#include "GameFunctionLibrary.h" void UGameFunctionLibrary::SpawnOrUpdateAudio2D(UObject* WorldContext, UAudioComponent*& AudioComponent, USoundBase* Sound, float VolumeMultiplier, float PitchMultiplier, FName FloatParamName, float FloatParam) { } void UGameFunctionLibrary::SetUsePushToTalk(bool Enable) { } void UGameFunctionLibrary::SetGlobalGravityZ(UObject* WorldContextObject, float GravityZ) { } void UGameFunctionLibrary::SetGlobalGravityScale(UObject* WorldContextObject, float GravityScale) { } bool UGameFunctionLibrary::IsWorldTickEnabled(UObject* WorldContextObject) { return false; } void UGameFunctionLibrary::IsTearingDown(UObject* caller, bool& NewIsTearingDown) { } bool UGameFunctionLibrary::IsPlayingOffline(UObject* WorldContextObject) { return false; } bool UGameFunctionLibrary::IsPlayInEditor(UObject* WorldContextObject) { return true; } UWindowManager* UGameFunctionLibrary::GetWindowManager(UObject* WorldContextObject) { return NULL; } bool UGameFunctionLibrary::GetUsePushToTalk() { return false; } UWindowWidget* UGameFunctionLibrary::GetTopWindow(UObject* WorldContextObject) { return NULL; } FString UGameFunctionLibrary::GetProjectVersion() { return TEXT(""); } int32 UGameFunctionLibrary::GetNumPlayers(UObject* WorldContext) { return 0; } int32 UGameFunctionLibrary::GetNumAdditionalPlayers(UObject* WorldContext) { return 0; } FString UGameFunctionLibrary::GetMajorProjectVersion() { return TEXT(""); } APlayerCharacter* UGameFunctionLibrary::GetLocalPlayerCharacter(UObject* WorldContext) { return NULL; } UGoogleAnalyticsWrapper* UGameFunctionLibrary::GetGoogleAnalyticsWrapper(UObject* WorldContextObject) { return NULL; } float UGameFunctionLibrary::GetGlobalGravityZ(UObject* WorldContextObject) { return 0.0f; } AFSDGameModeSpaceRig* UGameFunctionLibrary::GetFSDSRGameMode(UObject* WorldContextObject) { return NULL; } UFSDSaveGame* UGameFunctionLibrary::GetFSDSaveGame(UObject* WorldContextObject) { return NULL; } AFSDGameState* UGameFunctionLibrary::GetFSDGameState(UObject* WorldContextObject) { return NULL; } AFSDGameMode* UGameFunctionLibrary::GetFSDGameMode(UObject* WorldContextObject) { return NULL; } UFSDGameInstance* UGameFunctionLibrary::GetFSDGameInstance(UObject* WorldContextObject) { return NULL; } UGameData* UGameFunctionLibrary::GetFSDGameData() { return NULL; } TScriptInterface UGameFunctionLibrary::GetDeepDiveManager(UObject* WorldContextObject) { return NULL; } ADeepCSGWorld* UGameFunctionLibrary::GetCSGWorld(UObject* WorldContextObject) { return NULL; } int32 UGameFunctionLibrary::GetChangelist() { return 0; } UCampaignManager* UGameFunctionLibrary::GetCampaingManager(UObject* WorldContextObject) { return NULL; } UAsyncManager* UGameFunctionLibrary::GetAsyncManager(UObject* WorldContextObject) { return NULL; } UGameFunctionLibrary::UGameFunctionLibrary() { }