#include "ExplosionBaseComponent.h" void UExplosionBaseComponent::DamageOnlyFromHit(const FHitResult& HitResult, UDamageComponent*& DamageComponent) { } void UExplosionBaseComponent::DamageOnly(FVector Location, FName BoneName, UPrimitiveComponent* Target, UPhysicalMaterial* PhysicalMaterial, UDamageComponent*& DamageComponent) { } void UExplosionBaseComponent::DamageArmorClients(const FHitResult& HitResult, UDamageComponent*& DamageComponent) { } void UExplosionBaseComponent::DamageAndCarveFromHit(const FHitResult& HitResult, UDamageComponent*& DamageComponent) { } void UExplosionBaseComponent::DamageAndCarve(FVector Location, FVector ImpactNormal, FName BoneName, UPrimitiveComponent* Target, UPhysicalMaterial* PhysicalMaterial, UDamageComponent*& DamageComponent) { } void UExplosionBaseComponent::CarveOnly(FVector Location, FVector ImpactNormal) { } UExplosionBaseComponent::UExplosionBaseComponent() { this->CarveDiameterCM = 150.00f; this->CarveNoiseCM = 30.00f; this->CarveBurnThicknessCM = 10.00f; this->CarveNormalOffsetCM = 0.00f; this->CarveNormalSqueeze = 1.00f; }