#include "AccelByteBlueprintsGameProfile.h"

UAccelByteBlueprintsGameProfile::UAccelByteBlueprintsGameProfile() {
}

void UAccelByteBlueprintsGameProfile::UpdateGameProfileAttribute(const FString& ProfileId, const FAccelByteModelsGameProfileAttribute& Attribute, const UAccelByteBlueprintsGameProfile::FUpdateGameProfileAttributeSuccess& OnSuccess, const UAccelByteBlueprintsGameProfile::FBlueprintErrorHandler& OnError) {
}

void UAccelByteBlueprintsGameProfile::UpdateGameProfile(const FString& ProfileId, const FAccelByteModelsGameProfileRequest& GameProfileRequest, const UAccelByteBlueprintsGameProfile::FUpdateGameProfileSuccess& OnSuccess, const UAccelByteBlueprintsGameProfile::FBlueprintErrorHandler& OnError) {
}

void UAccelByteBlueprintsGameProfile::GetGameProfileAttribute(const FString& ProfileId, const FString& AttributeName, const UAccelByteBlueprintsGameProfile::FGetGameProfileAttributeSuccess& OnSuccess, const UAccelByteBlueprintsGameProfile::FBlueprintErrorHandler& OnError) {
}

void UAccelByteBlueprintsGameProfile::GetGameProfile(const FString& ProfileId, const UAccelByteBlueprintsGameProfile::FGetGameProfileSuccess& OnSuccess, const UAccelByteBlueprintsGameProfile::FBlueprintErrorHandler& OnError) {
}

void UAccelByteBlueprintsGameProfile::GetAllGameProfiles(const UAccelByteBlueprintsGameProfile::FGetAllGameProfilesSuccess& OnSuccess, const UAccelByteBlueprintsGameProfile::FBlueprintErrorHandler& OnError) {
}

void UAccelByteBlueprintsGameProfile::DeleteGameProfile(const FString& ProfileId, const UAccelByteBlueprintsGameProfile::FDeleteGameProfileSuccess& OnSuccess, const UAccelByteBlueprintsGameProfile::FBlueprintErrorHandler& OnError) {
}

void UAccelByteBlueprintsGameProfile::CreateGameProfile(const FAccelByteModelsGameProfileRequest& GameProfileRequest, const UAccelByteBlueprintsGameProfile::FCreateGameProfileSuccess& OnSuccess, const UAccelByteBlueprintsGameProfile::FBlueprintErrorHandler& OnError) {
}

void UAccelByteBlueprintsGameProfile::BatchGetPublicGameProfiles(TArray<FString> UserIds, const UAccelByteBlueprintsGameProfile::FBatchGetPublicGameProfilesSuccess& OnSuccess, const UAccelByteBlueprintsGameProfile::FBlueprintErrorHandler& OnError) {
}


