#include "FortMcpProfileSubgame.h"
/*
void UFortMcpProfileSubgame::UpdateQuests_Implementation(const TArray<FFortQuestObjectiveCompletion>& Advance, FDedicatedServerUrlContext& Context) {
}

void UFortMcpProfileSubgame::UpdateQuestClientObjectives_Implementation(const TArray<FFortQuestObjectiveCompletion>& Advance, FClientUrlContext& Context) {
}

void UFortMcpProfileSubgame::SetPinnedQuests_Implementation(const TArray<FString>& PinnedQuestIds, FClientUrlContext& Context) {
}

void UFortMcpProfileSubgame::SetItemFavoriteStatusBatch_Implementation(const TArray<FString>& ItemIds, const TArray<bool>& itemFavStatus, FClientUrlContext& Context) {
}

void UFortMcpProfileSubgame::SetItemFavoriteStatus_Implementation(const FString& TargetItemId, bool bFavorite, FClientUrlContext& Context) {
}

void UFortMcpProfileSubgame::ServerQuestLogin_Implementation(const FString& MatchmakingSessionId, FDedicatedServerUrlContext& Context) {
}

void UFortMcpProfileSubgame::MarkNewQuestNotificationSent_Implementation(const TArray<FString>& ItemIds, FClientUrlContext& Context) {
}

void UFortMcpProfileSubgame::FortRerollDailyQuest_Implementation(const FString& QuestId, FClientUrlContext& Context) {
}

void UFortMcpProfileSubgame::ClientQuestLogin_Implementation(FClientUrlContext& Context) {
}

void UFortMcpProfileSubgame::ClaimQuestReward_Implementation(const FString& QuestId, int32 SelectedRewardIndex, FClientUrlContext& Context) {
}
*/
UFortMcpProfileSubgame::UFortMcpProfileSubgame() {
}

