#include "InventoryList.h" #include "Templates/SubclassOf.h" UItemID* UInventoryList::GetPreviousUnlockedItem(UObject* WorldContextObject, EItemCategory Category, UItemID* currentItem) const { return NULL; } UItemID* UInventoryList::GetPreviousItem(EItemCategory Category, UItemID* currentItem) const { return NULL; } int32 UInventoryList::GetNumberOfItems(EItemCategory Category) const { return 0; } UItemID* UInventoryList::GetNextUnlockedItem(UObject* WorldContextObject, EItemCategory Category, UItemID* currentItem) const { return NULL; } UItemID* UInventoryList::GetNextItem(EItemCategory Category, UItemID* currentItem) const { return NULL; } TArray> UInventoryList::GetLoadedItemListFiltered(EItemCategory Category, FItemFilterDelegate Filter) const { return TArray>(); } TArray> UInventoryList::GetLoadedItemList(EItemCategory Category) const { return TArray>(); } TArray UInventoryList::GetItemList(EItemCategory Category) const { return TArray(); } int32 UInventoryList::GetItemIndex(EItemCategory Category, UItemID* Item) const { return 0; } TArray UInventoryList::GetAllItemsList() const { return TArray(); } void UInventoryList::CheckForInventoryAchievements(UObject* WorldContextObject) { } UInventoryList::UInventoryList() { this->LaserPointerItem = NULL; this->TerrainScannerItem = NULL; this->ResupplyItem = NULL; }