#include "FacilityTentacle.h" #include "Net/UnrealNetwork.h" void AFacilityTentacle::PlayHitReaction(float Amount) { } void AFacilityTentacle::OnRep_TentacleState() { } void AFacilityTentacle::OnRep_DesiredTarget() { } bool AFacilityTentacle::FindBurrowLocation(UDebrisPositioning* Debris, const FVector& Origin, float Radius, FVector& OutLocation) { return false; } void AFacilityTentacle::GetLifetimeReplicatedProps(TArray& OutLifetimeProps) const { Super::GetLifetimeReplicatedProps(OutLifetimeProps); DOREPLIFETIME(AFacilityTentacle, TentacleState); DOREPLIFETIME(AFacilityTentacle, DesiredTarget); } AFacilityTentacle::AFacilityTentacle() { this->SwaySpeed = 50.00f; this->Extended = false; this->TentacleState = EFacilityTentacleState::Idle; this->HeadMesh = NULL; }