#include "EnemyDescriptor.h" #include "Templates/SubclassOf.h" TSubclassOf UEnemyDescriptor::GetEnemyClass(UBiome* Biome, bool IsElite) const { return NULL; } TArray UEnemyDescriptor::FindDescriptorsForCheatMenu(EEnemyDescriptorCheatClass NewCheatClass) { return TArray(); } TArray UEnemyDescriptor::FindAllDescriptorsForCheatMenu() { return TArray(); } UEnemyDescriptor::UEnemyDescriptor() { this->EnemyID = NULL; this->VeteranScaling = EVeteranScaling::NormalEnemy; this->EnemySignificance = EEnemySignificance::Swarmer; this->UsesSpawnEffects = true; this->CreatureSize = ECreatureSize::Tiny; this->Positioning = NULL; this->CaveInfluencer = NULL; this->InfluencerRange = 1000.00f; this->PlacementCarver = NULL; this->PathfinderType = DeepPathFinderType::Walk; this->SpawnSpread = 300.00f; this->IdealSpawnSize = 10; this->CanBeUsedForConstantPressure = false; this->CanBeUsedInEncounters = true; this->DifficultyRating = 10.00f; this->MinSpawnCount = 1; this->MaxSpawnCount = 9999; this->Rarity = 1.00f; this->SpawnAmountModifier = 1.00f; this->RequiredMainCampaignProgress = 0; this->UsesSpawnRarityModifiers = false; this->SpawnRarityModifiers.AddDefaulted(4); this->CheatClass = EEnemyDescriptorCheatClass::Basic; }