#include "PerkUsageComponent.h" #include "Net/UnrealNetwork.h" void UPerkUsageComponent::Server_MarkPerkUsed_Implementation(UPerkAsset* Perk) { } void UPerkUsageComponent::Server_CheatReset_Implementation() { } void UPerkUsageComponent::OnRep_PerkUsageReplicated() { } void UPerkUsageComponent::GetLifetimeReplicatedProps(TArray& OutLifetimeProps) const { Super::GetLifetimeReplicatedProps(OutLifetimeProps); DOREPLIFETIME(UPerkUsageComponent, PerkUsageReplicated); } UPerkUsageComponent::UPerkUsageComponent() { }