#include "FortKeybindWidget.h" void UFortKeybindWidget::UpdateKeybindWidget() { } void UFortKeybindWidget::StopHoldProgress(FName HoldActionName, bool bCompletedSuccessfully) { } void UFortKeybindWidget::StartHoldProgress(FName HoldActionName, float HoldDuration) { } void UFortKeybindWidget::SetShowProgressCountDown(bool bShow) { } void UFortKeybindWidget::SetPresetNameOverride(const FName NewValue) { } void UFortKeybindWidget::SetForcedHoldKeybindStatus(EFortKeybindForcedHoldStatus InForcedHoldKeybindStatus) { } void UFortKeybindWidget::SetForcedHoldKeybind(bool InForcedHoldKeybind) { } void UFortKeybindWidget::SetBrushSize(TEnumAsByte InBrushSize) { } void UFortKeybindWidget::SetBoundKey(FKey NewBoundAction) { } void UFortKeybindWidget::SetBoundAction(FName NewBoundAction) { } void UFortKeybindWidget::SetAxisScale(const float NewValue) { } bool UFortKeybindWidget::IsHoldKeybind() const { return false; } bool UFortKeybindWidget::IsBoundKeyValid() const { return false; } TEnumAsByte UFortKeybindWidget::GetBrushSize() const { return EFortBrushSize::VeryVerySmall; } bool UFortKeybindWidget::GetBrushForKey(TEnumAsByte InBrushSize, FSlateBrush& Brush) const { return false; } UFortKeybindWidget::UFortKeybindWidget() { this->AxisScale = 0.00f; this->InputTypeOverride = ECommonInputType::Count; this->GamepadTypeOverride = ECommonGamepadType::Count; this->bForcedHoldKeybind = false; this->ForcedHoldKeybindStatus = EFortKeybindForcedHoldStatus::NoForcedHold; this->bIsHoldKeybind = false; this->bShowKeybindBorder = false; this->bShowTimeCountDown = false; this->bShowUnboundStatus = false; this->ProgressPercentageMID = NULL; this->BrushSize = EFortBrushSize::Small; }