Files
FNGameProj/Source/FortniteGame/Private/FortControllerComponent_PerkSystem.cpp
T
2024-03-03 23:44:39 +01:00

40 lines
1.3 KiB
C++

#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<FLifetimeProperty>& 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() {
this->ServerTimeToRelease = 1;
this->RerollCount = 0;
this->PerkSelection.AddDefaulted(3);
}