#include "FortKismetLibrary.h" #include "Templates/SubclassOf.h" float UFortKismetLibrary::VectorToNormalizedAngleInDegrees(FVector V) { return 0.0f; } /* FVector UFortKismetLibrary::VectorSlerp(const FVector& Origin, const FVector& Start, const FVector& End, const float Alpha) { return FVector{}; } */ void UFortKismetLibrary::UnhideTutorialWidget(UObject* WorldContextObject, FName WidgetName) { } void UFortKismetLibrary::UnhideAllTutorialWidgets(UObject* WorldContextObject) { } void UFortKismetLibrary::UnequipFortAbilitySet(FFortAbilitySetHandle& AbilitySetHandle) { } void UFortKismetLibrary::TriggerFeedbackEvent(UObject* WorldContextObject, FFortFeedbackHandle EventHandle, AFortPawn* InstigatorPawn, AFortPawn* Recipient, float OverriddenDelay, bool bOverriddenQueuing, bool bAllowReplication) { } bool UFortKismetLibrary::SwitchHeroType(AFortPlayerController* FortPC, const FString& NewHeroName) { return false; } void UFortKismetLibrary::StopUIConversation(UObject* WorldContextObject) { } void UFortKismetLibrary::StartUIConversation(UObject* WorldContextObject) { } AFortTracerBase* UFortKismetLibrary::SpawnTracerFromPool(UObject* WorldContextObject, TSubclassOf TracerClass, const FVector& Origin, const FVector& Destination, AFortPawn* Instigator) { return NULL; } AFortProjectileBase* UFortKismetLibrary::SpawnProjectile(TSubclassOf ProjectileClass, AActor* RequestedBy, const FVector& SpawnLocation, const FRotator SpawnRotation, const FRotator& SpawnDirection, FFortGameplayEffectContainerSpec EffectContainerSpecToApplyOnHit, FFortGameplayEffectContainerSpec EffectContainerSpecToApplyOnExplode, bool bUseDefaultPhysics, AActor* HomingTarget, float InitialSpeed, float GravityScale, float ChargePercent) { return NULL; } ABuildingGameplayActor* UFortKismetLibrary::SpawnBuildingGameplayActor(TSubclassOf BGAClass, const FTransform& Transform, AActor* Instigator) { return NULL; } AFortAreaOfEffectCloud* UFortKismetLibrary::SpawnAreaOfEffectCloud(TSubclassOf AreaOfEffectClass, AActor* RequestedBy, const FVector& SpawnLocation, const FRotator& SpawnRotation, FFortGameplayEffectContainerSpec EffectContainerSpecToApplyOnHit, FFortGameplayEffectContainerSpec EffectContainerSpecToApplyOnExplode) { return NULL; } void UFortKismetLibrary::ShowSoundIndicatorLocalForTeam(UObject* WorldContextObject, AFortPawn* TrackedPawn, FVector Location, float MaxAudibleDistance, EFortSoundIndicatorTypes IndicatorType, uint8 Team, TArray> Affiliations, const AActor* Instigator, FLinearColor Tint, UTexture* OverrideIcon) { } void UFortKismetLibrary::ShowSoundIndicatorLocal(UObject* WorldContextObject, AFortPawn* TrackedPawn, FVector Location, float MaxAudibleDistance, EFortSoundIndicatorTypes IndicatorType, const TArray& IgnoreOnControllers, const AActor* Instigator, FLinearColor Tint, UTexture* OverrideIcon) { } bool UFortKismetLibrary::ShouldHideTutorialWidget(FName WidgetName) { return false; } void UFortKismetLibrary::SetTimeOfDaySpeed(UObject* WorldContextObject, float TimeOfDaySpeedFactor) { } void UFortKismetLibrary::SetTimeOfDay(UObject* WorldContextObject, float TimeOfDay) { } void UFortKismetLibrary::SetIdleKickEnabled(UObject* WorldContextObject, bool bEnabled) { } void UFortKismetLibrary::SetEndGameTimeDilation(const UObject* WorldContextObject, float TimeDilation) { } void UFortKismetLibrary::SetCanBeDamaged(AActor* Actor, bool bCanBeDamaged) { } UMaterialInstance* UFortKismetLibrary::SelectMaterialInstance(UMaterialInstance* A, UMaterialInstance* B, bool bSelectA) { return NULL; } void UFortKismetLibrary::ScriptError(const FString& MESSAGE) { } void UFortKismetLibrary::ScriptEnsureIsValid(const FString& MESSAGE, UObject* Object) { } FVector UFortKismetLibrary::RotateVectorTowardVector(const FVector& Source, const FVector& Target, const float Degrees) { return FVector{}; } FFortGameplayEffectContainer UFortKismetLibrary::ReplaceRangeInGameplayEffectContainer(FFortGameplayEffectContainer EffectContainer, const FScalableFloat& NewRange) { return FFortGameplayEffectContainer{}; } void UFortKismetLibrary::RemoveGlobalEnvironmentGameplayEffect(UObject* WorldContextObject, TSubclassOf GameplayEffect) { } void UFortKismetLibrary::RemoveActorsOfClassFromBuildingSMActorArray(const TArray& ArrayToRemoveClassFrom, TSubclassOf