#include "MissionStat.h" #include "Templates/SubclassOf.h" float UMissionStat::SetStatValue(UObject* WorldContext, APlayerCharacter* Character, float Amount) { return 0.0f; } FText UMissionStat::MissionStatToText(EMissionStatType StatType, float Value) { return FText::GetEmpty(); } void UMissionStat::Increment(UObject* WorldContext, UMissionStat* Stat, TSubclassOf CharacterClass, float Amount) { } float UMissionStat::GetStatMinCount(UObject* WorldContext) { return 0.0f; } float UMissionStat::GetStatMaxCount(UObject* WorldContext) { return 0.0f; } FText UMissionStat::GetStatCountTotalAsText(UObject* WorldContext) { return FText::GetEmpty(); } float UMissionStat::GetStatCountTotal(UObject* WorldContext) { return 0.0f; } float UMissionStat::GetStatCountPct(UObject* WorldContext, TSubclassOf CharacterClass) { return 0.0f; } FText UMissionStat::GetStatCountAsText(UObject* WorldContext, UPlayerCharacterID* characterID) { return FText::GetEmpty(); } float UMissionStat::GetStatCount(UObject* WorldContext, UPlayerCharacterID* characterID) { return 0.0f; } FString UMissionStat::GetSourceTitle() { return TEXT(""); } FText UMissionStat::GetLowestStatCountAsText(UObject* WorldContext) { return FText::GetEmpty(); } UTexture2D* UMissionStat::GetIcon() const { return NULL; } FText UMissionStat::GetHighestStatCountAsText(UObject* WorldContext) { return FText::GetEmpty(); } FText UMissionStat::GetCategoryTitle() const { return FText::GetEmpty(); } UMissionStat::UMissionStat() { this->Category = NULL; this->StatAchievement = NULL; this->MissionStatType = EMissionStatType::Float; this->DoNotShowInMissionStatView = false; this->ShowAllValuesCombined = true; this->ShowHighestValue = true; }