#include "FSDPhysicalMaterial.h" UFXSystemComponent* UFSDPhysicalMaterial::SpawnImpactParticlesFromHit(UObject* WorldContextObject, const FHitResult& HitResult) { return NULL; } UFXSystemComponent* UFSDPhysicalMaterial::SpawnImpactParticles(UObject* WorldContextObject, FVector Location, FVector Normal) const { return NULL; } UFSDPhysicalMaterial* UFSDPhysicalMaterial::GetPhysicalMaterialFromPrimitive(UPrimitiveComponent* Component) { return NULL; } UFSDPhysicalMaterial::UFSDPhysicalMaterial() { this->BreakingDecelerationScale = 1.00f; this->BreakingFrictionScale = 1.00f; this->MaxAccelerationScale = 1.00f; this->RepulsePlayer = false; this->RepulsePlayerRandomDegreeOffset = 0.00f; this->RepulsePlayerSound = NULL; this->RepulsePlayerParticle = NULL; this->ImpactParticles = NULL; this->ImpactMaterialOverride = NULL; this->ImpactSound = NULL; this->MeleeImpactSound = NULL; this->UseImpactDecalOverrides = false; this->ImpactDecals.AddDefaulted(3); this->FirstPersonDamageIndicatorSound = NULL; this->IsWeakPoint = false; this->AllowFrozenBonus = true; this->IsSubhealthCollider = false; this->DamageMultiplier = 1.00f; this->FootstepParticle = NULL; this->FootstepMaterialOverride = NULL; this->FootstepSound = NULL; this->ExtraFallVelocity = 0.00f; this->FallImpactEffect = NULL; this->FallImpactSound = NULL; this->alwaysPenetrate = false; this->ReactiveTerrain = NULL; }