#include "VanityMasteryLibrary.h" void UVanityMasteryLibrary::ResetVanityMasteryXP(UObject* WorldContext) { } void UVanityMasteryLibrary::MarkFashionitesAwardedForOldPurchasesSeen(UObject* WorldContext) { } FVanityMasterySettings UVanityMasteryLibrary::GetVanityMasterySettings() { return FVanityMasterySettings{}; } FVanityMasterySave UVanityMasteryLibrary::GetVanityMasterySave(UObject* WorldContext) { return FVanityMasterySave{}; } int32 UVanityMasteryLibrary::GetVanityMasteryFashioniteForLevel(int32 InCurrentLevel) { return 0; } int32 UVanityMasteryLibrary::GetFashionitesAwaredForOldPurchases(UObject* WorldContext) { return 0; } float UVanityMasteryLibrary::CalculateVanityMasteryLevelProgress(int32 Level, int32 XP) { return 0.0f; } FVanityMasteryResult UVanityMasteryLibrary::AddVanityMasteryXPFromCost(UObject* WorldContext, TArray Cost, UPlayerCharacterID* characterID) { return FVanityMasteryResult{}; } FVanityMasteryResult UVanityMasteryLibrary::AddVanityMasteryXP(UObject* WorldContext, int32 XP, UPlayerCharacterID* PlayerId) { return FVanityMasteryResult{}; } UVanityMasteryLibrary::UVanityMasteryLibrary() { }