ClassToRemove, TArray& ArrayWithClassRemoved) { } void UFortKismetLibrary::RegisterDayTimeHitCallback(UObject* Object, const FString& FunctionName, float TimeInHours, bool bRecurring, bool bBlockTriggeringThisCycle) { } void UFortKismetLibrary::RegisterDayPhaseHitCallback(UObject* Object, const FString& FunctionName, EFortDayPhase Phase, bool bRecurring, bool bBlockTriggeringThisCycle) { } bool UFortKismetLibrary::RandomGroundLocationInCircle(UObject* WorldContextObject, const FVector& CircleCenter, float CircleRadius, const AActor* TraceIgnoreActor, float TraceStartZ, float TraceEndZ, float TraceRadius, FCollisionProfileName TraceProfile, FVector& OutLocation) { return false; } FTransform UFortKismetLibrary::PushOffTransformByHitLocation(AActor* RequestedBy, const FTransform& InTransform, const FHitResult& Hit, float Distance) { return FTransform{}; } FVector UFortKismetLibrary::PushOffHitLocation(AActor* RequestedBy, const FHitResult& Hit, float Distance) { return FVector{}; } void UFortKismetLibrary::PlayLocalForceFeedbackAtLocationMulti(UObject* WorldContextObject, UForceFeedbackEffect* NearForceFeedbackEffect, UForceFeedbackEffect* FarForceFeedbackEffect, FVector Location, float InnerRadius, float OuterRadius, FName Tag) { } void UFortKismetLibrary::PlayLocalForceFeedbackAtLocation(UObject* WorldContextObject, UForceFeedbackEffect* ForceFeedbackEffect, FVector Location, float Radius, FName Tag) { } bool UFortKismetLibrary::PickLootDropsWithNamedWeights(UObject* WorldContextObject, TArray& OutLootToDrop, const FName TierGroupName, const int32 WorldLevel, const TMap& NamedWeightsMap, const int32 ForcedLootTier) { return false; } bool UFortKismetLibrary::PickLootDrops(UObject* WorldContextObject, TArray& OutLootToDrop, const FName TierGroupName, const int32 WorldLevel, const int32 ForcedLootTier) { return false; } void UFortKismetLibrary::OpenTalkingHead(UObject* WorldContextObject, UTexture2D* Image, FText Title, FText SpeechText, EFortAnnouncementDisplayPreference DisplayPreference) { } bool UFortKismetLibrary::OnSameTeam(const AActor* ActorA, const AActor* ActorB) { return false; } void UFortKismetLibrary::NotifyProjectileThrown(TSubclassOf ProjClass, AActor* RequestedBy, const FVector& SpawnLocation, const FRotator& SpawnRotation, float Speed) { } bool UFortKismetLibrary::NotEqual_UniqueNetIdReplUniqueNetIdRepl(const FUniqueNetIdRepl& A, const FUniqueNetIdRepl& B) { return false; } bool UFortKismetLibrary::NotEqual_FFortDialogWaitingForLatentActionHandle(const FFortDialogExternalLatentActionHandle& A, const FFortDialogExternalLatentActionHandle& B) { return false; } FVector UFortKismetLibrary::NormalizedAngleInDegreesToVector(float A) { return FVector{}; } TEnumAsByte UFortKismetLibrary::MakeWeaponCoreAnimation(TEnumAsByte Value) { return EFortWeaponCoreAnimation::Melee; } EFortResourceType UFortKismetLibrary::MakeResourceType(EFortResourceType Value) { return EFortResourceType::Wood; } EFortMovementStyle UFortKismetLibrary::MakeMovementStyle(EFortMovementStyle Value) { return EFortMovementStyle::Running; } FFortGameplayEffectContainerSpec UFortKismetLibrary::MakeGameplayEffectContainerSpecFromAbilityComponent(const FFortGameplayEffectContainer& EffectContainer, UAbilitySystemComponent* AbilityComp, int32 GameplayEffectLevel) { return FFortGameplayEffectContainerSpec{}; } FFortGameplayEffectContainerSpec UFortKismetLibrary::MakeGameplayEffectContainerSpecFromAbility(const FFortGameplayEffectContainer& EffectContainer, UGameplayAbility* Ability, int32 GameplayEffectLevel) { return FFortGameplayEffectContainerSpec{}; } EFortDayPhase UFortKismetLibrary::MakeDayNightPhase(EFortDayPhase Value) { return EFortDayPhase::Morning; } TEnumAsByte UFortKismetLibrary::MakeBuildingState(TEnumAsByte Value) { return EFortBuildingState::Placement; } void UFortKismetLibrary::MakeAllPlayersTalkToSelf(UObject* WorldContextObject, FLatentActionInfo LatentInfo, USoundBase* Audio, float Delay, bool bInterruptCurrentLine, bool bCanBeInterrupted, bool bCanCue, TEnumAsByte BroadcastFilter, bool bLatent) { } AFortPickup* UFortKismetLibrary::K2_SpawnPickupInWorldWithClass(UObject* WorldContextObject, UFortWorldItemDefinition* ItemDefinition, TSubclassOf PickupClass, int32 NumberToSpawn, FVector