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