#include "SaveGameLibrary.h" bool USaveGameLibrary::TryGetSaveGameSnapShot(UObject* WorldContext, const FString& Filename, int32 userIdx, FSaveGameSnapShot& OutSnapShot) { return false; } TMap USaveGameLibrary::GetUserSaveGameSlots(const FString& UserId) { return TMap(); } TMap USaveGameLibrary::GetAllSaveGameSlots() { return TMap(); } USaveGameLibrary::USaveGameLibrary() { }