#include "FortReplayContext.h" void UFortReplayContext::ToggleViewSettingsVisibility() { } void UFortReplayContext::TogglePlayPause() { } void UFortReplayContext::TogglePlayerListVisibility() { } bool UFortReplayContext::ToggleIconVisibility(UClass* ToToggle) { return false; } void UFortReplayContext::ToggleHUDVisibility() { } void UFortReplayContext::TakeScreenshot() { } void UFortReplayContext::SkipTo(const float TimeInSeconds) { } void UFortReplayContext::SkipForward(const float TimeInSeconds) { } void UFortReplayContext::SkipBack(const float TimeInSeconds) { } void UFortReplayContext::SetTimelineInputFocus(const bool bShouldHaveFocus) { } void UFortReplayContext::ReplayHUDCleanup() { } void UFortReplayContext::JumpToPreviousEvent() { } void UFortReplayContext::JumpToNextEvent() { } void UFortReplayContext::JumpToEvent(int32 EventIndex) { } void UFortReplayContext::JumpReplayToTimelinePosition(float TimeRatio) { } bool UFortReplayContext::IsDepthOfFieldActive() { return false; } void UFortReplayContext::IncreasePlaybackMultiplier() { } float UFortReplayContext::GetMaxMapZoomLevel() const { return 0.0f; } FString UFortReplayContext::GetEventTooltip(int32 EventIndex) { return TEXT(""); } FText UFortReplayContext::GetCameraNameFromType(const ESpectatorCameraType CamType) const { return FText::GetEmpty(); } void UFortReplayContext::EnableTransportNavigation() { } void UFortReplayContext::DisableTransportNavigation() { } void UFortReplayContext::DecreasePlaybackMultiplier() { } UFortReplayContext::UFortReplayContext() { this->TimeBeforeEvent = 10.00f; this->SpectatingPC = NULL; }