#include "CharacterUseComponent.h" #include "Net/UnrealNetwork.h" void UCharacterUseComponent::Server_SetState_Implementation(const FCharacterUseState& NewState) { } void UCharacterUseComponent::RemoveCustomUsableComponent(UUsableComponentBase* Usable) { } void UCharacterUseComponent::OnRep_State(const FCharacterUseState& oldState) { } bool UCharacterUseComponent::IsLookingAtUsable() const { return false; } bool UCharacterUseComponent::IsLookingAtDepositable() const { return false; } float UCharacterUseComponent::GetUseProgress() const { return 0.0f; } AActor* UCharacterUseComponent::GetLookingAtActor() const { return NULL; } bool UCharacterUseComponent::GetIsUsing() { return false; } bool UCharacterUseComponent::GetIsDepositing() { return false; } UUsableComponentBase* UCharacterUseComponent::GetHoveringUsable() const { return NULL; } UUsableComponentBase* UCharacterUseComponent::GetActiveUsable() const { return NULL; } void UCharacterUseComponent::All_UseEnded_Implementation(const FCharacterUseState& oldState) { } void UCharacterUseComponent::AddCustomUsableComponent(UUsableComponentBase* Usable, ECustomUsableType eType) { } void UCharacterUseComponent::GetLifetimeReplicatedProps(TArray& OutLifetimeProps) const { Super::GetLifetimeReplicatedProps(OutLifetimeProps); DOREPLIFETIME(UCharacterUseComponent, State); } UCharacterUseComponent::UCharacterUseComponent() { this->UseDistance = 150.00f; this->LastBeginUseUsable = NULL; this->HoveringUsable = NULL; }