#include "WeaponHitEffectComponent.h" void UWeaponHitEffectComponent::Server_SpawnEffect_Implementation(const FVector_NetQuantize& Location, const FRotator& Rotation) { } void UWeaponHitEffectComponent::OnHit(const FHitResult& HitResult, bool isAlwaysPenetrated) { } UWeaponHitEffectComponent::UWeaponHitEffectComponent() { this->EffectChance = 1.00f; this->ActorToSpawn = NULL; }