#include "ArmorHealthDamageComponent.h" #include "Net/UnrealNetwork.h" bool UArmorHealthDamageComponent::SetHealthOnBodypartItem(FName BoneName, float newHealth) { return false; } void UArmorHealthDamageComponent::SetHealthOnAllItems(float newHealth) { } bool UArmorHealthDamageComponent::SetArmorDamageEnabledOnItem(FName BoneName, bool Enabled) { return false; } void UArmorHealthDamageComponent::RegrowAllArmor(float baseHealth) { } void UArmorHealthDamageComponent::PopAllWeakPoints() { } void UArmorHealthDamageComponent::OnRep_ArmorDamageInfo(FArmorDamageInfo OldValue) { } void UArmorHealthDamageComponent::DealSocketArmorDamage(float Damage, float armorDamageMultiplier, UPrimitiveComponent* collider, bool shatter, EArmorDamageType DamageType) { } void UArmorHealthDamageComponent::GetLifetimeReplicatedProps(TArray& OutLifetimeProps) const { Super::GetLifetimeReplicatedProps(OutLifetimeProps); DOREPLIFETIME(UArmorHealthDamageComponent, ArmorDamageInfo); } UArmorHealthDamageComponent::UArmorHealthDamageComponent() { this->RadialSocketDamageMultiplier = 1.00f; this->AffectedByAmorBreak = true; }