#include "PerkFunctionLibrary.h" #include "Templates/SubclassOf.h" void UPerkFunctionLibrary::SplitPerksByUsage(const TArray& perks, TArray& OutPassivePerks, TArray& OutActivePerks) { } TArray UPerkFunctionLibrary::SortPerksByUsage(TArray& perks) { return TArray(); } void UPerkFunctionLibrary::RandomizePerkLoadout(UObject* WorldContext, UPlayerCharacterID* characterID) { } bool UPerkFunctionLibrary::IsPerkTierUnLocked(UObject* WorldContext, int32 Tier) { return false; } int32 UPerkFunctionLibrary::GetRequiredPerkClaimsForTier(int32 Tier) { return 0; } void UPerkFunctionLibrary::GetPerkTierState(UObject* WorldContext, int32 Tier, bool& TierUnLocked, int32& NextRequiredCount, int32& NextProgressCount) { } void UPerkFunctionLibrary::GetPerkEquipSlots(UObject* WorldContext, EPerkUsageType InType, TSubclassOf InCharacterClass, int32& OutAvailableSlots, int32& OutUnavailableSlots, int32& OutPromotionLockedSlots) { } TArray UPerkFunctionLibrary::GetPerkEquipSlotLayout(UObject* WorldContext, EPerkUsageType InType, TSubclassOf InCharacterClass) { return TArray(); } TArray UPerkFunctionLibrary::GetOwnedPerksByType(UObject* WorldContext, EPerkUsageType InType) { return TArray(); } TArray UPerkFunctionLibrary::GetOwnedPerks(UObject* WorldContext) { return TArray(); } int32 UPerkFunctionLibrary::GetHighestPerkTier() { return 0; } TArray UPerkFunctionLibrary::GetCharacterNonEquippedPerks(UObject* WorldContext, UPlayerCharacterID* characterID) { return TArray(); } TArray UPerkFunctionLibrary::GetCharacterEquippedPerks(UObject* WorldContext, UPlayerCharacterID* characterID) { return TArray(); } TArray UPerkFunctionLibrary::GetAvailablePerks() { return TArray(); } int32 UPerkFunctionLibrary::GetAmountOfPurchasedPerks(UObject* WorldContext) { return 0; } FText UPerkFunctionLibrary::FormatRichText(const FText& SourceText, bool UpperCase, const TMap CharTagMap) { return FText::GetEmpty(); } int32 UPerkFunctionLibrary::CalculateClaimablePerkPoints(UObject* WorldContext) { return 0; } UPerkFunctionLibrary::UPerkFunctionLibrary() { }