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

68 lines
1.6 KiB
C++

#include "LevelSaveBaseComponent.h"
void ULevelSaveBaseComponent::StopPeriodicSaveTimer() {
}
void ULevelSaveBaseComponent::StartPeriodicSaveTimer() {
}
void ULevelSaveBaseComponent::SaveOutLevelRecord() {
}
bool ULevelSaveBaseComponent::ResaveLevelStreamedActor(AActor* Actor) {
return false;
}
bool ULevelSaveBaseComponent::ResaveActor(AActor* Actor) {
return false;
}
bool ULevelSaveBaseComponent::RegisterNewActor(AActor* Actor) {
return false;
}
void ULevelSaveBaseComponent::RegisterModificationToRollback(AActor* Actor) {
}
bool ULevelSaveBaseComponent::RegisteredDeletedLevelStreamedActor(AActor* Actor) {
return false;
}
void ULevelSaveBaseComponent::RegisterDeletionToRollback(AActor* Actor) {
}
bool ULevelSaveBaseComponent::RegisterDeletedActor(AActor* Actor) {
return false;
}
void ULevelSaveBaseComponent::RegisterCreationToRollback(AActor* Actor) {
}
void ULevelSaveBaseComponent::OnFinishSpawning(const FAsyncTaskResult& Result) {
}
void ULevelSaveBaseComponent::OnFinishedRecordWrite(const FAsyncTaskResult& Result) {
}
void ULevelSaveBaseComponent::OnFinishedRecordRead(const FAsyncTaskResult& Result) {
}
void ULevelSaveBaseComponent::LoadLevelRecord() {
}
void ULevelSaveBaseComponent::HandleVolumeStateChanged(EVolumeState NewState, AFortVolume* Volume) {
}
void ULevelSaveBaseComponent::ConstructNewLevelRecord(AActor* Owner) {
}
void ULevelSaveBaseComponent::ApplySaveToWorld(const bool bComplexShouldSpawn) {
}
ULevelSaveBaseComponent::ULevelSaveBaseComponent() {
TimeBetweenSaves = 1;
bAutoLoadRecord = false;
LevelRecord = NULL;
}