#include "CustomCharacterPartModifier.h" void ACustomCharacterPartModifier::SetChildParticleComponentsVisible(bool bVisible) { } void ACustomCharacterPartModifier::SetChildMeshComponentsHidden(bool bHideChildComponents) { } void ACustomCharacterPartModifier::SetCharacterActiveVariant(const FGameplayTag& ChannelTag, const FGameplayTag& VariantTag) { } UMeshComponent* ACustomCharacterPartModifier::GetSkeletalMeshForAssociatedPlayerPawnPartType() const { return NULL; } UFXSystemComponent* ACustomCharacterPartModifier::GetIdleVFXComponent() const { return NULL; } EFortCustomPartType ACustomCharacterPartModifier::GetCharacterPartType() const { return EFortCustomPartType::Head; } void ACustomCharacterPartModifier::ForceResetParticleSystems() { } ACustomCharacterPartModifier::ACustomCharacterPartModifier() { IdleVFX = NULL; PartType = EFortCustomPartType::NumTypes; }