#include "PlayerBufferComponent.h" #include "Net/UnrealNetwork.h" void UPlayerBufferComponent::SetBuffingEnabled(bool Enabled) { } void UPlayerBufferComponent::ReducePushAmount() { } void UPlayerBufferComponent::OnPawnDied(UHealthComponentBase* Health) { } void UPlayerBufferComponent::OnOwnerDied(UHealthComponentBase* Health) { } void UPlayerBufferComponent::GetLifetimeReplicatedProps(TArray& OutLifetimeProps) const { Super::GetLifetimeReplicatedProps(OutLifetimeProps); DOREPLIFETIME(UPlayerBufferComponent, BuffTargets); } UPlayerBufferComponent::UPlayerBufferComponent() { this->StatusEffect = NULL; this->ManualMeshReference = NULL; this->Particles = NULL; this->ParticleTangentSize = 60.00f; this->BuffRadius = 500.00f; this->MaxBuffedTargets = 5; this->PushAmount = 1; }