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

50 lines
1.6 KiB
C++

#include "FortMissionManager.h"
#include "Net/UnrealNetwork.h"
bool AFortMissionManager::ShouldShowSecondaryMissionHeaders() const {
return false;
}
void AFortMissionManager::OnRep_MissionUIActors() {
}
void AFortMissionManager::OnRep_Missions() {
}
void AFortMissionManager::OnRep_EarnedBadgesArray() {
}
void AFortMissionManager::OnRep_CurrentUIFocusedMission() {
}
void AFortMissionManager::OnRep_AllMissionEnemyClasses() {
}
bool AFortMissionManager::GetSpawnLocationActorsThatHaveAddedTagsMatchingQuery(UObject* WorldContextObject, const FGameplayTagQuery& TagQuery, TArray<AActor*>& SpawnLocationActors) {
return false;
}
bool AFortMissionManager::GetSpawnLocationActorsMatchingEntryItemQuery(UObject* WorldContextObject, const FGameplayTagQuery& TagQuery, TArray<AActor*>& SpawnLocationActors) {
return false;
}
void AFortMissionManager::GetLifetimeReplicatedProps(TArray<FLifetimeProperty>& OutLifetimeProps) const {
Super::GetLifetimeReplicatedProps(OutLifetimeProps);
DOREPLIFETIME(AFortMissionManager, BluGloManager);
DOREPLIFETIME(AFortMissionManager, Missions);
DOREPLIFETIME(AFortMissionManager, AllMissionEnemyClasses);
DOREPLIFETIME(AFortMissionManager, MissionUIActors);
DOREPLIFETIME(AFortMissionManager, CurrentUIFocusedMission);
DOREPLIFETIME(AFortMissionManager, MissionClosestToPar);
DOREPLIFETIME(AFortMissionManager, EarnedBadgesArray);
}
AFortMissionManager::AFortMissionManager() {
BluGloManager = NULL;
CurrentUIFocusedMission = NULL;
MissionClosestToPar = NULL;
bDisplaySecondaryMissionHeaders = true;
}