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

50 lines
1.4 KiB
C++

#include "FortSkyTubePhysicsComponent.h"
#include "Net/UnrealNetwork.h"
void UFortSkyTubePhysicsComponent::SetMagnetization(const bool bInMagnetized) {
}
void UFortSkyTubePhysicsComponent::OnRep_SkyTube(AFortSkyTube* PreviousSkyTube) {
}
void UFortSkyTubePhysicsComponent::OnRep_Magnetized(bool bPreviousMagnetized) {
}
bool UFortSkyTubePhysicsComponent::IsSkyTubeForceEnabled() const {
return false;
}
bool UFortSkyTubePhysicsComponent::IsMagnetized() const {
return false;
}
bool UFortSkyTubePhysicsComponent::IsInSkyTube() const {
return false;
}
void UFortSkyTubePhysicsComponent::ExitSkyTube(AFortSkyTube* InSkyTube) {
}
void UFortSkyTubePhysicsComponent::EnterSkyTube(AFortSkyTube* InSkyTube) {
}
void UFortSkyTubePhysicsComponent::ComputeAccelerations(const float DeltaTime, UPrimitiveComponent* PrimComp, FVector& OutLinearAcceleration, FVector& OutAngularAccelerationRad) {
}
void UFortSkyTubePhysicsComponent::GetLifetimeReplicatedProps(TArray<FLifetimeProperty>& OutLifetimeProps) const {
Super::GetLifetimeReplicatedProps(OutLifetimeProps);
DOREPLIFETIME(UFortSkyTubePhysicsComponent, SkyTube);
DOREPLIFETIME(UFortSkyTubePhysicsComponent, bMagnetized);
}
UFortSkyTubePhysicsComponent::UFortSkyTubePhysicsComponent() {
MaxTubeSpeed = 1;
MaxTubeAcceleration = 1;
bMagnetizeWhenNotInSkytube = true;
SkyTube = NULL;
PrevSkyTube = NULL;
bMagnetized = true;
}