DRG-Femboy-Voice/Source/FSD/Private/CoilgunWeaponTrail.cpp
2025-04-15 12:39:31 -07:00

39 lines
1.4 KiB
C++
Executable file

#include "CoilgunWeaponTrail.h"
#include "Components/CapsuleComponent.h"
#include "Components/SceneComponent.h"
#include "NiagaraComponent.h"
#include "Net/UnrealNetwork.h"
void ACoilgunWeaponTrail::OnRep_TrailHalfLength() {
}
void ACoilgunWeaponTrail::OnRep_SpawnFireTrail() {
}
void ACoilgunWeaponTrail::OnInited_Callback() {
}
void ACoilgunWeaponTrail::OnActorLeaveTrigger(UPrimitiveComponent* OverlappedComponent, AActor* OtherActor, UPrimitiveComponent* OtherComp, int32 OtherBodyIndex) {
}
void ACoilgunWeaponTrail::OnActorEnteredTrigger(UPrimitiveComponent* OverlappedComponent, AActor* OtherActor, UPrimitiveComponent* OtherComp, int32 OtherBodyIndex, bool bFromSweep, const FHitResult& SweepResult) {
}
void ACoilgunWeaponTrail::GetLifetimeReplicatedProps(TArray<FLifetimeProperty>& OutLifetimeProps) const {
Super::GetLifetimeReplicatedProps(OutLifetimeProps);
DOREPLIFETIME(ACoilgunWeaponTrail, TrailHalgLength);
DOREPLIFETIME(ACoilgunWeaponTrail, SpawnFireTrail);
}
ACoilgunWeaponTrail::ACoilgunWeaponTrail() {
this->Root = CreateDefaultSubobject<USceneComponent>(TEXT("RootComponent"));
this->Collision = CreateDefaultSubobject<UCapsuleComponent>(TEXT("Collision"));
this->Trail = CreateDefaultSubobject<UNiagaraComponent>(TEXT("TrailNiagara"));
this->ParticleTrailOffset = 0.00f;
this->TrailHalgLength = 0.00f;
this->SpawnFireTrail = false;
this->FireEffect = NULL;
this->ElectricEffect = NULL;
}