#include "PickaxeFunctionLibrary.h" bool UPickaxeFunctionLibrary::RemovePickaxePartFromOwned(UObject* WorldContextObject, const UPickaxePart* part) { return false; } void UPickaxeFunctionLibrary::RandomizePickaxe(UObject* WorldContextObject, UPlayerCharacterID* PlayerId) { } bool UPickaxeFunctionLibrary::IsPickaxePartEquipped(UObject* WorldContextObject, EPickaxePartLocation Location, UPickaxePart* part, UItemID* pickaxeID) { return false; } void UPickaxeFunctionLibrary::GivePickaxePart(UObject* WorldContextObject, UPickaxePart* part) { } TArray UPickaxeFunctionLibrary::GetUnlockedPickaxeParts(UObject* WorldContextObject, EPickaxePartLocation Category) { return TArray(); } TArray UPickaxeFunctionLibrary::GetPickaxeParts(UObject* WorldContextObject, EPickaxePartLocation Category) { return TArray(); } bool UPickaxeFunctionLibrary::GetIsPickAxePartAcquired(UObject* WorldContextObject, const UPickaxePart* InPickaxePart) { return false; } FPickaxeSet UPickaxeFunctionLibrary::GetEquippedPickaxeSet(UObject* WorldContextObject, UItemID* pickaxeID) { return FPickaxeSet{}; } UPickaxePart* UPickaxeFunctionLibrary::GetEquippedPickaxePart(UObject* WorldContextObject, EPickaxePartLocation partLocation, UItemID* pickaxeID) { return NULL; } void UPickaxeFunctionLibrary::EquipPickaxePart(UObject* WorldContextObject, UPickaxePart* part, EPickaxePartLocation partLocation, UItemID* pickaxeID) { } void UPickaxeFunctionLibrary::CopyPastePickaxeLoadout(UObject* WorldContextObject, UPlayerCharacterID* PlayerId, int32 fromIndex, int32 toIndex) { } UPickaxeFunctionLibrary::UPickaxeFunctionLibrary() { }