mirror of
https://github.com/ApfelTeeSaft/Alphanium.git
synced 2026-08-27 03:33:27 +00:00
1278 lines
37 KiB
C++
1278 lines
37 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: MyTown_Building_Master
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#include "Basic.hpp"
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#include "MyTown_Building_Master_classes.hpp"
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#include "MyTown_Building_Master_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 MyTown_Building_Master.MyTown_Building_Master_C.ExecuteUbergraph_MyTown_Building_Master
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// (HasDefaults)
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// Parameters:
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// int32 EntryPoint (Parm, ZeroConstructor, IsPlainOldData, NoDestructor)
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void AMyTown_Building_Master_C::ExecuteUbergraph_MyTown_Building_Master(int32 EntryPoint)
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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("MyTown_Building_Master_C", "ExecuteUbergraph_MyTown_Building_Master");
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Params::MyTown_Building_Master_C_ExecuteUbergraph_MyTown_Building_Master Parms{};
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Parms.EntryPoint = EntryPoint;
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UObject::ProcessEvent(Func, &Parms);
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}
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// Function MyTown_Building_Master.MyTown_Building_Master_C.HandleClientEvent_OnboardingBuildingsStage3
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// (HasOutParams, BlueprintCallable, BlueprintEvent)
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// Parameters:
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// class UObject* EventSource (Parm, ZeroConstructor, IsPlainOldData, NoDestructor)
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// class UObject* EventFocus (Parm, ZeroConstructor, IsPlainOldData, NoDestructor)
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// const struct FFortClientEvent& ClientEvent (ConstParm, Parm, OutParm, ReferenceParm)
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void AMyTown_Building_Master_C::HandleClientEvent_OnboardingBuildingsStage3(class UObject* EventSource, class UObject* EventFocus, const struct FFortClientEvent& ClientEvent)
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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("MyTown_Building_Master_C", "HandleClientEvent_OnboardingBuildingsStage3");
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Params::MyTown_Building_Master_C_HandleClientEvent_OnboardingBuildingsStage3 Parms{};
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Parms.EventSource = EventSource;
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Parms.EventFocus = EventFocus;
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Parms.ClientEvent = std::move(ClientEvent);
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UObject::ProcessEvent(Func, &Parms);
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}
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// Function MyTown_Building_Master.MyTown_Building_Master_C.HandleClientEvent_OnboardingBuildingsStage2
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// (HasOutParams, BlueprintCallable, BlueprintEvent)
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// Parameters:
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// class UObject* EventSource (Parm, ZeroConstructor, IsPlainOldData, NoDestructor)
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// class UObject* EventFocus (Parm, ZeroConstructor, IsPlainOldData, NoDestructor)
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// const struct FFortClientEvent& ClientEvent (ConstParm, Parm, OutParm, ReferenceParm)
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void AMyTown_Building_Master_C::HandleClientEvent_OnboardingBuildingsStage2(class UObject* EventSource, class UObject* EventFocus, const struct FFortClientEvent& ClientEvent)
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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("MyTown_Building_Master_C", "HandleClientEvent_OnboardingBuildingsStage2");
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Params::MyTown_Building_Master_C_HandleClientEvent_OnboardingBuildingsStage2 Parms{};
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Parms.EventSource = EventSource;
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Parms.EventFocus = EventFocus;
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Parms.ClientEvent = std::move(ClientEvent);
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UObject::ProcessEvent(Func, &Parms);
