#include "DefensePointActor.h" #include "Net/UnrealNetwork.h" #include "SingleUsableComponent.h" void ADefensePointActor::SetState(EDefendPointState State) { } void ADefensePointActor::OnRep_DefendState() { } void ADefensePointActor::OnDefensePointActivated(APlayerCharacter* Player, EInputKeys Key) { } void ADefensePointActor::GetLifetimeReplicatedProps(TArray& OutLifetimeProps) const { Super::GetLifetimeReplicatedProps(OutLifetimeProps); DOREPLIFETIME(ADefensePointActor, DefendState); } ADefensePointActor::ADefensePointActor() { this->DefenseEvent = NULL; this->ActiveDefenceEvent = NULL; this->DefendState = EDefendPointState::Idle; this->DefendPointUsable = CreateDefaultSubobject(TEXT("DefendPointUsable")); }