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

98 lines
4.6 KiB
C++

#include "FortCurieBlueprintFunctionLibrary.h"
bool UFortCurieBlueprintFunctionLibrary::RemoveElectricLink(UObject* WorldContextObject, AActor* FirstLinkActor, AActor* SecondLinkActor) {
return false;
}
bool UFortCurieBlueprintFunctionLibrary::IsCurieEnabled() {
return false;
}
bool UFortCurieBlueprintFunctionLibrary::IsCurieActive(UObject* WorldContextObject) {
return false;
}
void UFortCurieBlueprintFunctionLibrary::IgniteGrassInBounds(UObject* WorldContextObject, AActor* Instigator, AActor* EffectCauser, FBox IgnitionBounds, int32 PropagationFuel) {
}
bool UFortCurieBlueprintFunctionLibrary::HasElementAttached(UObject* WorldContextObject, const FCurieContainerHandle& CurieContainerHandle, FGameplayTag ElementTag) {
return false;
}
bool UFortCurieBlueprintFunctionLibrary::HasCurieStateAttached(AActor* Actor, FGameplayTag StateIdentifier) {
return false;
}
void UFortCurieBlueprintFunctionLibrary::GetInstigatorInfoFromInteractParams(const FCurieInteractParamsHandle& InteractParamsHandle, AActor*& Instigator, AActor*& EffectCauser) {
}
void UFortCurieBlueprintFunctionLibrary::GetInstigatorInfoForAttachedElement(UObject* WorldContextObject, const FCurieContainerHandle& CurieContainerHandle, FGameplayTag ElementTag, AActor*& Instigator, AActor*& EffectCauser) {
}
UFortCurieManager* UFortCurieBlueprintFunctionLibrary::GetCurieManager(UObject* WorldContextObject) {
return NULL;
}
UFortCurieComponent* UFortCurieBlueprintFunctionLibrary::GetCurieComponentFromActor(AActor* Actor, bool bCreateIfNecessary) {
return NULL;
}
void UFortCurieBlueprintFunctionLibrary::ExtinguishGrassInBounds(UObject* WorldContextObject, FBox IgnitionBounds) {
}
void UFortCurieBlueprintFunctionLibrary::ExecuteWaterApplication(UObject* WorldContextObject, AActor* Instigator, AActor* EffectCauser, AActor* Target, float Magnitude, const FHitResult& HitResult, float LandscapeExtinguishRadius) {
}
void UFortCurieBlueprintFunctionLibrary::ExecuteFireApplication(UObject* WorldContextObject, AActor* Instigator, AActor* EffectCauser, AActor* Target, float Magnitude, const FHitResult& HitResult, int32 PropagationFuel, float LandscapeIgnitionRadius) {
}
bool UFortCurieBlueprintFunctionLibrary::ExecuteEndWaterInteract(UObject* WorldContextObject, AActor* Target, FCurieInteractHandle InteractHandle) {
return false;
}
bool UFortCurieBlueprintFunctionLibrary::ExecuteEndFireInteract(UObject* WorldContextObject, AActor* Target, FCurieInteractHandle InteractHandle) {
return false;
}
bool UFortCurieBlueprintFunctionLibrary::ExecuteEndElectricityInteract(UObject* WorldContextObject, AActor* Target, FCurieInteractHandle InteractHandle) {
return false;
}
void UFortCurieBlueprintFunctionLibrary::ExecuteElectricityApplication(UObject* WorldContextObject, AActor* Instigator, AActor* EffectCauser, AActor* Target, float Magnitude, const FHitResult& HitResult, int32 PropagationDepthLimit) {
}
FCurieInteractHandle UFortCurieBlueprintFunctionLibrary::ExecuteBeginWaterInteract(UObject* WorldContextObject, AActor* Instigator, AActor* EffectCauser, AActor* Target, float Magnitude, const FHitResult& HitResult, float LandscapeExtinguishRadius) {
return FCurieInteractHandle{};
}
FCurieInteractHandle UFortCurieBlueprintFunctionLibrary::ExecuteBeginFireInteract(UObject* WorldContextObject, AActor* Instigator, AActor* EffectCauser, AActor* Target, float Magnitude, const FHitResult& HitResult, int32 PropagationFuel, float LandscapeIgnitionRadius) {
return FCurieInteractHandle{};
}
FCurieInteractHandle UFortCurieBlueprintFunctionLibrary::ExecuteBeginElectricityInteract(UObject* WorldContextObject, AActor* Instigator, AActor* EffectCauser, AActor* Target, float Magnitude, const FHitResult& HitResult, int32 PropagationDepthLimit) {
return FCurieInteractHandle{};
}
void UFortCurieBlueprintFunctionLibrary::EnablePermanentElementSourceOnActor(AActor* TargetActor, FGameplayTag ElementTag) {
}
void UFortCurieBlueprintFunctionLibrary::EnableElementAttachmentOnActor(AActor* TargetActor, FGameplayTag ElementTag) {
}
void UFortCurieBlueprintFunctionLibrary::DisablePermanentElementSourceOnActor(AActor* TargetActor, FGameplayTag ElementTag) {
}
void UFortCurieBlueprintFunctionLibrary::DisableElementAttachmentOnActor(AActor* TargetActor, FGameplayTag ElementTag) {
}
void UFortCurieBlueprintFunctionLibrary::CurieProtoMeshExtraction(TArray<FVector>& LocalVertLocs, UStaticMeshComponent* MeshComponent, int32 LOD, int32 VertDivisor) {
}
bool UFortCurieBlueprintFunctionLibrary::AddElectricLink(UObject* WorldContextObject, AActor* FirstLinkActor, AActor* SecondLinkActor) {
return false;
}
UFortCurieBlueprintFunctionLibrary::UFortCurieBlueprintFunctionLibrary() {
}