#pragma once /* * SDK generated by Dumper-7 * * https://github.com/Encryqed/Dumper-7 */ // Package: FortniteUI #include "Basic.hpp" #include "FortniteUI_classes.hpp" #include "FortniteUI_parameters.hpp" #pragma pack(push, 0x4) namespace SDK { // Function FortniteUI.FortAbstractButtonGroup.HandleButtonClicked // (Native, Public, BlueprintCallable) // Parameters: // class UFortButton* Button (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) void UFortAbstractButtonGroup::HandleButtonClicked(class UFortButton* Button) { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("FortAbstractButtonGroup", "HandleButtonClicked"); Params::FortAbstractButtonGroup_HandleButtonClicked Parms{}; Parms.Button = Button; auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; UObject::ProcessEvent(Func, &Parms); Func->FunctionFlags = Flgs; } // Function FortniteUI.FortAbstractButtonGroup.SetDataProvider // (Native, Public, HasOutParams, BlueprintCallable) // Parameters: // const TArray& InDataProvider (ConstParm, Parm, OutParm, ZeroConstructor, ReferenceParm, NativeAccessSpecifierPublic) void UFortAbstractButtonGroup::SetDataProvider(const TArray& InDataProvider) { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("FortAbstractButtonGroup", "SetDataProvider"); Params::FortAbstractButtonGroup_SetDataProvider Parms{}; Parms.InDataProvider = std::move(InDataProvider); auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; UObject::ProcessEvent(Func, &Parms); Func->FunctionFlags = Flgs; } // Function FortniteUI.FortTabButtonGroup.GetTabButton // (Final, Native, Public, BlueprintCallable) // Parameters: // int32 INDEX (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) // class UFortTabButton* ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) class UFortTabButton* UFortTabButtonGroup::GetTabButton(int32 INDEX) { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("FortTabButtonGroup", "GetTabButton"); Params::FortTabButtonGroup_GetTabButton Parms{}; Parms.INDEX = INDEX; auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; UObject::ProcessEvent(Func, &Parms); Func->FunctionFlags = Flgs; return Parms.ReturnValue; } // Function FortniteUI.FortTabButtonGroup.SetInitialButtonSelection // (Final, Native, Public, BlueprintCallable) // Parameters: // int32 INDEX (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) void UFortTabButtonGroup::SetInitialButtonSelection(int32 INDEX) { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("FortTabButtonGroup", "SetInitialButtonSelection"); Params::FortTabButtonGroup_SetInitialButtonSelection Parms{}; Parms.INDEX = INDEX; auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; UObject::ProcessEvent(Func, &Parms); Func->FunctionFlags = Flgs; } // Function FortniteUI.FortActorCanvas.AddActorIndicator // (Final, Native, Public, BlueprintCallable) // Parameters: // class UFortActorIndicatorWidget* Indicator (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) // class UFortActorCanvasSlot* ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) class UFortActorCanvasSlot* UFortActorCanvas::AddActorIndicator(class UFortActorIndicatorWidget* Indicator) { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("FortActorCanvas", "AddActorIndicator"); Params::FortActorCanvas_AddActorIndicator Parms{}; Parms.Indicator = Indicator; auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; UObject::ProcessEvent(Func, &Parms); Func->FunctionFlags = Flgs; return Parms.ReturnValue; } // Function FortniteUI.FortActorCanvasSlot.SetCanAutoRemove // (Final, Native, Public, BlueprintCallable) // Parameters: // bool bAllowAutoRemove (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, NativeAccessSpecifierPublic) void UFortActorCanvasSlot::SetCanAutoRemove(bool bAllowAutoRemove) { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("FortActorCanvasSlot", "SetCanAutoRemove"); Params::FortActorCanvasSlot_SetCanAutoRemove Parms{}; Parms.bAllowAutoRemove = bAllowAutoRemove; auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; UObject::ProcessEvent(Func, &Parms); Func->FunctionFlags = Flgs; } // Function FortniteUI.FortActorCanvasSlot.SetHorizontalAlignment // (Final, Native, Public, BlueprintCallable) // Parameters: // EHorizontalAlignment InHorizontalAlignment (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) void UFortActorCanvasSlot::SetHorizontalAlignment(EHorizontalAlignment InHorizontalAlignment) { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("FortActorCanvasSlot", "SetHorizontalAlignment"); Params::FortActorCanvasSlot_SetHorizontalAlignment Parms{}; Parms.InHorizontalAlignment = InHorizontalAlignment; auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; UObject::ProcessEvent(Func, &Parms); Func->FunctionFlags = Flgs; } // Function FortniteUI.FortActorCanvasSlot.SetVerticalAlignment // (Final, Native, Public, BlueprintCallable) // Parameters: // EVerticalAlignment InVerticalAlignment (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) void UFortActorCanvasSlot::SetVerticalAlignment(EVerticalAlignment InVerticalAlignment) { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("FortActorCanvasSlot", "SetVerticalAlignment"); Params::FortActorCanvasSlot_SetVerticalAlignment Parms{}; Parms.InVerticalAlignment = InVerticalAlignment; auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; UObject::ProcessEvent(Func, &Parms); Func->FunctionFlags = Flgs; } // Function FortniteUI.FortAsyncAction_SetUIState.SetUIState // (Final, Native, Static, Public, BlueprintCallable) // Parameters: // class UObject* InWorldContextObject (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) // EFortUIState DesiredState (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) // class UFortAsyncAction_SetUIState* ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) class UFortAsyncAction_SetUIState* UFortAsyncAction_SetUIState::SetUIState(class UObject* InWorldContextObject, EFortUIState DesiredState) { static class UFunction* Func = nullptr; if (Func == nullptr) Func = StaticClass()->GetFunction("FortAsyncAction_SetUIState", "SetUIState"); Params::FortAsyncAction_SetUIState_SetUIState Parms{}; Parms.InWorldContextObject = InWorldContextObject; Parms.DesiredState = DesiredState; auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; GetDefaultObj()->ProcessEvent(Func, &Parms); Func->FunctionFlags = Flgs; return Parms.ReturnValue; } // Function FortniteUI.FortAsyncAction_ShowConfirmation.ShowConfirmationDialog // (Final, Native, Static, Public, BlueprintCallable) // Parameters: // class UObject* InWorldContextObject (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) // const class FText& Title (Parm, NativeAccessSpecifierPublic) // const class FText& Message (Parm, NativeAccessSpecifierPublic) // const class FText& ConfirmButtonText (Parm, NativeAccessSpecifierPublic) // const class FText& DeclineButtonText (Parm, NativeAccessSpecifierPublic) // class UFortUserWidget* InAdditionalContent (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) // float InDisplayTime (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) // class UFortAsyncAction_ShowConfirmation*ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) class UFortAsyncAction_ShowConfirmation* UFortAsyncAction_ShowConfirmation::ShowConfirmationDialog(class UObject* InWorldContextObject, const class FText& Title, const class FText& Message, const class FText& ConfirmButtonText, const class FText& DeclineButtonText, class UFortUserWidget* InAdditionalContent, float InDisplayTime) { static class UFunction* Func = nullptr; if (Func == nullptr) Func = StaticClass()->GetFunction("FortAsyncAction_ShowConfirmation", "ShowConfirmationDialog"); Params::FortAsyncAction_ShowConfirmation_ShowConfirmationDialog Parms{}; Parms.InWorldContextObject = InWorldContextObject; Parms.Title = std::move(Title); Parms.Message = std::move(Message); Parms.ConfirmButtonText = std::move(ConfirmButtonText); Parms.DeclineButtonText = std::move(DeclineButtonText); Parms.InAdditionalContent = InAdditionalContent; Parms.InDisplayTime = InDisplayTime; auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; GetDefaultObj()->ProcessEvent(Func, &Parms); Func->FunctionFlags = Flgs; return Parms.ReturnValue; } // Function FortniteUI.FortBangWrapper.SetBangVisibility // (Final, Native, Public, BlueprintCallable) // Parameters: // bool InVisible (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, NativeAccessSpecifierPublic) void UFortBangWrapper::SetBangVisibility(bool InVisible) { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("FortBangWrapper", "SetBangVisibility"); Params::FortBangWrapper_SetBangVisibility Parms{}; Parms.InVisible = InVisible; auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; UObject::ProcessEvent(Func, &Parms); Func->FunctionFlags = Flgs; } // Function FortniteUI.FortUserWidget._BPInvalidate // (Final, Native, Protected, BlueprintCallable) // Parameters: // class FName Type (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) void UFortUserWidget::_BPInvalidate(class FName Type) { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("FortUserWidget", "_BPInvalidate"); Params::FortUserWidget__BPInvalidate Parms{}; Parms.Type = Type; auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; UObject::ProcessEvent(Func, &Parms); Func->FunctionFlags = Flgs; } // Function FortniteUI.FortUserWidget.DispatchEvent // (Final, Native, Protected, BlueprintCallable) // Parameters: // class FName EventName (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) void UFortUserWidget::DispatchEvent(class FName EventName) { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("FortUserWidget", "DispatchEvent"); Params::FortUserWidget_DispatchEvent Parms{}; Parms.EventName = EventName; auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; UObject::ProcessEvent(Func, &Parms); Func->FunctionFlags = Flgs; } // Function FortniteUI.FortUserWidget.PreConstruct // (BlueprintCosmetic, Event, Public, BlueprintEvent) // Parameters: // bool IsDesignTime (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, NativeAccessSpecifierPublic) void UFortUserWidget::PreConstruct(bool IsDesignTime) { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("FortUserWidget", "PreConstruct"); Params::FortUserWidget_PreConstruct Parms{}; Parms.IsDesignTime = IsDesignTime; UObject::ProcessEvent(Func, &Parms); } // Function FortniteUI.FortUserWidget.RegisterForEvent // (Final, Native, Public, BlueprintCallable) // Parameters: // class FName EventName (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) // TDelegateInCallback (Parm, ZeroConstructor, NoDestructor, NativeAccessSpecifierPublic) void UFortUserWidget::RegisterForEvent(class FName EventName, TDelegate InCallback) { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("FortUserWidget", "RegisterForEvent"); Params::FortUserWidget_RegisterForEvent Parms{}; Parms.EventName = EventName; Parms.InCallback = InCallback; auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; UObject::ProcessEvent(Func, &Parms); Func->FunctionFlags = Flgs; } // Function FortniteUI.FortUserWidget.RegisterForInvalidation // (Final, Native, Protected, BlueprintCallable) // Parameters: // class FName InvalidationType (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) // TDelegate Callback (Parm, ZeroConstructor, NoDestructor, NativeAccessSpecifierPublic) void UFortUserWidget::RegisterForInvalidation(class FName InvalidationType, TDelegate Callback) { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("FortUserWidget", "RegisterForInvalidation"); Params::FortUserWidget_RegisterForInvalidation Parms{}; Parms.InvalidationType = InvalidationType; Parms.Callback = Callback; auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; UObject::ProcessEvent(Func, &Parms); Func->FunctionFlags = Flgs; } // Function FortniteUI.FortUserWidget.UnregisterForEvent // (Final, Native, Public, BlueprintCallable) // Parameters: // class FName EventName (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) // TDelegateInCallback (Parm, ZeroConstructor, NoDestructor, NativeAccessSpecifierPublic) void UFortUserWidget::UnregisterForEvent(class FName EventName, TDelegate InCallback) { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("FortUserWidget", "UnregisterForEvent"); Params::FortUserWidget_UnregisterForEvent Parms{}; Parms.EventName = EventName; Parms.InCallback = InCallback; auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; UObject::ProcessEvent(Func, &Parms); Func->FunctionFlags = Flgs; } // Function FortniteUI.FortUserWidget.IsInvalid // (Final, Native, Protected, BlueprintCallable, BlueprintPure, Const) // Parameters: // class FName Type (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) // bool ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, NativeAccessSpecifierPublic) bool UFortUserWidget::IsInvalid(class FName Type) const { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("FortUserWidget", "IsInvalid"); Params::FortUserWidget_IsInvalid Parms{}; Parms.Type = Type; auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; UObject::ProcessEvent(Func, &Parms); Func->FunctionFlags = Flgs; return Parms.ReturnValue; } // Function FortniteUI.FortButtonStyle.GetBrushBySizeFromMultiSizeBrush // (Final, Native, Static, Public, HasOutParams, BlueprintCallable) // Parameters: // const struct FFortMultiSizeBrush& MultiSizeBrush (ConstParm, Parm, OutParm, ReferenceParm, NativeAccessSpecifierPublic) // EFortBrushSize Size (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) // const struct FSlateBrush ReturnValue (ConstParm, Parm, OutParm, ReturnParm, NativeAccessSpecifierPublic) const struct FSlateBrush UFortButtonStyle::GetBrushBySizeFromMultiSizeBrush(const struct FFortMultiSizeBrush& MultiSizeBrush, EFortBrushSize Size) { static class UFunction* Func = nullptr; if (Func == nullptr) Func = StaticClass()->GetFunction("FortButtonStyle", "GetBrushBySizeFromMultiSizeBrush"); Params::FortButtonStyle_GetBrushBySizeFromMultiSizeBrush Parms{}; Parms.MultiSizeBrush = std::move(MultiSizeBrush); Parms.Size = Size; auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; GetDefaultObj()->ProcessEvent(Func, &Parms); Func->FunctionFlags = Flgs; return Parms.ReturnValue; } // Function FortniteUI.FortButtonStyle.GetFontBySizeFromMultiSizeFont // (Final, Native, Static, Public, HasOutParams, BlueprintCallable) // Parameters: // const struct FFortMultiSizeFont& MultiSizeFont (ConstParm, Parm, OutParm, ReferenceParm, NativeAccessSpecifierPublic) // EFortBrushSize Size (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) // const struct FSlateFontInfo ReturnValue (ConstParm, Parm, OutParm, ReturnParm, NativeAccessSpecifierPublic) const struct FSlateFontInfo UFortButtonStyle::GetFontBySizeFromMultiSizeFont(const struct FFortMultiSizeFont& MultiSizeFont, EFortBrushSize Size) { static class UFunction* Func = nullptr; if (Func == nullptr) Func = StaticClass()->GetFunction("FortButtonStyle", "GetFontBySizeFromMultiSizeFont"); Params::FortButtonStyle_GetFontBySizeFromMultiSizeFont Parms{}; Parms.MultiSizeFont = std::move(MultiSizeFont); Parms.Size = Size; auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; GetDefaultObj()->ProcessEvent(Func, &Parms); Func->FunctionFlags = Flgs; return Parms.ReturnValue; } // Function FortniteUI.FortButtonStyle.GetMarginBySizeFromMultiSizeMargin // (Final, Native, Static, Public, HasOutParams, BlueprintCallable) // Parameters: // const struct FFortMultiSizeMargin& MultiSizeMargin (ConstParm, Parm, OutParm, ReferenceParm, NativeAccessSpecifierPublic) // EFortBrushSize Size (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) // const struct FMargin ReturnValue (ConstParm, Parm, OutParm, ReturnParm, NativeAccessSpecifierPublic) const struct FMargin UFortButtonStyle::GetMarginBySizeFromMultiSizeMargin(const struct FFortMultiSizeMargin& MultiSizeMargin, EFortBrushSize Size) { static class UFunction* Func = nullptr; if (Func == nullptr) Func = StaticClass()->GetFunction("FortButtonStyle", "GetMarginBySizeFromMultiSizeMargin"); Params::FortButtonStyle_GetMarginBySizeFromMultiSizeMargin Parms{}; Parms.MultiSizeMargin = std::move(MultiSizeMargin); Parms.Size = Size; auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; GetDefaultObj()->ProcessEvent(Func, &Parms); Func->FunctionFlags = Flgs; return Parms.ReturnValue; } // Function FortniteUI.FortButtonStyle.GetButtonPaddingBySize // (Final, Native, Public, BlueprintCallable, BlueprintPure, Const) // Parameters: // EFortBrushSize Size (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) // const struct FMargin ReturnValue (ConstParm, Parm, OutParm, ReturnParm, NativeAccessSpecifierPublic) const struct FMargin UFortButtonStyle::GetButtonPaddingBySize(EFortBrushSize Size) const { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("FortButtonStyle", "GetButtonPaddingBySize"); Params::FortButtonStyle_GetButtonPaddingBySize Parms{}; Parms.Size = Size; auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; UObject::ProcessEvent(Func, &Parms); Func->FunctionFlags = Flgs; return Parms.ReturnValue; } // Function FortniteUI.FortButtonStyle.GetCustomPaddingBySize // (Final, Native, Public, BlueprintCallable, BlueprintPure, Const) // Parameters: // EFortBrushSize Size (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) // const struct FMargin ReturnValue (ConstParm, Parm, OutParm, ReturnParm, NativeAccessSpecifierPublic) const struct FMargin UFortButtonStyle::GetCustomPaddingBySize(EFortBrushSize Size) const { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("FortButtonStyle", "GetCustomPaddingBySize"); Params::FortButtonStyle_GetCustomPaddingBySize Parms{}; Parms.Size = Size; auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; UObject::ProcessEvent(Func, &Parms); Func->FunctionFlags = Flgs; return Parms.ReturnValue; } // Function FortniteUI.FortButtonStyle.GetFontBySize // (Final, Native, Public, BlueprintCallable, BlueprintPure, Const) // Parameters: // EFortBrushSize Size (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) // const struct FSlateFontInfo ReturnValue (ConstParm, Parm, OutParm, ReturnParm, NativeAccessSpecifierPublic) const struct FSlateFontInfo UFortButtonStyle::GetFontBySize(EFortBrushSize Size) const { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("FortButtonStyle", "GetFontBySize"); Params::FortButtonStyle_GetFontBySize Parms{}; Parms.Size = Size; auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; UObject::ProcessEvent(Func, &Parms); Func->FunctionFlags = Flgs; return Parms.ReturnValue; } // Function FortniteUI.FortBaseButton.ForceClick // (Final, Native, Public, BlueprintCallable) void UFortBaseButton::ForceClick() { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("FortBaseButton", "ForceClick"); auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; UObject::ProcessEvent(Func, nullptr); Func->FunctionFlags = Flgs; } // Function FortniteUI.FortBaseButton.GetSelectionGroupIndex // (Final, Native, Public, BlueprintCallable) // Parameters: // int32 ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) int32 UFortBaseButton::GetSelectionGroupIndex() { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("FortBaseButton", "GetSelectionGroupIndex"); Params::FortBaseButton_GetSelectionGroupIndex Parms{}; auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; UObject::ProcessEvent(Func, &Parms); Func->FunctionFlags = Flgs; return Parms.ReturnValue; } // Function FortniteUI.FortBaseButton.OnButtonClicked // (Final, Native, Protected) void UFortBaseButton::OnButtonClicked() { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("FortBaseButton", "OnButtonClicked"); auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; UObject::ProcessEvent(Func, nullptr); Func->FunctionFlags = Flgs; } // Function FortniteUI.FortBaseButton.SetBangVisibility // (Final, Native, Public, BlueprintCallable) // Parameters: // bool bVisible (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, NativeAccessSpecifierPublic) void UFortBaseButton::SetBangVisibility(bool bVisible) { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("FortBaseButton", "SetBangVisibility"); Params::FortBaseButton_SetBangVisibility Parms{}; Parms.bVisible = bVisible; auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; UObject::ProcessEvent(Func, &Parms); Func->FunctionFlags = Flgs; } // Function FortniteUI.FortBaseButton.SetBrushSize // (Final, Native, Public, BlueprintCallable) // Parameters: // EFortBrushSize InSize (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) void UFortBaseButton::SetBrushSize(EFortBrushSize InSize) { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("FortBaseButton", "SetBrushSize"); Params::FortBaseButton_SetBrushSize Parms{}; Parms.InSize = InSize; auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; UObject::ProcessEvent(Func, &Parms); Func->FunctionFlags = Flgs; } // Function FortniteUI.FortBaseButton.SetClickable // (Final, Native, Public, BlueprintCallable) // Parameters: // bool InClickable (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, NativeAccessSpecifierPublic) void UFortBaseButton::SetClickable(bool InClickable) { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("FortBaseButton", "SetClickable"); Params::FortBaseButton_SetClickable Parms{}; Parms.InClickable = InClickable; auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; UObject::ProcessEvent(Func, &Parms); Func->FunctionFlags = Flgs; } // Function FortniteUI.FortBaseButton.SetClickMethod // (Final, Native, Public, BlueprintCallable) // Parameters: // EButtonClickMethod InClickMethod (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) void UFortBaseButton::SetClickMethod(EButtonClickMethod InClickMethod) { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("FortBaseButton", "SetClickMethod"); Params::FortBaseButton_SetClickMethod Parms{}; Parms.InClickMethod = InClickMethod; auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; UObject::ProcessEvent(Func, &Parms); Func->FunctionFlags = Flgs; } // Function FortniteUI.FortBaseButton.SetHovered // (Final, Native, Public, BlueprintCallable) // Parameters: // bool InHovered (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, NativeAccessSpecifierPublic) void UFortBaseButton::SetHovered(bool InHovered) { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("FortBaseButton", "SetHovered"); Params::FortBaseButton_SetHovered Parms{}; Parms.InHovered = InHovered; auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; UObject::ProcessEvent(Func, &Parms); Func->FunctionFlags = Flgs; } // Function FortniteUI.FortBaseButton.SetSelected // (Final, Native, Public, BlueprintCallable) // Parameters: // bool InSelected (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, NativeAccessSpecifierPublic) void UFortBaseButton::SetSelected(bool InSelected) { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("FortBaseButton", "SetSelected"); Params::FortBaseButton_SetSelected Parms{}; Parms.InSelected = InSelected; auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; UObject::ProcessEvent(Func, &Parms); Func->FunctionFlags = Flgs; } // Function FortniteUI.FortBaseButton.SetSelectionGroup // (Final, Native, Public, BlueprintCallable) // Parameters: // class FName InSelectionGroup (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) void UFortBaseButton::SetSelectionGroup(class FName InSelectionGroup) { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("FortBaseButton", "SetSelectionGroup"); Params::FortBaseButton_SetSelectionGroup Parms{}; Parms.InSelectionGroup = InSelectionGroup; auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; UObject::ProcessEvent(Func, &Parms); Func->FunctionFlags = Flgs; } // Function FortniteUI.FortBaseButton.SetStyle // (Final, Native, Public, BlueprintCallable) // Parameters: // TSubclassOf InStyle (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, UObjectWrapper, HasGetValueTypeHash, NativeAccessSpecifierPublic) void UFortBaseButton::SetStyle(TSubclassOf InStyle) { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("FortBaseButton", "SetStyle"); Params::FortBaseButton_SetStyle Parms{}; Parms.InStyle = InStyle; auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; UObject::ProcessEvent(Func, &Parms); Func->FunctionFlags = Flgs; } // Function FortniteUI.FortBaseButton.GetCurrentButtonPadding // (Final, Native, Public, BlueprintCallable, BlueprintPure, Const) // Parameters: // const struct FMargin ReturnValue (ConstParm, Parm, OutParm, ReturnParm, NativeAccessSpecifierPublic) const struct FMargin UFortBaseButton::GetCurrentButtonPadding() const { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("FortBaseButton", "GetCurrentButtonPadding"); Params::FortBaseButton_GetCurrentButtonPadding Parms{}; auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; UObject::ProcessEvent(Func, &Parms); Func->FunctionFlags = Flgs; return Parms.ReturnValue; } // Function FortniteUI.FortBaseButton.GetCurrentCustomPadding // (Final, Native, Public, BlueprintCallable, BlueprintPure, Const) // Parameters: // const struct FMargin ReturnValue (ConstParm, Parm, OutParm, ReturnParm, NativeAccessSpecifierPublic) const struct FMargin UFortBaseButton::GetCurrentCustomPadding() const { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("FortBaseButton", "GetCurrentCustomPadding"); Params::FortBaseButton_GetCurrentCustomPadding Parms{}; auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; UObject::ProcessEvent(Func, &Parms); Func->FunctionFlags = Flgs; return Parms.ReturnValue; } // Function FortniteUI.FortBaseButton.GetCurrentFont // (Final, Native, Public, BlueprintCallable, BlueprintPure, Const) // Parameters: // const struct FSlateFontInfo ReturnValue (ConstParm, Parm, OutParm, ReturnParm, NativeAccessSpecifierPublic) const struct FSlateFontInfo UFortBaseButton::GetCurrentFont() const { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("FortBaseButton", "GetCurrentFont"); Params::FortBaseButton_GetCurrentFont Parms{}; auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; UObject::ProcessEvent(Func, &Parms); Func->FunctionFlags = Flgs; return Parms.ReturnValue; } // Function FortniteUI.FortBaseButton.GetCurrentStateStyle // (Final, Native, Public, BlueprintCallable, BlueprintPure, Const) // Parameters: // const struct FFortStateStyle ReturnValue (ConstParm, Parm, OutParm, ReturnParm, NativeAccessSpecifierPublic) const struct FFortStateStyle UFortBaseButton::GetCurrentStateStyle() const { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("FortBaseButton", "GetCurrentStateStyle"); Params::FortBaseButton_GetCurrentStateStyle Parms{}; auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; UObject::ProcessEvent(Func, &Parms); Func->FunctionFlags = Flgs; return Parms.ReturnValue; } // Function FortniteUI.FortBaseButton.GetSelected // (Final, Native, Public, BlueprintCallable, BlueprintPure, Const) // Parameters: // bool ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, NativeAccessSpecifierPublic) bool UFortBaseButton::GetSelected() const { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("FortBaseButton", "GetSelected"); Params::FortBaseButton_GetSelected Parms{}; auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; UObject::ProcessEvent(Func, &Parms); Func->FunctionFlags = Flgs; return Parms.ReturnValue; } // Function FortniteUI.FortBaseButton.GetStyle // (Final, Native, Public, BlueprintCallable, BlueprintPure, Const) // Parameters: // class UFortButtonStyle* ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) class UFortButtonStyle* UFortBaseButton::GetStyle() const { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("FortBaseButton", "GetStyle"); Params::FortBaseButton_GetStyle Parms{}; auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; UObject::ProcessEvent(Func, &Parms); Func->FunctionFlags = Flgs; return Parms.ReturnValue; } // Function FortniteUI.FortFrontEndContext.BindToFeatureStateAndInitialize // (Final, Native, Public, BlueprintCallable) // Parameters: // EFortFrontEndFeature Feature (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) // TDelegateDelegate (Parm, ZeroConstructor, NoDestructor, NativeAccessSpecifierPublic) void UFortFrontEndContext::BindToFeatureStateAndInitialize(EFortFrontEndFeature Feature, TDelegate Delegate) { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("FortFrontEndContext", "BindToFeatureStateAndInitialize"); Params::FortFrontEndContext_BindToFeatureStateAndInitialize Parms{}; Parms.Feature = Feature; Parms.Delegate = Delegate; auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; UObject::ProcessEvent(Func, &Parms); Func->FunctionFlags = Flgs; } // Function FortniteUI.FortFrontEndContext.ClearNativeWidget // (Final, Native, Public, BlueprintCallable) // Parameters: // class UNativeWidgetHost* InNativeWidgetHost (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) void UFortFrontEndContext::ClearNativeWidget(class UNativeWidgetHost* InNativeWidgetHost) { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("FortFrontEndContext", "ClearNativeWidget"); Params::FortFrontEndContext_ClearNativeWidget Parms{}; Parms.InNativeWidgetHost = InNativeWidgetHost; auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; UObject::ProcessEvent(Func, &Parms); Func->FunctionFlags = Flgs; } // Function FortniteUI.FortFrontEndContext.ClearSelectedTheater // (Final, Native, Public, BlueprintCallable) void UFortFrontEndContext::ClearSelectedTheater() { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("FortFrontEndContext", "ClearSelectedTheater"); auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; UObject::ProcessEvent(Func, nullptr); Func->FunctionFlags = Flgs; } // Function FortniteUI.FortFrontEndContext.ForceSetFeatureState // (Final, Native, Public, BlueprintCallable) // Parameters: // EFortFrontEndFeature Feature (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) // EFortFrontEndFeatureState State (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) void UFortFrontEndContext::ForceSetFeatureState(EFortFrontEndFeature Feature, EFortFrontEndFeatureState State) { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("FortFrontEndContext", "ForceSetFeatureState"); Params::FortFrontEndContext_ForceSetFeatureState Parms{}; Parms.Feature = Feature; Parms.State = State; auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; UObject::ProcessEvent(Func, &Parms); Func->FunctionFlags = Flgs; } // Function FortniteUI.FortFrontEndContext.GetAttributeDescription // (Final, Native, Public, HasOutParams, BlueprintCallable) // Parameters: // const struct FFortAttributeInfo& InAttribute (ConstParm, Parm, OutParm, ReferenceParm, NativeAccessSpecifierPublic) // const struct FGameplayTagContainer& InRequiredTags (Parm, NativeAccessSpecifierPublic) // class FText ReturnValue (Parm, OutParm, ReturnParm, NativeAccessSpecifierPublic) class FText UFortFrontEndContext::GetAttributeDescription(const struct FFortAttributeInfo& InAttribute, const struct FGameplayTagContainer& InRequiredTags) { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("FortFrontEndContext", "GetAttributeDescription"); Params::FortFrontEndContext_GetAttributeDescription Parms{}; Parms.InAttribute = std::move(InAttribute); Parms.InRequiredTags = std::move(InRequiredTags); auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; UObject::ProcessEvent(Func, &Parms); Func->FunctionFlags = Flgs; return Parms.ReturnValue; } // Function FortniteUI.FortFrontEndContext.GetAttributeDisplayName // (Final, Native, Public, HasOutParams, BlueprintCallable) // Parameters: // const struct FFortAttributeInfo& InAttribute (ConstParm, Parm, OutParm, ReferenceParm, NativeAccessSpecifierPublic) // const struct FGameplayTagContainer& InRequiredTags (Parm, NativeAccessSpecifierPublic) // class FText ReturnValue (Parm, OutParm, ReturnParm, NativeAccessSpecifierPublic) class FText UFortFrontEndContext::GetAttributeDisplayName(const struct FFortAttributeInfo& InAttribute, const struct FGameplayTagContainer& InRequiredTags) { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("FortFrontEndContext", "GetAttributeDisplayName"); Params::FortFrontEndContext_GetAttributeDisplayName Parms{}; Parms.InAttribute = std::move(InAttribute); Parms.InRequiredTags = std::move(InRequiredTags); auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; UObject::ProcessEvent(Func, &Parms); Func->FunctionFlags = Flgs; return Parms.ReturnValue; } // Function FortniteUI.FortFrontEndContext.GetAttributeIcon // (Final, Native, Public, HasOutParams, BlueprintCallable) // Parameters: // const struct FFortAttributeInfo& InAttribute (ConstParm, Parm, OutParm, ReferenceParm, NativeAccessSpecifierPublic) // const struct FGameplayTagContainer& InRequiredTags (Parm, NativeAccessSpecifierPublic) // struct FFortMultiSizeBrush ReturnValue (Parm, OutParm, ReturnParm, NativeAccessSpecifierPublic) struct FFortMultiSizeBrush UFortFrontEndContext::GetAttributeIcon(const struct FFortAttributeInfo& InAttribute, const struct FGameplayTagContainer& InRequiredTags) { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("FortFrontEndContext", "GetAttributeIcon"); Params::FortFrontEndContext_GetAttributeIcon Parms{}; Parms.InAttribute = std::move(InAttribute); Parms.InRequiredTags = std::move(InRequiredTags); auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; UObject::ProcessEvent(Func, &Parms); Func->FunctionFlags = Flgs; return Parms.ReturnValue; } // Function FortniteUI.FortFrontEndContext.GetHeroPlayerPawnByIndex // (Final, Native, Public, BlueprintCallable) // Parameters: // int32 PartyMemberIndex (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) // class AFortPlayerPawn* ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) class AFortPlayerPawn* UFortFrontEndContext::GetHeroPlayerPawnByIndex(int32 PartyMemberIndex) { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("FortFrontEndContext", "GetHeroPlayerPawnByIndex"); Params::FortFrontEndContext_GetHeroPlayerPawnByIndex Parms{}; Parms.PartyMemberIndex = PartyMemberIndex; auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; UObject::ProcessEvent(Func, &Parms); Func->FunctionFlags = Flgs; return Parms.ReturnValue; } // Function FortniteUI.FortFrontEndContext.GetPersistentResourceItemDefinition // (Final, Native, Public, BlueprintCallable) // Parameters: // EFortPersistentResources ResourceType (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) // class UFortPersistentResourceItemDefinition*ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) class UFortPersistentResourceItemDefinition* UFortFrontEndContext::GetPersistentResourceItemDefinition(EFortPersistentResources ResourceType) { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("FortFrontEndContext", "GetPersistentResourceItemDefinition"); Params::FortFrontEndContext_GetPersistentResourceItemDefinition Parms{}; Parms.ResourceType = ResourceType; auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; UObject::ProcessEvent(Func, &Parms); Func->FunctionFlags = Flgs; return Parms.ReturnValue; } // Function FortniteUI.FortFrontEndContext.GetSelectableGadgets // (Final, Native, Public, HasOutParams, BlueprintCallable) // Parameters: // TArray* SelectableGadgets (Parm, OutParm, ZeroConstructor, NativeAccessSpecifierPublic) // TArray* LastSelectedGadgets (Parm, OutParm, ZeroConstructor, NativeAccessSpecifierPublic) void UFortFrontEndContext::GetSelectableGadgets(TArray* SelectableGadgets, TArray* LastSelectedGadgets) { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("FortFrontEndContext", "GetSelectableGadgets"); Params::FortFrontEndContext_GetSelectableGadgets Parms{}; auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; UObject::ProcessEvent(Func, &Parms); Func->FunctionFlags = Flgs; if (SelectableGadgets != nullptr) *SelectableGadgets = std::move(Parms.SelectableGadgets); if (LastSelectedGadgets != nullptr) *LastSelectedGadgets = std::move(Parms.LastSelectedGadgets); } // Function FortniteUI.FortFrontEndContext.IsActiveTileMissionValid // (Final, Native, Public, BlueprintCallable) // Parameters: // bool ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, NativeAccessSpecifierPublic) bool UFortFrontEndContext::IsActiveTileMissionValid() { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("FortFrontEndContext", "IsActiveTileMissionValid"); Params::FortFrontEndContext_IsActiveTileMissionValid Parms{}; auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; UObject::ProcessEvent(Func, &Parms); Func->FunctionFlags = Flgs; return