Files
UnrealEvent/Project/Source/FortniteUI/Private/FortItemManagementInventoryPanel.cpp
2026-04-22 15:51:07 +02:00

109 lines
2.9 KiB
C++

#include "FortItemManagementInventoryPanel.h"
void UFortItemManagementInventoryPanel::UpdateSchematicTiles() {
}
void UFortItemManagementInventoryPanel::ToggleTileSize() {
}
void UFortItemManagementInventoryPanel::TogglePrioritizeFavorites() {
}
void UFortItemManagementInventoryPanel::SwitchPanelFocus() {
}
void UFortItemManagementInventoryPanel::SetSortType(EInventoryContentSortType SortType) {
}
void UFortItemManagementInventoryPanel::SetFilter(const FName FilterName) {
}
void UFortItemManagementInventoryPanel::RequestFocusEquipSlots() {
}
void UFortItemManagementInventoryPanel::RefreshCraftingSort() {
}
void UFortItemManagementInventoryPanel::MarkAllItemsAsSeen() {
}
bool UFortItemManagementInventoryPanel::IsSwitchPanelAvailable() const {
return false;
}
void UFortItemManagementInventoryPanel::HandleInventoryUpdatedEvent() {
}
void UFortItemManagementInventoryPanel::HandleFilterTabSelected(FName TabNameID) {
}
void UFortItemManagementInventoryPanel::HandleFilterTabButtonCreated(FName TabNameID, UCommonButton* TabButton) {
}
void UFortItemManagementInventoryPanel::HandleCustomInventoryFilterChanged() {
}
void UFortItemManagementInventoryPanel::HandleCursorModeChanged(bool bCursorModeEnabled, FName ActionName, UUserWidget* CursorModeContentWidget) {
}
void UFortItemManagementInventoryPanel::HandleCraftItemStarted() {
}
TArray<UFortItemDefinition*> UFortItemManagementInventoryPanel::GetUpgradeItemDefinitionsForCurrentInventory() const {
return TArray<UFortItemDefinition*>();
}
TArray<EInventoryContentSortType> UFortItemManagementInventoryPanel::GetSupportedSortTypesForCurrentInventory() const {
return TArray<EInventoryContentSortType>();
}
bool UFortItemManagementInventoryPanel::GetShouldPrioritizeFavorites() {
return false;
}
FText UFortItemManagementInventoryPanel::GetQualifiedFilterDisplayName() const {
return FText::GetEmpty();
}
void UFortItemManagementInventoryPanel::CycleSortType() {
}
bool UFortItemManagementInventoryPanel::CanDragItems() const {
return false;
}
void UFortItemManagementInventoryPanel::AdvanceSelection() {
}
void UFortItemManagementInventoryPanel::AddItemStackToMulch(UFortItem* Item, int32 Count) {
}
UFortItemManagementInventoryPanel::UFortItemManagementInventoryPanel() {
this->CurrentSortType = EInventoryContentSortType::ByRating;
this->FilterTabButtonType = NULL;
this->FilterTabButtonStyle = NULL;
this->FilterTabList = NULL;
this->TileViewLoadGuard = NULL;
this->TileView = NULL;
this->CraftingPanel = NULL;
this->CraftingTileViewLoadGuard = NULL;
this->CraftingTileView = NULL;
this->StoragePanel = NULL;
this->StorageTileViewLoadGuard = NULL;
this->StorageTileView = NULL;
this->MulchRestrictionReasonText = NULL;
this->SmallTileSize = EFortItemCardSize::S;
this->LargeTileSize = EFortItemCardSize::M;
this->bCanDragItems = false;
this->InventoryContext = NULL;
}