#include "FortCollectionBookManager.h" bool UFortCollectionBookManager::UnSlotItem(const UFortAccountItem* Item) { return false; } bool UFortCollectionBookManager::SlotItem(const UFortAccountItem* Item, FName SlotId) { return false; } bool UFortCollectionBookManager::PurchaseItem(const UFortAccountItem* Item) { return false; } void UFortCollectionBookManager::PopulateCollectionBookRewards(TArray& OutAvailableRewards) { } UFortItem* UFortCollectionBookManager::GetItemInSlot(FName SlotId) const { return NULL; } float UFortCollectionBookManager::GetBookXPPercentToNextLevel(int32 CurrentLevel, int32 NewXP) const { return 0.0f; } int32 UFortCollectionBookManager::GetBookTotalXPToNextLevel(int32 CurrentLevel) const { return 0; } void UFortCollectionBookManager::ClaimReward(const FFortCollectionBookRewards& RewardToClaim, int32 RewardIndex) { } bool UFortCollectionBookManager::CanSlotItem(const UFortAccountItem* AccountItem, bool bOnlyAllowIfSlotEmpty, FName& OutSlotId) const { return false; } int32 UFortCollectionBookManager::CalculatePageXp(FName PageId) const { return 0; } int32 UFortCollectionBookManager::CalculateBookXp() const { return 0; } UFortCollectionBookManager::UFortCollectionBookManager() { }