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

1365 lines
39 KiB
C++

#include "FortPlayerPawn.h"
#include "Particles/ParticleSystemComponent.h"
#include "Net/UnrealNetwork.h"
#include "Templates/SubclassOf.h"
void AFortPlayerPawn::VerifySkydivingMatchesServer() {
}
void AFortPlayerPawn::UpdatePreviousPositionAndVelocity(float DeltaSeconds, FVector OldLocation, FVector OldVelocity) {
}
void AFortPlayerPawn::UpdateGameStateModifiedGravity(float GravityMultiplier) {
}
void AFortPlayerPawn::UpdateAimbotDetectionStatus() {
}
void AFortPlayerPawn::UnableToPerformAction(bool bPlayMontage, const FGameplayTagContainer& FailedReason) {
}
void AFortPlayerPawn::ToggleGender() {
}
void AFortPlayerPawn::ToggleBodyType() {
}
float AFortPlayerPawn::TimeFromJumpApex() const {
return 0.0f;
}
void AFortPlayerPawn::SwitchToPreviousPart(const FString& PartName) {
}
void AFortPlayerPawn::SwitchToNextPart(const FString& PartName) {
}
void AFortPlayerPawn::SwapPawnCosmeticItemAndVariant(const FGuid& SwapId, const TArray<FFortSwapItemAndVariantData>& SwapData, bool bAllowActiveHotswap, EFortAppliedSwapItemAndVariantState ForcedSwapState) {
}
bool AFortPlayerPawn::SupportsTetheredMovement() {
return false;
}
void AFortPlayerPawn::StopItemInteractionAbility(const EItemInteractionStatus ItemInteractionStatus) {
}
void AFortPlayerPawn::StopFacialAnimationStream() {
}
void AFortPlayerPawn::StopCarryingPlayer(bool bFromAbilityCancel) {
}
void AFortPlayerPawn::StartGhostModeExit(const float InGhostModeExitDuration) {
}
void AFortPlayerPawn::StartFloating() {
}
void AFortPlayerPawn::StartedInteractSearch() {
}
bool AFortPlayerPawn::ShouldPlayDeathAnimation() {
return false;
}
bool AFortPlayerPawn::ShouldDriverHaveReticle() const {
return false;
}
bool AFortPlayerPawn::ShouldAllowShadowStanceMaterialsForPartType(EFortCustomPartType PartType) const {
return false;
}
void AFortPlayerPawn::SetWeaponOverrideAnimSet(UFortWeaponAnimSet* WeaponOverrideAnimSet) {
}
void AFortPlayerPawn::SetVehicleOverrideExit(bool bIgnoreLaunch) {
}
void AFortPlayerPawn::SetThrownItemTrajectoryHitResult(const FHitResult& InHitResult) {
}
void AFortPlayerPawn::SetTetherPawn(APawn* InTetherPawn) {
}
void AFortPlayerPawn::SetStasisMode(EFortPawnStasisMode InStasisMode) {
}
void AFortPlayerPawn::SetPreviousVelocity(FVector OldVelocity) {
}
void AFortPlayerPawn::SetPreviousPosition(FVector OldPosition) {
}
void AFortPlayerPawn::SetPossessedProp(ABuildingGameplayActorPlayerPropAttachment* InPossessedProp) {
}
void AFortPlayerPawn::SetPetType(const UAthenaPetItemDefinition* PetToCreate) {
}
void AFortPlayerPawn::SetPendingTetherLaunch(float Amount) {
}
void AFortPlayerPawn::SetPendingSkydiveLaunch(bool bPending) {
}
void AFortPlayerPawn::SetNumActiveBalloons(int32 NewBalloonCount) {
}
void AFortPlayerPawn::SetIsInFrontEndHologram(bool bInFrontEndHologram) {
}
void AFortPlayerPawn::SetInVortex(bool bNewValue, float UpwardLaunchVelocity, float GravityFloorAltitude, float GravityFloorWidth, float GravityFloorGravityScalar, float GravityFloorTerminalVelocity) {
}
void AFortPlayerPawn::SetInSlipperyMovement(bool bIsSlippery) {
}
void AFortPlayerPawn::SetHomeActor(AActor* NewActor) {
}
void AFortPlayerPawn::SetFortPlayerPawnLightingChannels(bool bChannel0, bool bChannel1, bool bChannel2) {
}
void AFortPlayerPawn::SetFacialTypeOverride(EFortFacialAnimTypes NewType) {
}
void AFortPlayerPawn::SetEquippedArmoredInterface(TScriptInterface<IFortArmoredInterface> InInterface) {
}
void AFortPlayerPawn::SetCustomMeshHeightAdjustTarget(int32 HeightAdjust, int32 LerpSpeed) {
}
void AFortPlayerPawn::SetClientObservedStatsFromAnotherPawn(AFortPlayerPawn* OtherPawn) {
}
void AFortPlayerPawn::SetBalloonRope(ABuildingGameplayActor* InBalloonRope) {
}
void AFortPlayerPawn::SetActorHiddenInGameWithGameplayEffect(bool bNewHidden, const TSubclassOf<UGameplayEffect>& HidePawnGameplayEffectClass, bool bRemoveAllOfThisTag) {
}
void AFortPlayerPawn::ServerUpdateVehicleInputStateUnreliable_Implementation(FFortAthenaVehicleInputStateUnreliable ReliableInput, float Timestamp) {
}
bool AFortPlayerPawn::ServerUpdateVehicleInputStateUnreliable_Validate(FFortAthenaVehicleInputStateUnreliable ReliableInput, float Timestamp) {
return true;
}
void AFortPlayerPawn::ServerUpdateVehicleInputStateReliable_Implementation(FFortAthenaVehicleInputStateReliable ReliableInput) {
}
bool AFortPlayerPawn::ServerUpdateVehicleInputStateReliable_Validate(FFortAthenaVehicleInputStateReliable ReliableInput) {
return true;
}
void AFortPlayerPawn::ServerUnmarkRespawned_Implementation() {
}
bool AFortPlayerPawn::ServerUnmarkRespawned_Validate() {
return true;
}
void AFortPlayerPawn::ServerToggleGender_Implementation() {
