#include "FortDeployableBaseLibrary.h" void UFortDeployableBaseLibrary::UpdateDeployableBaseTierProgressionForPlayers(UObject* WorldContextObject, const UFortTieredCollectionLayout* CollectionLayout, int32 TierDefeated) { } void UFortDeployableBaseLibrary::SetupDeployableBaseCombatZoneInventoriesOnPlayers(UObject* WorldContextObject, const TArray& TierGroups, const TArray& PlayerControllers) { } void UFortDeployableBaseLibrary::SetDeployableBaseMatchJoinability(UObject* WorldContextObject, bool bMatchJoinable) { } void UFortDeployableBaseLibrary::ResetDeployableBaseHordePlayerInventories(UObject* WorldContextObject) { } void UFortDeployableBaseLibrary::OnPreHordeTierStart(UObject* WorldContextObject, int32 Tier, int32 ModifierRRVSeed) { } bool UFortDeployableBaseLibrary::IsWorldItemDefValidToPersistForDeployableBasePlayerInventory(const UFortWorldItemDefinition* ItemDefinition) { return false; } void UFortDeployableBaseLibrary::GrantPlayersCompletedWaveRewards(UObject* WorldContextObject, int32 Tier, int32 Wave, int32 NumberOfPlayers, const TArray& TargetCores, const TArray& AllCores, const FFortTierCollectionLayoutOutput& CollectionData, const TArray& TierGroups) { } void UFortDeployableBaseLibrary::GetTieredModifierSet(FName TieredModifierSetName, TArray& OutModifierSetData) { } AFortMission* UFortDeployableBaseLibrary::GetPrimaryHordeMission(UObject* WorldContextObject) { return NULL; } EHordeTierStartStatus UFortDeployableBaseLibrary::GetHordeTierStartStatus(UObject* WorldContextObject) { return EHordeTierStartStatus::ReadyToStart; } FGameDifficultyInfo UFortDeployableBaseLibrary::GetGameDifficultyInfo(const FName& RowName) { return FGameDifficultyInfo{}; } void UFortDeployableBaseLibrary::ForceRestartDeployableBasePlayers(UObject* WorldContextObject, bool bRestartInvulnerable) { } void UFortDeployableBaseLibrary::ForceDeployableBaseHordePlayersToResetAndRespawn(UObject* WorldContextObject) { } void UFortDeployableBaseLibrary::ForceClearAllDefenders(UObject* WorldContextObject) { } void UFortDeployableBaseLibrary::BroadcastHordeTierComplete(UObject* WorldContextObject, EFortCompletionResult Result) { } void UFortDeployableBaseLibrary::ApplyTieredModifierSet(UObject* WorldContextObject, const TArray& ModifierSetData, int32 Tier, int32 WaveNum, bool bDeferTemporaryModifiers, TArray& OutAppliedModifiers) { } UFortDeployableBaseLibrary::UFortDeployableBaseLibrary() { }