#include "ResourcesComponent.h" #include "Net/UnrealNetwork.h" void UResourcesComponent::ResourceIncreased(UCappedResource* Resource, float Delta) { } void UResourcesComponent::ResourceFull(UCappedResource* Resource) { } void UResourcesComponent::ResourceChanged(UCappedResource* Resource, float currentAmount) { } void UResourcesComponent::OnRep_Resources() { } int32 UResourcesComponent::GetXPFromResourceMap(const TMap& NewResources) { return 0; } int32 UResourcesComponent::GetXpFromMining() const { return 0; } TMap UResourcesComponent::GetSeparateResourcesFromMap(const TMap& NewResources) { return TMap(); } UCappedResource* UResourcesComponent::GetResource(UResourceData* Data, bool createIfAmountIsZero) { return NULL; } float UResourcesComponent::GetCapacityPct() const { return 0.0f; } TArray UResourcesComponent::GetAllResources() { return TArray(); } void UResourcesComponent::GetLifetimeReplicatedProps(TArray& OutLifetimeProps) const { Super::GetLifetimeReplicatedProps(OutLifetimeProps); DOREPLIFETIME(UResourcesComponent, Resources); } UResourcesComponent::UResourcesComponent() { this->ResourceCap = -1.00f; }