#include "FortSquadManagementScreenBase.h" bool UFortSquadManagementScreenBase::TryGetStaticSquadDataBP(FHomebaseSquad& OutSquadData) const { return false; } bool UFortSquadManagementScreenBase::TryGetSquadTeamAttribute(FGameplayAttribute& OutGameplayAttribute) const { return false; } bool UFortSquadManagementScreenBase::TryGetSquadMainAttribute(FGameplayAttribute& OutGameplayAttribute) const { return false; } bool UFortSquadManagementScreenBase::TryGetAttributeValueFromSquad(float& OutValue, const FGameplayAttribute& Attribute) const { return false; } void UFortSquadManagementScreenBase::SetIdOfSquadToManageBP(const FName& SquadId) { } void UFortSquadManagementScreenBase::SelectSquadWithOffset(int32 Offset) { } void UFortSquadManagementScreenBase::SelectPreviousSquad() { } void UFortSquadManagementScreenBase::SelectNextSquad() { } void UFortSquadManagementScreenBase::NavigateToSquadSlot(int32 SquadSlotIndex) { } void UFortSquadManagementScreenBase::HandleViewInAll(const int32 SquadSlotIndex) { } void UFortSquadManagementScreenBase::HandleShouldAutoSlotSurvivorSquadsChanged() { } void UFortSquadManagementScreenBase::HandleSelectPickerSlotInputAction() { } void UFortSquadManagementScreenBase::HandlePickerSelectionCommitted(UFortItem* CommittedItem) { } void UFortSquadManagementScreenBase::HandlePickerSelectionChanged(UFortItem* SelectedItem) { } void UFortSquadManagementScreenBase::HandleOpenSquadSlot(const int32 SquadSlotIndex) { } void UFortSquadManagementScreenBase::HandleManageInputAction() { } void UFortSquadManagementScreenBase::HandleInventoryInputAction() { } void UFortSquadManagementScreenBase::HandleInspectInputAction() { } void UFortSquadManagementScreenBase::HandleDifferentSquadSlotSelected(const int32 SquadSlotIndex) { } void UFortSquadManagementScreenBase::HandleCyclePickerSortInputAction() { } void UFortSquadManagementScreenBase::HandleClosePickerInputAction() { } void UFortSquadManagementScreenBase::HandleBackInputAction() { } int32 UFortSquadManagementScreenBase::GetNumUnlockedSquads() const { return 0; } FName UFortSquadManagementScreenBase::GetIdOfSquadToManageBP() const { return NAME_None; } void UFortSquadManagementScreenBase::ClearSquad() { } UFortSquadManagementScreenBase::UFortSquadManagementScreenBase() { this->SquadStatsWidget = NULL; this->SquadSlotsView = NULL; this->SelectedSlotDetailsPanel = NULL; this->SelectedSlotItemPicker = NULL; this->DisableAutoSlottingToClearSquadPromptAction = NULL; this->ItemViewContext_SquadSlotsView = NULL; this->ItemViewContext_SquadSlotItemPicker = NULL; }