#include "DeepDiveTemplate.h" bool UDeepDiveTemplate::IsDurationAllowed(UMissionTemplate* mission, UMissionDuration* Duration) const { return false; } bool UDeepDiveTemplate::IsComplexityAllowed(UMissionTemplate* mission, UMissionComplexity* Complexity) const { return false; } ESchematicType UDeepDiveTemplate::GetStageRewardType(int32 stageIndex) const { return ESchematicType::Overclock; } UDeepDiveTemplate::UDeepDiveTemplate() { this->Difficulties.AddDefaulted(3); this->Rewards.AddDefaulted(3); this->CreditsPerPrimaryObjective = 1000; this->CreditsPerSecondaryObjective = 1000; this->XPPerPrimaryObjective = 1000; this->XPPerSecondaryObjective = 1000; this->HazardBonus = 1.00f; }