#include "RecallableActor.h" #include "Net/UnrealNetwork.h" void ARecallableActor::SetRecallTarget_Implementation(AActor* NewTarget) { } void ARecallableActor::Relocate_Implementation(FVector NewLocation, FRotator NewRotation) { } void ARecallableActor::Recall_Implementation() { } void ARecallableActor::OnRep_State(ERecallableActorState oldState) { } void ARecallableActor::OnRep_RecallTarget() { } void ARecallableActor::OnPathFinished(bool success) { } bool ARecallableActor::GetIsReturning() const { return false; } bool ARecallableActor::GetIsMovingOrMoveRequested() const { return false; } bool ARecallableActor::GetIsMoving() const { return false; } bool ARecallableActor::GetIsMoveRequested() const { return false; } void ARecallableActor::BeginMove() { } void ARecallableActor::GetLifetimeReplicatedProps(TArray& OutLifetimeProps) const { Super::GetLifetimeReplicatedProps(OutLifetimeProps); DOREPLIFETIME(ARecallableActor, RecallTarget); DOREPLIFETIME(ARecallableActor, State); } ARecallableActor::ARecallableActor() { this->AcceptanceRadius = 50.00f; this->AutoRecallDistance = 0.00f; this->RelocateLandingHeight = 300.00f; this->RelocationMarkerType = NULL; this->State = ERecallableActorState::Idle; this->RelocateLanded = false; this->bInitialized = false; }