#include "FortDeployableBaseAnalytics.h" void UFortDeployableBaseAnalytics::FireAnalyticsEvent_Neighborhood_ConsoleOpened(AFortPlayerController* FortPC, const FUniqueNetIdRepl& OwnerId) { } void UFortDeployableBaseAnalytics::FireAnalyticsEvent_CombatZone_WaveStarted(AFortPlayerController* FortPC, int32 Tier, int32 Wave, int32 NumberOfPlayers, const TArray& TargetCores, const TArray& AllCores, const FFortTierCollectionLayoutOutput& CollectionData) { } void UFortDeployableBaseAnalytics::FireAnalyticsEvent_CombatZone_WaveFailed(AFortPlayerController* FortPC, int32 Tier, int32 Wave, int32 NumberOfPlayers, const TArray& TargetCores, const TArray& AllCores, const FFortTierCollectionLayoutOutput& CollectionData) { } void UFortDeployableBaseAnalytics::FireAnalyticsEvent_CombatZone_TierStarted(AFortPlayerController* FortPC, int32 Tier, int32 NumberOfPlayers, const FFortTierCollectionLayoutOutput& CollectionData) { } void UFortDeployableBaseAnalytics::FireAnalyticsEvent_CombatZone_TierFailed(AFortPlayerController* FortPC, int32 Tier, int32 Wave, int32 NumberOfPlayers, const FFortTierCollectionLayoutOutput& CollectionData) { } void UFortDeployableBaseAnalytics::FireAnalyticsEvent_CombatZone_TierCompleted(AFortPlayerController* FortPC, int32 Tier, int32 FinalWave, int32 NumberOfPlayers, const TArray& TargetCores, const TArray& AllCores, const FFortTierCollectionLayoutOutput& CollectionData) { } void UFortDeployableBaseAnalytics::FireAnalyticsEvent_CombatZone_ConsoleOpened(AFortPlayerController* FortPC) { } UFortDeployableBaseAnalytics::UFortDeployableBaseAnalytics() { }