#include "WeakpointGlowComponent.h" bool UWeakpointGlowComponent::StopLoopingGlow(int32 aGlowID, bool aFade) { return false; } void UWeakpointGlowComponent::ShowBodypartHit(float Amount, float BaseAmount, const FDamageData& DamageData) { } void UWeakpointGlowComponent::SetUpWeakPointGlowOnMeshByBone(USkeletalMeshComponent*& Mesh, int32 MaterialIndex, FName Bone, UHealthComponentBase* HealthComponent) { } int32 UWeakpointGlowComponent::SetUpWeakPointGlowOnMesh(UMeshComponent* Mesh, int32 MaterialIndex, UFSDPhysicalMaterial* PhysicalMaterial, UHealthComponentBase* HealthComponent) { return 0; } void UWeakpointGlowComponent::SetChannelEnabled(bool Enabled, int32 Channel) { } void UWeakpointGlowComponent::EnableWeakpointRegistration(bool Enabled) { } void UWeakpointGlowComponent::All_ShowWeakPointHit_Implementation(uint8 Channel) { } void UWeakpointGlowComponent::AddWeakpointGlow(bool loopIndefinitely, float LoopTime, UCurveFloat* GrowCurve, UCurveFloat* FadeCurve, int32 UniqueId, int32 Channel) { } UWeakpointGlowComponent::UWeakpointGlowComponent() { this->EmissiveParam = TEXT("Dynamic Emissive Multiplier"); this->CurveMultiplier = 1.00f; this->Mode = EWeakpointGlowMode::Set; this->WeakPointMaterial = NULL; this->AddFirstChannelAutomatically = true; this->ReplaceMatIndex = 0; }