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

47 lines
1.6 KiB
C++

#include "FortGameplayDataTrackerComponent.h"
#include "Net/UnrealNetwork.h"
void UFortGameplayDataTrackerComponent::TriggerEvent(const FGameplayTag& EventTag, float Value) {
}
bool UFortGameplayDataTrackerComponent::RegisterForEventValueRange(const FGameplayTag& Event, FFortGameplayDataTrackedRange Range, FFortTrackedGameplayDataRangeChanged Delegate) {
return false;
}
bool UFortGameplayDataTrackerComponent::RegisterForAccumulationRangeEvents(const FGameplayTag& AccumulationTag, const FGameplayTag& RangeTag, FFortTrackedGameplayDataRangeChanged Delegate) {
return false;
}
void UFortGameplayDataTrackerComponent::OnRep_EventValues() {
}
void UFortGameplayDataTrackerComponent::HandlePlaylistLoaded(FName PlaylistName, const FGameplayTagContainer& PlaylistContextTags) {
}
float UFortGameplayDataTrackerComponent::GetEventValue(const FGameplayTag& EventTag) const {
return 0.0f;
}
float UFortGameplayDataTrackerComponent::GetAccumulationValue(const FGameplayTag& AccumulationTag) const {
return 0.0f;
}
bool UFortGameplayDataTrackerComponent::AddDataAccumulation(FFortGameplayDataTrackerAccumulation Accumulation) {
return false;
}
void UFortGameplayDataTrackerComponent::GetLifetimeReplicatedProps(TArray<FLifetimeProperty>& OutLifetimeProps) const {
Super::GetLifetimeReplicatedProps(OutLifetimeProps);
DOREPLIFETIME(UFortGameplayDataTrackerComponent, ReplicatedEventValues);
}
UFortGameplayDataTrackerComponent::UFortGameplayDataTrackerComponent() {
bShouldReplicateEvents = true;
bUseFirstPlayerControllerViewTargetAsAvatarActor = false;
CachedGameState = NULL;
VislogFrequencySeconds = 1;
LastVislogTime = 1;
}