#include "FortStandardGlobalActionDetailsDataSource.h" void UFortStandardGlobalActionDetailsDataSource::SetGlobalUIContext(UFortGlobalUIContext* Value) { } void UFortStandardGlobalActionDetailsDataSource::SetGlobalAction(EFortGlobalAction Value) { } void UFortStandardGlobalActionDetailsDataSource::SetCommonInputSubsystem(UCommonInputSubsystem* Value) { } void UFortStandardGlobalActionDetailsDataSource::SetActionDetailsContext(const FFortGlobalActionDetailsFunctionContext& Value) { } void UFortStandardGlobalActionDetailsDataSource::HandlePlayerControllerChanged(UObject* Source) { } UFortStandardGlobalActionDetailsDataSource* UFortStandardGlobalActionDetailsDataSource::ConstructWithDefaultContexts(UObject* Outer, UWidget* ContextWidget, EFortGlobalAction GlobalAction, const FFortGlobalActionDetailsFunctionContext& NewActionDetailsContext) { return NULL; } UFortStandardGlobalActionDetailsDataSource* UFortStandardGlobalActionDetailsDataSource::Construct(UObject* Outer, UFortGlobalUIContext* NewGlobalUIContext, UCommonInputSubsystem* NewCommonInputSubsystem, EFortGlobalAction GlobalAction, const FFortGlobalActionDetailsFunctionContext& NewActionDetailsContext) { return NULL; } UFortStandardGlobalActionDetailsDataSource::UFortStandardGlobalActionDetailsDataSource() { this->GlobalUIContext = NULL; this->CommonInputSubsystem = NULL; this->FortPlayerController = NULL; }