#include "MissionTemplate.h" #include "Templates/SubclassOf.h" bool UMissionTemplate::IsLocked(UFSDSaveGame* SaveGame) const { return false; } TArray UMissionTemplate::GetValidDurations() const { return TArray(); } TArray UMissionTemplate::GetValidComplexities() const { return TArray(); } TSoftClassPtr UMissionTemplate::GetSoftReferenceToPLS() { return NULL; } FObjectiveMissionIcon UMissionTemplate::GetPrimaryObjectiveIconFromAsset(UMissionTemplate* mission, bool getSmallVersion) { return FObjectiveMissionIcon{}; } FObjectiveMissionIcon UMissionTemplate::GetPrimaryObjectiveIcon(bool getSmallVersion) const { return FObjectiveMissionIcon{}; } TSubclassOf UMissionTemplate::GetPLS() const { return NULL; } TSubclassOf UMissionTemplate::GetObjectiveClass() { return NULL; } int32 UMissionTemplate::GetMissionTypeIndex() const { return 0; } UTexture2D* UMissionTemplate::GetMissionImageLarge() const { return NULL; } UTexture2D* UMissionTemplate::GetMissionButtonImage() const { return NULL; } UGeneratedMission* UMissionTemplate::GenerateMission(const UObject* WorldContextObject, UBiome* Biome, int32 Seed, int32 GlobalSeed, int32 missionIndex, UMissionComplexity* limitComplexity, UMissionDuration* limitDuration, UMissionMutator* Mutator, TArray Warnings, TArray> forceSecondary) { return NULL; } UMissionTemplate::UMissionTemplate() { this->PrimaryObjective = NULL; this->MissionIcon = NULL; this->MissionIconSmall = NULL; this->MissionTypeIndex = 0; this->MustBeUnlocked = true; this->RoomEncounerScale = 1.00f; this->StationaryEnemyScale = 1.00f; }