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https://github.com/FortniteModdingHub/FNGameProj.git
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70 lines
2.1 KiB
C++
70 lines
2.1 KiB
C++
#include "FortSplineGroundPath.h"
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#include "Net/UnrealNetwork.h"
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void AFortSplineGroundPath::StartNextSectionTimedOut() {
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}
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void AFortSplineGroundPath::OnRep_MostRecentlyAddedLocation() {
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}
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void AFortSplineGroundPath::DebugDisplayPathPoints() const {
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}
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void AFortSplineGroundPath::GetLifetimeReplicatedProps(TArray<FLifetimeProperty>& OutLifetimeProps) const {
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Super::GetLifetimeReplicatedProps(OutLifetimeProps);
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DOREPLIFETIME(AFortSplineGroundPath, MostRecentlyAddedLocation);
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DOREPLIFETIME(AFortSplineGroundPath, FortReppedPointList);
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}
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AFortSplineGroundPath::AFortSplineGroundPath() {
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MaxDistanceBetweenPathwayPoints = 1;
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EvenlySpacedPointsDistance = 1;
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TangentDistance = 1;
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PathUpdateSecondIntervals = 1;
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PathTestRadius = 1;
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MinDistanceForAddingRawPoint = 1;
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bDrawDebugRawPoints = false;
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bDrawDebugRawEnd = false;
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bDrawDebugReppedPoints = false;
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bDrawDebugEvenlySizedSegments = false;
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bDrawDebugTangents = false;
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bDrawDebugCollision = false;
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bDrawDebugSplineEnd = false;
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CleanupTime = 1;
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LerpScaleRate = 1;
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GrowthSmoothingStrength = 1;
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MostRecentlyAddedTime = 1;
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ServerIndexToAssign = 0;
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StaticMesh = NULL;
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Material = NULL;
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ForwardAxis = ESplineMeshAxis::X;
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LerpLocationRate = 1;
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bMostRecentLocationHasBeenSet = false;
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bHasWarnedOfArrayOverfill = false;
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bHasWarnedOfUnableToRepDestroy = false;
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FirstActiveEvenlySizedSegmentIndex = 0;
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MaxReppedPointsBeforeOverfill = 0;
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DistanceRemainingToNextEvenlySpacedPoint = 1;
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PositionFinalizedParameterName = TEXT("AttachedAlpha");
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GrowthParameterName = TEXT("Growth");
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ShrinkParameterName = TEXT("Shrink");
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OpacityParameterName = TEXT("Opacity");
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TotalFadeInTime = 1;
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TotalFadeOutTime = 1;
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SectionsLifeTime = 1;
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ShrinkTimeMultWhenFading = 1;
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ShrinkTimeMultWhenBurning = 1;
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GrowthTimeMult = 1;
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LocationLerpTimeMult = 1;
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CurrentFadeInTime = 1;
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CurrentFadeOutTime = 1;
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TotalSplineMeshesToFadeIn = 0;
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LowestUninitializedRawLastServerIndex = 0;
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LowestUninitializedReppedIndex = 0;
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NumIgnitedSections = 0;
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bSomeSectionsAreFadingOut = false;
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}
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