65 lines
1.3 KiB
C++
Executable file
65 lines
1.3 KiB
C++
Executable file
#include "RecallableActor.h"
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#include "Net/UnrealNetwork.h"
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void ARecallableActor::SetRecallTarget_Implementation(AActor* NewTarget) {
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}
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void ARecallableActor::Relocate_Implementation(FVector NewLocation, FRotator NewRotation) {
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}
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void ARecallableActor::Recall_Implementation() {
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}
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void ARecallableActor::OnRep_State(ERecallableActorState oldState) {
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}
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void ARecallableActor::OnRep_RecallTarget() {
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}
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void ARecallableActor::OnPathFinished(bool success) {
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}
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bool ARecallableActor::GetIsReturning() const {
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return false;
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}
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bool ARecallableActor::GetIsMovingOrMoveRequested() const {
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return false;
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}
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bool ARecallableActor::GetIsMoving() const {
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return false;
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}
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bool ARecallableActor::GetIsMoveRequested() const {
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return false;
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}
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void ARecallableActor::BeginMove() {
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}
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void ARecallableActor::GetLifetimeReplicatedProps(TArray<FLifetimeProperty>& OutLifetimeProps) const {
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Super::GetLifetimeReplicatedProps(OutLifetimeProps);
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DOREPLIFETIME(ARecallableActor, RecallTarget);
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DOREPLIFETIME(ARecallableActor, State);
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}
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ARecallableActor::ARecallableActor() {
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this->AcceptanceRadius = 50.00f;
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this->AutoRecallDistance = 0.00f;
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this->RelocateLandingHeight = 300.00f;
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this->RelocationMarkerType = NULL;
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this->State = ERecallableActorState::Idle;
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this->RelocateLanded = false;
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this->bInitialized = false;
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}
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