}
bool AFortPlayerPawn::ServerToggleGender_Validate() {
return true;
}
void AFortPlayerPawn::ServerToggleBodyType_Implementation() {
}
bool AFortPlayerPawn::ServerToggleBodyType_Validate() {
return true;
}
void AFortPlayerPawn::ServerThrowCarriedPlayer_Implementation() {
}
void AFortPlayerPawn::ServerSetAttachment_Implementation(FRepFortMeshAttachment Attachment) {
}
bool AFortPlayerPawn::ServerSetAttachment_Validate(FRepFortMeshAttachment Attachment) {
return true;
}
void AFortPlayerPawn::ServerSetAimbotDetection_Implementation(bool bEnableDetection) {
}
bool AFortPlayerPawn::ServerSetAimbotDetection_Validate(bool bEnableDetection) {
return true;
}
void AFortPlayerPawn::ServerSendZiplineState_Implementation(const FZiplinePawnState& InZiplineState) {
}
bool AFortPlayerPawn::ServerSendZiplineState_Validate(const FZiplinePawnState& InZiplineState) {
return true;
}
void AFortPlayerPawn::ServerSendAimbotDetectionStatus_Implementation(const TArray<uint8>& Payload) {
}
bool AFortPlayerPawn::ServerSendAimbotDetectionStatus_Validate(const TArray<uint8>& Payload) {
return true;
}
void AFortPlayerPawn::ServerRootMotionInterruptNotifyStopMontage_Implementation(UAnimMontage* MontageToStop) {
}
bool AFortPlayerPawn::ServerRootMotionInterruptNotifyStopMontage_Validate(UAnimMontage* MontageToStop) {
return true;
}
void AFortPlayerPawn::ServerReviveFromDBNO_Implementation(AController* EventInstigator) {
}
bool AFortPlayerPawn::ServerReviveFromDBNO_Validate(AController* EventInstigator) {
return true;
}
void AFortPlayerPawn::ServerRespawnFromDBNO_Implementation() {
}
bool AFortPlayerPawn::ServerRespawnFromDBNO_Validate() {
return true;
}
void AFortPlayerPawn::ServerResetAbilitySystemComponent_Implementation() {
}
void AFortPlayerPawn::ServerPlayUnableToPerformActionMontage_Implementation() {
}
bool AFortPlayerPawn::ServerPlayUnableToPerformActionMontage_Validate() {
return true;
}
AFortAthenaVehicle* AFortPlayerPawn::ServerOnExitVehicle(ETryExitVehicleBehavior ExitForceBehavior) {
return NULL;
}
void AFortPlayerPawn::ServerInterrogateDBNOPlayer_Implementation(AFortPlayerPawn* InDBNOHoistee) {
}
void AFortPlayerPawn::ServerHoistDBNOPlayer_Implementation(AFortPlayerPawn* InDBNOHoistee) {
}
void AFortPlayerPawn::ServerHandlePickupInfo_Implementation(AFortPickup* Pickup, FFortPickupRequestInfo Params) {
}
bool AFortPlayerPawn::ServerHandlePickupInfo_Validate(AFortPickup* Pickup, FFortPickupRequestInfo Params) {
return true;
}
void AFortPlayerPawn::ServerHandlePickup(AFortPickup* Pickup, float InFlyTime, const FVector InStartDirection, bool bPlayPickupSound) {
}
void AFortPlayerPawn::ServerEquipLastWeaponOrGadget_Implementation(bool bForce) {
}
bool AFortPlayerPawn::ServerEquipLastWeaponOrGadget_Validate(bool bForce) {
return true;
}
void AFortPlayerPawn::ServerDropCarriedPlayer_Implementation() {
}
void AFortPlayerPawn::ServerCyclePart_Implementation(EFortCustomPartType Part, bool bNextPart) {
}
bool AFortPlayerPawn::ServerCyclePart_Validate(EFortCustomPartType Part, bool bNextPart) {
return true;
}
void AFortPlayerPawn::ServerCycleColorSwatch_Implementation(EColorSwatchType SwatchType, bool bNext) {
}
bool AFortPlayerPawn::ServerCycleColorSwatch_Validate(EColorSwatchType SwatchType, bool bNext) {
return true;
}
void AFortPlayerPawn::ServerCycleAccessoryColorSwatch_Implementation(EFortCustomPartType Part, bool bNext) {
}
bool AFortPlayerPawn::ServerCycleAccessoryColorSwatch_Validate(EFortCustomPartType Part, bool bNext) {
return true;
}
void AFortPlayerPawn::ServerChoosePart_Implementation(EFortCustomPartType Part, UCustomCharacterPart* ChosenCharacterPart) {
}
bool AFortPlayerPawn::ServerChoosePart_Validate(EFortCustomPartType Part, UCustomCharacterPart* ChosenCharacterPart) {
return true;
}
void AFortPlayerPawn::ServerChooseGender_Implementation(EFortCustomGender Gender) {
}
bool AFortPlayerPawn::ServerChooseGender_Validate(EFortCustomGender Gender) {
return true;
}
void AFortPlayerPawn::ReviveFromDBNO(AController* EventInstigator) {
}
void AFortPlayerPawn::RestoreDBNOCollisionAfterDrop() {
}
void AFortPlayerPawn::ResetGameplayAttributes(const bool bIgnoreStatClamp) {
}
void AFortPlayerPawn::ResetClothAndDynamics() {
}
void AFortPlayerPawn::RemoveExpiredIgnoredActorsAndCheckForNextTimer() {
}
void AFortPlayerPawn::RemoveAttachment() {
}
void AFortPlayerPawn::RemoveAbilityAITarget(AFortAIPawn* InTarget) {
}
void AFortPlayerPawn::RandomizeCharacter(const FString& GenderString) {
}
void AFortPlayerPawn::PushFootstepBankOverride(int32 Priority, UFortFootstepAudioBank* InFootstepBankOverride) {
}
void AFortPlayerPawn::PushAnimBPOverride(int32 Priority, TSubclassOf<UAnimInstance> InAnimBPOverride) {
}
void AFortPlayerPawn::PostResIn() {
