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https://github.com/FortniteModdingHub/FNGameProj.git
synced 2026-08-26 19:43:31 +00:00
56 lines
2.0 KiB
C++
56 lines
2.0 KiB
C++
#include "FortEventLevelNavigationActor.h"
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#include "Components/StaticMeshComponent.h"
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#include "Components/WidgetComponent.h"
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void AFortEventLevelNavigationActor::UpdateBangState(FGameplayTag BangTacker, bool bShowBang) {
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}
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bool AFortEventLevelNavigationActor::HasPurchasedSeasonBook() const {
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return false;
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}
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void AFortEventLevelNavigationActor::HandleMCPInventoryChanged(const TSet<FString>& TypesChanged, int64 ProfileRvn) {
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}
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void AFortEventLevelNavigationActor::HandleDisplayMeshInputTouchEnd(TEnumAsByte<ETouchIndex::Type> FingerIndex, UPrimitiveComponent* TouchedComponent) {
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}
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void AFortEventLevelNavigationActor::HandleDisplayMeshEndCursorOver(UPrimitiveComponent* TouchedComponent) {
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}
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void AFortEventLevelNavigationActor::HandleDisplayMeshClicked(UPrimitiveComponent* TouchedComponent, FKey ButtonPressed) {
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}
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void AFortEventLevelNavigationActor::HandleDisplayMeshBeginCursorOver(UPrimitiveComponent* TouchedComponent) {
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}
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UFortGameStateComponent_EventLevel* AFortEventLevelNavigationActor::GetOwningGameStateComp() const {
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return NULL;
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}
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FFortEventLevelNavigationDisplayDetails AFortEventLevelNavigationActor::GetDisplayDetails() const {
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return FFortEventLevelNavigationDisplayDetails{};
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}
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bool AFortEventLevelNavigationActor::CanCommitNavigationRequest_Implementation() const {
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return false;
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}
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AFortEventLevelNavigationActor::AFortEventLevelNavigationActor() {
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WidgetComponent_NavigationWidget = CreateDefaultSubobject<UWidgetComponent>(TEXT("WidgetComponent_NavWidget"));
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WidgetComponent_CursorTargetPosition = CreateDefaultSubobject<UWidgetComponent>(TEXT("WidgetComponent_CursorTargetPosition"));
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IndicatorWidgetClass = NULL;
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CursorTargetWidgetClass = NULL;
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DisplayMesh = CreateDefaultSubobject<UStaticMeshComponent>(TEXT("CollisionMesh"));
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bAutoClick = false;
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bAlwaysHighliteOnMobile = false;
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MobileHighlightStencilValue = 0;
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bOverrideMobileMeshSize = false;
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MeshSizeOverrideScale = 1;
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CursorHoverHighlightStencilValue = 0;
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}
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