Position, FVector Direction, int32 OverrideMaxStackCount, bool bToss, bool bRandomRotation, bool bBlockedFromAutoPickup, int32 PickupInstigatorHandle) { return NULL; } AFortPickup* UFortKismetLibrary::K2_SpawnPickupInWorld(UObject* WorldContextObject, UFortWorldItemDefinition* ItemDefinition, int32 NumberToSpawn, FVector Position, FVector Direction, int32 OverrideMaxStackCount, bool bToss, bool bRandomRotation, bool bBlockedFromAutoPickup, int32 PickupInstigatorHandle) { return NULL; } void UFortKismetLibrary::K2_SetCurrentResourceType(AFortPlayerController* Controller, EFortResourceType NewMaterial) { } int32 UFortKismetLibrary::K2_RemoveItemFromPlayerByGuid(AFortPlayerController* PlayerController, FGuid ItemGuid, int32 AmountToRemove, bool bForceRemoval) { return 0; } int32 UFortKismetLibrary::K2_RemoveItemFromPlayer(AFortPlayerController* PlayerController, UFortWorldItemDefinition* ItemDefinition, int32 AmountToRemove, bool bForceRemoval) { return 0; } void UFortKismetLibrary::K2_RemoveItemFromAllPlayers(UObject* WorldContextObject, UFortWorldItemDefinition* ItemDefinition, int32 AmountToRemove) { } int32 UFortKismetLibrary::K2_RemoveFortItemFromPlayer(AFortPlayerController* PlayerController, UFortItem* Item, int32 AmountToRemove, bool bForceRemoval) { return 0; } int32 UFortKismetLibrary::K2_PayBuildingResourceCost(AFortPlayerController* Controller, const EFortResourceType ResourceType, const int32 ResourceAmount) { return 0; } bool UFortKismetLibrary::K2_HasBuildingResourcesAvailable(AFortPlayerController* Controller, const EFortResourceType ResourceType, const int32 ResourceAmount) { return false; } void UFortKismetLibrary::K2_GiveItemToPlayer(AFortPlayerController* PlayerController, const UFortWorldItemDefinition* ItemDefinition, int32 NumberToGive, bool bNotifyPlayer) { } void UFortKismetLibrary::K2_GiveItemToAllPlayers(UObject* WorldContextObject, UFortWorldItemDefinition* ItemDefinition, int32 NumberToGive, bool bNotifyPlayer) { } void UFortKismetLibrary::K2_GiveBuildingResource(AFortPlayerController* Controller, const EFortResourceType ResourceType, const int32 ResourceAmount) { } UFortResourceItemDefinition* UFortKismetLibrary::K2_GetResourceItemDefinition(const EFortResourceType ResourceType) { return NULL; } int32 UFortKismetLibrary::K2_GetNumAvailableBuildingResources(AFortPlayerController* Controller, const EFortResourceType ResourceType) { return 0; } int32 UFortKismetLibrary::K2_GetItemQuantityOnPlayer(AFortPlayerController* PlayerController, UFortItemDefinition* ItemDefinition) { return 0; } EFortResourceType UFortKismetLibrary::K2_GetCurrentResourceType(AFortPlayerController* Controller) { return EFortResourceType::Wood; } FVector UFortKismetLibrary::K2_GetClosestAxisXY(FVector InVector) { return FVector{}; } void UFortKismetLibrary::K2_CycleBuildingMaterial(AFortPlayerController* Controller, bool bBroadcast, bool bDoUIFeedback, bool bHonorAutoSwitch) { } TArray UFortKismetLibrary::JonLHack_GetAllObjectsOfClassFromPath(const FString& Path, UClass* Class) { return TArray(); } bool UFortKismetLibrary::IsValid_UniqueNetIdRepl(const FUniqueNetIdRepl& InUniqueNetIdRepl) { return false; } bool UFortKismetLibrary::IsValid(const FAttributeInfo& AttributeInfo) { return false; } bool UFortKismetLibrary::IsUsingBattlEye() { return false; } bool UFortKismetLibrary::IsTabletGame() { return false; } bool UFortKismetLibrary::IsRunningNoMCP() { return false; } bool UFortKismetLibrary::IsPhoneGame() { return false; } bool UFortKismetLibrary::IsMobilePlatform() { return false; } bool UFortKismetLibrary::IsMobileGame(const UObject* WorldContextObject) { return false; } bool UFortKismetLibrary::IsLinkingStreamedAccountsEnabled() { return false; } bool UFortKismetLibrary::IsLatentActionHandleValid(const FFortDialogExternalLatentActionHandle& Handle) { return false; } bool UFortKismetLibrary::IsItemDefRandomCustomizationSelector(const UFortItemDefinition* InItemDef) { return false; } bool UFortKismetLibrary::IsFullBodyHit(FGameplayEffectContextHandle EffectContext) { return false; } bool UFortKismetLibrary::IsFatalHit(FGameplayEffectContextHandle EffectContext) { return false; } bool UFortKismetLibrary::IsDiceCritical(FGameplayEffectContextHandle EffectContext) { return