#include "FortControllerComponent_PerkSystem.h" #include "Net/UnrealNetwork.h" void UFortControllerComponent_PerkSystem::OnRep_SpyTechArray() { } void UFortControllerComponent_PerkSystem::OnRep_ServerTimeToRelease() { } void UFortControllerComponent_PerkSystem::OnRep_RerollCount() { } void UFortControllerComponent_PerkSystem::OnRep_PerkSelection() { } void UFortControllerComponent_PerkSystem::OnRep_MutatorData() { } void UFortControllerComponent_PerkSystem::OnRep_AllSelectedPerks() { } void UFortControllerComponent_PerkSystem::GetLifetimeReplicatedProps(TArray& OutLifetimeProps) const { Super::GetLifetimeReplicatedProps(OutLifetimeProps); DOREPLIFETIME(UFortControllerComponent_PerkSystem, ServerTimeToRelease); DOREPLIFETIME(UFortControllerComponent_PerkSystem, RerollCount); DOREPLIFETIME(UFortControllerComponent_PerkSystem, AllSelectedPerks); DOREPLIFETIME(UFortControllerComponent_PerkSystem, PerkSelection); DOREPLIFETIME(UFortControllerComponent_PerkSystem, SpyTechArray); DOREPLIFETIME(UFortControllerComponent_PerkSystem, MutatorData); DOREPLIFETIME(UFortControllerComponent_PerkSystem, CachedFactionTag); } UFortControllerComponent_PerkSystem::UFortControllerComponent_PerkSystem() { ServerTimeToRelease = 1; RerollCount = 0; PerkSelection.AddDefaulted(3); }