}
void AFortPlayerPawn::PopFootstepBankOverride(int32 Priority, UFortFootstepAudioBank* InFootstepBankOverride) {
}
void AFortPlayerPawn::PopAnimBPOverride(int32 Priority, TSubclassOf<UAnimInstance> InAnimBPOverride) {
}
void AFortPlayerPawn::PlayGroupEmote(const UFortMontageItemDefinitionBase* EmoteAsset) {
}
void AFortPlayerPawn::PerformSupplementalKillVolumeSweep() {
}
void AFortPlayerPawn::PassengerToPassengerAnimationStopped() {
}
void AFortPlayerPawn::PassengerToDriverAnimationStopped() {
}
void AFortPlayerPawn::OnRep_WaitingForEmoteInteraction() {
}
void AFortPlayerPawn::OnRep_VehicleInputStateUnreliable() {
}
void AFortPlayerPawn::OnRep_VehicleInputStateReliableForReplay() {
}
void AFortPlayerPawn::OnRep_UpdateContextTracker() {
}
void AFortPlayerPawn::OnRep_StoredControlRotation() {
}
void AFortPlayerPawn::OnRep_StartedInteractSearch() {
}
void AFortPlayerPawn::OnRep_ReplicatedSkyTube() {
}
void AFortPlayerPawn::OnRep_ReplicatedIsInVortex() {
}
void AFortPlayerPawn::OnRep_ReplicatedIsInSlipperyMovement() {
}
void AFortPlayerPawn::OnRep_ReplicatedInGliderRedeploy() {
}
void AFortPlayerPawn::OnRep_ReplicatedAnimMontage() {
}
void AFortPlayerPawn::OnRep_RepAnimMontageStartSection() {
}
void AFortPlayerPawn::OnRep_PossessedProp() {
}
void AFortPlayerPawn::OnRep_ParachuteLockedOpen() {
}
void AFortPlayerPawn::OnRep_NetMovementPrioritized(bool bOldNetMovementPrioritized) {
}
void AFortPlayerPawn::OnRep_LockGroupEmoteLeaderRotation() {
}
void AFortPlayerPawn::OnRep_IsTargeting() {
}
void AFortPlayerPawn::OnRep_IsSlopeSliding() {
}
void AFortPlayerPawn::OnRep_IsSkydivingFromBus() {
}
void AFortPlayerPawn::OnRep_IsSkydiving(bool bPreviousState) {
}
void AFortPlayerPawn::OnRep_IsParachuteOpen(bool bPreviousState) {
}
void AFortPlayerPawn::OnRep_IsParachuteForcedOpen() {
}
void AFortPlayerPawn::OnRep_IsInWaterVolume() {
}
void AFortPlayerPawn::OnRep_IsInsideSafeZone() {
}
void AFortPlayerPawn::OnRep_IsInAnyStorm() {
}
void AFortPlayerPawn::OnRep_IsEmoteLeader() {
}
void AFortPlayerPawn::OnRep_InVehicle() {
}
void AFortPlayerPawn::OnRep_GroupEmoteLookTarget() {
}
void AFortPlayerPawn::OnRep_GliderOverride() {
}
void AFortPlayerPawn::OnRep_FootstepBankOverride() {
}
void AFortPlayerPawn::OnRep_FacialTypeOverride() {
}
void AFortPlayerPawn::OnRep_DBNOHoisterData(const FFortDBNOCarryHoisterData& PreviousDBNOHoisterData) {
}
void AFortPlayerPawn::OnRep_DBNOHoistee() {
}
void AFortPlayerPawn::OnRep_CustomMeshHeightAdjustTarget() {
}
void AFortPlayerPawn::OnRep_ControlledRCPawn() {
}
void AFortPlayerPawn::OnRep_CharPartAnimMontageInfo() {
}
void AFortPlayerPawn::OnRep_bHasStartedFloating() {
}
void AFortPlayerPawn::OnRep_BaseCosmeticLoadout() {
}
void AFortPlayerPawn::OnRep_AttachmentMesh() {
}
void AFortPlayerPawn::OnRep_AppliedSwaps() {
}
void AFortPlayerPawn::OnRep_AnimBPOverride() {
}
void AFortPlayerPawn::OnRep_AccelerationZPack() {
}
void AFortPlayerPawn::OnRep_AccelerationPack() {
}
void AFortPlayerPawn::OnEndParachuteMovement_Implementation() {
}
void AFortPlayerPawn::OnCapsuleBeginOverlap(UPrimitiveComponent* OverlappedComp, AActor* OtherActor, UPrimitiveComponent* OtherComp, int32 OtherBodyIndex, bool bFromSweep, const FHitResult& SweepResult) {
}
void AFortPlayerPawn::OnBeginParachuteMovement_Implementation() {
}
void AFortPlayerPawn::MulticastUpdateVehicleInputStateReliable_Implementation(FFortAthenaVehicleInputStateReliable ReliableInput) {
}
void AFortPlayerPawn::MulticastSetWeaponOverrideAnimSet_Implementation(UFortWeaponAnimSet* WeaponOverrideAnimSet) {
}
void AFortPlayerPawn::MulticastClearWeaponOverrideAnimSet_Implementation() {
}
void AFortPlayerPawn::MarkSafe(TSubclassOf<UGameplayEffect> GEtoApply) {
}
void AFortPlayerPawn::ManualReviveFromDBNO(TSubclassOf<UGameplayEffect> ReviveGameplayEffectsOverride) {
}
void AFortPlayerPawn::LocalThrowCarriedPlayer() {
}
bool AFortPlayerPawn::LocalIsTryingToGetPickup() {
return false;
}
void AFortPlayerPawn::ListCharacterParts(const FString& GenderAndOrPartString) const {
}
bool AFortPlayerPawn::IsZiplining() const {
return false;
}
bool AFortPlayerPawn::IsWaterSprintBoosting() const {
return false;
}
bool AFortPlayerPawn::IsUsingUmbrella() const {
return false;
}
bool AFortPlayerPawn::IsUsingPersonalVehicle() const {
return false;
}
bool AFortPlayerPawn::IsTethered() const {
return false;
}
bool AFortPlayerPawn::IsSprinting() const {
return false;
}
bool AFortPlayerPawn::IsSkydivingFromLaunchPad() const {
return false;
}
bool AFortPlayerPawn::IsSkydivingFromBus() const {
return false;
}
bool AFortPlayerPawn::IsSkydiving() const {
return false;
}
bool AFortPlayerPawn::IsPassivelySkydiving() const {
return false;
}
