#include "SBZWaitStateMachineStateCallbackProxy.h"

USBZWaitStateMachineStateCallbackProxy::USBZWaitStateMachineStateCallbackProxy() {
}

USBZWaitStateMachineStateCallbackProxy* USBZWaitStateMachineStateCallbackProxy::WaitGameStateMachineState(UObject* WorldContextObject, const TEnumAsByte<ESBZGameStateMachineState>& StateToWait) {
    return NULL;
}

void USBZWaitStateMachineStateCallbackProxy::HandleStateEntered(FName StateName) {
}


