#include "SBZWaitStateMachineStateChangeCallbackProxy.h"

USBZWaitStateMachineStateChangeCallbackProxy::USBZWaitStateMachineStateChangeCallbackProxy() {
}

USBZWaitStateMachineStateChangeCallbackProxy* USBZWaitStateMachineStateChangeCallbackProxy::WaitGameStateMachineStateChange(UObject* WorldContextObject) {
    return NULL;
}

void USBZWaitStateMachineStateChangeCallbackProxy::HandleStateEntered(FName StateName) {
}


