#include "AsyncTraceQueue.h" void UAsyncTraceQueue::ThrottledAsyncTrace_SourceTarget(UObject* WorldContextObject, const bool bUseLocalCameraAsSource, const AActor* SourceActor, const FVector& SourceOffset, const AActor* TargetActor, const FVector& TargetOffset, const TArray& ActorsToIgnore, TEnumAsByte CollisionChannel, FOnTraceProcessComplete CompletionFunction) { } void UAsyncTraceQueue::ThrottledAsyncTrace(UObject* WorldContextObject, const FVector& StartLocation, const FVector& EndLocation, const TArray& ActorsToIgnore, TEnumAsByte CollisionChannel, FOnTraceProcessComplete CompletionFunction) { } void UAsyncTraceQueue::AsyncTrace_Immediate(UObject* WorldContextObject, const FVector& StartLocation, const FVector& EndLocation, const TArray& ActorsToIgnore, TEnumAsByte CollisionChannel, FOnTraceProcessComplete CompletionFunction) { } UAsyncTraceQueue::UAsyncTraceQueue() { }