#include "FadeScreenSubSystem.h" bool UFadeScreenSubSystem::IsScreenFadingToBlack(UObject* WorldContext) { return false; } bool UFadeScreenSubSystem::IsScreenFadingFromBlack(UObject* WorldContext) { return false; } bool UFadeScreenSubSystem::IsScreenFading(UObject* WorldContext) { return false; } float UFadeScreenSubSystem::GetCurrentFadeAmount() const { return 0.0f; } void UFadeScreenSubSystem::FadeScreenToBlack(UObject* WorldContext, float FadeTime, float Delay, bool ResetExistingFades, bool CapFramerate, bool FadeWorldOnly, bool ToSpaceRig, UTexture* LoadingImage) { } void UFadeScreenSubSystem::FadeScreenFromBlack(UObject* WorldContext, float FadeTime, float Delay, bool ResetExistingFades, bool CapFramerate, bool FadeWorldOnly, bool ToSpaceRig) { } void UFadeScreenSubSystem::BlackoutScreen(UObject* WorldContext, bool FadeWorldOnly) { } UFadeScreenSubSystem::UFadeScreenSubSystem() { }