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

89 lines
3.1 KiB
C++

#include "FortProjectileMovementComponent.h"
#include "Net/UnrealNetwork.h"
void UFortProjectileMovementComponent::SetWaterInteractionComponent(UFortWaterInteractionComponent* WaterComponent) {
}
void UFortProjectileMovementComponent::SetVelocity(const FVector& InReplicatedVelocity) {
}
void UFortProjectileMovementComponent::SetReplicatedAutoRegisterUpdatedComponent(const bool bInReplicatedAutoRegisterUpdatedComponent) {
}
void UFortProjectileMovementComponent::SetHomingTurnSpeedMin(float NewHomingTurnSpeedMin) {
}
void UFortProjectileMovementComponent::SetHomingTurnSpeedMax(float NewHomingTurnSpeedMax) {
}
void UFortProjectileMovementComponent::SetHomingTimeUntilMaxTurnSpeed(float NewTimeUntilMax) {
}
void UFortProjectileMovementComponent::SetHomingTargetPosition(const FVector& HomingTargetPosition) {
}
void UFortProjectileMovementComponent::SetHomingTargetOffset(const FVector& NewHomingOffset) {
}
void UFortProjectileMovementComponent::SetHomingTarget(AActor* HomingTarget) {
}
void UFortProjectileMovementComponent::SetHomingStyle(EFortHomingStyle NewHomingStyle, bool ResetHomingTurnSpeedTimer) {
}
void UFortProjectileMovementComponent::SetHomingLockTargetDistanceThreshold(float NewDistanceThreshold) {
}
void UFortProjectileMovementComponent::SetHomingLaserTargetDistance(float NewDistance) {
}
void UFortProjectileMovementComponent::SetHomingData(const FProjectileHomingData& NewHomingData) {
}
void UFortProjectileMovementComponent::SetDesiredDirection(const FVector& Direction) {
}
void UFortProjectileMovementComponent::SetAccelerationMagnitude(const float InAccelerationMagnitude) {
}
void UFortProjectileMovementComponent::OnRep_ReplicatedVelocity() {
}
void UFortProjectileMovementComponent::OnRep_ReplicatedAutoRegisterUpdatedComponent() {
}
void UFortProjectileMovementComponent::OnRep_HomingData() {
}
void UFortProjectileMovementComponent::OnRep_FortStopSimulatingRepData() {
}
EFortHomingStyle UFortProjectileMovementComponent::GetInitalHomingStyle() const {
return EFortHomingStyle::None;
}
void UFortProjectileMovementComponent::GetLifetimeReplicatedProps(TArray<FLifetimeProperty>& OutLifetimeProps) const {
Super::GetLifetimeReplicatedProps(OutLifetimeProps);
DOREPLIFETIME(UFortProjectileMovementComponent, HomingData);
DOREPLIFETIME(UFortProjectileMovementComponent, bReplicatedAutoRegisterUpdatedComponent);
DOREPLIFETIME(UFortProjectileMovementComponent, DesiredDirection);
DOREPLIFETIME(UFortProjectileMovementComponent, AccelerationMagnitude);
DOREPLIFETIME(UFortProjectileMovementComponent, ReplicatedVelocityData);
DOREPLIFETIME(UFortProjectileMovementComponent, FortStopSimulatingRepData);
}
UFortProjectileMovementComponent::UFortProjectileMovementComponent() {
InitialHomingStyle = EFortHomingStyle::None;
bHasHomedTowardTarget = false;
bSetInitialLocAndDir = false;
bReplicatedAutoRegisterUpdatedComponent = true;
bReplicateStopSimulating = false;
HomingLaserTargetDistance = 1;
HomingTravelTime = 1;
HomingOverrideSpeed = 1;
AccelerationMagnitude = 1;
WaterInteractionComponent = NULL;
}