#include "EnemyControlStateComponent.h" #include "Net/UnrealNetwork.h" void UEnemyControlStateComponent::ServerExit_Implementation() { } void UEnemyControlStateComponent::OnRep_StateData(const FControlEnemyState& oldState) { } void UEnemyControlStateComponent::OnRep_ControlState(EEnemyControlState oldState) { } void UEnemyControlStateComponent::OnEnemyCrashMontageEnded(UAnimMontage* Montage, bool interrupted) { } void UEnemyControlStateComponent::JumpPressed() { } UAIPlayerControlComponent* UEnemyControlStateComponent::GetAiPlayerControlComponent() { return NULL; } void UEnemyControlStateComponent::GetLifetimeReplicatedProps(TArray& OutLifetimeProps) const { Super::GetLifetimeReplicatedProps(OutLifetimeProps); DOREPLIFETIME(UEnemyControlStateComponent, StateData); DOREPLIFETIME(UEnemyControlStateComponent, ControlState); DOREPLIFETIME(UEnemyControlStateComponent, AngularVelocity); DOREPLIFETIME(UEnemyControlStateComponent, ControlRotation); } UEnemyControlStateComponent::UEnemyControlStateComponent() { this->UseThirdPersonCam = true; this->ControlState = EEnemyControlState::Disconneced; }