#include "ActorStateComponent.h" #include "Net/UnrealNetwork.h" void UActorStateComponent::OnRep_CurrentState(UActorStateComponent* previousState) { } bool UActorStateComponent::IsStateActive() const { return false; } void UActorStateComponent::GotoState() { } void UActorStateComponent::GetLifetimeReplicatedProps(TArray& OutLifetimeProps) const { Super::GetLifetimeReplicatedProps(OutLifetimeProps); DOREPLIFETIME(UActorStateComponent, CurrentState); } UActorStateComponent::UActorStateComponent() { this->CurrentState = NULL; this->NextState = NULL; this->MasterState = NULL; this->StateActiveTime = 0.00f; }