#include "SpecialEventBlueprintLibrary.h" USchematic* USpecialEventBlueprintLibrary::TryGivePendingReward(UObject* WorldContextObject) { return NULL; } void USpecialEventBlueprintLibrary::StorePendingReward(UObject* WorldContextObject, const TArray& schematicsToChooseFrom) { } void USpecialEventBlueprintLibrary::SpawnEventRewardFrame(UObject* WorldContextObject, FVector Location) { } bool USpecialEventBlueprintLibrary::HasPendingReward(UObject* WorldContextObject) { return false; } TArray USpecialEventBlueprintLibrary::GetSpecialEventsRewardSchematics(UObject* WorldContextObject) { return TArray(); } USchematic* USpecialEventBlueprintLibrary::FindRandomSchematicForCharacter(UObject* WorldContextObject, UPlayerCharacterID* characterID, ESchematicType SchematicType) { return NULL; } void USpecialEventBlueprintLibrary::ClearPendingReward(UObject* WorldContextObject) { } USpecialEventBlueprintLibrary::USpecialEventBlueprintLibrary() { }