mirror of
https://github.com/ApfelTeeSaft/Alphanium.git
synced 2026-08-27 03:33:27 +00:00
11445 lines
376 KiB
C++
11445 lines
376 KiB
C++
#pragma once
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/*
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* SDK generated by Dumper-7
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*
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* https://github.com/Encryqed/Dumper-7
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*/
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// Package: FortniteUI
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#include "Basic.hpp"
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#include "FortniteUI_classes.hpp"
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#include "FortniteUI_parameters.hpp"
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#pragma pack(push, 0x4)
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namespace SDK
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{
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// Function FortniteUI.FortAbstractButtonGroup.HandleButtonClicked
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// (Native, Public, BlueprintCallable)
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// Parameters:
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// class UFortButton* Button (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
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void UFortAbstractButtonGroup::HandleButtonClicked(class UFortButton* Button)
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{
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static class UFunction* Func = nullptr;
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if (Func == nullptr)
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Func = Class->GetFunction("FortAbstractButtonGroup", "HandleButtonClicked");
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Params::FortAbstractButtonGroup_HandleButtonClicked Parms{};
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Parms.Button = Button;
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auto Flgs = Func->FunctionFlags;
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Func->FunctionFlags |= 0x400;
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UObject::ProcessEvent(Func, &Parms);
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Func->FunctionFlags = Flgs;
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}
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// Function FortniteUI.FortAbstractButtonGroup.SetDataProvider
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// (Native, Public, HasOutParams, BlueprintCallable)
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// Parameters:
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// const TArray<class FText>& InDataProvider (ConstParm, Parm, OutParm, ZeroConstructor, ReferenceParm, NativeAccessSpecifierPublic)
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void UFortAbstractButtonGroup::SetDataProvider(const TArray<class FText>& InDataProvider)
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{
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static class UFunction* Func = nullptr;
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if (Func == nullptr)
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Func = Class->GetFunction("FortAbstractButtonGroup", "SetDataProvider");
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Params::FortAbstractButtonGroup_SetDataProvider Parms{};
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Parms.InDataProvider = std::move(InDataProvider);
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auto Flgs = Func->FunctionFlags;
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Func->FunctionFlags |= 0x400;
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UObject::ProcessEvent(Func, &Parms);
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Func->FunctionFlags = Flgs;
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}
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// Function FortniteUI.FortTabButtonGroup.GetTabButton
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// (Final, Native, Public, BlueprintCallable)
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// Parameters:
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// int32 INDEX (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
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// class UFortTabButton* ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
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class UFortTabButton* UFortTabButtonGroup::GetTabButton(int32 INDEX)
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{
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static class UFunction* Func = nullptr;
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if (Func == nullptr)
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Func = Class->GetFunction("FortTabButtonGroup", "GetTabButton");
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Params::FortTabButtonGroup_GetTabButton Parms{};
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Parms.INDEX = INDEX;
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auto Flgs = Func->FunctionFlags;
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Func->FunctionFlags |= 0x400;
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UObject::ProcessEvent(Func, &Parms);
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Func->FunctionFlags = Flgs;
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return Parms.ReturnValue;
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}
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// Function FortniteUI.FortTabButtonGroup.SetInitialButtonSelection
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// (Final, Native, Public, BlueprintCallable)
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// Parameters:
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// int32 INDEX (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
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void UFortTabButtonGroup::SetInitialButtonSelection(int32 INDEX)
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{
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static class UFunction* Func = nullptr;
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if (Func == nullptr)
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Func = Class->GetFunction("FortTabButtonGroup", "SetInitialButtonSelection");
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Params::FortTabButtonGroup_SetInitialButtonSelection Parms{};
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Parms.INDEX = INDEX;
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auto Flgs = Func->FunctionFlags;
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Func->FunctionFlags |= 0x400;
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UObject::ProcessEvent(Func, &Parms);
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Func->FunctionFlags = Flgs;
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}
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// Function FortniteUI.FortActorCanvas.AddActorIndicator
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// (Final, Native, Public, BlueprintCallable)
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// Parameters:
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// class UFortActorIndicatorWidget* Indicator (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
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// class UFortActorCanvasSlot* ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
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class UFortActorCanvasSlot* UFortActorCanvas::AddActorIndicator(class UFortActorIndicatorWidget* Indicator)
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{
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static class UFunction* Func = nullptr;
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if (Func == nullptr)
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Func = Class->GetFunction("FortActorCanvas", "AddActorIndicator");
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Params::FortActorCanvas_AddActorIndicator Parms{};
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Parms.Indicator = Indicator;
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auto Flgs = Func->FunctionFlags;
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Func->FunctionFlags |= 0x400;
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UObject::ProcessEvent(Func, &Parms);
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Func->FunctionFlags = Flgs;
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return Parms.ReturnValue;
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}
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// Function FortniteUI.FortActorCanvasSlot.SetCanAutoRemove
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// (Final, Native, Public, BlueprintCallable)
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// Parameters:
