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

61 lines
1.5 KiB
C++

#include "PartyDisplayManager.h"
void APartyDisplayManager::OnPawnTouchReleased(TEnumAsByte<ETouchIndex::Type> FingerIndex, AActor* TouchedActor) {
}
void APartyDisplayManager::OnPawnEndCursorOver(AActor* TouchedActor) {
}
void APartyDisplayManager::OnPawnClicked(AActor* TouchedActor, FKey ButtonPressed) {
}
void APartyDisplayManager::OnPawnBeginCursorOver(AActor* TouchedActor) {
}
void APartyDisplayManager::NotifyPrefabChanged(AActor* PrefabActor, UFortItem* CurrentItem) {
}
void APartyDisplayManager::HandleItemsShown(const TArray<UFortItem*>& ItemShown, const FGuid& RequestID) {
}
void APartyDisplayManager::HandleCharacterCustomizationFinished(AFortPlayerPawn* Pawn) {
}
FUniqueNetIdRepl APartyDisplayManager::GetPlayerIdFromPartyMemberIndex(int32 PartyMemberIndex) const {
return FUniqueNetIdRepl{};
}
bool APartyDisplayManager::GetPartyMemberIndexByPlayerPawn(const AFortPlayerPawn* PlayerPawn, int32& OutPlayerIndex) const {
return false;
}
AFortPlayerPawn* APartyDisplayManager::GetHeroPlayerPawnForCurrentDisplayedItem() {
return NULL;
}
FFortAthenaLoadout APartyDisplayManager::GetCosmeticLoadoutForCurrentDisplayedItem() const {
return FFortAthenaLoadout{};
}
void APartyDisplayManager::BeginLoadingAssetsForItem(UFortItem* ItemToView, const TArray<TSoftObjectPtr<UObject>>& AssetsToLoad, const FGuid& RequestID) {
}
APartyDisplayManager::APartyDisplayManager() {
VaultPlacementActor = NULL;
VaultWeaponPlacementActor = NULL;
PlayerInMatchHoloMaterial = NULL;
IsPlayingCelebrateFX = false;
}