#include "ProjectileAttackBaseComponent.h" bool UProjectileAttackBaseComponent::TriggerMontage(AActor* Target) { return false; } UAnimMontage* UProjectileAttackBaseComponent::SelectMontage_Implementation() const { return NULL; } void UProjectileAttackBaseComponent::OnPerformAttack() { } void UProjectileAttackBaseComponent::OnMontageEnded(UAnimMontage* Montage, bool interrupted) { } void UProjectileAttackBaseComponent::MulticastProjectileFired_Implementation() { } void UProjectileAttackBaseComponent::CancelMontage() { } UProjectileAttackBaseComponent::UProjectileAttackBaseComponent() { this->SocketName = TEXT("RangedAttack"); this->RotationHandling = EProjectileAttackRotationType::NoTarget_ActorForward; this->FinalValidationCheck = NULL; this->ProjectilesIgnoreEachOther = false; }