#pragma once /* * SDK generated by Dumper-7 * * https://github.com/Encryqed/Dumper-7 */ // Package: LeaveButton #include "Basic.hpp" #include "LeaveButton_classes.hpp" #include "LeaveButton_parameters.hpp" #pragma pack(push, 0x4) namespace SDK { // Function LeaveButton.LeaveButton_C.ExecuteUbergraph_LeaveButton // (HasDefaults) // Parameters: // int32 EntryPoint (Parm, ZeroConstructor, IsPlainOldData, NoDestructor) void ULeaveButton_C::ExecuteUbergraph_LeaveButton(int32 EntryPoint) { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("LeaveButton_C", "ExecuteUbergraph_LeaveButton"); Params::LeaveButton_C_ExecuteUbergraph_LeaveButton Parms{}; Parms.EntryPoint = EntryPoint; UObject::ProcessEvent(Func, &Parms); } // Function LeaveButton.LeaveButton_C.PreConstruct // (BlueprintCosmetic, Event, Public, BlueprintEvent) // Parameters: // bool IsDesignTime (Parm, ZeroConstructor, IsPlainOldData, NoDestructor) void ULeaveButton_C::PreConstruct(bool IsDesignTime) { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("LeaveButton_C", "PreConstruct"); Params::LeaveButton_C_PreConstruct Parms{}; Parms.IsDesignTime = IsDesignTime; UObject::ProcessEvent(Func, &Parms); } // Function LeaveButton.LeaveButton_C.BndEvt__[Button] Leave_K2Node_ComponentBoundEvent_84_FortBaseButtonClicked__DelegateSignature // (BlueprintEvent) // Parameters: // class UFortBaseButton* Button (Parm, ZeroConstructor, IsPlainOldData, NoDestructor) void ULeaveButton_C::BndEvt___Button__Leave_K2Node_ComponentBoundEvent_84_FortBaseButtonClicked__DelegateSignature(class UFortBaseButton* Button) { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("LeaveButton_C", "BndEvt__[Button] Leave_K2Node_ComponentBoundEvent_84_FortBaseButtonClicked__DelegateSignature"); Params::LeaveButton_C_BndEvt___Button__Leave_K2Node_ComponentBoundEvent_84_FortBaseButtonClicked__DelegateSignature Parms{}; Parms.Button = Button; UObject::ProcessEvent(Func, &Parms); } // Function LeaveButton.LeaveButton_C.HandleTeamMemberRemoved // (BlueprintCallable, BlueprintEvent) // Parameters: // int32 PlayerIndex (Parm, ZeroConstructor, IsPlainOldData, NoDestructor) void ULeaveButton_C::HandleTeamMemberRemoved(int32 PlayerIndex) { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("LeaveButton_C", "HandleTeamMemberRemoved"); Params::LeaveButton_C_HandleTeamMemberRemoved Parms{}; Parms.PlayerIndex = PlayerIndex; UObject::ProcessEvent(Func, &Parms); } // Function LeaveButton.LeaveButton_C.HandleTeamMemberAdded // (BlueprintCallable, BlueprintEvent) // Parameters: // const struct FFortTeamMemberInfo& NewTeamMemberInfo (Parm) void ULeaveButton_C::HandleTeamMemberAdded(const struct FFortTeamMemberInfo& NewTeamMemberInfo) { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("LeaveButton_C", "HandleTeamMemberAdded"); Params::LeaveButton_C_HandleTeamMemberAdded Parms{}; Parms.NewTeamMemberInfo = std::move(NewTeamMemberInfo); UObject::ProcessEvent(Func, &Parms); } // Function LeaveButton.LeaveButton_C.HandleLobbyEvents // (BlueprintCallable, BlueprintEvent) void ULeaveButton_C::HandleLobbyEvents() { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("LeaveButton_C", "HandleLobbyEvents"); UObject::ProcessEvent(Func, nullptr); } // Function LeaveButton.LeaveButton_C.Construct // (BlueprintCosmetic, Event, Public, BlueprintEvent) void ULeaveButton_C::Construct() { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("LeaveButton_C", "Construct"); UObject::ProcessEvent(Func, nullptr); } // Function LeaveButton.LeaveButton_C.OnConfirmed_A9AA3A5B453A4DE8A2BCA6AA5D014B79 // (BlueprintCallable, BlueprintEvent) void ULeaveButton_C::OnConfirmed_A9AA3A5B453A4DE8A2BCA6AA5D014B79() { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("LeaveButton_C", "OnConfirmed_A9AA3A5B453A4DE8A2BCA6AA5D014B79"); UObject::ProcessEvent(Func, nullptr); } // Function LeaveButton.LeaveButton_C.OnDeclined_A9AA3A5B453A4DE8A2BCA6AA5D014B79 // (BlueprintCallable, BlueprintEvent) void ULeaveButton_C::OnDeclined_A9AA3A5B453A4DE8A2BCA6AA5D014B79() { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("LeaveButton_C", "OnDeclined_A9AA3A5B453A4DE8A2BCA6AA5D014B79"); UObject::ProcessEvent(Func, nullptr); } // Function LeaveButton.LeaveButton_C.OnTimedOut_A9AA3A5B453A4DE8A2BCA6AA5D014B79 // (BlueprintCallable, BlueprintEvent) void ULeaveButton_C::OnTimedOut_A9AA3A5B453A4DE8A2BCA6AA5D014B79() { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("LeaveButton_C", "OnTimedOut_A9AA3A5B453A4DE8A2BCA6AA5D014B79"); UObject::ProcessEvent(Func, nullptr); } // Function LeaveButton.LeaveButton_C.OnConfirmed_0FD9CDFF41D146A2389F9EBEB64D7769 // (BlueprintCallable, BlueprintEvent) void ULeaveButton_C::OnConfirmed_0FD9CDFF41D146A2389F9EBEB64D7769() { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("LeaveButton_C", "OnConfirmed_0FD9CDFF41D146A2389F9EBEB64D7769"); UObject::ProcessEvent(Func, nullptr); } // Function LeaveButton.LeaveButton_C.OnDeclined_0FD9CDFF41D146A2389F9EBEB64D7769 // (BlueprintCallable, BlueprintEvent) void ULeaveButton_C::OnDeclined_0FD9CDFF41D146A2389F9EBEB64D7769() { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("LeaveButton_C", "OnDeclined_0FD9CDFF41D146A2389F9EBEB64D7769"); UObject::ProcessEvent(Func, nullptr); } // Function LeaveButton.LeaveButton_C.OnTimedOut_0FD9CDFF41D146A2389F9EBEB64D7769 // (BlueprintCallable, BlueprintEvent) void ULeaveButton_C::OnTimedOut_0FD9CDFF41D146A2389F9EBEB64D7769() { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("LeaveButton_C", "OnTimedOut_0FD9CDFF41D146A2389F9EBEB64D7769"); UObject::ProcessEvent(Func, nullptr); } // Function LeaveButton.LeaveButton_C.GetLeaveActionText // (Public, HasOutParams, HasDefaults, BlueprintCallable, BlueprintEvent, BlueprintPure) // Parameters: // class FText* TEXT (Parm, OutParm) void ULeaveButton_C::GetLeaveActionText(class FText* TEXT) { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("LeaveButton_C", "GetLeaveActionText"); Params::LeaveButton_C_GetLeaveActionText Parms{}; UObject::ProcessEvent(Func, &Parms); if (TEXT != nullptr) *TEXT = std::move(Parms.TEXT); } // Function LeaveButton.LeaveButton_C.IsConsideredInGame // (Public, HasOutParams, BlueprintCallable, BlueprintEvent, BlueprintPure) // Parameters: // bool* InGame (Parm, OutParm, ZeroConstructor, IsPlainOldData, NoDestructor) void ULeaveButton_C::IsConsideredInGame(bool* InGame) { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("LeaveButton_C", "IsConsideredInGame"); Params::LeaveButton_C_IsConsideredInGame Parms{}; UObject::ProcessEvent(Func, &Parms); if (InGame != nullptr) *InGame = Parms.InGame; } // Function LeaveButton.LeaveButton_C.UpdateState // (Public, HasDefaults, BlueprintCallable, BlueprintEvent) void ULeaveButton_C::UpdateState() { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("LeaveButton_C", "UpdateState"); UObject::ProcessEvent(Func, nullptr); } // Function LeaveButton.LeaveButton_C.LeaveParty // (Public, BlueprintCallable, BlueprintEvent) void ULeaveButton_C::LeaveParty() { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("LeaveButton_C", "LeaveParty"); UObject::ProcessEvent(Func, nullptr); } } #pragma pack(pop)