#include "DashPoints.h" #include "Net/UnrealNetwork.h" void UDashPoints::UpdateDashPointData() { } void UDashPoints::StopDashing() { } void UDashPoints::StartDashing() { } void UDashPoints::OnRep_Dashing() { } void UDashPoints::OnParentDeath(UHealthComponentBase* Health) { } FVector UDashPoints::GetDashPoint(AActor* fromTarget, bool& success) { return FVector{}; } void UDashPoints::GetLifetimeReplicatedProps(TArray& OutLifetimeProps) const { Super::GetLifetimeReplicatedProps(OutLifetimeProps); DOREPLIFETIME(UDashPoints, DashLocation); DOREPLIFETIME(UDashPoints, IsDashing); } UDashPoints::UDashPoints() { this->PointOffset = 150.00f; this->MaxRangeFromPlayer = 400.00f; this->MinRangeFromPlayer = 200.00f; this->MinHeightAboveTarget = 50.00f; this->MaxHeightAboveTarget = 500.00f; this->safeReduction = 60.00f; this->AcceptedDashradius = 25.00f; this->DashSpeed = 100.00f; this->SlowdownRadius = 40.00f; this->IgnoreTheClosestPoints = 0; this->GenerationMode = EDashPointsGenerationMode::Surround; this->IsDashing = false; this->IgnoreRules = false; }