#include "ActorFunctionLibrary.h" #include "Templates/SubclassOf.h" void UActorFunctionLibrary::UnlockSpecificCharacters(TArray Characters, ECharacterState UnlockIf, ECharacterState UnlockTo) { } void UActorFunctionLibrary::UnlockCharacters(UObject* WorldContextObject) { } float UActorFunctionLibrary::TimeSince(UObject* WorldContextObject, float Time) { return 0.0f; } void UActorFunctionLibrary::SetScalarParameters(FName ParameterName, float Value, const TArray& Materials) { } void UActorFunctionLibrary::PlayCueOnClient(APlayerController* Target, USoundCue* cue) { } void UActorFunctionLibrary::PlayCueOnAll(UObject* WorldContextObject, USoundCue* cue) { } float UActorFunctionLibrary::PingPong(float Time, float Length, bool normalize) { return 0.0f; } float UActorFunctionLibrary::MoveTowards(float Current, float End, float step) { return 0.0f; } void UActorFunctionLibrary::LockSpecificCharactersIfState(TArray Characters, ECharacterState stateToLock) { } void UActorFunctionLibrary::LockSpecificCharacters(TArray Characters) { } bool UActorFunctionLibrary::LockSpecificCharacterIfState(APlayerCharacter* Character, ECharacterState LockIf, ECharacterState LockTo) { return false; } void UActorFunctionLibrary::LockCharacters(UObject* WorldContextObject) { } TSubclassOf UActorFunctionLibrary::LoadWindowWidgetClass(TSoftClassPtr WidgetClass) { return NULL; } TSubclassOf UActorFunctionLibrary::LoadWidgetClass(TSoftClassPtr WidgetClass) { return NULL; } UClass* UActorFunctionLibrary::LoadClass(TSoftClassPtr softReference) { return NULL; } void UActorFunctionLibrary::KillActorWithEffects(AActor* Actor, USceneComponent* visualsToHide, USoundCue* deathSound, UFXSystemAsset* deathParticles, float particleScale, UPathfinderCollisionComponent* pathColliderToDisable) { } bool UActorFunctionLibrary::IsWeakPoint(UFSDPhysicalMaterial* Material) { return false; } bool UActorFunctionLibrary::IsSingleplayer(UObject* WorldContextObject) { return false; } bool UActorFunctionLibrary::IsInRangeOfLocalPlayer(AActor* toActor, float MinDistance, float MaxDistance) { return false; } bool UActorFunctionLibrary::IsCloseToLocalPlayer(AActor* toActor, float Distance) { return false; } int32 UActorFunctionLibrary::GetTotalHeroLevels(UObject* WorldContextObject, UPlayerCharacterID* characterID) { return 0; } FGuid UActorFunctionLibrary::GetSaveGameIDFromCharacterID(UPlayerCharacterID* characterID) { return FGuid{}; } FGuid UActorFunctionLibrary::GetSavegameID(UClass* objectClass) { return FGuid{}; } TArray UActorFunctionLibrary::GetPlayersInRange(UObject* WorldContextObject, const FVector& Origin, float Radius, bool MustBeAlive) { return TArray(); } UItemID* UActorFunctionLibrary::GetItemID(TSubclassOf itemClass) { return NULL; } float UActorFunctionLibrary::GetHeroXP(UObject* WorldContextObject, UPlayerCharacterID* characterID) { return 0.0f; } FText UActorFunctionLibrary::GetHeroSwitchToMessage(TSubclassOf playerClass) { return FText::GetEmpty(); } FString UActorFunctionLibrary::GetHeroSourceName(TSubclassOf playerClass) { return TEXT(""); } float UActorFunctionLibrary::GetHeroProgress(UObject* WorldContextObject, UPlayerCharacterID* characterID) { return 0.0f; } FText UActorFunctionLibrary::GetHeroName(TSubclassOf playerClass) { return FText::GetEmpty(); } int32 UActorFunctionLibrary::GetHeroLevel(UObject* WorldContextObject, UPlayerCharacterID* characterID) { return 0; } UInventoryList* UActorFunctionLibrary::GetHeroInventoryList(UPlayerCharacterID* characterID) { return