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

94 lines
2.9 KiB
C++

#include "FortLevelSaveComponent.h"
#include "Net/UnrealNetwork.h"
void UFortLevelSaveComponent::RestrictedPlotLoadComplete(const FAsyncTaskResult& Result) {
}
void UFortLevelSaveComponent::OnRep_RestoringStateChanged(EBackupSaveState OldValue) {
}
void UFortLevelSaveComponent::OnRep_PlotPermissionsChanged() {
}
void UFortLevelSaveComponent::OnRep_LoadedPlotInstanceId() {
}
void UFortLevelSaveComponent::OnRep_LoadedLinkData() {
}
void UFortLevelSaveComponent::OnRep_Loaded() {
}
void UFortLevelSaveComponent::OnRep_LastCheckpointDate(FDateTime OldValue) {
}
void UFortLevelSaveComponent::OnRep_IsAutoSaving(bool bOldValue) {
}
void UFortLevelSaveComponent::OnRep_BackupSaveState(EBackupSaveState OldValue) {
}
void UFortLevelSaveComponent::OnAsyncLoadingOfPlaysetComplete(TSoftObjectPtr<UFortPlaysetItemDefinition> PlaysetPtr) {
}
void UFortLevelSaveComponent::K2_GetLoadedLinkData(FCreativeLoadedLinkData& LinkData) const {
}
bool UFortLevelSaveComponent::IsLoaded() const {
return false;
}
bool UFortLevelSaveComponent::IsCurated() const {
return false;
}
FUniqueNetIdRepl UFortLevelSaveComponent::GetAccountIdOfOwner() const {
return FUniqueNetIdRepl{};
}
bool UFortLevelSaveComponent::DoesPlayerHavePermissionToEdit(const FUniqueNetIdRepl& UserRequestingPermission) const {
return false;
}
void UFortLevelSaveComponent::CloudSaveFinished(const FAsyncTaskResult& Result) {
}
void UFortLevelSaveComponent::CloudLoadFinished(const FAsyncTaskResult& Result) {
}
void UFortLevelSaveComponent::GetLifetimeReplicatedProps(TArray<FLifetimeProperty>& OutLifetimeProps) const {
Super::GetLifetimeReplicatedProps(OutLifetimeProps);
DOREPLIFETIME(UFortLevelSaveComponent, AccountIdOfOwner);
DOREPLIFETIME(UFortLevelSaveComponent, bCurated);
DOREPLIFETIME(UFortLevelSaveComponent, PlotPermissions);
DOREPLIFETIME(UFortLevelSaveComponent, LoadedPlotInstanceId);
DOREPLIFETIME(UFortLevelSaveComponent, LoadedLinkData);
DOREPLIFETIME(UFortLevelSaveComponent, bIsLoaded);
DOREPLIFETIME(UFortLevelSaveComponent, bIsAutoSaving);
DOREPLIFETIME(UFortLevelSaveComponent, BackupSaveState);
DOREPLIFETIME(UFortLevelSaveComponent, RestoringState);
DOREPLIFETIME(UFortLevelSaveComponent, LastCheckpointDateUtc);
}
UFortLevelSaveComponent::UFortLevelSaveComponent() {
this->RestrictedPlotDefinition = NULL;
this->bAutoLoadFromRestrictedPlotDefinition = false;
this->LinkCodeNumberToAutoLoad = 0;
this->bLoadRandomLinkCode = false;
this->bLoadMatchAssignedCode = false;
this->bCuratedHub = false;
this->bLoadPlaysetFromPlot = true;
this->LoadedPlot = NULL;
this->bPermissionsSaveInProgress = false;
this->bCurated = false;
this->bIsLoaded = false;
this->bIsAutoSaving = false;
this->BackupSaveState = EBackupSaveState::Ready;
this->RestoringState = EBackupSaveState::Ready;
this->PublishRateLimitSeconds = 0;
this->BackupRateLimitSeconds = 0;
this->RestoreRateLimitSeconds = 0;
}