#include "GroundToAirComponent.h" #include "Net/UnrealNetwork.h" void UGroundToAirComponent::SetIsFlying(bool aIsFlying) { } void UGroundToAirComponent::SetAllowedToChangeState(bool aIsAllowed) { } void UGroundToAirComponent::OnRep_StateChange() { } bool UGroundToAirComponent::GetIsWalking() const { return false; } bool UGroundToAirComponent::GetIsFlying() const { return false; } void UGroundToAirComponent::Engage() { } void UGroundToAirComponent::GetLifetimeReplicatedProps(TArray& OutLifetimeProps) const { Super::GetLifetimeReplicatedProps(OutLifetimeProps); DOREPLIFETIME(UGroundToAirComponent, IsFlying); } UGroundToAirComponent::UGroundToAirComponent() { this->CurrentMove = NULL; this->WalkTime = 0.00f; this->WalkTimeMaxRandomOffset = 0.00f; this->WalkTimeMinRandomOffset = 0.00f; this->WalkUseTimer = true; this->FlyTime = 0.00f; this->FlyTimeMaxRandomOffset = 0.00f; this->FlyTimeMinRandomOffset = 0.00f; this->FlyUseTimer = true; this->IsFlying = false; }