#include "MilestoneAsset.h" TArray UMilestoneAsset::SortMilestonesByProgress(UObject* WorldContext, TArray& Milestones) { return TArray(); } void UMilestoneAsset::OnMissionStatChanged(UObject* WorldContext, UMissionStat* Stat, float Value) { } bool UMilestoneAsset::IsCompleted(UObject* WorldContext) const { return false; } bool UMilestoneAsset::IsClaimable(UObject* WorldContext) { return false; } FText UMilestoneAsset::GetTitleForTier(int32 Tier) const { return FText::GetEmpty(); } FText UMilestoneAsset::GetTitle(UObject* WorldContext) const { return FText::GetEmpty(); } int32 UMilestoneAsset::GetNextPerkPointsReward(UObject* WorldContext) const { return 0; } void UMilestoneAsset::GetCurrentProgress(UObject* WorldContext, int32& Tier, float& Progress, float& CurrentCount, float& TargetCount) { } int32 UMilestoneAsset::GetClaimedTier(UObject* WorldContext) const { return 0; } bool UMilestoneAsset::GetClaimedProgress(UObject* WorldContext, int32& Tier, float& Progress, float& CurrentCount, float& TargetCount) { return false; } UTexture2D* UMilestoneAsset::GetCategoryIcon() const { return NULL; } void UMilestoneAsset::ClearPendingMilestoneReached() { } int32 UMilestoneAsset::ClaimNextTier(UObject* WorldContext) { return 0; } UMilestoneAsset::UMilestoneAsset() { this->LargeImage = NULL; this->FormattedTitle = FText::FromString(TEXT("Parameters: {value} {float_value} {character}")); this->FormattedValueOffset = 0; this->CountValueAsTotal = false; this->TrackingStat = NULL; this->TrackingCharacterID = NULL; this->LastTierReached = 0; this->bPendingMilestoneReached = false; }