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// bool bAllowAutoRemove (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, NativeAccessSpecifierPublic)
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void UFortActorCanvasSlot::SetCanAutoRemove(bool bAllowAutoRemove)
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{
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static class UFunction* Func = nullptr;
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if (Func == nullptr)
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Func = Class->GetFunction("FortActorCanvasSlot", "SetCanAutoRemove");
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Params::FortActorCanvasSlot_SetCanAutoRemove Parms{};
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Parms.bAllowAutoRemove = bAllowAutoRemove;
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auto Flgs = Func->FunctionFlags;
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Func->FunctionFlags |= 0x400;
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UObject::ProcessEvent(Func, &Parms);
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Func->FunctionFlags = Flgs;
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}
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// Function FortniteUI.FortActorCanvasSlot.SetHorizontalAlignment
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// (Final, Native, Public, BlueprintCallable)
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// Parameters:
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// EHorizontalAlignment InHorizontalAlignment (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
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void UFortActorCanvasSlot::SetHorizontalAlignment(EHorizontalAlignment InHorizontalAlignment)
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{
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static class UFunction* Func = nullptr;
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if (Func == nullptr)
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Func = Class->GetFunction("FortActorCanvasSlot", "SetHorizontalAlignment");
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Params::FortActorCanvasSlot_SetHorizontalAlignment Parms{};
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Parms.InHorizontalAlignment = InHorizontalAlignment;
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auto Flgs = Func->FunctionFlags;
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Func->FunctionFlags |= 0x400;
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UObject::ProcessEvent(Func, &Parms);
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Func->FunctionFlags = Flgs;
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}
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// Function FortniteUI.FortActorCanvasSlot.SetVerticalAlignment
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// (Final, Native, Public, BlueprintCallable)
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// Parameters:
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// EVerticalAlignment InVerticalAlignment (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
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void UFortActorCanvasSlot::SetVerticalAlignment(EVerticalAlignment InVerticalAlignment)
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{
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static class UFunction* Func = nullptr;
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if (Func == nullptr)
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Func = Class->GetFunction("FortActorCanvasSlot", "SetVerticalAlignment");
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Params::FortActorCanvasSlot_SetVerticalAlignment Parms{};
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Parms.InVerticalAlignment = InVerticalAlignment;
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auto Flgs = Func->FunctionFlags;
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Func->FunctionFlags |= 0x400;
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UObject::ProcessEvent(Func, &Parms);
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Func->FunctionFlags = Flgs;
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}
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// Function FortniteUI.FortAsyncAction_SetUIState.SetUIState
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// (Final, Native, Static, Public, BlueprintCallable)
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// Parameters:
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// class UObject* InWorldContextObject (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
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// EFortUIState DesiredState (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
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// class UFortAsyncAction_SetUIState* ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
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class UFortAsyncAction_SetUIState* UFortAsyncAction_SetUIState::SetUIState(class UObject* InWorldContextObject, EFortUIState DesiredState)
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{
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static class UFunction* Func = nullptr;
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if (Func == nullptr)
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Func = StaticClass()->GetFunction("FortAsyncAction_SetUIState", "SetUIState");
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Params::FortAsyncAction_SetUIState_SetUIState Parms{};
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Parms.InWorldContextObject = InWorldContextObject;
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Parms.DesiredState = DesiredState;
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auto Flgs = Func->FunctionFlags;
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Func->FunctionFlags |= 0x400;
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GetDefaultObj()->ProcessEvent(Func, &Parms);
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Func->FunctionFlags = Flgs;
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return Parms.ReturnValue;
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}
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// Function FortniteUI.FortAsyncAction_ShowConfirmation.ShowConfirmationDialog
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// (Final, Native, Static, Public, BlueprintCallable)
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// Parameters:
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// class UObject* InWorldContextObject (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
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// const class FText& Title (Parm, NativeAccessSpecifierPublic)
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// const class FText& Message (Parm, NativeAccessSpecifierPublic)
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// const class FText& ConfirmButtonText (Parm, NativeAccessSpecifierPublic)
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// const class FText& DeclineButtonText (Parm, NativeAccessSpecifierPublic)
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// class UFortUserWidget* InAdditionalContent (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
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// float InDisplayTime (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
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// class UFortAsyncAction_ShowConfirmation*ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
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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)
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{
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static class UFunction* Func = nullptr;
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if (Func == nullptr)
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Func = StaticClass()->GetFunction("FortAsyncAction_ShowConfirmation", "ShowConfirmationDialog");
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Params::FortAsyncAction_ShowConfirmation_ShowConfirmationDialog Parms{};
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Parms.InWorldContextObject = InWorldContextObject;
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Parms.Title = std::move(Title);
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Parms.Message = std::move(Message);
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Parms.ConfirmButtonText = std::move(ConfirmButtonText);
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Parms.DeclineButtonText = std::move(DeclineButtonText);
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Parms.InAdditionalContent = InAdditionalContent;
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Parms.InDisplayTime = InDisplayTime;
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auto Flgs = Func->FunctionFlags;
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Func->FunctionFlags |= 0x400;
