mirror of
https://github.com/FortniteModdingHub/FNGameProj.git
synced 2026-08-26 19:43:31 +00:00
109 lines
3.5 KiB
C++
109 lines
3.5 KiB
C++
#include "FortPlayerMannequin.h"
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void AFortPlayerMannequin::UpdateMorphTargets() {
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}
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void AFortPlayerMannequin::ToggleGenderBP() {
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}
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bool AFortPlayerMannequin::SetWeaponSkeletalMesh(USkeletalMesh* SkeletalMesh) {
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return false;
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}
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void AFortPlayerMannequin::SetSkeletalMesh(USkeletalMesh* SkeletalMesh) {
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}
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bool AFortPlayerMannequin::SetPart(EFortCustomPartType Part, UCustomCharacterPart* PartAsset) {
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return false;
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}
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void AFortPlayerMannequin::SetMannequinLightingChannels(bool bChannel0, bool bChannel1, bool bChannel2) {
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}
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void AFortPlayerMannequin::SetHeroType(UFortHeroType* NewHeroType) {
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}
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void AFortPlayerMannequin::SetAthenaCharacterDefAndVariants(UAthenaCharacterItemDefinition* NewAthenaCharacter, const TArray<FMcpVariantChannelInfo>& InOverrideVariants) {
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}
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void AFortPlayerMannequin::SetAthenaBackpackDefAndVariants(UAthenaBackpackItemDefinition* NewAthenaBackpack, const TArray<FMcpVariantChannelInfo>& InOverrideVariants) {
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}
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void AFortPlayerMannequin::ResetAthenaCharacterDefAndVariants(UAthenaCharacterItemDefinition* NewAthenaCharacter, const TArray<FMcpVariantChannelInfo>& InOverrideVariants) {
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}
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bool AFortPlayerMannequin::RemovePart(EFortCustomPartType Part) {
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return false;
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}
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USkeletalMeshComponent* AFortPlayerMannequin::GetPartSkeletalMeshComponent(EFortCustomPartType Part) const {
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return NULL;
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}
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EFortCustomGender AFortPlayerMannequin::GetGender() const {
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return EFortCustomGender::Invalid;
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}
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void AFortPlayerMannequin::GetAllPartSkeletalMeshComponents(TArray<USkeletalMeshComponent*>& SkeletalMeshComponents) {
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}
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FGameplayTagContainer AFortPlayerMannequin::GatherMetaTags(const UAthenaCosmeticItemDefinition* CosmeticItem) const {
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return FGameplayTagContainer{};
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}
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bool AFortPlayerMannequin::CyclePartBP(EFortCustomPartType Part, bool bNextPart) {
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return false;
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}
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AFortPlayerMannequin::AFortPlayerMannequin() {
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CurrentFortHeroType = NULL;
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AthenaCharacter = NULL;
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AthenaBackBling = NULL;
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CharacterParts[0] = NULL;
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CharacterParts[1] = NULL;
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CharacterParts[2] = NULL;
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CharacterParts[3] = NULL;
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CharacterParts[4] = NULL;
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CharacterParts[5] = NULL;
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CharacterParts[6] = NULL;
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MannequinBoundsScale = 1;
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bIsMannequinVisible = true;
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bMannequinCastsHiddenShadow = false;
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CharacterPartList[0] = NULL;
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CharacterPartList[1] = NULL;
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CharacterPartList[2] = NULL;
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CharacterPartList[3] = NULL;
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CharacterPartList[4] = NULL;
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CharacterPartList[5] = NULL;
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CharacterPartColorSwatches[0] = NULL;
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CharacterPartColorSwatches[1] = NULL;
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CharacterPartColorSwatches[2] = NULL;
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CharacterPartColorSwatches[3] = NULL;
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CharacterPartColorSwatches[4] = NULL;
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CharacterPartColorSwatches[5] = NULL;
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CharacterPartColorSwatches[6] = NULL;
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ColorSwatchesForCharacterParts[0] = NULL;
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ColorSwatchesForCharacterParts[1] = NULL;
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ColorSwatchesForCharacterParts[2] = NULL;
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ColorSwatchesForCharacterParts[3] = NULL;
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ColorSwatchesForCharacterParts[4] = NULL;
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ColorSwatchesForCharacterParts[5] = NULL;
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AccessoryColorSwatchHandler[0] = NULL;
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AccessoryColorSwatchHandler[1] = NULL;
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AccessoryColorSwatchHandler[2] = NULL;
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AccessoryColorSwatchHandler[3] = NULL;
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AccessoryColorSwatchHandler[4] = NULL;
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AccessoryColorSwatchHandler[5] = NULL;
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ColorSwatches[0] = NULL;
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ColorSwatches[1] = NULL;
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WeaponSkeletalMesh = NULL;
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WeaponAttachSocket = TEXT("RightHand");
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bInitialized = false;
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bLimitTick = true;
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bAutoRegisterWithBudgetAllocator = true;
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CustomizationAssetLoader = NULL;
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}
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