#include "FortBlueprintAnalytics.h" void UFortBlueprintAnalytics::FireQuestAnalyticsEvent_BlueprintArray(const UObject* SourceBp, const FString& EventName, const UFortQuestItem* Quest, const TArray& Attributes) { } void UFortBlueprintAnalytics::FireQuestAnalyticsEvent_Blueprint(const UObject* SourceBp, const FString& EventName, const UFortQuestItem* Quest) { } void UFortBlueprintAnalytics::FireMissionAnalyticsEvent_BlueprintArray(const UObject* SourceBp, const FString& EventName, const TArray& Attributes) { } void UFortBlueprintAnalytics::FireMissionAnalyticsEvent_Blueprint(const UObject* SourceBp, const FString& EventName, const FFortAnalyticsEventAttribute& Attribute) { } void UFortBlueprintAnalytics::FireEvent_StreamingMediaRelevancy(AFortPlayerController* FortPC, float Time) { } void UFortBlueprintAnalytics::FireEvent_MatchmakingClientStatusTextChanged(const UObject* SourceBp, bool bMatchmakingIsLocal, bool bUserIsMatchmaking, bool bPartyIsPostMatchmaking, bool bIsStormShieldMission, const FString& QueueState, TEnumAsByte MatchmakingState) { } void UFortBlueprintAnalytics::FireEvent_MatchmakingClientStarted(const UObject* SourceBp, bool bMatchmakingStarted, bool bClientPartyStateMatchmaking, bool bClientPartyStateChangedPostMatchmaking) { } void UFortBlueprintAnalytics::FireEvent_MatchmakingClientEnded(const UObject* SourceBp, bool bPartyStateIsWorldView, bool bPartyStateIsTheaterView, bool bPartyStateIsReturningToFrontEnd, bool bMatchmakingComplete, bool bLobbyStarted, bool bMatchmakingCancelled) { } void UFortBlueprintAnalytics::FireEvent_ItemThrownBP(const UObject* SourceBp, const FString& ItemName, const FVector& Velocity) { } void UFortBlueprintAnalytics::FireEvent_GrapplingHookAttachEvent(const UObject* SourceBp, const bool bAttached, const bool bFromVehicle) { } void UFortBlueprintAnalytics::FireEvent_BuildLimitProgressIncremented(const UObject* SourceBp, AFortPlayerController* FortPC, AFortMission* Mission, EFortBuildingType BuildingType, int32 BuildLimitProgress, int32 BuildLimit) { } void UFortBlueprintAnalytics::FireEvent_BuildLimitProgressDecremented(const UObject* SourceBp, AController* Destroyer, AFortMission* Mission, EFortBuildingType BuildingType, int32 BuildLimitProgress, int32 BuildLimit) { } void UFortBlueprintAnalytics::FireAnalyticsEvent_BlueprintArray(const UObject* SourceBp, const FString& EventName, const TArray& Attributes) { } void UFortBlueprintAnalytics::FireAnalyticsEvent_Blueprint(const UObject* SourceBp, const FString& EventName, const FFortAnalyticsEventAttribute& Attribute) { } void UFortBlueprintAnalytics::FireAnalyticEventEnvironmentalItemUsed(AFortPlayerController* FortPC, AActor* EnvironmentalItem) { } FFortAnalyticsEventAttribute UFortBlueprintAnalytics::ConstructAnalyticsAttribute(const FString& AttributeName, const FString& StringValue, const FGuid FGuidValue, const int32 IntValue, const float FloatValue, const bool BoolValue) { return FFortAnalyticsEventAttribute{}; } UFortBlueprintAnalytics::UFortBlueprintAnalytics() { }