#include "FortGameStateComponent_EventLevel.h" void UFortGameStateComponent_EventLevel::TryToClaimRewardGraphNode(FGameplayTag NodeTag) const { } void UFortGameStateComponent_EventLevel::StartRestedXpTimer() { } void UFortGameStateComponent_EventLevel::SetActiveCamera(FGameplayTag NewActiveCamera, bool bUseTransition) { } bool UFortGameStateComponent_EventLevel::RegisterNavigationActor(AFortEventLevelNavigationActor* InActor) { return false; } void UFortGameStateComponent_EventLevel::RegisterHiddenActor(AActor* InActor, FGameplayTag EventGraphNode) { } bool UFortGameStateComponent_EventLevel::RegisterCamera(AFortEventLevelCamera* InCamera) { return false; } void UFortGameStateComponent_EventLevel::NotifyRestedXpGenAmount(int32 RestedXp) { } void UFortGameStateComponent_EventLevel::LinkNavActorToCamera(AFortEventLevelNavigationActor* InActor, FGameplayTag CameraTag) { } void UFortGameStateComponent_EventLevel::HandleOnCameraCut(UCameraComponent* CameraComponent) { } void UFortGameStateComponent_EventLevel::HandleOnCameraBlendComplete() { } void UFortGameStateComponent_EventLevel::GoToCamera(FGameplayTag CameraToViewFrom) { } AFortEventLevelNavigationActor* UFortGameStateComponent_EventLevel::GetLastNavObject() const { return NULL; } void UFortGameStateComponent_EventLevel::EndRestXpTimer() { } void UFortGameStateComponent_EventLevel::CanGainRestedXp(bool& bResult) const { } UFortGameStateComponent_EventLevel::UFortGameStateComponent_EventLevel() { RewardGraph = NULL; EventLevelCinematicOverrideClass = NULL; }