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

94 lines
2.8 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() {
RestrictedPlotDefinition = NULL;
bAutoLoadFromRestrictedPlotDefinition = false;
LinkCodeNumberToAutoLoad = 0;
bLoadRandomLinkCode = false;
bLoadMatchAssignedCode = false;
bCuratedHub = false;
bLoadPlaysetFromPlot = true;
LoadedPlot = NULL;
bPermissionsSaveInProgress = false;
bCurated = false;
bIsLoaded = false;
bIsAutoSaving = false;
BackupSaveState = EBackupSaveState::Ready;
RestoringState = EBackupSaveState::Ready;
PublishRateLimitSeconds = 0;
BackupRateLimitSeconds = 0;
RestoreRateLimitSeconds = 0;
}