#include "FSDPostProcessingActor.h" void AFSDPostProcessingActor::UnapplyPostProcessingBlendablesByType(UObject* WorldContext, EPostProcessingType Type) { } void AFSDPostProcessingActor::UnapplyPostProcessingBlendablesByID(UObject* WorldContext, const FName InID) { } void AFSDPostProcessingActor::UnapplyPostProcessingBlendable(UObject* WorldContext, EPostProcessingType Type, TScriptInterface InBlendableObject) { } void AFSDPostProcessingActor::UnapplyAllPostProcessingBlendables(UObject* WorldContext) { } void AFSDPostProcessingActor::SetupHDRColorGamma() { } void AFSDPostProcessingActor::SetPostProcessManager(APostProcessingManager* InManager) { } UMaterialInstanceDynamic* AFSDPostProcessingActor::GetPostProcessingMaterialInstance(UObject* WorldContext, UMaterialInterface* Material) { return NULL; } UMaterialInstanceDynamic* AFSDPostProcessingActor::ApplyPostProcessingMaterial(UObject* WorldContext, EPostProcessingType Type, UMaterialInterface* Material, float InWeight, const FName InID) { return NULL; } void AFSDPostProcessingActor::ApplyPostProcessingBlendable(UObject* WorldContext, EPostProcessingType Type, TScriptInterface InBlendableObject, float InWeight, const FName InID) { } AFSDPostProcessingActor::AFSDPostProcessingActor() { this->PostProcessingType = EPostProcessingType::GameWorld; this->PostProcessComponent = NULL; }