false; } bool UFortKismetLibrary::IsCriticalHit(FGameplayEffectContextHandle EffectContext) { return false; } bool UFortKismetLibrary::IsConsolePlatform() { return false; } bool UFortKismetLibrary::IsCellConnection() { return false; } bool UFortKismetLibrary::IsAssetNull(TSoftObjectPtr Asset) { return false; } bool UFortKismetLibrary::IsActorWithinGoldenPOI(const UObject* WorldContextObject, const AActor* InActor) { return false; } void UFortKismetLibrary::InvalidateLatentActionHandle(FFortDialogExternalLatentActionHandle& Handle) { } void UFortKismetLibrary::HideTutorialWidget(UObject* WorldContextObject, FName WidgetName) { } bool UFortKismetLibrary::HasSelectableRewards(const FFortRewardInfo& RewardInfo) { return false; } bool UFortKismetLibrary::HasRewards(const FFortRewardInfo& RewardInfo) { return false; } bool UFortKismetLibrary::HasOpenBroadcasterGrantWindow(UObject* WorldContextObject) { return false; } bool UFortKismetLibrary::HasMultipleVisibleRewards(const FFortRewardInfo& RewardInfo) { return false; } void UFortKismetLibrary::GiveItemToInventoryOwner(TScriptInterface InventoryOwner, const UFortWorldItemDefinition* ItemDefinition, int32 NumberToGive, bool bNotifyPlayer, int32 ItemLevel) { } bool UFortKismetLibrary::GetWeaponStatsRow(FDataTableRowHandle DataTableRowHandle, FFortBaseWeaponStats& OutRow) { return false; } bool UFortKismetLibrary::GetWeaponDurabilityByRarityStatsRow(FDataTableRowHandle DataTableRowHandle, FFortWeaponDurabilityByRarityStats& OutRow) { return false; } float UFortKismetLibrary::GetUnmodifiedDamage(FGameplayEffectContextHandle EffectContext) { return 0.0f; } bool UFortKismetLibrary::GetTrapStatsRow(FDataTableRowHandle DataTableRowHandle, FFortTrapStats& OutRow) { return false; } bool UFortKismetLibrary::GetTooltipTextFromTokenFromTooltipClass(UObject* WorldContextObject, const UObject* ObjectToDescribe, TSubclassOf TooltipClass, const FGameplayTag Tag, const UFortTooltipContext* Context, const FGameplayTag Token, FText& OutText) { return false; } bool UFortKismetLibrary::GetTooltipTextFromToken(UObject* WorldContextObject, const UObject* ObjectToDescribe, const FGameplayTag Tag, const UFortTooltipContext* Context, const FGameplayTag Token, FText& OutText) { return false; } bool UFortKismetLibrary::GetTooltipNumericValueFromTooltipClass(UObject* WorldContextObject, const UObject* ObjectToDescribe, TSubclassOf TooltipClass, FGameplayTag Tag, const UFortTooltipContext* Context, const FGameplayTag Token, float& Value) { return false; } bool UFortKismetLibrary::GetTooltipNumericValue(UObject* WorldContextObject, const UObject* ObjectToDescribe, FGameplayTag Tag, const UFortTooltipContext* Context, const FGameplayTag Token, float& Value) { return false; } bool UFortKismetLibrary::GetTooltipDescriptionFromTooltipClass(UObject* WorldContextObject, const UObject* ObjectToDescribe, TSubclassOf TooltipClass, FGameplayTag Tag, const UFortTooltipContext* Context, TArray& Description, bool bSummaryTooltip) { return false; } bool UFortKismetLibrary::GetTooltipDescription(UObject* WorldContextObject, const UObject* ObjectToDescribe, FGameplayTag Tag, const UFortTooltipContext* Context, TArray& Description, bool bSummaryTooltip) { return false; } float UFortKismetLibrary::GetTimeUntilInRealTimeSeconds(UObject* WorldContextObject, float GameTime) { return 0.0f; } float UFortKismetLibrary::GetTimeOfDaySpeed(UObject* WorldContextObject) { return 0.0f; } float UFortKismetLibrary::GetTimeOfDayAccumulator(UObject* WorldContextObject) { return 0.0f; } float UFortKismetLibrary::GetTimeOfDay(UObject* WorldContextObject) { return 0.0f; } float UFortKismetLibrary::GetTimeDayPhaseBegins(UObject* WorldContextObject, EFortDayPhase DayPhase) { return 0.0f; } AFortThreatVisualsManager* UFortKismetLibrary::GetThreatVisualsManager(UObject* WorldContextObject) { return NULL; } AFortTeamInfo* UFortKismetLibrary::GetTeamInfo(UObject* WorldContextObject, uint8 Team) { return NULL; } TEnumAsByte UFortKismetLibrary::GetTeamAffiliationToLocalPlayer(UObject* WorldContextObject, uint8 Team) { return EFortTeamAffiliation::Friendly; } TEnumAsByte UFortKismetLibrary::GetTeamAffiliationBetweenTeams(uint8 TeamA, uint8 TeamB) { return EFortTeamAffiliation::Friendly; } TEnumAsByte