void UFortPhysicsObjectComponent::ClientBroadcastHitDetection_Implementation(AController* EventInstigator, float Radius, float Relevancy, const FVector HalfPoints, const FVector DoublePoints) {
}
void UFortPhysicsObjectComponent::BroadcastLinearVelocity_Implementation(FVector NewVel, bool bAddToCurrent, FName BoneName) {
}
void UFortPhysicsObjectComponent::BroadcastAngularVelocity_Implementation(FVector NewVel, bool bAddToCurrent, FName BoneName) {
}
UFortPhysicsObjectComponent::UFortPhysicsObjectComponent() {
PhysicsPreset = NULL;
bInitializeUsingRootComponent = true;
SimulatingComponent = NULL;
BuoyancyComponent = NULL;
}