DRG-Femboy-Voice/Source/FSD/Private/MilestoneAsset.cpp
2025-04-15 12:39:31 -07:00

62 lines
1.7 KiB
C++
Executable file

#include "MilestoneAsset.h"
TArray<UMilestoneAsset*> UMilestoneAsset::SortMilestonesByProgress(UObject* WorldContext, TArray<UMilestoneAsset*>& Milestones) {
return TArray<UMilestoneAsset*>();
}
void UMilestoneAsset::OnMissionStatChanged(UObject* WorldContext, UMissionStat* Stat, float Value) {
}
bool UMilestoneAsset::IsCompleted(UObject* WorldContext) const {
return false;
}
bool UMilestoneAsset::IsClaimable(UObject* WorldContext) {
return false;
}
FText UMilestoneAsset::GetTitleForTier(int32 Tier) const {
return FText::GetEmpty();
}
FText UMilestoneAsset::GetTitle(UObject* WorldContext) const {
return FText::GetEmpty();
}
int32 UMilestoneAsset::GetNextPerkPointsReward(UObject* WorldContext) const {
return 0;
}
void UMilestoneAsset::GetCurrentProgress(UObject* WorldContext, int32& Tier, float& Progress, float& CurrentCount, float& TargetCount) {
}
int32 UMilestoneAsset::GetClaimedTier(UObject* WorldContext) const {
return 0;
}
bool UMilestoneAsset::GetClaimedProgress(UObject* WorldContext, int32& Tier, float& Progress, float& CurrentCount, float& TargetCount) {
return false;
}
UTexture2D* UMilestoneAsset::GetCategoryIcon() const {
return NULL;
}
void UMilestoneAsset::ClearPendingMilestoneReached() {
}
int32 UMilestoneAsset::ClaimNextTier(UObject* WorldContext) {
return 0;
}
UMilestoneAsset::UMilestoneAsset() {
this->LargeImage = NULL;
this->FormattedTitle = FText::FromString(TEXT("Parameters: {value} {float_value} {character}"));
this->FormattedValueOffset = 0;
this->CountValueAsTotal = false;
this->TrackingStat = NULL;
this->TrackingCharacterID = NULL;
this->LastTierReached = 0;
this->bPendingMilestoneReached = false;
}