#include "ProceduralFunctionLibrary.h" #include "Templates/SubclassOf.h" void UProceduralFunctionLibrary::SpawnTerrainImpact(UObject* WorldContextObject, UFXSystemAsset* particle, const FVector& Location, FRotator Rotation) { } AProceduralSetup* UProceduralFunctionLibrary::GetProceduralSetup(UObject* WorldContextObject) { return NULL; } int32 UProceduralFunctionLibrary::GetObjectiveXP(TSubclassOf objectiveClass, float missionLength) { return 0; } int32 UProceduralFunctionLibrary::GetObjectiveCredits(TSubclassOf objectiveClass, float missionLength) { return 0; } UBiome* UProceduralFunctionLibrary::GetBiome(TSubclassOf levelSetup) { return NULL; } void UProceduralFunctionLibrary::CreateEntrances(AProceduralSetup* pls, FRoomNode& Room, int32 exitCount, int32 entranceCount, UDebrisPositioning* exitPositioning, UDebrisPositioning* entrancePositioning) { } bool UProceduralFunctionLibrary::AllControllersFinishedTransitionToPlay(UObject* WorldContextObject) { return false; } UProceduralFunctionLibrary::UProceduralFunctionLibrary() { }