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https://github.com/FortniteModdingHub/FNGameProj.git
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61 lines
1.7 KiB
C++
61 lines
1.7 KiB
C++
#include "ObjectInteractionBehavior.h"
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#include "Templates/SubclassOf.h"
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void UObjectInteractionBehavior::TriggerInteractionBehavior_Implementation() {
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}
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void UObjectInteractionBehavior::TickMovementMode_Implementation() {
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}
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void UObjectInteractionBehavior::StartCreativeInteractionOnServer_Implementation() {
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}
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void UObjectInteractionBehavior::StartCreativeInteractionOnClient_Implementation() {
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}
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void UObjectInteractionBehavior::PlayGameplayAbility(const TSubclassOf<UFortGameplayAbility> ActivatedAbilityClass) {
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}
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bool UObjectInteractionBehavior::IsSelectionSetInValidPosition() {
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return false;
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}
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void UObjectInteractionBehavior::HandleDuplicateActor_Implementation() {
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}
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void UObjectInteractionBehavior::GetSelectedActorsMeshComponents(TArray<UMeshComponent*>& Components) {
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}
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void UObjectInteractionBehavior::GetSelectedActors(TArray<AActor*>& SelectedActors) {
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}
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AFortPlayerController* UObjectInteractionBehavior::GetFortPlayerController() const {
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return NULL;
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}
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AFortCreativeMoveTool* UObjectInteractionBehavior::GetFortCreativeMoveTool() const {
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return NULL;
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}
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void UObjectInteractionBehavior::ExitCreativeInteraction_Implementation(const bool bShouldClearActiveInteractionMode) {
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}
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void UObjectInteractionBehavior::EndCreativeInteraction_Implementation() {
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}
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UObjectInteractionBehavior::UObjectInteractionBehavior() {
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StartInteractionAbility = NULL;
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EndInteractionAbility = NULL;
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TriggerInteractionAbility = NULL;
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RotateClockwiseAbility = NULL;
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RotateCounterclockwiseAbility = NULL;
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MirrorAbility = NULL;
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ExitAbility = NULL;
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FailAbility = NULL;
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bShouldAddToParent = true;
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bShouldUseActorToSelection = false;
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Priority = 0;
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}
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