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

1158 lines
47 KiB
C++

#include "FortKismetLibrary.h"
#include "Templates/SubclassOf.h"
float UFortKismetLibrary::VectorToNormalizedAngleInDegrees(FVector V) {
return 0.0f;
}
FVector UFortKismetLibrary::VectorSlerp(const FVector& Origin, const FVector& Start, const FVector& End, const float Alpha) {
return FVector{};
}
bool UFortKismetLibrary::ValidateOwnershipForGroupEmote(AFortPawn* Pawn, const UFortItemDefinition* EmoteDef) {
return false;
}
bool UFortKismetLibrary::UpgradeAllWeaponsVerticalToRarity(AFortPlayerController* PlayerController, EFortRarity NewRarity) {
return false;
}
void UFortKismetLibrary::UpdatePlayerCustomCharacterPartsVisualization(AFortPlayerState* PlayerState) {
}
void UFortKismetLibrary::UnhideTutorialWidget(UObject* WorldContextObject, FName WidgetName) {
}
void UFortKismetLibrary::UnhideAllTutorialWidgets(UObject* WorldContextObject) {
}
void UFortKismetLibrary::UnequipFortAbilitySet(FFortAbilitySetHandle& AbilitySetHandle) {
}
bool UFortKismetLibrary::TrySmartConsumeResources(int32 ResourceCost, AFortPlayerController* SourcePlayer) {
return false;
}
void UFortKismetLibrary::TriggerFeedbackEvent(UObject* WorldContextObject, FFortFeedbackHandle EventHandle, AFortPawn* InstigatorPawn, AFortPawn* Recipient, float OverriddenDelay, bool bOverriddenQueuing, bool bAllowReplication) {
}
void UFortKismetLibrary::TossPickupFromContainer(UObject* WorldContextObject, AActor* Container, AFortPickup* Pickup, const int32 NumSteps, const int32 Step, const float LootTossConeHalfAngle, const FRotator& LootTossDirection, const float LootTossSpeed, const bool bForceHidePickupMinimapIndicator) {
}
AFortTracerBase* UFortKismetLibrary::SpawnTracerFromPool(UObject* WorldContextObject, TSubclassOf<AFortTracerBase> TracerClass, const FVector& Origin, const FVector& Destination, AFortPawn* Instigator) {
return NULL;
}
AFortProjectileBase* UFortKismetLibrary::SpawnProjectile(TSubclassOf<AFortProjectileBase> ProjectileClass, AActor* RequestedBy, const FVector& SpawnLocation, const FRotator SpawnRotation, const FRotator& SpawnDirection, FFortGameplayEffectContainerSpec EffectContainerSpecToApplyOnHit, FFortGameplayEffectContainerSpec EffectContainerSpecToApplyOnExplode, bool bUseDefaultPhysics, AActor* HomingTarget, float InitialSpeed, float GravityScale, float ChargePercent) {
return NULL;
}
AFortPickup* UFortKismetLibrary::SpawnItemVariantPickupInWorld(UObject* WorldContextObject, FSpawnItemVariantParams Params) {
return NULL;
}
bool UFortKismetLibrary::SpawnInstancedPickupInWorld(UObject* WorldContextObject, UFortWorldItemDefinition* ItemDefinition, int32 NumberToSpawn, FVector position, FVector Direction, int32 OverrideMaxStackCount, bool bToss, bool bRandomRotation, bool bBlockedFromAutoPickup) {
return false;
}
ABuildingGameplayActor* UFortKismetLibrary::SpawnBuildingGameplayActorFromWorldContext(UObject* WorldContextObject, TSubclassOf<ABuildingGameplayActor> BGAClass, const FTransform& Transform, AActor* OptionalOwner, APawn* OptionalInstigator) {
return NULL;
}
ABuildingGameplayActor* UFortKismetLibrary::SpawnBuildingGameplayActor(TSubclassOf<ABuildingGameplayActor> BGAClass, const FTransform& Transform, AActor* Instigator) {
return NULL;
}
AFortAreaOfEffectCloud* UFortKismetLibrary::SpawnAreaOfEffectCloud(TSubclassOf<AFortAreaOfEffectCloud> AreaOfEffectClass, AActor* RequestedBy, const FVector& SpawnLocation, const FRotator& SpawnRotation, FFortGameplayEffectContainerSpec EffectContainerSpecToApplyOnHit, FFortGameplayEffectContainerSpec EffectContainerSpecToApplyOnExplode) {
return NULL;
}
void UFortKismetLibrary::ShowSoundIndicatorLocalForTeam(UObject* WorldContextObject, AActor* TrackedActor, FVector Location, float MaxAudibleDistance, EFortSoundIndicatorTypes IndicatorType, uint8 Team, TArray<TEnumAsByte<EFortTeamAffiliation::Type>> Affiliations, const AActor* Instigator, FLinearColor Tint, UTexture* OverrideIcon) {
}
void UFortKismetLibrary::ShowSoundIndicatorLocal(UObject* WorldContextObject, AActor* TrackedActor, FVector Location, float MaxAudibleDistance, EFortSoundIndicatorTypes IndicatorType, const TArray<AFortPlayerController*>& IgnoreOnControllers, const AActor* Instigator, FLinearColor Tint, UTexture* OverrideIcon) {
}
bool UFortKismetLibrary::ShouldHideTutorialWidget(FName WidgetName) {
return false;
}
bool UFortKismetLibrary::ShouldDisableMatchStatsDisplay(UObject* WorldContextObject) {
return false;
}
void UFortKismetLibrary::SetTimeOfDaySpeed(UObject* WorldContextObject, float TimeOfDaySpeedFactor) {
}
void UFortKismetLibrary::SetTimeOfDay(UObject* WorldContextObject, float TimeOfDay) {
}
void UFortKismetLibrary::SetProjectileMovementDrunkData(AFortProjectileBase* Projectile, const FProjectileMovementDrunkConfig& NewConfig) {
}
void UFortKismetLibrary::SetPostProcessMaterialMIDEnabled(UObject* WorldContextObject, const bool bEnablePostProcess) {
}
void UFortKismetLibrary::SetExtendedSafeZoneInfo(const AActor* ControllerOrPawn, bool bEnable) {
}
void UFortKismetLibrary::SetEndGameTimeDilation(const UObject* WorldContextObject, float TimeDilation) {
}
void UFortKismetLibrary::SetComponentAffectNavigationGeneration(UActorComponent* Component, bool bAffectNavigation) {
}
void UFortKismetLibrary::SetCanBeDamaged(AActor* Actor, bool bCanBeDamaged) {
}
UMaterialInstance* UFortKismetLibrary::SelectMaterialInstance(UMaterialInstance* A, UMaterialInstance* B, bool bSelectA) {
return NULL;
}
void UFortKismetLibrary::ScriptError(const FString& Message) {
}
void UFortKismetLibrary::ScriptEnsureIsValid(const FString& Message, UObject* Object) {
}
FVector UFortKismetLibrary::RotateVectorTowardVector(const FVector& Source, const FVector& Target, const float Degrees) {
return FVector{};
}
FFortGameplayEffectContainer UFortKismetLibrary::ReplaceRangeInGameplayEffectContainer(FFortGameplayEffectContainer EffectContainer, const FScalableFloat& NewRange) {
