Files
FNGameProj/Source/FortniteGame/Private/FortPlayerMannequin.cpp
T
2024-06-07 01:17:09 +02:00

109 lines
3.5 KiB
C++

#include "FortPlayerMannequin.h"
void AFortPlayerMannequin::UpdateMorphTargets() {
}
void AFortPlayerMannequin::ToggleGenderBP() {
}
bool AFortPlayerMannequin::SetWeaponSkeletalMesh(USkeletalMesh* SkeletalMesh) {
return false;
}
void AFortPlayerMannequin::SetSkeletalMesh(USkeletalMesh* SkeletalMesh) {
}
bool AFortPlayerMannequin::SetPart(EFortCustomPartType Part, UCustomCharacterPart* PartAsset) {
return false;
}
void AFortPlayerMannequin::SetMannequinLightingChannels(bool bChannel0, bool bChannel1, bool bChannel2) {
}
void AFortPlayerMannequin::SetHeroType(UFortHeroType* NewHeroType) {
}
void AFortPlayerMannequin::SetAthenaCharacterDefAndVariants(UAthenaCharacterItemDefinition* NewAthenaCharacter, const TArray<FMcpVariantChannelInfo>& InOverrideVariants) {
}
void AFortPlayerMannequin::SetAthenaBackpackDefAndVariants(UAthenaBackpackItemDefinition* NewAthenaBackpack, const TArray<FMcpVariantChannelInfo>& InOverrideVariants) {
}
void AFortPlayerMannequin::ResetAthenaCharacterDefAndVariants(UAthenaCharacterItemDefinition* NewAthenaCharacter, const TArray<FMcpVariantChannelInfo>& InOverrideVariants) {
}
bool AFortPlayerMannequin::RemovePart(EFortCustomPartType Part) {
return false;
}
USkeletalMeshComponent* AFortPlayerMannequin::GetPartSkeletalMeshComponent(EFortCustomPartType Part) const {
return NULL;
}
EFortCustomGender AFortPlayerMannequin::GetGender() const {
return EFortCustomGender::Invalid;
}
void AFortPlayerMannequin::GetAllPartSkeletalMeshComponents(TArray<USkeletalMeshComponent*>& SkeletalMeshComponents) {
}
FGameplayTagContainer AFortPlayerMannequin::GatherMetaTags(const UAthenaCosmeticItemDefinition* CosmeticItem) const {
return FGameplayTagContainer{};
}
bool AFortPlayerMannequin::CyclePartBP(EFortCustomPartType Part, bool bNextPart) {
return false;
}
AFortPlayerMannequin::AFortPlayerMannequin() {
CurrentFortHeroType = NULL;
AthenaCharacter = NULL;
AthenaBackBling = NULL;
CharacterParts[0] = NULL;
CharacterParts[1] = NULL;
CharacterParts[2] = NULL;
CharacterParts[3] = NULL;
CharacterParts[4] = NULL;
CharacterParts[5] = NULL;
CharacterParts[6] = NULL;
MannequinBoundsScale = 1;
bIsMannequinVisible = true;
bMannequinCastsHiddenShadow = false;
CharacterPartList[0] = NULL;
CharacterPartList[1] = NULL;
CharacterPartList[2] = NULL;
CharacterPartList[3] = NULL;
CharacterPartList[4] = NULL;
CharacterPartList[5] = NULL;
CharacterPartColorSwatches[0] = NULL;
CharacterPartColorSwatches[1] = NULL;
CharacterPartColorSwatches[2] = NULL;
CharacterPartColorSwatches[3] = NULL;
CharacterPartColorSwatches[4] = NULL;
CharacterPartColorSwatches[5] = NULL;
CharacterPartColorSwatches[6] = NULL;
ColorSwatchesForCharacterParts[0] = NULL;
ColorSwatchesForCharacterParts[1] = NULL;
ColorSwatchesForCharacterParts[2] = NULL;
ColorSwatchesForCharacterParts[3] = NULL;
ColorSwatchesForCharacterParts[4] = NULL;
ColorSwatchesForCharacterParts[5] = NULL;
AccessoryColorSwatchHandler[0] = NULL;
AccessoryColorSwatchHandler[1] = NULL;
AccessoryColorSwatchHandler[2] = NULL;
AccessoryColorSwatchHandler[3] = NULL;
AccessoryColorSwatchHandler[4] = NULL;
AccessoryColorSwatchHandler[5] = NULL;
ColorSwatches[0] = NULL;
ColorSwatches[1] = NULL;
WeaponSkeletalMesh = NULL;
WeaponAttachSocket = TEXT("RightHand");
bInitialized = false;
bLimitTick = true;
bAutoRegisterWithBudgetAllocator = true;
CustomizationAssetLoader = NULL;
}