#include "FortOutpostFunctionLibrary.h" void UFortOutpostFunctionLibrary::TransferItemToStorage(AFortPlayerController* Player, UFortWorldItem* Item, int32 Count) { } void UFortOutpostFunctionLibrary::TransferItemFromStorage(AFortPlayerController* Player, UFortWorldItem* Item, int32 Count) { } void UFortOutpostFunctionLibrary::SetWargameActive(UObject* WorldContextObject, bool bActive) { } void UFortOutpostFunctionLibrary::SetStormShieldDefenseType(UObject* WorldContextObject, EStormShieldDefense Type) { } void UFortOutpostFunctionLibrary::SetOutpostGameDifficultyRow(UObject* WorldContextObject, const FDataTableRowHandle& GameDifficultyInfo) { } void UFortOutpostFunctionLibrary::SetOutpostDefenseActive(UObject* WorldContextObject, bool bActive) { } void UFortOutpostFunctionLibrary::SetIronCityMinMaxPowerLevels(UObject* WorldContextObject, float MinPowerLevel, float MaxPowerLevel) { } void UFortOutpostFunctionLibrary::SetEnduranceWaveCompleted(UObject* WorldContextObject, const int32 WaveNumber, bool& bNewHighest) { } void UFortOutpostFunctionLibrary::SaveIronCityLowestPlayerAccountLevel(UObject* WorldContextObject, int32 AccountLevel) { } void UFortOutpostFunctionLibrary::SaveIronCityEarlyPlayerInfos(UObject* WorldContextObject) { } FGameplayTag UFortOutpostFunctionLibrary::GetPlacementTagFromOutpostBuildingTag(UObject* WorldContextObject, const FGameplayTag& BuildingTag) { return FGameplayTag{}; } UFortMissionConfigData* UFortOutpostFunctionLibrary::GetOutpostQuestMissionConfigDataFrontEnd(AFortPlayerControllerFrontEnd* FortPC, FGameplayTag ConfigTag) { return NULL; } UFortMissionConfigData* UFortOutpostFunctionLibrary::GetOutpostQuestMissionConfigData(UObject* WorldContextObject, FGameplayTag ConfigTag) { return NULL; } AFortPlayerControllerOutpost* UFortOutpostFunctionLibrary::GetOutpostOwner(UObject* WorldContextObject) { return NULL; } FGameplayTag UFortOutpostFunctionLibrary::GetOutpostBuildingTagFromPlacementTag(UObject* WorldContextObject, const FGameplayTag& PlacementTag) { return FGameplayTag{}; } UFortOutpostItemDefinition* UFortOutpostFunctionLibrary::GetOutpostBuildingItemDefinition(UObject* WorldContextObject, EOutpostBuildings Building) { return NULL; } int32 UFortOutpostFunctionLibrary::GetIronCityAveragePlayerAccountLevel(UObject* WorldContextObject) { return 0; } FIronCityDifficultyInfo UFortOutpostFunctionLibrary::GetCachedIronCityDifficultyInfo(UObject* WorldContextObject) { return FIronCityDifficultyInfo{}; } void UFortOutpostFunctionLibrary::FlushTransferRequests(AFortPlayerController* Player) { } bool UFortOutpostFunctionLibrary::DeployOutpostBuildingTagOnPlacementTag(UObject* WorldContextObject, const FGameplayTag& BuildingTag, const FGameplayTag& PlacementTag) { return false; } void UFortOutpostFunctionLibrary::CacheIronCityDifficultyInfo(UObject* WorldContextObject, int32 AccountLevel) { } bool UFortOutpostFunctionLibrary::BuildingActorRecordUpdatesEnabled(UObject* WorldContextObject) { return false; } UFortOutpostFunctionLibrary::UFortOutpostFunctionLibrary() { }