#include "FortWorldManager.h" #include "Net/UnrealNetwork.h" void AFortWorldManager::OnRep_InitialGlobalWind() { } void AFortWorldManager::GetLifetimeReplicatedProps(TArray& OutLifetimeProps) const { Super::GetLifetimeReplicatedProps(OutLifetimeProps); DOREPLIFETIME(AFortWorldManager, InitialGlobalWind); DOREPLIFETIME(AFortWorldManager, FinalNumChosenBuildingFoundations); DOREPLIFETIME(AFortWorldManager, ChosenBuildingFoundations); } AFortWorldManager::AFortWorldManager() { this->bSavingEnabled = true; this->SaveFrequency_Seconds = 90; this->bStreamInBuildings = true; this->bConstructTileWorld = false; this->bUseSimMaps = false; this->NumNonAutoconstructedTiles = 4; this->ZoneThemeForPIE = NULL; this->WorldManagerState = WMS_Created; this->TileManager = NULL; this->X_Size = 10; this->Y_Size = 10; this->Z_StructuralGrid_Size = 60; this->VerticalCellNumOffsetFromOrigin = -20; this->TileEdgeSize = 25; this->Theme = NULL; this->DefaultLootQuotaCategory = TEXT("Standard"); this->MaxTiles = 16; this->bUseFixedSeed = false; this->FixedSeed = 0; this->DangerPlayerSpawnExclusionRadius = 512.00f; this->ObjectivePlayerSpawnExclusionRadius = 512.00f; this->CurrentWorldRecord = NULL; this->CurrentZoneRecord = NULL; this->CloudHelper = NULL; this->CurrentZoneIndex = -1; this->bHasCreatedMissions = false; this->bHasCreatedPrimaryAdditionalFoundations = false; this->bHasSpawnedActorsForMissions = false; this->bZoneCompleted = false; this->bZoneFinished = false; this->bCreatedMissionRecord = false; this->FinalNumChosenBuildingFoundations = -1; this->MaxConsecutiveFails = 20; }