Parms.ReturnValue; } // Function FortniteUI.FortFrontEndContext.LoadOutpostView // (Final, Native, Public, BlueprintCallable) // Parameters: // int32 TheaterSlot (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) // bool ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, NativeAccessSpecifierPublic) bool UFortFrontEndContext::LoadOutpostView(int32 TheaterSlot) { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("FortFrontEndContext", "LoadOutpostView"); Params::FortFrontEndContext_LoadOutpostView Parms{}; Parms.TheaterSlot = TheaterSlot; auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; UObject::ProcessEvent(Func, &Parms); Func->FunctionFlags = Flgs; return Parms.ReturnValue; } // Function FortniteUI.FortFrontEndContext.MarkSeenItemsInVault // (Final, Native, Public, BlueprintCallable) void UFortFrontEndContext::MarkSeenItemsInVault() { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("FortFrontEndContext", "MarkSeenItemsInVault"); auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; UObject::ProcessEvent(Func, nullptr); Func->FunctionFlags = Flgs; } // Function FortniteUI.FortFrontEndContext.NotifyCreateBuildingClosed // (Final, Native, Public, BlueprintCallable) // Parameters: // class UHomeBaseBuilding* Building (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) void UFortFrontEndContext::NotifyCreateBuildingClosed(class UHomeBaseBuilding* Building) { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("FortFrontEndContext", "NotifyCreateBuildingClosed"); Params::FortFrontEndContext_NotifyCreateBuildingClosed Parms{}; Parms.Building = Building; auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; UObject::ProcessEvent(Func, &Parms); Func->FunctionFlags = Flgs; } // Function FortniteUI.FortFrontEndContext.RunBenchmarkAndApplyBestSettings // (Final, Native, Public, BlueprintCallable) void UFortFrontEndContext::RunBenchmarkAndApplyBestSettings() { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("FortFrontEndContext", "RunBenchmarkAndApplyBestSettings"); auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; UObject::ProcessEvent(Func, nullptr); Func->FunctionFlags = Flgs; } // Function FortniteUI.FortFrontEndContext.SelectDefaultTheaterTile // (Final, Native, Public, BlueprintCallable) void UFortFrontEndContext::SelectDefaultTheaterTile() { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("FortFrontEndContext", "SelectDefaultTheaterTile"); auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; UObject::ProcessEvent(Func, nullptr); Func->FunctionFlags = Flgs; } // Function FortniteUI.FortFrontEndContext.SelectGadgetForSlot // (Final, Native, Public, BlueprintCallable) // Parameters: // int32 Slot (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) // class UFortItemDefinition* GadgetDefinition (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) void UFortFrontEndContext::SelectGadgetForSlot(int32 Slot, class UFortItemDefinition* GadgetDefinition) { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("FortFrontEndContext", "SelectGadgetForSlot"); Params::FortFrontEndContext_SelectGadgetForSlot Parms{}; Parms.Slot = Slot; Parms.GadgetDefinition = GadgetDefinition; auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; UObject::ProcessEvent(Func, &Parms); Func->FunctionFlags = Flgs; } // Function FortniteUI.FortFrontEndContext.SetFrontEndCamera // (Final, Native, Public, BlueprintCallable) // Parameters: // EFrontEndCamera NewState (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) void UFortFrontEndContext::SetFrontEndCamera(EFrontEndCamera NewState) { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("FortFrontEndContext", "SetFrontEndCamera"); Params::FortFrontEndContext_SetFrontEndCamera Parms{}; Parms.NewState = NewState; auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; UObject::ProcessEvent(Func, &Parms); Func->FunctionFlags = Flgs; } // Function FortniteUI.FortFrontEndContext.SetHeroChoice // (Final, Native, Public, BlueprintCallable) // Parameters: // int32 PartyMemberIndex (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) // class UFortHero* Hero (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) void UFortFrontEndContext::SetHeroChoice(int32 PartyMemberIndex, class UFortHero* Hero) { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("FortFrontEndContext", "SetHeroChoice"); Params::FortFrontEndContext_SetHeroChoice Parms{}; Parms.PartyMemberIndex = PartyMemberIndex; Parms.Hero = Hero; auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; UObject::ProcessEvent(Func, &Parms); Func->FunctionFlags = Flgs; } // Function FortniteUI.FortFrontEndContext.SetPersonalHeroChoice // (Final, Native, Public, BlueprintCallable) // Parameters: // class UFortHero* Hero (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) void UFortFrontEndContext::SetPersonalHeroChoice(class UFortHero* Hero) { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("FortFrontEndContext", "SetPersonalHeroChoice"); Params::FortFrontEndContext_SetPersonalHeroChoice Parms{}; Parms.Hero = Hero; auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; UObject::ProcessEvent(Func, &Parms); Func->FunctionFlags = Flgs; } // Function FortniteUI.FortFrontEndContext.SetSelectedTheater // (Final, Native, Public, BlueprintCallable) // Parameters: // int32 TheaterIndex (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) void UFortFrontEndContext::SetSelectedTheater(int32 TheaterIndex) { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("FortFrontEndContext", "SetSelectedTheater"); Params::FortFrontEndContext_SetSelectedTheater Parms{}; Parms.TheaterIndex = TheaterIndex; auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; UObject::ProcessEvent(Func, &Parms); Func->FunctionFlags = Flgs; } // Function FortniteUI.FortFrontEndContext.SkipInitialBenchmark // (Final, Native, Public, BlueprintCallable) void UFortFrontEndContext::SkipInitialBenchmark() { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("FortFrontEndContext", "SkipInitialBenchmark"); auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; UObject::ProcessEvent(Func, nullptr); Func->FunctionFlags = Flgs; } // Function FortniteUI.FortFrontEndContext.ViewVaultItem // (Final, Native, Public, BlueprintCallable) // Parameters: // class UFortItem* ItemToView (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) void UFortFrontEndContext::ViewVaultItem(class UFortItem* ItemToView) { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("FortFrontEndContext", "ViewVaultItem"); Params::FortFrontEndContext_ViewVaultItem Parms{}; Parms.ItemToView = ItemToView; auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; UObject::ProcessEvent(Func, &Parms); Func->FunctionFlags = Flgs; } // Function FortniteUI.FortFrontEndContext.CreateKeepMenu // (Final, Native, Public, BlueprintCallable, Const) // Parameters: // class UNativeWidgetHost* InNativeWidgetHost (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) // class UHomeBaseBuilding* Building (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) void UFortFrontEndContext::CreateKeepMenu(class UNativeWidgetHost* InNativeWidgetHost, class UHomeBaseBuilding* Building) const { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("FortFrontEndContext", "CreateKeepMenu"); Params::FortFrontEndContext_CreateKeepMenu Parms{}; Parms.InNativeWidgetHost = InNativeWidgetHost; Parms.Building = Building; auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; UObject::ProcessEvent(Func, &Parms); Func->FunctionFlags = Flgs; } // Function FortniteUI.FortFrontEndContext.GetAccountLevelUpRewards // (Final, Native, Public, HasOutParams, BlueprintCallable, BlueprintPure, Const) // Parameters: // TArray* Rewards (Parm, OutParm, ZeroConstructor, NativeAccessSpecifierPublic) // int32 AccountLevel (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) void UFortFrontEndContext::GetAccountLevelUpRewards(TArray* Rewards, int32 AccountLevel) const { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("FortFrontEndContext", "GetAccountLevelUpRewards"); Params::FortFrontEndContext_GetAccountLevelUpRewards Parms{}; Parms.AccountLevel = AccountLevel; auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; UObject::ProcessEvent(Func, &Parms); Func->FunctionFlags = Flgs; if (Rewards != nullptr) *Rewards = std::move(Parms.Rewards); } // Function FortniteUI.FortFrontEndContext.GetActiveTile // (Final, Native, Public, BlueprintCallable, BlueprintPure, Const) // Parameters: // class AFortTheaterMapTile* ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) class AFortTheaterMapTile* UFortFrontEndContext::GetActiveTile() const { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("FortFrontEndContext", "GetActiveTile"); Params::FortFrontEndContext_GetActiveTile Parms{}; auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; UObject::ProcessEvent(Func, &Parms); Func->FunctionFlags = Flgs; return Parms.ReturnValue; } // Function FortniteUI.FortFrontEndContext.GetActiveTileMissionDetails // (Final, Native, Public, HasOutParams, BlueprintCallable, BlueprintPure, Const) // Parameters: // struct FFortMissionDetails* MissionDetails (Parm, OutParm, NativeAccessSpecifierPublic) // bool ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, NativeAccessSpecifierPublic) bool UFortFrontEndContext::GetActiveTileMissionDetails(struct FFortMissionDetails* MissionDetails) const { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("FortFrontEndContext", "GetActiveTileMissionDetails"); Params::FortFrontEndContext_GetActiveTileMissionDetails Parms{}; auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; UObject::ProcessEvent(Func, &Parms); Func->FunctionFlags = Flgs; if (MissionDetails != nullptr) *MissionDetails = std::move(Parms.MissionDetails); return Parms.ReturnValue; } // Function FortniteUI.FortFrontEndContext.GetAllTheaterData // (Final, Native, Public, HasOutParams, BlueprintCallable, BlueprintPure, Const) // Parameters: // TArray* OutAllTheaterData (Parm, OutParm, ZeroConstructor, NativeAccessSpecifierPublic) // bool ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, NativeAccessSpecifierPublic) bool UFortFrontEndContext::GetAllTheaterData(TArray* OutAllTheaterData) const { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("FortFrontEndContext", "GetAllTheaterData"); Params::FortFrontEndContext_GetAllTheaterData Parms{}; auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; UObject::ProcessEvent(Func, &Parms); Func->FunctionFlags = Flgs; if (OutAllTheaterData != nullptr) *OutAllTheaterData = std::move(Parms.OutAllTheaterData); return Parms.ReturnValue; } // Function FortniteUI.FortFrontEndContext.GetAvailibleDifficulties // (Final, Native, Public, BlueprintCallable, BlueprintPure, Const) // Parameters: // TArray ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, NativeAccessSpecifierPublic) TArray UFortFrontEndContext::GetAvailibleDifficulties() const { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("FortFrontEndContext", "GetAvailibleDifficulties"); Params::FortFrontEndContext_GetAvailibleDifficulties Parms{}; auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; UObject::ProcessEvent(Func, &Parms); Func->FunctionFlags = Flgs; return Parms.ReturnValue; } // Function FortniteUI.FortFrontEndContext.GetCurrentTheaterName // (Final, Native, Public, BlueprintCallable, BlueprintPure, Const) // Parameters: // class FText ReturnValue (Parm, OutParm, ReturnParm, NativeAccessSpecifierPublic) class FText UFortFrontEndContext::GetCurrentTheaterName() const { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("FortFrontEndContext", "GetCurrentTheaterName"); Params::FortFrontEndContext_GetCurrentTheaterName Parms{}; auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; UObject::ProcessEvent(Func, &Parms); Func->FunctionFlags = Flgs; return Parms.ReturnValue; } // Function FortniteUI.FortFrontEndContext.GetDesiredPlayButtonCamera // (Final, Native, Public, BlueprintCallable, BlueprintPure, Const) // Parameters: // EFrontEndCamera ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) EFrontEndCamera UFortFrontEndContext::GetDesiredPlayButtonCamera() const { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("FortFrontEndContext", "GetDesiredPlayButtonCamera"); Params::FortFrontEndContext_GetDesiredPlayButtonCamera Parms{}; auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; UObject::ProcessEvent(Func, &Parms); Func->FunctionFlags = Flgs; return Parms.ReturnValue; } // Function FortniteUI.FortFrontEndContext.GetFabricatorDisintegrationSecondsRemaining // (Final, Native, Public, BlueprintCallable, BlueprintPure, Const) // Parameters: // int32 TheaterSlot (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) // int32 ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) int32 UFortFrontEndContext::GetFabricatorDisintegrationSecondsRemaining(int32 TheaterSlot) const { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("FortFrontEndContext", "GetFabricatorDisintegrationSecondsRemaining"); Params::FortFrontEndContext_GetFabricatorDisintegrationSecondsRemaining Parms{}; Parms.TheaterSlot = TheaterSlot; auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; UObject::ProcessEvent(Func, &Parms); Func->FunctionFlags = Flgs; return Parms.ReturnValue; } // Function FortniteUI.FortFrontEndContext.GetFabricatorIncomingGooAmount // (Final, Native, Public, BlueprintCallable, BlueprintPure, Const) // Parameters: // int32 TheaterSlot (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) // int32 ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) int32 UFortFrontEndContext::GetFabricatorIncomingGooAmount(int32 TheaterSlot) const { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("FortFrontEndContext", "GetFabricatorIncomingGooAmount"); Params::FortFrontEndContext_GetFabricatorIncomingGooAmount Parms{}; Parms.TheaterSlot = TheaterSlot; auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; UObject::ProcessEvent(Func, &Parms); Func->FunctionFlags = Flgs; return Parms.ReturnValue; } // Function FortniteUI.FortFrontEndContext.GetFabricatorMaxCapacity // (Final, Native, Public, BlueprintCallable, BlueprintPure, Const) // Parameters: // int32 TheaterSlot (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) // int32 ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) int32 UFortFrontEndContext::GetFabricatorMaxCapacity(int32 TheaterSlot) const { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("FortFrontEndContext", "GetFabricatorMaxCapacity"); Params::FortFrontEndContext_GetFabricatorMaxCapacity Parms{}; Parms.TheaterSlot = TheaterSlot; auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; UObject::ProcessEvent(Func, &Parms); Func->FunctionFlags = Flgs; return Parms.ReturnValue; } // Function FortniteUI.FortFrontEndContext.GetFabricatorStoredGooAmount // (Final, Native, Public, BlueprintCallable, BlueprintPure, Const) // Parameters: // int32 TheaterSlot (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) // int32 ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) int32 UFortFrontEndContext::GetFabricatorStoredGooAmount(int32 TheaterSlot) const { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("FortFrontEndContext", "GetFabricatorStoredGooAmount"); Params::FortFrontEndContext_GetFabricatorStoredGooAmount Parms{}; Parms.TheaterSlot = TheaterSlot; auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; UObject::ProcessEvent(Func, &Parms); Func->FunctionFlags = Flgs; return Parms.ReturnValue; } // Function FortniteUI.FortFrontEndContext.GetFeatureState // (Final, Native, Public, BlueprintCallable, BlueprintPure, Const) // Parameters: // EFortFrontEndFeature Feature (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) // EFortFrontEndFeatureState ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) EFortFrontEndFeatureState UFortFrontEndContext::GetFeatureState(EFortFrontEndFeature Feature) const { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("FortFrontEndContext", "GetFeatureState"); Params::FortFrontEndContext_GetFeatureState Parms{}; Parms.Feature = Feature; auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; UObject::ProcessEvent(Func, &Parms); Func->FunctionFlags = Flgs; return Parms.ReturnValue; } // Function FortniteUI.FortFrontEndContext.GetFrontEndCamera // (Final, Native, Public, BlueprintCallable, BlueprintPure, Const) // Parameters: // EFrontEndCamera ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) EFrontEndCamera UFortFrontEndContext::GetFrontEndCamera() const { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("FortFrontEndContext", "GetFrontEndCamera"); Params::FortFrontEndContext_GetFrontEndCamera Parms{}; auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; UObject::ProcessEvent(Func, &Parms); Func->FunctionFlags = Flgs; return Parms.ReturnValue; } // Function FortniteUI.FortFrontEndContext.GetHarvestingToolForLevel // (Final, Native, Public, BlueprintCallable, BlueprintPure, Const) // Parameters: // int32 TheaterSlot (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) // int32 InHarvestingOptimizerLevel (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) // class UFortWorldItemDefinition* ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) class UFortWorldItemDefinition* UFortFrontEndContext::GetHarvestingToolForLevel(int32 TheaterSlot, int32 InHarvestingOptimizerLevel) const { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("FortFrontEndContext", "GetHarvestingToolForLevel"); Params::FortFrontEndContext_GetHarvestingToolForLevel Parms{}; Parms.TheaterSlot = TheaterSlot; Parms.InHarvestingOptimizerLevel = InHarvestingOptimizerLevel; auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; UObject::ProcessEvent(Func, &Parms); Func->FunctionFlags = Flgs; return Parms.ReturnValue; } // Function FortniteUI.FortFrontEndContext.GetItemFromItemQuantityPair // (Final, Native, Public, HasOutParams, BlueprintCallable, BlueprintPure, Const) // Parameters: // const struct FFortItemQuantityPair& InPair (ConstParm, Parm, OutParm, ReferenceParm, NativeAccessSpecifierPublic) // class UFortItemDefinition* ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) class UFortItemDefinition* UFortFrontEndContext::GetItemFromItemQuantityPair(const struct FFortItemQuantityPair& InPair) const { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("FortFrontEndContext", "GetItemFromItemQuantityPair"); Params::FortFrontEndContext_GetItemFromItemQuantityPair Parms{}; Parms.InPair = std::move(InPair); auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; UObject::ProcessEvent(Func, &Parms); Func->FunctionFlags = Flgs; return Parms.ReturnValue; } // Function FortniteUI.FortFrontEndContext.GetMaxNumberOfItemsInStorageVault // (Final, Native, Public, BlueprintCallable, BlueprintPure, Const) // Parameters: // int32 TheaterSlot (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) // int32 ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) int32 UFortFrontEndContext::GetMaxNumberOfItemsInStorageVault(int32 TheaterSlot) const { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("FortFrontEndContext", "GetMaxNumberOfItemsInStorageVault"); Params::FortFrontEndContext_GetMaxNumberOfItemsInStorageVault Parms{}; Parms.TheaterSlot = TheaterSlot; auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; UObject::ProcessEvent(Func, &Parms); Func->FunctionFlags = Flgs; return Parms.ReturnValue; } // Function FortniteUI.FortFrontEndContext.GetNumberOfItemsInStorageVault // (Final, Native, Public, BlueprintCallable, BlueprintPure, Const) // Parameters: // int32 TheaterSlot (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) // int32 ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) int32 UFortFrontEndContext::GetNumberOfItemsInStorageVault(int32 TheaterSlot) const { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("FortFrontEndContext", "GetNumberOfItemsInStorageVault"); Params::FortFrontEndContext_GetNumberOfItemsInStorageVault Parms{}; Parms.TheaterSlot = TheaterSlot; auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; UObject::ProcessEvent(Func, &Parms); Func->FunctionFlags = Flgs; return Parms.ReturnValue; } // Function FortniteUI.FortFrontEndContext.GetOutpostStructureLevel // (Final, Native, Public, BlueprintCallable, BlueprintPure, Const) // Parameters: // int32 TheaterSlot (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) // class UFortOutpostItemDefinition* OutpostStructure (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) // int32 ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) int32 UFortFrontEndContext::GetOutpostStructureLevel(int32 TheaterSlot, class UFortOutpostItemDefinition* OutpostStructure) const { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("FortFrontEndContext", "GetOutpostStructureLevel"); Params::FortFrontEndContext_GetOutpostStructureLevel Parms{}; Parms.TheaterSlot = TheaterSlot; Parms.OutpostStructure = OutpostStructure; auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; UObject::ProcessEvent(Func, &Parms); Func->FunctionFlags = Flgs; return Parms.ReturnValue; } // Function FortniteUI.FortFrontEndContext.GetOutpostStructureMaxLevel // (Final, Native, Public, BlueprintCallable, BlueprintPure, Const) // Parameters: // int32 TheaterSlot (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) // class UFortOutpostItemDefinition* OutpostStructure (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) // int32 ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) int32 UFortFrontEndContext::GetOutpostStructureMaxLevel(int32 TheaterSlot, class UFortOutpostItemDefinition* OutpostStructure) const { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("FortFrontEndContext", "GetOutpostStructureMaxLevel"); Params::FortFrontEndContext_GetOutpostStructureMaxLevel Parms{}; Parms.TheaterSlot = TheaterSlot; Parms.OutpostStructure = OutpostStructure; auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; UObject::ProcessEvent(Func, &Parms); Func->FunctionFlags = Flgs; return Parms.ReturnValue; } // Function FortniteUI.FortFrontEndContext.GetOutpostStructureUpgradeCost // (Final, Native, Public, HasOutParams, BlueprintCallable, BlueprintPure, Const) // Parameters: // int32 TheaterSlot (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) // int32 UpgradeLevel (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) // class UFortOutpostItemDefinition* OutpostStructure (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) // TArray* OutWorldItems (Parm, OutParm, ZeroConstructor, NativeAccessSpecifierPublic) // TArray* OutAccountItems (Parm, OutParm, ZeroConstructor, NativeAccessSpecifierPublic) void UFortFrontEndContext::GetOutpostStructureUpgradeCost(int32 TheaterSlot, int32 UpgradeLevel, class UFortOutpostItemDefinition* OutpostStructure, TArray* OutWorldItems, TArray* OutAccountItems) const { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("FortFrontEndContext", "GetOutpostStructureUpgradeCost"); Params::FortFrontEndContext_GetOutpostStructureUpgradeCost Parms{}; Parms.TheaterSlot = TheaterSlot; Parms.UpgradeLevel = UpgradeLevel; Parms.OutpostStructure = OutpostStructure; auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; UObject::ProcessEvent(Func, &Parms); Func->FunctionFlags = Flgs; if (OutWorldItems != nullptr) *OutWorldItems = std::move(Parms.OutWorldItems); if (OutAccountItems != nullptr) *OutAccountItems = std::move(Parms.OutAccountItems); } // Function FortniteUI.FortFrontEndContext.GetPersonnelResourceItemDefinition // (Final, Native, Public, BlueprintCallable, BlueprintPure, Const) // Parameters: // class UFortPersistentResourceItemDefinition*ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) class UFortPersistentResourceItemDefinition* UFortFrontEndContext::GetPersonnelResourceItemDefinition() const { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("FortFrontEndContext", "GetPersonnelResourceItemDefinition"); Params::FortFrontEndContext_GetPersonnelResourceItemDefinition Parms{}; auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; UObject::ProcessEvent(Func, &Parms); Func->FunctionFlags = Flgs; return Parms.ReturnValue; } // Function FortniteUI.FortFrontEndContext.GetPersonnelXpResourceBrush // (Final, Native, Public, BlueprintCallable, BlueprintPure, Const) // Parameters: // struct FSlateBrush ReturnValue (Parm, OutParm, ReturnParm, NativeAccessSpecifierPublic) struct FSlateBrush UFortFrontEndContext::GetPersonnelXpResourceBrush() const { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("FortFrontEndContext", "GetPersonnelXpResourceBrush"); Params::FortFrontEndContext_GetPersonnelXpResourceBrush Parms{}; auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; UObject::ProcessEvent(Func, &Parms); Func->FunctionFlags = Flgs; return Parms.ReturnValue; } // Function FortniteUI.FortFrontEndContext.GetRequirementText // (Final, Native, Public, HasOutParams, BlueprintCallable, BlueprintPure, Const) // Parameters: // const struct FFortRequirementsInfo& InRequirements (ConstParm, Parm, OutParm, ReferenceParm, NativeAccessSpecifierPublic) // class FText ReturnValue (Parm, OutParm, ReturnParm, NativeAccessSpecifierPublic) class FText UFortFrontEndContext::GetRequirementText(const struct FFortRequirementsInfo& InRequirements) const { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("FortFrontEndContext", "GetRequirementText"); Params::FortFrontEndContext_GetRequirementText Parms{}; Parms.InRequirements = std::move(InRequirements); auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; UObject::ProcessEvent(Func, &Parms); Func->FunctionFlags = Flgs; return Parms.ReturnValue; } // Function FortniteUI.FortFrontEndContext.GetSchematicResourceItemDefinition // (Final, Native, Public, BlueprintCallable, BlueprintPure, Const) // Parameters: // class UFortPersistentResourceItemDefinition*ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) class UFortPersistentResourceItemDefinition* UFortFrontEndContext::GetSchematicResourceItemDefinition() const { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("FortFrontEndContext", "GetSchematicResourceItemDefinition"); Params::FortFrontEndContext_GetSchematicResourceItemDefinition Parms{}; auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; UObject::ProcessEvent(Func, &Parms); Func->FunctionFlags = Flgs; return Parms.ReturnValue; } // Function FortniteUI.FortFrontEndContext.GetSchematicXpResourceBrush // (Final, Native, Public, BlueprintCallable, BlueprintPure, Const) // Parameters: // struct FSlateBrush ReturnValue (Parm, OutParm, ReturnParm, NativeAccessSpecifierPublic) struct FSlateBrush UFortFrontEndContext::GetSchematicXpResourceBrush() const { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("FortFrontEndContext", "GetSchematicXpResourceBrush"); Params::FortFrontEndContext_GetSchematicXpResourceBrush Parms{}; auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; UObject::ProcessEvent(Func, &Parms); Func->FunctionFlags = Flgs; return Parms.ReturnValue; } // Function FortniteUI.FortFrontEndContext.GetSelectedTheaterData // (Final, Native, Public, HasOutParams, BlueprintCallable, BlueprintPure, Const) // Parameters: // struct FFortTheaterMapData* OutTheaterData (Parm, OutParm, NativeAccessSpecifierPublic) // bool ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, NativeAccessSpecifierPublic) bool UFortFrontEndContext::GetSelectedTheaterData(struct FFortTheaterMapData* OutTheaterData) const { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("FortFrontEndContext", "GetSelectedTheaterData"); Params::FortFrontEndContext_GetSelectedTheaterData Parms{}; auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; UObject::ProcessEvent(Func, &Parms); Func->FunctionFlags = Flgs; if (OutTheaterData != nullptr) *OutTheaterData = std::move(Parms.OutTheaterData); return Parms.ReturnValue; } // Function FortniteUI.FortFrontEndContext.GetSelectedTheaterIndex // (Final, Native, Public, BlueprintCallable, BlueprintPure, Const) // Parameters: // int32 ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) int32 UFortFrontEndContext::GetSelectedTheaterIndex() const { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("FortFrontEndContext", "GetSelectedTheaterIndex"); Params::FortFrontEndContext_GetSelectedTheaterIndex Parms{}; auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; UObject::ProcessEvent(Func, &Parms); Func->FunctionFlags = Flgs; return Parms.ReturnValue; } // Function FortniteUI.FortFrontEndContext.GetTheaterData // (Final, Native, Public, HasOutParams, BlueprintCallable, BlueprintPure, Const) // Parameters: // int32 TheaterIndex (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) // struct FFortTheaterMapData* OutTheaterData (Parm, OutParm, NativeAccessSpecifierPublic) // bool ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, NativeAccessSpecifierPublic) bool UFortFrontEndContext::GetTheaterData(int32 TheaterIndex, struct FFortTheaterMapData* OutTheaterData) const { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("FortFrontEndContext", "GetTheaterData"); Params::FortFrontEndContext_GetTheaterData Parms{}; Parms.TheaterIndex = TheaterIndex; auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; UObject::ProcessEvent(Func, &Parms); Func->FunctionFlags = Flgs; if (OutTheaterData != nullptr) *OutTheaterData = std::move(Parms.OutTheaterData); return Parms.ReturnValue; } // Function FortniteUI.FortFrontEndContext.GetTheaterDifficultyText // (Final, Native, Public, BlueprintCallable, BlueprintPure, Const) // Parameters: // int32 TheaterIndex (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) // class FText ReturnValue (Parm, OutParm, ReturnParm, NativeAccessSpecifierPublic) class FText UFortFrontEndContext::GetTheaterDifficultyText(int32 TheaterIndex) const { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("FortFrontEndContext", "GetTheaterDifficultyText"); Params::FortFrontEndContext_GetTheaterDifficultyText Parms{}; Parms.TheaterIndex = TheaterIndex; auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; UObject::ProcessEvent(Func, &Parms); Func->FunctionFlags = Flgs; return Parms.ReturnValue; } // Function FortniteUI.FortFrontEndContext.GetTheaterName // (Final, Native, Public, BlueprintCallable, BlueprintPure, Const) // Parameters: // int32 TheaterIndex (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) // class FText ReturnValue (Parm, OutParm, ReturnParm, NativeAccessSpecifierPublic) class FText UFortFrontEndContext::GetTheaterName(int32 TheaterIndex) const { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("FortFrontEndContext", "GetTheaterName"); Params::FortFrontEndContext_GetTheaterName Parms{}; Parms.TheaterIndex = TheaterIndex; auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; UObject::ProcessEvent(Func, &Parms); Func->FunctionFlags = Flgs; return Parms.ReturnValue; } // Function FortniteUI.FortFrontEndContext.GetTheaterRegionCount // (Final, Native, Public, BlueprintCallable, BlueprintPure, Const) // Parameters: // int32 TheaterIndex (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) // int32 ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) int32 UFortFrontEndContext::GetTheaterRegionCount(int32 TheaterIndex) const { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("FortFrontEndContext", "GetTheaterRegionCount"); Params::FortFrontEndContext_GetTheaterRegionCount Parms{}; Parms.TheaterIndex = TheaterIndex; auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; UObject::ProcessEvent(Func, &Parms); Func->FunctionFlags = Flgs; return Parms.ReturnValue; } // Function FortniteUI.FortFrontEndContext.GetTheaterType // (Final, Native, Public, BlueprintCallable, BlueprintPure, Const) // Parameters: // int32 TheaterIndex (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) // EFortTheaterType ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) EFortTheaterType UFortFrontEndContext::GetTheaterType(int32 TheaterIndex) const { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("FortFrontEndContext", "GetTheaterType"); Params::FortFrontEndContext_GetTheaterType Parms{}; Parms.TheaterIndex = TheaterIndex; auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; UObject::ProcessEvent(Func, &Parms); Func->FunctionFlags = Flgs; return Parms.ReturnValue; } // Function FortniteUI.FortFrontEndContext.GetTileMissionDetails // (Final, Native, Public, HasOutParams, BlueprintCallable, BlueprintPure, Const) // Parameters: // const class AFortTheaterMapTile* Tile (ConstParm, Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) // struct FFortMissionDetails* MissionDetails (Parm, OutParm, NativeAccessSpecifierPublic) // bool ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, NativeAccessSpecifierPublic) bool UFortFrontEndContext::GetTileMissionDetails(const class AFortTheaterMapTile* Tile, struct FFortMissionDetails* MissionDetails) const { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("FortFrontEndContext", "GetTileMissionDetails"); Params::FortFrontEndContext_GetTileMissionDetails Parms{}; Parms.Tile = Tile; auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; UObject::ProcessEvent(Func, &Parms); Func->FunctionFlags = Flgs; if (MissionDetails != nullptr) *MissionDetails = std::move(Parms.MissionDetails); return Parms.ReturnValue; } // Function FortniteUI.FortFrontEndContext.IsFabricatorDisintegrating // (Final, Native, Public, BlueprintCallable, BlueprintPure, Const) // Parameters: // int32 TheaterSlot (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) // bool ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, NativeAccessSpecifierPublic) bool UFortFrontEndContext::IsFabricatorDisintegrating(int32 TheaterSlot) const { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("FortFrontEndContext", "IsFabricatorDisintegrating"); Params::FortFrontEndContext_IsFabricatorDisintegrating Parms{}; Parms.TheaterSlot = TheaterSlot; auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; UObject::ProcessEvent(Func, &Parms); Func->FunctionFlags = Flgs; return Parms.ReturnValue; } // Function FortniteUI.FortFrontEndContext.ShouldRunInitialBenchmark // (Final, Native, Public, BlueprintCallable, BlueprintPure, Const) // Parameters: // bool ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, NativeAccessSpecifierPublic) bool UFortFrontEndContext::ShouldRunInitialBenchmark() const { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("FortFrontEndContext", "ShouldRunInitialBenchmark"); Params::FortFrontEndContext_ShouldRunInitialBenchmark Parms{}; auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; UObject::ProcessEvent(Func, &Parms); Func->FunctionFlags = Flgs; return Parms.ReturnValue; } // Function FortniteUI.FortFrontEndContext.TriggerUIFeedbackEvent // (Final, Native, Public, BlueprintCallable, Const) // Parameters: // class FName EventName (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) void UFortFrontEndContext::TriggerUIFeedbackEvent(class FName EventName) const { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("FortFrontEndContext", "TriggerUIFeedbackEvent"); Params::FortFrontEndContext_TriggerUIFeedbackEvent Parms{}; Parms.EventName = EventName; auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; UObject::ProcessEvent(Func, &Parms); Func->FunctionFlags = Flgs; } // Function FortniteUI.FortGlobalUIContext.CheckFlag // (Final, Native, Static, Public, HasOutParams, BlueprintCallable) // Parameters: // const class FString& FlagName (Parm, ZeroConstructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) // EFlagStatus* OutStatus (Parm, OutParm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) void UFortGlobalUIContext::CheckFlag(const class FString& FlagName, EFlagStatus* OutStatus) { static class UFunction* Func = nullptr; if (Func == nullptr) Func = StaticClass()->GetFunction("FortGlobalUIContext", "CheckFlag"); Params::FortGlobalUIContext_CheckFlag Parms{}; Parms.FlagName = std::move(FlagName); auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; GetDefaultObj()->ProcessEvent(Func, &Parms); Func->FunctionFlags = Flgs; if (OutStatus != nullptr) *OutStatus = Parms.OutStatus; } // Function FortniteUI.FortGlobalUIContext.BindToFeatureStateAndInitialize // (Final, Native, Public, BlueprintCallable) // Parameters: // EFortUIFeature Feature (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) // TDelegateDelegate (Parm, ZeroConstructor, NoDestructor, NativeAccessSpecifierPublic) void UFortGlobalUIContext::BindToFeatureStateAndInitialize(EFortUIFeature Feature, TDelegate Delegate) { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("FortGlobalUIContext", "BindToFeatureStateAndInitialize"); Params::FortGlobalUIContext_BindToFeatureStateAndInitialize