#include "FortMatchmakingContext.h" void UFortMatchmakingContext::StartWargameSimulationAssist(float MinMissionDifficulty, float MaxMissionDifficulty) { } void UFortMatchmakingContext::StartStormShieldExpansionAssist(float MinMissionDifficulty, float MaxMissionDifficulty) { } void UFortMatchmakingContext::StartQuickPlay(float MinMissionDifficulty, float MaxMissionDifficulty) { } bool UFortMatchmakingContext::StartOnboardingMission() { return false; } void UFortMatchmakingContext::StartMatchmaking() { } void UFortMatchmakingContext::StartCriticalMission(float MinMissionDifficulty, float MaxMissionDifficulty) { } void UFortMatchmakingContext::SetMatchmakingFlowActive(bool InFlow) { } void UFortMatchmakingContext::SetCustomMatchmakingKey(const FString& Key) { } void UFortMatchmakingContext::ReadyUp() { } bool UFortMatchmakingContext::NeedToCheckRejoinStatus() { return false; } bool UFortMatchmakingContext::JoinFromLobby() { return false; } bool UFortMatchmakingContext::IsWorldRecordLoaded() { return false; } bool UFortMatchmakingContext::IsWaitingOnUpdateManager() { return false; } bool UFortMatchmakingContext::IsOutpostPermitted() const { return false; } bool UFortMatchmakingContext::IsMatchmakingLocal() const { return false; } bool UFortMatchmakingContext::IsMatchmakingFlowActive() const { return false; } bool UFortMatchmakingContext::IsLiveSpectatingEnabled() const { return false; } bool UFortMatchmakingContext::IsJoinableGameAvailable() { return false; } bool UFortMatchmakingContext::IsInputBasedMatchmakingEnabled() const { return false; } bool UFortMatchmakingContext::IsInLobby() const { return false; } bool UFortMatchmakingContext::IsCustomMatchmakingKeyEnabled() const { return false; } bool UFortMatchmakingContext::IsConnectedToGame() const { return false; } FText UFortMatchmakingContext::GetMatchmakingFillText(bool bDesiredFill) { return FText::GetEmpty(); } float UFortMatchmakingContext::GetLobbyWaitForPlayersTimeRemaining() { return 0.0f; } AFortLobbyBeaconClient* UFortMatchmakingContext::GetLobbyBeaconClient() const { return NULL; } FText UFortMatchmakingContext::GetLegacyNonInputBasedPlayAgainstText() { return FText::GetEmpty(); } ECommonInputType UFortMatchmakingContext::GetInputBasedMatchmakingPool(bool& bIsDefaultPool, bool& bEntirePartyUsingTargetPoolInput) { return ECommonInputType::MouseAndKeyboard; } FString UFortMatchmakingContext::GetCustomMatchmakingKey() const { return TEXT(""); } void UFortMatchmakingContext::EnterPvPFOB() { } void UFortMatchmakingContext::EnterOutpost() { } void UFortMatchmakingContext::DisplayAntiTaxiError() { } void UFortMatchmakingContext::DisconnectFromLobby() { } void UFortMatchmakingContext::CheckRejoinStatus() { } void UFortMatchmakingContext::CancelMatchmaking() { } UFortMatchmakingContext::UFortMatchmakingContext() { this->bMatchmakingFlowActive = false; }