#include "FortMissionManager.h" #include "Net/UnrealNetwork.h" bool AFortMissionManager::ShouldShowSecondaryMissionHeaders() const { return false; } void AFortMissionManager::OnRep_MissionUIActors() { } void AFortMissionManager::OnRep_Missions() { } void AFortMissionManager::OnRep_EarnedBadgesArray() { } void AFortMissionManager::OnRep_CurrentUIFocusedMission() { } void AFortMissionManager::OnRep_AllMissionEnemyClasses() { } bool AFortMissionManager::GetSpawnLocationActorsThatHaveAddedTagsMatchingQuery(UObject* WorldContextObject, const FGameplayTagQuery& TagQuery, TArray& SpawnLocationActors) { return false; } bool AFortMissionManager::GetSpawnLocationActorsMatchingEntryItemQuery(UObject* WorldContextObject, const FGameplayTagQuery& TagQuery, TArray& SpawnLocationActors) { return false; } void AFortMissionManager::GetLifetimeReplicatedProps(TArray& OutLifetimeProps) const { Super::GetLifetimeReplicatedProps(OutLifetimeProps); DOREPLIFETIME(AFortMissionManager, BluGloManager); DOREPLIFETIME(AFortMissionManager, Missions); DOREPLIFETIME(AFortMissionManager, AllMissionEnemyClasses); DOREPLIFETIME(AFortMissionManager, MissionUIActors); DOREPLIFETIME(AFortMissionManager, CurrentUIFocusedMission); DOREPLIFETIME(AFortMissionManager, MissionClosestToPar); DOREPLIFETIME(AFortMissionManager, EarnedBadgesArray); } AFortMissionManager::AFortMissionManager() { this->BluGloManager = NULL; this->CurrentUIFocusedMission = NULL; this->MissionClosestToPar = NULL; this->bDisplaySecondaryMissionHeaders = true; }