#include "FSDSplineLibrary.h" bool UFSDSplineLibrary::SplineComponentSphereTrace(USplineComponent*& SplineComponent, float Radius, TEnumAsByte TraceType, float StepSize, TArray IgnoreActors, FHitResult& OutHitResult, FVector Offset) { return false; } void UFSDSplineLibrary::SetStartAndEndTangentsCurve2D(FInterpCurveVector2D& Curve, FVector2D StartTangent, FVector2D EndTangent) { } TArray UFSDSplineLibrary::GetSplineComponentTransforms(USplineComponent*& SplineComponent, float StepSize, TEnumAsByte Space) { return TArray(); } void UFSDSplineLibrary::GetLocationAndTangentsAtSplinePoint(const USplineComponent* Spline, int32 PointIndex, FVector& Location, FVector& ArriveTangent, FVector& LeaveTangent, TEnumAsByte CoordinateSpace) { } void UFSDSplineLibrary::EvalCurveScaled2D(const FInterpCurveVector2D& Curve, float Key, FVector2D ScaleBy, FVector2D& OutPosition, FVector2D& OutTangent) { } void UFSDSplineLibrary::EvalCurve2D(const FInterpCurveVector2D& Curve, float Key, FVector2D& OutPosition, FVector2D& OutTangent) { } void UFSDSplineLibrary::DrawCurveScaled2D(FPaintContext& Context, const FInterpCurveVector2D& Curve, FVector2D ScaleBy, FCurve2DAppearance Appearance, float Opacity) { } void UFSDSplineLibrary::DrawCurve2D(FPaintContext& Context, const FInterpCurveVector2D& Curve, FCurve2DAppearance Appearance, float Opacity) { } void UFSDSplineLibrary::DrawBezierScaled2D(FPaintContext& Context, FVector2D InStartPos, FVector2D InStartTangent, FVector2D InEndPos, FVector2D InEndTangent, FCurve2DAppearance InAppearance, FVector2D ScaleBy, float Opacity, bool InClampTangents) { } void UFSDSplineLibrary::DrawBezier2D(FPaintContext& Context, FVector2D InStartPos, FVector2D InStartTangent, FVector2D InEndPos, FVector2D InEndTangent, FCurve2DAppearance InAppearance, float Opacity, bool InClampTangents) { } FInterpCurveVector2D UFSDSplineLibrary::CreateCurveWithTangents2D(const TArray& Positions, FVector2D StartTangent, FVector2D EndTangent, TEnumAsByte Mode) { return FInterpCurveVector2D{}; } FInterpCurveVector2D UFSDSplineLibrary::CreateCurve2D(const TArray& Positions, TEnumAsByte Mode) { return FInterpCurveVector2D{}; } void UFSDSplineLibrary::ConvertSplineDistanceToInputKey(USplineComponent*& SplineComponent, USplineComponent* OptionalTargetSpline) { } bool UFSDSplineLibrary::CarveAroundSplinePoints(UObject* WorldContext, const FVector& InStartLocation, const FVector& InStartTangent, const FVector& InEndLocation, const FVector& InEndTangent, float InRadius, UTerrainMaterial* InTerrainMaterial, ECarveFilterType InCarveFilter, EPreciousMaterialOptions InPrecious) { return false; } bool UFSDSplineLibrary::CarveAroundSplineMesh(USplineMeshComponent* InMesh, float InRadius, UTerrainMaterial* InTerrainMaterial, ECarveFilterType InCarveFilter, EPreciousMaterialOptions InPrecious) { return false; } float UFSDSplineLibrary::ApproximateSplineDistanceAtWorldLocation(const USplineComponent* Spline, const FVector& WorldLocation) { return 0.0f; } UFSDSplineLibrary::UFSDSplineLibrary() { }