#include "SpawningBlueprintLibrary.h" void USpawningBlueprintLibrary::SpawnEnemyGroupDescriptorSpreadOut(UObject* WorldContextObject, UEnemyGroupDescriptor* descriptor, float Difficulty, const TArray& Locations, bool Alert, DeepPathFinderSize pfSize) { } void USpawningBlueprintLibrary::SpawnEnemyGroupDescriptor(UObject* WorldContextObject, UEnemyGroupDescriptor* descriptor, float Difficulty, FVector Location, bool Alert, DeepPathFinderSize pfSize) { } void USpawningBlueprintLibrary::SpawnEnemiesFromPool(UObject* WorldContextObject, float Difficulty, const TArray& Locations, bool Alert, bool isConstantPreassure) { } void USpawningBlueprintLibrary::SpawnEnemiesAtLocationWithCallback(UObject* WorldContextObject, UEnemyDescriptor* EnemyDescriptor, int32 Count, FVector Location, const FEnemySpawnedDelegate& Callback, bool Alert, bool scaleToDifficulty, DeepPathFinderSize pfSize) { } void USpawningBlueprintLibrary::SpawnEnemiesAtLocation(UObject* WorldContextObject, UEnemyDescriptor* EnemyDescriptor, int32 Count, FVector Location, bool Alert, bool scaleToDifficulty, DeepPathFinderSize pfSize) { } void USpawningBlueprintLibrary::SpawnEnemiesAtEachLocation(UObject* WorldContextObject, UEnemyDescriptor* EnemyDescriptor, TArray Locations, DeepPathFinderSize pfSize) { } TArray USpawningBlueprintLibrary::GetSpawnPointsInRange(UObject* WorldContextObject, float distanceToPlayers, int32 spawnPointCount, DeepPathFinderSize pfSize) { return TArray(); } TArray USpawningBlueprintLibrary::GetSpawnPointsInCircle(UObject* WorldContextObject, FVector Location, float Radius, int32 Count, bool scaleToDificulty, float maxSpawnAngle, DeepPathFinderSize pfSize) { return TArray(); } TArray USpawningBlueprintLibrary::GetSpawnPointsFromLocation(UObject* WorldContextObject, FVector Location, float Distance, int32 spawnPointCount, DeepPathFinderSize pfSize) { return TArray(); } TArray USpawningBlueprintLibrary::GetSpawnPointsAroundLocation(UObject* WorldContextObject, FVector Location, float Distance, int32 spawnPointCount, DeepPathFinderSize pfSize) { return TArray(); } FVector USpawningBlueprintLibrary::GetSpawnPointInRange(UObject* WorldContextObject, float distanceToPlayers, DeepPathFinderSize pfSize) { return FVector{}; } FVector USpawningBlueprintLibrary::GetSpawnPointFromLocation(UObject* WorldContextObject, FVector Location, float Distance, DeepPathFinderSize pfSize) { return FVector{}; } USpawningBlueprintLibrary::USpawningBlueprintLibrary() { }