Files
Alphanium/CppSDK/SDK/FortniteUI_functions.cpp

11445 lines
376 KiB
C++

#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<class FText>& InDataProvider (ConstParm, Parm, OutParm, ZeroConstructor, ReferenceParm, NativeAccessSpecifierPublic)
void UFortAbstractButtonGroup::SetDataProvider(const TArray<class FText>& 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)
// TDelegate<void(class UFortUserWidget* InWidget)>InCallback (Parm, ZeroConstructor, NoDestructor, NativeAccessSpecifierPublic)
void UFortUserWidget::RegisterForEvent(class FName EventName, TDelegate<void(class UFortUserWidget* InWidget)> 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<void()> Callback (Parm, ZeroConstructor, NoDestructor, NativeAccessSpecifierPublic)
void UFortUserWidget::RegisterForInvalidation(class FName InvalidationType, TDelegate<void()> 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)
// TDelegate<void(class UFortUserWidget* InWidget)>InCallback (Parm, ZeroConstructor, NoDestructor, NativeAccessSpecifierPublic)
void UFortUserWidget::UnregisterForEvent(class FName EventName, TDelegate<void(class UFortUserWidget* InWidget)> 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<class UFortButtonStyle> InStyle (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, UObjectWrapper, HasGetValueTypeHash, NativeAccessSpecifierPublic)
void UFortBaseButton::SetStyle(TSubclassOf<class UFortButtonStyle> 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)
// TDelegate<void(EFortFrontEndFeature ChangedFeature, EFortFrontEndFeatureState NewState)>Delegate (Parm, ZeroConstructor, NoDestructor, NativeAccessSpecifierPublic)
void UFortFrontEndContext::BindToFeatureStateAndInitialize(EFortFrontEndFeature Feature, TDelegate<void(EFortFrontEndFeature ChangedFeature, EFortFrontEndFeatureState NewState)> 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<class UFortWorldItem*>* SelectableGadgets (Parm, OutParm, ZeroConstructor, NativeAccessSpecifierPublic)
// TArray<class UFortWorldItem*>* LastSelectedGadgets (Parm, OutParm, ZeroConstructor, NativeAccessSpecifierPublic)
void UFortFrontEndContext::GetSelectableGadgets(TArray<class UFortWorldItem*>* SelectableGadgets, TArray<class UFortWorldItem*>* 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<struct FFortItemQuantityPair>* Rewards (Parm, OutParm, ZeroConstructor, NativeAccessSpecifierPublic)
// int32 AccountLevel (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
void UFortFrontEndContext::GetAccountLevelUpRewards(TArray<struct FFortItemQuantityPair>* 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<struct FFortTheaterMapData>* OutAllTheaterData (Parm, OutParm, ZeroConstructor, NativeAccessSpecifierPublic)
// bool ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, NativeAccessSpecifierPublic)
bool UFortFrontEndContext::GetAllTheaterData(TArray<struct FFortTheaterMapData>* 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<struct FGameDifficultyInfo> ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, NativeAccessSpecifierPublic)
TArray<struct FGameDifficultyInfo> 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<struct FFortItemQuantityPair>* OutWorldItems (Parm, OutParm, ZeroConstructor, NativeAccessSpecifierPublic)
// TArray<struct FFortItemQuantityPair>* OutAccountItems (Parm, OutParm, ZeroConstructor, NativeAccessSpecifierPublic)
void UFortFrontEndContext::GetOutpostStructureUpgradeCost(int32 TheaterSlot, int32 UpgradeLevel, class UFortOutpostItemDefinition* OutpostStructure, TArray<struct FFortItemQuantityPair>* OutWorldItems, TArray<struct FFortItemQuantityPair>* 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)
// TDelegate<void(EFortUIFeature ChangedFeature, EFortUIFeatureState NewState)>Delegate (Parm, ZeroConstructor, NoDestructor, NativeAccessSpecifierPublic)
void UFortGlobalUIContext::BindToFeatureStateAndInitialize(EFortUIFeature Feature, TDelegate<void(EFortUIFeature ChangedFeature, EFortUIFeatureState NewState)> 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<class AFortScriptedAction> ScriptedAction (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, UObjectWrapper, HasGetValueTypeHash, NativeAccessSpecifierPublic)
