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

43 lines
1.3 KiB
C++

#include "FortMinigameLogicComponent.h"
#include "Net/UnrealNetwork.h"
bool UFortMinigameLogicComponent::TryAttachToMinigame() {
return false;
}
void UFortMinigameLogicComponent::RemoveMinigameTag(const FGameplayTag& Tag) {
}
void UFortMinigameLogicComponent::HandlePlayspaceEditModeChange_Implementation(bool bInEditMode) {
}
void UFortMinigameLogicComponent::HandleMinigameStateChanged_Implementation(AFortMinigame* Minigame, EFortMinigameState NewMinigameState) {
}
void UFortMinigameLogicComponent::HandleMinigameStarted_Implementation() {
}
void UFortMinigameLogicComponent::HandleMinigameSet_Implementation() {
}
void UFortMinigameLogicComponent::HandleMinigameEnded_Implementation() {
}
void UFortMinigameLogicComponent::AddMinigameTag(const FGameplayTag& Tag) {
}
void UFortMinigameLogicComponent::GetLifetimeReplicatedProps(TArray<FLifetimeProperty>& OutLifetimeProps) const {
Super::GetLifetimeReplicatedProps(OutLifetimeProps);
DOREPLIFETIME(UFortMinigameLogicComponent, MinigameTags);
DOREPLIFETIME(UFortMinigameLogicComponent, CurrentMinigame);
}
UFortMinigameLogicComponent::UFortMinigameLogicComponent() {
bIsRelevantForMinigameInitialization = true;
bAlwaysTryHandleDelayedStateChange = false;
CurrentMinigame = NULL;
CachedMinigame = NULL;
}