#include "FortniteAutomationBlueprintLibrary.h" #include "Templates/SubclassOf.h" void UFortniteAutomationBlueprintLibrary::StopAllParticles(AActor* Actor) { } bool UFortniteAutomationBlueprintLibrary::ResetFPSChartsData() { return false; } bool UFortniteAutomationBlueprintLibrary::ResetForcedAthenaCosmetics() { return false; } TArray UFortniteAutomationBlueprintLibrary::MakeVariantChannelInfosFromVariantTagContainer(UAthenaCosmeticItemDefinition* ItemDefinition, FGameplayTagContainer VariantTags) { return TArray(); } FMcpVariantChannelInfo UFortniteAutomationBlueprintLibrary::MakeVariantChannelInfo(UAthenaCosmeticItemDefinition* ItemDefinition, FGameplayTag Channel, FGameplayTag ActiveVariant) { return FMcpVariantChannelInfo{}; } TArray UFortniteAutomationBlueprintLibrary::GetVariantNames(const UAthenaCosmeticItemDefinition* ItemDefinition, FGameplayTag VariantChannel, bool UnlockableOnly) { return TArray(); } TArray UFortniteAutomationBlueprintLibrary::GetVariantChannels(const UAthenaCosmeticItemDefinition* ItemDefinition, bool UnlockableOnly) { return TArray(); } int32 UFortniteAutomationBlueprintLibrary::GetItemWrapperLockerSlotIndex(UFortItemDefinition* ItemDefinition) { return 0; } TArray UFortniteAutomationBlueprintLibrary::GetAllVariantCombinations(UAthenaCosmeticItemDefinition* ItemDefinition, bool UnlockableOnly) { return TArray(); } TArray> UFortniteAutomationBlueprintLibrary::GetAllItemWrapCompatibleActors(bool Vehicles, bool RespectDropTables) { return TArray>(); } TArray UFortniteAutomationBlueprintLibrary::GetAllFortVariantTokens() { return TArray(); } TArray UFortniteAutomationBlueprintLibrary::GetAllAthenaCosmetics_MultipleType(const TArray Types) { return TArray(); } TArray UFortniteAutomationBlueprintLibrary::GetAllAthenaCosmetics(const EFortItemType Type) { return TArray(); } bool UFortniteAutomationBlueprintLibrary::ForceAthenaCosmetic(const UAthenaCosmeticItemDefinition* ItemDefinition) { return false; } bool UFortniteAutomationBlueprintLibrary::DumpFPSChartsData(const FString& EntryName) { return false; } void UFortniteAutomationBlueprintLibrary::ClearAllAnimInstances(AActor* Actor) { } void UFortniteAutomationBlueprintLibrary::ApplyItemWrapToActor(UAthenaItemWrapDefinition* Wrap, AActor* Actor, EItemWrapMaterialType MaterialType) { } UFortniteAutomationBlueprintLibrary::UFortniteAutomationBlueprintLibrary() { }