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

41 lines
1.8 KiB
C++

#include "InventoryManagementLibrary.h"
void UInventoryManagementLibrary::SwapItems(TScriptInterface<IFortInventoryOwnerInterface> SourceOwner, TScriptInterface<IFortInventoryOwnerInterface> TargetOwner, TArray<FItemGuidAndCount> ItemGuids) {
}
bool UInventoryManagementLibrary::SwapItem(TScriptInterface<IFortInventoryOwnerInterface> SourceOwner, TScriptInterface<IFortInventoryOwnerInterface> TargetOwner, FGuid ItemGuid, int32 Count) {
return false;
}
void UInventoryManagementLibrary::RemoveItems(TScriptInterface<IFortInventoryOwnerInterface> InventoryOwner, TArray<FItemGuidAndCount> Items) {
}
bool UInventoryManagementLibrary::RemoveItem(TScriptInterface<IFortInventoryOwnerInterface> InventoryOwner, FGuid ItemGuid, int32 Count) {
return false;
}
bool UInventoryManagementLibrary::GiveItemEntryToInventoryOwner(TScriptInterface<IFortInventoryOwnerInterface> InventoryOwner, const FFortItemEntry& ItemInstance) {
return false;
}
void UInventoryManagementLibrary::GetItemsFromInventoryOwnerForRarity(TScriptInterface<IFortInventoryOwnerInterface> InventoryOwner, TArray<UFortWorldItem*>& Items, const EFortRarity RarityType) {
}
void UInventoryManagementLibrary::GetItemsFromInventoryOwner(TScriptInterface<IFortInventoryOwnerInterface> InventoryOwner, TArray<UFortWorldItem*>& Items) {
}
UFortControllerComponent_InventoryNetworkManagement* UInventoryManagementLibrary::GetInventoryNetworkComponent(AFortPlayerController* Owner) {
return NULL;
}
void UInventoryManagementLibrary::AddItems(TScriptInterface<IFortInventoryOwnerInterface> InventoryOwner, TArray<FItemAndCount> Items) {
}
bool UInventoryManagementLibrary::AddItem(TScriptInterface<IFortInventoryOwnerInterface> InventoryOwner, const UFortItemDefinition* ItemDefinition, int32 Count) {
return false;
}
UInventoryManagementLibrary::UInventoryManagementLibrary() {
}