#include "FortDecoItemDefinition.h" #include "Templates/SubclassOf.h" bool UFortDecoItemDefinition::ShouldUseRelativeCameraRotation() const { return false; } bool UFortDecoItemDefinition::ShouldSnapYawToHorizontalAxes() const { return false; } bool UFortDecoItemDefinition::ShouldIgnoreCollisionWithVehicles() const { return false; } bool UFortDecoItemDefinition::ShouldIgnoreCollisionWithStructuralGridActors() const { return false; } bool UFortDecoItemDefinition::ShouldIgnoreCollisionWithPlayers() const { return false; } bool UFortDecoItemDefinition::ShouldIgnoreCollisionWithFortStaticMeshActors() const { return false; } bool UFortDecoItemDefinition::ShouldIgnoreCollisionWithCriticalActors() const { return false; } bool UFortDecoItemDefinition::ShouldForceIgnoreOverlapTest() const { return false; } bool UFortDecoItemDefinition::ShouldForceIgnoreBuildingOverlaps() const { return false; } bool UFortDecoItemDefinition::ShouldDisableScaleLerpWhilePlacing() const { return false; } bool UFortDecoItemDefinition::ShouldDisableRotationLerpWhilePlacing() const { return false; } bool UFortDecoItemDefinition::ShouldDisableLocationLerpWhilePlacing() const { return false; } bool UFortDecoItemDefinition::ShouldDestroySmallObjectsWhenPlaced() const { return false; } bool UFortDecoItemDefinition::ShouldConsumeWhenPlaced() const { return false; } bool UFortDecoItemDefinition::ShouldCancelToolWhenPlaced() const { return false; } bool UFortDecoItemDefinition::ShouldCancelAbilityOnUnequip() const { return false; } bool UFortDecoItemDefinition::ShouldAttachWhenPlacing() const { return false; } bool UFortDecoItemDefinition::ShouldAllowStairsWhenAttachingToFloors() const { return false; } bool UFortDecoItemDefinition::ShouldAllowPlacementOnWorldGeometry() const { return false; } bool UFortDecoItemDefinition::ShouldAllowPlacementOnBuildings() const { return false; } bool UFortDecoItemDefinition::ShouldAllowAnyFloorPlacement() const { return false; } bool UFortDecoItemDefinition::RequiresPlayerPlaceableAttachmentActors() const { return false; } bool UFortDecoItemDefinition::RequiresPermissionToEditWorld() const { return false; } float UFortDecoItemDefinition::GetRotationAngleIncrement() const { return 0.0f; } TEnumAsByte UFortDecoItemDefinition::GetPlacementTypeOverride() const { return EPlacementType::Free; } TSubclassOf UFortDecoItemDefinition::GetPlacementPreviewClass() const { return NULL; } int32 UFortDecoItemDefinition::GetMaxPlacementDistance() const { return 0; } float UFortDecoItemDefinition::GetGridSnapSizeOverride() const { return 0.0f; } float UFortDecoItemDefinition::GetGridPlacementOffset() const { return 0.0f; } TSubclassOf UFortDecoItemDefinition::GetBlueprintClass() const { return NULL; } UFortDecoItemDefinition::UFortDecoItemDefinition() { this->GridSnapSizeOverride = -1.00f; this->RotationAngleIncrement = 90.00f; this->GridPlacementOffset = 0.00f; this->PlacementTypeOverride = EPlacementType::None; this->bForceIgnoreOverlapTest = false; this->bIgnoreCollisionWithVehicles = true; this->bForceIgnoreBuildingOverlaps = false; this->bIgnoreCollisionWithCriticalActors = false; this->bIgnoreCollisionWithStructuralGridActors = false; this->bIgnoreCollisionWithFortStaticMeshActors = false; this->bIgnoreCollisionWithPlayers = true; this->bDisableLocationLerpWhilePlacing = true; this->bDisableRotationLerpWhilePlacing = true; this->bDisableScaleLerpWhilePlacing = true; this->bAttachWhenPlacing = true; this->bAllowPlacementOnWorldGeometry = true; this->bAllowPlacementOnBuildings = true; this->bDestroySmallObjectsWhenPlaced = false; this->bConsumeWhenPlaced = true; this->bCancelToolWhenPlaced = true; this->bCancelAbilityOnUnequip = true; this->bRequiresPlayerPlaceableAttachmentActors = false; this->bUseRelativeCameraRotation = true; this->bAllowStairsWhenAttachingToFloors = false; this->bSnapYawToHorizontalAxes = false; this->bAllowAnyFloorPlacement = false; this->bRequiresPermissionToEditWorld = false; this->bAutoCreateAttachmentBuilding = false; this->MaxPlacementDistance = 512; ItemType = EFortItemType::Deco; }