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

36 lines
1.1 KiB
C++

#include "QuestInteractableComponent.h"
#include "Net/UnrealNetwork.h"
void UQuestInteractableComponent::OnRep_Ready() {
}
void UQuestInteractableComponent::OnPlaylistDataReady(AFortGameStateAthena* GameState, const UFortPlaylist* Playlist, const FGameplayTagContainer& PlaylistContextTags) {
}
void UQuestInteractableComponent::OnDisplayDynamicQuestUpdate(const UFortQuestObjectiveInfo* QuestObjective, bool bDisplayStatusUpdate, bool bDisplayAnnouncementUpdate) {
}
void UQuestInteractableComponent::OnCalendarUpdated() {
}
UFortQuestManager* UQuestInteractableComponent::GetQuestManagerForActor(AActor* InActor) {
return NULL;
}
TArray<FName> UQuestInteractableComponent::Editor_GetValidObjectives() const {
return TArray<FName>();
}
void UQuestInteractableComponent::GetLifetimeReplicatedProps(TArray<FLifetimeProperty>& OutLifetimeProps) const {
Super::GetLifetimeReplicatedProps(OutLifetimeProps);
DOREPLIFETIME(UQuestInteractableComponent, bReady);
}
UQuestInteractableComponent::UQuestInteractableComponent() {
QuestItemDefinition = NULL;
bReady = false;
bDestroyActorWhenUnavailable = true;
}