Files
UnrealEvent/Project/Source/FortniteGame/Private/FortGameplayCueFunctionLibrary.cpp
T
2026-04-22 15:51:07 +02:00

36 lines
1.7 KiB
C++

#include "FortGameplayCueFunctionLibrary.h"
void UFortGameplayCueFunctionLibrary::RemoveGameplayCueLocal(AActor* Target, FGameplayTag GameplayCueTag, const FGameplayCueParameters& CueParameters, bool bOnlyNotifies) {
}
void UFortGameplayCueFunctionLibrary::PlayBurstEffect(const FFortBurstEffectData& BurstEffect, AActor* Target, const FGameplayCueParameters& CueParameters, FFortGameplayCueSpawnResult& OutResult) {
}
void UFortGameplayCueFunctionLibrary::ExecuteGameplayCueLocal(AActor* Target, FGameplayTag GameplayCueTag, const FGameplayCueParameters& CueParameters, bool bOnlyNotifies) {
}
bool UFortGameplayCueFunctionLibrary::CheckSpawnConditionForSource(AActor* Target, AActor* SourceActor, const FFortGameplayCueSpawnCondition& Condition) {
return false;
}
bool UFortGameplayCueFunctionLibrary::CheckSpawnConditionForHitResult(AActor* Target, AActor* SourceActor, const FHitResult& HitResult, const FFortGameplayCueSpawnCondition& Condition) {
return false;
}
bool UFortGameplayCueFunctionLibrary::CheckSpawnConditionForCueParameters(AActor* Target, const FGameplayCueParameters& CueParameters, const FFortGameplayCueSpawnCondition& Condition) {
return false;
}
void UFortGameplayCueFunctionLibrary::BuildCueParametersFromSource(AActor* SourceActor, FGameplayCueParameters& OutCueParameters) {
}
void UFortGameplayCueFunctionLibrary::BuildCueParametersFromHitResult(AActor* SourceActor, const FHitResult& HitResult, FGameplayCueParameters& OutCueParameters) {
}
void UFortGameplayCueFunctionLibrary::AddGameplayCueLocal(AActor* Target, FGameplayTag GameplayCueTag, const FGameplayCueParameters& CueParameters, bool bOnlyNotifies) {
}
UFortGameplayCueFunctionLibrary::UFortGameplayCueFunctionLibrary() {
}