#include "DamageFunctionLibrary.h" void UDamageFunctionLibrary::SetPhysicalMaterialOnHit(UFSDPhysicalMaterial* PhysMat, FHitResult& Hit) { } bool UDamageFunctionLibrary::IsGibbedDeath(const TArray& Tags) { return false; } bool UDamageFunctionLibrary::IsExplosiveDeath(UObject* WorldContext, UPawnStatsComponent* PawnStats, const TArray& Tags) { return false; } bool UDamageFunctionLibrary::IsCorrosiveDeath(UDamageClass* DamageClass, const TArray& Tags) { return false; } bool UDamageFunctionLibrary::IsCookedDeath(const TArray& Tags) { return false; } bool UDamageFunctionLibrary::IsBurnDeath(UDamageClass* DamageClass, const TArray& Tags) { return false; } FVector UDamageFunctionLibrary::GetForceFromDamageImpulse(AActor*& Target, const FDamageData& DamageData) { return FVector{}; } UDamageImpulse* UDamageFunctionLibrary::GetDamageImpulse(const FDamageData& DamageData) { return NULL; } int32 UDamageFunctionLibrary::FindClosestBoneIndex(USkeletalMeshComponent*& Mesh, const FVector& Location, ULimbDismembermentList* dismembermentList, float MaxDistance) { return 0; } FName UDamageFunctionLibrary::FindClosestBone(USkeletalMeshComponent*& Mesh, const FVector& Location, ULimbDismembermentList* dismembermentList, float MaxDistance) { return NAME_None; } UDamageFunctionLibrary::UDamageFunctionLibrary() { }