#pragma once /* * SDK generated by Dumper-7 * * https://github.com/Encryqed/Dumper-7 */ // Package: Fort_Entry_Music_Controller_BP #include "Basic.hpp" #include "Fort_Entry_Music_Controller_BP_classes.hpp" #include "Fort_Entry_Music_Controller_BP_parameters.hpp" #pragma pack(push, 0x4) namespace SDK { // Function Fort_Entry_Music_Controller_BP.Fort_Entry_Music_Controller_BP_C.ExecuteUbergraph_Fort_Entry_Music_Controller_BP // () // Parameters: // int32 EntryPoint (Parm, ZeroConstructor, IsPlainOldData, NoDestructor) void AFort_Entry_Music_Controller_BP_C::ExecuteUbergraph_Fort_Entry_Music_Controller_BP(int32 EntryPoint) { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("Fort_Entry_Music_Controller_BP_C", "ExecuteUbergraph_Fort_Entry_Music_Controller_BP"); Params::Fort_Entry_Music_Controller_BP_C_ExecuteUbergraph_Fort_Entry_Music_Controller_BP Parms{}; Parms.EntryPoint = EntryPoint; UObject::ProcessEvent(Func, &Parms); } // Function Fort_Entry_Music_Controller_BP.Fort_Entry_Music_Controller_BP_C.VBucks_Menu_Enter // (BlueprintCallable, BlueprintEvent) void AFort_Entry_Music_Controller_BP_C::VBucks_Menu_Enter() { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("Fort_Entry_Music_Controller_BP_C", "VBucks_Menu_Enter"); UObject::ProcessEvent(Func, nullptr); } // Function Fort_Entry_Music_Controller_BP.Fort_Entry_Music_Controller_BP_C.Store_Intro_Loop // (BlueprintCallable, BlueprintEvent) void AFort_Entry_Music_Controller_BP_C::Store_Intro_Loop() { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("Fort_Entry_Music_Controller_BP_C", "Store_Intro_Loop"); UObject::ProcessEvent(Func, nullptr); } // Function Fort_Entry_Music_Controller_BP.Fort_Entry_Music_Controller_BP_C.Store_HitLlamaAndLoop // (BlueprintCallable, BlueprintEvent) void AFort_Entry_Music_Controller_BP_C::Store_HitLlamaAndLoop() { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("Fort_Entry_Music_Controller_BP_C", "Store_HitLlamaAndLoop"); UObject::ProcessEvent(Func, nullptr); } // Function Fort_Entry_Music_Controller_BP.Fort_Entry_Music_Controller_BP_C.Store_CardpackSummaryOpenAndLoop // (BlueprintCallable, BlueprintEvent) void AFort_Entry_Music_Controller_BP_C::Store_CardpackSummaryOpenAndLoop() { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("Fort_Entry_Music_Controller_BP_C", "Store_CardpackSummaryOpenAndLoop"); UObject::ProcessEvent(Func, nullptr); } // Function Fort_Entry_Music_Controller_BP.Fort_Entry_Music_Controller_BP_C.Store_Llama_HangingOut // (BlueprintCallable, BlueprintEvent) void AFort_Entry_Music_Controller_BP_C::Store_Llama_HangingOut() { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("Fort_Entry_Music_Controller_BP_C", "Store_Llama_HangingOut"); UObject::ProcessEvent(Func, nullptr); } // Function Fort_Entry_Music_Controller_BP.Fort_Entry_Music_Controller_BP_C.Store_Transition_To_Purchase // (BlueprintCallable, BlueprintEvent) void AFort_Entry_Music_Controller_BP_C::Store_Transition_To_Purchase() { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("Fort_Entry_Music_Controller_BP_C", "Store_Transition_To_Purchase"); UObject::ProcessEvent(Func, nullptr); } // Function Fort_Entry_Music_Controller_BP.Fort_Entry_Music_Controller_BP_C.Music_Store_CardIntro_Fadein // (BlueprintCallable, BlueprintEvent) void