#include "FortWorldItemDefinition.h" float UFortWorldItemDefinition::GetMaxDurability(int32 ItemLevel) const { return 0.0f; } int32 UFortWorldItemDefinition::GetFabricationValue(bool bUseDisintegrationOverride) const { return 0; } float UFortWorldItemDefinition::GetDPSAtLevel(int32 ItemLevel) const { return 0.0f; } float UFortWorldItemDefinition::GetDamageAtLevel(int32 ItemLevel) const { return 0.0f; } UFortWorldItemDefinition* UFortWorldItemDefinition::GetAmmoWorldItemDefinition_BP() const { return NULL; } bool UFortWorldItemDefinition::CanBeDisassembled() const { return false; } UFortWorldItemDefinition::UFortWorldItemDefinition() { this->AccumulatingStatType = EFortReplicatedStat::None; this->DropBehavior = EWorldItemDropBehavior::DropAsPickup; this->bIgnoreRespawningForDroppingAsPickup = false; this->bCanAutoEquipByClass = true; this->bPersistInInventoryWhenFinalStackEmpty = false; this->bSupportsQuickbarFocus = true; this->bSupportsQuickbarFocusForGamepadOnly = false; this->bShouldActivateWhenFocused = true; this->bForceFocusWhenAdded = false; this->bForceIntoOverflow = false; this->bForceStayInOverflow = false; this->bDropCurrentItemOnOverflow = true; this->bHasDisintegrationValue = false; this->bUsesCraftingRecipeToGetDisintegrationValue = false; this->bShouldShowItemToast = true; this->bShowDirectionalArrowWhenFarOff = true; this->bCanBeDropped = true; this->bCanBeReplacedByPickup = true; this->bItemCanBeStolen = false; this->bCanBeDepositedInStorageVault = true; this->bItemHasDurability = false; this->bAllowedToBeLockedInInventory = false; this->bOverridePickupMeshTransform = false; this->bDisplayPlayerNameForInventoryActor = false; this->bDisplayHealthForInventoryActor = false; this->bDisplayShieldForInventoryActor = false; this->bAlwaysCountForCollectionQuest = false; this->bDropOnDeath = false; this->bDropOnLogout = false; this->bDropOnDBNO = false; this->bDoesNotNeedSourceSchematic = false; this->DropCount = -1; this->MiniMapViewableDistance = 8000.00f; this->DisassembleDurabilityDegradeMinLootPercent = 0.20f; this->DisassembleDurabilityDegradeMaxLootPercent = 0.80f; this->FabricationValueOverride = -1; this->PreferredQuickbarSlot = -1; this->MinLevel = 0; this->MaxLevel = 0; }