#include "FortHomebaseManager.h" bool UFortHomebaseManager::IsSquadSlotUnlocked(FName SquadId, int32 SlotIdx, const UFortMcpProfileCampaign* McpProfile) const { return false; } UFortWorker* UFortHomebaseManager::GetWorkerInSquadSlot(FName SquadId, int32 SlotIdx, const UFortMcpProfileCampaign* McpProfile) const { return NULL; } void UFortHomebaseManager::GetSquadPopulation(FName SquadId, const UFortMcpProfileCampaign* McpProfile, TArray& OutSquadMembers) const { } bool UFortHomebaseManager::GetSquadCopyById(FName SquadId, FHomebaseSquad& OutSquad) { return false; } int32 UFortHomebaseManager::GetNumWorldInventoryBonusTokens(UFortMcpProfileCampaign* McpProfile) { return 0; } int32 UFortHomebaseManager::GetNumAccountLimitedItems(UFortMcpProfileCampaign* McpProfile) { return 0; } int32 UFortHomebaseManager::GetNumAccountInventoryBonusTokens(UFortMcpProfileCampaign* McpProfile) { return 0; } FString UFortHomebaseManager::GetNodeInstanceIdByNodeId(const FString& NodeTemplateId, const UFortMcpProfileCampaign* McpProfile) const { return TEXT(""); } FString UFortHomebaseManager::GetHomebaseName(const UFortMcpProfileCommonPublic* McpProfile) { return TEXT(""); } bool UFortHomebaseManager::AreNodeCostsMet(const UFortHomebaseNodeItemDefinition* NodeItemDef, UFortMcpProfileCampaign* McpProfile, int32 Level) { return false; } UFortHomebaseManager::UFortHomebaseManager() { this->HomebaseNodeGameplayEffectDataTable = NULL; this->ResearchSystemUpgradesTable = NULL; this->StatsGamplayEffect = NULL; this->HomebaseSquadDataTable = NULL; this->ExpeditionSlotsDataTable = NULL; this->ManagerSquadSynergyBonusTable = NULL; this->SquadGE = NULL; }