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}
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// Function MyTown_Building_Master.MyTown_Building_Master_C.HandleClientEvent_OnboardingBuildingsStage1
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// (HasOutParams, BlueprintCallable, BlueprintEvent)
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// Parameters:
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// class UObject* EventSource (Parm, ZeroConstructor, IsPlainOldData, NoDestructor)
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// class UObject* EventFocus (Parm, ZeroConstructor, IsPlainOldData, NoDestructor)
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// const struct FFortClientEvent& ClientEvent (ConstParm, Parm, OutParm, ReferenceParm)
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void AMyTown_Building_Master_C::HandleClientEvent_OnboardingBuildingsStage1(class UObject* EventSource, class UObject* EventFocus, const struct FFortClientEvent& ClientEvent)
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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("MyTown_Building_Master_C", "HandleClientEvent_OnboardingBuildingsStage1");
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Params::MyTown_Building_Master_C_HandleClientEvent_OnboardingBuildingsStage1 Parms{};
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Parms.EventSource = EventSource;
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Parms.EventFocus = EventFocus;
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Parms.ClientEvent = std::move(ClientEvent);
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UObject::ProcessEvent(Func, &Parms);
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}
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// Function MyTown_Building_Master.MyTown_Building_Master_C.OnBuildingInfoUpdated
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// (BlueprintCallable, BlueprintEvent)
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void AMyTown_Building_Master_C::OnBuildingInfoUpdated()
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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("MyTown_Building_Master_C", "OnBuildingInfoUpdated");
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UObject::ProcessEvent(Func, nullptr);
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}
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// Function MyTown_Building_Master.MyTown_Building_Master_C.SetFlagIcon
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// (BlueprintCallable, BlueprintEvent)
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void AMyTown_Building_Master_C::SetFlagIcon()
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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("MyTown_Building_Master_C", "SetFlagIcon");
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UObject::ProcessEvent(Func, nullptr);
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}
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// Function MyTown_Building_Master.MyTown_Building_Master_C.OnMyTownBuildingUpgradeFinished_Event_0
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// (BlueprintCallable, BlueprintEvent)
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// Parameters:
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// const class FString& BuildingTemplateId_0 (Parm, ZeroConstructor)
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// bool bSuccess (Parm, ZeroConstructor, IsPlainOldData, NoDestructor)
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void AMyTown_Building_Master_C::OnMyTownBuildingUpgradeFinished_Event_0(const class FString& BuildingTemplateId_0, bool bSuccess)
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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("MyTown_Building_Master_C", "OnMyTownBuildingUpgradeFinished_Event_0");
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Params::MyTown_Building_Master_C_OnMyTownBuildingUpgradeFinished_Event_0 Parms{};
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Parms.BuildingTemplateId_0 = std::move(BuildingTemplateId_0);
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Parms.bSuccess = bSuccess;
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UObject::ProcessEvent(Func, &Parms);
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}
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// Function MyTown_Building_Master.MyTown_Building_Master_C.OnMyTownBuildingWorkersChanged_Event_0
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// (BlueprintCallable, BlueprintEvent)
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// Parameters:
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// const class FString& BuildingTemplateId_0 (Parm, ZeroConstructor)
