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

70 lines
2.1 KiB
C++

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