return FFortGameplayEffectContainer{};
}
FFortGameplayEffectContainer UFortKismetLibrary::ReplaceHalfExtentsInGameplayEffectContainer(FFortGameplayEffectContainer EffectContainer, const FVector& NewHalfExtents) {
return FFortGameplayEffectContainer{};
}
void UFortKismetLibrary::RemoveGlobalEnvironmentGameplayEffect(UObject* WorldContextObject, TSubclassOf<UGameplayEffect> GameplayEffect) {
}
void UFortKismetLibrary::RemoveEventOverrides(const FString& EventSection, bool& bSuccess) {
}
void UFortKismetLibrary::RemoveControllerComponent(AController* Controller, TSubclassOf<UControllerComponent> ControllerCompClass) {
}
void UFortKismetLibrary::RemoveArbitraryComponent(AActor* TargetActor, TSubclassOf<UActorComponent> ComponentClass) {
}
void UFortKismetLibrary::RemoveActorsOfClassFromBuildingSMActorArray(const TArray<ABuildingSMActor*>& ArrayToRemoveClassFrom, TSubclassOf<ABuildingSMActor> ClassToRemove, TArray<ABuildingSMActor*>& ArrayWithClassRemoved) {
}
void UFortKismetLibrary::RegisterDayTimeHitCallback(UObject* Object, const FString& FunctionName, float TimeInHours, bool bRecurring, bool bBlockTriggeringThisCycle) {
}
void UFortKismetLibrary::RegisterDayPhaseHitCallback(UObject* Object, const FString& FunctionName, EFortDayPhase Phase, bool bRecurring, bool bBlockTriggeringThisCycle) {
}
FVector2D UFortKismetLibrary::RandPointInDonut(const float& InnerCircleRadius, const float& OuterCircleRadius) {
return FVector2D{};
}
bool UFortKismetLibrary::RandomGroundLocationInCircle(UObject* WorldContextObject, const FVector& CircleCenter, float CircleRadius, const AActor* TraceIgnoreActor, float TraceStartZ, float TraceEndZ, float TraceRadius, FCollisionProfileName TraceProfile, FVector& OutLocation) {
return false;
}
FTransform UFortKismetLibrary::PushOffTransformByHitLocation(AActor* RequestedBy, const FTransform& InTransform, const FHitResult& Hit, float Distance) {
return FTransform{};
}
FVector UFortKismetLibrary::PushOffHitLocation(AActor* RequestedBy, const FHitResult& Hit, float Distance) {
return FVector{};
}
void UFortKismetLibrary::PlayLocalForceFeedbackAtLocationMulti(UObject* WorldContextObject, UForceFeedbackEffect* NearForceFeedbackEffect, UForceFeedbackEffect* FarForceFeedbackEffect, FVector Location, float InnerRadius, float OuterRadius, FName Tag) {
}
void UFortKismetLibrary::PlayLocalForceFeedbackAtLocation(UObject* WorldContextObject, UForceFeedbackEffect* ForceFeedbackEffect, FVector Location, float Radius, FName Tag) {
}
bool UFortKismetLibrary::PickLootDropsWithNamedWeights(UObject* WorldContextObject, TArray<FFortItemEntry>& OutLootToDrop, const FName TierGroupName, const int32 WorldLevel, const TMap<FName, float>& NamedWeightsMap, const int32 ForcedLootTier) {
return false;
}
bool UFortKismetLibrary::PickLootDrops(UObject* WorldContextObject, TArray<FFortItemEntry>& OutLootToDrop, const FName TierGroupName, const int32 WorldLevel, const int32 ForcedLootTier) {
return false;
}
bool UFortKismetLibrary::OpenActor(AActor* OpenableInterfaceActor, AController* OptionalControllerInstigator) {
return false;
}
bool UFortKismetLibrary::OnSameTeam(const AActor* ActorA, const AActor* ActorB) {
return false;
}
void UFortKismetLibrary::NotifyProjectileThrown(TSubclassOf<AFortProjectileBase> ProjClass, AActor* RequestedBy, const FVector& SpawnLocation, const FRotator& SpawnRotation, float Speed) {
}
bool UFortKismetLibrary::NotEqual_UniqueNetIdReplUniqueNetIdRepl(const FUniqueNetIdRepl& A, const FUniqueNetIdRepl& B) {
return false;
}
bool UFortKismetLibrary::NotEqual_FFortDialogWaitingForLatentActionHandle(const FFortDialogExternalLatentActionHandle& A, const FFortDialogExternalLatentActionHandle& B) {
return false;
}
FVector UFortKismetLibrary::NormalizedAngleInDegreesToVector(float A) {
return FVector{};
}
TEnumAsByte<EFortWeaponCoreAnimation::Type> UFortKismetLibrary::MakeWeaponCoreAnimation(TEnumAsByte<EFortWeaponCoreAnimation::Type> Value) {
return EFortWeaponCoreAnimation::Melee;
}
EFortResourceType UFortKismetLibrary::MakeResourceType(EFortResourceType Value) {
return EFortResourceType::Wood;
}
FProjectileMovementDrunkConfig UFortKismetLibrary::MakeProjectileMovementDrunkConfig(UCurveFloat* DrunkSpeedScaleCurve, UCurveFloat* DrunkGravityScaleCurve, float InitialDelay, float Duration, float DirectionChangeRate, float TurnAngle, float MinPitch, float TurnAngleClamp) {
return FProjectileMovementDrunkConfig{};
}
TEnumAsByte<EFortMovementStyle::Type> UFortKismetLibrary::MakeMovementStyle(TEnumAsByte<EFortMovementStyle::Type> Value) {
return EFortMovementStyle::Running;
}
FFortGameplayEffectContainerSpec UFortKismetLibrary::MakeGameplayEffectContainerSpecFromAbilityComponent(const FFortGameplayEffectContainer& EffectContainer, UAbilitySystemComponent* AbilityComp, int32 GameplayEffectLevel) {
return FFortGameplayEffectContainerSpec{};
}
FFortGameplayEffectContainerSpec UFortKismetLibrary::MakeGameplayEffectContainerSpecFromAbility(const FFortGameplayEffectContainer& EffectContainer, UGameplayAbility* Ability, int32 GameplayEffectLevel) {
return FFortGameplayEffectContainerSpec{};
}
EFortDayPhase UFortKismetLibrary::MakeDayNightPhase(EFortDayPhase Value) {
return EFortDayPhase::Morning;
}
TEnumAsByte<EFortBuildingState::Type> UFortKismetLibrary::MakeBuildingState(TEnumAsByte<EFortBuildingState::Type> Value) {
return EFortBuildingState::Placement;
}
void UFortKismetLibrary::MakeAllPlayersTalkToSelf(UObject* WorldContextObject, FLatentActionInfo LatentInfo, USoundBase* Audio, float Delay, bool bInterruptCurrentLine, bool bCanBeInterrupted, bool bCanCue, TEnumAsByte<EFortFeedbackBroadcastFilter> BroadcastFilter, bool bLatent) {
}
void UFortKismetLibrary::KeepCGPathOptimizations(const AController* RequestedBy, int64 ExpectedBudget, float Duration) {
}
