#include "CharacterSightComponent.h" #include "Net/UnrealNetwork.h" void UCharacterSightComponent::Server_UpdateTarget_Implementation(AActor* NewActor, UPrimitiveComponent* NewPrimitive) { } void UCharacterSightComponent::RemoveIgnoreActor(AActor* InActor) { } void UCharacterSightComponent::GetSightStartAndEnd(float InMaxDistance, FVector& OutStartLocation, FVector& OutEndLocation) const { } void UCharacterSightComponent::AddIgnoreActor(AActor* InActor) { } void UCharacterSightComponent::GetLifetimeReplicatedProps(TArray& OutLifetimeProps) const { Super::GetLifetimeReplicatedProps(OutLifetimeProps); DOREPLIFETIME(UCharacterSightComponent, ReplicatedData); } UCharacterSightComponent::UCharacterSightComponent() { this->TargetMaxDistance = 10000.00f; this->TraceChannel = ECC_GameTraceChannel3; this->Character = NULL; this->TargetTime = 0.00f; }