Parms{}; Parms.Feature = Feature; Parms.Delegate = Delegate; auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; UObject::ProcessEvent(Func, &Parms); Func->FunctionFlags = Flgs; } // Function FortniteUI.FortGlobalUIContext.CheckNetworkError // (Final, Native, Public, BlueprintCallable) void UFortGlobalUIContext::CheckNetworkError() { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("FortGlobalUIContext", "CheckNetworkError"); auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; UObject::ProcessEvent(Func, nullptr); Func->FunctionFlags = Flgs; } // Function FortniteUI.FortGlobalUIContext.ClearSelectionGroup // (Final, Native, Public, BlueprintCallable) // Parameters: // class FName SelectionGroup (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) void UFortGlobalUIContext::ClearSelectionGroup(class FName SelectionGroup) { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("FortGlobalUIContext", "ClearSelectionGroup"); Params::FortGlobalUIContext_ClearSelectionGroup Parms{}; Parms.SelectionGroup = SelectionGroup; auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; UObject::ProcessEvent(Func, &Parms); Func->FunctionFlags = Flgs; } // Function FortniteUI.FortGlobalUIContext.DisplayStateContent // (Final, Native, Public, BlueprintCallable) // Parameters: // bool bDisplay (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, NativeAccessSpecifierPublic) void UFortGlobalUIContext::DisplayStateContent(bool bDisplay) { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("FortGlobalUIContext", "DisplayStateContent"); Params::FortGlobalUIContext_DisplayStateContent Parms{}; Parms.bDisplay = bDisplay; auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; UObject::ProcessEvent(Func, &Parms); Func->FunctionFlags = Flgs; } // Function FortniteUI.FortGlobalUIContext.GetBackendName // (Final, Native, Public, BlueprintCallable) // Parameters: // class FString ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, HasGetValueTypeHash, NativeAccessSpecifierPublic) class FString UFortGlobalUIContext::GetBackendName() { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("FortGlobalUIContext", "GetBackendName"); Params::FortGlobalUIContext_GetBackendName Parms{}; auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; UObject::ProcessEvent(Func, &Parms); Func->FunctionFlags = Flgs; return Parms.ReturnValue; } // Function FortniteUI.FortGlobalUIContext.GetGameBackendVersion // (Final, Native, Public, BlueprintCallable) // Parameters: // struct FFortBackendVersion ReturnValue (Parm, OutParm, ReturnParm, NativeAccessSpecifierPublic) struct FFortBackendVersion UFortGlobalUIContext::GetGameBackendVersion() { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("FortGlobalUIContext", "GetGameBackendVersion"); Params::FortGlobalUIContext_GetGameBackendVersion Parms{}; auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; UObject::ProcessEvent(Func, &Parms); Func->FunctionFlags = Flgs; return Parms.ReturnValue; } // Function FortniteUI.FortGlobalUIContext.GetMessageManager // (Final, Native, Public, HasOutParams, BlueprintCallable) // Parameters: // class FName ManagerName (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) // bool* bCreatedNew (Parm, OutParm, ZeroConstructor, IsPlainOldData, NoDestructor, NativeAccessSpecifierPublic) // class UFortUIMessageManager* ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) class UFortUIMessageManager* UFortGlobalUIContext::GetMessageManager(class FName ManagerName, bool* bCreatedNew) { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("FortGlobalUIContext", "GetMessageManager"); Params::FortGlobalUIContext_GetMessageManager Parms{}; Parms.ManagerName = ManagerName; auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; UObject::ProcessEvent(Func, &Parms); Func->FunctionFlags = Flgs; if (bCreatedNew != nullptr) *bCreatedNew = Parms.bCreatedNew; return Parms.ReturnValue; } // Function FortniteUI.FortGlobalUIContext.GetNextNotification // (Final, Native, Public, HasOutParams, BlueprintCallable) // Parameters: // struct FFortDialogDescription* NotifcationDescription (Parm, OutParm, NativeAccessSpecifierPublic) // bool ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, NativeAccessSpecifierPublic) bool UFortGlobalUIContext::GetNextNotification(struct FFortDialogDescription* NotifcationDescription) { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("FortGlobalUIContext", "GetNextNotification"); Params::FortGlobalUIContext_GetNextNotification Parms{}; auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; UObject::ProcessEvent(Func, &Parms); Func->FunctionFlags = Flgs; if (NotifcationDescription != nullptr) *NotifcationDescription = std::move(Parms.NotifcationDescription); return Parms.ReturnValue; } // Function FortniteUI.FortGlobalUIContext.GetWatermark // (Final, Native, Public, BlueprintCallable) // Parameters: // class FString ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, HasGetValueTypeHash, NativeAccessSpecifierPublic) class FString UFortGlobalUIContext::GetWatermark() { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("FortGlobalUIContext", "GetWatermark"); Params::FortGlobalUIContext_GetWatermark Parms{}; auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; UObject::ProcessEvent(Func, &Parms); Func->FunctionFlags = Flgs; return Parms.ReturnValue; } // Function FortniteUI.FortGlobalUIContext.HideBang // (Final, Native, Public, BlueprintCallable) // Parameters: // EFortBangType Type (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) void UFortGlobalUIContext::HideBang(EFortBangType Type) { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("FortGlobalUIContext", "HideBang"); Params::FortGlobalUIContext_HideBang Parms{}; Parms.Type = Type; auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; UObject::ProcessEvent(Func, &Parms); Func->FunctionFlags = Flgs; } // Function FortniteUI.FortGlobalUIContext.IsBluGloEnabled // (Final, Native, Public, BlueprintCallable) // Parameters: // bool ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, NativeAccessSpecifierPublic) bool UFortGlobalUIContext::IsBluGloEnabled() { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("FortGlobalUIContext", "IsBluGloEnabled"); Params::FortGlobalUIContext_IsBluGloEnabled Parms{}; auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; UObject::ProcessEvent(Func, &Parms); Func->FunctionFlags = Flgs; return Parms.ReturnValue; } // Function FortniteUI.FortGlobalUIContext.IsHUDVisible // (Final, Native, Public, BlueprintCallable) // Parameters: // bool ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, NativeAccessSpecifierPublic) bool UFortGlobalUIContext::IsHUDVisible() { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("FortGlobalUIContext", "IsHUDVisible"); Params::FortGlobalUIContext_IsHUDVisible Parms{}; auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; UObject::ProcessEvent(Func, &Parms); Func->FunctionFlags = Flgs; return Parms.ReturnValue; } // Function FortniteUI.FortGlobalUIContext.Logout // (Final, Native, Public, BlueprintCallable) void UFortGlobalUIContext::Logout() { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("FortGlobalUIContext", "Logout"); auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; UObject::ProcessEvent(Func, nullptr); Func->FunctionFlags = Flgs; } // Function FortniteUI.FortGlobalUIContext.ProcessNotificationResult // (Final, Native, Public, HasOutParams, BlueprintCallable) // Parameters: // EFortDialogResult InResult (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) // const struct FFortDialogDescription& NotificationDescription (ConstParm, Parm, OutParm, ReferenceParm, NativeAccessSpecifierPublic) void UFortGlobalUIContext::ProcessNotificationResult(EFortDialogResult InResult, const struct FFortDialogDescription& NotificationDescription) { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("FortGlobalUIContext", "ProcessNotificationResult"); Params::FortGlobalUIContext_ProcessNotificationResult Parms{}; Parms.InResult = InResult; Parms.NotificationDescription = std::move(NotificationDescription); auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; UObject::ProcessEvent(Func, &Parms); Func->FunctionFlags = Flgs; } // Function FortniteUI.FortGlobalUIContext.QueryGameBackendVersion // (Final, Native, Public, BlueprintCallable) void UFortGlobalUIContext::QueryGameBackendVersion() { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("FortGlobalUIContext", "QueryGameBackendVersion"); auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; UObject::ProcessEvent(Func, nullptr); Func->FunctionFlags = Flgs; } // Function FortniteUI.FortGlobalUIContext.QuitGame // (Final, Native, Public, BlueprintCallable) void UFortGlobalUIContext::QuitGame() { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("FortGlobalUIContext", "QuitGame"); auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; UObject::ProcessEvent(Func, nullptr); Func->FunctionFlags = Flgs; } // Function FortniteUI.FortGlobalUIContext.RegisterScriptedAction // (Final, Native, Public, BlueprintCallable) // Parameters: // TSubclassOf ScriptedAction (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, UObjectWrapper, HasGetValueTypeHash, NativeAccessSpecifierPublic) void UFortGlobalUIContext::RegisterScriptedAction(TSubclassOf ScriptedAction) { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("FortGlobalUIContext", "RegisterScriptedAction"); Params::FortGlobalUIContext_RegisterScriptedAction Parms{}; Parms.ScriptedAction = ScriptedAction; auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; UObject::ProcessEvent(Func, &Parms); Func->FunctionFlags = Flgs; } // Function FortniteUI.FortGlobalUIContext.RegisterScriptedActions // (Final, Native, Public, BlueprintCallable) // Parameters: // const TArray>&ScriptedActions (Parm, ZeroConstructor, UObjectWrapper, NativeAccessSpecifierPublic) void UFortGlobalUIContext::RegisterScriptedActions(const TArray>& ScriptedActions) { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("FortGlobalUIContext", "RegisterScriptedActions"); Params::FortGlobalUIContext_RegisterScriptedActions Parms{}; Parms.ScriptedActions = std::move(ScriptedActions); auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; UObject::ProcessEvent(Func, &Parms); Func->FunctionFlags = Flgs; } // Function FortniteUI.FortGlobalUIContext.RegisterToReceiveNotifications // (Final, Native, Public, BlueprintCallable) // Parameters: // TDelegate InOnNotifcationAvailable (Parm, ZeroConstructor, NoDestructor, NativeAccessSpecifierPublic) void UFortGlobalUIContext::RegisterToReceiveNotifications(TDelegate InOnNotifcationAvailable) { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("FortGlobalUIContext", "RegisterToReceiveNotifications"); Params::FortGlobalUIContext_RegisterToReceiveNotifications Parms{}; Parms.InOnNotifcationAvailable = InOnNotifcationAvailable; auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; UObject::ProcessEvent(Func, &Parms); Func->FunctionFlags = Flgs; } // Function FortniteUI.FortGlobalUIContext.RemoveNotification // (Final, Native, Public, HasOutParams, BlueprintCallable) // Parameters: // const struct FFortDialogDescription& NotificationDescription (ConstParm, Parm, OutParm, ReferenceParm, NativeAccessSpecifierPublic) void UFortGlobalUIContext::RemoveNotification(const struct FFortDialogDescription& NotificationDescription) { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("FortGlobalUIContext", "RemoveNotification"); Params::FortGlobalUIContext_RemoveNotification Parms{}; Parms.NotificationDescription = std::move(NotificationDescription); auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; UObject::ProcessEvent(Func, &Parms); Func->FunctionFlags = Flgs; } // Function FortniteUI.FortGlobalUIContext.SendExperienceRatingAnalytic // (Final, Native, Public, HasOutParams, BlueprintCallable) // Parameters: // const class FString& RatingType (Parm, ZeroConstructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) // const int32& StarCount (ConstParm, Parm, OutParm, ZeroConstructor, ReferenceParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) // const class FString& GameSessionID (Parm, ZeroConstructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) // const class FString& Comment (Parm, ZeroConstructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) void UFortGlobalUIContext::SendExperienceRatingAnalytic(const class FString& RatingType, const int32& StarCount, const class FString& GameSessionID, const class FString& Comment) { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("FortGlobalUIContext", "SendExperienceRatingAnalytic"); Params::FortGlobalUIContext_SendExperienceRatingAnalytic Parms{}; Parms.RatingType = std::move(RatingType); Parms.StarCount = StarCount; Parms.GameSessionID = std::move(GameSessionID); Parms.Comment = std::move(Comment); auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; UObject::ProcessEvent(Func, &Parms); Func->FunctionFlags = Flgs; } // Function FortniteUI.FortGlobalUIContext.SendLeaveZoneAnalytic // (Final, Native, Public, BlueprintCallable) void UFortGlobalUIContext::SendLeaveZoneAnalytic() { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("FortGlobalUIContext", "SendLeaveZoneAnalytic"); auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; UObject::ProcessEvent(Func, nullptr); Func->FunctionFlags = Flgs; } // Function FortniteUI.FortGlobalUIContext.SendUINavigationAnalytic // (Final, Native, Public, BlueprintCallable) // Parameters: // const class FString& Destination (Parm, ZeroConstructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) // bool bUserInitiated (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, NativeAccessSpecifierPublic) void UFortGlobalUIContext::SendUINavigationAnalytic(const class FString& Destination, bool bUserInitiated) { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("FortGlobalUIContext", "SendUINavigationAnalytic"); Params::FortGlobalUIContext_SendUINavigationAnalytic Parms{}; Parms.Destination = std::move(Destination); Parms.bUserInitiated = bUserInitiated; auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; UObject::ProcessEvent(Func, &Parms); Func->FunctionFlags = Flgs; } // Function FortniteUI.FortGlobalUIContext.ShowBang // (Final, Native, Public, BlueprintCallable) // Parameters: // EFortBangType Type (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) void UFortGlobalUIContext::ShowBang(EFortBangType Type) { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("FortGlobalUIContext", "ShowBang"); Params::FortGlobalUIContext_ShowBang Parms{}; Parms.Type = Type; auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; UObject::ProcessEvent(Func, &Parms); Func->FunctionFlags = Flgs; } // Function FortniteUI.FortGlobalUIContext.TakeScreenshot // (Final, Native, Public, BlueprintCallable) // Parameters: // TDelegate& Colors)>Callback (Parm, ZeroConstructor, NoDestructor, NativeAccessSpecifierPublic) void UFortGlobalUIContext::TakeScreenshot(TDelegate& Colors)> Callback) { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("FortGlobalUIContext", "TakeScreenshot"); Params::FortGlobalUIContext_TakeScreenshot Parms{}; Parms.Callback = Callback; auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; UObject::ProcessEvent(Func, &Parms); Func->FunctionFlags = Flgs; } // Function FortniteUI.FortGlobalUIContext.UnregisterScriptedAction // (Final, Native, Public, BlueprintCallable) // Parameters: // TSubclassOf ScriptedAction (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, UObjectWrapper, HasGetValueTypeHash, NativeAccessSpecifierPublic) void UFortGlobalUIContext::UnregisterScriptedAction(TSubclassOf ScriptedAction) { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("FortGlobalUIContext", "UnregisterScriptedAction"); Params::FortGlobalUIContext_UnregisterScriptedAction Parms{}; Parms.ScriptedAction = ScriptedAction; auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; UObject::ProcessEvent(Func, &Parms); Func->FunctionFlags = Flgs; } // Function FortniteUI.FortGlobalUIContext.UnregisterToReceiveNotifications // (Final, Native, Public, BlueprintCallable) void UFortGlobalUIContext::UnregisterToReceiveNotifications() { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("FortGlobalUIContext", "UnregisterToReceiveNotifications"); auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; UObject::ProcessEvent(Func, nullptr); Func->FunctionFlags = Flgs; } // Function FortniteUI.FortGlobalUIContext.ClearLastGameSummaryInfo // (Final, Native, Public, BlueprintCallable, Const) void UFortGlobalUIContext::ClearLastGameSummaryInfo() const { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("FortGlobalUIContext", "ClearLastGameSummaryInfo"); auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; UObject::ProcessEvent(Func, nullptr); Func->FunctionFlags = Flgs; } // Function FortniteUI.FortGlobalUIContext.GetActiveKeybindSet // (Final, Native, Public, BlueprintCallable, BlueprintPure, Const) // Parameters: // EFortInputPreset ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) EFortInputPreset UFortGlobalUIContext::GetActiveKeybindSet() const { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("FortGlobalUIContext", "GetActiveKeybindSet"); Params::FortGlobalUIContext_GetActiveKeybindSet Parms{}; auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; UObject::ProcessEvent(Func, &Parms); Func->FunctionFlags = Flgs; return Parms.ReturnValue; } // Function FortniteUI.FortGlobalUIContext.GetFeatureState // (Final, Native, Public, BlueprintCallable, BlueprintPure, Const) // Parameters: // EFortUIFeature Feature (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) // EFortUIFeatureState ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) EFortUIFeatureState UFortGlobalUIContext::GetFeatureState(EFortUIFeature Feature) const { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("FortGlobalUIContext", "GetFeatureState"); Params::FortGlobalUIContext_GetFeatureState Parms{}; Parms.Feature = Feature; auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; UObject::ProcessEvent(Func, &Parms); Func->FunctionFlags = Flgs; return Parms.ReturnValue; } // Function FortniteUI.FortGlobalUIContext.GetKeyForAction // (Final, Native, Public, BlueprintCallable, BlueprintPure, Const) // Parameters: // class FName Action (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) // struct FKey ReturnValue (Parm, OutParm, ReturnParm, NativeAccessSpecifierPublic) struct FKey UFortGlobalUIContext::GetKeyForAction(class FName Action) const { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("FortGlobalUIContext", "GetKeyForAction"); Params::FortGlobalUIContext_GetKeyForAction Parms{}; Parms.Action = Action; auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; UObject::ProcessEvent(Func, &Parms); Func->FunctionFlags = Flgs; return Parms.ReturnValue; } // Function FortniteUI.FortGlobalUIContext.GetKeyTextForAction // (Final, Native, Public, BlueprintCallable, BlueprintPure, Const) // Parameters: // class FName Action (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) // class FText ReturnValue (Parm, OutParm, ReturnParm, NativeAccessSpecifierPublic) class FText UFortGlobalUIContext::GetKeyTextForAction(class FName Action) const { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("FortGlobalUIContext", "GetKeyTextForAction"); Params::FortGlobalUIContext_GetKeyTextForAction Parms{}; Parms.Action = Action; auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; UObject::ProcessEvent(Func, &Parms); Func->FunctionFlags = Flgs; return Parms.ReturnValue; } // Function FortniteUI.FortGlobalUIContext.GetLastGameSummaryInfo // (Final, Native, Public, BlueprintCallable, BlueprintPure, Const) // Parameters: // struct FGameSummaryInfo ReturnValue (Parm, OutParm, ReturnParm, NativeAccessSpecifierPublic) struct FGameSummaryInfo UFortGlobalUIContext::GetLastGameSummaryInfo() const { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("FortGlobalUIContext", "GetLastGameSummaryInfo"); Params::FortGlobalUIContext_GetLastGameSummaryInfo Parms{}; auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; UObject::ProcessEvent(Func, &Parms); Func->FunctionFlags = Flgs; return Parms.ReturnValue; } // Function FortniteUI.FortGlobalUIContext.GetQuestManager // (Final, Native, Public, BlueprintCallable, BlueprintPure, Const) // Parameters: // class UFortQuestManager* ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) class UFortQuestManager* UFortGlobalUIContext::GetQuestManager() const { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("FortGlobalUIContext", "GetQuestManager"); Params::FortGlobalUIContext_GetQuestManager Parms{}; auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; UObject::ProcessEvent(Func, &Parms); Func->FunctionFlags = Flgs; return Parms.ReturnValue; } // Function FortniteUI.FortGlobalUIContext.GetTeamPower // (Final, Native, Public, HasOutParams, BlueprintCallable, BlueprintPure, Const) // Parameters: // int32* TeamPower (Parm, OutParm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) // int32* PersonalPower (Parm, OutParm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) void UFortGlobalUIContext::GetTeamPower(int32* TeamPower, int32* PersonalPower) const { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("FortGlobalUIContext", "GetTeamPower"); Params::FortGlobalUIContext_GetTeamPower Parms{}; auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; UObject::ProcessEvent(Func, &Parms); Func->FunctionFlags = Flgs; if (TeamPower != nullptr) *TeamPower = Parms.TeamPower; if (PersonalPower != nullptr) *PersonalPower = Parms.PersonalPower; } // Function FortniteUI.FortGlobalUIContext.IsInOutpostZone // (Final, Native, Public, BlueprintCallable, BlueprintPure, Const) // Parameters: // bool ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, NativeAccessSpecifierPublic) bool UFortGlobalUIContext::IsInOutpostZone() const { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("FortGlobalUIContext", "IsInOutpostZone"); Params::FortGlobalUIContext_IsInOutpostZone Parms{}; auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; UObject::ProcessEvent(Func, &Parms); Func->FunctionFlags = Flgs; return Parms.ReturnValue; } // Function FortniteUI.FortGlobalUIContext.IsInZone // (Final, Native, Public, BlueprintCallable, BlueprintPure, Const) // Parameters: // bool ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, NativeAccessSpecifierPublic) bool UFortGlobalUIContext::IsInZone() const { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("FortGlobalUIContext", "IsInZone"); Params::FortGlobalUIContext_IsInZone Parms{}; auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; UObject::ProcessEvent(Func, &Parms); Func->FunctionFlags = Flgs; return Parms.ReturnValue; } // Function FortniteUI.FortGlobalUIContext.IsUIVisible // (Final, Native, Public, BlueprintCallable, BlueprintPure, Const) // Parameters: // bool ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, NativeAccessSpecifierPublic) bool UFortGlobalUIContext::IsUIVisible() const { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("FortGlobalUIContext", "IsUIVisible"); Params::FortGlobalUIContext_IsUIVisible Parms{}; auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; UObject::ProcessEvent(Func, &Parms); Func->FunctionFlags = Flgs; return Parms.ReturnValue; } // Function FortniteUI.FortGlobalUIContext.ShouldCloseMenuOnEscape // (Final, Native, Public, BlueprintCallable, BlueprintPure, Const) // Parameters: // bool ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, NativeAccessSpecifierPublic) bool UFortGlobalUIContext::ShouldCloseMenuOnEscape() const { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("FortGlobalUIContext", "ShouldCloseMenuOnEscape"); Params::FortGlobalUIContext_ShouldCloseMenuOnEscape Parms{}; auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; UObject::ProcessEvent(Func, &Parms); Func->FunctionFlags = Flgs; return Parms.ReturnValue; } // Function FortniteUI.FortGridPickerTile.ForwardClicked // (Final, Native, Protected, BlueprintCallable) void UFortGridPickerTile::ForwardClicked() { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("FortGridPickerTile", "ForwardClicked"); auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; UObject::ProcessEvent(Func, nullptr); Func->FunctionFlags = Flgs; } // Function FortniteUI.FortGridPickerTile.OnClicked // (Event, Protected, BlueprintEvent) void UFortGridPickerTile::OnClicked() { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("FortGridPickerTile", "OnClicked"); UObject::ProcessEvent(Func, nullptr); } // Function FortniteUI.FortGridPickerTile.OnMouseEnter // (Event, Protected, BlueprintEvent) void UFortGridPickerTile::OnMouseEnter() { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("FortGridPickerTile", "OnMouseEnter"); UObject::ProcessEvent(Func, nullptr); } // Function FortniteUI.FortGridPickerTile.OnMouseLeave // (Event, Protected, BlueprintEvent) void UFortGridPickerTile::OnMouseLeave() { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("FortGridPickerTile", "OnMouseLeave"); UObject::ProcessEvent(Func, nullptr); } // Function FortniteUI.FortGridPickerTile.SetData // (Event, Protected, BlueprintEvent) // Parameters: // class UObject* InData (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) void UFortGridPickerTile::SetData(class UObject* InData) { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("FortGridPickerTile", "SetData"); Params::FortGridPickerTile_SetData Parms{}; Parms.InData = InData; UObject::ProcessEvent(Func, &Parms); } // Function FortniteUI.FortGridWidgetBase.SetClearWidgetType // (Final, Native, Public, BlueprintCallable) // Parameters: // TSubclassOf InClearWidgetType (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, UObjectWrapper, HasGetValueTypeHash, NativeAccessSpecifierPublic) void UFortGridWidgetBase::SetClearWidgetType(TSubclassOf InClearWidgetType) { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("FortGridWidgetBase", "SetClearWidgetType"); Params::FortGridWidgetBase_SetClearWidgetType Parms{}; Parms.InClearWidgetType = InClearWidgetType; auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; UObject::ProcessEvent(Func, &Parms); Func->FunctionFlags = Flgs; } // Function FortniteUI.FortGridWidgetBase.SetDataProvider // (Final, Native, Public, HasOutParams, BlueprintCallable) // Parameters: // const TArray& Data (ConstParm, Parm, OutParm, ZeroConstructor, ReferenceParm, NativeAccessSpecifierPublic) void UFortGridWidgetBase::SetDataProvider(const TArray& Data) { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("FortGridWidgetBase", "SetDataProvider"); Params::FortGridWidgetBase_SetDataProvider Parms{}; Parms.Data = std::move(Data); auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; UObject::ProcessEvent(Func, &Parms); Func->FunctionFlags = Flgs; } // Function FortniteUI.FortGridWidgetBase.SetPeekOverflowTilePercentage // (Final, Native, Public, BlueprintCallable) // Parameters: // float Percent (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) void UFortGridWidgetBase::SetPeekOverflowTilePercentage(float Percent) { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("FortGridWidgetBase", "SetPeekOverflowTilePercentage"); Params::FortGridWidgetBase_SetPeekOverflowTilePercentage Parms{}; Parms.Percent = Percent; auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; UObject::ProcessEvent(Func, &Parms); Func->FunctionFlags = Flgs; } // Function FortniteUI.FortGridWidgetBase.SetTileHeight // (Final, Native, Public, BlueprintCallable) // Parameters: // float Height (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) void UFortGridWidgetBase::SetTileHeight(float Height) { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("FortGridWidgetBase", "SetTileHeight"); Params::FortGridWidgetBase_SetTileHeight Parms{}; Parms.Height = Height; auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; UObject::ProcessEvent(Func, &Parms); Func->FunctionFlags = Flgs; } // Function FortniteUI.FortGridWidgetBase.SetTilePadding // (Final, Native, Public, BlueprintCallable) // Parameters: // const struct FMargin& Padding (Parm, NativeAccessSpecifierPublic) void UFortGridWidgetBase::SetTilePadding(const struct FMargin& Padding) { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("FortGridWidgetBase", "SetTilePadding"); Params::FortGridWidgetBase_SetTilePadding Parms{}; Parms.Padding = std::move(Padding); auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; UObject::ProcessEvent(Func, &Parms); Func->FunctionFlags = Flgs; } // Function FortniteUI.FortGridWidgetBase.SetTilesAcross // (Final, Native, Public, BlueprintCallable) // Parameters: // int32 Across (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) void UFortGridWidgetBase::SetTilesAcross(int32 Across) { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("FortGridWidgetBase", "SetTilesAcross"); Params::FortGridWidgetBase_SetTilesAcross Parms{}; Parms.Across = Across; auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; UObject::ProcessEvent(Func, &Parms); Func->FunctionFlags = Flgs; } // Function FortniteUI.FortGridWidgetBase.SetTilesDown // (Final, Native, Public, BlueprintCallable) // Parameters: // int32 Down (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) void UFortGridWidgetBase::SetTilesDown(int32 Down) { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("FortGridWidgetBase", "SetTilesDown"); Params::FortGridWidgetBase_SetTilesDown Parms{}; Parms.Down = Down; auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; UObject::ProcessEvent(Func, &Parms); Func->FunctionFlags = Flgs; } // Function FortniteUI.FortGridWidgetBase.SetTileWidth // (Final, Native, Public, BlueprintCallable) // Parameters: // float Width (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) void UFortGridWidgetBase::SetTileWidth(float Width) { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("FortGridWidgetBase", "SetTileWidth"); Params::FortGridWidgetBase_SetTileWidth Parms{}; Parms.Width = Width; auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; UObject::ProcessEvent(Func, &Parms); Func->FunctionFlags = Flgs; } // Function FortniteUI.FortGridPickerButton.OnButtonClicked // (Final, Native, Public, BlueprintCallable) void UFortGridPickerButton::OnButtonClicked() { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("FortGridPickerButton", "OnButtonClicked"); auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; UObject::ProcessEvent(Func, nullptr); Func->FunctionFlags = Flgs; } // Function FortniteUI.FortGridPickerButton.SetIsOpen // (Final, Native, Public, BlueprintCallable) // Parameters: // const bool ShouldBeOpen (ConstParm, Parm, ZeroConstructor, IsPlainOldData, NoDestructor, NativeAccessSpecifierPublic) void UFortGridPickerButton::SetIsOpen(const bool ShouldBeOpen) { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("FortGridPickerButton", "SetIsOpen"); Params::FortGridPickerButton_SetIsOpen Parms{}; Parms.ShouldBeOpen = ShouldBeOpen; auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; UObject::ProcessEvent(Func, &Parms); Func->FunctionFlags = Flgs; } // Function FortniteUI.FortHeroManagementContext.CanAffordAbility // (Final, Native, Public, BlueprintCallable) // Parameters: // int32 TraitIdx (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) // int32 TraitDepth (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) // bool ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, NativeAccessSpecifierPublic) bool UFortHeroManagementContext::CanAffordAbility(int32 TraitIdx, int32 TraitDepth) { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("FortHeroManagementContext", "CanAffordAbility"); Params::FortHeroManagementContext_CanAffordAbility Parms{}; Parms.TraitIdx = TraitIdx; Parms.TraitDepth = TraitDepth; auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; UObject::ProcessEvent(Func, &Parms); Func->FunctionFlags = Flgs; return Parms.ReturnValue; } // Function FortniteUI.FortHeroManagementContext.CanAffordAbilityFromID // (Final, Native, Public, BlueprintCallable) // Parameters: // const class FString& HeroId (Parm, ZeroConstructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) // int32 TraitIdx (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) // int32 TraitDepth (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) // bool ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, NativeAccessSpecifierPublic) bool UFortHeroManagementContext::CanAffordAbilityFromID(const class FString& HeroId, int32 TraitIdx, int32 TraitDepth) { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("FortHeroManagementContext", "CanAffordAbilityFromID"); Params::FortHeroManagementContext_CanAffordAbilityFromID Parms{}; Parms.HeroId = std::move(HeroId); Parms.TraitIdx = TraitIdx; Parms.TraitDepth = TraitDepth; auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; UObject::ProcessEvent(Func, &Parms); Func->FunctionFlags = Flgs; return Parms.ReturnValue; } // Function FortniteUI.FortHeroManagementContext.CanAffordNextAbility // (Final, Native, Public, BlueprintCallable) // Parameters: // int32 TraitIdx (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) // bool ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, NativeAccessSpecifierPublic) bool UFortHeroManagementContext::CanAffordNextAbility(int32 TraitIdx) { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("FortHeroManagementContext", "CanAffordNextAbility"); Params::FortHeroManagementContext_CanAffordNextAbility Parms{}; Parms.TraitIdx = TraitIdx; auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; UObject::ProcessEvent(Func, &Parms); Func->FunctionFlags = Flgs; return Parms.ReturnValue; } // Function FortniteUI.FortHeroManagementContext.CanAffordNextAbilityFromID // (Final, Native, Public, BlueprintCallable) // Parameters: // const class FString& HeroId (Parm, ZeroConstructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) // int32 TraitIdx (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) // bool ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, NativeAccessSpecifierPublic) bool UFortHeroManagementContext::CanAffordNextAbilityFromID(const class FString& HeroId, int32 TraitIdx) { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("FortHeroManagementContext", "CanAffordNextAbilityFromID"); Params::FortHeroManagementContext_CanAffordNextAbilityFromID Parms{}; Parms.HeroId = std::move(HeroId); Parms.TraitIdx = TraitIdx; auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; UObject::ProcessEvent(Func, &Parms); Func->FunctionFlags = Flgs; return Parms.ReturnValue; } // Function FortniteUI.FortHeroManagementContext.GetCurrentHeroID // (Final, Native, Public, HasOutParams, BlueprintCallable) // Parameters: // class FString* HeroId (Parm, OutParm, ZeroConstructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) // bool ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, NativeAccessSpecifierPublic) bool UFortHeroManagementContext::GetCurrentHeroID(class FString* HeroId) { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("FortHeroManagementContext", "GetCurrentHeroID"); Params::FortHeroManagementContext_GetCurrentHeroID Parms{}; auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; UObject::ProcessEvent(Func, &Parms); Func->FunctionFlags = Flgs; if (HeroId != nullptr) *HeroId = std::move(Parms.HeroId); return Parms.ReturnValue; } // Function FortniteUI.FortHeroManagementContext.GetDisplayStats // (Final, Native, Public, HasOutParams, BlueprintCallable) // Parameters: // TArray*Stats (Parm, OutParm, ZeroConstructor, NativeAccessSpecifierPublic) void UFortHeroManagementContext::GetDisplayStats(TArray* Stats) { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("FortHeroManagementContext", "GetDisplayStats"); Params::FortHeroManagementContext_GetDisplayStats Parms{}; auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; UObject::ProcessEvent(Func, &Parms); Func->FunctionFlags = Flgs; if (Stats != nullptr) *Stats = std::move(Parms.Stats); } // Function FortniteUI.FortHeroManagementContext.GetEmptyHeroSlots // (Final, Native, Public, BlueprintCallable) // Parameters: // TArray ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, NativeAccessSpecifierPublic) TArray UFortHeroManagementContext::GetEmptyHeroSlots() { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("FortHeroManagementContext", "GetEmptyHeroSlots"); Params::FortHeroManagementContext_GetEmptyHeroSlots