TArray<AFortPickup*> UFortKismetLibrary::K2_SpawnPickupInWorldWithLootTier(UObject* WorldContextObject, FName LootTierName, FVector position, int32 OverrideMaxStackCount, bool bToss, EFortPickupSourceTypeFlag SourceType, EFortPickupSpawnSource Source) {
return TArray<AFortPickup*>();
}
AFortPickup* UFortKismetLibrary::K2_SpawnPickupInWorldWithClass(UObject* WorldContextObject, UFortWorldItemDefinition* ItemDefinition, TSubclassOf<AFortPickup> PickupClass, int32 NumberToSpawn, FVector position, FVector Direction, int32 OverrideMaxStackCount, bool bToss, bool bRandomRotation, bool bBlockedFromAutoPickup, int32 PickupInstigatorHandle, EFortPickupSourceTypeFlag SourceType, EFortPickupSpawnSource Source, AFortPlayerController* OptionalOwnerPC, bool bPickupOnlyRelevantToOwner) {
return NULL;
}
AFortPickup* UFortKismetLibrary::K2_SpawnPickupInWorld(UObject* WorldContextObject, UFortWorldItemDefinition* ItemDefinition, int32 NumberToSpawn, FVector position, FVector Direction, int32 OverrideMaxStackCount, bool bToss, bool bRandomRotation, bool bBlockedFromAutoPickup, int32 PickupInstigatorHandle, EFortPickupSourceTypeFlag SourceType, EFortPickupSpawnSource Source, AFortPlayerController* OptionalOwnerPC, bool bPickupOnlyRelevantToOwner) {
return NULL;
}
void UFortKismetLibrary::K2_SetCurrentResourceType(AFortPlayerController* Controller, EFortResourceType NewMaterial) {
}
int32 UFortKismetLibrary::K2_RemoveItemsFromPlayerByNameStateValue(AFortPlayerController* PlayerController, EFortItemEntryState StateType, FName StateValue, bool bForceRemoval) {
return 0;
}
int32 UFortKismetLibrary::K2_RemoveItemsFromPlayerByIntStateValue(AFortPlayerController* PlayerController, EFortItemEntryState StateType, int32 StateValue, bool bForceRemoval) {
return 0;
}
int32 UFortKismetLibrary::K2_RemoveItemFromPlayerByGuid(AFortPlayerController* PlayerController, FGuid ItemGuid, int32 AmountToRemove, bool bForceRemoval) {
return 0;
}
int32 UFortKismetLibrary::K2_RemoveItemFromPlayer(AFortPlayerController* PlayerController, UFortWorldItemDefinition* ItemDefinition, int32 AmountToRemove, bool bForceRemoval) {
return 0;
}
void UFortKismetLibrary::K2_RemoveItemFromAllPlayers(UObject* WorldContextObject, UFortWorldItemDefinition* ItemDefinition, int32 AmountToRemove) {
}
int32 UFortKismetLibrary::K2_RemoveFortItemFromPlayer(AFortPlayerController* PlayerController, UFortItem* Item, int32 AmountToRemove, bool bForceRemoval) {
return 0;
}
int32 UFortKismetLibrary::K2_PayBuildingResourceCost(AFortPlayerController* Controller, const EFortResourceType ResourceType, const int32 ResourceAmount) {
return 0;
}
bool UFortKismetLibrary::K2_HasBuildingResourcesAvailable(AFortPlayerController* Controller, const EFortResourceType ResourceType, const int32 ResourceAmount) {
return false;
}
void UFortKismetLibrary::K2_GiveItemToPlayer(AFortPlayerController* PlayerController, const UFortWorldItemDefinition* ItemDefinition, int32 NumberToGive, bool bNotifyPlayer) {
}
void UFortKismetLibrary::K2_GiveItemToAllPlayers(UObject* WorldContextObject, UFortWorldItemDefinition* ItemDefinition, int32 NumberToGive, bool bNotifyPlayer) {
}
void UFortKismetLibrary::K2_GiveBuildingResource(AFortPlayerController* Controller, const EFortResourceType ResourceType, const int32 ResourceAmount) {
}
UFortResourceItemDefinition* UFortKismetLibrary::K2_GetResourceItemDefinition(const EFortResourceType ResourceType) {
return NULL;
}
int32 UFortKismetLibrary::K2_GetNumAvailableBuildingResources(AFortPlayerController* Controller, const EFortResourceType ResourceType) {
return 0;
}
int32 UFortKismetLibrary::K2_GetItemQuantityOnPlayer(AFortPlayerController* PlayerController, UFortItemDefinition* ItemDefinition) {
return 0;
}
EFortResourceType UFortKismetLibrary::K2_GetCurrentResourceType(AFortPlayerController* Controller) {
return EFortResourceType::Wood;
}
FVector UFortKismetLibrary::K2_GetClosestAxisXY(FVector InVector) {
return FVector{};
}
void UFortKismetLibrary::K2_CycleBuildingMaterial(AFortPlayerController* Controller, bool bBroadcast, bool bDoUIFeedback, bool bHonorAutoSwitch) {
}
TArray<UObject*> UFortKismetLibrary::JonLHack_GetAllObjectsOfClassFromPath(const FString& Path, UClass* Class) {
return TArray<UObject*>();
}
bool UFortKismetLibrary::IsXPSystemEnabledForWorld(const UWorld* World) {
return false;
}
bool UFortKismetLibrary::IsXPSystemEnabled(const UObject* WorldContextObject) {
return false;
}
bool UFortKismetLibrary::IsValid_UniqueNetIdRepl(const FUniqueNetIdRepl& InUniqueNetIdRepl) {
return false;
}
bool UFortKismetLibrary::IsValid(const FAttributeInfo& AttributeInfo) {
return false;
}
bool UFortKismetLibrary::IsUsingBattlEye() {
return false;
}
bool UFortKismetLibrary::IsTabletGame() {
return false;
}
bool UFortKismetLibrary::IsRunningNoMCP() {
return false;
}
bool UFortKismetLibrary::IsPhoneGame() {
return false;
}
bool UFortKismetLibrary::IsNavigationDataBuildInProgress(ANavigationData* NavigationData) {
return false;
}
bool UFortKismetLibrary::IsMobilePlatform() {
return false;
}
bool UFortKismetLibrary::IsMobileGame(const UObject* WorldContextObject) {
return false;
}
bool UFortKismetLibrary::IsLinkingStreamedAccountsEnabled() {
return false;
}
bool UFortKismetLibrary::IsLatentActionHandleValid(const FFortDialogExternalLatentActionHandle& Handle) {
return false;
}
bool UFortKismetLibrary::IsItemDefRandomCustomizationSelector(const UFortItemDefinition* InItemDef) {
return false;
}
bool UFortKismetLibrary::IsItemDefinitionAnAbilityOrVehcileWeapon(const UFortItemDefinition* ItemDefinition) {
return false;
}
bool UFortKismetLibrary::IsHeldObjectBeingHeld(const AActor* HeldObject) {
return false;
}
bool UFortKismetLibrary::IsFullBodyHit(FGameplayEffectContextHandle EffectContext) {
return false;
}
bool UFortKismetLibrary::IsFatalHit(FGameplayEffectContextHandle EffectContext) {
return false;
}
bool UFortKismetLibrary::IsDiceCritical(FGameplayEffectContextHandle EffectContext) {
return false;
}