AFort_Entry_Music_Controller_BP_C::Music_Store_CardIntro_Fadein() { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("Fort_Entry_Music_Controller_BP_C", "Music_Store_CardIntro_Fadein"); UObject::ProcessEvent(Func, nullptr); } // Function Fort_Entry_Music_Controller_BP.Fort_Entry_Music_Controller_BP_C.Music_Vault_FadeIn // (BlueprintCallable, BlueprintEvent) void AFort_Entry_Music_Controller_BP_C::Music_Vault_FadeIn() { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("Fort_Entry_Music_Controller_BP_C", "Music_Vault_FadeIn"); UObject::ProcessEvent(Func, nullptr); } // Function Fort_Entry_Music_Controller_BP.Fort_Entry_Music_Controller_BP_C.Music_Heroes_FadeIn // (BlueprintCallable, BlueprintEvent) void AFort_Entry_Music_Controller_BP_C::Music_Heroes_FadeIn() { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("Fort_Entry_Music_Controller_BP_C", "Music_Heroes_FadeIn"); UObject::ProcessEvent(Func, nullptr); } // Function Fort_Entry_Music_Controller_BP.Fort_Entry_Music_Controller_BP_C.Music_Hexmap_FadeIn // (BlueprintCallable, BlueprintEvent) void AFort_Entry_Music_Controller_BP_C::Music_Hexmap_FadeIn() { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("Fort_Entry_Music_Controller_BP_C", "Music_Hexmap_FadeIn"); UObject::ProcessEvent(Func, nullptr); } // Function Fort_Entry_Music_Controller_BP.Fort_Entry_Music_Controller_BP_C.Music_HomeBase_FadeIn // (BlueprintCallable, BlueprintEvent) void AFort_Entry_Music_Controller_BP_C::Music_HomeBase_FadeIn() { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("Fort_Entry_Music_Controller_BP_C", "Music_HomeBase_FadeIn"); UObject::ProcessEvent(Func, nullptr); } // Function Fort_Entry_Music_Controller_BP.Fort_Entry_Music_Controller_BP_C.Music_WorldOverview_FadeIn // (BlueprintCallable, BlueprintEvent) void AFort_Entry_Music_Controller_BP_C::Music_WorldOverview_FadeIn() { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("Fort_Entry_Music_Controller_BP_C", "Music_WorldOverview_FadeIn"); UObject::ProcessEvent(Func, nullptr); } // Function Fort_Entry_Music_Controller_BP.Fort_Entry_Music_Controller_BP_C.Music_Lobby_FadeIn // (BlueprintCallable, BlueprintEvent) void AFort_Entry_Music_Controller_BP_C::Music_Lobby_FadeIn() { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("Fort_Entry_Music_Controller_BP_C", "Music_Lobby_FadeIn"); UObject::ProcessEvent(Func, nullptr); } // Function Fort_Entry_Music_Controller_BP.Fort_Entry_Music_Controller_BP_C.Music_Store_FadeIn // (BlueprintCallable, BlueprintEvent) void AFort_Entry_Music_Controller_BP_C::Music_Store_FadeIn() { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("Fort_Entry_Music_Controller_BP_C", "Music_Store_FadeIn"); UObject::ProcessEvent(Func, nullptr); } // Function Fort_Entry_Music_Controller_BP.Fort_Entry_Music_Controller_BP_C.Music_Login_FadeIn // (BlueprintCallable, BlueprintEvent) void AFort_Entry_Music_Controller_BP_C::Music_Login_FadeIn() { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("Fort_Entry_Music_Controller_BP_C", "Music_Login_FadeIn"); UObject::ProcessEvent(Func, nullptr); } // Function Fort_Entry_Music_Controller_BP.Fort_Entry_Music_Controller_BP_C.UserConstructionScript // (Event, Public, BlueprintCallable, BlueprintEvent) void AFort_Entry_Music_Controller_BP_C::UserConstructionScript() { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("Fort_Entry_Music_Controller_BP_C", "UserConstructionScript"); UObject::ProcessEvent(Func, nullptr); } } #pragma pack(pop)