#include "RepairableComponent.h" #include "Net/UnrealNetwork.h" bool URepairableComponent::TryRepair(APlayerCharacter* User) { return false; } void URepairableComponent::OnRep_ResourcesRequired() { } int32 URepairableComponent::GetResourcesRequired() const { return 0; } void URepairableComponent::Cheat_Repair() { } void URepairableComponent::GetLifetimeReplicatedProps(TArray& OutLifetimeProps) const { Super::GetLifetimeReplicatedProps(OutLifetimeProps); DOREPLIFETIME(URepairableComponent, ResourcesRequired); DOREPLIFETIME(URepairableComponent, IsFullyRepaired); } URepairableComponent::URepairableComponent() { this->RequiresCarriedResource = NULL; this->ResourcesRequired = 1; this->IsFullyRepaired = false; }