#include "FortCreativeKeyLockComponent.h" #include "Net/UnrealNetwork.h" bool UFortCreativeKeyLockComponent::Unlock(APawn* Pawn) { return false; } void UFortCreativeKeyLockComponent::SetShouldConsumeKey(bool ShouldConsume) { } void UFortCreativeKeyLockComponent::SetRequiredKeys(int32 Amount) { } void UFortCreativeKeyLockComponent::SetRequiredAllKeysAtOne(bool Required) { } void UFortCreativeKeyLockComponent::SetKeyItemDefinition(UFortItemDefinition* ItemDefinition) { } void UFortCreativeKeyLockComponent::Reset(bool DeferredReset) { } void UFortCreativeKeyLockComponent::OnRep_RemainingKeysToUnlock() { } void UFortCreativeKeyLockComponent::OnRep_KeyItemDefinition() { } void UFortCreativeKeyLockComponent::OnRep_CurrentState() { } bool UFortCreativeKeyLockComponent::Lock(APawn* Pawn) { return false; } bool UFortCreativeKeyLockComponent::IsLocked() const { return false; } ECreativeKeyLockState UFortCreativeKeyLockComponent::GetCurrentState() const { return ECreativeKeyLockState::LOCKED; } bool UFortCreativeKeyLockComponent::BlueprintHasKeysToInteract(APawn* Pawn) { return false; } void UFortCreativeKeyLockComponent::GetLifetimeReplicatedProps(TArray& OutLifetimeProps) const { Super::GetLifetimeReplicatedProps(OutLifetimeProps); DOREPLIFETIME(UFortCreativeKeyLockComponent, CurrentState); DOREPLIFETIME(UFortCreativeKeyLockComponent, RequiredKeysToUnlockAmount); DOREPLIFETIME(UFortCreativeKeyLockComponent, RemainingKeysToUnlockAmount); DOREPLIFETIME(UFortCreativeKeyLockComponent, bRequireAllKeysAtOnce); DOREPLIFETIME(UFortCreativeKeyLockComponent, UnlockKeyDefinitionSoftPointer); } UFortCreativeKeyLockComponent::UFortCreativeKeyLockComponent() { this->InitialState = ECreativeKeyLockState::LOCKED; this->CurrentState = ECreativeKeyLockState::LOCKED; this->RequiredKeysToUnlockAmount = 0; this->RemainingKeysToUnlockAmount = 0; this->bRequireAllKeysAtOnce = false; }