#include "EliminationObjective.h" #include "Net/UnrealNetwork.h" void UEliminationObjective::RegisterEliminationTargets(const TArray& Targets) { } void UEliminationObjective::OnTargetKilled(UHealthComponentBase* Health) { } void UEliminationObjective::OnRep_EnemiesToKill(int32 prevAmount) { } void UEliminationObjective::OnRep_EnemiesKilled(int32 prevAmount) { } TArray UEliminationObjective::GetNextTargetInQueue() { return TArray(); } void UEliminationObjective::GetLifetimeReplicatedProps(TArray& OutLifetimeProps) const { Super::GetLifetimeReplicatedProps(OutLifetimeProps); DOREPLIFETIME(UEliminationObjective, EnemiesKilled); DOREPLIFETIME(UEliminationObjective, EnemiesToKill); } UEliminationObjective::UEliminationObjective() { this->ObjectCount = 0; this->Positioning = NULL; this->CaveInfluencer = NULL; this->DebrisRadius = 1500.00f; this->EnemiesKilled = 0; this->EnemiesToKill = 0; }