#include "FSDMath.h" FVector UFSDMath::SphericalToCartesian(float Radius, float azimuth, float elecation) { return FVector{}; } bool UFSDMath::PercentageCheck(float percentage) { return false; } void UFSDMath::GetAzimuthAndElevation(const FVector& Direction, const FTransform& coordinateSystem, float& azimuth, float& elevation) { } float UFSDMath::CubicSegmentLength(FVector p0, FVector tangent1, FVector p1, FVector tangent2) { return 0.0f; } FVector UFSDMath::CubicInterpBlueprint(FVector p0, FVector tangent1, FVector p1, FVector tangent2, float alpha) { return FVector{}; } void UFSDMath::CartesianToSpherical(FVector Location, float& outAzimuth, float& outElevation, float& OutRadius) { } UFSDMath::UFSDMath() { }