Parms{}; auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; UObject::ProcessEvent(Func, &Parms); Func->FunctionFlags = Flgs; return Parms.ReturnValue; } // Function FortniteUI.FortHeroManagementContext.GetHeroData // (Final, Native, Public, HasOutParams, BlueprintCallable) // Parameters: // struct FHeroUIData* HeroData (Parm, OutParm, NativeAccessSpecifierPublic) // bool ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, NativeAccessSpecifierPublic) bool UFortHeroManagementContext::GetHeroData(struct FHeroUIData* HeroData) { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("FortHeroManagementContext", "GetHeroData"); Params::FortHeroManagementContext_GetHeroData Parms{}; auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; UObject::ProcessEvent(Func, &Parms); Func->FunctionFlags = Flgs; if (HeroData != nullptr) *HeroData = std::move(Parms.HeroData); return Parms.ReturnValue; } // Function FortniteUI.FortHeroManagementContext.GetHeroDataFromID // (Final, Native, Public, BlueprintCallable) // Parameters: // const class FString& HeroId (Parm, ZeroConstructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) // struct FHeroUIData ReturnValue (Parm, OutParm, ReturnParm, NativeAccessSpecifierPublic) struct FHeroUIData UFortHeroManagementContext::GetHeroDataFromID(const class FString& HeroId) { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("FortHeroManagementContext", "GetHeroDataFromID"); Params::FortHeroManagementContext_GetHeroDataFromID Parms{}; Parms.HeroId = std::move(HeroId); auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; UObject::ProcessEvent(Func, &Parms); Func->FunctionFlags = Flgs; return Parms.ReturnValue; } // Function FortniteUI.FortHeroManagementContext.PurchaseNextAbility // (Final, Native, Public, BlueprintCallable) // Parameters: // int32 TraitIdx (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) // bool ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, NativeAccessSpecifierPublic) bool UFortHeroManagementContext::PurchaseNextAbility(int32 TraitIdx) { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("FortHeroManagementContext", "PurchaseNextAbility"); Params::FortHeroManagementContext_PurchaseNextAbility Parms{}; Parms.TraitIdx = TraitIdx; auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; UObject::ProcessEvent(Func, &Parms); Func->FunctionFlags = Flgs; return Parms.ReturnValue; } // Function FortniteUI.FortHeroManagementContext.PurchaseNextAbilityFromID // (Final, Native, Public, BlueprintCallable) // Parameters: // const class FString& HeroId (Parm, ZeroConstructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) // int32 TraitIdx (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) // bool ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, NativeAccessSpecifierPublic) bool UFortHeroManagementContext::PurchaseNextAbilityFromID(const class FString& HeroId, int32 TraitIdx) { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("FortHeroManagementContext", "PurchaseNextAbilityFromID"); Params::FortHeroManagementContext_PurchaseNextAbilityFromID Parms{}; Parms.HeroId = std::move(HeroId); Parms.TraitIdx = TraitIdx; auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; UObject::ProcessEvent(Func, &Parms); Func->FunctionFlags = Flgs; return Parms.ReturnValue; } // Function FortniteUI.FortHeroManagementContext.RedeemAllAbilities // (Final, Native, Public, BlueprintCallable) // Parameters: // bool ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, NativeAccessSpecifierPublic) bool UFortHeroManagementContext::RedeemAllAbilities() { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("FortHeroManagementContext", "RedeemAllAbilities"); Params::FortHeroManagementContext_RedeemAllAbilities Parms{}; auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; UObject::ProcessEvent(Func, &Parms); Func->FunctionFlags = Flgs; return Parms.ReturnValue; } // Function FortniteUI.FortHeroManagementContext.RedeemAllAbilitiesFromID // (Final, Native, Public, BlueprintCallable) // Parameters: // const class FString& HeroId (Parm, ZeroConstructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) void UFortHeroManagementContext::RedeemAllAbilitiesFromID(const class FString& HeroId) { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("FortHeroManagementContext", "RedeemAllAbilitiesFromID"); Params::FortHeroManagementContext_RedeemAllAbilitiesFromID Parms{}; Parms.HeroId = std::move(HeroId); auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; UObject::ProcessEvent(Func, &Parms); Func->FunctionFlags = Flgs; } // Function FortniteUI.FortHeroManagementContext.RedeemPrevAbility // (Final, Native, Public, BlueprintCallable) // Parameters: // int32 TraitIdx (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) // bool ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, NativeAccessSpecifierPublic) bool UFortHeroManagementContext::RedeemPrevAbility(int32 TraitIdx) { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("FortHeroManagementContext", "RedeemPrevAbility"); Params::FortHeroManagementContext_RedeemPrevAbility Parms{}; Parms.TraitIdx = TraitIdx; auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; UObject::ProcessEvent(Func, &Parms); Func->FunctionFlags = Flgs; return Parms.ReturnValue; } // Function FortniteUI.FortHeroManagementContext.RedeemPrevAbilityFromID // (Final, Native, Public, BlueprintCallable) // Parameters: // const class FString& HeroId (Parm, ZeroConstructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) // int32 TraitIdx (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) // bool ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, NativeAccessSpecifierPublic) bool UFortHeroManagementContext::RedeemPrevAbilityFromID(const class FString& HeroId, int32 TraitIdx) { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("FortHeroManagementContext", "RedeemPrevAbilityFromID"); Params::FortHeroManagementContext_RedeemPrevAbilityFromID Parms{}; Parms.HeroId = std::move(HeroId); Parms.TraitIdx = TraitIdx; auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; UObject::ProcessEvent(Func, &Parms); Func->FunctionFlags = Flgs; return Parms.ReturnValue; } // Function FortniteUI.FortHeroManagementContext.RequestCreateHero // (Final, Native, Public, BlueprintCallable) // Parameters: // const class UFortHeroType* HeroType (ConstParm, Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) // const class FString& Name_0 (Parm, ZeroConstructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) // EFortCustomGender Gender (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) // bool ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, NativeAccessSpecifierPublic) bool UFortHeroManagementContext::RequestCreateHero(const class UFortHeroType* HeroType, const class FString& Name_0, EFortCustomGender Gender) { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("FortHeroManagementContext", "RequestCreateHero"); Params::FortHeroManagementContext_RequestCreateHero Parms{}; Parms.HeroType = HeroType; Parms.Name_0 = std::move(Name_0); Parms.Gender = Gender; auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; UObject::ProcessEvent(Func, &Parms); Func->FunctionFlags = Flgs; return Parms.ReturnValue; } // Function FortniteUI.FortHeroManagementContext.RequestDeleteHero // (Final, Native, Public, BlueprintCallable) // Parameters: // const class FString& HeroId (Parm, ZeroConstructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) // bool ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, NativeAccessSpecifierPublic) bool UFortHeroManagementContext::RequestDeleteHero(const class FString& HeroId) { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("FortHeroManagementContext", "RequestDeleteHero"); Params::FortHeroManagementContext_RequestDeleteHero Parms{}; Parms.HeroId = std::move(HeroId); auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; UObject::ProcessEvent(Func, &Parms); Func->FunctionFlags = Flgs; return Parms.ReturnValue; } // Function FortniteUI.FortHeroManagementContext.RequestSetTraitDepth // (Final, Native, Public, BlueprintCallable) // Parameters: // int32 TraitIdx (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) // int32 Depth (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) // bool ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, NativeAccessSpecifierPublic) bool UFortHeroManagementContext::RequestSetTraitDepth(int32 TraitIdx, int32 Depth) { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("FortHeroManagementContext", "RequestSetTraitDepth"); Params::FortHeroManagementContext_RequestSetTraitDepth Parms{}; Parms.TraitIdx = TraitIdx; Parms.Depth = Depth; auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; UObject::ProcessEvent(Func, &Parms); Func->FunctionFlags = Flgs; return Parms.ReturnValue; } // Function FortniteUI.FortHeroManagementContext.RequestSetTraitDepthFromID // (Final, Native, Public, BlueprintCallable) // Parameters: // const class FString& HeroId (Parm, ZeroConstructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) // int32 TraitIdx (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) // int32 Depth (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) // bool ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, NativeAccessSpecifierPublic) bool UFortHeroManagementContext::RequestSetTraitDepthFromID(const class FString& HeroId, int32 TraitIdx, int32 Depth) { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("FortHeroManagementContext", "RequestSetTraitDepthFromID"); Params::FortHeroManagementContext_RequestSetTraitDepthFromID Parms{}; Parms.HeroId = std::move(HeroId); Parms.TraitIdx = TraitIdx; Parms.Depth = Depth; auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; UObject::ProcessEvent(Func, &Parms); Func->FunctionFlags = Flgs; return Parms.ReturnValue; } // Function FortniteUI.FortHeroManagementContext.SetCurrentHero // (Final, Native, Public, BlueprintCallable) // Parameters: // const class FString& HeroId (Parm, ZeroConstructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) // bool ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, NativeAccessSpecifierPublic) bool UFortHeroManagementContext::SetCurrentHero(const class FString& HeroId) { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("FortHeroManagementContext", "SetCurrentHero"); Params::FortHeroManagementContext_SetCurrentHero Parms{}; Parms.HeroId = std::move(HeroId); auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; UObject::ProcessEvent(Func, &Parms); Func->FunctionFlags = Flgs; return Parms.ReturnValue; } // Function FortniteUI.FortHeroManagementContext.SetHeroName // (Final, Native, Public, BlueprintCallable) // Parameters: // const class FString& NewName (Parm, ZeroConstructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) // bool ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, NativeAccessSpecifierPublic) bool UFortHeroManagementContext::SetHeroName(const class FString& NewName) { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("FortHeroManagementContext", "SetHeroName"); Params::FortHeroManagementContext_SetHeroName Parms{}; Parms.NewName = std::move(NewName); auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; UObject::ProcessEvent(Func, &Parms); Func->FunctionFlags = Flgs; return Parms.ReturnValue; } // Function FortniteUI.FortHeroManagementContext.SetHeroNameFromID // (Final, Native, Public, BlueprintCallable) // Parameters: // const class FString& HeroId (Parm, ZeroConstructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) // const class FString& NewName (Parm, ZeroConstructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) // bool ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, NativeAccessSpecifierPublic) bool UFortHeroManagementContext::SetHeroNameFromID(const class FString& HeroId, const class FString& NewName) { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("FortHeroManagementContext", "SetHeroNameFromID"); Params::FortHeroManagementContext_SetHeroNameFromID Parms{}; Parms.HeroId = std::move(HeroId); Parms.NewName = std::move(NewName); auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; UObject::ProcessEvent(Func, &Parms); Func->FunctionFlags = Flgs; return Parms.ReturnValue; } // Function FortniteUI.FortHeroManagementContext.SetShowingStatsScreen // (Final, Native, Public, BlueprintCallable) // Parameters: // bool bIsShowingStats (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, NativeAccessSpecifierPublic) void UFortHeroManagementContext::SetShowingStatsScreen(bool bIsShowingStats) { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("FortHeroManagementContext", "SetShowingStatsScreen"); Params::FortHeroManagementContext_SetShowingStatsScreen Parms{}; Parms.bIsShowingStats = bIsShowingStats; auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; UObject::ProcessEvent(Func, &Parms); Func->FunctionFlags = Flgs; } // Function FortniteUI.FortHeroManagementContext.CanModifyTraitDepth // (Final, Native, Public, BlueprintCallable, BlueprintPure, Const) // Parameters: // int32 TraitIdx (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) // bool ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, NativeAccessSpecifierPublic) bool UFortHeroManagementContext::CanModifyTraitDepth(int32 TraitIdx) const { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("FortHeroManagementContext", "CanModifyTraitDepth"); Params::FortHeroManagementContext_CanModifyTraitDepth Parms{}; Parms.TraitIdx = TraitIdx; auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; UObject::ProcessEvent(Func, &Parms); Func->FunctionFlags = Flgs; return Parms.ReturnValue; } // Function FortniteUI.FortHeroManagementContext.CanModifyTraitDepthFromID // (Final, Native, Public, BlueprintCallable, BlueprintPure, Const) // Parameters: // const class FString& HeroId (Parm, ZeroConstructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) // int32 TraitIdx (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) // bool ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, NativeAccessSpecifierPublic) bool UFortHeroManagementContext::CanModifyTraitDepthFromID(const class FString& HeroId, int32 TraitIdx) const { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("FortHeroManagementContext", "CanModifyTraitDepthFromID"); Params::FortHeroManagementContext_CanModifyTraitDepthFromID Parms{}; Parms.HeroId = std::move(HeroId); Parms.TraitIdx = TraitIdx; auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; UObject::ProcessEvent(Func, &Parms); Func->FunctionFlags = Flgs; return Parms.ReturnValue; } // Function FortniteUI.FortHeroManagementContext.CanRedeemAllAbilities // (Final, Native, Public, BlueprintCallable, BlueprintPure, Const) // Parameters: // bool ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, NativeAccessSpecifierPublic) bool UFortHeroManagementContext::CanRedeemAllAbilities() const { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("FortHeroManagementContext", "CanRedeemAllAbilities"); Params::FortHeroManagementContext_CanRedeemAllAbilities Parms{}; auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; UObject::ProcessEvent(Func, &Parms); Func->FunctionFlags = Flgs; return Parms.ReturnValue; } // Function FortniteUI.FortHeroManagementContext.CheckHeroNameValidity // (Final, Native, Public, BlueprintCallable, BlueprintPure, Const) // Parameters: // const class FString& Name_0 (Parm, ZeroConstructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) // ENameStatus ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) ENameStatus UFortHeroManagementContext::CheckHeroNameValidity(const class FString& Name_0) const { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("FortHeroManagementContext", "CheckHeroNameValidity"); Params::FortHeroManagementContext_CheckHeroNameValidity Parms{}; Parms.Name_0 = std::move(Name_0); auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; UObject::ProcessEvent(Func, &Parms); Func->FunctionFlags = Flgs; return Parms.ReturnValue; } // Function FortniteUI.FortHeroManagementContext.GenerateRandomHeroName // (Final, Native, Public, HasOutParams, BlueprintCallable, BlueprintPure, Const) // Parameters: // const class UDataTable* NameTable (ConstParm, Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) // class FString* Name_0 (Parm, OutParm, ZeroConstructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) void UFortHeroManagementContext::GenerateRandomHeroName(const class UDataTable* NameTable, class FString* Name_0) const { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("FortHeroManagementContext", "GenerateRandomHeroName"); Params::FortHeroManagementContext_GenerateRandomHeroName Parms{}; Parms.NameTable = NameTable; auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; UObject::ProcessEvent(Func, &Parms); Func->FunctionFlags = Flgs; if (Name_0 != nullptr) *Name_0 = std::move(Parms.Name_0); } // Function FortniteUI.FortHeroManagementContext.GetAbilityCost // (Final, Native, Public, BlueprintCallable, BlueprintPure, Const) // Parameters: // int32 TraitIdx (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) // int32 TraitDepth (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) // int32 ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) int32 UFortHeroManagementContext::GetAbilityCost(int32 TraitIdx, int32 TraitDepth) const { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("FortHeroManagementContext", "GetAbilityCost"); Params::FortHeroManagementContext_GetAbilityCost Parms{}; Parms.TraitIdx = TraitIdx; Parms.TraitDepth = TraitDepth; auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; UObject::ProcessEvent(Func, &Parms); Func->FunctionFlags = Flgs; return Parms.ReturnValue; } // Function FortniteUI.FortHeroManagementContext.GetAbilityCostFromID // (Final, Native, Public, BlueprintCallable, BlueprintPure, Const) // Parameters: // const class FString& HeroId (Parm, ZeroConstructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) // int32 TraitIdx (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) // int32 TraitDepth (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) // int32 ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) int32 UFortHeroManagementContext::GetAbilityCostFromID(const class FString& HeroId, int32 TraitIdx, int32 TraitDepth) const { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("FortHeroManagementContext", "GetAbilityCostFromID"); Params::FortHeroManagementContext_GetAbilityCostFromID Parms{}; Parms.HeroId = std::move(HeroId); Parms.TraitIdx = TraitIdx; Parms.TraitDepth = TraitDepth; auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; UObject::ProcessEvent(Func, &Parms); Func->FunctionFlags = Flgs; return Parms.ReturnValue; } // Function FortniteUI.FortHeroManagementContext.GetAllHeroIDs // (Final, Native, Public, BlueprintCallable, BlueprintPure, Const) // Parameters: // TArray ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, NativeAccessSpecifierPublic) TArray UFortHeroManagementContext::GetAllHeroIDs() const { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("FortHeroManagementContext", "GetAllHeroIDs"); Params::FortHeroManagementContext_GetAllHeroIDs Parms{}; auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; UObject::ProcessEvent(Func, &Parms); Func->FunctionFlags = Flgs; return Parms.ReturnValue; } // Function FortniteUI.FortHeroManagementContext.GetAttributeValue // (Final, Native, Public, HasOutParams, BlueprintCallable, BlueprintPure, Const) // Parameters: // const struct FGameplayAttribute& Attribute (ConstParm, Parm, OutParm, ReferenceParm, NativeAccessSpecifierPublic) // float ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) float UFortHeroManagementContext::GetAttributeValue(const struct FGameplayAttribute& Attribute) const { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("FortHeroManagementContext", "GetAttributeValue"); Params::FortHeroManagementContext_GetAttributeValue Parms{}; Parms.Attribute = std::move(Attribute); auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; UObject::ProcessEvent(Func, &Parms); Func->FunctionFlags = Flgs; return Parms.ReturnValue; } // Function FortniteUI.FortHeroManagementContext.GetAttributeValueFromID // (Final, Native, Public, HasOutParams, BlueprintCallable, BlueprintPure, Const) // Parameters: // const class FString& HeroId (Parm, ZeroConstructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) // const struct FGameplayAttribute& Attribute (ConstParm, Parm, OutParm, ReferenceParm, NativeAccessSpecifierPublic) // float ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) float UFortHeroManagementContext::GetAttributeValueFromID(const class FString& HeroId, const struct FGameplayAttribute& Attribute) const { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("FortHeroManagementContext", "GetAttributeValueFromID"); Params::FortHeroManagementContext_GetAttributeValueFromID Parms{}; Parms.HeroId = std::move(HeroId); Parms.Attribute = std::move(Attribute); auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; UObject::ProcessEvent(Func, &Parms); Func->FunctionFlags = Flgs; return Parms.ReturnValue; } // Function FortniteUI.FortHeroManagementContext.GetAttributeValuesArray // (Final, Native, Public, HasOutParams, BlueprintCallable, BlueprintPure, Const) // Parameters: // const TArray&Attributes (Parm, ZeroConstructor, NativeAccessSpecifierPublic) // TArray* Values (Parm, OutParm, ZeroConstructor, NativeAccessSpecifierPublic) // bool ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, NativeAccessSpecifierPublic) bool UFortHeroManagementContext::GetAttributeValuesArray(const TArray& Attributes, TArray* Values) const { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("FortHeroManagementContext", "GetAttributeValuesArray"); Params::FortHeroManagementContext_GetAttributeValuesArray Parms{}; Parms.Attributes = std::move(Attributes); auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; UObject::ProcessEvent(Func, &Parms); Func->FunctionFlags = Flgs; if (Values != nullptr) *Values = std::move(Parms.Values); return Parms.ReturnValue; } // Function FortniteUI.FortHeroManagementContext.GetAttributeValuesArrayFromID // (Final, Native, Public, HasOutParams, BlueprintCallable, BlueprintPure, Const) // Parameters: // const class FString& HeroId (Parm, ZeroConstructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) // const TArray&Attributes (Parm, ZeroConstructor, NativeAccessSpecifierPublic) // TArray* Values (Parm, OutParm, ZeroConstructor, NativeAccessSpecifierPublic) // bool ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, NativeAccessSpecifierPublic) bool UFortHeroManagementContext::GetAttributeValuesArrayFromID(const class FString& HeroId, const TArray& Attributes, TArray* Values) const { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("FortHeroManagementContext", "GetAttributeValuesArrayFromID"); Params::FortHeroManagementContext_GetAttributeValuesArrayFromID Parms{}; Parms.HeroId = std::move(HeroId); Parms.Attributes = std::move(Attributes); auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; UObject::ProcessEvent(Func, &Parms); Func->FunctionFlags = Flgs; if (Values != nullptr) *Values = std::move(Parms.Values); return Parms.ReturnValue; } // Function FortniteUI.FortHeroManagementContext.GetCoreAbilities // (Final, Native, Public, BlueprintCallable, BlueprintPure, Const) // Parameters: // TArray ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, NativeAccessSpecifierPublic) TArray UFortHeroManagementContext::GetCoreAbilities() const { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("FortHeroManagementContext", "GetCoreAbilities"); Params::FortHeroManagementContext_GetCoreAbilities Parms{}; auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; UObject::ProcessEvent(Func, &Parms); Func->FunctionFlags = Flgs; return Parms.ReturnValue; } // Function FortniteUI.FortHeroManagementContext.GetCoreAbilitiesFromID // (Final, Native, Public, BlueprintCallable, BlueprintPure, Const) // Parameters: // const class FString& HeroId (Parm, ZeroConstructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) // TArray ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, NativeAccessSpecifierPublic) TArray UFortHeroManagementContext::GetCoreAbilitiesFromID(const class FString& HeroId) const { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("FortHeroManagementContext", "GetCoreAbilitiesFromID"); Params::FortHeroManagementContext_GetCoreAbilitiesFromID Parms{}; Parms.HeroId = std::move(HeroId); auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; UObject::ProcessEvent(Func, &Parms); Func->FunctionFlags = Flgs; return Parms.ReturnValue; } // Function FortniteUI.FortHeroManagementContext.GetMaxNameLength // (Final, Native, Public, BlueprintCallable, BlueprintPure, Const) // Parameters: // int32 ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) int32 UFortHeroManagementContext::GetMaxNameLength() const { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("FortHeroManagementContext", "GetMaxNameLength"); Params::FortHeroManagementContext_GetMaxNameLength Parms{}; auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; UObject::ProcessEvent(Func, &Parms); Func->FunctionFlags = Flgs; return Parms.ReturnValue; } // Function FortniteUI.FortHeroManagementContext.GetNextAbilityCost // (Final, Native, Public, BlueprintCallable, BlueprintPure, Const) // Parameters: // int32 TraitIdx (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) // int32 ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) int32 UFortHeroManagementContext::GetNextAbilityCost(int32 TraitIdx) const { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("FortHeroManagementContext", "GetNextAbilityCost"); Params::FortHeroManagementContext_GetNextAbilityCost Parms{}; Parms.TraitIdx = TraitIdx; auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; UObject::ProcessEvent(Func, &Parms); Func->FunctionFlags = Flgs; return Parms.ReturnValue; } // Function FortniteUI.FortHeroManagementContext.GetNextAbilityCostFromID // (Final, Native, Public, BlueprintCallable, BlueprintPure, Const) // Parameters: // const class FString& HeroId (Parm, ZeroConstructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) // int32 TraitIdx (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) // int32 ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) int32 UFortHeroManagementContext::GetNextAbilityCostFromID(const class FString& HeroId, int32 TraitIdx) const { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("FortHeroManagementContext", "GetNextAbilityCostFromID"); Params::FortHeroManagementContext_GetNextAbilityCostFromID Parms{}; Parms.HeroId = std::move(HeroId); Parms.TraitIdx = TraitIdx; auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; UObject::ProcessEvent(Func, &Parms); Func->FunctionFlags = Flgs; return Parms.ReturnValue; } // Function FortniteUI.FortHeroManagementContext.GetNumHeroTraits // (Final, Native, Public, BlueprintCallable, BlueprintPure, Const) // Parameters: // int32 ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) int32 UFortHeroManagementContext::GetNumHeroTraits() const { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("FortHeroManagementContext", "GetNumHeroTraits"); Params::FortHeroManagementContext_GetNumHeroTraits Parms{}; auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; UObject::ProcessEvent(Func, &Parms); Func->FunctionFlags = Flgs; return Parms.ReturnValue; } // Function FortniteUI.FortHeroManagementContext.GetNumUnspentAbilityPoints // (Final, Native, Public, HasOutParams, BlueprintCallable, BlueprintPure, Const) // Parameters: // int32* NumAbilityPoints (Parm, OutParm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) // bool ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, NativeAccessSpecifierPublic) bool UFortHeroManagementContext::GetNumUnspentAbilityPoints(int32* NumAbilityPoints) const { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("FortHeroManagementContext", "GetNumUnspentAbilityPoints"); Params::FortHeroManagementContext_GetNumUnspentAbilityPoints Parms{}; auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; UObject::ProcessEvent(Func, &Parms); Func->FunctionFlags = Flgs; if (NumAbilityPoints != nullptr) *NumAbilityPoints = Parms.NumAbilityPoints; return Parms.ReturnValue; } // Function FortniteUI.FortHeroManagementContext.GetNumUnspentAbilityPointsFromID // (Final, Native, Public, BlueprintCallable, BlueprintPure, Const) // Parameters: // const class FString& HeroId (Parm, ZeroConstructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) // int32 ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) int32 UFortHeroManagementContext::GetNumUnspentAbilityPointsFromID(const class FString& HeroId) const { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("FortHeroManagementContext", "GetNumUnspentAbilityPointsFromID"); Params::FortHeroManagementContext_GetNumUnspentAbilityPointsFromID Parms{}; Parms.HeroId = std::move(HeroId); auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; UObject::ProcessEvent(Func, &Parms); Func->FunctionFlags = Flgs; return Parms.ReturnValue; } // Function FortniteUI.FortHeroManagementContext.GetTrait // (Final, Native, Public, BlueprintCallable, BlueprintPure, Const) // Parameters: // int32 TraitIdx (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) // class UFortTrait* ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) class UFortTrait* UFortHeroManagementContext::GetTrait(int32 TraitIdx) const { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("FortHeroManagementContext", "GetTrait"); Params::FortHeroManagementContext_GetTrait Parms{}; Parms.TraitIdx = TraitIdx; auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; UObject::ProcessEvent(Func, &Parms); Func->FunctionFlags = Flgs; return Parms.ReturnValue; } // Function FortniteUI.FortHeroManagementContext.GetTraitDepth // (Final, Native, Public, HasOutParams, BlueprintCallable, BlueprintPure, Const) // Parameters: // int32 TraitIdx (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) // int32* Depth (Parm, OutParm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) // bool ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, NativeAccessSpecifierPublic) bool UFortHeroManagementContext::GetTraitDepth(int32 TraitIdx, int32* Depth) const { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("FortHeroManagementContext", "GetTraitDepth"); Params::FortHeroManagementContext_GetTraitDepth Parms{}; Parms.TraitIdx = TraitIdx; auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; UObject::ProcessEvent(Func, &Parms); Func->FunctionFlags = Flgs; if (Depth != nullptr) *Depth = Parms.Depth; return Parms.ReturnValue; } // Function FortniteUI.FortHeroManagementContext.GetTraitDepthFromID // (Final, Native, Public, BlueprintCallable, BlueprintPure, Const) // Parameters: // const class FString& HeroId (Parm, ZeroConstructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) // int32 TraitIdx (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) // int32 ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) int32 UFortHeroManagementContext::GetTraitDepthFromID(const class FString& HeroId, int32 TraitIdx) const { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("FortHeroManagementContext", "GetTraitDepthFromID"); Params::FortHeroManagementContext_GetTraitDepthFromID Parms{}; Parms.HeroId = std::move(HeroId); Parms.TraitIdx = TraitIdx; auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; UObject::ProcessEvent(Func, &Parms); Func->FunctionFlags = Flgs; return Parms.ReturnValue; } // Function FortniteUI.FortHeroManagementContext.GetTraitFromID // (Final, Native, Public, BlueprintCallable, BlueprintPure, Const) // Parameters: // const class FString& HeroId (Parm, ZeroConstructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) // int32 TraitIdx (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) // class UFortTrait* ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) class UFortTrait* UFortHeroManagementContext::GetTraitFromID(const class FString& HeroId, int32 TraitIdx) const { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("FortHeroManagementContext", "GetTraitFromID"); Params::FortHeroManagementContext_GetTraitFromID Parms{}; Parms.HeroId = std::move(HeroId); Parms.TraitIdx = TraitIdx; auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; UObject::ProcessEvent(Func, &Parms); Func->FunctionFlags = Flgs; return Parms.ReturnValue; } // Function FortniteUI.FortHeroManagementContext.IsCreateHeroEnabled // (Final, Native, Public, BlueprintCallable, BlueprintPure, Const) // Parameters: // bool ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, NativeAccessSpecifierPublic) bool UFortHeroManagementContext::IsCreateHeroEnabled() const { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("FortHeroManagementContext", "IsCreateHeroEnabled"); Params::FortHeroManagementContext_IsCreateHeroEnabled Parms{}; auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; UObject::ProcessEvent(Func, &Parms); Func->FunctionFlags = Flgs; return Parms.ReturnValue; } // Function FortniteUI.FortHeroManagementContext.IsDeleteHeroEnabled // (Final, Native, Public, BlueprintCallable, BlueprintPure, Const) // Parameters: // bool ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, NativeAccessSpecifierPublic) bool UFortHeroManagementContext::IsDeleteHeroEnabled() const { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("FortHeroManagementContext", "IsDeleteHeroEnabled"); Params::FortHeroManagementContext_IsDeleteHeroEnabled Parms{}; auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; UObject::ProcessEvent(Func, &Parms); Func->FunctionFlags = Flgs; return Parms.ReturnValue; } // Function FortniteUI.FortHeroManagementContext.IsShowingStatsScreen // (Final, Native, Public, BlueprintCallable, BlueprintPure, Const) // Parameters: // bool ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, NativeAccessSpecifierPublic) bool UFortHeroManagementContext::IsShowingStatsScreen() const { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("FortHeroManagementContext", "IsShowingStatsScreen"); Params::FortHeroManagementContext_IsShowingStatsScreen Parms{}; auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; UObject::ProcessEvent(Func, &Parms); Func->FunctionFlags = Flgs; return Parms.ReturnValue; } // Function FortniteUI.FortHeroManagementContext.IsSkillTreeUnlocked // (Final, Native, Public, BlueprintCallable, BlueprintPure, Const) // Parameters: // bool ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, NativeAccessSpecifierPublic) bool UFortHeroManagementContext::IsSkillTreeUnlocked() const { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("FortHeroManagementContext", "IsSkillTreeUnlocked"); Params::FortHeroManagementContext_IsSkillTreeUnlocked Parms{}; auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; UObject::ProcessEvent(Func, &Parms); Func->FunctionFlags = Flgs; return Parms.ReturnValue; } // Function FortniteUI.FortHeroManagementContext.IsSkillTreeUnlockedFromID // (Final, Native, Public, BlueprintCallable, BlueprintPure, Const) // Parameters: // const class FString& HeroId (Parm, ZeroConstructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) // bool ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, NativeAccessSpecifierPublic) bool UFortHeroManagementContext::IsSkillTreeUnlockedFromID(const class FString& HeroId) const { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("FortHeroManagementContext", "IsSkillTreeUnlockedFromID"); Params::FortHeroManagementContext_IsSkillTreeUnlockedFromID Parms{}; Parms.HeroId = std::move(HeroId); auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; UObject::ProcessEvent(Func, &Parms); Func->FunctionFlags = Flgs; return Parms.ReturnValue; } // Function FortniteUI.FortHeroManagementContext.NumHeroSlots // (Final, Native, Public, BlueprintCallable, BlueprintPure, Const) // Parameters: // int32 ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) int32 UFortHeroManagementContext::NumHeroSlots() const { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("FortHeroManagementContext", "NumHeroSlots"); Params::FortHeroManagementContext_NumHeroSlots Parms{}; auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; UObject::ProcessEvent(Func, &Parms); Func->FunctionFlags = Flgs; return Parms.ReturnValue; } // Function FortniteUI.FortHUDContext.EnterCameraMode // (Final, Native, Public, BlueprintCallable) void