#include "FortItemDefinition.h" #include "Templates/SubclassOf.h" bool UFortItemDefinition::ShouldShowPreviewOnCurrentHero() const { return false; } bool UFortItemDefinition::IsStackable() const { return false; } bool UFortItemDefinition::IsInventorySizeLimited() const { return false; } TSubclassOf UFortItemDefinition::GetTooltip(bool bSummaryTooltip) const { return NULL; } FSlateBrush UFortItemDefinition::GetSmallPreviewImageBrush() const { return FSlateBrush{}; } TSoftObjectPtr UFortItemDefinition::GetSmallPreviewImage() const { return NULL; } FText UFortItemDefinition::GetSingleLineDescription() const { return FText::GetEmpty(); } FText UFortItemDefinition::GetShortDescription() const { return FText::GetEmpty(); } FText UFortItemDefinition::GetRichDescription() const { return FText::GetEmpty(); } FFortColorPalette UFortItemDefinition::GetRarityOrSeriesColors() const { return FFortColorPalette{}; } EFortRarity UFortItemDefinition::GetRarity() const { return EFortRarity::Common; } bool UFortItemDefinition::GetPreviewStaticMeshAsset(TSoftObjectPtr& Asset) const { return false; } bool UFortItemDefinition::GetPreviewSkeletalMeshAsset(TSoftObjectPtr& Asset) const { return false; } bool UFortItemDefinition::GetPreviewPrefabAsset(TSoftClassPtr& Asset) const { return false; } FTransform UFortItemDefinition::GetPreviewMeshOffset() const { return FTransform{}; } void UFortItemDefinition::GetPreviewAssets(TArray>& Assets) const { } FString UFortItemDefinition::GetPersistentName() const { return TEXT(""); } TSoftObjectPtr UFortItemDefinition::GetLargePreviewImage() const { return NULL; } FText UFortItemDefinition::GetItemTypeName(bool bUsePlural) const { return FText::GetEmpty(); } EFortItemType UFortItemDefinition::GetItemType() const { return EFortItemType::WorldItem; } UFortTooltipDisplayStatsList* UFortItemDefinition::GetDisplayStats() const { return NULL; } FText UFortItemDefinition::GetDisplayName(bool bBaseName) const { return FText::GetEmpty(); } FSoftObjectPath UFortItemDefinition::GetDisplayAssetPath() const { return FSoftObjectPath{}; } TArray UFortItemDefinition::GetDescription() const { return TArray(); } void UFortItemDefinition::CustomizePreviewPrefab(AActor* PrefabInstance) { } void UFortItemDefinition::CustomizePreviewMesh(UMeshComponent* Mesh) const { } UFortItem* UFortItemDefinition::CreateTemporaryItemInstanceBP(int32 Count, int32 Level) const { return NULL; } UFortItem* UFortItemDefinition::CreateTemporaryInstanceFromExistingItemBP(UFortItem* ExistingItem, int32 Count, int32 Level) const { return NULL; } UFortItemDefinition::UFortItemDefinition() { this->Rarity = EFortRarity::Uncommon; this->ItemType = EFortItemType::Max_None; this->PrimaryAssetIdItemTypeOverride = EFortItemType::Max_None; this->FilterOverride = EFortInventoryFilter::Max_None; this->Tier = EFortItemTier::No_Tier; this->MaxTier = EFortItemTier::No_Tier; this->Access = EFortTemplateAccess::Normal; this->bIsAccountItem = false; this->bNeverPersisted = false; this->bAllowMultipleStacks = true; this->bAutoBalanceStacks = true; this->bForceAutoPickup = false; this->bInventorySizeLimited = false; this->MaxStackSize = 1; this->FrontendPreviewScale = 1.00f; this->Series = NULL; }