UFortKismetLibrary::GetTeamAffiliation(const AActor* ActorA, const AActor* ActorB) { return EFortTeamAffiliation::Friendly; } ESubGame UFortKismetLibrary::GetSubGame(const UObject* WorldContextObject) { return ESubGame::Campaign; } float UFortKismetLibrary::GetStunTime(FGameplayEffectContextHandle EffectContext) { return 0.0f; } FDataTableRowHandle UFortKismetLibrary::GetSpecialActorInputActionDataTableRow(UObject* WorldContextObject) { return FDataTableRowHandle{}; } bool UFortKismetLibrary::GetShowHeroHeadAccessoriesForLocalPlayer(UObject* WorldContextObject) { return false; } bool UFortKismetLibrary::GetShowHeroBackpackForLocalPlayer(UObject* WorldContextObject) { return false; } float UFortKismetLibrary::GetServerWorldTimeSeconds(const UObject* WorldContextObject) { return 0.0f; } bool UFortKismetLibrary::GetSafeZoneLocation(UObject* WorldContextObject, int32 SafeZoneIndex, FVector& OutLocation) { return false; } UFortAbilityKit* UFortKismetLibrary::GetRemovedAbilityKit(const FFortSpecializationSlot& Slot) { return NULL; } bool UFortKismetLibrary::GetRangedWeaponStatsRow(FDataTableRowHandle DataTableRowHandle, FFortRangedWeaponStats& OutRow) { return false; } FText UFortKismetLibrary::GetRandomSurvivorName(UObject* WorldContextObject, TEnumAsByte Gender, bool bRemoveFromList) { return FText::GetEmpty(); } FText UFortKismetLibrary::GetRandomLiveStreamingViewerName(UObject* WorldContextObject, bool bRemoveFromList) { return FText::GetEmpty(); } bool UFortKismetLibrary::GetPurchaseCostsRow(FDataTableRowHandle DataTableRowHandle, FFortCollectionBookDirectPurchaseData& OutRow) { return false; } UGameplayAbility* UFortKismetLibrary::GetPrimaryInstance(const FGameplayAbilitySpec& Spec) { return NULL; } EFortDayPhase UFortKismetLibrary::GetPreviousDayPhase(UObject* WorldContextObject) { return EFortDayPhase::Morning; } bool UFortKismetLibrary::GetPlaylistUsesCustomCharacterParts(const UObject* WorldContextObject) { return false; } bool UFortKismetLibrary::GetPlaylistAllowsTeamSwitching(const UObject* WorldContextObject) { return false; } UFortRegisteredPlayerInfo* UFortKismetLibrary::GetPlayerInfoFromUniqueID(UObject* WorldContextObject, const FUniqueNetIdRepl& UniqueId) { return NULL; } FVector UFortKismetLibrary::GetPlayerAimPoint(const AFortPlayerController* SourcePlayer, const float MaxRange, const bool NoTrace) { return FVector{}; } int32 UFortKismetLibrary::GetPhysicalMemoryMB() { return 0; } bool UFortKismetLibrary::GetPawnStatsRow(FDataTableRowHandle DataTableRowHandle, FFortPawnStats& OutRow) { return false; } bool UFortKismetLibrary::GetNumericCVar(const FString& CVar, float& OutValue) { return false; } int32 UFortKismetLibrary::GetNumberOfRegisteredPlayers(UObject* WorldContextObject) { return 0; } AFortMusicManager* UFortKismetLibrary::GetMusicManager(UObject* WorldContextObject) { return NULL; } UMaterialInstanceDynamic* UFortKismetLibrary::GetMIDForSkeletalMeshComponent(USkeletalMeshComponent* SkeletalMeshComponent, int32 ElementIndex) { return NULL; } bool UFortKismetLibrary::GetMeleeWeaponStatsRow(FDataTableRowHandle DataTableRowHandle, FFortMeleeWeaponStats& OutRow) { return false; } void UFortKismetLibrary::GetMatchmakingDifficultyRangeFromDifficultyInfo(const FGameDifficultyInfo& DifficultyInfo, float& OutMinDifficulty, float& OutMaxDifficulty) { } int32 UFortKismetLibrary::GetLootLevel(UObject* WorldContextObject) { return 0; } bool UFortKismetLibrary::GetLocalPlayerHasHeroHeadAccessories(UObject* WorldContextObject) { return false; } bool UFortKismetLibrary::GetLocalPlayerHasHeroBackpack(UObject* WorldContextObject) { return false; } TArray UFortKismetLibrary::GetLocalFortPlayerControllers(UObject* WorldContextObject, bool bIncludeNonSpectators, bool bIncludeSpectators) { return TArray(); } int32 UFortKismetLibrary::GetItemQuantityOnPlayerByGUID(AFortPlayerController* PlayerController, const FGuid& ItemGuid) { return 0; } UFortItemDefinition* UFortKismetLibrary::GetItemDefinitionFromItemQuantityPair(const FFortItemQuantityPair& ItemQuantityPair) { return NULL; } bool UFortKismetLibrary::GetIsPlayingReplay(UObject* WorldContextObject) { return false; } bool UFortKismetLibrary::GetIsBroadcastClient(UObject* WorldContextObject) { return false; } void