NULL; } FHeroInfo UActorFunctionLibrary::GetHeroInfo(TSubclassOf playerClass) { return FHeroInfo{}; } UTexture2D* UActorFunctionLibrary::GetHeroImageSmall(TSubclassOf playerClass) { return NULL; } UTexture2D* UActorFunctionLibrary::GetHeroImageFullSize(TSubclassOf playerClass) { return NULL; } UTexture2D* UActorFunctionLibrary::GetHeroImage(TSubclassOf playerClass) { return NULL; } FLinearColor UActorFunctionLibrary::GetHeroColor(TSubclassOf playerClass) { return FLinearColor{}; } UActorComponent* UActorFunctionLibrary::GetComponentFromClass(TSubclassOf Actor, TSubclassOf ComponentClass) { return NULL; } UActorComponent* UActorFunctionLibrary::GetComponentByClass(AActor* Actor, TSubclassOf ComponentClass) { return NULL; } UPlayerCharacterID* UActorFunctionLibrary::GetCharacterIDFromCharacter(APlayerCharacter* Character) { return NULL; } UPlayerCharacterID* UActorFunctionLibrary::GetCharacterID(TSubclassOf playerClass) { return NULL; } TArray UActorFunctionLibrary::GetAllPlayerCharacters(UObject* WorldContext) { return TArray(); } FVector UActorFunctionLibrary::GetActorTargetCenter(AActor* TargetActor) { return FVector{}; } void UActorFunctionLibrary::FSDRemoveBlendable(UPostProcessComponent* PostProcessComponent, TScriptInterface InBlendableObject) { } void UActorFunctionLibrary::FSDRemoveAllWidgets(UObject* WorldContextObject) { } void UActorFunctionLibrary::FSDDumpCallStack(const FString& Msg) { } APlayerCharacter* UActorFunctionLibrary::FindNearestPlayerCharacter(UObject* WorldContextObject, FVector fromLocation, float MaxRadius, bool MustBeAlive, bool MustBeUnparalyzed, bool MustHaveLineOfSight) { return NULL; } FVector UActorFunctionLibrary::FindLatejoinDroppodLocation(AFSDGameMode* GameMode) { return FVector{}; } AActor* UActorFunctionLibrary::FindClosestEnemyFromLocation(const FVector& fromLocation, float range, bool LineOfSightCheck, UObject* WorldContextObject, const TArray& IgnoredActors, const FVector& Offset, bool onlyTargetable) { return NULL; } AActor* UActorFunctionLibrary::FindClosestEnemyFromActorWithSkipChance(AActor* FromActor, float range, float SkipChance, bool LineOfSightCheck, const FGameplayTagQuery& tagQuery, FVector Offset) { return NULL; } AActor* UActorFunctionLibrary::FindClosestEnemyFromActor(AActor* FromActor, float range, bool LineOfSightCheck, const FGameplayTagQuery& tagQuery, const FVector& Offset) { return NULL; } FVector UActorFunctionLibrary::FindCharacterTeleportLocation(UObject* WorldContextObject, const FVector& closeToLocation, float desiredDistance) { return FVector{}; } void UActorFunctionLibrary::FadeMaterials(const UObject* WorldContextObject, UMeshComponent*& Mesh, float Duration) { } float UActorFunctionLibrary::EvaluateRuntimeCurve(UObject* WorldContextObject, const FRuntimeFloatCurve& Curve, float Time) { return 0.0f; } void UActorFunctionLibrary::DissolveMaterials(const UObject* WorldContextObject, UMeshComponent*& Mesh, float Duration) { } TArray UActorFunctionLibrary::CreateDynamicMaterialInstances(UMeshComponent* Mesh) { return TArray(); } float UActorFunctionLibrary::AddHeroXP(UObject* WorldContextObject, UPlayerCharacterID* characterID, float Amount) { return 0.0f; } void UActorFunctionLibrary::AddEnemyKill(APlayerCharacter* Instigator, UEnemyComponent* EnemyComponent, AFSDGameState* GameState) { } bool UActorFunctionLibrary::ActorMatchesTagQuery(const FGameplayTagQuery& Query, const AActor* InActor) { return false; } UActorFunctionLibrary::UActorFunctionLibrary() { }