bool UFortKismetLibrary::IsCurveTableRowValid(const FCurveTableRowHandle& CurveTableRowHandle, const FString& ContextString) {
return false;
}
bool UFortKismetLibrary::IsCriticalHit(FGameplayEffectContextHandle EffectContext) {
return false;
}
bool UFortKismetLibrary::IsCreativeOrPlaygroundModePlaylist(const UObject* WorldContextObject) {
return false;
}
bool UFortKismetLibrary::IsConsolePlatform() {
return false;
}
bool UFortKismetLibrary::IsCellConnection() {
return false;
}
bool UFortKismetLibrary::IsAssetNull(TSoftObjectPtr<UObject> Asset) {
return false;
}
bool UFortKismetLibrary::IsActorWithinGoldenPOI(const UObject* WorldContextObject, const AActor* InActor) {
return false;
}
bool UFortKismetLibrary::IsActorSubmergedInOcean(const AActor* Actor) {
return false;
}
void UFortKismetLibrary::InvalidateLatentActionHandle(FFortDialogExternalLatentActionHandle& Handle) {
}
bool UFortKismetLibrary::InEditorOrPIE(UObject* WorldContextObject) {
return false;
}
int32 UFortKismetLibrary::IncrementAnalyticMatchCount(const UObject* WorldContextObject, const EAnalyticMatchCounts MatchCountID, const int32 AmountToAdd) {
return 0;
}
void UFortKismetLibrary::HideTutorialWidget(UObject* WorldContextObject, FName WidgetName) {
}
bool UFortKismetLibrary::HasSelectableRewards(const FFortRewardInfo& RewardInfo) {
return false;
}
bool UFortKismetLibrary::HasRewards(const FFortRewardInfo& RewardInfo) {
return false;
}
bool UFortKismetLibrary::HasOpenBroadcasterGrantWindow(UObject* WorldContextObject) {
return false;
}
bool UFortKismetLibrary::HasMultipleVisibleRewards(const FFortRewardInfo& RewardInfo) {
return false;
}
void UFortKismetLibrary::GiveItemToInventoryOwner(TScriptInterface<IFortInventoryOwnerInterface> InventoryOwner, const UFortWorldItemDefinition* ItemDefinition, int32 NumberToGive, bool bNotifyPlayer, int32 ItemLevel, int32 PickupInstigatorHandle) {
}
bool UFortKismetLibrary::GetWeaponStatsRow(FDataTableRowHandle DataTableRowHandle, FFortBaseWeaponStats& OutRow) {
return false;
}
bool UFortKismetLibrary::GetWeaponDurabilityByRarityStatsRow(FDataTableRowHandle DataTableRowHandle, FFortWeaponDurabilityByRarityStats& OutRow) {
return false;
}
UFortWeaponItemDefinition* UFortKismetLibrary::GetUpgradedWeaponItemVerticalToRarity(const UFortWeaponItemDefinition* ItemToUpgrade, EFortRarity NewRarity) {
return NULL;
}
UFortWeaponItemDefinition* UFortKismetLibrary::GetUpgradedWeaponItemFromTable(UFortWeaponItemDefinition* ItemToUpgrade, EFortWeaponUpgradeDirection UpgradeDirection) {
return NULL;
}
float UFortKismetLibrary::GetUnmodifiedDamage(FGameplayEffectContextHandle EffectContext) {
return 0.0f;
}
bool UFortKismetLibrary::GetTrapStatsRow(FDataTableRowHandle DataTableRowHandle, FFortTrapStats& OutRow) {
return false;
}
bool UFortKismetLibrary::GetTooltipTextFromTokenFromTooltipClass(UObject* WorldContextObject, const UObject* ObjectToDescribe, TSubclassOf<UFortTooltip> TooltipClass, const FGameplayTag Tag, const UFortTooltipContext* Context, const FGameplayTag Token, FText& OutText) {
return false;
}
bool UFortKismetLibrary::GetTooltipTextFromToken(UObject* WorldContextObject, const UObject* ObjectToDescribe, const FGameplayTag Tag, const UFortTooltipContext* Context, const FGameplayTag Token, FText& OutText) {
return false;
}
bool UFortKismetLibrary::GetTooltipNumericValueFromTooltipClass(UObject* WorldContextObject, const UObject* ObjectToDescribe, TSubclassOf<UFortTooltip> TooltipClass, FGameplayTag Tag, const UFortTooltipContext* Context, const FGameplayTag Token, float& Value) {
return false;
}
bool UFortKismetLibrary::GetTooltipNumericValue(UObject* WorldContextObject, const UObject* ObjectToDescribe, FGameplayTag Tag, const UFortTooltipContext* Context, const FGameplayTag Token, float& Value) {
return false;
}
bool UFortKismetLibrary::GetTooltipDescriptionFromTooltipClass(UObject* WorldContextObject, const UObject* ObjectToDescribe, TSubclassOf<UFortTooltip> TooltipClass, FGameplayTag Tag, const UFortTooltipContext* Context, TArray<FText>& Description, bool bSummaryTooltip) {
return false;
}
bool UFortKismetLibrary::GetTooltipDescription(UObject* WorldContextObject, const UObject* ObjectToDescribe, FGameplayTag Tag, const UFortTooltipContext* Context, TArray<FText>& Description, bool bSummaryTooltip) {
return false;
}
float UFortKismetLibrary::GetTimeUntilInRealTimeSeconds(UObject* WorldContextObject, float GameTime) {
return 0.0f;
}
float UFortKismetLibrary::GetTimeOfDaySpeed(UObject* WorldContextObject) {
return 0.0f;
}
float UFortKismetLibrary::GetTimeOfDayAccumulator(UObject* WorldContextObject) {
return 0.0f;
}
float UFortKismetLibrary::GetTimeOfDay(UObject* WorldContextObject) {
return 0.0f;
}
float UFortKismetLibrary::GetTimeDayPhaseBegins(UObject* WorldContextObject, EFortDayPhase DayPhase) {
return 0.0f;
}
AFortThreatVisualsManager* UFortKismetLibrary::GetThreatVisualsManager(UObject* WorldContextObject) {
return NULL;
}
AFortTeamInfo* UFortKismetLibrary::GetTeamInfo(UObject* WorldContextObject, uint8 Team) {
return NULL;
}
TEnumAsByte<EFortTeamAffiliation::Type> UFortKismetLibrary::GetTeamAffiliationToLocalPlayer(UObject* WorldContextObject, uint8 Team, bool bIncludeNonSpectators, bool bIncludeSpectators) {
return EFortTeamAffiliation::Friendly;
}
TEnumAsByte<EFortTeamAffiliation::Type> UFortKismetLibrary::GetTeamAffiliationBetweenTeams(uint8 TeamA, uint8 TeamB) {
return EFortTeamAffiliation::Friendly;
}
TEnumAsByte<EFortTeamAffiliation::Type> UFortKismetLibrary::GetTeamAffiliation(const AActor* ActorA, const AActor* ActorB) {
return EFortTeamAffiliation::Friendly;
}
ESubGame UFortKismetLibrary::GetSubGame(const UObject* WorldContextObject) {
return ESubGame::Campaign;
}
float UFortKismetLibrary::GetStunTime(FGameplayEffectContextHandle EffectContext) {
return 0.0f;
}
FDataTableRowHandle UFortKismetLibrary::GetSpecialActorInputActionDataTableRow(UObject* WorldContextObject) {
return FDataTableRowHandle{};
}
