#include "FortHomebaseUIContext.h" void UFortHomebaseUIContext::SetShowHeroHeadAccessoriesForLocalPlayer(bool bShow) { } void UFortHomebaseUIContext::SetShowHeroBackpackForLocalPlayer(bool bShow) { } void UFortHomebaseUIContext::SetShouldAutoSlotSurvivorSquads(const bool Value) { } void UFortHomebaseUIContext::SetCurrentlyViewedHeroLoadout(const UFortCampaignHeroLoadoutItem* Loadout) { } void UFortHomebaseUIContext::SetCurrentlyFocusedHeroLoadoutSlotName(const FName& SlotName) { } bool UFortHomebaseUIContext::IsHeroLoadoutSlotUnlocked(const FName& SlotName, const UFortCampaignHeroLoadoutItem* Loadout) const { return false; } bool UFortHomebaseUIContext::IsAnySquadSlotUnlocked(const FName SquadId) const { return false; } void UFortHomebaseUIContext::HandleDifferentHeroLoadoutActivated(UFortMcpProfileCampaign* Profile) { } void UFortHomebaseUIContext::GetWorkerSetBonusEffectModifiers(const FGameplayTag& SetBonusTag, TArray& OutModifiers) const { } UFortQuestItemDefinition* UFortHomebaseUIContext::GetUnlockingQuestDefinitionForSquadSlot(const FName& SquadName, const int32 SlotIndex) const { return NULL; } UFortQuestItemDefinition* UFortHomebaseUIContext::GetUnlockingQuestDefinitionForHeroLoadoutSlot(const FName& SlotName, const UFortCampaignHeroLoadoutItem* Loadout) const { return NULL; } bool UFortHomebaseUIContext::GetUnlockedGadgets(TArray& UnlockedGadgets) const { return false; } FFortMultiSizeBrush UFortHomebaseUIContext::GetSquadIcon(const FName SquadId) const { return FFortMultiSizeBrush{}; } UFortHero* UFortHomebaseUIContext::GetSlottedPrimaryHero() const { return NULL; } bool UFortHomebaseUIContext::GetShowHeroHeadAccessoriesForLocalPlayer() { return false; } bool UFortHomebaseUIContext::GetShowHeroBackpackForLocalPlayer() { return false; } bool UFortHomebaseUIContext::GetShouldAutoSlotSurvivorSquads() const { return false; } bool UFortHomebaseUIContext::GetLocalPlayerHasHeroHeadAccessories() { return false; } bool UFortHomebaseUIContext::GetLocalPlayerHasHeroBackpack() { return false; } TArray UFortHomebaseUIContext::GetItemsInSquad(const FName SquadId, bool bRemoveEmptySquadSlots) const { return TArray(); } UFortItem* UFortHomebaseUIContext::GetItemInSquadSlot(FName SquadName, int32 SlotIndex) const { return NULL; } UFortCampaignHeroLoadoutItem* UFortHomebaseUIContext::GetCurrentlyViewedHeroLoadout() const { return NULL; } FName UFortHomebaseUIContext::GetCurrentlyFocusedHeroLoadoutSlotName() const { return NAME_None; } void UFortHomebaseUIContext::AutoSlotAllSurvivorSquads() { } UFortHomebaseUIContext::UFortHomebaseUIContext() { }