#include "OverheatingAggregator.h" #include "Net/UnrealNetwork.h" void UOverheatingAggregator::Server_SetTemperature_Implementation(float NewTemperature) { } void UOverheatingAggregator::Server_SetIsOverheated_Implementation(bool NewOverheated) { } void UOverheatingAggregator::OnRep_Temperature() { } void UOverheatingAggregator::OnRep_IsOverheated() { } float UOverheatingAggregator::GetTemperature() const { return 0.0f; } float UOverheatingAggregator::GetOverheatingProgress() const { return 0.0f; } bool UOverheatingAggregator::GetIsOverheated() const { return false; } void UOverheatingAggregator::GetLifetimeReplicatedProps(TArray& OutLifetimeProps) const { Super::GetLifetimeReplicatedProps(OutLifetimeProps); DOREPLIFETIME(UOverheatingAggregator, HeatLossPerSecond); DOREPLIFETIME(UOverheatingAggregator, OverheatedDuration); DOREPLIFETIME(UOverheatingAggregator, bIsOverheated); DOREPLIFETIME(UOverheatingAggregator, Temperature); } UOverheatingAggregator::UOverheatingAggregator() { this->HeatLossPerSecond = 10.00f; this->OverheatedDuration = 2.00f; this->bIsOverheated = false; this->Temperature = 0.00f; }