#include "FortSpline.h" void UFortSpline::SetupSpline(TArray ControlPoints, float InDuration) { } void UFortSpline::SetDuration(float InDuration) { } bool UFortSpline::IsValid() const { return false; } float UFortSpline::GetVelocityCorrectedTime(float Time) const { return 0.0f; } FVector UFortSpline::GetTangentFromTime(float Time) const { return FVector{}; } FVector UFortSpline::GetStartPoint() const { return FVector{}; } float UFortSpline::GetSplineLengthAtTime(float Time, float StepSize) const { return 0.0f; } float UFortSpline::GetSplineLength(float StepSize) const { return 0.0f; } FVector UFortSpline::GetPositionFromTime(float Time) const { return FVector{}; } FVector UFortSpline::GetNormalFromTime(float Time) const { return FVector{}; } FVector UFortSpline::GetEndPoint() const { return FVector{}; } float UFortSpline::GetDuration() const { return 0.0f; } FVector UFortSpline::GetBinormalFromTime(float Time) const { return FVector{}; } void UFortSpline::EnableConstantVelocity(bool ConstVelEnabled) { } void UFortSpline::DrawDebugSpline(UObject* WorldContextObject, int32 Steps, float LifeTime, float Thickness, bool bPersistent, bool bJustDrawSpline, float BasisLength) { } void UFortSpline::ClearSpline() { } void UFortSpline::AddControlPoint(const FVector& Point, int32 Index) { } UFortSpline::UFortSpline() { this->bConstantVelocity = false; }