#include "FakePhysicsProjectile.h" #include "Net/UnrealNetwork.h" void AFakePhysicsProjectile::SphereBeginOverlap(UPrimitiveComponent* OverlappedComp, AActor* Other, UPrimitiveComponent* OtherComp, int32 OtherBodyIndex, bool bFromSweep, const FHitResult& SweepResult) { } void AFakePhysicsProjectile::OnRep_PosVel(const FFakeMoveState& NewPosVel) { } void AFakePhysicsProjectile::GetLifetimeReplicatedProps(TArray& OutLifetimeProps) const { Super::GetLifetimeReplicatedProps(OutLifetimeProps); DOREPLIFETIME(AFakePhysicsProjectile, PosVel); } AFakePhysicsProjectile::AFakePhysicsProjectile() { this->MoveSettings = NULL; this->InitialSpeed = 1000.00f; this->DampOmega = 50.00f; this->SyncTime = 0.00f; }