#include "FortActorOptionsComponent.h" #include "Net/UnrealNetwork.h" bool UFortActorOptionsComponent::SetPropertyOverrideValues(const TMap& NewOptions) { return false; } bool UFortActorOptionsComponent::SetPropertyOverrides(const TMap& NewOptions) { return false; } void UFortActorOptionsComponent::RemovePropertyOverrides(const TArray& Options) { } void UFortActorOptionsComponent::OnRep_PlayerOptionData() { } bool UFortActorOptionsComponent::GetPropertyOverrides(TMap& CurrentOptions) { return false; } void UFortActorOptionsComponent::GetOptionsText(FText& DisplayName, FText& Descriptions) { } bool UFortActorOptionsComponent::CanEditOptionsComponent(AFortPawn* InteractingPawn) const { return false; } void UFortActorOptionsComponent::GetLifetimeReplicatedProps(TArray& OutLifetimeProps) const { Super::GetLifetimeReplicatedProps(OutLifetimeProps); DOREPLIFETIME(UFortActorOptionsComponent, PlayerOptionData); } UFortActorOptionsComponent::UFortActorOptionsComponent() { this->PlayerOptions = NULL; this->bRedirectInteractToParent = true; }