#include "PlayerRejoinState.h" void UPlayerRejoinState::Server_Reset_Implementation() { } bool UPlayerRejoinState::Server_Reset_Validate() { return true; } void UPlayerRejoinState::Server_AddIntValue_Internal_Implementation(const FGuid& ItemKey, const FName& ValueKey, int32 Value) { } void UPlayerRejoinState::Server_AddFloatValue_Internal_Implementation(const FGuid& ItemKey, const FName& ValueKey, float Value) { } void UPlayerRejoinState::Client_SetValues_Implementation(const TArray& floatValues, const TArray& intValues) { } UPlayerRejoinState::UPlayerRejoinState() { }