#include "Season.h" void USeason::AddUnassignedReward(int32 Index, UReward* Reward) { } void USeason::AddLevel(int32 Index, UReward* Reward, UReward* specialReward) { } USeason::USeason() { this->SeasonNumber = 0; this->TreeOfVanity = NULL; this->SeasonDLC = NULL; this->NumberOfScripChallenges = 0; this->SeasonWaveInMissionChance = 0.00f; this->SeasonWarning = NULL; }