#include "PlayerCharacterFunctionLibrary.h" bool UPlayerCharacterFunctionLibrary::SetPlayerVoiceMuted(UObject* WorldContextObject, AFSDPlayerState* PlayerState, bool Mute, bool TrySystemWide, int32 localUserNum) { return false; } bool UPlayerCharacterFunctionLibrary::IsPlayerVoiceMuted(UObject* WorldContextObject, AFSDPlayerState* PlayerState, int32 localUserNum) { return false; } APlayerCharacter* UPlayerCharacterFunctionLibrary::GetRandomPlayer(UObject* WorldContextObject, bool MustBeAlive, bool MustNotBeParalyzed) { return NULL; } APlayerCharacter* UPlayerCharacterFunctionLibrary::GetNearestVisiblePlayer(AActor* From, float MaxDistance, bool MustBeAlive, bool MustNotBeParalyzed) { return NULL; } APlayerCharacter* UPlayerCharacterFunctionLibrary::GetNearestPlayerToPosition(UObject* WorldContextObject, FVector Position, float MaxDistance, bool MustBeAlive, bool MustBeUnparalyzed, bool XYOnly) { return NULL; } APlayerCharacter* UPlayerCharacterFunctionLibrary::GetNearestPlayerFrom(UObject* WorldContext, FVector From, float MaxDistance, bool MustBeAlive, bool MustBeUnparalyzed, bool XYOnly) { return NULL; } APlayerCharacter* UPlayerCharacterFunctionLibrary::GetNearestPlayer(AActor* From, float MaxDistance, bool MustBeAlive, bool MustBeUnparalyzed, bool XYOnly) { return NULL; } UPlayerCharacterFunctionLibrary::UPlayerCharacterFunctionLibrary() { }