#include "ForgingFunctionLibrary.h" USchematic* UForgingFunctionLibrary::PickForgingMasteryDefaultReward(UObject* WorldContextObject, ESchematicType InType) { return NULL; } FForgingResult UForgingFunctionLibrary::GiveForgingXP(UObject* WorldContextObject) { return FForgingResult{}; } TArray UForgingFunctionLibrary::GetOwnedSchematics(UObject* WorldContextObject) { return TArray(); } void UForgingFunctionLibrary::GetForgingPendingMasteryRewardNewest(UObject* WorldContextObject, bool& OutSuccess, FForgingPendingReward& OutReward) { } ESchematicType UForgingFunctionLibrary::GetForgingMasteryRewardType(UObject* WorldContextObject, int32 Level, bool ReturnDefaultIfUnavailable) { return ESchematicType::Overclock; } ESchematicType UForgingFunctionLibrary::GetForgingMasteryRewardDefaultType(ESchematicType InType) { return ESchematicType::Overclock; } float UForgingFunctionLibrary::GetForgingLevelProgress(UObject* WorldContextObject) { return 0.0f; } int32 UForgingFunctionLibrary::GetForgingLevel(UObject* WorldContextObject) { return 0; } bool UForgingFunctionLibrary::GetForgingHasPendingMasteryRewards(UObject* WorldContextObject) { return false; } TArray UForgingFunctionLibrary::GetForgedSchematics(UObject* WorldContextObject) { return TArray(); } void UForgingFunctionLibrary::ClaimForgingPendingMasteryReward(UObject* WorldContextObject, int32 Level, USchematic* Reward) { } UForgingFunctionLibrary::UForgingFunctionLibrary() { }