bool AFortPlayerPawn::IsPassengerInVehicle() const {
return false;
}
bool AFortPlayerPawn::IsParachuteOpen() const {
return false;
}
bool AFortPlayerPawn::IsParachuteLockedOpen() const {
return false;
}
bool AFortPlayerPawn::IsParachuteForcedOpen() const {
return false;
}
bool AFortPlayerPawn::IsOperatingTurret() const {
return false;
}
bool AFortPlayerPawn::IsNiagaraSimpleWaterSim() const {
return false;
}
bool AFortPlayerPawn::IsNiagaraProceduralWaterSim() const {
return false;
}
bool AFortPlayerPawn::IsItemAndVariantSwapActiveById(const FGuid& SwapId) const {
return false;
}
bool AFortPlayerPawn::IsInVortex() const {
return false;
}
bool AFortPlayerPawn::IsInVehicle() const {
return false;
}
bool AFortPlayerPawn::IsInSlipperyMovement() const {
return false;
}
bool AFortPlayerPawn::IsInSkyTube() const {
return false;
}
bool AFortPlayerPawn::IsInInteractBlockingVehicle() const {
return false;
}
bool AFortPlayerPawn::IsInFrontEndHologram() const {
return false;
}
bool AFortPlayerPawn::IsInFloatingMovement() const {
return false;
}
bool AFortPlayerPawn::IsInCharacterCustomization() const {
return false;
}
bool AFortPlayerPawn::IsEmoteBlockedByMovement() const {
return false;
}
bool AFortPlayerPawn::IsDrivingVehicle() const {
return false;
}
bool AFortPlayerPawn::IsDrivingInteractBlockingVehicle() const {
return false;
}
bool AFortPlayerPawn::IsCharacterCustomizationLoadingCompleted() const {
return false;
}
bool AFortPlayerPawn::IsActivelyStrafingInAir() const {
return false;
}
bool AFortPlayerPawn::IsActivelySkydivingUpInVortex() const {
return false;
}
bool AFortPlayerPawn::IsActivelySkydiving() const {
return false;
}
void AFortPlayerPawn::InvokeWaterJumpSplash(const FVector& SplashPosition, float SplashScale) {
}
void AFortPlayerPawn::InvokeWaterHandSplashAttached(USceneComponent* AttachParent, FName AttachSocketName) {
}
void AFortPlayerPawn::InvokeWaterHandSplash(const FVector& SplashPosition) {
}
bool AFortPlayerPawn::HasStartedFloating() const {
return false;
}
bool AFortPlayerPawn::HasRespawnedInAir() const {
return false;
}
bool AFortPlayerPawn::HasRecentlyExitedZiplineFromJumping() const {
return false;
}
bool AFortPlayerPawn::HasControlledRCPawn() const {
return false;
}
void AFortPlayerPawn::HandleInStasis() {
}
TScriptInterface<IFortVehicleInterface> AFortPlayerPawn::GetVehicleUInterface() const {
return NULL;
}
uint8 AFortPlayerPawn::GetVehicleSeatIndex() const {
return 0;
}
bool AFortPlayerPawn::GetVehicleOverrideExit() {
return false;
}
AActor* AFortPlayerPawn::GetVehicleActor() const {
return NULL;
}
AFortAthenaVehicle* AFortPlayerPawn::GetVehicle() const {
return NULL;
}
FHitResult AFortPlayerPawn::GetThrownItemTrajectoryHitResult() const {
return FHitResult{};
}
APawn* AFortPlayerPawn::GetTetherPawn() const {
return NULL;
}
EFortPawnStasisMode AFortPlayerPawn::GetStasisMode() const {
return EFortPawnStasisMode::None;
}
float AFortPlayerPawn::GetStamina() const {
return 0.0f;
}
FVector AFortPlayerPawn::GetSlopeSlidingNormal() const {
return FVector{};
}
void AFortPlayerPawn::GetSlopeSlidingAngles(float& LocalPitch, float& LocalRoll) const {
}
USkeletalMeshComponent* AFortPlayerPawn::GetSkeletalMeshForPartType(EFortCustomPartType PartType) const {
return NULL;
}
USkeletalMeshComponent* AFortPlayerPawn::GetSkeletalMeshForCharmType(TEnumAsByte<EFortCustomCharmType::Type> CharmType) const {
return NULL;
}
float AFortPlayerPawn::GetSimulatedAttributeValue(const FGameplayAttribute& Attribute, const float DefaultValue) const {
return 0.0f;
}
FVector AFortPlayerPawn::GetPreviousVelocity() {
return FVector{};
}
FVector AFortPlayerPawn::GetPreviousPosition() {
return FVector{};
}
ABuildingGameplayActorPlayerPropAttachment* AFortPlayerPawn::GetPossessedProp() const {
return NULL;
}
bool AFortPlayerPawn::GetPendingSkydiveLaunch() const {
return false;
}
float AFortPlayerPawn::GetPawnSignificance() const {
return 0.0f;
}
int32 AFortPlayerPawn::GetPawnLOD() const {
return 0;
}
int32 AFortPlayerPawn::GetNumActiveBalloons() const {
return 0;
}
float AFortPlayerPawn::GetMaxStamina() const {
return 0.0f;
}
void AFortPlayerPawn::GetLastWaterSurfaceInfo(FVector& OutWaterSurfacePosition, FVector& OutWaterSurfaceNormal) {
}
bool AFortPlayerPawn::GetIsSlopeSliding() const {
return false;
}
bool AFortPlayerPawn::GetIsHoldingObject() const {
return false;
}
AActor* AFortPlayerPawn::GetHomeActor() const {
return NULL;
}
FText AFortPlayerPawn::GetGliderDisplayName() const {
return FText::GetEmpty();
}
void AFortPlayerPawn::GetGender(bool& IsMale, bool& IsFemale) const {
}
UAnimMontage* AFortPlayerPawn::GetFrontendAnimMontageIdleOverride() const {
return NULL;
}
int32 AFortPlayerPawn::GetExtraLives() const {
return 0;
}
