#include "SaveGameStateComponent.h" #include "Net/UnrealNetwork.h" void USaveGameStateComponent::SetCampaign() { } void USaveGameStateComponent::Server_SetVictoryPose_Implementation(UVictoryPose* pose) { } void USaveGameStateComponent::Server_SetPlayerProgress_Implementation(const FPlayerProgress& Progress) { } void USaveGameStateComponent::Server_SetLoadout_Implementation(const FItemLoadout& Loadout, const TArray& weaponLoadouts) { } void USaveGameStateComponent::Server_SetEquippedPerks_Implementation(const TArray& perks) { } void USaveGameStateComponent::Server_SetCredits_Implementation(const int32 Amount) { } void USaveGameStateComponent::Server_SetCharacterStats_Implementation(const TArray& Stats) { } void USaveGameStateComponent::Server_SetActiveCampaignMission_Implementation(FActiveCampaingMission Data) { } void USaveGameStateComponent::RefreshLoadoutFromSave(UPlayerCharacterID* characterID) { } void USaveGameStateComponent::OnRep_PlayerProgress() { } void USaveGameStateComponent::OnRep_ItemUpgradeSelections() { } void USaveGameStateComponent::OnRep_Credits() { } void USaveGameStateComponent::OnRep_CharacterStats() { } void USaveGameStateComponent::OnRep_ActiveCampaignMission() { } FCharacterProgress USaveGameStateComponent::GetCharacterStat(UPlayerCharacterID* characterID) { return FCharacterProgress{}; } UGeneratedMission* USaveGameStateComponent::GetActiveCampaignMission() const { return NULL; } void USaveGameStateComponent::GetLifetimeReplicatedProps(TArray& OutLifetimeProps) const { Super::GetLifetimeReplicatedProps(OutLifetimeProps); DOREPLIFETIME(USaveGameStateComponent, Credits); DOREPLIFETIME(USaveGameStateComponent, VictoryPose); DOREPLIFETIME(USaveGameStateComponent, ActiveCampaignMission); DOREPLIFETIME(USaveGameStateComponent, ItemUpgradeSelections); DOREPLIFETIME(USaveGameStateComponent, PlayerProgress); DOREPLIFETIME(USaveGameStateComponent, CharacterStats); } USaveGameStateComponent::USaveGameStateComponent() { this->Credits = 0; this->VictoryPose = NULL; }