Files
Alphanium/CppSDK/SDK/LeaveButton_functions.cpp

305 lines
8.2 KiB
C++

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