#include "FSDAchievement.h" void UFSDAchievement::SetAchievementProgressForEntireServer(float Progress, UObject* WorldContext) { } void UFSDAchievement::SetAchievementProgress(float Progress, const AFSDPlayerController* Player, UObject* WorldContext) { } void UFSDAchievement::ResetStatForAchievement(UFSDAchievement* AchievementToReset, const AFSDPlayerController* Player) { } void UFSDAchievement::QueryAchievements(const AFSDPlayerController* Player) { } float UFSDAchievement::GetAchievementTargetValue() { return 0.0f; } UFSDAchievement::UFSDAchievement() { this->AchievementTargetValue = 0.00f; this->AchievementType = EFSDAchievementType::NoStatUsed; }