bool UFortKismetLibrary::GetShowTeamSelectButton(const UObject* WorldContextObject) {
return false;
}
float UFortKismetLibrary::GetServerWorldTimeSeconds(const UObject* WorldContextObject) {
return 0.0f;
}
UFortSeasonalEventManager* UFortKismetLibrary::GetSeasonalEventManager(const UObject* WorldContextObject) {
return NULL;
}
bool UFortKismetLibrary::GetSafeZoneLocation(UObject* WorldContextObject, int32 SafeZoneIndex, FVector& OutLocation) {
return false;
}
int32 UFortKismetLibrary::GetResourceMaxStackSize(AFortPlayerController* Controller, const EFortResourceType ResourceType) {
return 0;
}
bool UFortKismetLibrary::GetRangedWeaponStatsRow(FDataTableRowHandle DataTableRowHandle, FFortRangedWeaponStats& OutRow) {
return false;
}
FText UFortKismetLibrary::GetRandomSurvivorName(UObject* WorldContextObject, TEnumAsByte<EFortDisplayGender::Type> Gender, bool bRemoveFromList) {
return FText::GetEmpty();
}
FText UFortKismetLibrary::GetRandomLiveStreamingViewerName(UObject* WorldContextObject, bool bRemoveFromList) {
return FText::GetEmpty();
}
UGameplayAbility* UFortKismetLibrary::GetPrimaryInstance(const FGameplayAbilitySpec& Spec) {
return NULL;
}
EFortDayPhase UFortKismetLibrary::GetPreviousDayPhase(UObject* WorldContextObject) {
return EFortDayPhase::Morning;
}
bool UFortKismetLibrary::GetPlaylistUsesCustomCharacterParts(const UObject* WorldContextObject) {
return false;
}
bool UFortKismetLibrary::GetPlaylistAllowsTeamSwitching(const UObject* WorldContextObject) {
return false;
}
FString UFortKismetLibrary::GetPlayerOrObjectNameSafe(const AActor* InActor) {
return TEXT("");
}
FString UFortKismetLibrary::GetPlayerNameSafe(const AActor* Actor) {
return TEXT("");
}
UFortRegisteredPlayerInfo* UFortKismetLibrary::GetPlayerInfoFromUniqueID(UObject* WorldContextObject, const FUniqueNetIdRepl& UniqueId) {
return NULL;
}
FHitResult UFortKismetLibrary::GetPlayerAimPointHit(const AFortPlayerController* SourcePlayer, const float MaxRange, const TArray<AActor*>& IgnoredActors) {
return FHitResult{};
}
FVector UFortKismetLibrary::GetPlayerAimPoint(const AFortPlayerController* SourcePlayer, const float MaxRange, const TArray<AActor*>& IgnoredActors, const bool NoTrace) {
return FVector{};
}
int64 UFortKismetLibrary::GetPhysicalMemoryMB() {
return 0;
}
bool UFortKismetLibrary::GetPawnStatsRow(FDataTableRowHandle DataTableRowHandle, FFortPawnStats& OutRow) {
return false;
}
float UFortKismetLibrary::GetOceanTotalHeight(const UObject* WorldContextObject) {
return 0.0f;
}
bool UFortKismetLibrary::GetNumericCVar(const FString& CVar, float& OutValue) {
return false;
}
int32 UFortKismetLibrary::GetNumberOfRegisteredPlayers(UObject* WorldContextObject) {
return 0;
}
int32 UFortKismetLibrary::GetNumActorsOfClass(const UObject* WorldContextObject, TSubclassOf<AActor> ActorClass) {
return 0;
}
ANavigationData* UFortKismetLibrary::GetNavigationDataForActor(AActor* Actor) {
return NULL;
}
AFortMusicManager* UFortKismetLibrary::GetMusicManager(UObject* WorldContextObject) {
return NULL;
}
UMaterialInstanceDynamic* UFortKismetLibrary::GetMIDForSkeletalMeshComponent(USkeletalMeshComponent* SkeletalMeshComponent, int32 ElementIndex) {
return NULL;
}
bool UFortKismetLibrary::GetMeleeWeaponStatsRow(FDataTableRowHandle DataTableRowHandle, FFortMeleeWeaponStats& OutRow) {
return false;
}
void UFortKismetLibrary::GetMatchmakingDifficultyRangeFromDifficultyInfo(const FGameDifficultyInfo& DifficultyInfo, float& OutMinDifficulty, float& OutMaxDifficulty) {
}
int32 UFortKismetLibrary::GetLootLevel(UObject* WorldContextObject) {
return 0;
}
TArray<AFortPlayerController*> UFortKismetLibrary::GetLocalFortPlayerControllers(UObject* WorldContextObject, bool bIncludeNonSpectators, bool bIncludeSpectators) {
return TArray<AFortPlayerController*>();
}
ELicensedAudioTreatment UFortKismetLibrary::GetLicensedAudioTreatment(const UObject* WorldContextObject) {
return ELicensedAudioTreatment::None;
}
int32 UFortKismetLibrary::GetItemQuantityOnPlayerByGUID(AFortPlayerController* PlayerController, const FGuid& ItemGuid) {
return 0;
}
UFortItemDefinition* UFortKismetLibrary::GetItemDefinitionFromItemQuantityPair(const FFortItemQuantityPair& ItemQuantityPair) {
return NULL;
}
bool UFortKismetLibrary::GetIsPlayingReplay(UObject* WorldContextObject) {
return false;
}
bool UFortKismetLibrary::GetIsBroadcastClient(UObject* WorldContextObject) {
return false;
}
void UFortKismetLibrary::GetImpulseData(FGameplayEffectContextHandle EffectContext, FVector& ImpulseDirection, float& KnockbackMagnitude, float& KnockbackZAngle) {
}
FString UFortKismetLibrary::GetHumanReadableName(AActor* Actor) {
return TEXT("");
}
int32 UFortKismetLibrary::GetHoursUntilDayPhase(UObject* WorldContextObject, EFortDayPhase DayPhase) {
return 0;
}
float UFortKismetLibrary::GetHostilityPercentage(UObject* WorldContextObject) {
return 0.0f;
}
AFortPlayerPawn* UFortKismetLibrary::GetHeldObjectsOwningPlayer(const AActor* HeldObject) {
return NULL;
}
UFortHeldObjectComponent* UFortKismetLibrary::GetHeldObjectComponentAttachedToPlayer(const AFortPlayerPawn* FortPawn) {
return NULL;
}
AActor* UFortKismetLibrary::GetHeldObjectAttachedToPlayer(const AFortPlayerPawn* FortPawn) {
return NULL;
}
AFortGameStateAthena* UFortKismetLibrary::GetGameStateAthena(const UObject* WorldContextObject) {
return NULL;
}
bool UFortKismetLibrary::GetGameContextGameplayTags(UObject* WorldContextObject, FGameplayTagContainer& OutGameContextGameplayTags) {
return false;
}
void UFortKismetLibrary::GetFortPlayerPawnsInRange(UObject* WorldContextObject, const FVector& SourcePosition, const float Range, const bool bDo2DCheck, TArray<AFortPlayerPawn*>& OutFortPlayerPawns) {
}
TArray<AFortPlayerPawn*> UFortKismetLibrary::GetFortPlayerPawns(UObject* WorldContextObject) {
return TArray<AFortPlayerPawn*>();
}
AFortPlayerController* UFortKismetLibrary::GetFortPlayerControllerFromActor(AActor* Actor) {
return NULL;
}
