mirror of
https://github.com/FortniteModdingHub/FNGameProj.git
synced 2026-08-27 03:53:25 +00:00
98 lines
3.3 KiB
C++
98 lines
3.3 KiB
C++
#include "AnalyticsBlueprintLibrary.h"
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bool UAnalyticsBlueprintLibrary::StartSessionWithAttributes(const TArray<FAnalyticsEventAttr>& Attributes) {
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return false;
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}
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bool UAnalyticsBlueprintLibrary::StartSession() {
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return false;
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}
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void UAnalyticsBlueprintLibrary::SetUserId(const FString& UserId) {
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}
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void UAnalyticsBlueprintLibrary::SetSessionId(const FString& SessionId) {
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}
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void UAnalyticsBlueprintLibrary::SetLocation(const FString& Location) {
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}
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void UAnalyticsBlueprintLibrary::SetGender(const FString& Gender) {
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}
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void UAnalyticsBlueprintLibrary::SetBuildInfo(const FString& BuildInfo) {
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}
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void UAnalyticsBlueprintLibrary::SetAge(int32 Age) {
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}
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void UAnalyticsBlueprintLibrary::RecordSimpleItemPurchaseWithAttributes(const FString& ItemId, int32 ItemQuantity, const TArray<FAnalyticsEventAttr>& Attributes) {
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}
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void UAnalyticsBlueprintLibrary::RecordSimpleItemPurchase(const FString& ItemId, int32 ItemQuantity) {
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}
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void UAnalyticsBlueprintLibrary::RecordSimpleCurrencyPurchaseWithAttributes(const FString& GameCurrencyType, int32 GameCurrencyAmount, const TArray<FAnalyticsEventAttr>& Attributes) {
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}
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void UAnalyticsBlueprintLibrary::RecordSimpleCurrencyPurchase(const FString& GameCurrencyType, int32 GameCurrencyAmount) {
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}
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void UAnalyticsBlueprintLibrary::RecordProgressWithFullHierarchyAndAttributes(const FString& ProgressType, const TArray<FString>& ProgressNames, const TArray<FAnalyticsEventAttr>& Attributes) {
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}
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void UAnalyticsBlueprintLibrary::RecordProgressWithAttributes(const FString& ProgressType, const FString& ProgressName, const TArray<FAnalyticsEventAttr>& Attributes) {
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}
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void UAnalyticsBlueprintLibrary::RecordProgress(const FString& ProgressType, const FString& ProgressName) {
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}
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void UAnalyticsBlueprintLibrary::RecordItemPurchase(const FString& ItemId, const FString& Currency, int32 PerItemCost, int32 ItemQuantity) {
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}
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void UAnalyticsBlueprintLibrary::RecordEventWithAttributes(const FString& EventName, const TArray<FAnalyticsEventAttr>& Attributes) {
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}
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void UAnalyticsBlueprintLibrary::RecordEventWithAttribute(const FString& EventName, const FString& AttributeName, const FString& AttributeValue) {
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}
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void UAnalyticsBlueprintLibrary::RecordEvent(const FString& EventName) {
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}
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void UAnalyticsBlueprintLibrary::RecordErrorWithAttributes(const FString& Error, const TArray<FAnalyticsEventAttr>& Attributes) {
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}
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void UAnalyticsBlueprintLibrary::RecordError(const FString& Error) {
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}
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void UAnalyticsBlueprintLibrary::RecordCurrencyPurchase(const FString& GameCurrencyType, int32 GameCurrencyAmount, const FString& RealCurrencyType, float RealMoneyCost, const FString& PaymentProvider) {
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}
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void UAnalyticsBlueprintLibrary::RecordCurrencyGivenWithAttributes(const FString& GameCurrencyType, int32 GameCurrencyAmount, const TArray<FAnalyticsEventAttr>& Attributes) {
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}
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void UAnalyticsBlueprintLibrary::RecordCurrencyGiven(const FString& GameCurrencyType, int32 GameCurrencyAmount) {
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}
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FAnalyticsEventAttr UAnalyticsBlueprintLibrary::MakeEventAttribute(const FString& AttributeName, const FString& AttributeValue) {
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return FAnalyticsEventAttr{};
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}
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FString UAnalyticsBlueprintLibrary::GetUserId() {
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return TEXT("");
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}
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FString UAnalyticsBlueprintLibrary::GetSessionId() {
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return TEXT("");
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}
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void UAnalyticsBlueprintLibrary::FlushEvents() {
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}
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void UAnalyticsBlueprintLibrary::EndSession() {
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}
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UAnalyticsBlueprintLibrary::UAnalyticsBlueprintLibrary() {
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}
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