EFortPawnDisplayContext AFortPlayerPawn::GetDisplayContext() const {
return EFortPawnDisplayContext::BattleRoyale;
}
AFortPlayerPawn* AFortPlayerPawn::GetDBNOHoister() const {
return NULL;
}
AFortPlayerPawn* AFortPlayerPawn::GetDBNOHoistee() const {
return NULL;
}
AFortSkyTube* AFortPlayerPawn::GetCurrentSkyTube() const {
return NULL;
}
AFortPlayerPawn* AFortPlayerPawn::GetControllingPawn() const {
return NULL;
}
TSoftObjectPtr<UFXSystemAsset> AFortPlayerPawn::GetContrailParticleSystemSoftRef() {
return NULL;
}
TArray<UActorComponent*> AFortPlayerPawn::GetComponentsByClassOnAllPartModifiers(TSubclassOf<UActorComponent> ComponentClass) const {
return TArray<UActorComponent*>();
}
TArray<UActorComponent*> AFortPlayerPawn::GetComponentsByClassForPartType(TSubclassOf<UActorComponent> ComponentClass, EFortCustomPartType PartType) const {
return TArray<UActorComponent*>();
}
int32 AFortPlayerPawn::GetClientObservedStatValue(const FName StatName, int32 DefaultValue) {
return 0;
}
EFortCustomGender AFortPlayerPawn::GetCharacterGender() const {
return EFortCustomGender::Invalid;
}
AFortPlayerCharm* AFortPlayerPawn::GetCharacterCharmActorForCharmType(TEnumAsByte<EFortCustomCharmType::Type> CharmType) const {
return NULL;
}
TEnumAsByte<EFortCustomBodyType::Type> AFortPlayerPawn::GetCharacterBodyType() const {
return EFortCustomBodyType::NONE;
}
float AFortPlayerPawn::GetBaseAimPitchQuantized() const {
return 0.0f;
}
UFXSystemComponent* AFortPlayerPawn::GetActivePlayerWaterBoostComponent() const {
return NULL;
}
UFXSystemComponent* AFortPlayerPawn::GetActivePlayerSwimmingComponent() const {
return NULL;
}
UFXSystemComponent* AFortPlayerPawn::GetActivePlayerJumpSplashInWaterComponent() const {
return NULL;
}
UFXSystemComponent* AFortPlayerPawn::GetActivePlayerInWaterComponent() const {
return NULL;
}
UFXSystemComponent* AFortPlayerPawn::GetActivePlayerHandSplashInWaterComponent() const {
return NULL;
}
FGameplayTagContainer AFortPlayerPawn::GatherMetaTags(const UAthenaCosmeticItemDefinition* CosmeticItem) const {
return FGameplayTagContainer{};
}
void AFortPlayerPawn::ForceOpenParachuteAndOverrideGlider(const UAthenaGliderItemDefinition* InGliderOverride, bool NewBResetGliderOverrideOnLanding, bool bForceIntoGliderRedeploy) {
}
void AFortPlayerPawn::ForceDetachFromRemoteControlledPawn() {
}
void AFortPlayerPawn::ExitSkyTube(AFortSkyTube* SkyTube, bool& bIsLastTube) {
}
void AFortPlayerPawn::EnterSkyTube(AFortSkyTube* SkyTube, bool& bIsFirstTube) {
}
void AFortPlayerPawn::EndZiplining(bool bFromJump) {
}
void AFortPlayerPawn::EndSkydiving() {
}
void AFortPlayerPawn::EndHovering() {
}
void AFortPlayerPawn::EndGhostModeExit() {
}
void AFortPlayerPawn::EndFloating() {
}
void AFortPlayerPawn::EndedInteractSearch() {
}
void AFortPlayerPawn::DriverToPassengerAnimationStopped() {
}
bool AFortPlayerPawn::DontHandsOnHips() const {
return false;
}
bool AFortPlayerPawn::DontCrossArms() const {
return false;
}
void AFortPlayerPawn::DisableFaceRotation(float DurationInSeconds, bool bSetStasis) {
}
void AFortPlayerPawn::DestroyBalloonRope() {
}
void AFortPlayerPawn::DebugDestroyVehicle() {
}
void AFortPlayerPawn::ConstructItemSwapClonedFromLoadout(const FFortAthenaLoadout& Loadout, const UAthenaCosmeticItemDefinition* Item, FFortSwapItemAndVariantData& SwapData) {
}
void AFortPlayerPawn::ClientUnequipCurrentWeaponById_Implementation(FGuid WeaponItemGuid, bool bSetWeaponAttachment) {
}
void AFortPlayerPawn::ClientResetAbilitySystemComponent_Implementation() {
}
void AFortPlayerPawn::ClientNotifyAbilityFailed_Implementation(const UGameplayAbility* FailedAbility, const FGameplayTagContainer& FailedReason) {
}
void AFortPlayerPawn::ClientExecuteGameplayCueOnSpecificPlayer_Implementation(const FGameplayTag GameplayCueTag) {
}
void AFortPlayerPawn::ClientAcknowledgeVehicleInputState_Implementation(float Timestamp) {
}
void AFortPlayerPawn::ClearWeaponOverrideAnimSet() {
}
void AFortPlayerPawn::ClearExistingCosmeticPetInstance() {
}
bool AFortPlayerPawn::CanUseInventoryAsDriver() const {
return false;
}
bool AFortPlayerPawn::CanShootFromVehicle() const {
return false;
}
bool AFortPlayerPawn::CanPredictJumpApex() {
return false;
}
bool AFortPlayerPawn::CanInterrogateFromDBNO(AController* EventInstigator) {
return false;
}
void AFortPlayerPawn::CancelJumpAbility() {
}
void AFortPlayerPawn::BroadcastSetWeaponOverrideAnimSet_Implementation(UFortWeaponAnimSet* WeaponOverrideAnimSet) {
}
void AFortPlayerPawn::BroadcastClearWeaponOverrideAnimSet_Implementation() {
}
void AFortPlayerPawn::BP_ForceOpenParachute() {
}
void AFortPlayerPawn::BP_ForceLockParachuteOpen(bool bLocked) {
}
void AFortPlayerPawn::BeginZiplining(const AFortAthenaZipline* Zipline, USceneComponent* SocketComponent) {
