#include "FortGameplayDataTrackerComponentManager.h" void UFortGameplayDataTrackerComponentManager::UnRegisterTrackedStateActor(AActor* Actor) { } void UFortGameplayDataTrackerComponentManager::SetTrackedActorState(AActor* Actor, const FGameplayTag& CurrentState) { } void UFortGameplayDataTrackerComponentManager::RegisterTrackedStateActor(AActor* Actor, const FGameplayTag& InitialState) { } void UFortGameplayDataTrackerComponentManager::OnTrackedActorDestroyed(AActor* DestroyedActor) { } void UFortGameplayDataTrackerComponentManager::GetRegisteredDataTrackerComponents(TArray& OutDataTrackerComponents) { } UFortGameplayDataTrackerComponentManager* UFortGameplayDataTrackerComponentManager::GetCurrent(UObject* WorldContextObject) { return NULL; } UFortGameplayDataTrackerComponentManager::UFortGameplayDataTrackerComponentManager() { }