UFortKismetLibrary::GetImpulseData(FGameplayEffectContextHandle EffectContext, FVector& ImpulseDirection, float& KnockbackMagnitude, float& KnockbackZAngle) { } bool UFortKismetLibrary::GetIdleKickEnabled(const UObject* WorldContextObject) { return false; } FString UFortKismetLibrary::GetHumanReadableName(AActor* Actor) { return TEXT(""); } int32 UFortKismetLibrary::GetHoursUntilDayPhase(UObject* WorldContextObject, EFortDayPhase DayPhase) { return 0; } float UFortKismetLibrary::GetHostilityPercentage(UObject* WorldContextObject) { return 0.0f; } UFortAbilityKit* UFortKismetLibrary::GetGrantedAbilityKit(const FFortSpecializationSlot& Slot) { return NULL; } float UFortKismetLibrary::GetGameDifficulty() { return 0.0f; } bool UFortKismetLibrary::GetGameContextGameplayTags(UObject* WorldContextObject, FGameplayTagContainer& OutGameContextGameplayTags) { return false; } void UFortKismetLibrary::GetFortPlayerPawnsInRange(UObject* WorldContextObject, const FVector& SourcePosition, float Range, TArray& OutFortPlayerPawns) { } TArray UFortKismetLibrary::GetFortPlayerPawns(UObject* WorldContextObject) { return TArray(); } AFortPlayerController* UFortKismetLibrary::GetFortPlayerControllerFromActor(AActor* Actor) { return NULL; } TEnumAsByte UFortKismetLibrary::GetFortPhysicalSurface(const FHitResult& Hit) { return SurfaceType_Default; } void UFortKismetLibrary::GetFortPawnsInRange(UObject* WorldContextObject, const FVector& SourcePosition, float Range, TArray& OutFortPawns) { } UFortGameUserSettings* UFortKismetLibrary::GetFortGameUserSettings() { return NULL; } float UFortKismetLibrary::GetFloatHoursUntilDayPhase(UObject* WorldContextObject, EFortDayPhase DayPhase) { return 0.0f; } FVector UFortKismetLibrary::GetEffectDirection(FGameplayEffectContextHandle EffectContext) { return FVector{}; } FRotator UFortKismetLibrary::GetDirectionActorToActor(AActor* SourceActor, AActor* TargetActor) { return FRotator{}; } float UFortKismetLibrary::GetDefaultAbsoluteTimeOfDaySpeed(UObject* WorldContextObject) { return 0.0f; } FString UFortKismetLibrary::GetDebugStringForUniqueId(const FUniqueNetIdRepl& UniqueId) { return TEXT(""); } FVector UFortKismetLibrary::GetDayNightDirectionalLightVector(UObject* WorldContextObject) { return FVector{}; } FLinearColor UFortKismetLibrary::GetDayNightDirectionalLightColor(UObject* WorldContextObject) { return FLinearColor{}; } int32 UFortKismetLibrary::GetCurrentSafeZonePhase(UObject* WorldContextObject) { return 0; } EFortDayPhase UFortKismetLibrary::GetCurrentDayPhase(UObject* WorldContextObject) { return EFortDayPhase::Morning; } EAthenaWinCondition UFortKismetLibrary::GetCurrentAthenaWinCondition(const UObject* WorldContextObject) { return EAthenaWinCondition::LastManStanding; } AFortPlayerPawn* UFortKismetLibrary::GetClosestFortPlayerPawn(UObject* WorldContextObject, FVector Position) { return NULL; } ABuildingSMActor* UFortKismetLibrary::GetClosestBuildingActorFromArray(const AActor* Actor, const TArray& ArrayOfBuildings) { return NULL; } AActor* UFortKismetLibrary::GetClosestActorFromArray(const AActor* Actor, const TArray& ArrayOfActors) { return NULL; } void UFortKismetLibrary::GetCalendarEventInformation(UObject* WorldContextObject, const FString& EventName, bool& bIsEventActive, FTimespan& TimeSinceBegin, FTimespan& TimeUntilEnd, float& TimespanRatio) { } float UFortKismetLibrary::GetCalculatedGameDifficulty(UObject* WorldContextObject) { return 0.0f; } void UFortKismetLibrary::GetBuildingStructuralSupportSystem(UObject* WorldContextObject, UBuildingStructuralSupportSystem*& BuildingStructuralSupportSystem) { } float UFortKismetLibrary::GetBuildingHealthPercentage(const ABuildingActor* BuildingActor) { return 0.0f; } float UFortKismetLibrary::GetBroadcasterGrantWindowSecondsRemaining(UObject* WorldContextObject) { return 0.0f; } float UFortKismetLibrary::GetAngleDegrees(const FVector& Source, const FVector& Target) { return 0.0f; } void UFortKismetLibrary::GetAllFortPlayerPawns(UObject* WorldContextObject, TArray& OutFortPlayerPawns) { } TArray UFortKismetLibrary::GetAllFortPlayerControllers(UObject* WorldContextObject, bool bIncludeNonSpectators, bool bIncludeSpectators) { return TArray(); } AFortPawn* UFortKismetLibrary::GetAimedAtEnemy(const AFortPlayerController* SourcePlayer, const