#include "FortExpeditionBuildSquadWidget.h" bool UFortExpeditionBuildSquadWidget::StartExpedition() { return false; } void UFortExpeditionBuildSquadWidget::SetData_Implementation(UFortExpeditionItem* InItem) { } void UFortExpeditionBuildSquadWidget::SetCurrentSquadId(FName SquadId) { } void UFortExpeditionBuildSquadWidget::OnStartExpeditionCompleted_Implementation() { } void UFortExpeditionBuildSquadWidget::OnRefreshBuildSquadWidget_Implementation() { } bool UFortExpeditionBuildSquadWidget::IsSquadSlotLocked(int32 SlotIndex) const { return false; } bool UFortExpeditionBuildSquadWidget::IsExpeditionValidToStart() { return false; } void UFortExpeditionBuildSquadWidget::HandleStartExpeditionCompleted(const UFortExpeditionItem* Expedition, bool bSucceeded) { } void UFortExpeditionBuildSquadWidget::HandleDifferentSquadSlotSelected(const int32 SquadSlotIndex) { } void UFortExpeditionBuildSquadWidget::ClearTemporaryExpeditionSquadState(bool bPreviewOnly) { } UFortExpeditionBuildSquadWidget::UFortExpeditionBuildSquadWidget() { this->ExpeditionSquadSlotsView = NULL; this->ExpeditionSquadSlotDetails = NULL; this->ExpeditionSquadSlotPicker = NULL; this->ItemViewContext_ExpeditionSlotsView = NULL; this->ItemViewContext_ExpeditionSlotItemPicker = NULL; }