#include "BuildingStructuralSupportSystem.h" bool UBuildingStructuralSupportSystem::WouldBuildingBeStructurallySupportedByNeighbors(const ABuildingSMActor* ActorToCheck, const FVector& Location, const FRotator& Rotation, bool bMirrored) const { return false; } void UBuildingStructuralSupportSystem::StopActorRemovalBatch() { } void UBuildingStructuralSupportSystem::StartActorRemovalBatch() { } bool UBuildingStructuralSupportSystem::K2_GetWorldLocFromGridIndices(const FBuildingSupportCellIndex& GridIndices, FVector& OutWorldLoc) const { return false; } void UBuildingStructuralSupportSystem::K2_GetNeighboringBuildingActors(EFortBuildingType BuildingType, const FVector& WorldLocation, FBuildingSupportCellIndex& OutActorGridIndices, FBuildingNeighboringActorInfo& OutNeighboringActors) const { } void UBuildingStructuralSupportSystem::K2_GetNeighboringActorsForWallActor(const FVector& WorldLocation, FBuildingSupportCellIndex& OutActorGridIndices, FBuildingNeighboringActorInfo& OutNeighboringActors) const { } void UBuildingStructuralSupportSystem::K2_GetNeighboringActorsForCenterCellActor(const FVector& WorldLocation, FBuildingSupportCellIndex& OutActorGridIndices, FBuildingNeighboringActorInfo& OutNeighboringActors) const { } void UBuildingStructuralSupportSystem::K2_GetLogicalBuildingActors(int32 LogicalIdx, TArray& LogicalBuildingActors) { } bool UBuildingStructuralSupportSystem::K2_GetGridIndicesFromWorldLoc(const FVector& WorldLoc, FBuildingSupportCellIndex& OutGridIndices) { return false; } FBox UBuildingStructuralSupportSystem::K2_GetGridBoxFromWorldLoc(const FVector& WorldLocation) const { return FBox{}; } bool UBuildingStructuralSupportSystem::K2_GetBuildingActorsInGridCells(const TArray& CellIndices, const FBuildingGridActorFilter& Filter, FBuildingNeighboringActorInfo& OutActorsInGridCell) { return false; } bool UBuildingStructuralSupportSystem::K2_GetBuildingActorsInGridCell(const FVector& WorldLocation, const FBuildingGridActorFilter& Filter, FBuildingNeighboringActorInfo& OutActorsInGridCell) { return false; } EFortStructuralGridQueryResults UBuildingStructuralSupportSystem::K2_CanAddWallActorToGrid(const FVector& WorldLocation, const FBuildingSupportCellIndex& GridIndices, EFortBuildingType WallType, EStructuralWallPosition& OutWallPosition, int32& OutWallIdx, TArray& OutExistingBuildings, bool& OutbSupportedByWorld, bool bAllowStaticOverlap, bool bPerformCollisionChecks) const { return EFortStructuralGridQueryResults::CanAdd; } EFortStructuralGridQueryResults UBuildingStructuralSupportSystem::K2_CanAddFloorActorToGrid(const FVector& WorldLocation, const FBuildingSupportCellIndex& GridIndices, EFortBuildingType FloorType, EStructuralFloorPosition& OutFloorPosition, int32& OutFloorIdx, TArray& OutExistingBuildings, bool& OutbSupportedByWorld, bool bAllowStaticOverlap, bool bPerformCollisionChecks) const { return EFortStructuralGridQueryResults::CanAdd; } EFortStructuralGridQueryResults UBuildingStructuralSupportSystem::K2_CanAddCenterCellActorToGrid(const FVector& WorldLocation, const FBuildingSupportCellIndex& GridIndices, EFortBuildingType CenterCellType, int32& OutHorizontalGridIdx, TArray& OutExistingBuildings, bool& OutbStructurallySupported, bool bAllowStaticOverlap, bool bPerformCollisionChecks) const { return EFortStructuralGridQueryResults::CanAdd; } EFortStructuralGridQueryResults UBuildingStructuralSupportSystem::K2_CanAddBuildingActorToGrid(UObject* WorldContextObject, const ABuildingSMActor* ActorToCheck, const FVector& Location, const FRotator& Rotation, bool bMirrored, TArray& ExistingBuildings, EFortBuildPreviewMarkerOptionalAdjustment& MarkerOptionalAdjustment, bool bAllowStaticOverlap) const { return EFortStructuralGridQueryResults::CanAdd; } bool UBuildingStructuralSupportSystem::IsWorldLocValid(const FVector& WorldLoc) const { return false; } bool UBuildingStructuralSupportSystem::IsBuildingActorValid(const ABuildingSMActor* ActorToTest) { return false; } bool UBuildingStructuralSupportSystem::IsBuildingActorStructurallySupported(const ABuildingSMActor* ActorToCheck) const { return false; } ABuildingSMActor* UBuildingStructuralSupportSystem::GetWallActor(const FBuildingSupportCellIndex& GridIndices, EStructuralWallPosition WallPosition) const { return NULL; } void UBuildingStructuralSupportSystem::GetLogicalBuildingGroundSupportedActors(int32 LogicalIndex, TArray& LogicalBuildingGroundSupportedActors) { } FBox UBuildingStructuralSupportSystem::GetGridBox(const FBuildingSupportCellIndex& CellIndex) const { return FBox{}; } ABuildingSMActor* UBuildingStructuralSupportSystem::GetFloorActor(const FBuildingSupportCellIndex& GridIndices, EStructuralFloorPosition FloorPosition) const { return NULL; } ABuildingSMActor* UBuildingStructuralSupportSystem::GetCenterCellActor(const FBuildingSupportCellIndex& GridIndices) const { return NULL; } EFortStructuralGridQueryResults UBuildingStructuralSupportSystem::CanAddBuildingActorClassToGrid(UObject* WorldContextObject, UClass* BuildingSMActorClassToCheck, const FVector& Location, const FRotator& Rotation, bool bMirrored, TArray& ExistingBuildings, EFortBuildPreviewMarkerOptionalAdjustment& MarkerOptionalAdjustment, bool bAllowStaticOverlap) const { return EFortStructuralGridQueryResults::CanAdd; } bool UBuildingStructuralSupportSystem::AreNeighborsConnected(const ABuildingSMActor* NeighborOne, const FVector& NeighborOneLoc, const FRotator& NeighborOneRot, bool bNeighborOneMirrored, const ABuildingSMActor* NeighborTwo, const FVector& NeighborTwoLoc, const FRotator& NeighborTwoRot, bool bNeighborTwoMirrored) const { return false; } bool UBuildingStructuralSupportSystem::AreNeighboringBuildingActorsConnected(const ABuildingSMActor* NeighborOne, const ABuildingSMActor* NeighborTwo) const { return false; } bool UBuildingStructuralSupportSystem::AreGridIndicesValid(const FBuildingSupportCellIndex& GridIndices) const { return false; } UBuildingStructuralSupportSystem::UBuildingStructuralSupportSystem() { this->BatchedRemovalInstigator = NULL; this->NavGraph = NULL; }