#include "PerkAsset.h" #include "Templates/SubclassOf.h" bool UPerkAsset::UseCharge(APlayerController* PlayerController) { return false; } bool UPerkAsset::Unequip(UObject* WorldContext, UPlayerCharacterID* characterID) { return false; } void UPerkAsset::SetHighlighted(UObject* WorldContext, bool IsHighlighted) { } void UPerkAsset::SetCharacterPerks(UObject* WorldContext, UPlayerCharacterID* characterID, const TArray& perks) { } bool UPerkAsset::IsUsageType(EPerkUsageType InType) const { return false; } bool UPerkAsset::IsPerkAvailableInTier(int32 Tier) const { return false; } bool UPerkAsset::IsEquippedBy(UObject* WorldContext, UPlayerCharacterID* characterID) const { return false; } float UPerkAsset::GetUseCoolDownTimeLeft(APlayerController* PlayerController) const { return 0.0f; } float UPerkAsset::GetUseCoolDownProgress(APlayerController* PlayerController) const { return 0.0f; } float UPerkAsset::GetUseCoolDownDuration(APlayerController* PlayerController) const { return 0.0f; } EPerkUsageType UPerkAsset::GetUsageType() const { return EPerkUsageType::Passive; } EPerkTierState UPerkAsset::GetStateAtTier(UObject* WorldContext, int32 Tier) const { return EPerkTierState::Claimable; } int32 UPerkAsset::GetRemainingUseCharges(APlayerController* PlayerController) const { return 0; } int32 UPerkAsset::GetRankTier(int32 Rank) const { return 0; } FText UPerkAsset::GetRankDescription(int32 Rank) const { return FText::GetEmpty(); } int32 UPerkAsset::GetRankCost(int32 Rank) const { return 0; } bool UPerkAsset::GetRankAtTier(const int32 Tier, int32& Rank) const { return false; } int32 UPerkAsset::GetMaxUseCharges(APlayerController* PlayerController) const { return 0; } int32 UPerkAsset::GetMaxRank() const { return 0; } TSubclassOf UPerkAsset::GetHudIconWidgetClass() const { return NULL; } TArray> UPerkAsset::GetHudActivationWidgets(EPerkHUDActivationLocation Location) const { return TArray>(); } UPerkDelegateItem* UPerkAsset::GetDelegates(UObject* WorldContext) const { return NULL; } int32 UPerkAsset::GetCurrentRank(UObject* WorldContext) const { return 0; } int32 UPerkAsset::GetChargesUsed(APlayerController* PlayerController) const { return 0; } FString UPerkAsset::GetAdditionalRankDescription(int32 Rank) const { return TEXT(""); } bool UPerkAsset::Equip(UObject* WorldContext, UPlayerCharacterID* characterID) { return false; } void UPerkAsset::CheatSetCurrentRank(UObject* WorldContext, int32 InRank) { } bool UPerkAsset::CanUseCharge(APlayerController* PlayerController) const { return false; } bool UPerkAsset::BuyPerkAtTier(UObject* WorldContext, int32 Tier) { return false; } UPerkAsset::UPerkAsset() { this->Icon = NULL; this->bIsEquippable = true; this->ShoutOnUseCharge = NULL; this->MaxUseCharges = 0; this->CoolDownBetweenUse = 0.00f; this->bIsHighlighted = false; }