Files
FNGameProj/Source/FortniteGame/Private/BuildingGameplayActorCloneMachine.cpp
T
2024-06-07 01:17:09 +02:00

35 lines
1.1 KiB
C++

#include "BuildingGameplayActorCloneMachine.h"
#include "Net/UnrealNetwork.h"
void ABuildingGameplayActorCloneMachine::OnRep_RespawnServerEndTime() {
}
void ABuildingGameplayActorCloneMachine::OnRep_ActivationServerEndTime() {
}
void ABuildingGameplayActorCloneMachine::OnCloneMachineSpawnsPlayer_Implementation(AFortPlayerPawn* PlayerPawn) {
}
void ABuildingGameplayActorCloneMachine::OnCloneMachineRespawningBegins_Implementation() {
}
void ABuildingGameplayActorCloneMachine::OnCloneMachineActivationBegins_Implementation() {
}
void ABuildingGameplayActorCloneMachine::GetLifetimeReplicatedProps(TArray<FLifetimeProperty>& OutLifetimeProps) const {
Super::GetLifetimeReplicatedProps(OutLifetimeProps);
DOREPLIFETIME(ABuildingGameplayActorCloneMachine, ActivationServerEndTime);
DOREPLIFETIME(ABuildingGameplayActorCloneMachine, RespawnServerEndTime);
}
ABuildingGameplayActorCloneMachine::ABuildingGameplayActorCloneMachine() {
CloneLocation = NULL;
bRespawnCompleteAndSelfDestructing = false;
OnDamagedNotifyPlayerSound = NULL;
OnDestroyedNotifyPlayerSound = NULL;
ActivationServerEndTime = 1;
RespawnServerEndTime = 1;
}