#include "PlayerProximityTracker.h" void UPlayerProximityTracker::Receive_RegisterForLocalPlayerProximity(UObject* WorldContextObject, const FVector& Location, float Distance, const FPlayerProximityDelegate& proximityCallback, bool triggerOnlyOnce) { } void UPlayerProximityTracker::Receive_RegisterForAnyPlayerProximity(UObject* WorldContextObject, const FVector& Location, float Distance, const FPlayerProximityDelegate& proximityCallback, bool triggerOnlyOnce) { } FPlayerSphere UPlayerProximityTracker::GetPrimarySphere() const { return FPlayerSphere{}; } TArray UPlayerProximityTracker::GetPlayerSpheres() const { return TArray(); } UPlayerProximityTracker::UPlayerProximityTracker() { this->MaxDistanceBetweenPlayers = 2000.00f; this->PlayerSpheresUpdateRatePerSecond = 2.00f; }