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

61 lines
1.7 KiB
C++

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