#include "FortTieredCollectionLayout.h" bool UFortTieredCollectionLayout::ShouldUseTierAsRandomSeed() const { return false; } int32 UFortTieredCollectionLayout::GetMissionPointsForTier(int32 Tier) const { return 0; } FText UFortTieredCollectionLayout::GetCollectionLayoutDisplayName() const { return FText::GetEmpty(); } UFortTieredCollectionLayout::UFortTieredCollectionLayout() { this->bUseTierAsRandomSeed = true; this->bFiniteTiers = true; this->MaxNumberOfTiersAllowed = 0; this->InitialTierUnlocked = -1; }