#include "ResourceObjective.h" #include "Net/UnrealNetwork.h" void UResourceObjective::OnResourceChanged(UCappedResource* CappedResource, float Amount) { } void UResourceObjective::OnRep_ResourcesCollected(float prevAmount) { } float UResourceObjective::GetRequiredAmount(float missionScaling) const { return 0.0f; } void UResourceObjective::GetLifetimeReplicatedProps(TArray& OutLifetimeProps) const { Super::GetLifetimeReplicatedProps(OutLifetimeProps); DOREPLIFETIME(UResourceObjective, ResourcesCollected); } UResourceObjective::UResourceObjective() { this->Resource = NULL; this->ResourcesRequired = 0.00f; this->ResourcesCollected = 0.00f; this->ResourceBuffer = 0.50f; this->RoundToNearest = 25.00f; this->CreditsRewardText = FText::FromString(TEXT("Morkite Collected")); }