#include "FortLobbyBeaconState.h" #include "Net/UnrealNetwork.h" void AFortLobbyBeaconState::OnRep_MissionGeneratorDetailsRequirement() { } void AFortLobbyBeaconState::OnRep_MissionGeneratorClassPath() { } void AFortLobbyBeaconState::GetLifetimeReplicatedProps(TArray& OutLifetimeProps) const { Super::GetLifetimeReplicatedProps(OutLifetimeProps); DOREPLIFETIME(AFortLobbyBeaconState, MatchmakingLevel); DOREPLIFETIME(AFortLobbyBeaconState, MissionGeneratorClassPath); DOREPLIFETIME(AFortLobbyBeaconState, MissionGeneratorDetailsRequirement); } AFortLobbyBeaconState::AFortLobbyBeaconState() { this->MatchmakingLevel = 0; this->CachedMissionGeneratorCDO = NULL; this->MissionGeneratorDetailsRequirement = ELobbyMissionGeneratorDetailsRequirement::Unknown; this->bWorldRecordLoaded = false; }