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

46 lines
1.6 KiB
C++

#include "BuildingLayoutRequirement.h"
#include "Net/UnrealNetwork.h"
bool ABuildingLayoutRequirement::SupportsEditingOfOccupant() const {
return false;
}
void ABuildingLayoutRequirement::SetRequirementVisible(bool bVisible) {
}
void ABuildingLayoutRequirement::SetRequiredResourceType(EFortResourceType DesiredResourceType) {
}
void ABuildingLayoutRequirement::OnRequirementSatisfyingActorDied(AActor* DamagedActor, float Damage, AController* InstigatedBy, AActor* DamageCauser, FVector HitLocation, UPrimitiveComponent* FHitComponent, FName BoneName, FVector Momentum) {
}
void ABuildingLayoutRequirement::OnRep_RequirementStatus() {
}
void ABuildingLayoutRequirement::DeactivateRequirement() {
}
void ABuildingLayoutRequirement::ActivateRequirement(bool bMakeVisible) {
}
void ABuildingLayoutRequirement::GetLifetimeReplicatedProps(TArray<FLifetimeProperty>& OutLifetimeProps) const {
Super::GetLifetimeReplicatedProps(OutLifetimeProps);
DOREPLIFETIME(ABuildingLayoutRequirement, bRequirementSatisfied);
DOREPLIFETIME(ABuildingLayoutRequirement, RequirementStatus);
}
ABuildingLayoutRequirement::ABuildingLayoutRequirement() {
LayoutRequirementSMActorClass = NULL;
bIgnoreResourceTypeRequirements = false;
bMakeSatisfyingActorIndestructibleWhileRequirementExists = false;
bNeedToInitializeRequirementStatus = false;
bRequirementSatisfied = false;
RequirementStatus = ELayoutRequirementStatus::Inactive_Invisible;
OverrideResourceType = EFortResourceType::None;
bAllowAnyPattern = false;
bAllowOccupantPatternEditing = false;
LayoutDisplayMID = NULL;
}