#include "CampaignManager.h" #include "Templates/SubclassOf.h" void UCampaignManager::StartNewCampaign(TSubclassOf campaignClass, UFSDSaveGame* SaveGame) { } void UCampaignManager::SkipMainCampaign(UObject* WorldContextObject) { } void UCampaignManager::OnEventsRefreshed() { } bool UCampaignManager::IsWeeklyCampaignCompleted(UObject* WorldContext, ECampaignType campaigntype) const { return false; } bool UCampaignManager::IsInCampaignMission(AFSDPlayerController* Player) const { return false; } bool UCampaignManager::IsCampaignRestrictionsMet(UObject* WorldContextObject, UGeneratedMission* mission, UDifficultySetting* optionalDifficulty) const { return false; } bool UCampaignManager::IsCampaignMission(UObject* WorldContextObject, UGeneratedMission* mission) const { return false; } bool UCampaignManager::IsActiveCampaign(UCampaign* Campaign) const { return false; } TArray> UCampaignManager::GetUncompletedCampaigns(AFSDPlayerController* Player) const { return TArray>(); } TArray> UCampaignManager::GetCompletedSideCampaigns(AFSDPlayerController* Player) const { return TArray>(); } UGeneratedMission* UCampaignManager::GetCampaingMissionFromSeeds(UObject* WorldContextObject, int32 GlobalSeed, int32 MissionSeed) const { return NULL; } UGeneratedMission* UCampaignManager::GetCampaingMission(const TArray& missions, int32 MissionSeed) const { return NULL; } void UCampaignManager::CompleteCampaignWithNoMissions(TSubclassOf campaignClass, UFSDSaveGame* SaveGame) { } void UCampaignManager::AbortActiveCampaign(UFSDSaveGame* SaveGame) { } UCampaignManager::UCampaignManager() { this->MainCampaign = NULL; this->ActiveCampaign = NULL; this->NumFailedRequests = 0; this->WeeklyBackendDataValid = false; this->WeeklyBackendSeed = -1; }