#include "FortQuestMapScreen.h" void UFortQuestMapScreen::ToggleQuestMapState() { } void UFortQuestMapScreen::SetQuestMapViewer(UFortQuestMapViewer* Value) { } void UFortQuestMapScreen::SetIgnorePageNavigation(bool bIgnoreNavigation) { } void UFortQuestMapScreen::SetBeyondCutoffQuest(bool bBeyondCutoff) { } bool UFortQuestMapScreen::IsEventFlagActive(const FString& EventFlag) { return false; } bool UFortQuestMapScreen::IsBeyondCutoffQuest() { return false; } void UFortQuestMapScreen::InitializeQuestData() { } void UFortQuestMapScreen::HandleRequestCurrentQuestNavigation() { } void UFortQuestMapScreen::HandleQuestIndexSelectionModelChanged() { } void UFortQuestMapScreen::HandleMapViewerNavigationRequest(EViewerNavigationDirection Direction) { } void UFortQuestMapScreen::HandleEventQuestMapActivate() { } EFrontEndCamera UFortQuestMapScreen::GetCurrentPageCameraMode() const { return EFrontEndCamera::Invalid; } bool UFortQuestMapScreen::GetBeyondCutoffQuest() const { return false; } void UFortQuestMapScreen::CheckForNewMainQuest() { } UFortQuestMapScreen::UFortQuestMapScreen() { this->CampaignDetailsPanel = NULL; this->EventDetailsPanel = NULL; this->EventCalloutPanel = NULL; this->QuestMapViewer = NULL; this->CurrentMode = EQuestMapScreenMode::Invalid; this->CutoffQuest = NULL; this->QuestMapData = NULL; }