#include "FortSquadSlotsView.h" bool UFortSquadSlotsView::TryGetStaticSquadDataBP(FHomebaseSquad& OutSquadData) const { return false; } bool UFortSquadSlotsView::TryGetSelectedSquadSlotSortTypes(FSquadSlotSortTypes& OutSlotSortTypes) { return false; } void UFortSquadSlotsView::SetIsSelectionLocked(const bool ShouldSelectionBeLocked) { } void UFortSquadSlotsView::SetInPreviewMode(const bool bPreview) { } void UFortSquadSlotsView::SetIdOfSquadToManageBP(const FName& SquadId) { } void UFortSquadSlotsView::SelectSlot(int32 SquadSlotIndex) { } void UFortSquadSlotsView::HandleSelectedButtonChanged(UCommonButton* SelectedButton, int32 ButtonIndex) { } void UFortSquadSlotsView::HandleRequestViewInAll(int32 SquadSlotIndex) { } void UFortSquadSlotsView::HandleRequestOpenSquadSlot(int32 SquadSlotIndex) { } void UFortSquadSlotsView::HandleHoveredButtonChanged(UCommonButton* HoveredButton, int32 ButtonIndex) { } void UFortSquadSlotsView::HandleButtonDoubleClicked(UCommonButton* CommittedButton, int32 ButtonIndex) { } void UFortSquadSlotsView::HandleButtonClicked(UCommonButton* CommittedButton, int32 ButtonIndex) { } int32 UFortSquadSlotsView::GetIndexOfSelectedSquadSlot() const { return 0; } FName UFortSquadSlotsView::GetIdOfSquadToManageBP() const { return NAME_None; } UFortSquadSlotsView::UFortSquadSlotsView() { this->IndexOfSelectedSquadSlot = 0; this->bSlotButtonsRequireSelection = true; this->bInPreviewMode = false; this->DisableAutoSlottingToOpenSquadSlotPromptAction = NULL; this->SquadSlotButtonGroup = NULL; }