float RectHalfWidth, const float RectHalfHeight, const float Range, const bool bTargetAIPawns) { return NULL; } AFortAIGoalManager* UFortKismetLibrary::GetAIGoalManager(const UObject* WorldContextObject) { return NULL; } AFortAIDirector* UFortKismetLibrary::GetAIDirector(UObject* WorldContextObject) { return NULL; } AFortTeamInfo* UFortKismetLibrary::GetActorTeamInfo(AActor* Actor) { return NULL; } uint8 UFortKismetLibrary::GetActorTeam(const AActor* Actor) { return 0; } bool UFortKismetLibrary::GetActorPvPTeamIndex(const AActor* Actor, uint8& TeamIndex) { return false; } void UFortKismetLibrary::FortShippingLog(UObject* WorldContextObject, const FString& inString, bool bLogAsWarning) { } FVector UFortKismetLibrary::FindStaticGroundLocationWithExtentAt(UWorld* World, const FVector& InLocation, const FQuat& ActorRotation, const FVector& ActorExtent, const AActor* IgnoreActor, float TraceStartZ, float TraceEndZ) { return FVector{}; } FVector UFortKismetLibrary::FindStaticGroundLocationAt(UWorld* World, const FVector& InLocation, const AActor* IgnoreActor, float TraceStartZ, float TraceEndZ) { return FVector{}; } FVector UFortKismetLibrary::FindGroundLocationAt(UWorld* World, const AActor* IgnoreActor, const FVector& InLocation, float TraceStartZ, float TraceEndZ, FName TraceName) { return FVector{}; } TArray UFortKismetLibrary::FilterTargetHitResultList(UObject* WorldContextObject, const FFortTargetFilter& Filter, const AActor* RequestingActor, const TArray& HitResultsToFilter, bool& bAtLeastOneActorLeft) { return TArray(); } TArray UFortKismetLibrary::FilterTargetActorList(UObject* WorldContextObject, const FFortTargetFilter& Filter, const AActor* RequestingActor, const TArray& ActorsToFilter, bool& bAtLeastOneActorLeft) { return TArray(); } bool UFortKismetLibrary::FilterSingleTargetHitResult(UObject* WorldContextObject, const FFortTargetFilter& Filter, const AActor* RequestingActor, const FHitResult& HitResult) { return false; } bool UFortKismetLibrary::FilterSingleTargetActor(UObject* WorldContextObject, const FFortTargetFilter& Filter, const AActor* RequestingActor, AActor* TargetActor) { return false; } FVector UFortKismetLibrary::ExtractSkeletalMeshScale(TSubclassOf BlueprintClass) { return FVector{}; } USkeletalMesh* UFortKismetLibrary::ExtractSkeletalMesh(TSubclassOf BlueprintClass) { return NULL; } void UFortKismetLibrary::ExecuteClientEvent(UObject* WorldContextObject, FFortClientEventName EventType, UObject* EventSource, UObject* EventFocus) { } bool UFortKismetLibrary::EvaluateCurveTableRow(FCurveTableRowHandle CurveTableRowHandle, float InXY, float& OutXY, const FString& ContextString) { return false; } bool UFortKismetLibrary::EquipItemToQuickBarSlot(UObject* WorldContextObject, const UFortItemDefinition* ItemDefinition, EFortQuickBars QuickBarType, int32 SlotIndex) { return false; } FFortAbilitySetHandle UFortKismetLibrary::EquipFortAbilitySet(TScriptInterface AbilitySystemInterfaceActor, UFortAbilitySet* AbilitySet, UObject* OverrideSourceObject) { return FFortAbilitySetHandle{}; } bool UFortKismetLibrary::EqualEqual_UniqueNetIdReplUniqueNetIdRepl(const FUniqueNetIdRepl& A, const FUniqueNetIdRepl& B) { return false; } bool UFortKismetLibrary::EqualEqual_FFortDialogWaitingForLatentActionHandle(const FFortDialogExternalLatentActionHandle& A, const FFortDialogExternalLatentActionHandle& B) { return false; } void UFortKismetLibrary::EndWaitForConfirmationDialog(UObject* WorldContextObject, FFortDialogExternalLatentActionHandle& Handle) { } void UFortKismetLibrary::EnableTutorialHighlight(UObject* WorldContextObject, FName WidgetName) { } bool UFortKismetLibrary::EmptyQuickBarSlot(UObject* WorldContextObject, EFortQuickBars QuickBarType, int32 SlotIndex) { return false; } void UFortKismetLibrary::EffectContextAddSourceObject(FGameplayEffectContextHandle EffectContext, UObject* Src) { } float UFortKismetLibrary::Divide_Int64Int64UsingFloatingPoint(int32 A, int32 B) { return 0.0f; } void UFortKismetLibrary::DisableTutorialHighlight(UObject* WorldContextObject, FName WidgetName) { } bool UFortKismetLibrary::DeviceSupportsForceFeedback() { return false; } void UFortKismetLibrary::DebugSphereSendToAll(UObject* WorldContextObject, const FVector& Center, float