#include "BuildingConnectivityComponent.h" #include "Net/UnrealNetwork.h" void UBuildingConnectivityComponent::OnRep_Connections() { } void UBuildingConnectivityComponent::OnRep_bIsProvidingPower() { } void UBuildingConnectivityComponent::OnRep_bIsPowered() { } void UBuildingConnectivityComponent::OnPlaced() { } bool UBuildingConnectivityComponent::K2_IsPowered() { return false; } bool UBuildingConnectivityComponent::IsConnectedTo(ABuildingSMActor* TestActor) const { return false; } void UBuildingConnectivityComponent::DrawDebugData() { } void UBuildingConnectivityComponent::DisconnectAll() { } bool UBuildingConnectivityComponent::CanConnectTo(ABuildingSMActor* TestActor) const { return false; } void UBuildingConnectivityComponent::GetLifetimeReplicatedProps(TArray& OutLifetimeProps) const { Super::GetLifetimeReplicatedProps(OutLifetimeProps); DOREPLIFETIME(UBuildingConnectivityComponent, Connections); DOREPLIFETIME(UBuildingConnectivityComponent, bIsPowered); DOREPLIFETIME(UBuildingConnectivityComponent, bIsProvidingPower); } UBuildingConnectivityComponent::UBuildingConnectivityComponent() { this->bAutoConnectOnInitialize = true; this->bDrawDebugData = false; this->BuildingOwner = NULL; this->bIsPowered = false; this->bIsProvidingPower = false; this->bIsAbleToProvidePower = false; this->bAllowConnections = true; this->bAllowsPowerToPassThrough = true; }