TEnumAsByte<EPhysicalSurface> UFortKismetLibrary::GetFortPhysicalSurface(const FHitResult& Hit) {
return SurfaceType_Default;
}
void UFortKismetLibrary::GetFortPawnsInRange(UObject* WorldContextObject, const FVector& SourcePosition, const float Range, const bool bDo2DCheck, TArray<AFortPawn*>& OutFortPawns) {
}
UFortGameUserSettings* UFortKismetLibrary::GetFortGameUserSettings() {
return NULL;
}
float UFortKismetLibrary::GetFloatHoursUntilDayPhase(UObject* WorldContextObject, EFortDayPhase DayPhase) {
return 0.0f;
}
AFortPlayerController* UFortKismetLibrary::GetFirstLocalFortPlayerController(UObject* WorldContextObject, bool bIncludeNonSpectators, bool bIncludeSpectators) {
return NULL;
}
FGameplayTagContainer UFortKismetLibrary::GetFactionTagContainerForActor(const AActor* Actor) {
return FGameplayTagContainer{};
}
FVector UFortKismetLibrary::GetEffectDirection(FGameplayEffectContextHandle EffectContext) {
return FVector{};
}
FRotator UFortKismetLibrary::GetDirectionActorToActor(AActor* SourceActor, AActor* TargetActor) {
return FRotator{};
}
float UFortKismetLibrary::GetDefaultAbsoluteTimeOfDaySpeed(UObject* WorldContextObject) {
return 0.0f;
}
FString UFortKismetLibrary::GetDebugStringForUniqueId(const FUniqueNetIdRepl& UniqueId) {
return TEXT("");
}
FVector UFortKismetLibrary::GetDayNightDirectionalLightVector(UObject* WorldContextObject) {
return FVector{};
}
FLinearColor UFortKismetLibrary::GetDayNightDirectionalLightColor(UObject* WorldContextObject) {
return FLinearColor{};
}
int32 UFortKismetLibrary::GetCurrentSafeZonePhase(UObject* WorldContextObject) {
return 0;
}
EFortDayPhase UFortKismetLibrary::GetCurrentDayPhase(UObject* WorldContextObject) {
return EFortDayPhase::Morning;
}
EAthenaWinCondition UFortKismetLibrary::GetCurrentAthenaWinCondition(const UObject* WorldContextObject) {
return EAthenaWinCondition::LastManStanding;
}
AFortPlayerPawn* UFortKismetLibrary::GetClosestFortPlayerPawn(UObject* WorldContextObject, FVector position) {
return NULL;
}
ABuildingSMActor* UFortKismetLibrary::GetClosestBuildingActorFromArray(const AActor* Actor, const TArray<ABuildingSMActor*>& ArrayOfBuildings) {
return NULL;
}
AActor* UFortKismetLibrary::GetClosestActorFromArray(const AActor* Actor, const TArray<AActor*>& ArrayOfActors) {
return NULL;
}
void UFortKismetLibrary::GetCalendarEventInformation(UObject* WorldContextObject, const FString& EventName, bool& bIsEventActive, FTimespan& TimeSinceBegin, FTimespan& TimeUntilEnd, float& TimespanRatio) {
}
void UFortKismetLibrary::GetBuildingStructuralSupportSystem(UObject* WorldContextObject, UBuildingStructuralSupportSystem*& BuildingStructuralSupportSystem) {
}
float UFortKismetLibrary::GetBuildingHealthPercentage(const ABuildingActor* BuildingActor) {
return 0.0f;
}
float UFortKismetLibrary::GetBroadcasterGrantWindowSecondsRemaining(UObject* WorldContextObject) {
return 0.0f;
}
AFortPawn* UFortKismetLibrary::GetBestAimedAtPawnByAngle(const AFortPlayerPawn* SourcePawn, FVector DestOffsetVec, const float MaxAngleInDegree, const float Range, const bool bTargetAIPawns, TEnumAsByte<EFortTeamAffiliation::Type> TeamAffiliationRequirement) {
return NULL;
}
float UFortKismetLibrary::GetAngleDegrees(const FVector& Source, const FVector& Target) {
return 0.0f;
}
TArray<FAmmoItemState> UFortKismetLibrary::GetAmmoItemDefinitionsFromInventoryWeapons(AFortPlayerController* Controller) {
return TArray<FAmmoItemState>();
}
void UFortKismetLibrary::GetAllFortPlayerPawns(UObject* WorldContextObject, TArray<AFortPlayerPawn*>& OutFortPlayerPawns) {
}
TArray<AFortPlayerController*> UFortKismetLibrary::GetAllFortPlayerControllers(UObject* WorldContextObject, bool bIncludeNonSpectators, bool bIncludeSpectators) {
return TArray<AFortPlayerController*>();
}
AFortPawn* UFortKismetLibrary::GetAimedAtEnemy(const AFortPlayerController* SourcePlayer, const float RectHalfWidth, const float RectHalfHeight, const float Range, const bool bTargetAIPawns) {
return NULL;
}
AFortAIGoalManager* UFortKismetLibrary::GetAIGoalManager(const UObject* WorldContextObject) {
return NULL;
}
AFortAIDirector* UFortKismetLibrary::GetAIDirector(UObject* WorldContextObject) {
return NULL;
}
AFortTeamInfo* UFortKismetLibrary::GetActorTeamInfo(AActor* Actor) {
return NULL;
}
uint8 UFortKismetLibrary::GetActorTeam(const AActor* Actor) {
return 0;
}
bool UFortKismetLibrary::GetActorPvPTeamIndex(const AActor* Actor, uint8& TeamIndex) {
return false;
}
void UFortKismetLibrary::FortShippingLog(UObject* WorldContextObject, const FString& inString, bool bLogAsWarning) {
}
FVector UFortKismetLibrary::FindStaticGroundLocationWithExtentAt(UWorld* World, const FVector& InLocation, const FQuat& ActorRotation, const FVector& ActorExtent, const AActor* IgnoreActor, float TraceStartZ, float TraceEndZ) {
return FVector{};
}
FVector UFortKismetLibrary::FindStaticGroundLocationUsingWorldContextAt(UObject* WorldContextObject, const FVector& InLocation, const AActor* IgnoreActor, float TraceStartZ, float TraceEndZ) {
return FVector{};
}
FVector UFortKismetLibrary::FindStaticGroundLocationAt(UWorld* World, const FVector& InLocation, const AActor* IgnoreActor, float TraceStartZ, float TraceEndZ) {
return FVector{};
}
UActorComponent* UFortKismetLibrary::FindOrAddArbitraryComponent(AActor* TargetActor, TSubclassOf<UActorComponent> ComponentClass) {
return NULL;
}
FVector UFortKismetLibrary::FindGroundLocationUsingWorldContextAt(UObject* WorldContextObject, const AActor* IgnoreActor, const FVector& InLocation, float TraceStartZ, float TraceEndZ, FName TraceName) {
return FVector{};
}
FVector UFortKismetLibrary::FindGroundLocationAt(UWorld* World, const AActor* IgnoreActor, const FVector& InLocation, float TraceStartZ, float TraceEndZ, FName TraceName) {
return FVector{};
}
TArray<AActor*> UFortKismetLibrary::FindActorsContainingName(const UObject* WorldContextObject, TSubclassOf<AActor> ActorClass, const FString& Name) {
