#include "AttackerPositioningComponent.h" void UAttackerPositioningComponent::UnregisterAttacker(AActor* Attacker, bool IsFlying) { } void UAttackerPositioningComponent::RegisterAttacker(AActor* Attacker, bool IsFlying) { } void UAttackerPositioningComponent::OnFlyingAttackerDeath(UHealthComponentBase* HealthComponent) { } void UAttackerPositioningComponent::OnAttackerDeath(UHealthComponentBase* HealthComponent) { } FVector UAttackerPositioningComponent::GetFlyingAttackerPosition(AActor* Attacker, float AttackerRadius) { return FVector{}; } FVector UAttackerPositioningComponent::GetAttackerPosition(AActor* Attacker, float AttackerRadius) { return FVector{}; } UAttackerPositioningComponent::UAttackerPositioningComponent() { this->DebugPositions = false; this->MaxAttackers = 32; this->FreePositions.AddDefaulted(32); this->FlyingFreePositions.AddDefaulted(32); this->CharacterPersonalSphere = 60.00f; this->CharacterHalfHeight = 60.00f; this->CostModifier = 1.00f; }