Files
UnrealEvent/Project/Source/FortniteGame/Private/BuildingConnectivityComponent.cpp
T
2026-04-22 15:51:07 +02:00

53 lines
1.4 KiB
C++

#include "BuildingConnectivityComponent.h"
#include "Net/UnrealNetwork.h"
void UBuildingConnectivityComponent::OnRep_Connections() {
}
void UBuildingConnectivityComponent::OnRep_bIsProvidingPower() {
}
void UBuildingConnectivityComponent::OnRep_bIsPowered() {
}
void UBuildingConnectivityComponent::OnPlaced() {
}
bool UBuildingConnectivityComponent::K2_IsPowered() {
return false;
}
bool UBuildingConnectivityComponent::IsConnectedTo(ABuildingSMActor* TestActor) const {
return false;
}
void UBuildingConnectivityComponent::DrawDebugData() {
}
void UBuildingConnectivityComponent::DisconnectAll() {
}
bool UBuildingConnectivityComponent::CanConnectTo(ABuildingSMActor* TestActor) const {
return false;
}
void UBuildingConnectivityComponent::GetLifetimeReplicatedProps(TArray<FLifetimeProperty>& OutLifetimeProps) const {
Super::GetLifetimeReplicatedProps(OutLifetimeProps);
DOREPLIFETIME(UBuildingConnectivityComponent, Connections);
DOREPLIFETIME(UBuildingConnectivityComponent, bIsPowered);
DOREPLIFETIME(UBuildingConnectivityComponent, bIsProvidingPower);
}
UBuildingConnectivityComponent::UBuildingConnectivityComponent() {
this->bAutoConnectOnInitialize = true;
this->bDrawDebugData = false;
this->BuildingOwner = NULL;
this->bIsPowered = false;
this->bIsProvidingPower = false;
this->bIsAbleToProvidePower = false;
this->bAllowConnections = true;
this->bAllowsPowerToPassThrough = true;
}