#include "WeaponHitCounterComponent.h" void UWeaponHitCounterComponent::Server_OnReloading_Implementation() { } void UWeaponHitCounterComponent::OnTargetDamaged(UHealthComponentBase* Health, float Amount, UPrimitiveComponent* HitComponent, UFSDPhysicalMaterial* PhysicalMaterial) { } void UWeaponHitCounterComponent::OnStoppedUsing() { } void UWeaponHitCounterComponent::OnReloading() { } void UWeaponHitCounterComponent::All_ShowDamageEffects_Implementation(const TArray>& Targets) { } UWeaponHitCounterComponent::UWeaponHitCounterComponent() { this->HitEffect = NULL; this->RequiresWeakpointHit = false; }