Files
2026-04-22 15:51:07 +02:00

132 lines
3.4 KiB
C++

#include "FortItemDefinition.h"
#include "Templates/SubclassOf.h"
bool UFortItemDefinition::ShouldShowPreviewOnCurrentHero() const {
return false;
}
bool UFortItemDefinition::IsStackable() const {
return false;
}
bool UFortItemDefinition::IsInventorySizeLimited() const {
return false;
}
TSubclassOf<UFortTooltip> UFortItemDefinition::GetTooltip(bool bSummaryTooltip) const {
return NULL;
}
FSlateBrush UFortItemDefinition::GetSmallPreviewImageBrush() const {
return FSlateBrush{};
}
TSoftObjectPtr<UTexture2D> UFortItemDefinition::GetSmallPreviewImage() const {
return NULL;
}
FText UFortItemDefinition::GetSingleLineDescription() const {
return FText::GetEmpty();
}
FText UFortItemDefinition::GetShortDescription() const {
return FText::GetEmpty();
}
FText UFortItemDefinition::GetRichDescription() const {
return FText::GetEmpty();
}
FFortColorPalette UFortItemDefinition::GetRarityOrSeriesColors() const {
return FFortColorPalette{};
}
EFortRarity UFortItemDefinition::GetRarity() const {
return EFortRarity::Common;
}
bool UFortItemDefinition::GetPreviewStaticMeshAsset(TSoftObjectPtr<UStaticMesh>& Asset) const {
return false;
}
bool UFortItemDefinition::GetPreviewSkeletalMeshAsset(TSoftObjectPtr<USkeletalMesh>& Asset) const {
return false;
}
bool UFortItemDefinition::GetPreviewPrefabAsset(TSoftClassPtr<AActor>& Asset) const {
return false;
}
FTransform UFortItemDefinition::GetPreviewMeshOffset() const {
return FTransform{};
}
void UFortItemDefinition::GetPreviewAssets(TArray<TSoftObjectPtr<UObject>>& Assets) const {
}
FString UFortItemDefinition::GetPersistentName() const {
return TEXT("");
}
TSoftObjectPtr<UTexture2D> UFortItemDefinition::GetLargePreviewImage() const {
return NULL;
}
FText UFortItemDefinition::GetItemTypeName(bool bUsePlural) const {
return FText::GetEmpty();
}
EFortItemType UFortItemDefinition::GetItemType() const {
return EFortItemType::WorldItem;
}
UFortTooltipDisplayStatsList* UFortItemDefinition::GetDisplayStats() const {
return NULL;
}
FText UFortItemDefinition::GetDisplayName(bool bBaseName) const {
return FText::GetEmpty();
}
FSoftObjectPath UFortItemDefinition::GetDisplayAssetPath() const {
return FSoftObjectPath{};
}
TArray<FText> UFortItemDefinition::GetDescription() const {
return TArray<FText>();
}
void UFortItemDefinition::CustomizePreviewPrefab(AActor* PrefabInstance) {
}
void UFortItemDefinition::CustomizePreviewMesh(UMeshComponent* Mesh) const {
}
UFortItem* UFortItemDefinition::CreateTemporaryItemInstanceBP(int32 Count, int32 Level) const {
return NULL;
}
UFortItem* UFortItemDefinition::CreateTemporaryInstanceFromExistingItemBP(UFortItem* ExistingItem, int32 Count, int32 Level) const {
return NULL;
}
UFortItemDefinition::UFortItemDefinition() {
this->Rarity = EFortRarity::Uncommon;
this->ItemType = EFortItemType::Max_None;
this->PrimaryAssetIdItemTypeOverride = EFortItemType::Max_None;
this->FilterOverride = EFortInventoryFilter::Max_None;
this->Tier = EFortItemTier::No_Tier;
this->MaxTier = EFortItemTier::No_Tier;
this->Access = EFortTemplateAccess::Normal;
this->bIsAccountItem = false;
this->bNeverPersisted = false;
this->bAllowMultipleStacks = true;
this->bAutoBalanceStacks = true;
this->bForceAutoPickup = false;
this->bInventorySizeLimited = false;
this->MaxStackSize = 1;
this->FrontendPreviewScale = 1.00f;
this->Series = NULL;
}