#include "LevelSaveBaseComponent.h" void ULevelSaveBaseComponent::StopPeriodicSaveTimer() { } void ULevelSaveBaseComponent::StartPeriodicSaveTimer() { } void ULevelSaveBaseComponent::SaveOutLevelRecord() { } bool ULevelSaveBaseComponent::ResaveLevelStreamedActor(AActor* Actor) { return false; } bool ULevelSaveBaseComponent::ResaveActor(AActor* Actor) { return false; } bool ULevelSaveBaseComponent::RegisterNewActor(AActor* Actor) { return false; } void ULevelSaveBaseComponent::RegisterModificationToRollback(AActor* Actor) { } bool ULevelSaveBaseComponent::RegisteredDeletedLevelStreamedActor(AActor* Actor) { return false; } void ULevelSaveBaseComponent::RegisterDeletionToRollback(AActor* Actor) { } bool ULevelSaveBaseComponent::RegisterDeletedActor(AActor* Actor) { return false; } void ULevelSaveBaseComponent::RegisterCreationToRollback(AActor* Actor) { } void ULevelSaveBaseComponent::OnFinishSpawning(const FAsyncTaskResult& Result) { } void ULevelSaveBaseComponent::OnFinishedRecordWrite(const FAsyncTaskResult& Result) { } void ULevelSaveBaseComponent::OnFinishedRecordRead(const FAsyncTaskResult& Result) { } void ULevelSaveBaseComponent::LoadLevelRecord() { } void ULevelSaveBaseComponent::HandleVolumeStateChanged(EVolumeState NewState, AFortVolume* Volume) { } void ULevelSaveBaseComponent::ConstructNewLevelRecord(AActor* Owner) { } void ULevelSaveBaseComponent::ApplySaveToWorld(const bool bComplexShouldSpawn) { } ULevelSaveBaseComponent::ULevelSaveBaseComponent() { TimeBetweenSaves = 1; bAutoLoadRecord = false; LevelRecord = NULL; }