}
void AFortPlayerPawn::BeginSkydiving(bool bFromBus) {
}
void AFortPlayerPawn::BeginHovering() {
}
void AFortPlayerPawn::AttemptInstantInteractSearch() {
}
void AFortPlayerPawn::ApplyWrapToSaveTheWorldHoverboard() {
}
void AFortPlayerPawn::ApplyCosmeticLoadout() {
}
void AFortPlayerPawn::AITargetDied(AActor* DamagedActor, float Damage, AController* InstigatedBy, AActor* DamageCauser, FVector HitLocation, UPrimitiveComponent* FHitComponent, FName BoneName, FVector Momentum) {
}
void AFortPlayerPawn::AddIgnoredActor(AActor* InActorToIgnore, const float InIgnoreDuration) {
}
void AFortPlayerPawn::AddAttachment(USkeletalMesh* Attachment, TSubclassOf<UAnimInstance> InAnimBP) {
}
void AFortPlayerPawn::AddAbilityAITarget(AFortAIPawn* InTarget) {
}
void AFortPlayerPawn::GetLifetimeReplicatedProps(TArray<FLifetimeProperty>& OutLifetimeProps) const {
Super::GetLifetimeReplicatedProps(OutLifetimeProps);
DOREPLIFETIME(AFortPlayerPawn, VehicleInputStateReliable);
DOREPLIFETIME(AFortPlayerPawn, bIsNearSafeZoneEdge);
DOREPLIFETIME(AFortPlayerPawn, bIsWaterJump);
DOREPLIFETIME(AFortPlayerPawn, bIsWaterSprintBoost);
DOREPLIFETIME(AFortPlayerPawn, bIsWaterSprintBoostPending);
DOREPLIFETIME(AFortPlayerPawn, bIsTargeting);
DOREPLIFETIME(AFortPlayerPawn, bIsTargetingConsumableThrow);
DOREPLIFETIME(AFortPlayerPawn, bIsSwappingCharacterParts);
DOREPLIFETIME(AFortPlayerPawn, StasisMode);
DOREPLIFETIME(AFortPlayerPawn, BuildingState);
DOREPLIFETIME(AFortPlayerPawn, AccelerationZPack);
DOREPLIFETIME(AFortPlayerPawn, bIsInWaterVolume);
DOREPLIFETIME(AFortPlayerPawn, CachedTeamControllingRC);
DOREPLIFETIME(AFortPlayerPawn, BalloonActiveCount);
DOREPLIFETIME(AFortPlayerPawn, bIsSkydiving);
DOREPLIFETIME(AFortPlayerPawn, bIsParachuteOpen);
DOREPLIFETIME(AFortPlayerPawn, bIsParachuteForcedOpen);
DOREPLIFETIME(AFortPlayerPawn, bIsSkydivingFromBus);
DOREPLIFETIME(AFortPlayerPawn, bIsSkydivingFromLaunchPad);
DOREPLIFETIME(AFortPlayerPawn, bReplicatedIsInVortex);
DOREPLIFETIME(AFortPlayerPawn, bReplicatedIsInSlipperyMovement);
DOREPLIFETIME(AFortPlayerPawn, bIsSlopeSliding);
DOREPLIFETIME(AFortPlayerPawn, bIsProxySimulationTimedOut);
DOREPLIFETIME(AFortPlayerPawn, bInGliderRedeploy);
DOREPLIFETIME(AFortPlayerPawn, bStartedInteractSearch);
DOREPLIFETIME(AFortPlayerPawn, bIsUsingJetpack);
DOREPLIFETIME(AFortPlayerPawn, bIsPlayingEmote);
DOREPLIFETIME(AFortPlayerPawn, bIsRespawning);
DOREPLIFETIME(AFortPlayerPawn, bIsRespawningInAir);
DOREPLIFETIME(AFortPlayerPawn, bIsWaitingForEmoteInteraction);
DOREPLIFETIME(AFortPlayerPawn, bIsEmoteLeader);
DOREPLIFETIME(AFortPlayerPawn, bShouldSyncAnimationWithEmoteLeader);
DOREPLIFETIME(AFortPlayerPawn, bShouldJitterAnimationSyncWithEmoteLeader);
DOREPLIFETIME(AFortPlayerPawn, bDoubleFileEmoteSecondLine);
DOREPLIFETIME(AFortPlayerPawn, bLockGroupEmoteLeaderRotation);
DOREPLIFETIME(AFortPlayerPawn, GroupEmoteLookTarget);
DOREPLIFETIME(AFortPlayerPawn, GroupEmoteLeaderRotationYawOffset);
DOREPLIFETIME(AFortPlayerPawn, ReplicatedCustomMeshHeightAdjustTarget);
DOREPLIFETIME(AFortPlayerPawn, VehicleInputStateUnreliable);
DOREPLIFETIME(AFortPlayerPawn, bIsInAnyStorm);
DOREPLIFETIME(AFortPlayerPawn, bIsInsideSafeZone);
DOREPLIFETIME(AFortPlayerPawn, bHasStartedFloating);
DOREPLIFETIME(AFortPlayerPawn, ZiplineState);
DOREPLIFETIME(AFortPlayerPawn, bCanPredictJumpApex);
DOREPLIFETIME(AFortPlayerPawn, VehicleStateRep);
DOREPLIFETIME(AFortPlayerPawn, InteractingPCRep);
DOREPLIFETIME(AFortPlayerPawn, PossessedProp);
DOREPLIFETIME(AFortPlayerPawn, BaseCosmeticLoadout);
DOREPLIFETIME(AFortPlayerPawn, AppliedSwaps);
DOREPLIFETIME(AFortPlayerPawn, ServerLoadoutChangeSync);
DOREPLIFETIME(AFortPlayerPawn, RepCharPartAnimMontageInfo);
DOREPLIFETIME(AFortPlayerPawn, ClientObservedStats);
DOREPLIFETIME(AFortPlayerPawn, AnimBPOverride);
DOREPLIFETIME(AFortPlayerPawn, FootstepBankOverride);
DOREPLIFETIME(AFortPlayerPawn, DBNOHoisterData);
DOREPLIFETIME(AFortPlayerPawn, DBNOHoistee);
DOREPLIFETIME(AFortPlayerPawn, PackedReplicatedSlopeAngles);
DOREPLIFETIME(AFortPlayerPawn, PlayerStatus);
DOREPLIFETIME(AFortPlayerPawn, AccelerationPack);
DOREPLIFETIME(AFortPlayerPawn, RepAnimMontageInfo);
DOREPLIFETIME(AFortPlayerPawn, RepAnimMontageStartSection);
DOREPLIFETIME(AFortPlayerPawn, bNetMovementPrioritized);
DOREPLIFETIME(AFortPlayerPawn, LandingMontagePair);
DOREPLIFETIME(AFortPlayerPawn, bParachuteLockedOpen);
DOREPLIFETIME(AFortPlayerPawn, AttachmentMesh);
DOREPLIFETIME(AFortPlayerPawn, VortexParams);
DOREPLIFETIME(AFortPlayerPawn, ReplicatedSkyTube);
DOREPLIFETIME(AFortPlayerPawn, PetState);
DOREPLIFETIME(AFortPlayerPawn, GliderOverrideStack);
DOREPLIFETIME(AFortPlayerPawn, RemoteViewData32);
