#include "CharacterVanityItems.h" void UCharacterVanityItems::SortVanityItems(UObject* WorldContextObject, UPlayerCharacterID* characterID, TArray& VanityItems) { } TArray UCharacterVanityItems::GetVanityItems(UObject* WorldContextObject, EVanitySlot Slot, bool onlyStoreItems, UPlayerCharacterID* characterID) { return TArray(); } UVanityItem* UCharacterVanityItems::GetVanityItem(const FGuid& VanityID) const { return NULL; } TArray UCharacterVanityItems::GetUnLockedVanityItems(UObject* WorldContextObject, EVanitySlot Slot, bool onlyStoreItems, UPlayerCharacterID* characterID) { return TArray(); } TArray UCharacterVanityItems::GetLockedVanityItems(UObject* WorldContextObject, EVanitySlot Slot, UPlayerCharacterID* characterID) { return TArray(); } TArray UCharacterVanityItems::GetItems(EVanitySlot Slot, bool onlyStoreItems) const { return TArray(); } UVanityItem* UCharacterVanityItems::GetDefaultVanityItem(UObject* WorldContext, EVanitySlot Slot, UPlayerCharacterID* characterID) { return NULL; } UCharacterVanityItems::UCharacterVanityItems() { this->HeadSchematicBank = NULL; this->BeardSchematicBank = NULL; this->EyebrowSchematicBank = NULL; this->MoustacheSchematicBank = NULL; this->SideburnSchematicBank = NULL; this->BeardMaterialSchematicBank = NULL; this->SkinMaterialSchematicBank = NULL; this->OwningCharacter = NULL; }