#include "AIFunctionLibrary.h" void UAIFunctionLibrary::SetAICanSense(bool canSense) { } int32 UAIFunctionLibrary::MakeEnemiesFleeFromArea(UObject* WorldContextObject, const FVector& Center, float Radius, int32 maxEnemiesAffected) { return 0; } void UAIFunctionLibrary::MakeEnemiesBackOutOfArea(UObject* WorldContextObject, const FVector& Center, float Radius) { } bool UAIFunctionLibrary::IsEnemyAlertet(APawn* enemy) { return false; } APlayerCharacter* UAIFunctionLibrary::GetPlayerTarget(AActor* From, float MaxDistance, bool MustBeAlive, bool MustBeUnparalyzed, bool accountForAttackers, AActor* ignoreTarget, bool IsFlying) { return NULL; } bool UAIFunctionLibrary::GetAttackableTargetsInRange(AActor* From, TArray& outArray, float MaxDistance, bool MustBeAlive, bool MustBeUnparalyzed, bool accountForAttackers, AActor* ignoreTarget, bool IsFlying) { return false; } UAttackerPositioningComponent* UAIFunctionLibrary::GetAttackableTarget(AActor* From, float MaxDistance, bool MustBeAlive, bool MustBeUnparalyzed, bool accountForAttackers, AActor* ignoreTarget, bool IsFlying) { return NULL; } APlayerCharacter* UAIFunctionLibrary::ConsiderChangingTarget(APlayerCharacter* CurrentTarget, AActor* From, float MaxDistance, bool MustBeAlive, bool MustBeUnparalyzed, bool CurrentTargetMustBeAlive, bool IsFlying) { return NULL; } void UAIFunctionLibrary::AlertEnemy(APawn* enemy) { } void UAIFunctionLibrary::AlertEnemiesInRange(UObject* WorldContextObject, FVector Origin, float range, APawn* alerter) { } UAIFunctionLibrary::UAIFunctionLibrary() { }