UFortHUDContext::EnterCameraMode() { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("FortHUDContext", "EnterCameraMode"); auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; UObject::ProcessEvent(Func, nullptr); Func->FunctionFlags = Flgs; } // Function FortniteUI.FortHUDContext.EnterCursorMode // (Final, Native, Public, BlueprintCallable) // Parameters: // class FName ActionName (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) // class UUserWidget* CursorModeWidget (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) void UFortHUDContext::EnterCursorMode(class FName ActionName, class UUserWidget* CursorModeWidget) { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("FortHUDContext", "EnterCursorMode"); Params::FortHUDContext_EnterCursorMode Parms{}; Parms.ActionName = ActionName; Parms.CursorModeWidget = CursorModeWidget; auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; UObject::ProcessEvent(Func, &Parms); Func->FunctionFlags = Flgs; } // Function FortniteUI.FortHUDContext.ForwardOnAbilityDecisionWindowStackUpdated // (Final, Native, Private) void UFortHUDContext::ForwardOnAbilityDecisionWindowStackUpdated() { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("FortHUDContext", "ForwardOnAbilityDecisionWindowStackUpdated"); auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; UObject::ProcessEvent(Func, nullptr); Func->FunctionFlags = Flgs; } // Function FortniteUI.FortHUDContext.ForwardOnWeaponEquipped // (Final, Native, Private) // Parameters: // class AFortWeapon* NewWeapon (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) // class AFortWeapon* PrevWeapon (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) void UFortHUDContext::ForwardOnWeaponEquipped(class AFortWeapon* NewWeapon, class AFortWeapon* PrevWeapon) { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("FortHUDContext", "ForwardOnWeaponEquipped"); Params::FortHUDContext_ForwardOnWeaponEquipped Parms{}; Parms.NewWeapon = NewWeapon; Parms.PrevWeapon = PrevWeapon; auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; UObject::ProcessEvent(Func, &Parms); Func->FunctionFlags = Flgs; } // Function FortniteUI.FortHUDContext.GetKillerVisualInfoFromDeathReport // (Final, Native, Public, HasOutParams, BlueprintCallable) // Parameters: // const struct FFortPlayerDeathReport& DeathReport (ConstParm, Parm, OutParm, ReferenceParm, NativeAccessSpecifierPublic) // struct FFortKillerVisualInfo ReturnValue (Parm, OutParm, ReturnParm, NativeAccessSpecifierPublic) struct FFortKillerVisualInfo UFortHUDContext::GetKillerVisualInfoFromDeathReport(const struct FFortPlayerDeathReport& DeathReport) { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("FortHUDContext", "GetKillerVisualInfoFromDeathReport"); Params::FortHUDContext_GetKillerVisualInfoFromDeathReport Parms{}; Parms.DeathReport = std::move(DeathReport); auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; UObject::ProcessEvent(Func, &Parms); Func->FunctionFlags = Flgs; return Parms.ReturnValue; } // Function FortniteUI.FortHUDContext.HandleLocalPawnDied // (Final, Native, Private, HasOutParams) // Parameters: // const struct FFortPlayerDeathReport& DeathReport (ConstParm, Parm, OutParm, ReferenceParm, NativeAccessSpecifierPublic) void UFortHUDContext::HandleLocalPawnDied(const struct FFortPlayerDeathReport& DeathReport) { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("FortHUDContext", "HandleLocalPawnDied"); Params::FortHUDContext_HandleLocalPawnDied Parms{}; Parms.DeathReport = std::move(DeathReport); auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; UObject::ProcessEvent(Func, &Parms); Func->FunctionFlags = Flgs; } // Function FortniteUI.FortHUDContext.SetIndicatorsAllowed // (Final, Native, Public, BlueprintCallable) // Parameters: // bool bIndicatorsAllowed (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, NativeAccessSpecifierPublic) void UFortHUDContext::SetIndicatorsAllowed(bool bIndicatorsAllowed) { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("FortHUDContext", "SetIndicatorsAllowed"); Params::FortHUDContext_SetIndicatorsAllowed Parms{}; Parms.bIndicatorsAllowed = bIndicatorsAllowed; auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; UObject::ProcessEvent(Func, &Parms); Func->FunctionFlags = Flgs; } // Function FortniteUI.FortHUDContext.AreIndicatorsEnabled // (Final, Native, Public, BlueprintCallable, BlueprintPure, Const) // Parameters: // bool ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, NativeAccessSpecifierPublic) bool UFortHUDContext::AreIndicatorsEnabled() const { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("FortHUDContext", "AreIndicatorsEnabled"); Params::FortHUDContext_AreIndicatorsEnabled Parms{}; auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; UObject::ProcessEvent(Func, &Parms); Func->FunctionFlags = Flgs; return Parms.ReturnValue; } // Function FortniteUI.FortHUDContext.GetCurrentHero // (Final, Native, Public, BlueprintCallable, BlueprintPure, Const) // Parameters: // class UFortHero* ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) class UFortHero* UFortHUDContext::GetCurrentHero() const { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("FortHUDContext", "GetCurrentHero"); Params::FortHUDContext_GetCurrentHero Parms{}; auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; UObject::ProcessEvent(Func, &Parms); Func->FunctionFlags = Flgs; return Parms.ReturnValue; } // Function FortniteUI.FortHUDContext.GetFocusedBuildingInfo // (Final, Native, Public, HasOutParams, BlueprintCallable, BlueprintPure, Const) // Parameters: // struct FFortFocusedBuildingInfo* OutBuildingInfo (Parm, OutParm, NativeAccessSpecifierPublic) // bool ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, NativeAccessSpecifierPublic) bool UFortHUDContext::GetFocusedBuildingInfo(struct FFortFocusedBuildingInfo* OutBuildingInfo) const { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("FortHUDContext", "GetFocusedBuildingInfo"); Params::FortHUDContext_GetFocusedBuildingInfo Parms{}; auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; UObject::ProcessEvent(Func, &Parms); Func->FunctionFlags = Flgs; if (OutBuildingInfo != nullptr) *OutBuildingInfo = std::move(Parms.OutBuildingInfo); return Parms.ReturnValue; } // Function FortniteUI.FortHUDContext.GetGameStateZone // (Final, Native, Public, BlueprintCallable, BlueprintPure, Const) // Parameters: // class AFortGameStateZone* ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) class AFortGameStateZone* UFortHUDContext::GetGameStateZone() const { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("FortHUDContext", "GetGameStateZone"); Params::FortHUDContext_GetGameStateZone Parms{}; auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; UObject::ProcessEvent(Func, &Parms); Func->FunctionFlags = Flgs; return Parms.ReturnValue; } // Function FortniteUI.FortHUDContext.GetPlayerAbilitySystemComponent // (Final, Native, Public, BlueprintCallable, BlueprintPure, Const) // Parameters: // class UFortAbilitySystemComponent* ReturnValue (ExportObject, Parm, OutParm, ZeroConstructor, ReturnParm, InstancedReference, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) class UFortAbilitySystemComponent* UFortHUDContext::GetPlayerAbilitySystemComponent() const { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("FortHUDContext", "GetPlayerAbilitySystemComponent"); Params::FortHUDContext_GetPlayerAbilitySystemComponent Parms{}; auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; UObject::ProcessEvent(Func, &Parms); Func->FunctionFlags = Flgs; return Parms.ReturnValue; } // Function FortniteUI.FortHUDContext.GetPlayerStateZone // (Final, Native, Public, BlueprintCallable, BlueprintPure, Const) // Parameters: // class AFortPlayerStateZone* ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) class AFortPlayerStateZone* UFortHUDContext::GetPlayerStateZone() const { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("FortHUDContext", "GetPlayerStateZone"); Params::FortHUDContext_GetPlayerStateZone Parms{}; auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; UObject::ProcessEvent(Func, &Parms); Func->FunctionFlags = Flgs; return Parms.ReturnValue; } // Function FortniteUI.FortHUDContext.GetScoreDisplayFactor // (Final, Native, Public, BlueprintCallable, BlueprintPure, Const) // Parameters: // float ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) float UFortHUDContext::GetScoreDisplayFactor() const { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("FortHUDContext", "GetScoreDisplayFactor"); Params::FortHUDContext_GetScoreDisplayFactor Parms{}; auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; UObject::ProcessEvent(Func, &Parms); Func->FunctionFlags = Flgs; return Parms.ReturnValue; } // Function FortniteUI.FortHUDContext.GetTeamCornerstone // (Final, Native, Public, BlueprintCallable, BlueprintPure, Const) // Parameters: // EFortTeam Team (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) // class AFortPvPBaseCornerstone* ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) class AFortPvPBaseCornerstone* UFortHUDContext::GetTeamCornerstone(EFortTeam Team) const { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("FortHUDContext", "GetTeamCornerstone"); Params::FortHUDContext_GetTeamCornerstone Parms{}; Parms.Team = Team; auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; UObject::ProcessEvent(Func, &Parms); Func->FunctionFlags = Flgs; return Parms.ReturnValue; } // Function FortniteUI.FortHUDContext.IsInCursorMode // (Final, Native, Public, BlueprintCallable, BlueprintPure, Const) // Parameters: // bool ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, NativeAccessSpecifierPublic) bool UFortHUDContext::IsInCursorMode() const { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("FortHUDContext", "IsInCursorMode"); Params::FortHUDContext_IsInCursorMode Parms{}; auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; UObject::ProcessEvent(Func, &Parms); Func->FunctionFlags = Flgs; return Parms.ReturnValue; } // Function FortniteUI.FortInventoryContext.ActivateItem // (Final, Native, Public, BlueprintCallable) // Parameters: // class UFortItem* Item (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) // bool ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, NativeAccessSpecifierPublic) bool UFortInventoryContext::ActivateItem(class UFortItem* Item) { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("FortInventoryContext", "ActivateItem"); Params::FortInventoryContext_ActivateItem Parms{}; Parms.Item = Item; auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; UObject::ProcessEvent(Func, &Parms); Func->FunctionFlags = Flgs; return Parms.ReturnValue; } // Function FortniteUI.FortInventoryContext.CraftSchematic // (Final, Native, Public, HasOutParams, BlueprintCallable) // Parameters: // class UFortSchematicItem* SchematicItem (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) // EFortCraftFailCause* FailCause (Parm, OutParm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) // bool ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, NativeAccessSpecifierPublic) bool UFortInventoryContext::CraftSchematic(class UFortSchematicItem* SchematicItem, EFortCraftFailCause* FailCause) { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("FortInventoryContext", "CraftSchematic"); Params::FortInventoryContext_CraftSchematic Parms{}; Parms.SchematicItem = SchematicItem; auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; UObject::ProcessEvent(Func, &Parms); Func->FunctionFlags = Flgs; if (FailCause != nullptr) *FailCause = Parms.FailCause; return Parms.ReturnValue; } // Function FortniteUI.FortInventoryContext.DisassembleItem // (Final, Native, Public, BlueprintCallable) // Parameters: // class UFortWorldItem* Item (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) // bool ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, NativeAccessSpecifierPublic) bool UFortInventoryContext::DisassembleItem(class UFortWorldItem* Item) { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("FortInventoryContext", "DisassembleItem"); Params::FortInventoryContext_DisassembleItem Parms{}; Parms.Item = Item; auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; UObject::ProcessEvent(Func, &Parms); Func->FunctionFlags = Flgs; return Parms.ReturnValue; } // Function FortniteUI.FortInventoryContext.DropItemOnPlayerOrWorld // (Final, Native, Public, HasOutParams, BlueprintCallable) // Parameters: // const class UFortWorldItem* ItemBeingDropped (ConstParm, Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) // class AFortPlayerState* InDestinationPlayer (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) // class UWidget* OwnerWidget (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) // const struct FPointerEvent& PointerEvent (ConstParm, Parm, OutParm, ReferenceParm, NativeAccessSpecifierPublic) // const struct FGeometry& InGeometry (ConstParm, Parm, OutParm, ReferenceParm, IsPlainOldData, NoDestructor, NativeAccessSpecifierPublic) void UFortInventoryContext::DropItemOnPlayerOrWorld(const class UFortWorldItem* ItemBeingDropped, class AFortPlayerState* InDestinationPlayer, class UWidget* OwnerWidget, const struct FPointerEvent& PointerEvent, const struct FGeometry& InGeometry) { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("FortInventoryContext", "DropItemOnPlayerOrWorld"); Params::FortInventoryContext_DropItemOnPlayerOrWorld Parms{}; Parms.ItemBeingDropped = ItemBeingDropped; Parms.InDestinationPlayer = InDestinationPlayer; Parms.OwnerWidget = OwnerWidget; Parms.PointerEvent = std::move(PointerEvent); Parms.InGeometry = std::move(InGeometry); auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; UObject::ProcessEvent(Func, &Parms); Func->FunctionFlags = Flgs; } // Function FortniteUI.FortInventoryContext.DropItemOnQuickBar // (Final, Native, Public, BlueprintCallable) // Parameters: // class UFortItem* Item (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) // EFortQuickBars TargetQuickbar (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) // int32 TargetSlot (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) // bool ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, NativeAccessSpecifierPublic) bool UFortInventoryContext::DropItemOnQuickBar(class UFortItem* Item, EFortQuickBars TargetQuickbar, int32 TargetSlot) { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("FortInventoryContext", "DropItemOnQuickBar"); Params::FortInventoryContext_DropItemOnQuickBar Parms{}; Parms.Item = Item; Parms.TargetQuickbar = TargetQuickbar; Parms.TargetSlot = TargetSlot; auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; UObject::ProcessEvent(Func, &Parms); Func->FunctionFlags = Flgs; return Parms.ReturnValue; } // Function FortniteUI.FortInventoryContext.LockAllSchematics // (Final, Native, Public, BlueprintCallable) void UFortInventoryContext::LockAllSchematics() { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("FortInventoryContext", "LockAllSchematics"); auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; UObject::ProcessEvent(Func, nullptr); Func->FunctionFlags = Flgs; } // Function FortniteUI.FortInventoryContext.RemoveItemFromQuickBar // (Final, Native, Public, BlueprintCallable) // Parameters: // class UFortItem* Item (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) // bool ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, NativeAccessSpecifierPublic) bool UFortInventoryContext::RemoveItemFromQuickBar(class UFortItem* Item) { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("FortInventoryContext", "RemoveItemFromQuickBar"); Params::FortInventoryContext_RemoveItemFromQuickBar Parms{}; Parms.Item = Item; auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; UObject::ProcessEvent(Func, &Parms); Func->FunctionFlags = Flgs; return Parms.ReturnValue; } // Function FortniteUI.FortInventoryContext.SetSchematicPinned // (Final, Native, Public, BlueprintCallable) // Parameters: // class UFortSchematicItem* Schematic (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) // bool bEnabled (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, NativeAccessSpecifierPublic) // bool ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, NativeAccessSpecifierPublic) bool UFortInventoryContext::SetSchematicPinned(class UFortSchematicItem* Schematic, bool bEnabled) { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("FortInventoryContext", "SetSchematicPinned"); Params::FortInventoryContext_SetSchematicPinned Parms{}; Parms.Schematic = Schematic; Parms.bEnabled = bEnabled; auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; UObject::ProcessEvent(Func, &Parms); Func->FunctionFlags = Flgs; return Parms.ReturnValue; } // Function FortniteUI.FortInventoryContext.UnlockAllSchematics // (Final, Native, Public, BlueprintCallable) void UFortInventoryContext::UnlockAllSchematics() { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("FortInventoryContext", "UnlockAllSchematics"); auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; UObject::ProcessEvent(Func, nullptr); Func->FunctionFlags = Flgs; } // Function FortniteUI.FortInventoryContext.UnlockSchematic // (Final, Native, Public, BlueprintCallable) // Parameters: // class UFortSchematicItemDefinition* SchematicDefinition (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) void UFortInventoryContext::UnlockSchematic(class UFortSchematicItemDefinition* SchematicDefinition) { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("FortInventoryContext", "UnlockSchematic"); Params::FortInventoryContext_UnlockSchematic Parms{}; Parms.SchematicDefinition = SchematicDefinition; auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; UObject::ProcessEvent(Func, &Parms); Func->FunctionFlags = Flgs; } // Function FortniteUI.FortInventoryContext.CanCraftSchematic // (Final, Native, Public, HasOutParams, BlueprintCallable, BlueprintPure, Const) // Parameters: // class UFortSchematicItem* SchematicItem (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) // EFortCraftFailCause* FailCause (Parm, OutParm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) // bool ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, NativeAccessSpecifierPublic) bool UFortInventoryContext::CanCraftSchematic(class UFortSchematicItem* SchematicItem, EFortCraftFailCause* FailCause) const { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("FortInventoryContext", "CanCraftSchematic"); Params::FortInventoryContext_CanCraftSchematic Parms{}; Parms.SchematicItem = SchematicItem; auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; UObject::ProcessEvent(Func, &Parms); Func->FunctionFlags = Flgs; if (FailCause != nullptr) *FailCause = Parms.FailCause; return Parms.ReturnValue; } // Function FortniteUI.FortInventoryContext.CanDisassembleItem // (Final, Native, Public, BlueprintCallable, BlueprintPure, Const) // Parameters: // class UFortWorldItem* Item (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) // bool ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, NativeAccessSpecifierPublic) bool UFortInventoryContext::CanDisassembleItem(class UFortWorldItem* Item) const { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("FortInventoryContext", "CanDisassembleItem"); Params::FortInventoryContext_CanDisassembleItem Parms{}; Parms.Item = Item; auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; UObject::ProcessEvent(Func, &Parms); Func->FunctionFlags = Flgs; return Parms.ReturnValue; } // Function FortniteUI.FortInventoryContext.CanPinSchematic // (Final, Native, Public, BlueprintCallable, BlueprintPure, Const) // Parameters: // class UFortSchematicItem* Schematic (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) // bool ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, NativeAccessSpecifierPublic) bool UFortInventoryContext::CanPinSchematic(class UFortSchematicItem* Schematic) const { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("FortInventoryContext", "CanPinSchematic"); Params::FortInventoryContext_CanPinSchematic Parms{}; Parms.Schematic = Schematic; auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; UObject::ProcessEvent(Func, &Parms); Func->FunctionFlags = Flgs; return Parms.ReturnValue; } // Function FortniteUI.FortInventoryContext.DoesItemMatchFilter // (Final, Native, Public, HasOutParams, BlueprintCallable, BlueprintPure, Const) // Parameters: // class UFortItem* Item (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) // const struct FFortItemListFilter& FilterSettings (ConstParm, Parm, OutParm, ReferenceParm, NativeAccessSpecifierPublic) // bool ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, NativeAccessSpecifierPublic) bool UFortInventoryContext::DoesItemMatchFilter(class UFortItem* Item, const struct FFortItemListFilter& FilterSettings) const { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("FortInventoryContext", "DoesItemMatchFilter"); Params::FortInventoryContext_DoesItemMatchFilter Parms{}; Parms.Item = Item; Parms.FilterSettings = std::move(FilterSettings); auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; UObject::ProcessEvent(Func, &Parms); Func->FunctionFlags = Flgs; return Parms.ReturnValue; } // Function FortniteUI.FortInventoryContext.GetBackpackItemCounts // (Final, Native, Public, HasOutParams, BlueprintCallable, BlueprintPure, Const) // Parameters: // int32* ItemsCount (Parm, OutParm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) // int32* MaxItemsCount (Parm, OutParm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) // int32* OverflowItemsCount (Parm, OutParm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) void UFortInventoryContext::GetBackpackItemCounts(int32* ItemsCount, int32* MaxItemsCount, int32* OverflowItemsCount) const { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("FortInventoryContext", "GetBackpackItemCounts"); Params::FortInventoryContext_GetBackpackItemCounts Parms{}; auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; UObject::ProcessEvent(Func, &Parms); Func->FunctionFlags = Flgs; if (ItemsCount != nullptr) *ItemsCount = Parms.ItemsCount; if (MaxItemsCount != nullptr) *MaxItemsCount = Parms.MaxItemsCount; if (OverflowItemsCount != nullptr) *OverflowItemsCount = Parms.OverflowItemsCount; } // Function FortniteUI.FortInventoryContext.GetCurrentAmmoIcon // (Final, Native, Public, BlueprintCallable, BlueprintPure, Const) // Parameters: // class UTexture2D* ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) class UTexture2D* UFortInventoryContext::GetCurrentAmmoIcon() const { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("FortInventoryContext", "GetCurrentAmmoIcon"); Params::FortInventoryContext_GetCurrentAmmoIcon Parms{}; auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; UObject::ProcessEvent(Func, &Parms); Func->FunctionFlags = Flgs; return Parms.ReturnValue; } // Function FortniteUI.FortInventoryContext.GetCurrentAmmoItemDefinition // (Final, Native, Public, BlueprintCallable, BlueprintPure, Const) // Parameters: // class UFortWorldItemDefinition* ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) class UFortWorldItemDefinition* UFortInventoryContext::GetCurrentAmmoItemDefinition() const { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("FortInventoryContext", "GetCurrentAmmoItemDefinition"); Params::FortInventoryContext_GetCurrentAmmoItemDefinition Parms{}; auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; UObject::ProcessEvent(Func, &Parms); Func->FunctionFlags = Flgs; return Parms.ReturnValue; } // Function FortniteUI.FortInventoryContext.GetCurrentResourceCount // (Final, Native, Public, BlueprintCallable, BlueprintPure, Const) // Parameters: // int32 ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) int32 UFortInventoryContext::GetCurrentResourceCount() const { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("FortInventoryContext", "GetCurrentResourceCount"); Params::FortInventoryContext_GetCurrentResourceCount Parms{}; auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; UObject::ProcessEvent(Func, &Parms); Func->FunctionFlags = Flgs; return Parms.ReturnValue; } // Function FortniteUI.FortInventoryContext.GetCurrentResourceIcon // (Final, Native, Public, BlueprintCallable, BlueprintPure, Const) // Parameters: // class UTexture2D* ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) class UTexture2D* UFortInventoryContext::GetCurrentResourceIcon() const { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("FortInventoryContext", "GetCurrentResourceIcon"); Params::FortInventoryContext_GetCurrentResourceIcon Parms{}; auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; UObject::ProcessEvent(Func, &Parms); Func->FunctionFlags = Flgs; return Parms.ReturnValue; } // Function FortniteUI.FortInventoryContext.GetCurrentResourceItemDefinition // (Final, Native, Public, BlueprintCallable, BlueprintPure, Const) // Parameters: // class UFortResourceItemDefinition* ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) class UFortResourceItemDefinition* UFortInventoryContext::GetCurrentResourceItemDefinition() const { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("FortInventoryContext", "GetCurrentResourceItemDefinition"); Params::FortInventoryContext_GetCurrentResourceItemDefinition Parms{}; auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; UObject::ProcessEvent(Func, &Parms); Func->FunctionFlags = Flgs; return Parms.ReturnValue; } // Function FortniteUI.FortInventoryContext.GetEquippedWeapon // (Final, Native, Public, BlueprintCallable, BlueprintPure, Const) // Parameters: // class AFortWeapon* ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) class AFortWeapon* UFortInventoryContext::GetEquippedWeapon() const { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("FortInventoryContext", "GetEquippedWeapon"); Params::FortInventoryContext_GetEquippedWeapon Parms{}; auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; UObject::ProcessEvent(Func, &Parms); Func->FunctionFlags = Flgs; return Parms.ReturnValue; } // Function FortniteUI.FortInventoryContext.GetNumInInventory // (Final, Native, Public, BlueprintCallable, BlueprintPure, Const) // Parameters: // class UFortWorldItemDefinition* ItemDefinition (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) // bool bIncludeReserved (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, NativeAccessSpecifierPublic) // int32 ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) int32 UFortInventoryContext::GetNumInInventory(class UFortWorldItemDefinition* ItemDefinition, bool bIncludeReserved) const { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("FortInventoryContext", "GetNumInInventory"); Params::FortInventoryContext_GetNumInInventory Parms{}; Parms.ItemDefinition = ItemDefinition; Parms.bIncludeReserved = bIncludeReserved; auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; UObject::ProcessEvent(Func, &Parms); Func->FunctionFlags = Flgs; return Parms.ReturnValue; } // Function FortniteUI.FortInventoryContext.GetPinnedSchematicList // (Final, Native, Public, HasOutParams, BlueprintCallable, BlueprintPure, Const) // Parameters: // TArray* PinnedItems (Parm, OutParm, ZeroConstructor, NativeAccessSpecifierPublic) void UFortInventoryContext::GetPinnedSchematicList(TArray* PinnedItems) const { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("FortInventoryContext", "GetPinnedSchematicList"); Params::FortInventoryContext_GetPinnedSchematicList Parms{}; auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; UObject::ProcessEvent(Func, &Parms); Func->FunctionFlags = Flgs; if (PinnedItems != nullptr) *PinnedItems = std::move(Parms.PinnedItems); } // Function FortniteUI.FortInventoryContext.GetQuickbarFocus // (Final, Native, Public, HasOutParams, BlueprintCallable, BlueprintPure, Const) // Parameters: // EFortQuickBars* OutQuickBar (Parm, OutParm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) // int32* OutSlot (Parm, OutParm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) void UFortInventoryContext::GetQuickbarFocus(EFortQuickBars* OutQuickBar, int32* OutSlot) const { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("FortInventoryContext", "GetQuickbarFocus"); Params::FortInventoryContext_GetQuickbarFocus Parms{}; auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; UObject::ProcessEvent(Func, &Parms); Func->FunctionFlags = Flgs; if (OutQuickBar != nullptr) *OutQuickBar = Parms.OutQuickBar; if (OutSlot != nullptr) *OutSlot = Parms.OutSlot; } // Function FortniteUI.FortInventoryContext.GetQuickBarSlottedItem // (Final, Native, Public, BlueprintCallable, BlueprintPure, Const) // Parameters: // EFortQuickBars InQuickBar (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) // int32 Slot (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) // class UFortItem* ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) class UFortItem* UFortInventoryContext::GetQuickBarSlottedItem(EFortQuickBars InQuickBar, int32 Slot) const { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("FortInventoryContext", "GetQuickBarSlottedItem"); Params::FortInventoryContext_GetQuickBarSlottedItem Parms{}; Parms.InQuickBar = InQuickBar; Parms.Slot = Slot; auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; UObject::ProcessEvent(Func, &Parms); Func->FunctionFlags = Flgs; return Parms.ReturnValue; } // Function FortniteUI.FortInventoryContext.GetResourceCount // (Final, Native, Public, BlueprintCallable, BlueprintPure, Const) // Parameters: // EFortResourceType ResourceType (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) // int32 ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) int32 UFortInventoryContext::GetResourceCount(EFortResourceType ResourceType) const { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("FortInventoryContext", "GetResourceCount"); Params::FortInventoryContext_GetResourceCount Parms{}; Parms.ResourceType = ResourceType; auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; UObject::ProcessEvent(Func, &Parms); Func->FunctionFlags = Flgs; return Parms.ReturnValue; } // Function FortniteUI.FortInventoryContext.GetResourceIcon // (Final, Native, Public, BlueprintCallable, BlueprintPure, Const) // Parameters: // EFortResourceType ResourceType (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) // class UTexture2D* ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) class UTexture2D* UFortInventoryContext::GetResourceIcon(EFortResourceType ResourceType) const { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("FortInventoryContext", "GetResourceIcon"); Params::FortInventoryContext_GetResourceIcon Parms{}; Parms.ResourceType = ResourceType; auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; UObject::ProcessEvent(Func, &Parms); Func->FunctionFlags = Flgs; return Parms.ReturnValue; } // Function FortniteUI.FortInventoryContext.GetResourceItemDefinition // (Final, Native, Public, BlueprintCallable, BlueprintPure, Const) // Parameters: // EFortResourceType ResourceType (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) // class UFortResourceItemDefinition* ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) class UFortResourceItemDefinition* UFortInventoryContext::GetResourceItemDefinition(EFortResourceType ResourceType) const { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("FortInventoryContext", "GetResourceItemDefinition"); Params::FortInventoryContext_GetResourceItemDefinition Parms{}; Parms.ResourceType = ResourceType; auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; UObject::ProcessEvent(Func, &Parms); Func->FunctionFlags = Flgs; return Parms.ReturnValue; } // Function FortniteUI.FortInventoryContext.GetSchematicItemList // (Final, Native, Public, HasOutParams, BlueprintCallable, BlueprintPure, Const) // Parameters: // TArray* Items (Parm, OutParm, ZeroConstructor, NativeAccessSpecifierPublic) // const struct FFortItemListFilter& FilterSettings (ConstParm, Parm, OutParm, ReferenceParm, NativeAccessSpecifierPublic) void UFortInventoryContext::GetSchematicItemList(TArray* Items, const struct FFortItemListFilter& FilterSettings) const { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("FortInventoryContext", "GetSchematicItemList"); Params::FortInventoryContext_GetSchematicItemList Parms{}; Parms.FilterSettings = std::move(FilterSettings); auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; UObject::ProcessEvent(Func, &Parms); Func->FunctionFlags = Flgs; if (Items != nullptr) *Items = std::move(Parms.Items); } // Function FortniteUI.FortInventoryContext.GetWorldItemList // (Final, Native, Public, HasOutParams, BlueprintCallable, BlueprintPure, Const) // Parameters: // TArray* Items (Parm, OutParm, ZeroConstructor, NativeAccessSpecifierPublic) // const struct FFortItemListFilter& FilterSettings (ConstParm, Parm, OutParm, ReferenceParm, NativeAccessSpecifierPublic) void UFortInventoryContext::GetWorldItemList(TArray* Items, const struct FFortItemListFilter& FilterSettings) const { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("FortInventoryContext", "GetWorldItemList"); Params::FortInventoryContext_GetWorldItemList Parms{}; Parms.FilterSettings = std::move(FilterSettings); auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; UObject::ProcessEvent(Func, &Parms); Func->FunctionFlags = Flgs; if (Items != nullptr) *Items = std::move(Parms.Items); } // Function FortniteUI.FortInventoryContext.IsSchematicPinned // (Final, Native, Public, BlueprintCallable, BlueprintPure, Const) // Parameters: // class UFortSchematicItem* Schematic (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) // bool ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, NativeAccessSpecifierPublic) bool UFortInventoryContext::IsSchematicPinned(class UFortSchematicItem* Schematic) const { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("FortInventoryContext", "IsSchematicPinned"); Params::FortInventoryContext_IsSchematicPinned Parms{}; Parms.Schematic = Schematic; auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; UObject::ProcessEvent(Func, &Parms); Func->FunctionFlags = Flgs; return Parms.ReturnValue; } // Function FortniteUI.FortInventoryContext.WillQuickBarAcceptItem // (Final, Native, Public, BlueprintCallable, BlueprintPure, Const) // Parameters: // class UFortItem* Item (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) // EFortQuickBars InQuickBar (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) // int32 Slot (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) // bool ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, NativeAccessSpecifierPublic) bool UFortInventoryContext::WillQuickBarAcceptItem(class UFortItem* Item, EFortQuickBars InQuickBar, int32 Slot) const { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("FortInventoryContext", "WillQuickBarAcceptItem"); Params::FortInventoryContext_WillQuickBarAcceptItem Parms{}; Parms.Item = Item; Parms.InQuickBar = InQuickBar; Parms.Slot = Slot; auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; UObject::ProcessEvent(Func, &Parms); Func->FunctionFlags = Flgs; return Parms.ReturnValue; } // Function FortniteUI.FortLegacySlateBridgeWidget.SetOnCloseHandler // (Final, Native, Public, HasOutParams, BlueprintCallable) // Parameters: // const TDelegate& OnCloseHandler (ConstParm, Parm, OutParm, ZeroConstructor, ReferenceParm, NoDestructor, NativeAccessSpecifierPublic) void UFortLegacySlateBridgeWidget::SetOnCloseHandler(const TDelegate& OnCloseHandler) { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("FortLegacySlateBridgeWidget", "SetOnCloseHandler"); Params::FortLegacySlateBridgeWidget_SetOnCloseHandler Parms{}; Parms.OnCloseHandler = OnCloseHandler; auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; UObject::ProcessEvent(Func, &Parms); Func->FunctionFlags = Flgs; } // Function FortniteUI.FortLegacySlateBridgeWidget.UpdateSlateWidget // (Final, Native, Public, BlueprintCallable) // Parameters: // EFortLegacySlateWidget SlateWidgetType (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) void UFortLegacySlateBridgeWidget::UpdateSlateWidget(EFortLegacySlateWidget SlateWidgetType) { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("FortLegacySlateBridgeWidget", "UpdateSlateWidget"); Params::FortLegacySlateBridgeWidget_UpdateSlateWidget Parms{}; Parms.SlateWidgetType = SlateWidgetType; auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; UObject::ProcessEvent(Func, &Parms); Func->FunctionFlags = Flgs; } // Function FortniteUI.FortListView.AddItem // (Final, Native, Public, BlueprintCallable) // Parameters: // class