void UFortGlobalUIContext::RegisterScriptedAction(TSubclassOf<class AFortScriptedAction> 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<TSubclassOf<class AFortScriptedAction>>&ScriptedActions (Parm, ZeroConstructor, UObjectWrapper, NativeAccessSpecifierPublic)
void UFortGlobalUIContext::RegisterScriptedActions(const TArray<TSubclassOf<class AFortScriptedAction>>& 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<void()> InOnNotifcationAvailable (Parm, ZeroConstructor, NoDestructor, NativeAccessSpecifierPublic)
void UFortGlobalUIContext::RegisterToReceiveNotifications(TDelegate<void()> 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<void(int32 Width, int32 Height, const TArray<struct FColor>& Colors)>Callback (Parm, ZeroConstructor, NoDestructor, NativeAccessSpecifierPublic)
void UFortGlobalUIContext::TakeScreenshot(TDelegate<void(int32 Width, int32 Height, const TArray<struct FColor>& 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<class AFortScriptedAction> ScriptedAction (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, UObjectWrapper, HasGetValueTypeHash, NativeAccessSpecifierPublic)
void UFortGlobalUIContext::UnregisterScriptedAction(TSubclassOf<class AFortScriptedAction> 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<class UFortGridPickerTile> InClearWidgetType (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, UObjectWrapper, HasGetValueTypeHash, NativeAccessSpecifierPublic)
void UFortGridWidgetBase::SetClearWidgetType(TSubclassOf<class UFortGridPickerTile> 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<class UObject*>& Data (ConstParm, Parm, OutParm, ZeroConstructor, ReferenceParm, NativeAccessSpecifierPublic)
void UFortGridWidgetBase::SetDataProvider(const TArray<class UObject*>& 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<struct FFortGameplayEffectModifierDescription>*Stats (Parm, OutParm, ZeroConstructor, NativeAccessSpecifierPublic)
void UFortHeroManagementContext::GetDisplayStats(TArray<struct FFortGameplayEffectModifierDescription>* 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<struct FEmptyHeroSlot> ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, NativeAccessSpecifierPublic)
TArray<struct FEmptyHeroSlot> 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<class FString> ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, NativeAccessSpecifierPublic)
TArray<class FString> 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<struct FGameplayAttribute>&Attributes (Parm, ZeroConstructor, NativeAccessSpecifierPublic)
// TArray<float>* Values (Parm, OutParm, ZeroConstructor, NativeAccessSpecifierPublic)
// bool ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, NativeAccessSpecifierPublic)
bool UFortHeroManagementContext::GetAttributeValuesArray(const TArray<struct FGameplayAttribute>& Attributes, TArray<float>* 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<struct FGameplayAttribute>&Attributes (Parm, ZeroConstructor, NativeAccessSpecifierPublic)
// TArray<float>* Values (Parm, OutParm, ZeroConstructor, NativeAccessSpecifierPublic)
// bool ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, NativeAccessSpecifierPublic)
bool UFortHeroManagementContext::GetAttributeValuesArrayFromID(const class FString& HeroId, const TArray<struct FGameplayAttribute>& Attributes, TArray<float>* 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<class UFortAbilityKit*> ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, NativeAccessSpecifierPublic)
TArray<class UFortAbilityKit*> 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<class UFortAbilityKit*> ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, NativeAccessSpecifierPublic)
TArray<class UFortAbilityKit*> 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<class UFortSchematicItem*>* PinnedItems (Parm, OutParm, ZeroConstructor, NativeAccessSpecifierPublic)
void UFortInventoryContext::GetPinnedSchematicList(TArray<class UFortSchematicItem*>* 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<class UFortSchematicItem*>* Items (Parm, OutParm, ZeroConstructor, NativeAccessSpecifierPublic)
