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

42 lines
1.8 KiB
C++

#include "FortAbilitySystemBlueprintLibrary.h"
#include "Templates/SubclassOf.h"
bool UFortAbilitySystemBlueprintLibrary::IsCooldownTagsActive(AActor* Actor, FGameplayTagContainer CooldownTags) {
return false;
}
void UFortAbilitySystemBlueprintLibrary::GrantAndActivateAbilityOnSelf(UAbilitySystemComponent* AbilitySystem, const TSubclassOf<UGameplayAbility>& AbilityToGrant, UObject* ContextObject) {
}
UFortAbilitySystemComponent* UFortAbilitySystemBlueprintLibrary::GetFortAbilitySystemComponent(AActor* Actor) {
return NULL;
}
void UFortAbilitySystemBlueprintLibrary::GetCooldownTimeRemainingAndDuration(AActor* Actor, FGameplayTagContainer CooldownTags, float& TimeRemaining, float& CooldownDuration) {
}
float UFortAbilitySystemBlueprintLibrary::GetCooldownTimeRemaining(AActor* Actor, FGameplayTagContainer CooldownTags) {
return 0.0f;
}
FString UFortAbilitySystemBlueprintLibrary::GetAbilitySystemDebugInfo(AActor* DebugActor) {
return TEXT("");
}
TArray<AActor*> UFortAbilitySystemBlueprintLibrary::FilterTargetsInCone(const AActor* SourceActor, const TArray<AActor*>& ActorsToCheck, const FVector& ConeStart, const FVector& ConeEnd, const float ConeRadius, FGameplayTagContainer ExcludeFromObstructionTags, bool bShouldCheckLos) {
return TArray<AActor*>();
}
void UFortAbilitySystemBlueprintLibrary::EffectContextSetCritical(FGameplayEffectContextHandle EffectContext, bool bInCritical) {
}
void UFortAbilitySystemBlueprintLibrary::AssignActiveGameplayEffectTagSetByCallerMagnitude(FActiveGameplayEffectHandle ActiveHandle, FGameplayTag DataTag, float Magnitude) {
}
void UFortAbilitySystemBlueprintLibrary::AssignActiveGameplayEffectSetByCallerMagnitude(FActiveGameplayEffectHandle ActiveHandle, FName DataName, float Magnitude) {
}
UFortAbilitySystemBlueprintLibrary::UFortAbilitySystemBlueprintLibrary() {
}