UObject* NewItem (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) void UFortListView::AddItem(class UObject* NewItem) { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("FortListView", "AddItem"); Params::FortListView_AddItem Parms{}; Parms.NewItem = NewItem; auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; UObject::ProcessEvent(Func, &Parms); Func->FunctionFlags = Flgs; } // Function FortniteUI.FortListView.Clear // (Final, Native, Public, BlueprintCallable) void UFortListView::Clear() { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("FortListView", "Clear"); auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; UObject::ProcessEvent(Func, nullptr); Func->FunctionFlags = Flgs; } // Function FortniteUI.FortListView.ClearSelection // (Final, Native, Public, BlueprintCallable) void UFortListView::ClearSelection() { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("FortListView", "ClearSelection"); auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; UObject::ProcessEvent(Func, nullptr); Func->FunctionFlags = Flgs; } // Function FortniteUI.FortListView.RemoveItemAt // (Final, Native, Public, BlueprintCallable) // Parameters: // int32 INDEX (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) void UFortListView::RemoveItemAt(int32 INDEX) { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("FortListView", "RemoveItemAt"); Params::FortListView_RemoveItemAt Parms{}; Parms.INDEX = INDEX; auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; UObject::ProcessEvent(Func, &Parms); Func->FunctionFlags = Flgs; } // Function FortniteUI.FortListView.SetDataProvider // (Final, Native, Public, HasOutParams, BlueprintCallable) // Parameters: // const TArray& NewData (ConstParm, Parm, OutParm, ZeroConstructor, ReferenceParm, NativeAccessSpecifierPublic) void UFortListView::SetDataProvider(const TArray& NewData) { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("FortListView", "SetDataProvider"); Params::FortListView_SetDataProvider Parms{}; Parms.NewData = std::move(NewData); auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; UObject::ProcessEvent(Func, &Parms); Func->FunctionFlags = Flgs; } // Function FortniteUI.FortListView.SetIndexSelected // (Final, Native, Public, BlueprintCallable) // Parameters: // int32 INDEX (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) // bool ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, NativeAccessSpecifierPublic) bool UFortListView::SetIndexSelected(int32 INDEX) { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("FortListView", "SetIndexSelected"); Params::FortListView_SetIndexSelected Parms{}; Parms.INDEX = INDEX; auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; UObject::ProcessEvent(Func, &Parms); Func->FunctionFlags = Flgs; return Parms.ReturnValue; } // Function FortniteUI.FortListView.SetItemSelected // (Final, Native, Public, BlueprintCallable) // Parameters: // class UObject* Item (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) // bool ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, NativeAccessSpecifierPublic) bool UFortListView::SetItemSelected(class UObject* Item) { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("FortListView", "SetItemSelected"); Params::FortListView_SetItemSelected Parms{}; Parms.Item = Item; auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; UObject::ProcessEvent(Func, &Parms); Func->FunctionFlags = Flgs; return Parms.ReturnValue; } // Function FortniteUI.FortListView.GetIndexForItem // (Final, Native, Public, BlueprintCallable, BlueprintPure, Const) // Parameters: // class UObject* Item (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) // int32 ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) int32 UFortListView::GetIndexForItem(class UObject* Item) const { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("FortListView", "GetIndexForItem"); Params::FortListView_GetIndexForItem Parms{}; Parms.Item = Item; auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; UObject::ProcessEvent(Func, &Parms); Func->FunctionFlags = Flgs; return Parms.ReturnValue; } // Function FortniteUI.FortListView.GetItemAt // (Final, Native, Public, BlueprintCallable, BlueprintPure, Const) // Parameters: // int32 INDEX (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) // class UObject* ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) class UObject* UFortListView::GetItemAt(int32 INDEX) const { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("FortListView", "GetItemAt"); Params::FortListView_GetItemAt Parms{}; Parms.INDEX = INDEX; auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; UObject::ProcessEvent(Func, &Parms); Func->FunctionFlags = Flgs; return Parms.ReturnValue; } // Function FortniteUI.FortSocialListView.SetList // (Final, Native, Public, HasOutParams, BlueprintCallable) // Parameters: // const TArray& InList (ConstParm, Parm, OutParm, ZeroConstructor, ReferenceParm, NativeAccessSpecifierPublic) void UFortSocialListView::SetList(const TArray& InList) { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("FortSocialListView", "SetList"); Params::FortSocialListView_SetList Parms{}; Parms.InList = std::move(InList); auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; UObject::ProcessEvent(Func, &Parms); Func->FunctionFlags = Flgs; } // Function FortniteUI.FortStoreContext.CardAddedToSummaryComplete // (Final, Native, Public, BlueprintCallable) // Parameters: // bool ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, NativeAccessSpecifierPublic) bool UFortStoreContext::CardAddedToSummaryComplete() { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("FortStoreContext", "CardAddedToSummaryComplete"); Params::FortStoreContext_CardAddedToSummaryComplete Parms{}; auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; UObject::ProcessEvent(Func, &Parms); Func->FunctionFlags = Flgs; return Parms.ReturnValue; } // Function FortniteUI.FortStoreContext.CardBackRevealComplete // (Final, Native, Public, BlueprintCallable) // Parameters: // bool ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, NativeAccessSpecifierPublic) bool UFortStoreContext::CardBackRevealComplete() { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("FortStoreContext", "CardBackRevealComplete"); Params::FortStoreContext_CardBackRevealComplete Parms{}; auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; UObject::ProcessEvent(Func, &Parms); Func->FunctionFlags = Flgs; return Parms.ReturnValue; } // Function FortniteUI.FortStoreContext.CardEntryComplete // (Final, Native, Public, BlueprintCallable) // Parameters: // bool ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, NativeAccessSpecifierPublic) bool UFortStoreContext::CardEntryComplete() { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("FortStoreContext", "CardEntryComplete"); Params::FortStoreContext_CardEntryComplete Parms{}; auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; UObject::ProcessEvent(Func, &Parms); Func->FunctionFlags = Flgs; return Parms.ReturnValue; } // Function FortniteUI.FortStoreContext.CardExitComplete // (Final, Native, Public, BlueprintCallable) // Parameters: // bool ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, NativeAccessSpecifierPublic) bool UFortStoreContext::CardExitComplete() { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("FortStoreContext", "CardExitComplete"); Params::FortStoreContext_CardExitComplete Parms{}; auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; UObject::ProcessEvent(Func, &Parms); Func->FunctionFlags = Flgs; return Parms.ReturnValue; } // Function FortniteUI.FortStoreContext.CardFlipComplete // (Final, Native, Public, BlueprintCallable) // Parameters: // bool ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, NativeAccessSpecifierPublic) bool UFortStoreContext::CardFlipComplete() { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("FortStoreContext", "CardFlipComplete"); Params::FortStoreContext_CardFlipComplete Parms{}; auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; UObject::ProcessEvent(Func, &Parms); Func->FunctionFlags = Flgs; return Parms.ReturnValue; } // Function FortniteUI.FortStoreContext.CardFrontRevealComplete // (Final, Native, Public, BlueprintCallable) // Parameters: // bool ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, NativeAccessSpecifierPublic) bool UFortStoreContext::CardFrontRevealComplete() { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("FortStoreContext", "CardFrontRevealComplete"); Params::FortStoreContext_CardFrontRevealComplete Parms{}; auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; UObject::ProcessEvent(Func, &Parms); Func->FunctionFlags = Flgs; return Parms.ReturnValue; } // Function FortniteUI.FortStoreContext.CardPackDestroyComplete // (Final, Native, Public, BlueprintCallable) // Parameters: // bool ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, NativeAccessSpecifierPublic) bool UFortStoreContext::CardPackDestroyComplete() { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("FortStoreContext", "CardPackDestroyComplete"); Params::FortStoreContext_CardPackDestroyComplete Parms{}; auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; UObject::ProcessEvent(Func, &Parms); Func->FunctionFlags = Flgs; return Parms.ReturnValue; } // Function FortniteUI.FortStoreContext.CardPackOpeningComplete // (Final, Native, Public, BlueprintCallable) // Parameters: // bool ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, NativeAccessSpecifierPublic) bool UFortStoreContext::CardPackOpeningComplete() { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("FortStoreContext", "CardPackOpeningComplete"); Params::FortStoreContext_CardPackOpeningComplete Parms{}; auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; UObject::ProcessEvent(Func, &Parms); Func->FunctionFlags = Flgs; return Parms.ReturnValue; } // Function FortniteUI.FortStoreContext.DismissError // (Final, Native, Public, BlueprintCallable) void UFortStoreContext::DismissError() { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("FortStoreContext", "DismissError"); auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; UObject::ProcessEvent(Func, nullptr); Func->FunctionFlags = Flgs; } // Function FortniteUI.FortStoreContext.EnterCardPackStore // (Final, Native, Public, BlueprintCallable) // Parameters: // bool ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, NativeAccessSpecifierPublic) bool UFortStoreContext::EnterCardPackStore() { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("FortStoreContext", "EnterCardPackStore"); Params::FortStoreContext_EnterCardPackStore Parms{}; auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; UObject::ProcessEvent(Func, &Parms); Func->FunctionFlags = Flgs; return Parms.ReturnValue; } // Function FortniteUI.FortStoreContext.EnterCurrencyStore // (Final, Native, Public, BlueprintCallable) // Parameters: // const class FString& AttemptedPurchaseCardPackId (Parm, ZeroConstructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) // bool ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, NativeAccessSpecifierPublic) bool UFortStoreContext::EnterCurrencyStore(const class FString& AttemptedPurchaseCardPackId) { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("FortStoreContext", "EnterCurrencyStore"); Params::FortStoreContext_EnterCurrencyStore Parms{}; Parms.AttemptedPurchaseCardPackId = std::move(AttemptedPurchaseCardPackId); auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; UObject::ProcessEvent(Func, &Parms); Func->FunctionFlags = Flgs; return Parms.ReturnValue; } // Function FortniteUI.FortStoreContext.ErrorOccurred // (Final, Native, Public, BlueprintCallable) // Parameters: // const class FString& ErrorAnalytics (Parm, ZeroConstructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) // bool ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, NativeAccessSpecifierPublic) bool UFortStoreContext::ErrorOccurred(const class FString& ErrorAnalytics) { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("FortStoreContext", "ErrorOccurred"); Params::FortStoreContext_ErrorOccurred Parms{}; Parms.ErrorAnalytics = std::move(ErrorAnalytics); auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; UObject::ProcessEvent(Func, &Parms); Func->FunctionFlags = Flgs; return Parms.ReturnValue; } // Function FortniteUI.FortStoreContext.ExitCardPackStore // (Final, Native, Public, BlueprintCallable) // Parameters: // bool ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, NativeAccessSpecifierPublic) bool UFortStoreContext::ExitCardPackStore() { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("FortStoreContext", "ExitCardPackStore"); Params::FortStoreContext_ExitCardPackStore Parms{}; auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; UObject::ProcessEvent(Func, &Parms); Func->FunctionFlags = Flgs; return Parms.ReturnValue; } // Function FortniteUI.FortStoreContext.ExitCurrencyStore // (Final, Native, Public, BlueprintCallable) // Parameters: // bool ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, NativeAccessSpecifierPublic) bool UFortStoreContext::ExitCurrencyStore() { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("FortStoreContext", "ExitCurrencyStore"); Params::FortStoreContext_ExitCurrencyStore Parms{}; auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; UObject::ProcessEvent(Func, &Parms); Func->FunctionFlags = Flgs; return Parms.ReturnValue; } // Function FortniteUI.FortStoreContext.ExitSummary // (Final, Native, Public, BlueprintCallable) // Parameters: // bool ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, NativeAccessSpecifierPublic) bool UFortStoreContext::ExitSummary() { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("FortStoreContext", "ExitSummary"); Params::FortStoreContext_ExitSummary Parms{}; auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; UObject::ProcessEvent(Func, &Parms); Func->FunctionFlags = Flgs; return Parms.ReturnValue; } // Function FortniteUI.FortStoreContext.ExitWebPayment // (Final, Native, Public, BlueprintCallable) // Parameters: // bool ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, NativeAccessSpecifierPublic) bool UFortStoreContext::ExitWebPayment() { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("FortStoreContext", "ExitWebPayment"); Params::FortStoreContext_ExitWebPayment Parms{}; auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; UObject::ProcessEvent(Func, &Parms); Func->FunctionFlags = Flgs; return Parms.ReturnValue; } // Function FortniteUI.FortStoreContext.FreshenCache // (Final, Native, Public, BlueprintCallable) void UFortStoreContext::FreshenCache() { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("FortStoreContext", "FreshenCache"); auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; UObject::ProcessEvent(Func, nullptr); Func->FunctionFlags = Flgs; } // Function FortniteUI.FortStoreContext.GetAccountItems // (Final, Native, Public, HasOutParams, BlueprintCallable) // Parameters: // const TArray&AccountItemDefinitions (ConstParm, Parm, OutParm, ZeroConstructor, ReferenceParm, NativeAccessSpecifierPublic) // TArray* AccountItems (Parm, OutParm, ZeroConstructor, NativeAccessSpecifierPublic) void UFortStoreContext::GetAccountItems(const TArray& AccountItemDefinitions, TArray* AccountItems) { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("FortStoreContext", "GetAccountItems"); Params::FortStoreContext_GetAccountItems Parms{}; Parms.AccountItemDefinitions = std::move(AccountItemDefinitions); auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; UObject::ProcessEvent(Func, &Parms); Func->FunctionFlags = Flgs; if (AccountItems != nullptr) *AccountItems = std::move(Parms.AccountItems); } // Function FortniteUI.FortStoreContext.GetRarityColor // (Final, Native, Public, HasDefaults, BlueprintCallable) // Parameters: // EFortRarity Rarity (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) // struct FLinearColor ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, NativeAccessSpecifierPublic) struct FLinearColor UFortStoreContext::GetRarityColor(EFortRarity Rarity) { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("FortStoreContext", "GetRarityColor"); Params::FortStoreContext_GetRarityColor Parms{}; Parms.Rarity = Rarity; auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; UObject::ProcessEvent(Func, &Parms); Func->FunctionFlags = Flgs; return Parms.ReturnValue; } // Function FortniteUI.FortStoreContext.GetTimeUntilDailyLimitReset // (Final, Native, Public, HasDefaults, BlueprintCallable) // Parameters: // struct FTimespan ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, NativeAccessSpecifierPublic) struct FTimespan UFortStoreContext::GetTimeUntilDailyLimitReset() { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("FortStoreContext", "GetTimeUntilDailyLimitReset"); Params::FortStoreContext_GetTimeUntilDailyLimitReset Parms{}; auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; UObject::ProcessEvent(Func, &Parms); Func->FunctionFlags = Flgs; return Parms.ReturnValue; } // Function FortniteUI.FortStoreContext.GetTimeUntilMarketplaceRefresh // (Final, Native, Public, HasDefaults, BlueprintCallable) // Parameters: // struct FTimespan ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, NativeAccessSpecifierPublic) struct FTimespan UFortStoreContext::GetTimeUntilMarketplaceRefresh() { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("FortStoreContext", "GetTimeUntilMarketplaceRefresh"); Params::FortStoreContext_GetTimeUntilMarketplaceRefresh Parms{}; auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; UObject::ProcessEvent(Func, &Parms); Func->FunctionFlags = Flgs; return Parms.ReturnValue; } // Function FortniteUI.FortStoreContext.MakePurchase // (Final, Native, Public, HasOutParams, BlueprintCallable) // Parameters: // const struct FCardPackOffer& Offer (ConstParm, Parm, OutParm, ReferenceParm, NativeAccessSpecifierPublic) // int32 Quantity (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) // ECardPackPurchaseError ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) ECardPackPurchaseError UFortStoreContext::MakePurchase(const struct FCardPackOffer& Offer, int32 Quantity) { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("FortStoreContext", "MakePurchase"); Params::FortStoreContext_MakePurchase Parms{}; Parms.Offer = std::move(Offer); Parms.Quantity = Quantity; auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; UObject::ProcessEvent(Func, &Parms); Func->FunctionFlags = Flgs; return Parms.ReturnValue; } // Function FortniteUI.FortStoreContext.OpenWebPayment // (Final, Native, Public, BlueprintCallable) // Parameters: // const class FString& AttemptedMTXOfferId (Parm, ZeroConstructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) // bool ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, NativeAccessSpecifierPublic) bool UFortStoreContext::OpenWebPayment(const class FString& AttemptedMTXOfferId) { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("FortStoreContext", "OpenWebPayment"); Params::FortStoreContext_OpenWebPayment Parms{}; Parms.AttemptedMTXOfferId = std::move(AttemptedMTXOfferId); auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; UObject::ProcessEvent(Func, &Parms); Func->FunctionFlags = Flgs; return Parms.ReturnValue; } // Function FortniteUI.FortStoreContext.FireInteractionAnalyticsEvent // (Final, Native, Public, BlueprintCallable, Const) // Parameters: // const class FString& Interaction (Parm, ZeroConstructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) // const class FString& Details (Parm, ZeroConstructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) void UFortStoreContext::FireInteractionAnalyticsEvent(const class FString& Interaction, const class FString& Details) const { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("FortStoreContext", "FireInteractionAnalyticsEvent"); Params::FortStoreContext_FireInteractionAnalyticsEvent Parms{}; Parms.Interaction = std::move(Interaction); Parms.Details = std::move(Details); auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; UObject::ProcessEvent(Func, &Parms); Func->FunctionFlags = Flgs; } // Function FortniteUI.FortStoreContext.GetCard // (Final, Native, Public, HasOutParams, BlueprintCallable, BlueprintPure, Const) // Parameters: // int32 CardIdx (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) // struct FCard* ResultOut (Parm, OutParm, NativeAccessSpecifierPublic) // bool ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, NativeAccessSpecifierPublic) bool UFortStoreContext::GetCard(int32 CardIdx, struct FCard* ResultOut) const { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("FortStoreContext", "GetCard"); Params::FortStoreContext_GetCard Parms{}; Parms.CardIdx = CardIdx; auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; UObject::ProcessEvent(Func, &Parms); Func->FunctionFlags = Flgs; if (ResultOut != nullptr) *ResultOut = std::move(Parms.ResultOut); return Parms.ReturnValue; } // Function FortniteUI.FortStoreContext.GetNumUnopenedCardPacksRemaining // (Final, Native, Public, BlueprintCallable, BlueprintPure, Const) // Parameters: // const class UFortCardPackItemDefinition*PackType (ConstParm, Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) // int32 ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) int32 UFortStoreContext::GetNumUnopenedCardPacksRemaining(const class UFortCardPackItemDefinition* PackType) const { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("FortStoreContext", "GetNumUnopenedCardPacksRemaining"); Params::FortStoreContext_GetNumUnopenedCardPacksRemaining Parms{}; Parms.PackType = PackType; auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; UObject::ProcessEvent(Func, &Parms); Func->FunctionFlags = Flgs; return Parms.ReturnValue; } // Function FortniteUI.FortStoreContext.GetPreviousState // (Final, Native, Public, BlueprintCallable, BlueprintPure, Const) // Parameters: // EFortStoreState ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) EFortStoreState UFortStoreContext::GetPreviousState() const { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("FortStoreContext", "GetPreviousState"); Params::FortStoreContext_GetPreviousState Parms{}; auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; UObject::ProcessEvent(Func, &Parms); Func->FunctionFlags = Flgs; return Parms.ReturnValue; } // Function FortniteUI.FortStoreContext.GetStoreState // (Final, Native, Public, BlueprintCallable, BlueprintPure, Const) // Parameters: // EFortStoreState ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) EFortStoreState UFortStoreContext::GetStoreState() const { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("FortStoreContext", "GetStoreState"); Params::FortStoreContext_GetStoreState Parms{}; auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; UObject::ProcessEvent(Func, &Parms); Func->FunctionFlags = Flgs; return Parms.ReturnValue; } // Function FortniteUI.FortStoreContext.IsCatalogAvailable // (Final, Native, Public, BlueprintCallable, BlueprintPure, Const) // Parameters: // bool ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, NativeAccessSpecifierPublic) bool UFortStoreContext::IsCatalogAvailable() const { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("FortStoreContext", "IsCatalogAvailable"); Params::FortStoreContext_IsCatalogAvailable Parms{}; auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; UObject::ProcessEvent(Func, &Parms); Func->FunctionFlags = Flgs; return Parms.ReturnValue; } // Function FortniteUI.FortStoreContext.IsNewStoreEnabled // (Final, Native, Public, BlueprintCallable, BlueprintPure, Const) // Parameters: // bool ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, NativeAccessSpecifierPublic) bool UFortStoreContext::IsNewStoreEnabled() const { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("FortStoreContext", "IsNewStoreEnabled"); Params::FortStoreContext_IsNewStoreEnabled Parms{}; auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; UObject::ProcessEvent(Func, &Parms); Func->FunctionFlags = Flgs; return Parms.ReturnValue; } // Function FortniteUI.FortUIMessageManager.AddMessageItem // (Final, Native, Public, BlueprintCallable) // Parameters: // class UFortUIMessageItemWidget* MessageItem (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) void UFortUIMessageManager::AddMessageItem(class UFortUIMessageItemWidget* MessageItem) { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("FortUIMessageManager", "AddMessageItem"); Params::FortUIMessageManager_AddMessageItem Parms{}; Parms.MessageItem = MessageItem; auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; UObject::ProcessEvent(Func, &Parms); Func->FunctionFlags = Flgs; } // Function FortniteUI.FortUIMessageManager.GetNextMessageInQueue // (Final, Native, Public, BlueprintCallable) // Parameters: // class UFortUIMessageItemWidget* ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) class UFortUIMessageItemWidget* UFortUIMessageManager::GetNextMessageInQueue() { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("FortUIMessageManager", "GetNextMessageInQueue"); Params::FortUIMessageManager_GetNextMessageInQueue Parms{}; auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; UObject::ProcessEvent(Func, &Parms); Func->FunctionFlags = Flgs; return Parms.ReturnValue; } // Function FortniteUI.FortUIMessageManager.HandleMessageDisplayed // (Final, Native, Private) // Parameters: // class UFortUIMessageItemWidget* MessageItem (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) void UFortUIMessageManager::HandleMessageDisplayed(class UFortUIMessageItemWidget* MessageItem) { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("FortUIMessageManager", "HandleMessageDisplayed"); Params::FortUIMessageManager_HandleMessageDisplayed Parms{}; Parms.MessageItem = MessageItem; auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; UObject::ProcessEvent(Func, &Parms); Func->FunctionFlags = Flgs; } // Function FortniteUI.FortUIMessageManager.HandleMessageRemoved // (Final, Native, Private) // Parameters: // class UFortUIMessageItemWidget* MessageItem (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) void UFortUIMessageManager::HandleMessageRemoved(class UFortUIMessageItemWidget* MessageItem) { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("FortUIMessageManager", "HandleMessageRemoved"); Params::FortUIMessageManager_HandleMessageRemoved Parms{}; Parms.MessageItem = MessageItem; auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; UObject::ProcessEvent(Func, &Parms); Func->FunctionFlags = Flgs; } // Function FortniteUI.FortUIMessageManager.GetNumDisplayedItems // (Final, Native, Public, BlueprintCallable, BlueprintPure, Const) // Parameters: // int32 ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) int32 UFortUIMessageManager::GetNumDisplayedItems() const { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("FortUIMessageManager", "GetNumDisplayedItems"); Params::FortUIMessageManager_GetNumDisplayedItems Parms{}; auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; UObject::ProcessEvent(Func, &Parms); Func->FunctionFlags = Flgs; return Parms.ReturnValue; } // Function FortniteUI.FortUIStateTrigger.EvalBP // (Native, Event, Protected, BlueprintEvent, Const) // Parameters: // bool ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, NativeAccessSpecifierPublic) bool UFortUIStateTrigger::EvalBP() const { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("FortUIStateTrigger", "EvalBP"); Params::FortUIStateTrigger_EvalBP Parms{}; auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; UObject::ProcessEvent(Func, &Parms); Func->FunctionFlags = Flgs; return Parms.ReturnValue; } // Function FortniteUI.FortUIStateTrigger.IsLoggedIn // (Final, Native, Protected, BlueprintCallable, BlueprintPure, Const) // Parameters: // bool ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, NativeAccessSpecifierPublic) bool UFortUIStateTrigger::IsLoggedIn() const { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("FortUIStateTrigger", "IsLoggedIn"); Params::FortUIStateTrigger_IsLoggedIn Parms{}; auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; UObject::ProcessEvent(Func, &Parms); Func->FunctionFlags = Flgs; return Parms.ReturnValue; } // Function FortniteUI.FortActionHandlerPanel.ActivateActionHandler // (Final, Native, Protected, BlueprintCallable) void UFortActionHandlerPanel::ActivateActionHandler() { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("FortActionHandlerPanel", "ActivateActionHandler"); auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; UObject::ProcessEvent(Func, nullptr); Func->FunctionFlags = Flgs; } // Function FortniteUI.FortActionHandlerPanel.DeactivateActionHandler // (Final, Native, Protected, BlueprintCallable) void UFortActionHandlerPanel::DeactivateActionHandler() { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("FortActionHandlerPanel", "DeactivateActionHandler"); auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; UObject::ProcessEvent(Func, nullptr); Func->FunctionFlags = Flgs; } // Function FortniteUI.FortActionHandlerPanel.OnHandleAction // (Native, Event, Public, HasOutParams, BlueprintEvent) // Parameters: // struct FEventReply* Result (Parm, OutParm, NativeAccessSpecifierPublic) // bool* bPassThrough (Parm, OutParm, ZeroConstructor, IsPlainOldData, NoDestructor, NativeAccessSpecifierPublic) void UFortActionHandlerPanel::OnHandleAction(struct FEventReply* Result, bool* bPassThrough) { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("FortActionHandlerPanel", "OnHandleAction"); Params::FortActionHandlerPanel_OnHandleAction Parms{}; auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; UObject::ProcessEvent(Func, &Parms); Func->FunctionFlags = Flgs; if (Result != nullptr) *Result = std::move(Parms.Result); if (bPassThrough != nullptr) *bPassThrough = Parms.bPassThrough; } // Function FortniteUI.FortActionHandlerPanel.RemoveOnPanelActivated // (Final, Native, Public, BlueprintCallable) // Parameters: // class UObject* BoundObject (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) void UFortActionHandlerPanel::RemoveOnPanelActivated(class UObject* BoundObject) { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("FortActionHandlerPanel", "RemoveOnPanelActivated"); Params::FortActionHandlerPanel_RemoveOnPanelActivated Parms{}; Parms.BoundObject = BoundObject; auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; UObject::ProcessEvent(Func, &Parms); Func->FunctionFlags = Flgs; } // Function FortniteUI.FortActionHandlerPanel.RemoveOnPanelDeactivated // (Final, Native, Public, BlueprintCallable) // Parameters: // class UObject* BoundObject (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) void UFortActionHandlerPanel::RemoveOnPanelDeactivated(class UObject* BoundObject) { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("FortActionHandlerPanel", "RemoveOnPanelDeactivated"); Params::FortActionHandlerPanel_RemoveOnPanelDeactivated Parms{}; Parms.BoundObject = BoundObject; auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; UObject::ProcessEvent(Func, &Parms); Func->FunctionFlags = Flgs; } // Function FortniteUI.FortActionHandlerPanel.SetOnPanelActivated // (Final, Native, Public, HasOutParams, BlueprintCallable) // Parameters: // const TDelegate& OnActivatedHandler (ConstParm, Parm, OutParm, ZeroConstructor, ReferenceParm, NoDestructor, NativeAccessSpecifierPublic) void UFortActionHandlerPanel::SetOnPanelActivated(const TDelegate& OnActivatedHandler) { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("FortActionHandlerPanel", "SetOnPanelActivated"); Params::FortActionHandlerPanel_SetOnPanelActivated Parms{}; Parms.OnActivatedHandler = OnActivatedHandler; auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; UObject::ProcessEvent(Func, &Parms); Func->FunctionFlags = Flgs; } // Function FortniteUI.FortActionHandlerPanel.SetOnPanelDeactivated // (Final, Native, Public, HasOutParams, BlueprintCallable) // Parameters: // const TDelegate& OnDeactivatedHandler (ConstParm, Parm, OutParm, ZeroConstructor, ReferenceParm, NoDestructor, NativeAccessSpecifierPublic) void UFortActionHandlerPanel::SetOnPanelDeactivated(const TDelegate& OnDeactivatedHandler) { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("FortActionHandlerPanel", "SetOnPanelDeactivated"); Params::FortActionHandlerPanel_SetOnPanelDeactivated Parms{}; Parms.OnDeactivatedHandler = OnDeactivatedHandler; auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; UObject::ProcessEvent(Func, &Parms); Func->FunctionFlags = Flgs; } // Function FortniteUI.FortConfirmationWindow.KillConfirmation // (Final, Native, Public, BlueprintCallable) void UFortConfirmationWindow::KillConfirmation() { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("FortConfirmationWindow", "KillConfirmation"); auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; UObject::ProcessEvent(Func, nullptr); Func->FunctionFlags = Flgs; } // Function FortniteUI.FortConfirmationWindow.OnKill // (Event, Protected, BlueprintEvent) void UFortConfirmationWindow::OnKill() { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("FortConfirmationWindow", "OnKill"); UObject::ProcessEvent(Func, nullptr); } // Function FortniteUI.FortConfirmationWindow.OnShow // (Event, Protected, BlueprintEvent) void UFortConfirmationWindow::OnShow() { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("FortConfirmationWindow", "OnShow"); UObject::ProcessEvent(Func, nullptr); } // Function FortniteUI.FortConfirmationWindow.ProcessResult // (Final, Native, Protected, BlueprintCallable) // Parameters: // EFortDialogResult DialogResult (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) void UFortConfirmationWindow::ProcessResult(EFortDialogResult DialogResult) { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("FortConfirmationWindow", "ProcessResult"); Params::FortConfirmationWindow_ProcessResult Parms{}; Parms.DialogResult = DialogResult; auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; UObject::ProcessEvent(Func, &Parms); Func->FunctionFlags = Flgs; } // Function FortniteUI.FortConfirmationWindow.ShowConfirmation // (Final, Native, Public, HasOutParams, BlueprintCallable) // Parameters: // const struct FFortDialogDescription& Description (ConstParm, Parm, OutParm, ReferenceParm, NativeAccessSpecifierPublic) void UFortConfirmationWindow::ShowConfirmation(const struct FFortDialogDescription& Description) { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("FortConfirmationWindow", "ShowConfirmation"); Params::FortConfirmationWindow_ShowConfirmation Parms{}; Parms.Description = std::move(Description); auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; UObject::ProcessEvent(Func, &Parms); Func->FunctionFlags = Flgs; } // Function FortniteUI.FortErrorDialog.DisplayError // (Final, Native, Public, HasOutParams, BlueprintCallable) // Parameters: // const struct FFortErrorInfo& ErrorInfo_0 (ConstParm, Parm, OutParm, ReferenceParm, NativeAccessSpecifierPublic) void UFortErrorDialog::DisplayError(const struct FFortErrorInfo& ErrorInfo_0) { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("FortErrorDialog", "DisplayError"); Params::FortErrorDialog_DisplayError Parms{}; Parms.ErrorInfo_0 = std::move(ErrorInfo_0); auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; UObject::ProcessEvent(Func, &Parms); Func->FunctionFlags = Flgs; } // Function FortniteUI.FortErrorDialog.DisplaySimpleError // (Final, Native, Public, HasOutParams, BlueprintCallable) // Parameters: // const class FText& ErrorMessage (ConstParm, Parm, OutParm, ReferenceParm, NativeAccessSpecifierPublic) void UFortErrorDialog::DisplaySimpleError(const class FText& ErrorMessage) { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("FortErrorDialog", "DisplaySimpleError"); Params::FortErrorDialog_DisplaySimpleError Parms{}; Parms.ErrorMessage = std::move(ErrorMessage); auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; UObject::ProcessEvent(Func, &Parms); Func->FunctionFlags = Flgs; } // Function FortniteUI.FortErrorDialog.OnRebuildDialog // (Event, Protected, BlueprintEvent) // Parameters: // int32 NewIndex (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) void UFortErrorDialog::OnRebuildDialog(int32 NewIndex) { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("FortErrorDialog", "OnRebuildDialog"); Params::FortErrorDialog_OnRebuildDialog Parms{}; Parms.NewIndex = NewIndex; UObject::ProcessEvent(Func, &Parms); } // Function FortniteUI.FortErrorDialog.ResetErrorInfo // (Final, Native, Protected, BlueprintCallable) void UFortErrorDialog::ResetErrorInfo() { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("FortErrorDialog", "ResetErrorInfo"); auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; UObject::ProcessEvent(Func, nullptr); Func->FunctionFlags = Flgs; } // Function FortniteUI.FortUIStateWidget.OnEnterState // (Event, Public, BlueprintEvent) // Parameters: // EFortUIState PreviousUIState (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) void UFortUIStateWidget::OnEnterState(EFortUIState PreviousUIState) { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("FortUIStateWidget", "OnEnterState"); Params::FortUIStateWidget_OnEnterState Parms{}; Parms.PreviousUIState = PreviousUIState; UObject::ProcessEvent(Func, &Parms); } // Function FortniteUI.FortUIStateWidget.OnExitState // (Event, Public, BlueprintEvent) // Parameters: // EFortUIState NextUIState (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) void UFortUIStateWidget::OnExitState(EFortUIState NextUIState) { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("FortUIStateWidget", "OnExitState"); Params::FortUIStateWidget_OnExitState Parms{}; Parms.NextUIState = NextUIState; UObject::ProcessEvent(Func, &Parms); } // Function FortniteUI.FortVerticalRibbon._BPOnStackDepthChanged // (Event, Protected, BlueprintEvent) // Parameters: // int32 NewDepth (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) void UFortVerticalRibbon::_BPOnStackDepthChanged(int32 NewDepth) { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("FortVerticalRibbon", "_BPOnStackDepthChanged"); Params::FortVerticalRibbon__BPOnStackDepthChanged Parms{}; Parms.NewDepth = NewDepth; UObject::ProcessEvent(Func, &Parms); } // Function FortniteUI.FortVerticalRibbon.PopContent // (Final, Native, Public, BlueprintCallable) void UFortVerticalRibbon::PopContent() { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("FortVerticalRibbon", "PopContent"); auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; UObject::ProcessEvent(Func, nullptr); Func->FunctionFlags = Flgs; } // Function FortniteUI.FortVerticalRibbon.PushContent // (Final, Native, Public, BlueprintCallable) // Parameters: // class UWidget* NewContent (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) void UFortVerticalRibbon::PushContent(class UWidget* NewContent) { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("FortVerticalRibbon", "PushContent"); Params::FortVerticalRibbon_PushContent Parms{}; Parms.NewContent = NewContent; auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; UObject::ProcessEvent(Func, &Parms); Func->FunctionFlags = Flgs; } // Function FortniteUI.FortVerticalRibbon.GetTop // (Final, Native, Public, BlueprintCallable, BlueprintPure, Const) // Parameters: // class UWidget* ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) class UWidget* UFortVerticalRibbon::GetTop() const { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("FortVerticalRibbon", "GetTop"); Params::FortVerticalRibbon_GetTop Parms{}; auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; UObject::ProcessEvent(Func, &Parms); Func->FunctionFlags = Flgs; return Parms.ReturnValue; } // Function FortniteUI.FortActorIndicatorWidget.OnIndicatedActorSet // (Event, Protected, BlueprintEvent) void UFortActorIndicatorWidget::OnIndicatedActorSet() { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("FortActorIndicatorWidget", "OnIndicatedActorSet"); UObject::ProcessEvent(Func, nullptr); } // Function FortniteUI.FortItemWidget.BPOnItemChanged // (Event, Protected, BlueprintEvent) void UFortItemWidget::BPOnItemChanged() { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("FortItemWidget", "BPOnItemChanged"); UObject::ProcessEvent(Func, nullptr); } // Function FortniteUI.FortItemWidget.BPOnItemSet // (Event, Protected, BlueprintEvent) // Parameters: // class UFortItem* NewItem (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) void UFortItemWidget::BPOnItemSet(class UFortItem* NewItem) { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("FortItemWidget", "BPOnItemSet"); Params::FortItemWidget_BPOnItemSet Parms{}; Parms.NewItem = NewItem; UObject::ProcessEvent(Func, &Parms); } // Function FortniteUI.FortItemWidget.GetItemToCompare // (Final, Native, Public, BlueprintCallable) // Parameters: // class UFortItem* ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) class UFortItem* UFortItemWidget::GetItemToCompare() { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("FortItemWidget", "GetItemToCompare"); Params::FortItemWidget_GetItemToCompare Parms{}; auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; UObject::ProcessEvent(Func, &Parms); Func->FunctionFlags = Flgs; return Parms.ReturnValue; } // Function FortniteUI.FortItemWidget.OnFortItemDestroyed // (Final, Native, Private) void UFortItemWidget::OnFortItemDestroyed() { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("FortItemWidget", "OnFortItemDestroyed"); auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; UObject::ProcessEvent(Func, nullptr); Func->FunctionFlags = Flgs; } // Function FortniteUI.FortItemWidget.OnFortItemInvalidated // (Final, Native, Private) void UFortItemWidget::OnFortItemInvalidated() { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("FortItemWidget", "OnFortItemInvalidated"); auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; UObject::ProcessEvent(Func, nullptr); Func->FunctionFlags = Flgs; } // Function FortniteUI.FortItemWidget.OnFortItemUpdated // (Final, Native, Private) // Parameters: // bool bItemChanged (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, NativeAccessSpecifierPublic) // bool bAmmoChanged (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, NativeAccessSpecifierPublic) // bool bIngredientsChanged (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, NativeAccessSpecifierPublic) void UFortItemWidget::OnFortItemUpdated(bool bItemChanged, bool bAmmoChanged, bool bIngredientsChanged) { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("FortItemWidget", "OnFortItemUpdated"); Params::FortItemWidget_OnFortItemUpdated Parms{}; Parms.bItemChanged = bItemChanged; Parms.bAmmoChanged = bAmmoChanged; Parms.bIngredientsChanged = bIngredientsChanged; auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; UObject::ProcessEvent(Func, &Parms); Func->FunctionFlags = Flgs; } // Function FortniteUI.FortItemWidget.SetItem // (Final, Native, Public, BlueprintCallable) // Parameters: // const class UFortItem* InItem (ConstParm, Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) // int32 QuantityOverride_0 (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) void UFortItemWidget::SetItem(const class UFortItem* InItem, int32 QuantityOverride_0) { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("FortItemWidget", "SetItem"); Params::FortItemWidget_SetItem Parms{}; Parms.InItem = InItem; Parms.QuantityOverride_0 = QuantityOverride_0; auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; UObject::ProcessEvent(Func, &Parms); Func->FunctionFlags = Flgs; } // Function FortniteUI.FortItemWidget.SetOnGetItemToCompareDelegate // (Final, Native, Public, BlueprintCallable) // Parameters: // TDelegateInDelegate (Parm, ZeroConstructor, NoDestructor, NativeAccessSpecifierPublic) void UFortItemWidget::SetOnGetItemToCompareDelegate(TDelegate InDelegate) { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("FortItemWidget", "SetOnGetItemToCompareDelegate"); Params::FortItemWidget_SetOnGetItemToCompareDelegate Parms{}; Parms.InDelegate = InDelegate; auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; UObject::ProcessEvent(Func, &Parms); Func->FunctionFlags = Flgs; } // Function FortniteUI.FortItemWidget.GetAmmoCount // (Final, Native, Public, BlueprintCallable, BlueprintPure, Const) // Parameters: // int32 ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) int32 UFortItemWidget::GetAmmoCount() const { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("FortItemWidget", "GetAmmoCount"); Params::FortItemWidget_GetAmmoCount Parms{}; auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; UObject::ProcessEvent(Func, &Parms); Func->FunctionFlags = Flgs; return Parms.ReturnValue; } // Function FortniteUI.FortItemWidget.GetDescription // (Final, Native, Public, BlueprintCallable, BlueprintPure, Const) // Parameters: // class FText ReturnValue (Parm, OutParm, ReturnParm, NativeAccessSpecifierPublic) class FText UFortItemWidget::GetDescription() const { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("FortItemWidget", "GetDescription"); Params::FortItemWidget_GetDescription Parms{}; auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; UObject::ProcessEvent(Func, &Parms); Func->FunctionFlags = Flgs; return Parms.ReturnValue; } // Function FortniteUI.FortItemWidget.GetDisplayName // (Final, Native, Public, BlueprintCallable, BlueprintPure, Const) // Parameters: // class FText ReturnValue (Parm, OutParm, ReturnParm, NativeAccessSpecifierPublic) class FText UFortItemWidget::GetDisplayName() const { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("FortItemWidget", "GetDisplayName"); Params::FortItemWidget_GetDisplayName Parms{}; auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; UObject::ProcessEvent(Func, &Parms); Func->FunctionFlags = Flgs; return Parms.ReturnValue; } // Function FortniteUI.FortItemWidget.GetDurability // (Final, Native, Public, BlueprintCallable, BlueprintPure, Const) // Parameters: // float ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) float UFortItemWidget::GetDurability() const { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("FortItemWidget", "GetDurability"); Params::FortItemWidget_GetDurability Parms{}; auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; UObject::ProcessEvent(Func, &Parms); Func->FunctionFlags = Flgs; return Parms.ReturnValue; } // Function FortniteUI.FortItemWidget.GetIconScale // (Final, Native, Public, BlueprintCallable, BlueprintPure, Const) // Parameters: // float ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) float UFortItemWidget::GetIconScale() const { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("FortItemWidget", "GetIconScale"); Params::FortItemWidget_GetIconScale Parms{}; auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; UObject::ProcessEvent(Func, &Parms); Func->FunctionFlags = Flgs; return Parms.ReturnValue; } // Function FortniteUI.FortItemWidget.GetIconTexture // (Final, Native, Public, BlueprintCallable, BlueprintPure, Const) // Parameters: // EFortBrushSize InBrushSize (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) // class UTexture* ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) class UTexture* UFortItemWidget::GetIconTexture(EFortBrushSize InBrushSize) const { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("FortItemWidget", "GetIconTexture"); Params::FortItemWidget_GetIconTexture Parms{}; Parms.InBrushSize = InBrushSize; auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; UObject::ProcessEvent(Func, &Parms); Func->FunctionFlags = Flgs; return Parms.ReturnValue; } // Function FortniteUI.FortItemWidget.GetItem // (Final, Native, Public, BlueprintCallable, BlueprintPure, Const) // Parameters: // class UFortItem* ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) class UFortItem* UFortItemWidget::GetItem() const { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("FortItemWidget", "GetItem"); Params::FortItemWidget_GetItem Parms{}; auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; UObject::ProcessEvent(Func, &Parms); Func->FunctionFlags = Flgs; return Parms.ReturnValue; } // Function FortniteUI.FortItemWidget.GetLevel // (Final, Native, Public, BlueprintCallable, BlueprintPure, Const) // Parameters: // int32 ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) int32 UFortItemWidget::GetLevel() const { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("FortItemWidget", "GetLevel"); Params::FortItemWidget_GetLevel Parms{}; auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; UObject::ProcessEvent(Func, &Parms); Func->FunctionFlags = Flgs; return Parms.ReturnValue; } // Function FortniteUI.FortItemWidget.GetPulse // (Final, Native, Public, BlueprintCallable, BlueprintPure, Const) // Parameters: // float ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) float UFortItemWidget::GetPulse() const { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("FortItemWidget", "GetPulse"); Params::FortItemWidget_GetPulse Parms{}; auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; UObject::ProcessEvent(Func, &Parms); Func->FunctionFlags = Flgs; return Parms.ReturnValue; } // Function FortniteUI.FortItemWidget.GetRarity // (Final, Native, Public, BlueprintCallable, BlueprintPure, Const) // Parameters: // EFortRarity ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) EFortRarity UFortItemWidget::GetRarity() const { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("FortItemWidget", "GetRarity"); Params::FortItemWidget_GetRarity Parms{}; auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; UObject::ProcessEvent(Func, &Parms); Func->FunctionFlags = Flgs; return Parms.ReturnValue; } // Function FortniteUI.FortItemWidget.GetSecondaryCategoryTexture // (Final, Native, Public, BlueprintCallable, BlueprintPure, Const) // Parameters: // EFortBrushSize InBrushSize (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) // struct FSlateBrush ReturnValue (Parm, OutParm, ReturnParm, NativeAccessSpecifierPublic) struct FSlateBrush UFortItemWidget::GetSecondaryCategoryTexture(EFortBrushSize InBrushSize) const { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("FortItemWidget", "GetSecondaryCategoryTexture"); Params::FortItemWidget_GetSecondaryCategoryTexture Parms{}; Parms.InBrushSize = InBrushSize; auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; UObject::ProcessEvent(Func, &Parms); Func->FunctionFlags = Flgs; return Parms.ReturnValue; } // Function FortniteUI.FortItemWidget.GetStackCount // (Final, Native, Public, BlueprintCallable, BlueprintPure, Const) // Parameters: // int32 ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) int32 UFortItemWidget::GetStackCount() const { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("FortItemWidget", "GetStackCount"); Params::FortItemWidget_GetStackCount Parms{}; auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; UObject::ProcessEvent(Func, &Parms); Func->FunctionFlags = Flgs; return Parms.ReturnValue; } // Function FortniteUI.FortItemWidget.GetTertiaryCategoryTexture // (Final, Native, Public, BlueprintCallable, BlueprintPure, Const) // Parameters: // EFortBrushSize InBrushSize (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) // struct FSlateBrush ReturnValue (Parm, OutParm, ReturnParm, NativeAccessSpecifierPublic) struct FSlateBrush UFortItemWidget::GetTertiaryCategoryTexture(EFortBrushSize InBrushSize) const { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("FortItemWidget", "GetTertiaryCategoryTexture"); Params::FortItemWidget_GetTertiaryCategoryTexture Parms{}; Parms.InBrushSize = InBrushSize; auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; UObject::ProcessEvent(Func, &Parms); Func->FunctionFlags = Flgs; return Parms.ReturnValue; } // Function FortniteUI.FortItemWidget.GetType // (Final, Native, Public, BlueprintCallable, BlueprintPure, Const) // Parameters: // float ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) float UFortItemWidget::GetType() const { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("FortItemWidget", "GetType"); Params::FortItemWidget_GetType Parms{}; auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; UObject::ProcessEvent(Func, &Parms); Func->FunctionFlags = Flgs; return Parms.ReturnValue; } // Function FortniteUI.FortItemWidget.HasDurability // (Final, Native, Public, BlueprintCallable, BlueprintPure, Const) // Parameters: // bool ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, NativeAccessSpecifierPublic) bool UFortItemWidget::HasDurability() const { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("FortItemWidget", "HasDurability"); Params::FortItemWidget_HasDurability Parms{}; auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; UObject::ProcessEvent(Func, &Parms); Func->FunctionFlags = Flgs; return Parms.ReturnValue; } // Function FortniteUI.FortItemWidget.HasLevel // (Final, Native, Public, BlueprintCallable, BlueprintPure, Const) // Parameters: // bool ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, NativeAccessSpecifierPublic) bool UFortItemWidget::HasLevel() const { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("FortItemWidget", "HasLevel"); Params::FortItemWidget_HasLevel Parms{}; auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; UObject::ProcessEvent(Func, &Parms); Func->FunctionFlags = Flgs; return Parms.ReturnValue; } // Function FortniteUI.FortItemWidget.HasSecondaryCategory // (Final, Native, Public, BlueprintCallable, BlueprintPure, Const) // Parameters: // bool ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, NativeAccessSpecifierPublic) bool UFortItemWidget::HasSecondaryCategory() const { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("FortItemWidget", "HasSecondaryCategory"); Params::FortItemWidget_HasSecondaryCategory Parms{}; auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; UObject::ProcessEvent(Func, &Parms); Func->FunctionFlags = Flgs; return Parms.ReturnValue; } // Function FortniteUI.FortItemWidget.HasTertiaryCategory // (Final, Native, Public, BlueprintCallable, BlueprintPure, Const) // Parameters: // bool ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, NativeAccessSpecifierPublic) bool UFortItemWidget::HasTertiaryCategory() const { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("FortItemWidget", "HasTertiaryCategory"); Params::FortItemWidget_HasTertiaryCategory Parms{}; auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; UObject::ProcessEvent(Func, &Parms); Func->FunctionFlags = Flgs; return Parms.ReturnValue; } // Function FortniteUI.FortItemWidget.IsEquipped // (Final, Native, Public, BlueprintCallable, BlueprintPure, Const) // Parameters: // bool ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, NativeAccessSpecifierPublic) bool UFortItemWidget::IsEquipped() const { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("FortItemWidget", "IsEquipped"); Params::FortItemWidget_IsEquipped Parms{}; auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; UObject::ProcessEvent(Func, &Parms); Func->FunctionFlags = Flgs; return Parms.ReturnValue; } // Function FortniteUI.FortItemWidget.IsInBackpackOverflow // (Final, Native, Public, BlueprintCallable, BlueprintPure, Const) // Parameters: // bool ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, NativeAccessSpecifierPublic) bool UFortItemWidget::IsInBackpackOverflow() const { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("FortItemWidget", "IsInBackpackOverflow"); Params::FortItemWidget_IsInBackpackOverflow Parms{}; auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; UObject::ProcessEvent(Func, &Parms); Func->FunctionFlags = Flgs; return Parms.ReturnValue; } // Function FortniteUI.FortItemWidget.IsItemValid // (Final, Native, Public, BlueprintCallable, BlueprintPure, Const) // Parameters: // bool ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, NativeAccessSpecifierPublic) bool UFortItemWidget::IsItemValid() const { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("FortItemWidget", "IsItemValid"); Params::FortItemWidget_IsItemValid Parms{}; auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; UObject::ProcessEvent(Func, &Parms); Func->FunctionFlags = Flgs; return Parms.ReturnValue; } // Function FortniteUI.FortItemWidget.IsSchematic // (Final, Native, Public, BlueprintCallable, BlueprintPure, Const) // Parameters: // bool ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, NativeAccessSpecifierPublic) bool UFortItemWidget::IsSchematic() const { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("FortItemWidget", "IsSchematic"); Params::FortItemWidget_IsSchematic Parms{}; auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; UObject::ProcessEvent(Func, &Parms); Func->FunctionFlags = Flgs; return Parms.ReturnValue; } // Function FortniteUI.FortItemWidget.IsSlotted // (Final, Native, Public, BlueprintCallable, BlueprintPure, Const) // Parameters: // bool ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, NativeAccessSpecifierPublic) bool UFortItemWidget::IsSlotted() const { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("FortItemWidget", "IsSlotted"); Params::FortItemWidget_IsSlotted Parms{}; auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; UObject::ProcessEvent(Func, &Parms); Func->FunctionFlags = Flgs; return Parms.ReturnValue; } // Function FortniteUI.FortBluGloCounter.OnBluGloQuantityChanged // (Native, Event, Public, BlueprintEvent) // Parameters: // int32 Quantity (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) void UFortBluGloCounter::OnBluGloQuantityChanged(int32 Quantity) { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("FortBluGloCounter", "OnBluGloQuantityChanged"); Params::FortBluGloCounter_OnBluGloQuantityChanged Parms{}; Parms.Quantity = Quantity; auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; UObject::ProcessEvent(Func, &Parms); Func->FunctionFlags = Flgs; } // Function FortniteUI.FortButton.SetCurrentState // (Final, Native, Protected, BlueprintCallable) // Parameters: // EFortButtonState NewState (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) void UFortButton::SetCurrentState(EFortButtonState NewState) { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("FortButton", "SetCurrentState"); Params::FortButton_SetCurrentState Parms{}; Parms.NewState = NewState; auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; UObject::ProcessEvent(Func, &Parms); Func->FunctionFlags = Flgs; } // Function FortniteUI.FortButton.SetDisabled // (Final, Native, Public, BlueprintCallable) // Parameters: // bool InDisable (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, NativeAccessSpecifierPublic) void UFortButton::SetDisabled(bool InDisable) { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("FortButton", "SetDisabled"); Params::FortButton_SetDisabled Parms{}; Parms.InDisable = InDisable; auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; UObject::ProcessEvent(Func, &Parms); Func->FunctionFlags = Flgs; } // Function FortniteUI.FortButton.SetIndex // (Final, Native, Public, BlueprintCallable) // Parameters: // int32 InIndex (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) void UFortButton::SetIndex(int32 InIndex) { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("FortButton", "SetIndex"); Params::FortButton_SetIndex Parms{}; Parms.InIndex = InIndex; auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; UObject::ProcessEvent(Func, &Parms); Func->FunctionFlags = Flgs; } // Function FortniteUI.FortButton.SetText // (Final, Native, Public, BlueprintCallable) // Parameters: // const class FText& InText (Parm, NativeAccessSpecifierPublic) void UFortButton::SetText(const class FText& InText) { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("FortButton", "SetText"); Params::FortButton_SetText Parms{}; Parms.InText = std::move(InText); auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; UObject::ProcessEvent(Func, &Parms); Func->FunctionFlags = Flgs; } // Function FortniteUI.FortButton.GetCurrentState // (Final, Native, Public, BlueprintCallable, BlueprintPure, Const) // Parameters: // EFortButtonState ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) EFortButtonState UFortButton::GetCurrentState() const { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("FortButton", "GetCurrentState"); Params::FortButton_GetCurrentState Parms{}; auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; UObject::ProcessEvent(Func, &Parms); Func->FunctionFlags = Flgs; return Parms.ReturnValue; } // Function FortniteUI.FortButton.GetDisabled // (Final, Native, Public, BlueprintCallable, BlueprintPure, Const) // Parameters: // bool ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, NativeAccessSpecifierPublic) bool UFortButton::GetDisabled() const { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("FortButton", "GetDisabled"); Params::FortButton_GetDisabled Parms{}; auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; UObject::ProcessEvent(Func, &Parms); Func->FunctionFlags = Flgs; return Parms.ReturnValue; } // Function FortniteUI.FortButton.GetIndex // (Final, Native, Public, BlueprintCallable, BlueprintPure, Const) // Parameters: // int32 ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) int32 UFortButton::GetIndex() const { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("FortButton", "GetIndex"); Params::FortButton_GetIndex Parms{}; auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; UObject::ProcessEvent(Func, &Parms); Func->FunctionFlags = Flgs; return Parms.ReturnValue; } // Function FortniteUI.FortButton.GetPendingState // (Final, Native, Public, BlueprintCallable, BlueprintPure, Const) // Parameters: // EFortButtonState ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) EFortButtonState UFortButton::GetPendingState() const { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("FortButton", "GetPendingState"); Params::FortButton_GetPendingState Parms{}; auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; UObject::ProcessEvent(Func, &Parms); Func->FunctionFlags = Flgs; return Parms.ReturnValue; } // Function FortniteUI.FortButton.GetText // (Final, Native, Public, BlueprintCallable, BlueprintPure, Const) // Parameters: // class FText ReturnValue (Parm, OutParm, ReturnParm, NativeAccessSpecifierPublic) class FText UFortButton::GetText() const { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("FortButton", "GetText"); Params::FortButton_GetText Parms{}; auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; UObject::ProcessEvent(Func, &Parms); Func->FunctionFlags = Flgs; return Parms.ReturnValue; } // Function FortniteUI.FortTabButton._BPOnSelectedChanged // (Event, Protected, BlueprintEvent) void UFortTabButton::_BPOnSelectedChanged() { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("FortTabButton", "_BPOnSelectedChanged"); UObject::ProcessEvent(Func, nullptr); } // Function FortniteUI.FortTabButton.ClearSelection // (Final, Native, Public, BlueprintCallable) void UFortTabButton::ClearSelection() { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("FortTabButton", "ClearSelection"); auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; UObject::ProcessEvent(Func, nullptr); Func->FunctionFlags = Flgs; } // Function FortniteUI.FortTabButton.SetSelection // (Final, Native, Public, BlueprintCallable) // Parameters: // bool InSelected (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, NativeAccessSpecifierPublic) void UFortTabButton::SetSelection(bool InSelected) { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("FortTabButton", "SetSelection"); Params::FortTabButton_SetSelection Parms{}; Parms.InSelected = InSelected; auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; UObject::ProcessEvent(Func, &Parms); Func->FunctionFlags = Flgs; } // Function FortniteUI.FortTabButton.IsSelected // (Final, Native, Public, BlueprintCallable, BlueprintPure, Const) // Parameters: // bool ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, NativeAccessSpecifierPublic) bool UFortTabButton::IsSelected() const { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("FortTabButton", "IsSelected"); Params::FortTabButton_IsSelected Parms{}; auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; UObject::ProcessEvent(Func, &Parms); Func->FunctionFlags = Flgs; return Parms.ReturnValue; } // Function FortniteUI.FortCapturePointWidget.OnCapturePointDataChanged // (Native, Event, Public, BlueprintEvent) // Parameters: // bool bActivated (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, NativeAccessSpecifierPublic) // bool bLocked (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, NativeAccessSpecifierPublic) // float CapturePercentage (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) // ECaptureState CaptureState (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) // EFortTeam ControllingTeam (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) void UFortCapturePointWidget::OnCapturePointDataChanged(bool bActivated, bool bLocked, float CapturePercentage, ECaptureState CaptureState, EFortTeam ControllingTeam) { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("FortCapturePointWidget", "OnCapturePointDataChanged"); Params::FortCapturePointWidget_OnCapturePointDataChanged Parms{}; Parms.bActivated = bActivated; Parms.bLocked = bLocked; Parms.CapturePercentage = CapturePercentage; Parms.CaptureState = CaptureState; Parms.ControllingTeam = ControllingTeam; auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; UObject::ProcessEvent(Func, &Parms); Func->FunctionFlags = Flgs; } // Function FortniteUI.FortChatContainer.AttachChatWindowToNativeWidget // (Final, Native, Public, BlueprintCallable) void UFortChatContainer::AttachChatWindowToNativeWidget() { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("FortChatContainer", "AttachChatWindowToNativeWidget"); auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; UObject::ProcessEvent(Func, nullptr); Func->FunctionFlags = Flgs; } // Function FortniteUI.FortChatContainer.SetNativeWidgetHost // (Final, Native, Public, BlueprintCallable) // Parameters: // class UNativeWidgetHost* InNativeWidgetHost (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) void UFortChatContainer::SetNativeWidgetHost(class UNativeWidgetHost* InNativeWidgetHost) { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("FortChatContainer", "SetNativeWidgetHost"); Params::FortChatContainer_SetNativeWidgetHost Parms{}; Parms.InNativeWidgetHost = InNativeWidgetHost; auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; UObject::ProcessEvent(Func, &Parms); Func->FunctionFlags = Flgs; } // Function FortniteUI.FortItemCollectorWidget.OnItemCollectorChanged // (Native, Event, Public, BlueprintEvent) // Parameters: // class ABuildingItemCollectorActor* OutItemCollector (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) void UFortItemCollectorWidget::OnItemCollectorChanged(class ABuildingItemCollectorActor* OutItemCollector) { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("FortItemCollectorWidget", "OnItemCollectorChanged"); Params::FortItemCollectorWidget_OnItemCollectorChanged Parms{}; Parms.OutItemCollector = OutItemCollector; auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; UObject::ProcessEvent(Func, &Parms); Func->FunctionFlags = Flgs; } // Function FortniteUI.FortItemCollectorWidget.OnItemCollectorStateChanged // (Native, Event, Public, BlueprintEvent) // Parameters: // EFortItemCollectorState ItemCollectorState (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) void UFortItemCollectorWidget::OnItemCollectorStateChanged(EFortItemCollectorState ItemCollectorState) { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("FortItemCollectorWidget", "OnItemCollectorStateChanged"); Params::FortItemCollectorWidget_OnItemCollectorStateChanged Parms{}; Parms.ItemCollectorState = ItemCollectorState; auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; UObject::ProcessEvent(Func, &Parms); Func->FunctionFlags = Flgs; } // Function FortniteUI.FortItemCollectorWidget.OnItemCollectorValuesChanged // (Native, Event, Public, HasOutParams, BlueprintEvent) // Parameters: // TArray& DepositAmounts (Parm, OutParm, ZeroConstructor, ReferenceParm, NativeAccessSpecifierPublic) // TArray& DepositGoals (Parm, OutParm, ZeroConstructor, ReferenceParm, NativeAccessSpecifierPublic) void UFortItemCollectorWidget::OnItemCollectorValuesChanged(TArray& DepositAmounts, TArray& DepositGoals) { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("FortItemCollectorWidget", "OnItemCollectorValuesChanged"); Params::FortItemCollectorWidget_OnItemCollectorValuesChanged Parms{}; Parms.DepositAmounts = std::move(DepositAmounts); Parms.DepositGoals = std::move(DepositGoals); auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; UObject::ProcessEvent(Func, &Parms); Func->FunctionFlags = Flgs; DepositAmounts = std::move(Parms.DepositAmounts); DepositGoals = std::move(Parms.DepositGoals); } // Function FortniteUI.FortListItem.Private_OnExpanderArrowShiftClicked // (Event, Public, BlueprintEvent) void UFortListItem::Private_OnExpanderArrowShiftClicked() { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("FortListItem", "Private_OnExpanderArrowShiftClicked"); UObject::ProcessEvent(Func, nullptr); } // Function FortniteUI.FortListItem.SetData // (Event, Public, BlueprintEvent) // Parameters: // class UObject* InData (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) void UFortListItem::SetData(class UObject* InData) { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("FortListItem", "SetData"); Params::FortListItem_SetData Parms{}; Parms.InData = InData; UObject::ProcessEvent(Func, &Parms); } // Function FortniteUI.FortListItem.SetIndexInList // (Event, Public, BlueprintEvent) // Parameters: // int32 InIndexInList (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) void UFortListItem::SetIndexInList(int32 InIndexInList) { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("FortListItem", "SetIndexInList"); Params::FortListItem_SetIndexInList Parms{}; Parms.InIndexInList = InIndexInList; UObject::ProcessEvent(Func, &Parms); } // Function FortniteUI.FortListItem.SetSelected // (Event, Public, BlueprintEvent) // Parameters: // bool bSelected (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, NativeAccessSpecifierPublic) void UFortListItem::SetSelected(bool bSelected) { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("FortListItem", "SetSelected"); Params::FortListItem_SetSelected Parms{}; Parms.bSelected = bSelected; UObject::ProcessEvent(Func, &Parms); } // Function FortniteUI.FortListItem.ToggleExpansion // (Event, Public, BlueprintEvent) void UFortListItem::ToggleExpansion() { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("FortListItem", "ToggleExpansion"); UObject::ProcessEvent(Func, nullptr); } // Function FortniteUI.FortListItem.DoesItemHaveChildren // (Event, Public, BlueprintEvent, Const) // Parameters: // int32 ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) int32 UFortListItem::DoesItemHaveChildren() const { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("FortListItem", "DoesItemHaveChildren"); Params::FortListItem_DoesItemHaveChildren Parms{}; UObject::ProcessEvent(Func, &Parms); return Parms.ReturnValue; } // Function FortniteUI.FortListItem.GetIndentLevel // (Event, Public, BlueprintEvent, Const) // Parameters: // int32 ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) int32 UFortListItem::GetIndentLevel() const { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("FortListItem", "GetIndentLevel"); Params::FortListItem_GetIndentLevel Parms{}; UObject::ProcessEvent(Func, &Parms); return Parms.ReturnValue; } // Function FortniteUI.FortListItem.GetSelectionMode // (Event, Public, BlueprintEvent, Const) // Parameters: // ESelectionMode ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) ESelectionMode UFortListItem::GetSelectionMode() const { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("FortListItem", "GetSelectionMode"); Params::FortListItem_GetSelectionMode Parms{}; UObject::ProcessEvent(Func, &Parms); return Parms.ReturnValue; } // Function FortniteUI.FortListItem.IsItemExpanded // (Event, Public, BlueprintEvent, Const) // Parameters: // bool ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, NativeAccessSpecifierPublic) bool UFortListItem::IsItemExpanded() const { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("FortListItem", "IsItemExpanded"); Params::FortListItem_IsItemExpanded Parms{}; UObject::ProcessEvent(Func, &Parms); return Parms.ReturnValue; } // Function FortniteUI.FortLoginRewardItem.CreateItemTooltip // (Final, Native, Public, BlueprintCallable) void UFortLoginRewardItem::CreateItemTooltip() { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("FortLoginRewardItem", "CreateItemTooltip"); auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; UObject::ProcessEvent(Func, nullptr); Func->FunctionFlags = Flgs; } // Function FortniteUI.FortLoginRewardItem.SetFortItem // (Final, Native, Public, BlueprintCallable) // Parameters: // class UFortItem* InFortItem (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) void UFortLoginRewardItem::SetFortItem(class UFortItem* InFortItem) { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("FortLoginRewardItem", "SetFortItem"); Params::FortLoginRewardItem_SetFortItem Parms{}; Parms.InFortItem = InFortItem; auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; UObject::ProcessEvent(Func, &Parms); Func->FunctionFlags = Flgs; } // Function FortniteUI.FortLoginRewardItem.SetHighValueItem // (Final, Native, Public, BlueprintCallable) // Parameters: // bool bInHighValueItem (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, NativeAccessSpecifierPublic) void UFortLoginRewardItem::SetHighValueItem(bool bInHighValueItem) { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("FortLoginRewardItem", "SetHighValueItem"); Params::FortLoginRewardItem_SetHighValueItem Parms{}; Parms.bInHighValueItem = bInHighValueItem; auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; UObject::ProcessEvent(Func, &Parms); Func->FunctionFlags = Flgs; } // Function FortniteUI.FortLoginRewardItem.SetLoginRewardDay // (Final, Native, Public, BlueprintCallable) // Parameters: // int32 InLoginRewardDay (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) void UFortLoginRewardItem::SetLoginRewardDay(int32 InLoginRewardDay) { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("FortLoginRewardItem", "SetLoginRewardDay"); Params::FortLoginRewardItem_SetLoginRewardDay Parms{}; Parms.InLoginRewardDay = InLoginRewardDay; auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; UObject::ProcessEvent(Func, &Parms); Func->FunctionFlags = Flgs; } // Function FortniteUI.FortLoginRewardItem.SetPlayClaimAnimation // (Final, Native, Public, BlueprintCallable) // Parameters: // bool bInPlayClaimAnimation (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, NativeAccessSpecifierPublic) void UFortLoginRewardItem::SetPlayClaimAnimation(bool bInPlayClaimAnimation) { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("FortLoginRewardItem", "SetPlayClaimAnimation"); Params::FortLoginRewardItem_SetPlayClaimAnimation Parms{}; Parms.bInPlayClaimAnimation = bInPlayClaimAnimation; auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; UObject::ProcessEvent(Func, &Parms); Func->FunctionFlags = Flgs; } // Function FortniteUI.FortLoginRewardItem.SetUnclaimedItem // (Final, Native, Public, BlueprintCallable) // Parameters: // bool bInUnclaimedItem (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, NativeAccessSpecifierPublic) void UFortLoginRewardItem::SetUnclaimedItem(bool bInUnclaimedItem) { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("FortLoginRewardItem", "SetUnclaimedItem"); Params::FortLoginRewardItem_SetUnclaimedItem Parms{}; Parms.bInUnclaimedItem = bInUnclaimedItem; auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; UObject::ProcessEvent(Func, &Parms); Func->FunctionFlags = Flgs; } // Function FortniteUI.FortLoginRewards.CreateLoginRewardWidget // (Event, Protected, BlueprintEvent) // Parameters: // class UFortLoginRewardItem* ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) class UFortLoginRewardItem* UFortLoginRewards::CreateLoginRewardWidget() { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("FortLoginRewards", "CreateLoginRewardWidget"); Params::FortLoginRewards_CreateLoginRewardWidget Parms{}; UObject::ProcessEvent(Func, &Parms); return Parms.ReturnValue; } // Function FortniteUI.FortLoginRewards.DisablePaging // (Event, Protected, BlueprintEvent) // Parameters: // EPageDirection Direction (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) void UFortLoginRewards::DisablePaging(EPageDirection Direction) { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("FortLoginRewards", "DisablePaging"); Params::FortLoginRewards_DisablePaging Parms{}; Parms.Direction = Direction; UObject::ProcessEvent(Func, &Parms); } // Function FortniteUI.FortLoginRewards.EnablePaging // (Event, Protected, BlueprintEvent) // Parameters: // EPageDirection Direction (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) void UFortLoginRewards::EnablePaging(EPageDirection Direction) { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("FortLoginRewards", "EnablePaging"); Params::FortLoginRewards_EnablePaging Parms{}; Parms.Direction = Direction; UObject::ProcessEvent(Func, &Parms); } // Function FortniteUI.FortLoginRewards.HandlePageLeft // (Final, Native, Public, BlueprintCallable) void UFortLoginRewards::HandlePageLeft() { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("FortLoginRewards", "HandlePageLeft"); auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; UObject::ProcessEvent(Func, nullptr); Func->FunctionFlags = Flgs; } // Function FortniteUI.FortLoginRewards.HandlePageRight // (Final, Native, Public, BlueprintCallable) void UFortLoginRewards::HandlePageRight() { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("FortLoginRewards", "HandlePageRight"); auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; UObject::ProcessEvent(Func, nullptr); Func->FunctionFlags = Flgs; } // Function FortniteUI.FortLoginRewards.SetGridPanel // (Final, Native, Protected, BlueprintCallable) // Parameters: // class UUniformGridPanel* InGridPanel (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) void UFortLoginRewards::SetGridPanel(class UUniformGridPanel* InGridPanel) { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("FortLoginRewards", "SetGridPanel"); Params::FortLoginRewards_SetGridPanel Parms{}; Parms.InGridPanel = InGridPanel; auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; UObject::ProcessEvent(Func, &Parms); Func->FunctionFlags = Flgs; } // Function FortniteUI.FortLoginRewards.GetCurrentLoginDays // (Final, Native, Protected, BlueprintCallable, BlueprintPure, Const) // Parameters: // int32 ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) int32 UFortLoginRewards::GetCurrentLoginDays() const { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("FortLoginRewards", "GetCurrentLoginDays"); Params::FortLoginRewards_GetCurrentLoginDays Parms{}; auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; UObject::ProcessEvent(Func, &Parms); Func->FunctionFlags = Flgs; return Parms.ReturnValue; } // Function FortniteUI.FortLoginRewards.GetCurrentPage // (Final, Native, Public, BlueprintCallable, BlueprintPure, Const) // Parameters: // int32 ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) int32 UFortLoginRewards::GetCurrentPage() const { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("FortLoginRewards", "GetCurrentPage"); Params::FortLoginRewards_GetCurrentPage Parms{}; auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; UObject::ProcessEvent(Func, &Parms); Func->FunctionFlags = Flgs; return Parms.ReturnValue; } // Function FortniteUI.FortLoginWindow.Login // (Final, Native, Protected, BlueprintCallable) // Parameters: // const class FString& InEmail (Parm, ZeroConstructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) // const class FString& InPassword (Parm, ZeroConstructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) // bool bRemember (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, NativeAccessSpecifierPublic) void UFortLoginWindow::Login(const class FString& InEmail, const class FString& InPassword, bool bRemember) { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("FortLoginWindow", "Login"); Params::FortLoginWindow_Login Parms{}; Parms.InEmail = std::move(InEmail); Parms.InPassword = std::move(InPassword); Parms.bRemember = bRemember; auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; UObject::ProcessEvent(Func, &Parms); Func->FunctionFlags = Flgs; } // Function FortniteUI.FortLoginWindow.OnLoginStatusChanged // (Event, Protected, HasOutParams, BlueprintEvent) // Parameters: // EUILoginStatus NewStatus (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) // const class FText& InMessage (ConstParm, Parm, OutParm, ReferenceParm, NativeAccessSpecifierPublic) void UFortLoginWindow::OnLoginStatusChanged(EUILoginStatus NewStatus, const class FText& InMessage) { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("FortLoginWindow", "OnLoginStatusChanged"); Params::FortLoginWindow_OnLoginStatusChanged Parms{}; Parms.NewStatus = NewStatus; Parms.InMessage = std::move(InMessage); UObject::ProcessEvent(Func, &Parms); } // Function FortniteUI.FortLoginWindow.GetDefaultEmail // (Final, Native, Protected, BlueprintCallable, BlueprintPure, Const) // Parameters: // class FString ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, HasGetValueTypeHash, NativeAccessSpecifierPublic) class FString UFortLoginWindow::GetDefaultEmail() const { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("FortLoginWindow", "GetDefaultEmail"); Params::FortLoginWindow_GetDefaultEmail Parms{}; auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; UObject::ProcessEvent(Func, &Parms); Func->FunctionFlags = Flgs; return Parms.ReturnValue; } // Function FortniteUI.FortLoginWindow.GetLoginStatusText // (Final, Native, Protected, BlueprintCallable, BlueprintPure, Const) // Parameters: // class FText ReturnValue (Parm, OutParm, ReturnParm, NativeAccessSpecifierPublic) class FText UFortLoginWindow::GetLoginStatusText() const { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("FortLoginWindow", "GetLoginStatusText"); Params::FortLoginWindow_GetLoginStatusText Parms{}; auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; UObject::ProcessEvent(Func, &Parms); Func->FunctionFlags = Flgs; return Parms.ReturnValue; } // Function FortniteUI.FortLoginWindow.IsRememberMeChecked // (Final, Native, Protected, BlueprintCallable, BlueprintPure, Const) // Parameters: // bool ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, NativeAccessSpecifierPublic) bool UFortLoginWindow::IsRememberMeChecked() const { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("FortLoginWindow", "IsRememberMeChecked"); Params::FortLoginWindow_IsRememberMeChecked Parms{}; auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; UObject::ProcessEvent(Func, &Parms); Func->FunctionFlags = Flgs; return Parms.ReturnValue; } // Function FortniteUI.FortLoginWindow.ShouldShowLoginButton // (Final, Native, Protected, BlueprintCallable, BlueprintPure, Const) // Parameters: // const class FString& InEmail (Parm, ZeroConstructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) // const class FString& InPassword (Parm, ZeroConstructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) // bool ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, NativeAccessSpecifierPublic) bool UFortLoginWindow::ShouldShowLoginButton(const class FString& InEmail, const class FString& InPassword) const { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("FortLoginWindow", "ShouldShowLoginButton"); Params::FortLoginWindow_ShouldShowLoginButton Parms{}; Parms.InEmail = std::move(InEmail); Parms.InPassword = std::move(InPassword); auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; UObject::ProcessEvent(Func, &Parms); Func->FunctionFlags = Flgs; return Parms.ReturnValue; } // Function FortniteUI.FortMovieWidget.RequestPlayMovie // (Final, Native, Public, BlueprintCallable) void UFortMovieWidget::RequestPlayMovie() { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("FortMovieWidget", "RequestPlayMovie"); auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; UObject::ProcessEvent(Func, nullptr); Func->FunctionFlags = Flgs; } // Function FortniteUI.FortMovieWidget.RequestStopMovie // (Final, Native, Public, BlueprintCallable) void UFortMovieWidget::RequestStopMovie() { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("FortMovieWidget", "RequestStopMovie"); auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; UObject::ProcessEvent(Func, nullptr); Func->FunctionFlags = Flgs; } // Function FortniteUI.FortMovieWidget.SetMediaPlayer // (Final, Native, Public, BlueprintCallable) // Parameters: // class UMediaPlayer* NewMediaPlayer (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) void UFortMovieWidget::SetMediaPlayer(class UMediaPlayer* NewMediaPlayer) { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("FortMovieWidget", "SetMediaPlayer"); Params::FortMovieWidget_SetMediaPlayer Parms{}; Parms.NewMediaPlayer = NewMediaPlayer; auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; UObject::ProcessEvent(Func, &Parms); Func->FunctionFlags = Flgs; } // Function FortniteUI.FortMovieWidget.GetMediaPlayer // (Final, Native, Public, BlueprintCallable, BlueprintPure, Const) // Parameters: // class UMediaPlayer* ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) class UMediaPlayer* UFortMovieWidget::GetMediaPlayer() const { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("FortMovieWidget", "GetMediaPlayer"); Params::FortMovieWidget_GetMediaPlayer Parms{}; auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; UObject::ProcessEvent(Func, &Parms); Func->FunctionFlags = Flgs; return Parms.ReturnValue; } // Function FortniteUI.FortSocialItemWidget.SetSocialItem // (Event, Public, BlueprintCallable, BlueprintEvent) // Parameters: // class UFortSocialItem* InSocialItem (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) void UFortSocialItemWidget::SetSocialItem(class UFortSocialItem* InSocialItem) { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("FortSocialItemWidget", "SetSocialItem"); Params::FortSocialItemWidget_SetSocialItem Parms{}; Parms.InSocialItem = InSocialItem; UObject::ProcessEvent(Func, &Parms); } // Function FortniteUI.FortTutorialOverlay.OpenBannerMenu // (Final, Native, Private) void UFortTutorialOverlay::OpenBannerMenu() { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("FortTutorialOverlay", "OpenBannerMenu"); auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; UObject::ProcessEvent(Func, nullptr); Func->FunctionFlags = Flgs; } // Function FortniteUI.FortTutorialOverlay.SetTutorialNotificationActive // (Final, Native, Private) // Parameters: // bool bActive (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, NativeAccessSpecifierPublic) void UFortTutorialOverlay::SetTutorialNotificationActive(bool bActive) { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("FortTutorialOverlay", "SetTutorialNotificationActive"); Params::FortTutorialOverlay_SetTutorialNotificationActive Parms{}; Parms.bActive = bActive; auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; UObject::ProcessEvent(Func, &Parms); Func->FunctionFlags = Flgs; } // Function FortniteUI.FortTutorialOverlay.SetupNativeWidgets // (Final, Native, Protected, BlueprintCallable) // Parameters: // class UNamedSlot* NativeSlot (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) void UFortTutorialOverlay::SetupNativeWidgets(class UNamedSlot* NativeSlot) { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("FortTutorialOverlay", "SetupNativeWidgets"); Params::FortTutorialOverlay_SetupNativeWidgets Parms{}; Parms.NativeSlot = NativeSlot; auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; UObject::ProcessEvent(Func, &Parms); Func->FunctionFlags = Flgs; } // Function FortniteUI.FortTutorialScreen.OnHideTutorialScreen // (Event, Public, BlueprintEvent) void UFortTutorialScreen::OnHideTutorialScreen() { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("FortTutorialScreen", "OnHideTutorialScreen"); UObject::ProcessEvent(Func, nullptr); } // Function FortniteUI.FortTutorialScreen.OnShowTutorialScreen // (Event, Public, BlueprintEvent) // Parameters: // class UTexture2D* Image (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) void UFortTutorialScreen::OnShowTutorialScreen(class UTexture2D* Image) { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("FortTutorialScreen", "OnShowTutorialScreen"); Params::FortTutorialScreen_OnShowTutorialScreen Parms{}; Parms.Image = Image; UObject::ProcessEvent(Func, &Parms); } // Function FortniteUI.FortTutorialScreen.PlayerFinished // (Final, Native, Protected, BlueprintCallable) void UFortTutorialScreen::PlayerFinished() { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("FortTutorialScreen", "PlayerFinished"); auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; UObject::ProcessEvent(Func, nullptr); Func->FunctionFlags = Flgs; } // Function FortniteUI.FortUIManagerWidget.CreateUIStateTrigger // (Final, Native, Static, Public, BlueprintCallable) // Parameters: // TSubclassOf Class_0 (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, UObjectWrapper, HasGetValueTypeHash, NativeAccessSpecifierPublic) // class UObject* WorldContextObject (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) // class UFortUIStateTrigger* ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) class UFortUIStateTrigger* UFortUIManagerWidget::CreateUIStateTrigger(TSubclassOf Class_0, class UObject* WorldContextObject) { static class UFunction* Func = nullptr; if (Func == nullptr) Func = StaticClass()->GetFunction("FortUIManagerWidget", "CreateUIStateTrigger"); Params::FortUIManagerWidget_CreateUIStateTrigger Parms{}; Parms.Class_0 = Class_0; Parms.WorldContextObject = WorldContextObject; auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; GetDefaultObj()->ProcessEvent(Func, &Parms); Func->FunctionFlags = Flgs; return Parms.ReturnValue; } // Function FortniteUI.FortUIManagerWidget.GetUIManagerWidget // (Final, Native, Static, Public, BlueprintCallable) // Parameters: // class UObject* WorldContextObject (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) // class UFortUIManagerWidget* ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) class UFortUIManagerWidget* UFortUIManagerWidget::GetUIManagerWidget(class UObject* WorldContextObject) { static class UFunction* Func = nullptr; if (Func == nullptr) Func = StaticClass()->GetFunction("FortUIManagerWidget", "GetUIManagerWidget"); Params::FortUIManagerWidget_GetUIManagerWidget Parms{}; Parms.WorldContextObject = WorldContextObject; auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; GetDefaultObj()->ProcessEvent(Func, &Parms); Func->FunctionFlags = Flgs; return Parms.ReturnValue; } // Function FortniteUI.FortUIManagerWidget.KillConfirmationDialog // (Final, Native, Static, Public, BlueprintCallable) // Parameters: // class UObject* WorldContextObject (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) void UFortUIManagerWidget::KillConfirmationDialog(class UObject* WorldContextObject) { static class UFunction* Func = nullptr; if (Func == nullptr) Func = StaticClass()->GetFunction("FortUIManagerWidget", "KillConfirmationDialog"); Params::FortUIManagerWidget_KillConfirmationDialog Parms{}; Parms.WorldContextObject = WorldContextObject; auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; GetDefaultObj()->ProcessEvent(Func, &Parms); Func->FunctionFlags = Flgs; } // Function FortniteUI.FortUIManagerWidget.ShowErrorDialog // (Final, Native, Static, Public, BlueprintCallable) // Parameters: // class UObject* WorldContextObject (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) // const class FText& OperationDesc (Parm, NativeAccessSpecifierPublic) // const class FText& DisplayMessage (Parm, NativeAccessSpecifierPublic) // const class FString& ErrorCode (Parm, ZeroConstructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) void UFortUIManagerWidget::ShowErrorDialog(class UObject* WorldContextObject, const class FText& OperationDesc, const class FText& DisplayMessage, const class FString& ErrorCode) { static class UFunction* Func = nullptr; if (Func == nullptr) Func = StaticClass()->GetFunction("FortUIManagerWidget", "ShowErrorDialog"); Params::FortUIManagerWidget_ShowErrorDialog Parms{}; Parms.WorldContextObject = WorldContextObject; Parms.OperationDesc = std::move(OperationDesc); Parms.DisplayMessage = std::move(DisplayMessage); Parms.ErrorCode = std::move(ErrorCode); auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; GetDefaultObj()->ProcessEvent(Func, &Parms); Func->FunctionFlags = Flgs; } // Function FortniteUI.FortUIManagerWidget.DisplayErrorDialog // (Event, Public, HasOutParams, BlueprintEvent) // Parameters: // const struct FFortErrorInfo& Info (ConstParm, Parm, OutParm, ReferenceParm, NativeAccessSpecifierPublic) void UFortUIManagerWidget::DisplayErrorDialog(const struct FFortErrorInfo& Info) { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("FortUIManagerWidget", "DisplayErrorDialog"); Params::FortUIManagerWidget_DisplayErrorDialog Parms{}; Parms.Info = std::move(Info); UObject::ProcessEvent(Func, &Parms); } // Function FortniteUI.FortUIManagerWidget.DisplayStateContent // (Event, Protected, BlueprintEvent) // Parameters: // bool bDisplay (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, NativeAccessSpecifierPublic) void UFortUIManagerWidget::DisplayStateContent(bool bDisplay) { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("FortUIManagerWidget", "DisplayStateContent"); Params::FortUIManagerWidget_DisplayStateContent Parms{}; Parms.bDisplay = bDisplay; UObject::ProcessEvent(Func, &Parms); } // Function FortniteUI.FortUIManagerWidget.OnShowConfirmation // (Event, Public, HasOutParams, BlueprintEvent) // Parameters: // const struct FFortDialogDescription& Description (ConstParm, Parm, OutParm, ReferenceParm, NativeAccessSpecifierPublic) void UFortUIManagerWidget::OnShowConfirmation(const struct FFortDialogDescription& Description) { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("FortUIManagerWidget", "OnShowConfirmation"); Params::FortUIManagerWidget_OnShowConfirmation Parms{}; Parms.Description = std::move(Description); UObject::ProcessEvent(Func, &Parms); } // Function FortniteUI.FortUIManagerWidget.OnStateStarted // (Event, Public, BlueprintEvent) void UFortUIManagerWidget::OnStateStarted() { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("FortUIManagerWidget", "OnStateStarted"); UObject::ProcessEvent(Func, nullptr); } // Function FortniteUI.FortUIManagerWidget.RegisterStateTrigger // (Final, Native, Public, BlueprintCallable) // Parameters: // class UFortUIStateTrigger* StateTrigger (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) void UFortUIManagerWidget::RegisterStateTrigger(class UFortUIStateTrigger* StateTrigger) { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("FortUIManagerWidget", "RegisterStateTrigger"); Params::FortUIManagerWidget_RegisterStateTrigger Parms{}; Parms.StateTrigger = StateTrigger; auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; UObject::ProcessEvent(Func, &Parms); Func->FunctionFlags = Flgs; } // Function FortniteUI.FortUIManagerWidget.SetStateContentDisplayed // (Final, Native, Public, BlueprintCallable) // Parameters: // bool bDisplay (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, NativeAccessSpecifierPublic) void UFortUIManagerWidget::SetStateContentDisplayed(bool bDisplay) { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("FortUIManagerWidget", "SetStateContentDisplayed"); Params::FortUIManagerWidget_SetStateContentDisplayed Parms{}; Parms.bDisplay = bDisplay; auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; UObject::ProcessEvent(Func, &Parms); Func->FunctionFlags = Flgs; } // Function FortniteUI.FortUIManagerWidget.UnregisterStateTrigger // (Final, Native, Public, BlueprintCallable) // Parameters: // class UFortUIStateTrigger* TriggerToRemove (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) void UFortUIManagerWidget::UnregisterStateTrigger(class UFortUIStateTrigger* TriggerToRemove) { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("FortUIManagerWidget", "UnregisterStateTrigger"); Params::FortUIManagerWidget_UnregisterStateTrigger Parms{}; Parms.TriggerToRemove = TriggerToRemove; auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; UObject::ProcessEvent(Func, &Parms); Func->FunctionFlags = Flgs; } // Function FortniteUI.FortUIManagerWidget.UpdateStateWidgetContent // (Event, Protected, BlueprintEvent) // Parameters: // class UFortUIStateWidget* StateWidget (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) void UFortUIManagerWidget::UpdateStateWidgetContent(class UFortUIStateWidget* StateWidget) { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("FortUIManagerWidget", "UpdateStateWidgetContent"); Params::FortUIManagerWidget_UpdateStateWidgetContent Parms{}; Parms.StateWidget = StateWidget; UObject::ProcessEvent(Func, &Parms); } // Function FortniteUI.FortUIManagerWidget._BPGetCurrentUIState // (Final, Native, Public, BlueprintCallable, BlueprintPure, Const) // Parameters: // EFortUIState ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) EFortUIState UFortUIManagerWidget::_BPGetCurrentUIState() const { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("FortUIManagerWidget", "_BPGetCurrentUIState"); Params::FortUIManagerWidget__BPGetCurrentUIState Parms{}; auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; UObject::ProcessEvent(Func, &Parms); Func->FunctionFlags = Flgs; return Parms.ReturnValue; } // Function FortniteUI.FortUIManagerWidget.GetCurrentUIStateWidget // (Final, Native, Public, BlueprintCallable, BlueprintPure, Const) // Parameters: // class UFortUIStateWidget* ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) class UFortUIStateWidget* UFortUIManagerWidget::GetCurrentUIStateWidget() const { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("FortUIManagerWidget", "GetCurrentUIStateWidget"); Params::FortUIManagerWidget_GetCurrentUIStateWidget Parms{}; auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; UObject::ProcessEvent(Func, &Parms); Func->FunctionFlags = Flgs; return Parms.ReturnValue; } // Function FortniteUI.FortUIManagerWidget.IsStateContentDisplayed // (Final, Native, Public, BlueprintCallable, BlueprintPure, Const) // Parameters: // bool ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, NativeAccessSpecifierPublic) bool UFortUIManagerWidget::IsStateContentDisplayed() const { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("FortUIManagerWidget", "IsStateContentDisplayed"); Params::FortUIManagerWidget_IsStateContentDisplayed Parms{}; auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; UObject::ProcessEvent(Func, &Parms); Func->FunctionFlags = Flgs; return Parms.ReturnValue; } // Function FortniteUI.FortUIMessageItemWidget.OnRemoveRequested // (Event, Protected, BlueprintEvent) void UFortUIMessageItemWidget::OnRemoveRequested() { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("FortUIMessageItemWidget", "OnRemoveRequested"); UObject::ProcessEvent(Func, nullptr); } // Function FortniteUI.FortUIMessageItemWidget.RequestRemove // (Final, Native, Public, BlueprintCallable) void UFortUIMessageItemWidget::RequestRemove() { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("FortUIMessageItemWidget", "RequestRemove"); auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; UObject::ProcessEvent(Func, nullptr); Func->FunctionFlags = Flgs; } // Function FortniteUI.FortUIMessageItemWidget.StackItem // (Event, Public, BlueprintCallable, BlueprintEvent) // Parameters: // class UFortUIMessageItemWidget* StackedItem (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) void UFortUIMessageItemWidget::StackItem(class UFortUIMessageItemWidget* StackedItem) { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("FortUIMessageItemWidget", "StackItem"); Params::FortUIMessageItemWidget_StackItem Parms{}; Parms.StackedItem = StackedItem; UObject::ProcessEvent(Func, &Parms); } // Function FortniteUI.FortVaultDetailsWidget._BPOnNewItemSet // (Event, Protected, BlueprintEvent) void UFortVaultDetailsWidget::_BPOnNewItemSet() { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("FortVaultDetailsWidget", "_BPOnNewItemSet"); UObject::ProcessEvent(Func, nullptr); } // Function FortniteUI.FortVaultDetailsWidget.GetInfo // (Final, Native, Protected, BlueprintCallable) // Parameters: // struct FVaultDetailsInfo ReturnValue (Parm, OutParm, ReturnParm, NativeAccessSpecifierPublic) struct FVaultDetailsInfo UFortVaultDetailsWidget::GetInfo() { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("FortVaultDetailsWidget", "GetInfo"); Params::FortVaultDetailsWidget_GetInfo Parms{}; auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; UObject::ProcessEvent(Func, &Parms); Func->FunctionFlags = Flgs; return Parms.ReturnValue; } // Function FortniteUI.FortVaultDetailsWidget.GetItem // (Final, Native, Protected, BlueprintCallable) // Parameters: // class UFortItem* ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) class UFortItem* UFortVaultDetailsWidget::GetItem() { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("FortVaultDetailsWidget", "GetItem"); Params::FortVaultDetailsWidget_GetItem Parms{}; auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; UObject::ProcessEvent(Func, &Parms); Func->FunctionFlags = Flgs; return Parms.ReturnValue; } // Function FortniteUI.FortVaultDetailsWidget.GetLevelProperty // (Final, Native, Protected, BlueprintCallable) // Parameters: // struct FVaultPropertyInfo ReturnValue (Parm, OutParm, ReturnParm, NativeAccessSpecifierPublic) struct FVaultPropertyInfo UFortVaultDetailsWidget::GetLevelProperty() { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("FortVaultDetailsWidget", "GetLevelProperty"); Params::FortVaultDetailsWidget_GetLevelProperty Parms{}; auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; UObject::ProcessEvent(Func, &Parms); Func->FunctionFlags = Flgs; return Parms.ReturnValue; } // Function FortniteUI.FortVaultDetailsWidget.GetMaxLevelProperty // (Final, Native, Protected, BlueprintCallable) // Parameters: // struct FVaultPropertyInfo ReturnValue (Parm, OutParm, ReturnParm, NativeAccessSpecifierPublic) struct FVaultPropertyInfo UFortVaultDetailsWidget::GetMaxLevelProperty() { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("FortVaultDetailsWidget", "GetMaxLevelProperty"); Params::FortVaultDetailsWidget_GetMaxLevelProperty Parms{}; auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; UObject::ProcessEvent(Func, &Parms); Func->FunctionFlags = Flgs; return Parms.ReturnValue; } // Function FortniteUI.FortVaultDetailsWidget.GetProperties // (Final, Native, Protected, HasOutParams, BlueprintCallable) // Parameters: // TArray* Properties (Parm, OutParm, ZeroConstructor, NativeAccessSpecifierPublic) // bool bWithUpgradeData (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, NativeAccessSpecifierPublic) void UFortVaultDetailsWidget::GetProperties(TArray* Properties, bool bWithUpgradeData) { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("FortVaultDetailsWidget", "GetProperties"); Params::FortVaultDetailsWidget_GetProperties Parms{}; Parms.bWithUpgradeData = bWithUpgradeData; auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; UObject::ProcessEvent(Func, &Parms); Func->FunctionFlags = Flgs; if (Properties != nullptr) *Properties = std::move(Parms.Properties); } // Function FortniteUI.FortVaultDetailsWidget.HasPendingCustomization // (Final, Native, Protected, BlueprintCallable) // Parameters: // bool ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, NativeAccessSpecifierPublic) bool UFortVaultDetailsWidget::HasPendingCustomization() { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("FortVaultDetailsWidget", "HasPendingCustomization"); Params::FortVaultDetailsWidget_HasPendingCustomization Parms{}; auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; UObject::ProcessEvent(Func, &Parms); Func->FunctionFlags = Flgs; return Parms.ReturnValue; } // Function FortniteUI.FortVaultDetailsWidget.HasPendingUpgrade // (Final, Native, Protected, BlueprintCallable) // Parameters: // bool ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, NativeAccessSpecifierPublic) bool UFortVaultDetailsWidget::HasPendingUpgrade() { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("FortVaultDetailsWidget", "HasPendingUpgrade"); Params::FortVaultDetailsWidget_HasPendingUpgrade Parms{}; auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; UObject::ProcessEvent(Func, &Parms); Func->FunctionFlags = Flgs; return Parms.ReturnValue; } // Function FortniteUI.FortVaultDetailsWidget.SetItem // (Final, Native, Public, BlueprintCallable) // Parameters: // const class UFortItem* InItem (ConstParm, Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) // bool bForce (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, NativeAccessSpecifierPublic) void UFortVaultDetailsWidget::SetItem(const class UFortItem* InItem, bool bForce) { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("FortVaultDetailsWidget", "SetItem"); Params::FortVaultDetailsWidget_SetItem Parms{}; Parms.InItem = InItem; Parms.bForce = bForce; auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; UObject::ProcessEvent(Func, &Parms); Func->FunctionFlags = Flgs; } // Function FortniteUI.FortVaultDetailsWidget.SetItemForCommand // (Final, Native, Public, BlueprintCallable) // Parameters: // const class UFortItem* InItem (ConstParm, Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) // EVaultCommandType InCommand (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) // bool bForce (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, NativeAccessSpecifierPublic) void UFortVaultDetailsWidget::SetItemForCommand(const class UFortItem* InItem, EVaultCommandType InCommand, bool bForce) { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("FortVaultDetailsWidget", "SetItemForCommand"); Params::FortVaultDetailsWidget_SetItemForCommand Parms{}; Parms.InItem = InItem; Parms.InCommand = InCommand; Parms.bForce = bForce; auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; UObject::ProcessEvent(Func, &Parms); Func->FunctionFlags = Flgs; } // Function FortniteUI.FortVaultDetailsWidget.GetAlterationSlots // (Final, Native, Public, HasOutParams, BlueprintCallable, BlueprintPure, Const) // Parameters: // TArray* Slots (Parm, OutParm, ZeroConstructor, NativeAccessSpecifierPublic) void UFortVaultDetailsWidget::GetAlterationSlots(TArray* Slots) const { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("FortVaultDetailsWidget", "GetAlterationSlots"); Params::FortVaultDetailsWidget_GetAlterationSlots Parms{}; auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; UObject::ProcessEvent(Func, &Parms); Func->FunctionFlags = Flgs; if (Slots != nullptr) *Slots = std::move(Parms.Slots); } // Function FortniteUI.FortVaultWidget._BPOnContentUpdated // (Event, Protected, BlueprintEvent) void UFortVaultWidget::_BPOnContentUpdated() { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("FortVaultWidget", "_BPOnContentUpdated"); UObject::ProcessEvent(Func, nullptr); } // Function FortniteUI.FortVaultWidget.GetItemList // (Final, Native, Protected, HasOutParams, BlueprintCallable, BlueprintPure, Const) // Parameters: // TArray* OutItemList (Parm, OutParm, ZeroConstructor, NativeAccessSpecifierPublic) // EVaultContentType InContentType (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) // const struct FVaultContentDetails& Details (Parm, NativeAccessSpecifierPublic) void UFortVaultWidget::GetItemList(TArray* OutItemList, EVaultContentType InContentType, const struct FVaultContentDetails& Details) const { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("FortVaultWidget", "GetItemList"); Params::FortVaultWidget_GetItemList Parms{}; Parms.InContentType = InContentType; Parms.Details = std::move(Details); auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; UObject::ProcessEvent(Func, &Parms); Func->FunctionFlags = Flgs; if (OutItemList != nullptr) *OutItemList = std::move(Parms.OutItemList); } // Function FortniteUI.FortVaultWidget.IsSupportedSortType // (Final, Native, Protected, BlueprintCallable, BlueprintPure, Const) // Parameters: // EVaultContentSortType InSortType (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) // EVaultContentType InContentType (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) // EFortInventoryFilter InContentSubType (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) // bool ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, NativeAccessSpecifierPublic) bool UFortVaultWidget::IsSupportedSortType(EVaultContentSortType InSortType, EVaultContentType InContentType, EFortInventoryFilter InContentSubType) const { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("FortVaultWidget", "IsSupportedSortType"); Params::FortVaultWidget_IsSupportedSortType Parms{}; Parms.InSortType = InSortType; Parms.InContentType = InContentType; Parms.InContentSubType = InContentSubType; auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; UObject::ProcessEvent(Func, &Parms); Func->FunctionFlags = Flgs; return Parms.ReturnValue; } } #pragma pack(pop)