// const struct FFortItemListFilter& FilterSettings (ConstParm, Parm, OutParm, ReferenceParm, NativeAccessSpecifierPublic)
void UFortInventoryContext::GetSchematicItemList(TArray<class UFortSchematicItem*>* 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<class UFortWorldItem*>* Items (Parm, OutParm, ZeroConstructor, NativeAccessSpecifierPublic)
// const struct FFortItemListFilter& FilterSettings (ConstParm, Parm, OutParm, ReferenceParm, NativeAccessSpecifierPublic)
void UFortInventoryContext::GetWorldItemList(TArray<class UFortWorldItem*>* 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<void()>& OnCloseHandler (ConstParm, Parm, OutParm, ZeroConstructor, ReferenceParm, NoDestructor, NativeAccessSpecifierPublic)
void UFortLegacySlateBridgeWidget::SetOnCloseHandler(const TDelegate<void()>& 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<class UObject*>& NewData (ConstParm, Parm, OutParm, ZeroConstructor, ReferenceParm, NativeAccessSpecifierPublic)
void UFortListView::SetDataProvider(const TArray<class UObject*>& 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<class UFortSocialItem*>& InList (ConstParm, Parm, OutParm, ZeroConstructor, ReferenceParm, NativeAccessSpecifierPublic)
void UFortSocialListView::SetList(const TArray<class UFortSocialItem*>& 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<class UFortAccountItemDefinition*>&AccountItemDefinitions (ConstParm, Parm, OutParm, ZeroConstructor, ReferenceParm, NativeAccessSpecifierPublic)
// TArray<class UFortAccountItem*>* AccountItems (Parm, OutParm, ZeroConstructor, NativeAccessSpecifierPublic)
void UFortStoreContext::GetAccountItems(const TArray<class UFortAccountItemDefinition*>& AccountItemDefinitions, TArray<class UFortAccountItem*>* 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<void()>& OnActivatedHandler (ConstParm, Parm, OutParm, ZeroConstructor, ReferenceParm, NoDestructor, NativeAccessSpecifierPublic)
void UFortActionHandlerPanel::SetOnPanelActivated(const TDelegate<void()>& 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<void()>& OnDeactivatedHandler (ConstParm, Parm, OutParm, ZeroConstructor, ReferenceParm, NoDestructor, NativeAccessSpecifierPublic)
void UFortActionHandlerPanel::SetOnPanelDeactivated(const TDelegate<void()>& 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:
// TDelegate<void(class UFortItem** ItemToCompare)>InDelegate (Parm, ZeroConstructor, NoDestructor, NativeAccessSpecifierPublic)
void UFortItemWidget::SetOnGetItemToCompareDelegate(TDelegate<void(class UFortItem** ItemToCompare)> 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<int32>& DepositAmounts (Parm, OutParm, ZeroConstructor, ReferenceParm, NativeAccessSpecifierPublic)
// TArray<int32>& DepositGoals (Parm, OutParm, ZeroConstructor, ReferenceParm, NativeAccessSpecifierPublic)
void UFortItemCollectorWidget::OnItemCollectorValuesChanged(TArray<int32>& DepositAmounts, TArray<int32>& 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 UFortUIStateTrigger> 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 UFortUIStateTrigger> 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<struct FVaultPropertyInfo>* Properties (Parm, OutParm, ZeroConstructor, NativeAccessSpecifierPublic)
// bool bWithUpgradeData (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, NativeAccessSpecifierPublic)
void UFortVaultDetailsWidget::GetProperties(TArray<struct FVaultPropertyInfo>* 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<struct FVaultAlterationInfo>* Slots (Parm, OutParm, ZeroConstructor, NativeAccessSpecifierPublic)
void UFortVaultDetailsWidget::GetAlterationSlots(TArray<struct FVaultAlterationInfo>* 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<class UFortAccountItem*>* OutItemList (Parm, OutParm, ZeroConstructor, NativeAccessSpecifierPublic)
// EVaultContentType InContentType (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// const struct FVaultContentDetails& Details (Parm, NativeAccessSpecifierPublic)
void UFortVaultWidget::GetItemList(TArray<class UFortAccountItem*>* 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)