Radius, int32 Segments, const FColor& Color, bool bPersistentLines, float LifeTime, uint8 DepthPriority, float Thickness) { } void UFortKismetLibrary::DebugLineSendToAll(UObject* WorldContextObject, const FVector& LineStart, const FVector& LineEnd, const FColor& Color, bool bPersistentLines, float LifeTime, uint8 DepthPriority, float Thickness) { } void UFortKismetLibrary::DebugCapsuleSendToAll(UObject* WorldContextObject, const FVector& Center, float HalfHeight, float Radius, const FQuat& Rotation, const FColor& Color, bool bPersistentLines, float LifeTime, uint8 DepthPriority, float Thickness) { } void UFortKismetLibrary::DebugBoxSendToAll(UObject* WorldContextObject, const FVector& Center, const FVector& Extent, const FColor& Color, bool bPersistentLines, float LifeTime, uint8 DepthPriority, float Thickness) { } UFortSpline* UFortKismetLibrary::CreateNewSplineObject(UObject* Outer) { return NULL; } void UFortKismetLibrary::CopyJerseyElements(UMaterialInstanceDynamic* SourceMID, UMaterialInstanceDynamic* TargetMID) { } void UFortKismetLibrary::CopyHideElements(UMaterialInstanceDynamic* SourceMID, UMaterialInstanceDynamic* TargetMID) { } float UFortKismetLibrary::ConvertToRealTime(UObject* WorldContextObject, float InGameTime) { return 0.0f; } float UFortKismetLibrary::ConvertToGameTime(UObject* WorldContextObject, float InRealTime) { return 0.0f; } void UFortKismetLibrary::CloseTalkingHead(UObject* WorldContextObject) { } void UFortKismetLibrary::ClearTutorialHighlights(UObject* WorldContextObject) { } bool UFortKismetLibrary::CheckPlayerLineOfSightToPawn(const AFortPlayerPawn* SourcePawn, const AFortPawn* TargetPawn) { return false; } void UFortKismetLibrary::ChangeTeam(AActor* PlayerToSwitch, uint8 NewTeam) { } void UFortKismetLibrary::BroadcastSoundAtLocation(UObject* WorldContextObject, USoundBase* InSound, FVector Location, float VolumeMultiplier, float PitchMultiplier) { } void UFortKismetLibrary::BroadcastSound(UObject* WorldContextObject, USoundBase* InSound, float VolumeMultiplier, float PitchMultiplier) { } bool UFortKismetLibrary::BroadcastPlayerImpactAtLocation(UObject* WorldContextObject, APlayerController* Player, const FVector& Position, float& Loudness, float& Duration, bool bRelativePosition) { return false; } void UFortKismetLibrary::BroadcastMessage(UObject* WorldContextObject, const FText& MESSAGE) { } void UFortKismetLibrary::BroadcastAbilitySpinThrustAtLocation(UObject* WorldContextObject, USoundBase* InSound, UObject* Instigator, const FVector& Position, float Radius, FName Tag) { } void UFortKismetLibrary::BroadcastAbilityImpactAtLocation(UObject* WorldContextObject, USoundBase* InSound, UObject* Instigator, const FVector& Position, float Radius, FName Tag, const bool bSubtractLocalNoise) { } TArray UFortKismetLibrary::AuthorityGetFortPossessedPlayerPawns(UObject* WorldContextObject) { return TArray(); } bool UFortKismetLibrary::AreCampaignVehiclesEnabled() { return false; } bool UFortKismetLibrary::AreAthenaVehiclesEnabled() { return false; } FActiveGameplayEffectHandle UFortKismetLibrary::ApplyGlobalEnvironmentGameplayEffectToActor(AActor* EffectTargetActor, TSubclassOf GameplayEffect, int32 GameplayEffectLevel, FGameplayTagContainer AdditionalContextTags) { return FActiveGameplayEffectHandle{}; } void UFortKismetLibrary::ApplyGlobalEnvironmentGameplayEffect(UObject* WorldContextObject, TSubclassOf GameplayEffect, int32 GameplayEffectLevel, FGameplayTagContainer AdditionalContextTags) { } void UFortKismetLibrary::ApplyGlobalEnvironmentDamageToActor(AActor* DamageTargetActor, float EnvironmentDamage, FGameplayTagContainer AdditionalContextTags, TSubclassOf EnvironmentDamageGE) { } FFortEncounterSettings UFortKismetLibrary::ApplyEncounterOptionOverridesFromWaveDataToEncounterSettings(const FTieredWaveSetData& WaveData, FFortEncounterSettings& EncounterSettings) { return FFortEncounterSettings{}; } void UFortKismetLibrary::AddScoringEvent(AFortPlayerController* Controller, FGameplayTagContainer TargetTags) { } void UFortKismetLibrary::AddRegenItemToInventoryOwner(TScriptInterface InventoryOwner, const UFortWorldItemDefinition* RegenItemDefinition, int32 NumberToGive, bool bNotifyPlayer, bool bResetRegenCooldown) { } UFortKismetLibrary::UFortKismetLibrary() { }