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