#include "FortMinigameLogicComponent.h" #include "Net/UnrealNetwork.h" bool UFortMinigameLogicComponent::TryAttachToMinigame() { return false; } void UFortMinigameLogicComponent::RemoveMinigameTag(const FGameplayTag& Tag) { } void UFortMinigameLogicComponent::HandlePlayspaceEditModeChange_Implementation(bool bInEditMode) { } void UFortMinigameLogicComponent::HandleMinigameStateChanged_Implementation(EFortMinigameState NewMinigameState) { } void UFortMinigameLogicComponent::HandleMinigameStarted_Implementation() { } void UFortMinigameLogicComponent::HandleMinigameSet_Implementation() { } void UFortMinigameLogicComponent::HandleMinigameEnded_Implementation() { } void UFortMinigameLogicComponent::AddMinigameTag(const FGameplayTag& Tag) { } void UFortMinigameLogicComponent::GetLifetimeReplicatedProps(TArray& OutLifetimeProps) const { Super::GetLifetimeReplicatedProps(OutLifetimeProps); DOREPLIFETIME(UFortMinigameLogicComponent, MinigameTags); DOREPLIFETIME(UFortMinigameLogicComponent, CurrentMinigame); } UFortMinigameLogicComponent::UFortMinigameLogicComponent() { this->CurrentMinigame = NULL; this->CachedMinigame = NULL; }