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void AMyTown_Building_Master_C::OnMyTownBuildingWorkersChanged_Event_0(const class FString& BuildingTemplateId_0)
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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("MyTown_Building_Master_C", "OnMyTownBuildingWorkersChanged_Event_0");
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Params::MyTown_Building_Master_C_OnMyTownBuildingWorkersChanged_Event_0 Parms{};
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Parms.BuildingTemplateId_0 = std::move(BuildingTemplateId_0);
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UObject::ProcessEvent(Func, &Parms);
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}
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// Function MyTown_Building_Master.MyTown_Building_Master_C.OnMyTownBuildingPanelClosed_Event_0
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// (BlueprintCallable, BlueprintEvent)
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void AMyTown_Building_Master_C::OnMyTownBuildingPanelClosed_Event_0()
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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("MyTown_Building_Master_C", "OnMyTownBuildingPanelClosed_Event_0");
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UObject::ProcessEvent(Func, nullptr);
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}
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// Function MyTown_Building_Master.MyTown_Building_Master_C.OnMyTownBuildingPanelOpened_Event_0
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// (BlueprintCallable, BlueprintEvent)
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// Parameters:
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// const class FString& BuildingTemplateId_0 (Parm, ZeroConstructor)
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void AMyTown_Building_Master_C::OnMyTownBuildingPanelOpened_Event_0(const class FString& BuildingTemplateId_0)
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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("MyTown_Building_Master_C", "OnMyTownBuildingPanelOpened_Event_0");
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Params::MyTown_Building_Master_C_OnMyTownBuildingPanelOpened_Event_0 Parms{};
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Parms.BuildingTemplateId_0 = std::move(BuildingTemplateId_0);
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UObject::ProcessEvent(Func, &Parms);
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}
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// Function MyTown_Building_Master.MyTown_Building_Master_C.UpdateRoads
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// (BlueprintCallable, BlueprintEvent)
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void AMyTown_Building_Master_C::UpdateRoads()
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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("MyTown_Building_Master_C", "UpdateRoads");
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UObject::ProcessEvent(Func, nullptr);
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}
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// Function MyTown_Building_Master.MyTown_Building_Master_C.CheckCollision
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// (BlueprintCallable, BlueprintEvent)
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void AMyTown_Building_Master_C::CheckCollision()
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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("MyTown_Building_Master_C", "CheckCollision");
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UObject::ProcessEvent(Func, nullptr);
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}
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// Function MyTown_Building_Master.MyTown_Building_Master_C.OnEndCursorOver_Event_1
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// (BlueprintCallable, BlueprintEvent)
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void AMyTown_Building_Master_C::OnEndCursorOver_Event_1()
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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("MyTown_Building_Master_C", "OnEndCursorOver_Event_1");
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UObject::ProcessEvent(Func, nullptr);
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}
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// Function MyTown_Building_Master.MyTown_Building_Master_C.OnBeginCursorOver_Event_1
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// (BlueprintCallable, BlueprintEvent)
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void AMyTown_Building_Master_C::OnBeginCursorOver_Event_1()
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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("MyTown_Building_Master_C", "OnBeginCursorOver_Event_1");
