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

100 lines
2.6 KiB
C++

#include "FortSquadManagementScreenBase.h"
bool UFortSquadManagementScreenBase::TryGetStaticSquadDataBP(FHomebaseSquad& OutSquadData) const {
return false;
}
bool UFortSquadManagementScreenBase::TryGetSquadTeamAttribute(FGameplayAttribute& OutGameplayAttribute) const {
return false;
}
bool UFortSquadManagementScreenBase::TryGetSquadMainAttribute(FGameplayAttribute& OutGameplayAttribute) const {
return false;
}
bool UFortSquadManagementScreenBase::TryGetAttributeValueFromSquad(float& OutValue, const FGameplayAttribute& Attribute) const {
return false;
}
void UFortSquadManagementScreenBase::SetIdOfSquadToManageBP(const FName& SquadId) {
}
void UFortSquadManagementScreenBase::SelectSquadWithOffset(int32 Offset) {
}
void UFortSquadManagementScreenBase::SelectPreviousSquad() {
}
void UFortSquadManagementScreenBase::SelectNextSquad() {
}
void UFortSquadManagementScreenBase::NavigateToSquadSlot(int32 SquadSlotIndex) {
}
void UFortSquadManagementScreenBase::HandleViewInAll(const int32 SquadSlotIndex) {
}
void UFortSquadManagementScreenBase::HandleShouldAutoSlotSurvivorSquadsChanged() {
}
void UFortSquadManagementScreenBase::HandleSelectPickerSlotInputAction() {
}
void UFortSquadManagementScreenBase::HandlePickerSelectionCommitted(UFortItem* CommittedItem) {
}
void UFortSquadManagementScreenBase::HandlePickerSelectionChanged(UFortItem* SelectedItem) {
}
void UFortSquadManagementScreenBase::HandleOpenSquadSlot(const int32 SquadSlotIndex) {
}
void UFortSquadManagementScreenBase::HandleManageInputAction() {
}
void UFortSquadManagementScreenBase::HandleInventoryInputAction() {
}
void UFortSquadManagementScreenBase::HandleInspectInputAction() {
}
void UFortSquadManagementScreenBase::HandleDifferentSquadSlotSelected(const int32 SquadSlotIndex) {
}
void UFortSquadManagementScreenBase::HandleCyclePickerSortInputAction() {
}
void UFortSquadManagementScreenBase::HandleClosePickerInputAction() {
}
void UFortSquadManagementScreenBase::HandleBackInputAction() {
}
int32 UFortSquadManagementScreenBase::GetNumUnlockedSquads() const {
return 0;
}
FName UFortSquadManagementScreenBase::GetIdOfSquadToManageBP() const {
return NAME_None;
}
void UFortSquadManagementScreenBase::ClearSquad() {
}
UFortSquadManagementScreenBase::UFortSquadManagementScreenBase() {
this->SquadStatsWidget = NULL;
this->SquadSlotsView = NULL;
this->SelectedSlotDetailsPanel = NULL;
this->SelectedSlotItemPicker = NULL;
this->DisableAutoSlottingToClearSquadPromptAction = NULL;
this->ItemViewContext_SquadSlotsView = NULL;
this->ItemViewContext_SquadSlotItemPicker = NULL;
}