Files
FNGameProj/Source/FortniteGame/Private/BlueprintLibrarySTW.cpp
T
2024-03-03 23:44:39 +01:00

56 lines
1.6 KiB
C++

#include "BlueprintLibrarySTW.h"
bool UBlueprintLibrarySTW::SwitchHeroType(AFortPlayerController* FortPC, const FString& NewHeroName) {
return false;
}
void UBlueprintLibrarySTW::SetIdleKickEnabled(UObject* WorldContextObject, bool bEnabled) {
}
void UBlueprintLibrarySTW::SetCriticalMissionJoinability(UObject* WorldContextObject, bool bJoinable) {
}
bool UBlueprintLibrarySTW::GetShowHeroHeadAccessoriesForLocalPlayer(UObject* WorldContextObject) {
return false;
}
bool UBlueprintLibrarySTW::GetShowHeroBackpackForLocalPlayer(UObject* WorldContextObject) {
return false;
}
UFortAbilityKit* UBlueprintLibrarySTW::GetRemovedAbilityKit(const FFortSpecializationSlot& Slot) {
return NULL;
}
bool UBlueprintLibrarySTW::GetPurchaseCostsRow(FDataTableRowHandle DataTableRowHandle, FFortCollectionBookDirectPurchaseData& OutRow) {
return false;
}
bool UBlueprintLibrarySTW::GetLocalPlayerHasHeroHeadAccessories(UObject* WorldContextObject) {
return false;
}
bool UBlueprintLibrarySTW::GetLocalPlayerHasHeroBackpack(UObject* WorldContextObject) {
return false;
}
UFortAbilityKit* UBlueprintLibrarySTW::GetGrantedAbilityKit(const FFortSpecializationSlot& Slot) {
return NULL;
}
float UBlueprintLibrarySTW::GetGameDifficulty() {
return 0.0f;
}
float UBlueprintLibrarySTW::GetCalculatedGameDifficulty(UObject* WorldContextObject) {
return 0.0f;
}
FFortEncounterSettings UBlueprintLibrarySTW::ApplyEncounterOptionOverridesFromWaveDataToEncounterSettings(const FTieredWaveSetData& WaveData, FFortEncounterSettings& EncounterSettings) {
return FFortEncounterSettings{};
}
UBlueprintLibrarySTW::UBlueprintLibrarySTW() {
}