#include "FortToyContext.h" void UFortToyContext::PrintToMessageFeed(const FText& MESSAGE) { } FText UFortToyContext::PickToyOwnerNameStyle(AFortPlayerState* Instigator) { return FText::GetEmpty(); } FString UFortToyContext::GetFilteredPlayerName(AFortPlayerState* Instigator) { return TEXT(""); } FText UFortToyContext::FormatPlayerNameForDisplay(AFortPlayerState* Subject, EMessageFeedSubject SubjectType) { return FText::GetEmpty(); } bool UFortToyContext::ConditionalPrintToMessageFeed(AFortPlayerState* Instigator, FVector MessageLocation, EMessageFeedRelationshipFilter RelationshipFilter, const FText& MESSAGE) { return false; } UFortToyContext::UFortToyContext() { }