#include "PartyDisplayManager.h" void APartyDisplayManager::OnPawnTouchReleased(TEnumAsByte FingerIndex, AActor* TouchedActor) { } void APartyDisplayManager::OnPawnEndCursorOver(AActor* TouchedActor) { } void APartyDisplayManager::OnPawnClicked(AActor* TouchedActor, FKey ButtonPressed) { } void APartyDisplayManager::OnPawnBeginCursorOver(AActor* TouchedActor) { } void APartyDisplayManager::NotifyPrefabChanged(AActor* PrefabActor, UFortItem* CurrentItem) { } void APartyDisplayManager::HandleItemsShown(const TArray& ItemShown, const FGuid& RequestId) { } FUniqueNetIdRepl APartyDisplayManager::GetPlayerIdFromPartyMemberIndex(int32 PartyMemberIndex) const { return FUniqueNetIdRepl{}; } bool APartyDisplayManager::GetPartyMemberIndexByPlayerPawn(const AFortPlayerPawn* PlayerPawn, int32& OutPlayerIndex) const { return false; } AFortPlayerPawn* APartyDisplayManager::GetHeroPlayerPawnForCurrentDisplayedItem() { return NULL; } void APartyDisplayManager::BeginLoadingAssetsForItem(UFortItem* ItemToView, const TArray>& AssetsToLoad, const FGuid& RequestId) { } APartyDisplayManager::APartyDisplayManager() { this->VaultPlacementActor = NULL; this->VaultWeaponPlacementActor = NULL; this->PlayerInMatchHoloMaterial = NULL; this->IsPlayingCelebrateFX = false; }