#include "FortCurieBlueprintFunctionLibrary.h" bool UFortCurieBlueprintFunctionLibrary::RemoveElectricLink(UObject* WorldContextObject, AActor* FirstLinkActor, AActor* SecondLinkActor) { return false; } bool UFortCurieBlueprintFunctionLibrary::IsCurieEnabled() { return false; } bool UFortCurieBlueprintFunctionLibrary::IsCurieActive(UObject* WorldContextObject) { return false; } void UFortCurieBlueprintFunctionLibrary::IgniteGrassInBounds(UObject* WorldContextObject, AActor* Instigator, AActor* EffectCauser, FBox IgnitionBounds, int32 PropagationFuel) { } bool UFortCurieBlueprintFunctionLibrary::HasElementAttached(UObject* WorldContextObject, const FCurieContainerHandle& CurieContainerHandle, FGameplayTag ElementTag) { return false; } bool UFortCurieBlueprintFunctionLibrary::HasCurieStateAttached(AActor* Actor, FGameplayTag StateIdentifier) { return false; } void UFortCurieBlueprintFunctionLibrary::GetInstigatorInfoFromInteractParams(const FCurieInteractParamsHandle& InteractParamsHandle, AActor*& Instigator, AActor*& EffectCauser) { } void UFortCurieBlueprintFunctionLibrary::GetInstigatorInfoForAttachedElement(UObject* WorldContextObject, const FCurieContainerHandle& CurieContainerHandle, FGameplayTag ElementTag, AActor*& Instigator, AActor*& EffectCauser) { } UFortCurieManager* UFortCurieBlueprintFunctionLibrary::GetCurieManager(UObject* WorldContextObject) { return NULL; } UFortCurieComponent* UFortCurieBlueprintFunctionLibrary::GetCurieComponentFromActor(AActor* Actor, bool bCreateIfNecessary) { return NULL; } void UFortCurieBlueprintFunctionLibrary::ExtinguishGrassInBounds(UObject* WorldContextObject, FBox IgnitionBounds) { } void UFortCurieBlueprintFunctionLibrary::ExecuteWaterApplication(UObject* WorldContextObject, AActor* Instigator, AActor* EffectCauser, AActor* Target, float Magnitude, const FHitResult& HitResult, float LandscapeExtinguishRadius) { } void UFortCurieBlueprintFunctionLibrary::ExecuteFireApplication(UObject* WorldContextObject, AActor* Instigator, AActor* EffectCauser, AActor* Target, float Magnitude, const FHitResult& HitResult, int32 PropagationFuel, float LandscapeIgnitionRadius) { } bool UFortCurieBlueprintFunctionLibrary::ExecuteEndWaterInteract(UObject* WorldContextObject, AActor* Target, FCurieInteractHandle InteractHandle) { return false; } bool UFortCurieBlueprintFunctionLibrary::ExecuteEndFireInteract(UObject* WorldContextObject, AActor* Target, FCurieInteractHandle InteractHandle) { return false; } bool UFortCurieBlueprintFunctionLibrary::ExecuteEndElectricityInteract(UObject* WorldContextObject, AActor* Target, FCurieInteractHandle InteractHandle) { return false; } void UFortCurieBlueprintFunctionLibrary::ExecuteElectricityApplication(UObject* WorldContextObject, AActor* Instigator, AActor* EffectCauser, AActor* Target, float Magnitude, const FHitResult& HitResult, int32 PropagationDepthLimit) { } FCurieInteractHandle UFortCurieBlueprintFunctionLibrary::ExecuteBeginWaterInteract(UObject* WorldContextObject, AActor* Instigator, AActor* EffectCauser, AActor* Target, float Magnitude, const FHitResult& HitResult, float LandscapeExtinguishRadius) { return FCurieInteractHandle{}; } FCurieInteractHandle UFortCurieBlueprintFunctionLibrary::ExecuteBeginFireInteract(UObject* WorldContextObject, AActor* Instigator, AActor* EffectCauser, AActor* Target, float Magnitude, const FHitResult& HitResult, int32 PropagationFuel, float LandscapeIgnitionRadius) { return FCurieInteractHandle{}; } FCurieInteractHandle UFortCurieBlueprintFunctionLibrary::ExecuteBeginElectricityInteract(UObject* WorldContextObject, AActor* Instigator, AActor* EffectCauser, AActor* Target, float Magnitude, const FHitResult& HitResult, int32 PropagationDepthLimit) { return FCurieInteractHandle{}; } void UFortCurieBlueprintFunctionLibrary::EnablePermanentElementSourceOnActor(AActor* TargetActor, FGameplayTag ElementTag) { } void UFortCurieBlueprintFunctionLibrary::EnableElementAttachmentOnActor(AActor* TargetActor, FGameplayTag ElementTag) { } void UFortCurieBlueprintFunctionLibrary::DisablePermanentElementSourceOnActor(AActor* TargetActor, FGameplayTag ElementTag) { } void UFortCurieBlueprintFunctionLibrary::DisableElementAttachmentOnActor(AActor* TargetActor, FGameplayTag ElementTag) { } void UFortCurieBlueprintFunctionLibrary::CurieProtoMeshExtraction(TArray& LocalVertLocs, UStaticMeshComponent* MeshComponent, int32 LOD, int32 VertDivisor) { } bool UFortCurieBlueprintFunctionLibrary::AddElectricLink(UObject* WorldContextObject, AActor* FirstLinkActor, AActor* SecondLinkActor) { return false; } UFortCurieBlueprintFunctionLibrary::UFortCurieBlueprintFunctionLibrary() { }