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GetDefaultObj()->ProcessEvent(Func, &Parms);
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Func->FunctionFlags = Flgs;
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return Parms.ReturnValue;
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}
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// Function FortniteUI.FortBangWrapper.SetBangVisibility
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// (Final, Native, Public, BlueprintCallable)
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// Parameters:
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// bool InVisible (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, NativeAccessSpecifierPublic)
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void UFortBangWrapper::SetBangVisibility(bool InVisible)
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{
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static class UFunction* Func = nullptr;
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if (Func == nullptr)
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Func = Class->GetFunction("FortBangWrapper", "SetBangVisibility");
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Params::FortBangWrapper_SetBangVisibility Parms{};
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Parms.InVisible = InVisible;
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auto Flgs = Func->FunctionFlags;
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Func->FunctionFlags |= 0x400;
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UObject::ProcessEvent(Func, &Parms);
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Func->FunctionFlags = Flgs;
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}
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// Function FortniteUI.FortUserWidget._BPInvalidate
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// (Final, Native, Protected, BlueprintCallable)
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// Parameters:
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// class FName Type (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
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void UFortUserWidget::_BPInvalidate(class FName Type)
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{
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static class UFunction* Func = nullptr;
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if (Func == nullptr)
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Func = Class->GetFunction("FortUserWidget", "_BPInvalidate");
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Params::FortUserWidget__BPInvalidate Parms{};
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Parms.Type = Type;
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auto Flgs = Func->FunctionFlags;
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Func->FunctionFlags |= 0x400;
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UObject::ProcessEvent(Func, &Parms);
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Func->FunctionFlags = Flgs;
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}
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// Function FortniteUI.FortUserWidget.DispatchEvent
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// (Final, Native, Protected, BlueprintCallable)
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// Parameters:
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// class FName EventName (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
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void UFortUserWidget::DispatchEvent(class FName EventName)
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{
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static class UFunction* Func = nullptr;
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if (Func == nullptr)
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Func = Class->GetFunction("FortUserWidget", "DispatchEvent");
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Params::FortUserWidget_DispatchEvent Parms{};
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Parms.EventName = EventName;
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auto Flgs = Func->FunctionFlags;
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Func->FunctionFlags |= 0x400;
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UObject::ProcessEvent(Func, &Parms);
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Func->FunctionFlags = Flgs;
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}
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// Function FortniteUI.FortUserWidget.PreConstruct
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// (BlueprintCosmetic, Event, Public, BlueprintEvent)
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// Parameters:
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// bool IsDesignTime (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, NativeAccessSpecifierPublic)
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void UFortUserWidget::PreConstruct(bool IsDesignTime)
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{
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static class UFunction* Func = nullptr;
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if (Func == nullptr)
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Func = Class->GetFunction("FortUserWidget", "PreConstruct");
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Params::FortUserWidget_PreConstruct Parms{};
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Parms.IsDesignTime = IsDesignTime;
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UObject::ProcessEvent(Func, &Parms);
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}
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// Function FortniteUI.FortUserWidget.RegisterForEvent
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// (Final, Native, Public, BlueprintCallable)
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// Parameters:
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// class FName EventName (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
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// TDelegate<void(class UFortUserWidget* InWidget)>InCallback (Parm, ZeroConstructor, NoDestructor, NativeAccessSpecifierPublic)
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void UFortUserWidget::RegisterForEvent(class FName EventName, TDelegate<void(class UFortUserWidget* InWidget)> InCallback)
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{
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static class UFunction* Func = nullptr;
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if (Func == nullptr)
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Func = Class->GetFunction("FortUserWidget", "RegisterForEvent");
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Params::FortUserWidget_RegisterForEvent Parms{};
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Parms.EventName = EventName;
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Parms.InCallback = InCallback;
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auto Flgs = Func->FunctionFlags;
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Func->FunctionFlags |= 0x400;
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UObject::ProcessEvent(Func, &Parms);
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Func->FunctionFlags = Flgs;
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}
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// Function FortniteUI.FortUserWidget.RegisterForInvalidation
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// (Final, Native, Protected, BlueprintCallable)
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// Parameters:
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// class FName InvalidationType (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
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// TDelegate<void()> Callback (Parm, ZeroConstructor, NoDestructor, NativeAccessSpecifierPublic)
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void UFortUserWidget::RegisterForInvalidation(class FName InvalidationType, TDelegate<void()> Callback)
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{
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static class UFunction* Func = nullptr;
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if (Func == nullptr)
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Func = Class->GetFunction("FortUserWidget", "RegisterForInvalidation");
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Params::FortUserWidget_RegisterForInvalidation Parms{};
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Parms.InvalidationType = InvalidationType;
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Parms.Callback = Callback;
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auto Flgs = Func->FunctionFlags;
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Func->FunctionFlags |= 0x400;
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UObject::ProcessEvent(Func, &Parms);
