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https://github.com/ApfelTeeSaft/UnrealEvent.git
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72 lines
2.8 KiB
C++
72 lines
2.8 KiB
C++
#include "FortniteAutomationBlueprintLibrary.h"
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#include "Templates/SubclassOf.h"
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void UFortniteAutomationBlueprintLibrary::StopAllParticles(AActor* Actor) {
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}
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bool UFortniteAutomationBlueprintLibrary::ResetFPSChartsData() {
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return false;
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}
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bool UFortniteAutomationBlueprintLibrary::ResetForcedAthenaCosmetics() {
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return false;
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}
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TArray<FMcpVariantChannelInfo> UFortniteAutomationBlueprintLibrary::MakeVariantChannelInfosFromVariantTagContainer(UAthenaCosmeticItemDefinition* ItemDefinition, FGameplayTagContainer VariantTags) {
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return TArray<FMcpVariantChannelInfo>();
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}
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FMcpVariantChannelInfo UFortniteAutomationBlueprintLibrary::MakeVariantChannelInfo(UAthenaCosmeticItemDefinition* ItemDefinition, FGameplayTag Channel, FGameplayTag ActiveVariant) {
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return FMcpVariantChannelInfo{};
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}
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TArray<FGameplayTag> UFortniteAutomationBlueprintLibrary::GetVariantNames(const UAthenaCosmeticItemDefinition* ItemDefinition, FGameplayTag VariantChannel, bool UnlockableOnly) {
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return TArray<FGameplayTag>();
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}
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TArray<FGameplayTag> UFortniteAutomationBlueprintLibrary::GetVariantChannels(const UAthenaCosmeticItemDefinition* ItemDefinition, bool UnlockableOnly) {
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return TArray<FGameplayTag>();
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}
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int32 UFortniteAutomationBlueprintLibrary::GetItemWrapperLockerSlotIndex(UFortItemDefinition* ItemDefinition) {
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return 0;
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}
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TArray<FGameplayTagContainer> UFortniteAutomationBlueprintLibrary::GetAllVariantCombinations(UAthenaCosmeticItemDefinition* ItemDefinition, bool UnlockableOnly) {
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return TArray<FGameplayTagContainer>();
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}
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TArray<TSubclassOf<AActor>> UFortniteAutomationBlueprintLibrary::GetAllItemWrapCompatibleActors(bool Vehicles, bool RespectDropTables) {
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return TArray<TSubclassOf<AActor>>();
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}
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TArray<UFortVariantTokenType*> UFortniteAutomationBlueprintLibrary::GetAllFortVariantTokens() {
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return TArray<UFortVariantTokenType*>();
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}
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TArray<UAthenaCosmeticItemDefinition*> UFortniteAutomationBlueprintLibrary::GetAllAthenaCosmetics_MultipleType(const TArray<EFortItemType> Types) {
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return TArray<UAthenaCosmeticItemDefinition*>();
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}
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TArray<UAthenaCosmeticItemDefinition*> UFortniteAutomationBlueprintLibrary::GetAllAthenaCosmetics(const EFortItemType Type) {
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return TArray<UAthenaCosmeticItemDefinition*>();
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}
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bool UFortniteAutomationBlueprintLibrary::ForceAthenaCosmetic(const UAthenaCosmeticItemDefinition* ItemDefinition) {
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return false;
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}
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bool UFortniteAutomationBlueprintLibrary::DumpFPSChartsData(const FString& EntryName) {
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return false;
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}
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void UFortniteAutomationBlueprintLibrary::ClearAllAnimInstances(AActor* Actor) {
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}
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void UFortniteAutomationBlueprintLibrary::ApplyItemWrapToActor(UAthenaItemWrapDefinition* Wrap, AActor* Actor, EItemWrapMaterialType MaterialType) {
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}
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UFortniteAutomationBlueprintLibrary::UFortniteAutomationBlueprintLibrary() {
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}
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