#include "HealthComponentBase.h" float UHealthComponentBase::TakeRadialDamage(float damageAmount, FVector BlastCenter, float BlastRadius, float MaxDamageRadius, float MinDamagePct, FDamageData& DamageData) { return 0.0f; } void UHealthComponentBase::TakeDamageSimple(float damageAmount, AActor* DamageCauser, UDamageClass* DamageClass) { } void UHealthComponentBase::SetHealthDirectly(float newHealthValue) { } void UHealthComponentBase::SetCanTakeDamage(bool NewCanTakeDamage) { } void UHealthComponentBase::Kill(AActor* DamageCauser) { } bool UHealthComponentBase::IsDead() const { return false; } bool UHealthComponentBase::IsAlive() const { return false; } float UHealthComponentBase::Heal(float Amount) { return 0.0f; } bool UHealthComponentBase::GetShowHealthBar() const { return false; } float UHealthComponentBase::GetHealthPct() const { return 0.0f; } TScriptInterface UHealthComponentBase::GetHealthComponentForCollider(UPrimitiveComponent* Primitive) const { return NULL; } FVector UHealthComponentBase::GetHealthBarWorldOffset() const { return FVector{}; } float UHealthComponentBase::GetHealth() const { return 0.0f; } UParticleSystem* UHealthComponentBase::GetGenericImpactParticles() const { return NULL; } bool UHealthComponentBase::GetCanTakeDamage() const { return false; } bool UHealthComponentBase::CanTakeDamageFrom(UDamageClass* DamageClass) const { return false; } UHealthComponentBase::UHealthComponentBase() { this->ShowLaserPointMarkerWhenDead = false; this->canTakeDamage = true; this->PassthroughTemperatureDamage = false; }