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Func->FunctionFlags = Flgs;
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}
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// Function FortniteUI.FortUserWidget.UnregisterForEvent
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// (Final, Native, Public, BlueprintCallable)
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// Parameters:
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// class FName EventName (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
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// TDelegate<void(class UFortUserWidget* InWidget)>InCallback (Parm, ZeroConstructor, NoDestructor, NativeAccessSpecifierPublic)
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void UFortUserWidget::UnregisterForEvent(class FName EventName, TDelegate<void(class UFortUserWidget* InWidget)> InCallback)
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{
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static class UFunction* Func = nullptr;
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if (Func == nullptr)
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Func = Class->GetFunction("FortUserWidget", "UnregisterForEvent");
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Params::FortUserWidget_UnregisterForEvent Parms{};
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Parms.EventName = EventName;
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Parms.InCallback = InCallback;
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auto Flgs = Func->FunctionFlags;
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Func->FunctionFlags |= 0x400;
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UObject::ProcessEvent(Func, &Parms);
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Func->FunctionFlags = Flgs;
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}
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// Function FortniteUI.FortUserWidget.IsInvalid
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// (Final, Native, Protected, BlueprintCallable, BlueprintPure, Const)
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// Parameters:
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// class FName Type (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
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// bool ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, NativeAccessSpecifierPublic)
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bool UFortUserWidget::IsInvalid(class FName Type) const
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{
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static class UFunction* Func = nullptr;
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if (Func == nullptr)
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Func = Class->GetFunction("FortUserWidget", "IsInvalid");
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Params::FortUserWidget_IsInvalid Parms{};
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Parms.Type = Type;
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auto Flgs = Func->FunctionFlags;
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Func->FunctionFlags |= 0x400;
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UObject::ProcessEvent(Func, &Parms);
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Func->FunctionFlags = Flgs;
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return Parms.ReturnValue;
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}
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// Function FortniteUI.FortButtonStyle.GetBrushBySizeFromMultiSizeBrush
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// (Final, Native, Static, Public, HasOutParams, BlueprintCallable)
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// Parameters:
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// const struct FFortMultiSizeBrush& MultiSizeBrush (ConstParm, Parm, OutParm, ReferenceParm, NativeAccessSpecifierPublic)
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// EFortBrushSize Size (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
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// const struct FSlateBrush ReturnValue (ConstParm, Parm, OutParm, ReturnParm, NativeAccessSpecifierPublic)
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const struct FSlateBrush UFortButtonStyle::GetBrushBySizeFromMultiSizeBrush(const struct FFortMultiSizeBrush& MultiSizeBrush, EFortBrushSize Size)
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{
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static class UFunction* Func = nullptr;
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if (Func == nullptr)
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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
|
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// (Final, Native, Public, BlueprintCallable, BlueprintPure, Const)
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// Parameters:
|
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// float ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
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|
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float UFortItemWidget::GetPulse() const
|
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{
|
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static class UFunction* Func = nullptr;
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if (Func == nullptr)
|
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Func = Class->GetFunction("FortItemWidget", "GetPulse");
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Params::FortItemWidget_GetPulse Parms{};
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|
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auto Flgs = Func->FunctionFlags;
|
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Func->FunctionFlags |= 0x400;
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|
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UObject::ProcessEvent(Func, &Parms);
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|
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Func->FunctionFlags = Flgs;
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return Parms.ReturnValue;
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}
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// Function FortniteUI.FortItemWidget.GetRarity
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// (Final, Native, Public, BlueprintCallable, BlueprintPure, Const)
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// Parameters:
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// EFortRarity ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
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|
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EFortRarity UFortItemWidget::GetRarity() const
|
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{
|
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static class UFunction* Func = nullptr;
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if (Func == nullptr)
|
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Func = Class->GetFunction("FortItemWidget", "GetRarity");
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Params::FortItemWidget_GetRarity Parms{};
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auto Flgs = Func->FunctionFlags;
|
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Func->FunctionFlags |= 0x400;
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UObject::ProcessEvent(Func, &Parms);
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Func->FunctionFlags = Flgs;
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return Parms.ReturnValue;
|
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}
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// Function FortniteUI.FortItemWidget.GetSecondaryCategoryTexture
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// (Final, Native, Public, BlueprintCallable, BlueprintPure, Const)
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// Parameters:
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// EFortBrushSize InBrushSize (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
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// struct FSlateBrush ReturnValue (Parm, OutParm, ReturnParm, NativeAccessSpecifierPublic)
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|
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struct FSlateBrush UFortItemWidget::GetSecondaryCategoryTexture(EFortBrushSize InBrushSize) const
|
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{
|
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static class UFunction* Func = nullptr;
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if (Func == nullptr)
|
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Func = Class->GetFunction("FortItemWidget", "GetSecondaryCategoryTexture");
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Params::FortItemWidget_GetSecondaryCategoryTexture Parms{};
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Parms.InBrushSize = InBrushSize;