DOREPLIFETIME(AFortPlayerPawn, ControlledRCPawn);
DOREPLIFETIME(AFortPlayerPawn, StoredControlRotation);
DOREPLIFETIME(AFortPlayerPawn, FacialTypeOverride);
}
AFortPlayerPawn::AFortPlayerPawn() {
bIsNearSafeZoneEdge = false;
bPlayingSafeZoneEffects = false;
bDoSafeZoneCleanup = false;
bIsSwimmingAnimLayerLinked = false;
bIsSprintJump = false;
bHasDisableSprintTag = false;
bDisableSwimSprintCancel = false;
bIsWaterJump = false;
bIsWaterSprintBoost = false;
bIsWaterSprintBoostPending = false;
bPlayingPassengerToPassengerAnimation = false;
bPlayingDriverToPassengerAnimation = false;
bIsTargeting = false;
bIsTargetingConsumableThrow = false;
bIsSwappingCharacterParts = false;
bBalloonMovementActivated = false;
bIsScriptedBot = false;
bBuildHotfix = false;
StasisMode = EFortPawnStasisMode::None;
BuildingState = EFortBuildingState::None;
AccelerationZPack = 0;
ParachuteDirectionalSpeedMultiplierCurve = NULL;
SkydivingDirectionalSpeedMultiplierCurve = NULL;
BallooningDirectionalSpeedMultiplierCurve = NULL;
DirectionalSpeedMultiplierCurve = NULL;
MinimumTimeBetweenSteps = 1;
LastStepTime = 1;
bIsInWaterVolume = false;
bNotifyBlueprintWhenLandscapeTeleporting = true;
CachedTeamControllingRC = 0;
BalloonActiveCount = 0;
bParachuteDeployFixedVerticalDistance = true;
bIsSkydiving = false;
bIsParachuteOpen = false;
bLocalIsSkydiving = false;
bLocalIsParachuteForcedOpen = false;
bIsParachuteForcedOpen = false;
bIsSkydivingFromBus = false;
bIsSkydivingFromLaunchPad = false;
bPendingSkydiveLaunch = false;
bIsInVortex = false;
bReplicatedIsInVortex = false;
bIsInSlipperyMovement = false;
bReplicatedIsInSlipperyMovement = false;
bIsBelowAutoDeployTestHeight = false;
bIsSlopeSliding = false;
bIsProxySimulationTimedOut = false;
bIsPedestalHero = false;
bInGliderRedeploy = false;
bLocalInGliderRedeploy = false;
bBeingRepossessed = false;
bInitAbilitySystemComponentFromPlayerState = true;
bStartedInteractSearch = false;
bPawnLODDirty = false;
bIsUsingJetpack = false;
bIsPlayingEmote = false;
bShowingOverdriveEffect = false;
bIsRespawning = false;
bIsRespawningInAir = false;
bInitializedPostRepPlayerState = false;
bEnableCharacterPartRigidBodyNode = false;
bInitializedCharacterPartRBANSettings = false;
bIsLocalViewTarget = false;
bHasWaterParticleSystem = true;
bIsInFrontEndHologram = false;
bForceMoveRelativeToCameraRotation = false;
bIsWaitingForEmoteInteraction = false;
bIsEmoteLeader = false;
bShouldSyncAnimationWithEmoteLeader = false;
bShouldJitterAnimationSyncWithEmoteLeader = false;
bDoubleFileEmoteSecondLine = false;
bLockGroupEmoteLeaderRotation = false;
GroupEmoteLookTarget = NULL;
GroupEmoteLeaderRotationYawOffset = 1;
GroupEmoteMaximumZDifference = 1;
CurrentMontagerLeader = NULL;
CurrentSyncedMontage = NULL;
bCharacterPartsCastIndirectShadows = true;
CharacterGender = EFortCustomGender::Invalid;
CharacterBodyType = EFortCustomBodyType::NONE;
JumpLastActivatedTime = 1;
CrouchMeshOffset = 1;
CustomMeshHeightAdjust = 1;
CustomMeshHeightAdjustLerpSpeed = 1;
CustomMeshHeightAdjustLerpTarget = 1;
ReplicatedCustomMeshHeightAdjustTarget = 0;
bIsInAnyStorm = false;
bIsInsideSafeZone = false;
SafeZoneAppliedGE = NULL;
SelfReviveGameplayEffect = NULL;
TeammateReviveGameplayEffect = NULL;
DBNOInteractionCollisionProfile = TEXT("FortTriggerOnlyInteractions");
DBNODeferTime = 1;
DBNOInteractCollisionComponent = NULL;
AggroRangeOverride = 1;
SetByCallerReviveSignalInStorm = 1;
LastBuildingMetadata = NULL;
SprintCancelTime = 1;
WaterSprintBoostAllowedTimer = 1;
bHasStartedFloating = false;
ZiplineSocketZOffset = 1;
ClientSwimDiveInputTime = 1;
bCanPredictJumpApex = false;
UnableToPerformActionMontage = NULL;
UnableToPerformActionSound = NULL;
MoveSoundStimulusBroadcastInterval = 1;
EmoteStartTime = 1;
EmoteRandomNum = 1;
bPlayingPassengerToDriverAnimation = false;
VehicleSpeedAtTimeOfJump = 1;
InteractingPCRep = NULL;
TetherComponent = NULL;
PendingTetherLaunch = 1;
TetherJumpLastTime = 1;
bSupportsTetheredMovement = true;
BalloonRope = NULL;
PossessedProp = NULL;
SlopeCameraOffsetFrameCounter = 0;
VehicleInputComponent = NULL;
BluePrintPlaceAnimation = NULL;
BluePrintEditAnimation = NULL;
EmoteInteractionCollisionProfile = TEXT("FortTriggerOnlyInteractions");
EmoteInteractCollisionComponent = NULL;
BlueprintPaperMID = NULL;
AccessoryColorSwatchHandler[0] = NULL;
AccessoryColorSwatchHandler[1] = NULL;
AccessoryColorSwatchHandler[2] = NULL;
AccessoryColorSwatchHandler[3] = NULL;
AccessoryColorSwatchHandler[4] = NULL;
AccessoryColorSwatchHandler[5] = NULL;
Hero = NULL;
DisplayContext = EFortPawnDisplayContext::BattleRoyale;
HACK_CustomPRIComponent = NULL;
CharacterParts[0] = NULL;
CharacterParts[1] = NULL;
CharacterParts[2] = NULL;
