#include "ItemSkin.h" bool UItemSkin::Unlock(UObject* WorldContext, UItemID* ItemID, bool broadcast) { return false; } void UItemSkin::Receive_SkinItem(UObject* Skinnable) const { } void UItemSkin::Lock(UObject* WorldContext, UItemID* ItemID) { } bool UItemSkin::IsUnlockedFromStart() const { return false; } bool UItemSkin::IsLocked(UObject* WorldContext, UItemID* skinnableID) const { return false; } bool UItemSkin::IsEquippedOnItem(UItemID* ItemID, AFSDPlayerState* PlayerState) const { return false; } EItemSkinType UItemSkin::GetSkinType() const { return EItemSkinType::PaintJob; } FText UItemSkin::GetSkinName() const { return FText::GetEmpty(); } UItemID* UItemSkin::GetOwningItem() const { return NULL; } UPlayerCharacterID* UItemSkin::GetOwningCharacter() const { return NULL; } UMaterialInstanceDynamic* UItemSkin::CreateIcon(UObject* Owner) const { return NULL; } UItemSkin::UItemSkin() { this->Aquisition = NULL; this->SkinSet = NULL; this->DynamicIcon = NULL; this->SkinEffect = NULL; this->OwningItem = NULL; this->OwningCharacter = NULL; }