#include "CoilgunWeaponTrail.h" #include "Components/CapsuleComponent.h" #include "Components/SceneComponent.h" #include "NiagaraComponent.h" #include "Net/UnrealNetwork.h" void ACoilgunWeaponTrail::OnRep_TrailHalfLength() { } void ACoilgunWeaponTrail::OnRep_SpawnFireTrail() { } void ACoilgunWeaponTrail::OnInited_Callback() { } void ACoilgunWeaponTrail::OnActorLeaveTrigger(UPrimitiveComponent* OverlappedComponent, AActor* OtherActor, UPrimitiveComponent* OtherComp, int32 OtherBodyIndex) { } void ACoilgunWeaponTrail::OnActorEnteredTrigger(UPrimitiveComponent* OverlappedComponent, AActor* OtherActor, UPrimitiveComponent* OtherComp, int32 OtherBodyIndex, bool bFromSweep, const FHitResult& SweepResult) { } void ACoilgunWeaponTrail::GetLifetimeReplicatedProps(TArray& OutLifetimeProps) const { Super::GetLifetimeReplicatedProps(OutLifetimeProps); DOREPLIFETIME(ACoilgunWeaponTrail, TrailHalgLength); DOREPLIFETIME(ACoilgunWeaponTrail, SpawnFireTrail); } ACoilgunWeaponTrail::ACoilgunWeaponTrail() { this->Root = CreateDefaultSubobject(TEXT("RootComponent")); this->Collision = CreateDefaultSubobject(TEXT("Collision")); this->Trail = CreateDefaultSubobject(TEXT("TrailNiagara")); this->ParticleTrailOffset = 0.00f; this->TrailHalgLength = 0.00f; this->SpawnFireTrail = false; this->FireEffect = NULL; this->ElectricEffect = NULL; }