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auto Flgs = Func->FunctionFlags;
|
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Func->FunctionFlags |= 0x400;
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|
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UObject::ProcessEvent(Func, &Parms);
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Func->FunctionFlags = Flgs;
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return Parms.ReturnValue;
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}
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// Function FortniteUI.FortItemWidget.GetStackCount
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// (Final, Native, Public, BlueprintCallable, BlueprintPure, Const)
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// Parameters:
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// int32 ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
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|
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int32 UFortItemWidget::GetStackCount() const
|
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{
|
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static class UFunction* Func = nullptr;
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if (Func == nullptr)
|
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Func = Class->GetFunction("FortItemWidget", "GetStackCount");
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Params::FortItemWidget_GetStackCount Parms{};
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auto Flgs = Func->FunctionFlags;
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Func->FunctionFlags |= 0x400;
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UObject::ProcessEvent(Func, &Parms);
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|
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Func->FunctionFlags = Flgs;
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|
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return Parms.ReturnValue;
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}
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// Function FortniteUI.FortItemWidget.GetTertiaryCategoryTexture
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// (Final, Native, Public, BlueprintCallable, BlueprintPure, Const)
|
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// Parameters:
|
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// EFortBrushSize InBrushSize (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
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// struct FSlateBrush ReturnValue (Parm, OutParm, ReturnParm, NativeAccessSpecifierPublic)
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|
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struct FSlateBrush UFortItemWidget::GetTertiaryCategoryTexture(EFortBrushSize InBrushSize) const
|
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{
|
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static class UFunction* Func = nullptr;
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if (Func == nullptr)
|
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Func = Class->GetFunction("FortItemWidget", "GetTertiaryCategoryTexture");
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|
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Params::FortItemWidget_GetTertiaryCategoryTexture Parms{};
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Parms.InBrushSize = InBrushSize;
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|
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auto Flgs = Func->FunctionFlags;
|
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Func->FunctionFlags |= 0x400;
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|
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UObject::ProcessEvent(Func, &Parms);
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|
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Func->FunctionFlags = Flgs;
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|
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return Parms.ReturnValue;
|
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}
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|
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// Function FortniteUI.FortItemWidget.GetType
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// (Final, Native, Public, BlueprintCallable, BlueprintPure, Const)
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// Parameters:
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// float ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
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|
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float UFortItemWidget::GetType() const
|
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{
|
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static class UFunction* Func = nullptr;
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if (Func == nullptr)
|
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Func = Class->GetFunction("FortItemWidget", "GetType");
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|
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Params::FortItemWidget_GetType Parms{};
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|
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auto Flgs = Func->FunctionFlags;
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Func->FunctionFlags |= 0x400;
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|
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UObject::ProcessEvent(Func, &Parms);
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|
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Func->FunctionFlags = Flgs;
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|
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return Parms.ReturnValue;
|
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}
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|
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// Function FortniteUI.FortItemWidget.HasDurability
|
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// (Final, Native, Public, BlueprintCallable, BlueprintPure, Const)
|
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// Parameters:
|
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// bool ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, NativeAccessSpecifierPublic)
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|
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bool UFortItemWidget::HasDurability() const
|
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{
|
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static class UFunction* Func = nullptr;
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if (Func == nullptr)
|
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Func = Class->GetFunction("FortItemWidget", "HasDurability");
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|
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Params::FortItemWidget_HasDurability Parms{};
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|
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auto Flgs = Func->FunctionFlags;
|
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Func->FunctionFlags |= 0x400;
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|
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UObject::ProcessEvent(Func, &Parms);
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|
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Func->FunctionFlags = Flgs;
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|
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return Parms.ReturnValue;
|
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}
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// Function FortniteUI.FortItemWidget.HasLevel
|
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// (Final, Native, Public, BlueprintCallable, BlueprintPure, Const)
|
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// Parameters:
|
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// bool ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, NativeAccessSpecifierPublic)
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|
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bool UFortItemWidget::HasLevel() const
|
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{
|
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static class UFunction* Func = nullptr;
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if (Func == nullptr)
|
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Func = Class->GetFunction("FortItemWidget", "HasLevel");
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|
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Params::FortItemWidget_HasLevel Parms{};
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|
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auto Flgs = Func->FunctionFlags;
|
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Func->FunctionFlags |= 0x400;
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|