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UObject::ProcessEvent(Func, nullptr);
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}
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// Function MyTown_Building_Master.MyTown_Building_Master_C.OnMyTownBuildingStateChanged_Event_0
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// (BlueprintCallable, BlueprintEvent)
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// Parameters:
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// EMyTownBuildingState NewState (Parm, ZeroConstructor, IsPlainOldData, NoDestructor)
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// EMyTownBuildingState OldState (Parm, ZeroConstructor, IsPlainOldData, NoDestructor)
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void AMyTown_Building_Master_C::OnMyTownBuildingStateChanged_Event_0(EMyTownBuildingState NewState, EMyTownBuildingState OldState)
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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("MyTown_Building_Master_C", "OnMyTownBuildingStateChanged_Event_0");
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Params::MyTown_Building_Master_C_OnMyTownBuildingStateChanged_Event_0 Parms{};
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Parms.NewState = NewState;
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Parms.OldState = OldState;
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UObject::ProcessEvent(Func, &Parms);
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}
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// Function MyTown_Building_Master.MyTown_Building_Master_C.MyTown_BuildingStates
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// (BlueprintCallable, BlueprintEvent)
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// Parameters:
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// const class FString& Building_Template_ID (Parm, ZeroConstructor)
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void AMyTown_Building_Master_C::MyTown_BuildingStates(const class FString& Building_Template_ID)
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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("MyTown_Building_Master_C", "MyTown_BuildingStates");
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Params::MyTown_Building_Master_C_MyTown_BuildingStates Parms{};
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Parms.Building_Template_ID = std::move(Building_Template_ID);
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UObject::ProcessEvent(Func, &Parms);
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}
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// Function MyTown_Building_Master.MyTown_Building_Master_C.SetUnbuiltPlatformIcon
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// (BlueprintCallable, BlueprintEvent)
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void AMyTown_Building_Master_C::SetUnbuiltPlatformIcon()
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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("MyTown_Building_Master_C", "SetUnbuiltPlatformIcon");
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UObject::ProcessEvent(Func, nullptr);
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}
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// Function MyTown_Building_Master.MyTown_Building_Master_C.ReceiveBeginPlay
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// (Event, Public, BlueprintEvent)
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void AMyTown_Building_Master_C::ReceiveBeginPlay()
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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("MyTown_Building_Master_C", "ReceiveBeginPlay");
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UObject::ProcessEvent(Func, nullptr);
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}
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// Function MyTown_Building_Master.MyTown_Building_Master_C.UpgradeBuilding
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// (BlueprintCallable, BlueprintEvent)
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void AMyTown_Building_Master_C::UpgradeBuilding()
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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("MyTown_Building_Master_C", "UpgradeBuilding");
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UObject::ProcessEvent(Func, nullptr);
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}
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// Function MyTown_Building_Master.MyTown_Building_Master_C.BuildBuilding
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// (BlueprintCallable, BlueprintEvent)
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void AMyTown_Building_Master_C::BuildBuilding()
