#include "FortQuestMapEventCallout.h" bool UFortQuestMapEventCallout::IsQuestClaimPending(bool bActiveEvent) const { return false; } bool UFortQuestMapEventCallout::IsNavigationPossible(const ECalloutNavigationDirection Direction) const { return false; } bool UFortQuestMapEventCallout::IsCurrentEventNew() const { return false; } bool UFortQuestMapEventCallout::IsArrowNewBangEnabled() const { return false; } void UFortQuestMapEventCallout::HandleCurrentEventIndexSeen() { } void UFortQuestMapEventCallout::HandleCalloutNavigation(const ECalloutNavigationDirection Direction) { } int32 UFortQuestMapEventCallout::GetEventDataIndex() const { return 0; } int32 UFortQuestMapEventCallout::GetEventCount() const { return 0; } FFortEventQuestMapDataEntry UFortQuestMapEventCallout::GetCurrentEventDataEntry() const { return FFortEventQuestMapDataEntry{}; } bool UFortQuestMapEventCallout::GetBangEnabledForDirection(const ECalloutNavigationDirection Direction) const { return false; } UFortQuestMapEventCallout::UFortQuestMapEventCallout() { }