#include "BuildingLayoutRequirement.h" #include "Net/UnrealNetwork.h" bool ABuildingLayoutRequirement::SupportsEditingOfOccupant() const { return false; } void ABuildingLayoutRequirement::SetRequirementVisible(bool bVisible) { } void ABuildingLayoutRequirement::SetRequiredResourceType(EFortResourceType DesiredResourceType) { } void ABuildingLayoutRequirement::OnRequirementSatisfyingActorDied(AActor* DamagedActor, float Damage, AController* InstigatedBy, AActor* DamageCauser, FVector HitLocation, UPrimitiveComponent* FHitComponent, FName BoneName, FVector Momentum) { } void ABuildingLayoutRequirement::OnRep_RequirementStatus() { } void ABuildingLayoutRequirement::DeactivateRequirement() { } void ABuildingLayoutRequirement::ActivateRequirement(bool bMakeVisible) { } void ABuildingLayoutRequirement::GetLifetimeReplicatedProps(TArray& OutLifetimeProps) const { Super::GetLifetimeReplicatedProps(OutLifetimeProps); DOREPLIFETIME(ABuildingLayoutRequirement, bRequirementSatisfied); DOREPLIFETIME(ABuildingLayoutRequirement, RequirementStatus); } ABuildingLayoutRequirement::ABuildingLayoutRequirement() { this->LayoutRequirementSMActorClass = NULL; this->bIgnoreResourceTypeRequirements = false; this->bMakeSatisfyingActorIndestructibleWhileRequirementExists = false; this->bNeedToInitializeRequirementStatus = false; this->bRequirementSatisfied = false; this->RequirementStatus = ELayoutRequirementStatus::Inactive_Invisible; this->OverrideResourceType = EFortResourceType::None; this->bAllowAnyPattern = false; this->bAllowOccupantPatternEditing = false; this->LayoutDisplayMID = NULL; }