#include "FortMinigameObjectiveTrackerComponent.h" #include "Net/UnrealNetwork.h" void UFortMinigameObjectiveTrackerComponent::UpdateTrackedProgress(UFortMinigameObjectiveComponent* Objective) { } void UFortMinigameObjectiveTrackerComponent::StopTrackingObjective(UFortMinigameObjectiveComponent* Objective, bool bPurgeHistory) { } int32 UFortMinigameObjectiveTrackerComponent::StartTrackingObjective(UFortMinigameObjectiveComponent* Objective, int32 IndicatorPresetIndex) { return 0; } void UFortMinigameObjectiveTrackerComponent::HandleMinigameEnded() { } bool UFortMinigameObjectiveTrackerComponent::GetTrackedObjectivesByQuery(TArray& TrackedObjectives, uint8 TeamIndex, ETrackedObjectiveQuery QueryType) const { return false; } bool UFortMinigameObjectiveTrackerComponent::GetTrackedObjective(int32 TrackedIndex, FTrackedObjective& TrackedObjective) const { return false; } void UFortMinigameObjectiveTrackerComponent::ClearTrackedObjectives() { } void UFortMinigameObjectiveTrackerComponent::GetLifetimeReplicatedProps(TArray& OutLifetimeProps) const { Super::GetLifetimeReplicatedProps(OutLifetimeProps); DOREPLIFETIME(UFortMinigameObjectiveTrackerComponent, ObjectiveArray); } UFortMinigameObjectiveTrackerComponent::UFortMinigameObjectiveTrackerComponent() { }