Files
Alphanium/CppSDK/SDK/Fort_Entry_Music_Controller_BP_functions.cpp

267 lines
7.4 KiB
C++

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