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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("MyTown_Building_Master_C", "BuildBuilding");
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UObject::ProcessEvent(Func, nullptr);
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}
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// Function MyTown_Building_Master.MyTown_Building_Master_C.CanUpgradeClosed
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// (BlueprintCallable, BlueprintEvent)
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void AMyTown_Building_Master_C::CanUpgradeClosed()
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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("MyTown_Building_Master_C", "CanUpgradeClosed");
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UObject::ProcessEvent(Func, nullptr);
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}
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// Function MyTown_Building_Master.MyTown_Building_Master_C.CanUpgradeOpen
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// (BlueprintCallable, BlueprintEvent)
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void AMyTown_Building_Master_C::CanUpgradeOpen()
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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("MyTown_Building_Master_C", "CanUpgradeOpen");
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UObject::ProcessEvent(Func, nullptr);
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}
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// Function MyTown_Building_Master.MyTown_Building_Master_C.LockedClosed
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// (BlueprintCallable, BlueprintEvent)
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void AMyTown_Building_Master_C::LockedClosed()
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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("MyTown_Building_Master_C", "LockedClosed");
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UObject::ProcessEvent(Func, nullptr);
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}
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// Function MyTown_Building_Master.MyTown_Building_Master_C.LockedOpen
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// (BlueprintCallable, BlueprintEvent)
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void AMyTown_Building_Master_C::LockedOpen()
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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("MyTown_Building_Master_C", "LockedOpen");
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UObject::ProcessEvent(Func, nullptr);
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}
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// Function MyTown_Building_Master.MyTown_Building_Master_C.CanBuildClosed
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// (BlueprintCallable, BlueprintEvent)
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void AMyTown_Building_Master_C::CanBuildClosed()
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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("MyTown_Building_Master_C", "CanBuildClosed");
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UObject::ProcessEvent(Func, nullptr);
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}
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// Function MyTown_Building_Master.MyTown_Building_Master_C.CanBuildOpen
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// (BlueprintCallable, BlueprintEvent)
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void AMyTown_Building_Master_C::CanBuildOpen()
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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("MyTown_Building_Master_C", "CanBuildOpen");
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UObject::ProcessEvent(Func, nullptr);
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}
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// Function MyTown_Building_Master.MyTown_Building_Master_C.IdleClosed
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// (BlueprintCallable, BlueprintEvent)
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void AMyTown_Building_Master_C::IdleClosed()
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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("MyTown_Building_Master_C", "IdleClosed");
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UObject::ProcessEvent(Func, nullptr);
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}
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// Function MyTown_Building_Master.MyTown_Building_Master_C.IdleOpen
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// (BlueprintCallable, BlueprintEvent)