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UObject::ProcessEvent(Func, &Parms);
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|
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Func->FunctionFlags = Flgs;
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|
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return Parms.ReturnValue;
|
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}
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|
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// Function FortniteUI.FortItemWidget.HasSecondaryCategory
|
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// (Final, Native, Public, BlueprintCallable, BlueprintPure, Const)
|
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// Parameters:
|
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// bool ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, NativeAccessSpecifierPublic)
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|
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bool UFortItemWidget::HasSecondaryCategory() const
|
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{
|
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static class UFunction* Func = nullptr;
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|
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if (Func == nullptr)
|
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Func = Class->GetFunction("FortItemWidget", "HasSecondaryCategory");
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|
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Params::FortItemWidget_HasSecondaryCategory Parms{};
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|
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auto Flgs = Func->FunctionFlags;
|
|
Func->FunctionFlags |= 0x400;
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|
|
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UObject::ProcessEvent(Func, &Parms);
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|
|
|
Func->FunctionFlags = Flgs;
|
|
|
|
return Parms.ReturnValue;
|
|
}
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|
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|
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// Function FortniteUI.FortItemWidget.HasTertiaryCategory
|
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// (Final, Native, Public, BlueprintCallable, BlueprintPure, Const)
|
|
// Parameters:
|
|
// bool ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, NativeAccessSpecifierPublic)
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|
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bool UFortItemWidget::HasTertiaryCategory() const
|
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{
|
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static class UFunction* Func = nullptr;
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|
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if (Func == nullptr)
|
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Func = Class->GetFunction("FortItemWidget", "HasTertiaryCategory");
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|
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Params::FortItemWidget_HasTertiaryCategory Parms{};
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|
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auto Flgs = Func->FunctionFlags;
|
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Func->FunctionFlags |= 0x400;
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|
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UObject::ProcessEvent(Func, &Parms);
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|
|
Func->FunctionFlags = Flgs;
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|
|
return Parms.ReturnValue;
|
|
}
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|
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// Function FortniteUI.FortItemWidget.IsEquipped
|
|
// (Final, Native, Public, BlueprintCallable, BlueprintPure, Const)
|
|
// Parameters:
|
|
// bool ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, NativeAccessSpecifierPublic)
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|
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bool UFortItemWidget::IsEquipped() const
|
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{
|
|
static class UFunction* Func = nullptr;
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|
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if (Func == nullptr)
|
|
Func = Class->GetFunction("FortItemWidget", "IsEquipped");
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|
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Params::FortItemWidget_IsEquipped Parms{};
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|
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auto Flgs = Func->FunctionFlags;
|
|
Func->FunctionFlags |= 0x400;
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|
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UObject::ProcessEvent(Func, &Parms);
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|
|
|
Func->FunctionFlags = Flgs;
|
|
|
|
return Parms.ReturnValue;
|
|
}
|
|
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|
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// Function FortniteUI.FortItemWidget.IsInBackpackOverflow
|
|
// (Final, Native, Public, BlueprintCallable, BlueprintPure, Const)
|
|
// Parameters:
|
|
// bool ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, NativeAccessSpecifierPublic)
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|
|
bool UFortItemWidget::IsInBackpackOverflow() const
|
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{
|
|
static class UFunction* Func = nullptr;
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|
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if (Func == nullptr)
|
|
Func = Class->GetFunction("FortItemWidget", "IsInBackpackOverflow");
|
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|
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Params::FortItemWidget_IsInBackpackOverflow Parms{};
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|
|
auto Flgs = Func->FunctionFlags;
|
|
Func->FunctionFlags |= 0x400;
|
|
|
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UObject::ProcessEvent(Func, &Parms);
|
|
|
|
Func->FunctionFlags = Flgs;
|
|
|
|
return Parms.ReturnValue;
|
|
}
|
|
|
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|
|
// Function FortniteUI.FortItemWidget.IsItemValid
|
|
// (Final, Native, Public, BlueprintCallable, BlueprintPure, Const)
|
|
// Parameters:
|
|
// bool ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, NativeAccessSpecifierPublic)
|
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|
|
bool UFortItemWidget::IsItemValid() const
|
|
{
|
|
static class UFunction* Func = nullptr;
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|
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if (Func == nullptr)
|
|
Func = Class->GetFunction("FortItemWidget", "IsItemValid");
|
|
|
|
Params::FortItemWidget_IsItemValid Parms{};
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|
|
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)
|
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void UFortLoginRewardItem::SetLoginRewardDay(int32 InLoginRewardDay)
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{
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static class UFunction* Func = nullptr;
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if (Func == nullptr)
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Func = Class->GetFunction("FortLoginRewardItem", "SetLoginRewardDay");
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Params::FortLoginRewardItem_SetLoginRewardDay Parms{};
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Parms.InLoginRewardDay = InLoginRewardDay;
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auto Flgs = Func->FunctionFlags;
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Func->FunctionFlags |= 0x400;
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UObject::ProcessEvent(Func, &Parms);
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Func->FunctionFlags = Flgs;
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}
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// Function FortniteUI.FortLoginRewardItem.SetPlayClaimAnimation
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// (Final, Native, Public, BlueprintCallable)
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// Parameters:
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// bool bInPlayClaimAnimation (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, NativeAccessSpecifierPublic)
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void UFortLoginRewardItem::SetPlayClaimAnimation(bool bInPlayClaimAnimation)
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{
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static class UFunction* Func = nullptr;
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if (Func == nullptr)
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Func = Class->GetFunction("FortLoginRewardItem", "SetPlayClaimAnimation");
