#include "RewardsSubSystem.h" bool URewardsSubSystem::ShouldPendingRewardsBeShown() const { return false; } bool URewardsSubSystem::ShouldPendingRewardsBeGiven() const { return false; } bool URewardsSubSystem::Receive_GetPendingRewards(UObject* WorldContext, FPendingRewardsStats& OutStats, FPendingRewards& OutRewards) const { return false; } bool URewardsSubSystem::HasPendingRewards() const { return false; } bool URewardsSubSystem::GetPendingRewards(FPendingRewardsStats& OutStats, FPendingRewards& OutRewards) const { return false; } void URewardsSubSystem::ClearPendingRewards() { } void URewardsSubSystem::ApplyPendingRewards(AFSDPlayerController* Controller) { } URewardsSubSystem::URewardsSubSystem() { }