#include "FortAsyncAction_CheckForUpdate.h" UFortAsyncAction_CheckForUpdate* UFortAsyncAction_CheckForUpdate::CheckForUpdate(UObject* InWorldContextObject, bool InShowDialogOnFailure) { return NULL; } UFortAsyncAction_CheckForUpdate::UFortAsyncAction_CheckForUpdate() { WorldContextObject = NULL; bShowDialogOnFailure = true; }