#include "FortEventLevelNavigationActor.h" #include "Components/StaticMeshComponent.h" #include "Components/WidgetComponent.h" void AFortEventLevelNavigationActor::UpdateBangState(FGameplayTag BangTacker, bool bShowBang) { } bool AFortEventLevelNavigationActor::HasPurchasedSeasonBook() const { return false; } void AFortEventLevelNavigationActor::HandleMCPInventoryChanged(const TSet& TypesChanged, int64 ProfileRvn) { } void AFortEventLevelNavigationActor::HandleDisplayMeshInputTouchEnd(TEnumAsByte FingerIndex, UPrimitiveComponent* TouchedComponent) { } void AFortEventLevelNavigationActor::HandleDisplayMeshEndCursorOver(UPrimitiveComponent* TouchedComponent) { } void AFortEventLevelNavigationActor::HandleDisplayMeshClicked(UPrimitiveComponent* TouchedComponent, FKey ButtonPressed) { } void AFortEventLevelNavigationActor::HandleDisplayMeshBeginCursorOver(UPrimitiveComponent* TouchedComponent) { } UFortGameStateComponent_EventLevel* AFortEventLevelNavigationActor::GetOwningGameStateComp() const { return NULL; } FFortEventLevelNavigationDisplayDetails AFortEventLevelNavigationActor::GetDisplayDetails() const { return FFortEventLevelNavigationDisplayDetails{}; } bool AFortEventLevelNavigationActor::CanCommitNavigationRequest_Implementation() const { return false; } AFortEventLevelNavigationActor::AFortEventLevelNavigationActor() { this->WidgetComponent_NavigationWidget = CreateDefaultSubobject(TEXT("WidgetComponent_NavWidget")); this->WidgetComponent_CursorTargetPosition = CreateDefaultSubobject(TEXT("WidgetComponent_CursorTargetPosition")); this->IndicatorWidgetClass = NULL; this->CursorTargetWidgetClass = NULL; this->DisplayMesh = CreateDefaultSubobject(TEXT("CollisionMesh")); this->bAutoClick = false; this->bAlwaysHighliteOnMobile = false; this->MobileHighlightStencilValue = 0; this->bOverrideMobileMeshSize = false; this->MeshSizeOverrideScale = 1; this->CursorHoverHighlightStencilValue = 0; }