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void AMyTown_Building_Master_C::IdleOpen()
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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("MyTown_Building_Master_C", "IdleOpen");
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UObject::ProcessEvent(Func, nullptr);
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}
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// Function MyTown_Building_Master.MyTown_Building_Master_C.CanUpgradeOut
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// (BlueprintCallable, BlueprintEvent)
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void AMyTown_Building_Master_C::CanUpgradeOut()
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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("MyTown_Building_Master_C", "CanUpgradeOut");
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UObject::ProcessEvent(Func, nullptr);
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}
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// Function MyTown_Building_Master.MyTown_Building_Master_C.CanUpgradeOver
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// (BlueprintCallable, BlueprintEvent)
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void AMyTown_Building_Master_C::CanUpgradeOver()
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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("MyTown_Building_Master_C", "CanUpgradeOver");
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UObject::ProcessEvent(Func, nullptr);
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}
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// Function MyTown_Building_Master.MyTown_Building_Master_C.HoloBuildingAnim
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// (BlueprintCallable, BlueprintEvent)
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// Parameters:
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// float Time (Parm, ZeroConstructor, IsPlainOldData, NoDestructor)
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void AMyTown_Building_Master_C::HoloBuildingAnim(float Time)
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{
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static class UFunction* Func = nullptr;
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|
|
if (Func == nullptr)
|
|
Func = Class->GetFunction("MyTown_Building_Master_C", "HoloBuildingAnim");
|
|
|
|
Params::MyTown_Building_Master_C_HoloBuildingAnim Parms{};
|
|
|
|
Parms.Time = Time;
|
|
|
|
UObject::ProcessEvent(Func, &Parms);
|
|
}
|
|
|
|
|
|
// Function MyTown_Building_Master.MyTown_Building_Master_C.HoloBuildingRotation
|
|
// (BlueprintCallable, BlueprintEvent)
|
|
|
|
void AMyTown_Building_Master_C::HoloBuildingRotation()
|
|
{
|
|
static class UFunction* Func = nullptr;
|
|
|
|
if (Func == nullptr)
|
|
Func = Class->GetFunction("MyTown_Building_Master_C", "HoloBuildingRotation");
|
|
|
|
UObject::ProcessEvent(Func, nullptr);
|
|
}
|
|
|
|
|
|
// Function MyTown_Building_Master.MyTown_Building_Master_C.HoloBuildingMeshAssign
|
|
// (BlueprintCallable, BlueprintEvent)
|
|
|
|
void AMyTown_Building_Master_C::HoloBuildingMeshAssign()
|
|
{
|
|
static class UFunction* Func = nullptr;
|
|
|
|
if (Func == nullptr)
|
|
Func = Class->GetFunction("MyTown_Building_Master_C", "HoloBuildingMeshAssign");
|
|
|
|
UObject::ProcessEvent(Func, nullptr);
|
|
}
|
|
|
|
|
|
// Function MyTown_Building_Master.MyTown_Building_Master_C.LockedOut
|
|
// (BlueprintCallable, BlueprintEvent)
|
|
|
|
void AMyTown_Building_Master_C::LockedOut()
|
|
{
|
|
static class UFunction* Func = nullptr;
|
|
|
|
if (Func == nullptr)
|
|
Func = Class->GetFunction("MyTown_Building_Master_C", "LockedOut");
|
|
|
|
UObject::ProcessEvent(Func, nullptr);
|
|
}
|
|
|
|
|
|
// Function MyTown_Building_Master.MyTown_Building_Master_C.LockedOver
|
|
// (BlueprintCallable, BlueprintEvent)
|
|
|
|
void AMyTown_Building_Master_C::LockedOver()
|
|
{
|
|
static class UFunction* Func = nullptr;
|
|
|
|
if (Func == nullptr)
|
|
Func = Class->GetFunction("MyTown_Building_Master_C", "LockedOver");
|
|
|
|
UObject::ProcessEvent(Func, nullptr);
|
|
}
|
|
|
|
|
|
// Function MyTown_Building_Master.MyTown_Building_Master_C.CanBuildOut
|
|
// (BlueprintCallable, BlueprintEvent)
|
|
|
|
void AMyTown_Building_Master_C::CanBuildOut()
|
|
{
|
|
static class UFunction* Func = nullptr;
|
|
|
|
if (Func == nullptr)
|
|
Func = Class->GetFunction("MyTown_Building_Master_C", "CanBuildOut");
|
|
|
|
UObject::ProcessEvent(Func, nullptr);
|
|
}
|
|
|
|
|
|
// Function MyTown_Building_Master.MyTown_Building_Master_C.CanBuildOver
|
|
// (BlueprintCallable, BlueprintEvent)
|
|
|
|
void AMyTown_Building_Master_C::CanBuildOver()
|
|
{
|
|
static class UFunction* Func = nullptr;
|
|
|
|
if (Func == nullptr)
|
|
Func = Class->GetFunction("MyTown_Building_Master_C", "CanBuildOver");
|
|
|
|
