#include "FadeVisibilitySubSystem.h" void UFadeVisibilitySubSystem::ScalePrimitive(UPrimitiveComponent*& Component, FVector StartScale, FVector EndScale, float Duration) { } void UFadeVisibilitySubSystem::ScaleOutPrimitive(UPrimitiveComponent*& Component, float Duration) { } void UFadeVisibilitySubSystem::ScaleInPrimitive(UPrimitiveComponent*& Component, float Duration) { } void UFadeVisibilitySubSystem::FadeOutMaterialByName(UMeshComponent*& Component, FName Name, FName ParameterName, float Duration) { } void UFadeVisibilitySubSystem::FadeOutMaterialByIndex(UMeshComponent*& Component, int32 MaterialIndex, FName ParameterName, float Duration) { } void UFadeVisibilitySubSystem::FadeOutLight(ULightComponent*& Light, float Duration) { } void UFadeVisibilitySubSystem::FadeLightByCurve(ULightComponent*& Light, FRuntimeFloatCurve& Curve) { } void UFadeVisibilitySubSystem::FadeInMaterialByName(UMeshComponent*& Component, FName Name, FName ParameterName, float Duration) { } void UFadeVisibilitySubSystem::FadeInMaterialByIndex(UMeshComponent*& Component, int32 MaterialIndex, FName ParameterName, float Duration) { } void UFadeVisibilitySubSystem::FadeInLight(ULightComponent*& Light, float Duration) { } UFadeVisibilitySubSystem::UFadeVisibilitySubSystem() { }