return TArray<AActor*>();
}
TArray<FHitResult> UFortKismetLibrary::FilterTargetHitResultList(UObject* WorldContextObject, const FFortTargetFilter& Filter, const AActor* RequestingActor, const TArray<FHitResult>& HitResultsToFilter, bool& bAtLeastOneActorLeft) {
return TArray<FHitResult>();
}
TArray<AActor*> UFortKismetLibrary::FilterTargetActorList(UObject* WorldContextObject, const FFortTargetFilter& Filter, const AActor* RequestingActor, const TArray<AActor*>& ActorsToFilter, bool& bAtLeastOneActorLeft) {
return TArray<AActor*>();
}
bool UFortKismetLibrary::FilterSingleTargetHitResult(UObject* WorldContextObject, const FFortTargetFilter& Filter, const AActor* RequestingActor, const FHitResult& HitResult) {
return false;
}
bool UFortKismetLibrary::FilterSingleTargetActor(UObject* WorldContextObject, const FFortTargetFilter& Filter, const AActor* RequestingActor, AActor* TargetActor) {
return false;
}
FVector UFortKismetLibrary::ExtractSkeletalMeshScale(TSubclassOf<AActor> BlueprintClass) {
return FVector{};
}
USkeletalMesh* UFortKismetLibrary::ExtractSkeletalMesh(TSubclassOf<AActor> BlueprintClass) {
return NULL;
}
void UFortKismetLibrary::ExecuteClientEvent(UObject* WorldContextObject, FFortClientEventName EventType, UObject* EventSource, UObject* EventFocus) {
}
bool UFortKismetLibrary::EvaluateCurveTableRow(FCurveTableRowHandle CurveTableRowHandle, float InXY, float& OutXY, const FString& ContextString) {
return false;
}
bool UFortKismetLibrary::EquipItemToQuickBarSlot(UObject* WorldContextObject, const UFortItemDefinition* ItemDefinition, EFortQuickBars QuickBarType, int32 SlotIndex) {
return false;
}
FFortAbilitySetHandle UFortKismetLibrary::EquipFortAbilitySet(TScriptInterface<IAbilitySystemInterface> AbilitySystemInterfaceActor, UFortAbilitySet* AbilitySet, UObject* OverrideSourceObject) {
return FFortAbilitySetHandle{};
}
bool UFortKismetLibrary::EqualEqual_UniqueNetIdReplUniqueNetIdRepl(const FUniqueNetIdRepl& A, const FUniqueNetIdRepl& B) {
return false;
}
bool UFortKismetLibrary::EqualEqual_FFortDialogWaitingForLatentActionHandle(const FFortDialogExternalLatentActionHandle& A, const FFortDialogExternalLatentActionHandle& B) {
return false;
}
void UFortKismetLibrary::EndWaitForConfirmationDialog(UObject* WorldContextObject, FFortDialogExternalLatentActionHandle& Handle) {
}
void UFortKismetLibrary::EnableTutorialHighlight(UObject* WorldContextObject, FName WidgetName) {
}
bool UFortKismetLibrary::EmptyQuickBarSlot(UObject* WorldContextObject, EFortQuickBars QuickBarType, int32 SlotIndex) {
return false;
}
void UFortKismetLibrary::EffectContextAddSourceObject(FGameplayEffectContextHandle EffectContext, UObject* Src) {
}
TArray<AFortPickup*> UFortKismetLibrary::DropInstancedLootAtLocation(UObject* WorldContextObject, const FName LootTierGroup, const TArray<AFortPlayerController*>& RelevantPlayers, bool bAllowCombining, FVector DropLocation, EFortPickupSourceTypeFlag SourceTypeFlag) {
return TArray<AFortPickup*>();
}
TArray<AFortPickup*> UFortKismetLibrary::DropInstancedLoot(AFortPawn* PawnContext, const FName LootTierGroup, const TArray<AFortPlayerController*>& RelevantPlayers, bool bAllowCombining) {
return TArray<AFortPickup*>();
}
bool UFortKismetLibrary::DoesItemDefinitionHaveGameplayTag(const UFortItemDefinition* ItemDefinition, const FGameplayTag& Tag) {
return false;
}
float UFortKismetLibrary::Divide_Int64Int64UsingFloatingPoint(int64 A, int64 B) {
return 0.0f;
}
void UFortKismetLibrary::DisableTutorialHighlight(UObject* WorldContextObject, FName WidgetName) {
}
bool UFortKismetLibrary::DeviceSupportsForceFeedback() {
return false;
}
void UFortKismetLibrary::DestroyItemInQuickBarSlot(AFortPlayerPawn* PlayerPawn, const UFortItemDefinition* ItemToDestroyFromInventory) {
}
void UFortKismetLibrary::DebugSphereSendToAll(UObject* WorldContextObject, const FVector& Center, float Radius, int32 Segments, const FColor& Color, bool bPersistentLines, float LifeTime, uint8 DepthPriority, float Thickness) {
}
void UFortKismetLibrary::DebugOrientedBoxSendToAll(UObject* WorldContextObject, const FVector& Center, const FVector& Extent, const FRotator& Rotation, const FColor& Color, bool bPersistentLines, float LifeTime, uint8 DepthPriority, float Thickness) {
}
void UFortKismetLibrary::DebugLineSendToAll(UObject* WorldContextObject, const FVector& LineStart, const FVector& LineEnd, const FColor& Color, bool bPersistentLines, float LifeTime, uint8 DepthPriority, float Thickness) {
}
void UFortKismetLibrary::DebugCapsuleSendToAll(UObject* WorldContextObject, const FVector& Center, float HalfHeight, float Radius, const FQuat& Rotation, const FColor& Color, bool bPersistentLines, float LifeTime, uint8 DepthPriority, float Thickness) {
}
void UFortKismetLibrary::DebugBoxSendToAll(UObject* WorldContextObject, const FVector& Center, const FVector& Extent, const FColor& Color, bool bPersistentLines, float LifeTime, uint8 DepthPriority, float Thickness) {
}
void UFortKismetLibrary::CustomHandleActorStreamedInEditor(AActor* SourceActor) {
}
void UFortKismetLibrary::CreateTossAmmoPickupForWeaponItemDefinitionAtLocation(UObject* WorldContextObject, const UFortWeaponItemDefinition* WeaponItemDefinition, const FGameplayTagContainer& SourceTags, const FVector& Location, const EFortPickupSourceTypeFlag SourceTypeFlag, const EFortPickupSpawnSource SpawnSource) {
}
UFortSpline* UFortKismetLibrary::CreateNewSplineObject(UObject* Outer) {
return NULL;
}
FFortItemEntry UFortKismetLibrary::CreateItemEntry(const UFortItemDefinition* InItemDefinition, int32 InCount, int32 InLevel) {
return FFortItemEntry{};
}
void UFortKismetLibrary::CopyJerseyElements(UMaterialInstanceDynamic* SourceMID, UMaterialInstanceDynamic* TargetMID) {
}
void UFortKismetLibrary::CopyHideElements(UMaterialInstanceDynamic* SourceMID, UMaterialInstanceDynamic* TargetMID) {
}
float UFortKismetLibrary::ConvertToRealTime(UObject* WorldContextObject, float InGameTime) {