CharacterParts[3] = NULL;
CharacterParts[4] = NULL;
CharacterParts[5] = NULL;
CharacterColorSwatches[0] = NULL;
CharacterColorSwatches[1] = NULL;
CharacterPartColorSwatches[0] = NULL;
CharacterPartColorSwatches[1] = NULL;
CharacterPartColorSwatches[2] = NULL;
CharacterPartColorSwatches[3] = NULL;
CharacterPartColorSwatches[4] = NULL;
CharacterPartColorSwatches[5] = NULL;
CharacterCharms[0] = NULL;
CharacterCharms[1] = NULL;
CharacterCharms[2] = NULL;
CharacterCharms[3] = NULL;
CharacterPartSkeletalMeshComponents[0] = NULL;
CharacterPartSkeletalMeshComponents[1] = NULL;
CharacterPartSkeletalMeshComponents[2] = NULL;
CharacterPartSkeletalMeshComponents[3] = NULL;
CharacterPartSkeletalMeshComponents[4] = NULL;
CharacterPartSkeletalMeshComponents[5] = NULL;
CharacterPartSMHiddenRefCount[0] = 0;
CharacterPartSMHiddenRefCount[1] = 0;
CharacterPartSMHiddenRefCount[2] = 0;
CharacterPartSMHiddenRefCount[3] = 0;
CharacterPartSMHiddenRefCount[4] = 0;
CharacterPartSMHiddenRefCount[5] = 0;
ServerLoadoutChangeSync = 0;
bAllowClientLoadoutChangeSync = true;
PreviousCharacterParts[0] = NULL;
PreviousCharacterParts[1] = NULL;
PreviousCharacterParts[2] = NULL;
PreviousCharacterParts[3] = NULL;
PreviousCharacterParts[4] = NULL;
PreviousCharacterParts[5] = NULL;
CharacterPartModifiers[0] = NULL;
CharacterPartModifiers[1] = NULL;
CharacterPartModifiers[2] = NULL;
CharacterPartModifiers[3] = NULL;
CharacterPartModifiers[4] = NULL;
CharacterPartModifiers[5] = NULL;
AnimBPOverride = NULL;
OriginalAnimBP = NULL;
OnCrouchStartSound = NULL;
OnCrouchEndSound = NULL;
FootstepBankOverride = NULL;
OriginalFootstepBank = NULL;
PickupSpeedMultiplier = 1;
MaxIndicatorVisibilityDistForEnemies = 1;
MaxIndicatorVisibilityDistForAllies = 1;
DBNOHoistee = NULL;
DBNOHoisterAnimSet = NULL;
DBNOHoisteeAnimClass = NULL;
ThrowCarriedPlayerStrengthXY = 1;
ThrowCarriedPlayerStrengthZ = 1;
DropCarriedPlayerForwardOffset = 1;
DropCarriedPlayerHeightOffset = 1;
DropCarriedPlayerTraceHeight = 1;
bAllowDBNOCarry = false;
bAllowDBNOCarryEnemies = true;
bIsBeingDBNOCarried = false;
bIsDBNOCarrying = false;
bRequestedThrowCarriedPlayer = false;
PackedReplicatedSlopeAngles = 0;
CustomizationAssetLoader = NULL;
SpawnParticles = NULL;
SpawnSound = NULL;
bIsLocalPlayer = false;
bDamagedEnemy = false;
PlayerStatus = 0;
AccelerationPack = 0;
RepAnimMontageStartSection = 0;
bNetMovementPrioritized = false;
VisibilityComponent = NULL;
BlendablesPostProcessComp = NULL;
bUseControllerRotationYawToRestore = false;
CurrentGliderOpenSound = NULL;
CurrentGliderCloseSound = NULL;
bParachuteLockedOpen = false;
bLocalParachuteLockedOpen = false;
AttachmentMeshComponent = NULL;
BotScriptedBehavior = NULL;
ReplicatedSkyTube = NULL;
CurrentSkyTube = NULL;
UnderwaterDamageComponent = NULL;
GliderClass = NULL;
PetState = NULL;
CosmeticPetInstance = NULL;
ParachuteAttachment = NULL;
bResetGliderOverrideOnLanding = false;
ParachuteCooldownToOpen = 1;
ParachuteCooldownToClose = 1;
PreDrivingAnimBP = NULL;
CurrentVehicleAnimLayerOverlayClass = NULL;
CurrentSwimmingAnimLayerOverlayClass = NULL;
DefaultSwimmingAnimLayerOverlayClass = NULL;
TimeBeforeSwimmingLayerDeactivated = 1;
ParachuteAudioLoop = NULL;
ParachuteAndSkydiveAudioFadeInTime = 1;
ParachuteAndSkydiveAudioFadeOutTime = 1;
SkydiveAudioLoop = NULL;
SoundOnParachuteForcedOpen = NULL;
SkydivingLoop1P = NULL;
SkydivingLoop3P = NULL;
ParachuteOpenLoop1P = NULL;
ParachuteOpenLoop3P = NULL;
SwimmingAudioLoop = NULL;
SwimmingAudioFadeOutTime = 1;
SwimmingAudioInterpSpeed = 1;
SoundOnSwimmingLoop = NULL;
RemoteViewData32 = 0;
LastQuickBarSwitchRequestTime = 1;
CrouchStartTime = 1;
CrouchEndTime = 1;
CrouchLerpTime = 1;
MeleeAbilityCooldown = 1;
bDisallowInterrogation = false;
bDisallowInterrogationOnNPC = false;
FacialTypeOverride = EFortFacialAnimTypes::Default;
GhostModeExitStartTime = 1;
GhostModeExitDuration = 1;
PSC_PlayerInWater = CreateDefaultSubobject<UParticleSystemComponent>(TEXT("PlayerInWaterFX"));
PSC_PlayerInWaterSurfaceSwimming = CreateDefaultSubobject<UParticleSystemComponent>(TEXT("PlayerInWaterSurfaceSwimmingFX"));
NiagaraPlayerInWaterBasicAsset = NULL;
NiagaraPlayerInWaterSwimmingAsset = NULL;
NiagaraPlayerWaterHandSplashAsset = NULL;
NiagaraPlayerWaterFootSplashAsset = NULL;
NiagaraPlayerWaterLargePlayerSplashAsset = NULL;
NiagaraPlayerWaterBoostAsset = NULL;
NiagaraPlayerStandingInWater = NULL;
NiagaraPlayerSwimmingInWater = NULL;
NiagaraPlayerHandSplashInWater = NULL;
NiagaraPlayerFootSplashInWaterLeft = NULL;
NiagaraPlayerFootSplashInWaterRight = NULL;
NiagaraPlayerJumpSplashInWater = NULL;
NiagaraPlayerWaterBoost = NULL;
bWaterFootSplashActive = false;
bEnableWaterInteractionEffects = true;
}