#include "AmberEvent.h" #include "DamageComponent.h" #include "Net/UnrealNetwork.h" void AAmberEvent::OnSpawnedDeath(UHealthComponentBase* spawnedHealthComponent) { } void AAmberEvent::OnEnemySpawned(APawn* Pawn) { } void AAmberEvent::GetLifetimeReplicatedProps(TArray& OutLifetimeProps) const { Super::GetLifetimeReplicatedProps(OutLifetimeProps); DOREPLIFETIME(AAmberEvent, CurrentPool); } AAmberEvent::AAmberEvent() { this->EndExplosionDamage = CreateDefaultSubobject(TEXT("ExplosionDamage")); this->InitialDelayBeforeSpawn = 0.00f; this->MaxSpawnRange = 0.00f; }