#include "AnchorTurner.h" #include "Components/SceneComponent.h" #include "Components/SkeletalMeshComponent.h" #include "Components/SphereComponent.h" #include "Net/UnrealNetwork.h" void AAnchorTurner::OnRep_Finished() { } void AAnchorTurner::OnLeftPushpoint(UPrimitiveComponent* OverlappedComponent, AActor* OtherActor, UPrimitiveComponent* OtherComp, int32 OtherBodyIndex) { } void AAnchorTurner::OnEnteredPushpoint(UPrimitiveComponent* OverlappedComponent, AActor* OtherActor, UPrimitiveComponent* OtherComp, int32 OtherBodyIndex, bool bFromSweep, const FHitResult& SweepResult) { } void AAnchorTurner::GetLifetimeReplicatedProps(TArray& OutLifetimeProps) const { Super::GetLifetimeReplicatedProps(OutLifetimeProps); DOREPLIFETIME(AAnchorTurner, Progress); DOREPLIFETIME(AAnchorTurner, Finished); } AAnchorTurner::AAnchorTurner() { this->Root = CreateDefaultSubobject(TEXT("Root")); this->Mesh = CreateDefaultSubobject(TEXT("Mesh")); this->PushCollider1 = CreateDefaultSubobject(TEXT("PushCollider1")); this->PushCollider2 = CreateDefaultSubobject(TEXT("PushCollider2")); this->PushCollider3 = CreateDefaultSubobject(TEXT("PushCollider3")); this->PushCollider4 = CreateDefaultSubobject(TEXT("PushCollider4")); this->PerPlayerMultiplier = 1.00f; this->TurnSpeed = 0.00f; this->Progress = 0.00f; this->MaxProgress = 100.00f; this->Finished = false; this->DecaySpeed = 0.10f; }