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

54 lines
1.4 KiB
C++

#include "InfiltrationCarryObjectSpawnPoint.h"
#include "Net/UnrealNetwork.h"
void AInfiltrationCarryObjectSpawnPoint::OnRep_CurrentState(ESpawnPointState OldState) {
}
void AInfiltrationCarryObjectSpawnPoint::OnHeldObjectThrownLanded() {
}
void AInfiltrationCarryObjectSpawnPoint::OnHeldObjectThrown() {
}
void AInfiltrationCarryObjectSpawnPoint::OnHeldObjectPlaced() {
}
void AInfiltrationCarryObjectSpawnPoint::OnHeldObjectPickedUp() {
}
void AInfiltrationCarryObjectSpawnPoint::OnHeldObjectDropped() {
}
void AInfiltrationCarryObjectSpawnPoint::OnHeldObjectDestroy() {
}
void AInfiltrationCarryObjectSpawnPoint::OnEnterWater(AFortWaterBodyActor* WaterBody, UFortWaterInteractionComponent* WaterInteractionComponent, bool bIsFirstBody) {
}
AActor* AInfiltrationCarryObjectSpawnPoint::GetIntelActor() const {
return NULL;
}
void AInfiltrationCarryObjectSpawnPoint::GetLifetimeReplicatedProps(TArray<FLifetimeProperty>& OutLifetimeProps) const {
Super::GetLifetimeReplicatedProps(OutLifetimeProps);
DOREPLIFETIME(AInfiltrationCarryObjectSpawnPoint, CurrentState);
DOREPLIFETIME(AInfiltrationCarryObjectSpawnPoint, CachedIntelActor);
}
AInfiltrationCarryObjectSpawnPoint::AInfiltrationCarryObjectSpawnPoint() {
CurrentState = ESpawnPointState::Inactive;
CachedSceneComponent = NULL;
CachedIntelActor = NULL;
IntelClassToSpawn = NULL;
}