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35 lines
1.2 KiB
C++
35 lines
1.2 KiB
C++
#include "ScriptedPawnBlueprintAction.h"
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#include "Net/UnrealNetwork.h"
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UScriptedPawnBlueprintAction* UScriptedPawnBlueprintAction::SpawnScriptedPawn(const FString& NewScriptName, const FVector Location, const FRotator Rotation) {
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return NULL;
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}
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void UScriptedPawnBlueprintAction::OnScriptComplete_Implementation() {
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}
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bool UScriptedPawnBlueprintAction::OnScriptComplete_Validate() {
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return true;
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}
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void UScriptedPawnBlueprintAction::InternalSpawnScriptedPawn_Implementation() {
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}
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bool UScriptedPawnBlueprintAction::InternalSpawnScriptedPawn_Validate() {
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return true;
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}
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void UScriptedPawnBlueprintAction::GetLifetimeReplicatedProps(TArray<FLifetimeProperty>& OutLifetimeProps) const {
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Super::GetLifetimeReplicatedProps(OutLifetimeProps);
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DOREPLIFETIME(UScriptedPawnBlueprintAction, WorldContextObject);
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DOREPLIFETIME(UScriptedPawnBlueprintAction, SpawnLocation);
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DOREPLIFETIME(UScriptedPawnBlueprintAction, SpawnRotator);
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DOREPLIFETIME(UScriptedPawnBlueprintAction, ScriptName);
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DOREPLIFETIME(UScriptedPawnBlueprintAction, ScriptedPawn);
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}
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UScriptedPawnBlueprintAction::UScriptedPawnBlueprintAction() {
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WorldContextObject = NULL;
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ScriptedPawn = NULL;
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}
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