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Params::FortLoginRewardItem_SetPlayClaimAnimation Parms{};
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Parms.bInPlayClaimAnimation = bInPlayClaimAnimation;
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auto Flgs = Func->FunctionFlags;
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Func->FunctionFlags |= 0x400;
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UObject::ProcessEvent(Func, &Parms);
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Func->FunctionFlags = Flgs;
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}
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// Function FortniteUI.FortLoginRewardItem.SetUnclaimedItem
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// (Final, Native, Public, BlueprintCallable)
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// Parameters:
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// bool bInUnclaimedItem (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, NativeAccessSpecifierPublic)
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void UFortLoginRewardItem::SetUnclaimedItem(bool bInUnclaimedItem)
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{
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static class UFunction* Func = nullptr;
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if (Func == nullptr)
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Func = Class->GetFunction("FortLoginRewardItem", "SetUnclaimedItem");
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Params::FortLoginRewardItem_SetUnclaimedItem Parms{};
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Parms.bInUnclaimedItem = bInUnclaimedItem;
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auto Flgs = Func->FunctionFlags;
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Func->FunctionFlags |= 0x400;
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UObject::ProcessEvent(Func, &Parms);
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Func->FunctionFlags = Flgs;
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}
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// Function FortniteUI.FortLoginRewards.CreateLoginRewardWidget
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// (Event, Protected, BlueprintEvent)
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// Parameters:
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// class UFortLoginRewardItem* ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
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class UFortLoginRewardItem* UFortLoginRewards::CreateLoginRewardWidget()
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{
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static class UFunction* Func = nullptr;
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if (Func == nullptr)
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Func = Class->GetFunction("FortLoginRewards", "CreateLoginRewardWidget");
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Params::FortLoginRewards_CreateLoginRewardWidget Parms{};
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UObject::ProcessEvent(Func, &Parms);
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return Parms.ReturnValue;
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}
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// Function FortniteUI.FortLoginRewards.DisablePaging
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// (Event, Protected, BlueprintEvent)
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// Parameters:
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// EPageDirection Direction (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
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void UFortLoginRewards::DisablePaging(EPageDirection Direction)
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{
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static class UFunction* Func = nullptr;
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if (Func == nullptr)
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Func = Class->GetFunction("FortLoginRewards", "DisablePaging");
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Params::FortLoginRewards_DisablePaging Parms{};
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Parms.Direction = Direction;
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UObject::ProcessEvent(Func, &Parms);
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}
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// Function FortniteUI.FortLoginRewards.EnablePaging
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// (Event, Protected, BlueprintEvent)
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// Parameters:
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// EPageDirection Direction (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
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void UFortLoginRewards::EnablePaging(EPageDirection Direction)
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{
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static class UFunction* Func = nullptr;
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if (Func == nullptr)
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Func = Class->GetFunction("FortLoginRewards", "EnablePaging");
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Params::FortLoginRewards_EnablePaging Parms{};
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Parms.Direction = Direction;
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UObject::ProcessEvent(Func, &Parms);
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}
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// Function FortniteUI.FortLoginRewards.HandlePageLeft
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// (Final, Native, Public, BlueprintCallable)
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void UFortLoginRewards::HandlePageLeft()
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{
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static class UFunction* Func = nullptr;
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if (Func == nullptr)
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Func = Class->GetFunction("FortLoginRewards", "HandlePageLeft");
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auto Flgs = Func->FunctionFlags;
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Func->FunctionFlags |= 0x400;
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UObject::ProcessEvent(Func, nullptr);
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Func->FunctionFlags = Flgs;
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}
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// Function FortniteUI.FortLoginRewards.HandlePageRight
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// (Final, Native, Public, BlueprintCallable)
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void UFortLoginRewards::HandlePageRight()
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{
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static class UFunction* Func = nullptr;
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if (Func == nullptr)
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Func = Class->GetFunction("FortLoginRewards", "HandlePageRight");
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auto Flgs = Func->FunctionFlags;
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Func->FunctionFlags |= 0x400;
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UObject::ProcessEvent(Func, nullptr);
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Func->FunctionFlags = Flgs;
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}
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// Function FortniteUI.FortLoginRewards.SetGridPanel
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// (Final, Native, Protected, BlueprintCallable)
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// Parameters:
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// class UUniformGridPanel* InGridPanel (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
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void UFortLoginRewards::SetGridPanel(class UUniformGridPanel* InGridPanel)
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{
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static class UFunction* Func = nullptr;
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if (Func == nullptr)
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Func = Class->GetFunction("FortLoginRewards", "SetGridPanel");
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Params::FortLoginRewards_SetGridPanel Parms{};
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Parms.InGridPanel = InGridPanel;
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auto Flgs = Func->FunctionFlags;
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Func->FunctionFlags |= 0x400;
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UObject::ProcessEvent(Func, &Parms);
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Func->FunctionFlags = Flgs;
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}