return 0.0f;
}
float UFortKismetLibrary::ConvertToGameTime(UObject* WorldContextObject, float InRealTime) {
return 0.0f;
}
FVector UFortKismetLibrary::ComputePhysicsAngularVelocity(const FVector& Current, const FVector& Target, const FVector& BackupAxis, const float SpeedCoef, const float DeltaTime) {
return FVector{};
}
bool UFortKismetLibrary::CloseActor(AActor* OpenableInterfaceActor, AController* OptionalControllerInstigator) {
return false;
}
void UFortKismetLibrary::ClientForceFireSelectedWeapon(AFortPlayerPawn* PlayerPawn) {
}
void UFortKismetLibrary::ClearTutorialHighlights(UObject* WorldContextObject) {
}
bool UFortKismetLibrary::CheckPlayerLineOfSightToPawn(const AFortPlayerPawn* SourcePawn, const AFortPawn* TargetPawn) {
return false;
}
bool UFortKismetLibrary::CheckLineOfSightToActor(const FVector& SourcePos, const AActor* Target, const AActor* Source) {
return false;
}
bool UFortKismetLibrary::CheckHasEnoughResourcesForSmartConsume(int32 ResourceCost, AFortPlayerController* SourcePlayer) {
return false;
}
void UFortKismetLibrary::ChangeTeam(AActor* PlayerToSwitch, AActor* Instigator, uint8 NewTeam, FGameplayTagContainer ChangeTeamTags) {
}
bool UFortKismetLibrary::CanPerformNativeAction(const UFortAbilitySystemComponent* FortAbilitySystem, const FGameplayTag& NativeActionTag) {
return false;
}
bool UFortKismetLibrary::CanFollowNextOrPreviousTeammate(const APlayerController* OwningControler) {
return false;
}
void UFortKismetLibrary::BroadcastSoundAtLocation(UObject* WorldContextObject, USoundBase* InSound, FVector Location, float VolumeMultiplier, float PitchMultiplier) {
}
void UFortKismetLibrary::BroadcastSound(UObject* WorldContextObject, USoundBase* InSound, float VolumeMultiplier, float PitchMultiplier) {
}
bool UFortKismetLibrary::BroadcastPlayerImpactAtLocation(UObject* WorldContextObject, APlayerController* Player, const FVector& position, float& Loudness, float& Duration, bool bRelativePosition) {
return false;
}
void UFortKismetLibrary::BroadcastMessage(UObject* WorldContextObject, const FText& Message) {
}
void UFortKismetLibrary::BroadcastAbilitySpinThrustAtLocation(UObject* WorldContextObject, USoundBase* InSound, UObject* Instigator, const FVector& position, float Radius, FName Tag) {
}
void UFortKismetLibrary::BroadcastAbilityImpactAtLocation(UObject* WorldContextObject, USoundBase* InSound, UObject* Instigator, const FVector& position, float Radius, FName Tag, const bool bSubtractLocalNoise) {
}
TArray<AFortPlayerPawn*> UFortKismetLibrary::AuthorityGetFortPossessedPlayerPawns(UObject* WorldContextObject) {
return TArray<AFortPlayerPawn*>();
}
AFortPlayerState* UFortKismetLibrary::AttemptGetPlayerStateForPawn(const AFortPlayerPawn* FortPawn) {
return NULL;
}
bool UFortKismetLibrary::AreCampaignVehiclesEnabled() {
return false;
}
bool UFortKismetLibrary::AreAthenaVehiclesEnabled() {
return false;
}
FActiveGameplayEffectHandle UFortKismetLibrary::ApplyGlobalEnvironmentGameplayEffectToActor(AActor* EffectTargetActor, TSubclassOf<UGameplayEffect> GameplayEffect, int32 GameplayEffectLevel, FGameplayTagContainer AdditionalContextTags) {
return FActiveGameplayEffectHandle{};
}
void UFortKismetLibrary::ApplyGlobalEnvironmentGameplayEffect(UObject* WorldContextObject, TSubclassOf<UGameplayEffect> GameplayEffect, int32 GameplayEffectLevel, FGameplayTagContainer AdditionalContextTags) {
}
void UFortKismetLibrary::ApplyGlobalEnvironmentDamageToActor(AActor* DamageTargetActor, float EnvironmentDamage, FGameplayTagContainer AdditionalContextTags, TSubclassOf<UGameplayEffect> EnvironmentDamageGE) {
}
void UFortKismetLibrary::ApplyGameplayEffectToActorsInRange(UObject* WorldContextObject, TArray<TSubclassOf<UGameplayEffect>> EffectsToApply, TArray<TEnumAsByte<EObjectTypeQuery>> ObjectTypes, const FVector& SourcePosition, float Range, TArray<AActor*>& IgnoredActors, const bool bRequireLOS, const int32 GameplayEffectLevel, UAbilitySystemComponent* InstigatorAbilitySystemComp) {
}
void UFortKismetLibrary::ApplyGameplayEffectsToActorsInBox(UObject* WorldContextObject, TArray<TSubclassOf<UGameplayEffect>> EffectsToApply, const FVector& BoxCenter, const FVector& BoxExtents, const FRotator& BoxOrientation, TArray<AActor*>& IgnoredActors, const bool bRequireLOS, const int32 GameplayEffectLevel, const float DebugLifeTime) {
}
void UFortKismetLibrary::ApplyGameplayEffectsToActor(AActor* TargetActor, TArray<TSubclassOf<UGameplayEffect>> EffectsToApply, const FVector& SourcePos, const bool bRequireLOS, const int32 EffectLevel, UAbilitySystemComponent* InstigatorAbilitySystemComp) {
}
void UFortKismetLibrary::ApplyEventOverrides(const FString& EventSection, bool& bSuccess) {
}
void UFortKismetLibrary::ApplyCharacterCosmetics(UObject* WorldContextObject, TArray<UCustomCharacterPart*> CharacterParts, AFortPlayerState* PlayerState, bool& bSuccess) {
}
void UFortKismetLibrary::AddScoringEvent(AFortPlayerController* Controller, FGameplayTagContainer TargetTags) {
}
void UFortKismetLibrary::AddRegenItemToInventoryOwner(TScriptInterface<IFortInventoryOwnerInterface> InventoryOwner, const UFortWorldItemDefinition* RegenItemDefinition, int32 NumberToGive, bool bNotifyPlayer, bool bResetRegenCooldown) {
}
UControllerComponent* UFortKismetLibrary::AddControllerComponent(AController* Controller, TSubclassOf<UControllerComponent> ControllerCompClass) {
return NULL;
}
UCameraModifier* UFortKismetLibrary::AddCameraModifierForOwningPlayerController(TSubclassOf<UCameraModifier> InCameraModifierClass, AActor* InActor) {
return NULL;
}
void UFortKismetLibrary::AddActorToClear(UObject* WorldContextObject, ABuildingActor* Building) {
}
void UFortKismetLibrary::ActivateQuickbarSlot(AFortPlayerPawn* PlayerPawn, EFortQuickBars InQuickBar, int32 Slot, float ActivateDelay, bool bUpdatePreviousFocusedSlot, bool bForceExecution) {
}
UFortKismetLibrary::UFortKismetLibrary() {
}