#include "RepairObjective.h" #include "Net/UnrealNetwork.h" void URepairObjective::OnRep_RepairedObjectives() { } void URepairObjective::OnRep_ObjectivesToRepair() { } void URepairObjective::OnObjectiveRepaired(URepairableComponent* repairable) { } void URepairObjective::GetLifetimeReplicatedProps(TArray& OutLifetimeProps) const { Super::GetLifetimeReplicatedProps(OutLifetimeProps); DOREPLIFETIME(URepairObjective, RepairedObjectives); DOREPLIFETIME(URepairObjective, ObjectivesToRepair); } URepairObjective::URepairObjective() { this->RepairedObjectives = 0; this->ObjectivesToRepair = 3; this->RepairObjectiveResource = NULL; this->Positioning = NULL; this->RepairResourcesPerActor = 25; this->RepairResourceDistanceFromActor = 2000.00f; this->MinRepairObjectiveDistanceToLandingZone = 1000.00f; }