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

65 lines
1.3 KiB
C++
Executable file

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