#include "TerrainMaterial.h" void UTerrainMaterial::TestMaterialEffects(UTerrainMaterial* Material, TArray& Items) { } void UTerrainMaterial::TestDecals(UTerrainMaterial* Material, TArray& Items) { } UFXSystemComponent* UTerrainMaterial::SpawnPartialDigParticles(UObject* WorldContextObject, FVector Location, FRotator Rotation) const { return NULL; } UFXSystemComponent* UTerrainMaterial::SpawnDigParticles(UObject* WorldContextObject, FVector Location, FRotator Rotation, float Density) const { return NULL; } bool UTerrainMaterial::IsPrecious() const { return false; } FText UTerrainMaterial::GetInGameName() const { return FText::GetEmpty(); } UMaterialInstance* UTerrainMaterial::GetDigParticlesMaterialOverride() const { return NULL; } UTerrainMaterial::UTerrainMaterial() { this->Collide = false; this->Diggable = false; this->CanBeDrilled = true; this->ExplosionProof = false; this->MeltsInFire = false; this->PlatformDissolvable = false; this->ResourceData = NULL; this->HitsNeededToMine = 2; this->PickAxeDigSize = 105.00f; this->RemoveDebrisOnFirstHit = true; this->ShoutLookAt = NULL; this->ShoutOnDig = NULL; this->TerrainType = NULL; this->Precious = false; }