text: #include "SingleUsableComponent.h"
  #include "Net/UnrealNetwork.h"
  
  class APlayerCharacter;
  
  void USingleUsableComponent::Use(APlayerCharacter* User, EInputKeys Key, float DeltaTime) {
  }
  
  void USingleUsableComponent::SetProgress(float Value) {
  }
  
  void USingleUsableComponent::SetCanUse(bool CanUse) {
  }
  
  void USingleUsableComponent::OnRep_UserCount() {
  }
  
  void USingleUsableComponent::OnRep_Usable() {
  }
  
  void USingleUsableComponent::OnRep_DesiredProgress() {
  }
  
  void USingleUsableComponent::Cheat_Use(APlayerCharacter* User, EInputKeys Key) {
  }
  
  void USingleUsableComponent::All_PlayFailedAudio_Implementation() {
  }
  
  void USingleUsableComponent::GetLifetimeReplicatedProps(TArray<FLifetimeProperty>& OutLifetimeProps) const {
      Super::GetLifetimeReplicatedProps(OutLifetimeProps);
      
      DOREPLIFETIME(USingleUsableComponent, Usable);
      DOREPLIFETIME(USingleUsableComponent, DesiredProgress);
      DOREPLIFETIME(USingleUsableComponent, userCount);
  }
  
  USingleUsableComponent::USingleUsableComponent() {
      this->AudioBeginUse = NULL;
      this->AudioFailedUse = NULL;
      this->AudioCompletedUse = NULL;
      this->BoscoLaserpointerShout = NULL;
      this->CoopUse = true;
      this->UseSpeedStat = NULL;
      this->CoopUseMultiplier = 1.00f;
      this->Usable = false;
      this->TurnOffAfterUse = false;
      this->MultipleUse = false;
      this->bShowUsingUI = true;
      this->useDuration = 0.00f;
      this->Progress = 0.00f;
      this->DesiredProgress = 0.00f;
      this->userCount = 0;
      this->AudioBeginUseInstance = NULL;
  }
  
  