#include "FortHomebaseSet.h" #include "Net/UnrealNetwork.h" void UFortHomebaseSet::OnRep_WorldInventorySizeBonus() { } void UFortHomebaseSet::OnRep_SupplyDrop_Magnitude() { } void UFortHomebaseSet::OnRep_SupplyDrop_Level() { } void UFortHomebaseSet::OnRep_StorageInventorySizeBonus() { } void UFortHomebaseSet::OnRep_ResearchPointMaxBonus() { } void UFortHomebaseSet::OnRep_rate_per_second_collector_Token_collectionresource_nodegatetoken01() { } void UFortHomebaseSet::OnRep_MaxLevelBonus_Schematics_Traps() { } void UFortHomebaseSet::OnRep_MaxLevelBonus_Schematics_Ranged() { } void UFortHomebaseSet::OnRep_MaxLevelBonus_Schematics_Melee() { } void UFortHomebaseSet::OnRep_MaxLevelBonus_Schematics() { } void UFortHomebaseSet::OnRep_MaxLevelBonus_Personnel() { } void UFortHomebaseSet::OnRep_MaxLevelBonus_Global() { } void UFortHomebaseSet::OnRep_MaxLevelBonus_Alterations() { } void UFortHomebaseSet::OnRep_max_capacity_collector_Token_collectionresource_nodegatetoken01() { } void UFortHomebaseSet::OnRep_Manor_StructureCap() { } void UFortHomebaseSet::OnRep_Manor_Level() { } void UFortHomebaseSet::OnRep_Keep_Workshop_Level() { } void UFortHomebaseSet::OnRep_Keep_StructureCap() { } void UFortHomebaseSet::OnRep_Keep_Storage_Level() { } void UFortHomebaseSet::OnRep_Keep_PermaniteCap() { } void UFortHomebaseSet::OnRep_Keep_Medical_Level() { } void UFortHomebaseSet::OnRep_Keep_Level() { } void UFortHomebaseSet::OnRep_Keep_Armory_Level() { } void UFortHomebaseSet::OnRep_Keep_AmmoStash_Level() { } void UFortHomebaseSet::OnRep_InventorySizeBonus() { } void UFortHomebaseSet::GetLifetimeReplicatedProps(TArray& OutLifetimeProps) const { Super::GetLifetimeReplicatedProps(OutLifetimeProps); DOREPLIFETIME(UFortHomebaseSet, Keep_Level); DOREPLIFETIME(UFortHomebaseSet, Keep_AmmoStash_Level); DOREPLIFETIME(UFortHomebaseSet, Keep_Armory_Level); DOREPLIFETIME(UFortHomebaseSet, Keep_Medical_Level); DOREPLIFETIME(UFortHomebaseSet, Keep_Storage_Level); DOREPLIFETIME(UFortHomebaseSet, Keep_Workshop_Level); DOREPLIFETIME(UFortHomebaseSet, Keep_StructureCap); DOREPLIFETIME(UFortHomebaseSet, Keep_PermaniteCap); DOREPLIFETIME(UFortHomebaseSet, Manor_Level); DOREPLIFETIME(UFortHomebaseSet, Manor_StructureCap); DOREPLIFETIME(UFortHomebaseSet, InventorySizeBonus); DOREPLIFETIME(UFortHomebaseSet, WorldInventorySizeBonus); DOREPLIFETIME(UFortHomebaseSet, StorageInventorySizeBonus); DOREPLIFETIME(UFortHomebaseSet, ResearchPointMaxBonus); DOREPLIFETIME(UFortHomebaseSet, MaxLevelBonus_Global); DOREPLIFETIME(UFortHomebaseSet, MaxLevelBonus_Schematics); DOREPLIFETIME(UFortHomebaseSet, MaxLevelBonus_Schematics_Ranged); DOREPLIFETIME(UFortHomebaseSet, MaxLevelBonus_Schematics_Melee); DOREPLIFETIME(UFortHomebaseSet, MaxLevelBonus_Schematics_Traps); DOREPLIFETIME(UFortHomebaseSet, MaxLevelBonus_Personnel); DOREPLIFETIME(UFortHomebaseSet, MaxLevelBonus_Alterations); DOREPLIFETIME(UFortHomebaseSet, rate_per_second_collector_Token_collectionresource_nodegatetoken01); DOREPLIFETIME(UFortHomebaseSet, max_capacity_collector_Token_collectionresource_nodegatetoken01); DOREPLIFETIME(UFortHomebaseSet, SupplyDrop_Magnitude); DOREPLIFETIME(UFortHomebaseSet, SupplyDrop_Level); } UFortHomebaseSet::UFortHomebaseSet() { }