#include "AsyncOverlapQueue.h" void UAsyncOverlapQueue::ThrottledAsyncSphereOverlapActors(AActor* ContextActor, const FVector& Location, const float Radius, const bool bCheckLineOfSight, const TArray& ActorsToIgnore, FShouldCancelOverlapProcess ShouldCancelProcess, FProcessHitActor ProcessHitActorFunction, FOnProcessComplete CompletionFunction, TEnumAsByte TraceChannel) { } void UAsyncOverlapQueue::AsyncSphereOverlapActors(AActor* ContextActor, const FVector& Location, const float Radius, const TArray& ActorsToIgnore, FShouldCancelOverlapProcess ShouldCancelProcess, FProcessHitActor ProcessHitActorFunction, FOnProcessComplete CompletionFunction, TEnumAsByte TraceChannel) { } UAsyncOverlapQueue::UAsyncOverlapQueue() { }