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

51 lines
3.5 KiB
C++

#include "FortIndicatedActorManagementLibrary.h"
#include "Templates/SubclassOf.h"
void UFortIndicatedActorManagementLibrary::RemoveGroupFromStenciledList(AController* InstigatingController, const FString& GroupIdentifier, const bool bIncludeSquad) {
}
void UFortIndicatedActorManagementLibrary::RemoveGroupFromIndicatedList(AController* InstigatingController, const FString& GroupIdentifier, const bool bIncludeSquad) {
}
void UFortIndicatedActorManagementLibrary::RemoveActorFromStenciledList(AController* InstigatingController, AActor* StenciledActor, const bool bIncludeSquad) {
}
void UFortIndicatedActorManagementLibrary::RemoveActorFromIndicatedList(AController* InstigatingController, AActor* IndicatedActor, const bool bIncludeSquad) {
}
FStenciledActorData UFortIndicatedActorManagementLibrary::MakeStenciledActorData(const FString& GroupIdentifier, FIndicatedActorParticleSystemData ParticleSystemData, float Duration, float StepTime, EShareActorWith ShareActorWith, USoundBase* Sound, FName FriendlyStencilName, FName EnemyStencilName) {
return FStenciledActorData{};
}
FIndicatedActorScaleAndOpacityData UFortIndicatedActorManagementLibrary::MakeIndicatedActorScaleAndOpacityData(float SmallSizeDistance, float LargestSizeDistance, float SmallScale, float LargestScale, float FarAwayScale, float FarAwayOpacity, float MaxScaleAndFadePercent) {
return FIndicatedActorScaleAndOpacityData{};
}
FIndicatedActorParticleSystemData UFortIndicatedActorManagementLibrary::MakeIndicatedActorParticleSystemData(UParticleSystem* ParticleSystem, FName ActorParamName, FVector Offset, FVector DBNOOffset, FName VectorParamName) {
return FIndicatedActorParticleSystemData{};
}
FIndicatedActorDataWithFilter UFortIndicatedActorManagementLibrary::MakeIndicatedActorDataWithFilter(FGameplayTagContainer IndicateActorTags, FGameplayTagQuery IndicatedActorTagQuery, TArray<TEnumAsByte<EObjectTypeQuery>> ObjectTypes, TSubclassOf<AActor> ActorClassFilter, FIndicatedActorData IndicatedActorData, FStenciledActorData StenciledActorData, float OverlapRadius) {
return FIndicatedActorDataWithFilter{};
}
FIndicatedActorData UFortIndicatedActorManagementLibrary::MakeIndicatedActorData(const FString& GroupIdentifier, FIndicatedActorScaleAndOpacityData ScaleAndOpacityData, FIndicatedActorParticleSystemData ParticleSystemData, float Duration, float StepTime, FVector IndicatorOffset, EShareActorWith ShareActorWith, bool bClampToScreen, USoundBase* Sound, EIndicatorStateImage StateImageOverride) {
return FIndicatedActorData{};
}
void UFortIndicatedActorManagementLibrary::AddActorsToStenciledList(AController* InstigatingController, TArray<AActor*> StenciledActors, FStenciledActorData StenciledActorData, const bool bAddAsUnique, const bool bReplaceExistingEntry) {
}
void UFortIndicatedActorManagementLibrary::AddActorsToIndicatedList(AController* InstigatingController, TArray<AActor*> IndicatedActors, FIndicatedActorData IndicatedActorData, const bool bAddAsUnique, const bool bAllowOwningPlayer, const bool bReplaceExistingEntry) {
}
void UFortIndicatedActorManagementLibrary::AddActorsInRadiusToStenciledList(AController* InstigatingController, TArray<FIndicatedActorDataWithFilter> StenciledActorFilterDatas, const bool bAddAsUnique, const bool bReplaceExistingEntry) {
}
void UFortIndicatedActorManagementLibrary::AddActorsInRadiusToIndicatedList(AController* InstigatingController, TArray<FIndicatedActorDataWithFilter> IndicatedActorFilterDatas, const bool bAddAsUnique, const bool bReplaceExistingEntry) {
}
UFortIndicatedActorManagementLibrary::UFortIndicatedActorManagementLibrary() {
}