#include "FortAIEncounterSequence.h" void UFortAIEncounterSequence::StopCurrentEncounter() { } UFortAIEncounterInfo* UFortAIEncounterSequence::StartCurrentEncounterWithSavedData(EFortEncounterSequenceResult& OutRequestResult, int32 ActivationDelay) { return NULL; } UFortAIEncounterInfo* UFortAIEncounterSequence::StartCurrentEncounter(EFortEncounterSequenceResult& OutRequestResult, const TArray& InTargetActors, UFortAIAssignmentSettings* InAssignmentSettings, FEncounterEnvironmentQueryInfo InOverrideEnvironmentQueryInfo, AActor* InOptionalQueryActor, FGameplayTagContainer InInjectedTags, FFortEncounterSettings InEncounterSettings, int32 ActivationDelay) { return NULL; } void UFortAIEncounterSequence::SetEncounterStartingData(const TArray& InTargetActors, UFortAIAssignmentSettings* InAssignmentSettings, FEncounterEnvironmentQueryInfo InOverrideEnvironmentQueryInfo, AActor* InOptionalQueryActor, FGameplayTagContainer InInjectedTags, FFortEncounterSettings InEncounterSettings) { } EFortEncounterSequenceResult UFortAIEncounterSequence::Previous() { return EFortEncounterSequenceResult::Success; } EFortEncounterSequenceResult UFortAIEncounterSequence::Next() { return EFortEncounterSequenceResult::Success; } EFortEncounterSequenceResult UFortAIEncounterSequence::Last() { return EFortEncounterSequenceResult::Success; } bool UFortAIEncounterSequence::IsOnFinalIndexInSequence() const { return false; } bool UFortAIEncounterSequence::HasEncounter() const { return false; } int32 UFortAIEncounterSequence::GetNumEncountersInSequence() const { return 0; } int32 UFortAIEncounterSequence::GetEncounterIndexInSequence() const { return 0; } UFortAIEncounterInfo* UFortAIEncounterSequence::GetCurrentEncounter() const { return NULL; } bool UFortAIEncounterSequence::EncounterBelongsToSequence(UFortAIEncounterInfo* InEncounter) const { return false; } UFortAIEncounterSequence::UFortAIEncounterSequence() { this->CurrentEncounterIndexInSequence = 0; this->CurrentEncounter = NULL; this->AssociatedAIDirector = NULL; this->AssociatedMission = NULL; this->AssignmentSettings = NULL; this->OptionalQueryActor = NULL; }