#include "PipelineStart.h" #include "Net/UnrealNetwork.h" #include "TrackBuilderUsable.h" void APipelineStart::PipelineCompleted(APipelineFinish* InPipelineFinish) { } void APipelineStart::OnRep_BuildState() { } void APipelineStart::OnNextSegmentChanged(UTrackBuilderUsable* InUsable, ATrackBuilderSegment* InSegment) { } TArray APipelineStart::GetAllPipelineSegments() const { return TArray(); } void APipelineStart::GetLifetimeReplicatedProps(TArray& OutLifetimeProps) const { Super::GetLifetimeReplicatedProps(OutLifetimeProps); DOREPLIFETIME(APipelineStart, BuildState); DOREPLIFETIME(APipelineStart, PipelineFinish); } APipelineStart::APipelineStart() { this->PipelineID = 0; this->PipelineStartUsable = CreateDefaultSubobject(TEXT("PipelineStartUsable")); this->BuildState = EPipelineBuildState::NotStarted; this->PipelineFinish = NULL; this->Refinery = NULL; }