#include "FortControllerComponent_IndicatedActorManagement.h" #include "Net/UnrealNetwork.h" void UFortControllerComponent_IndicatedActorManagement::RemoveGroupFromStenciledList(const FString& GroupIdentifier, const bool bIncludeSquad) { } void UFortControllerComponent_IndicatedActorManagement::RemoveGroupFromIndicatedList(const FString& GroupIdentifier, const bool bIncludeSquad) { } void UFortControllerComponent_IndicatedActorManagement::RemoveActorFromStenciledList(AActor* StenciledActor, const bool bIncludeSquad) { } void UFortControllerComponent_IndicatedActorManagement::RemoveActorFromIndicatedList(AActor* IndicatedActor, const bool bIncludeSquad) { } void UFortControllerComponent_IndicatedActorManagement::OnRep_StenciledActorList() { } void UFortControllerComponent_IndicatedActorManagement::OnRep_IndicatedActorList() { } void UFortControllerComponent_IndicatedActorManagement::OnHardCoreBeaconPlayerPawnPossessed(APawn* PossessedPawn) { } void UFortControllerComponent_IndicatedActorManagement::OnHardCoreBeaconPlayerPawnDied(const FFortPlayerDeathReport& DeathReport) { } void UFortControllerComponent_IndicatedActorManagement::AddActorsToStenciledList(TArray& StenciledActors, FStenciledActorData Data, const bool bAddAsUnique, const bool bReplaceExistingEntry) { } void UFortControllerComponent_IndicatedActorManagement::AddActorsToIndicatedList(TArray& IndicatedActors, FIndicatedActorData Data, const bool bAddAsUnique, const bool bAllowOwningPlayer, const bool bReplaceExistingEntry) { } void UFortControllerComponent_IndicatedActorManagement::GetLifetimeReplicatedProps(TArray& OutLifetimeProps) const { Super::GetLifetimeReplicatedProps(OutLifetimeProps); DOREPLIFETIME(UFortControllerComponent_IndicatedActorManagement, IndicatedActorList); DOREPLIFETIME(UFortControllerComponent_IndicatedActorManagement, StenciledActorList); } UFortControllerComponent_IndicatedActorManagement::UFortControllerComponent_IndicatedActorManagement() { }