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// Function FortniteUI.FortLoginRewards.GetCurrentLoginDays
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// (Final, Native, Protected, BlueprintCallable, BlueprintPure, Const)
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// Parameters:
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// int32 ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
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int32 UFortLoginRewards::GetCurrentLoginDays() const
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{
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static class UFunction* Func = nullptr;
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if (Func == nullptr)
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Func = Class->GetFunction("FortLoginRewards", "GetCurrentLoginDays");
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Params::FortLoginRewards_GetCurrentLoginDays Parms{};
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auto Flgs = Func->FunctionFlags;
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Func->FunctionFlags |= 0x400;
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UObject::ProcessEvent(Func, &Parms);
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Func->FunctionFlags = Flgs;
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|
return Parms.ReturnValue;
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}
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// Function FortniteUI.FortLoginRewards.GetCurrentPage
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// (Final, Native, Public, BlueprintCallable, BlueprintPure, Const)
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// Parameters:
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// int32 ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
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|
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int32 UFortLoginRewards::GetCurrentPage() const
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{
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|
static class UFunction* Func = nullptr;
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if (Func == nullptr)
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|
Func = Class->GetFunction("FortLoginRewards", "GetCurrentPage");
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Params::FortLoginRewards_GetCurrentPage Parms{};
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auto Flgs = Func->FunctionFlags;
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|
Func->FunctionFlags |= 0x400;
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UObject::ProcessEvent(Func, &Parms);
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|
Func->FunctionFlags = Flgs;
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return Parms.ReturnValue;
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}
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// Function FortniteUI.FortLoginWindow.Login
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// (Final, Native, Protected, BlueprintCallable)
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// Parameters:
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|
// const class FString& InEmail (Parm, ZeroConstructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
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// const class FString& InPassword (Parm, ZeroConstructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
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// bool bRemember (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, NativeAccessSpecifierPublic)
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void UFortLoginWindow::Login(const class FString& InEmail, const class FString& InPassword, bool bRemember)
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{
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|
static class UFunction* Func = nullptr;
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if (Func == nullptr)
|
|
Func = Class->GetFunction("FortLoginWindow", "Login");
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|
Params::FortLoginWindow_Login Parms{};
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Parms.InEmail = std::move(InEmail);
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Parms.InPassword = std::move(InPassword);
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Parms.bRemember = bRemember;
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|
|
auto Flgs = Func->FunctionFlags;
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|
Func->FunctionFlags |= 0x400;
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|
|
UObject::ProcessEvent(Func, &Parms);
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|
Func->FunctionFlags = Flgs;
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|
}
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// Function FortniteUI.FortLoginWindow.OnLoginStatusChanged
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// (Event, Protected, HasOutParams, BlueprintEvent)
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|
// Parameters:
|
|
// EUILoginStatus NewStatus (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
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// const class FText& InMessage (ConstParm, Parm, OutParm, ReferenceParm, NativeAccessSpecifierPublic)
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|
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void UFortLoginWindow::OnLoginStatusChanged(EUILoginStatus NewStatus, const class FText& InMessage)
|
|
{
|
|
static class UFunction* Func = nullptr;
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|
|
if (Func == nullptr)
|
|
Func = Class->GetFunction("FortLoginWindow", "OnLoginStatusChanged");
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|
|
Params::FortLoginWindow_OnLoginStatusChanged Parms{};
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|
|
Parms.NewStatus = NewStatus;
|
|
Parms.InMessage = std::move(InMessage);
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|
|
UObject::ProcessEvent(Func, &Parms);
|
|
}
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// Function FortniteUI.FortLoginWindow.GetDefaultEmail
|
|
// (Final, Native, Protected, BlueprintCallable, BlueprintPure, Const)
|
|
// Parameters:
|
|
// class FString ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, HasGetValueTypeHash, NativeAccessSpecifierPublic)
|
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|
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class FString UFortLoginWindow::GetDefaultEmail() const
|
|
{
|
|
static class UFunction* Func = nullptr;
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|
|
if (Func == nullptr)
|
|
Func = Class->GetFunction("FortLoginWindow", "GetDefaultEmail");
|
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|
|
Params::FortLoginWindow_GetDefaultEmail Parms{};
|
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|
|
auto Flgs = Func->FunctionFlags;
|
|
Func->FunctionFlags |= 0x400;
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|
|
UObject::ProcessEvent(Func, &Parms);
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|
|
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;
|
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|
|
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)
|
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|
|
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;
|
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|
|
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)
|
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|
|
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)
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|
|
|
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
|
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// (Final, Native, Protected, BlueprintCallable)
|
|
// Parameters:
|
|
// struct FVaultPropertyInfo ReturnValue (Parm, OutParm, ReturnParm, NativeAccessSpecifierPublic)
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|
|
|
struct FVaultPropertyInfo UFortVaultDetailsWidget::GetLevelProperty()
|
|
{
|
|
static class UFunction* Func = nullptr;
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|
|
|
if (Func == nullptr)
|
|
Func = Class->GetFunction("FortVaultDetailsWidget", "GetLevelProperty");
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|
|
|
Params::FortVaultDetailsWidget_GetLevelProperty Parms{};
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|
|
|
auto Flgs = Func->FunctionFlags;
|
|
Func->FunctionFlags |= 0x400;
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|
|
|
UObject::ProcessEvent(Func, &Parms);
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|
|
|
Func->FunctionFlags = Flgs;
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|
|
|
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;
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|
|
|
UObject::ProcessEvent(Func, &Parms);
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|
|
|
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)
|