#include "Schematic.h" void USchematic::SetCraftingMaterialCost() { } void USchematic::SetCostLocked(bool IsLocked) { } void USchematic::ResetGivenReward(UFSDSaveGame* SaveGame) { } void USchematic::RemoveSchematicFromPlayerInventory(UObject* WorldContext) { } void USchematic::GiveRewardForFree(UFSDSaveGame* SaveGame) { } FText USchematic::GetTitle() const { return FText::GetEmpty(); } ESchematicState USchematic::GetSchematicState(UObject* WorldContext) const { return ESchematicState::NotOwned; } USchematicItem* USchematic::GetSchematicItem() const { return NULL; } TMap USchematic::GetResourceCost() const { return TMap(); } FColor USchematic::GetIconTint() const { return FColor{}; } UTexture* USchematic::GetIcon(UObject* WorldContextObject) const { return NULL; } FText USchematic::GetDescription() const { return FText::GetEmpty(); } bool USchematic::CanAffordSchematic(UObject* WorldContext) const { return false; } void USchematic::BuildSchematic(UObject* WorldContext) { } void USchematic::AddSchematicToPlayerInventory(UObject* WorldContext) { } USchematic::USchematic() { this->Category = NULL; this->PricingTier = NULL; this->Rarity = NULL; this->UsedByCharacter = NULL; this->Item = NULL; this->CostIsLocked = false; }