mirror of
https://github.com/FortniteModdingHub/FNGameProj.git
synced 2026-08-26 19:43:31 +00:00
111 lines
4.9 KiB
C++
111 lines
4.9 KiB
C++
#include "FortniteAutomationBlueprintLibrary.h"
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#include "Templates/SubclassOf.h"
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void UFortniteAutomationBlueprintLibrary::StopAllParticles(AActor* Actor) {
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}
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TArray<AFortWeapon*> UFortniteAutomationBlueprintLibrary::SpawnAthenaPickaxe(UAthenaPickaxeItemDefinition* ItemDefinition, const FTransform SpawnTransform, const TArray<FMcpVariantChannelInfo> VariantChannelInfos, const bool ClearAnimations) {
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return TArray<AFortWeapon*>();
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}
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TArray<AFortPlayerParachute*> UFortniteAutomationBlueprintLibrary::SpawnAthenaGlider(UAthenaGliderItemDefinition* ItemDefinition, const FTransform SpawnTransform, const TArray<FMcpVariantChannelInfo> VariantChannelInfos, const bool ClearAnimations) {
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return TArray<AFortPlayerParachute*>();
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}
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AFortPlayerMannequin* UFortniteAutomationBlueprintLibrary::SpawnAthenaCharacterSkin(UAthenaCharacterItemDefinition* ItemDefinition, const FTransform SpawnTransform, const TArray<FMcpVariantChannelInfo> VariantChannelInfos, const bool ClearAnimations, UClass* MannequinClass) {
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return NULL;
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}
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TArray<AActor*> UFortniteAutomationBlueprintLibrary::SpawnAthenaBackpack(UAthenaBackpackItemDefinition* ItemDefinition, const FTransform SpawnTransform, const TArray<FMcpVariantChannelInfo> VariantChannelInfos, const bool ClearAnimations) {
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return TArray<AActor*>();
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}
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bool UFortniteAutomationBlueprintLibrary::ResetFPSChartsData() {
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return false;
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}
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bool UFortniteAutomationBlueprintLibrary::ResetForcedAthenaCosmetics() {
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return false;
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}
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TArray<FMcpVariantChannelInfo> UFortniteAutomationBlueprintLibrary::MakeVariantChannelInfosFromVariantTagContainer(UAthenaCosmeticItemDefinition* ItemDefinition, FGameplayTagContainer VariantTags) {
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return TArray<FMcpVariantChannelInfo>();
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}
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FMcpVariantChannelInfo UFortniteAutomationBlueprintLibrary::MakeVariantChannelInfo(UAthenaCosmeticItemDefinition* ItemDefinition, FGameplayTag Channel, FGameplayTag ActiveVariant, const FString& CustomData) {
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return FMcpVariantChannelInfo{};
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}
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FFortAthenaLoadout UFortniteAutomationBlueprintLibrary::MakeLoadoutFromVariantChannelInfos(TArray<FMcpVariantChannelInfo> VariantInfo) {
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return FFortAthenaLoadout{};
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}
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TArray<TSoftObjectPtr<UObject>> UFortniteAutomationBlueprintLibrary::GetWrapPreviewObjects(ESubGame SubGame) {
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return TArray<TSoftObjectPtr<UObject>>();
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}
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TArray<FGameplayTag> UFortniteAutomationBlueprintLibrary::GetVariantNames(const UAthenaCosmeticItemDefinition* ItemDefinition, FGameplayTag VariantChannel, bool UnlockableOnly) {
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return TArray<FGameplayTag>();
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}
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TArray<FGameplayTag> UFortniteAutomationBlueprintLibrary::GetVariantChannels(const UAthenaCosmeticItemDefinition* ItemDefinition, bool UnlockableOnly) {
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return TArray<FGameplayTag>();
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}
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int32 UFortniteAutomationBlueprintLibrary::GetItemWrapperLockerSlotIndex(UFortItemDefinition* ItemDefinition) {
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return 0;
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}
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TArray<FGameplayTagContainer> UFortniteAutomationBlueprintLibrary::GetAllVariantCombinations(UAthenaCosmeticItemDefinition* ItemDefinition, bool UnlockableOnly) {
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return TArray<FGameplayTagContainer>();
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}
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TArray<UFortCreativeRealEstatePlotItemDefinition*> UFortniteAutomationBlueprintLibrary::GetAllRealEstatePlotItemDefinitions(bool bOnlyPlayerFacing) {
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return TArray<UFortCreativeRealEstatePlotItemDefinition*>();
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}
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TArray<UFortPlaysetGrenadeItemDefinition*> UFortniteAutomationBlueprintLibrary::GetAllPlaysetGrenadeItemDefinitions() {
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return TArray<UFortPlaysetGrenadeItemDefinition*>();
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}
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TArray<TSubclassOf<AActor>> UFortniteAutomationBlueprintLibrary::GetAllItemWrapCompatibleActors(ESubGame SubGame, bool OnePerType) {
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return TArray<TSubclassOf<AActor>>();
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}
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TArray<UFortVariantTokenType*> UFortniteAutomationBlueprintLibrary::GetAllFortVariantTokens() {
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return TArray<UFortVariantTokenType*>();
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}
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TArray<UAthenaCosmeticItemDefinition*> UFortniteAutomationBlueprintLibrary::GetAllAthenaCosmetics_MultipleType(const TArray<EFortItemType> Types) {
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return TArray<UAthenaCosmeticItemDefinition*>();
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}
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TArray<UAthenaCosmeticItemDefinition*> UFortniteAutomationBlueprintLibrary::GetAllAthenaCosmetics(const EFortItemType Type) {
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return TArray<UAthenaCosmeticItemDefinition*>();
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}
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bool UFortniteAutomationBlueprintLibrary::ForceAthenaCosmetic(const UAthenaCosmeticItemDefinition* ItemDefinition) {
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return false;
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}
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TSet<UClass*> UFortniteAutomationBlueprintLibrary::FindDerivedBlueprintClasses(FName BaseClassName, const FString& SearchString, const FString& SearchPath) {
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return TSet<UClass*>();
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}
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bool UFortniteAutomationBlueprintLibrary::DumpFPSChartsData(const FString& EntryName) {
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return false;
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}
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void UFortniteAutomationBlueprintLibrary::ClearAllCharacterPartAnimations(AFortPlayerMannequin* Mannequin) {
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}
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void UFortniteAutomationBlueprintLibrary::ClearAllAnimInstances(AActor* Actor) {
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}
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void UFortniteAutomationBlueprintLibrary::ApplyItemWrapToActor(UAthenaItemWrapDefinition* wrap, AActor* Actor, EItemWrapMaterialType MaterialType) {
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}
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UFortniteAutomationBlueprintLibrary::UFortniteAutomationBlueprintLibrary() {
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}
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