#include "AthenaSpectatorUIContext.h" void UAthenaSpectatorUIContext::SetSquadIdMode(ESpectatorSquadIdMode NewMode) { } void UAthenaSpectatorUIContext::SetNameplateTeamColorVisible(bool bVisible) { } void UAthenaSpectatorUIContext::OnSquadIdsInput(bool bShowSquadIds) { } void UAthenaSpectatorUIContext::OnPlayerStateAdded(AFortPlayerStateAthena* FPSA) { } void UAthenaSpectatorUIContext::OnPlayerControllerSet() { } void UAthenaSpectatorUIContext::OnPlayerBecameRelevant(AFortPlayerState* FPS) { } void UAthenaSpectatorUIContext::OnPlayerBecameIrrelevant(AFortPlayerState* FPS) { } void UAthenaSpectatorUIContext::OnPawnForReplayRelevancyChanged(AFortPawn* InPawnForReplayRelevancy) { } void UAthenaSpectatorUIContext::OnGameStateSet(AFortGameState* InGameState) { } void UAthenaSpectatorUIContext::OnFollowedPlayerChanged(AFortPlayerControllerSpectating* SpectatorPC, AFortPlayerState* NewFollowedPlayer) { } void UAthenaSpectatorUIContext::OnCurrentPlaylistChanged() { } bool UAthenaSpectatorUIContext::GetSquadIdsVisible() const { return false; } ESpectatorSquadIdMode UAthenaSpectatorUIContext::GetSquadIdMode() const { return ESpectatorSquadIdMode::AlwaysOff; } TMap UAthenaSpectatorUIContext::GetSquadDataMap() const { return TMap(); } TMap UAthenaSpectatorUIContext::GetPlayerDataMap() const { return TMap(); } UAthenaRemotePlayerViewData* UAthenaSpectatorUIContext::GetPlayerData(const FUniqueNetIdRepl PlayerUID) const { return NULL; } bool UAthenaSpectatorUIContext::GetPipMode() const { return false; } bool UAthenaSpectatorUIContext::GetNameplateTeamColorVisible() const { return false; } UAthenaRemotePlayerViewData* UAthenaSpectatorUIContext::GetFollowedPlayerData() const { return NULL; } UAthenaSpectatorUIContext::UAthenaSpectatorUIContext() { this->SpectatingPC = NULL; }