UObject::ProcessEvent(Func, nullptr);
|
|
}
|
|
|
|
|
|
// Function MyTown_Building_Master.MyTown_Building_Master_C.Idle CursorOut
|
|
// (BlueprintCallable, BlueprintEvent)
|
|
|
|
void AMyTown_Building_Master_C::Idle_CursorOut()
|
|
{
|
|
static class UFunction* Func = nullptr;
|
|
|
|
if (Func == nullptr)
|
|
Func = Class->GetFunction("MyTown_Building_Master_C", "Idle CursorOut");
|
|
|
|
UObject::ProcessEvent(Func, nullptr);
|
|
}
|
|
|
|
|
|
// Function MyTown_Building_Master.MyTown_Building_Master_C.Idle Cursor Over
|
|
// (BlueprintCallable, BlueprintEvent)
|
|
|
|
void AMyTown_Building_Master_C::Idle_Cursor_Over()
|
|
{
|
|
static class UFunction* Func = nullptr;
|
|
|
|
if (Func == nullptr)
|
|
Func = Class->GetFunction("MyTown_Building_Master_C", "Idle Cursor Over");
|
|
|
|
UObject::ProcessEvent(Func, nullptr);
|
|
}
|
|
|
|
|
|
// Function MyTown_Building_Master.MyTown_Building_Master_C.CanBuild
|
|
// (BlueprintCallable, BlueprintEvent)
|
|
|
|
void AMyTown_Building_Master_C::CanBuild()
|
|
{
|
|
static class UFunction* Func = nullptr;
|
|
|
|
if (Func == nullptr)
|
|
Func = Class->GetFunction("MyTown_Building_Master_C", "CanBuild");
|
|
|
|
UObject::ProcessEvent(Func, nullptr);
|
|
}
|
|
|
|
|
|
// Function MyTown_Building_Master.MyTown_Building_Master_C.Locked
|
|
// (BlueprintCallable, BlueprintEvent)
|
|
|
|
void AMyTown_Building_Master_C::Locked()
|
|
{
|
|
static class UFunction* Func = nullptr;
|
|
|
|
if (Func == nullptr)
|
|
Func = Class->GetFunction("MyTown_Building_Master_C", "Locked");
|
|
|
|
UObject::ProcessEvent(Func, nullptr);
|
|
}
|
|
|
|
|
|
// Function MyTown_Building_Master.MyTown_Building_Master_C.CanUpgrade
|
|
// (BlueprintCallable, BlueprintEvent)
|
|
|
|
void AMyTown_Building_Master_C::CanUpgrade()
|
|
{
|
|
static class UFunction* Func = nullptr;
|
|
|
|
if (Func == nullptr)
|
|
Func = Class->GetFunction("MyTown_Building_Master_C", "CanUpgrade");
|
|
|
|
UObject::ProcessEvent(Func, nullptr);
|
|
}
|
|
|
|
|
|
// Function MyTown_Building_Master.MyTown_Building_Master_C.idle
|
|
// (BlueprintCallable, BlueprintEvent)
|
|
|
|
void AMyTown_Building_Master_C::idle()
|
|
{
|
|
static class UFunction* Func = nullptr;
|
|
|
|
if (Func == nullptr)
|
|
Func = Class->GetFunction("MyTown_Building_Master_C", "idle");
|
|
|
|
UObject::ProcessEvent(Func, nullptr);
|
|
}
|
|
|
|
|
|
// Function MyTown_Building_Master.MyTown_Building_Master_C.AddWorkerAnimation
|
|
// (BlueprintCallable, BlueprintEvent)
|
|
|
|
void AMyTown_Building_Master_C::AddWorkerAnimation()
|
|
{
|
|
static class UFunction* Func = nullptr;
|
|
|
|
if (Func == nullptr)
|
|
Func = Class->GetFunction("MyTown_Building_Master_C", "AddWorkerAnimation");
|
|
|
|
UObject::ProcessEvent(Func, nullptr);
|
|
}
|
|
|
|
|
|
// Function MyTown_Building_Master.MyTown_Building_Master_C.BuildingUpgradeAnimation
|
|
// (BlueprintCallable, BlueprintEvent)
|
|
|
|
void AMyTown_Building_Master_C::BuildingUpgradeAnimation()
|
|
{
|
|
static class UFunction* Func = nullptr;
|
|
|
|
if (Func == nullptr)
|
|
Func = Class->GetFunction("MyTown_Building_Master_C", "BuildingUpgradeAnimation");
|
|
|
|
UObject::ProcessEvent(Func, nullptr);
|
|
}
|
|
|
|
|
|
// Function MyTown_Building_Master.MyTown_Building_Master_C.BuildSubbuildingAnimation
|
|
// (BlueprintCallable, BlueprintEvent)
|
|
|
|
void AMyTown_Building_Master_C::BuildSubbuildingAnimation()
|
|
{
|
|
static class UFunction* Func = nullptr;
|
|
|
|
if (Func == nullptr)
|
|
Func = Class->GetFunction("MyTown_Building_Master_C", "BuildSubbuildingAnimation");
|
|
|
|
UObject::ProcessEvent(Func, nullptr);
|
|
}
|
|
|
|
|
|
// Function MyTown_Building_Master.MyTown_Building_Master_C.BuildingAnimation
|
|
// (BlueprintCallable, BlueprintEvent)
|
|
|
|
void AMyTown_Building_Master_C::BuildingAnimation()
|
|
{
|
|
static class UFunction* Func = nullptr;
|
|
|
|
if (Func == nullptr)
|
|
Func = Class->GetFunction("MyTown_Building_Master_C", "BuildingAnimation");
|
|
|
|
UObject::ProcessEvent(Func, nullptr);
|
|
}
|
|
|
|
|
|
// Function MyTown_Building_Master.MyTown_Building_Master_C.HoloHoverAnim
|
|
// (BlueprintCallable, BlueprintEvent)
|
|
// Parameters:
|
|
// class UMaterialInstanceDynamic* MID_Array (Parm, ZeroConstructor, IsPlainOldData, NoDestructor)
|
|
// float SquashIntensity (Parm, ZeroConstructor, IsPlainOldData, NoDestructor)
|
|
|
|
void AMyTown_Building_Master_C::HoloHoverAnim(class UMaterialInstanceDynamic* MID_Array, float SquashIntensity)
|
|
{
|
|
static class UFunction* Func = nullptr;
|
|
|
|
if (Func == nullptr)
|
|
Func = Class->GetFunction("MyTown_Building_Master_C", "HoloHoverAnim");
|
|
|
|
Params::MyTown_Building_Master_C_HoloHoverAnim Parms{};
|
|
|
|
Parms.MID_Array = MID_Array;
|
|
Parms.SquashIntensity = SquashIntensity;
|
|
|
|
UObject::ProcessEvent(Func, &Parms);
|
|
}
|
|
|
|
|
|
// Function MyTown_Building_Master.MyTown_Building_Master_C.GlobalFadeIn
|
|
// (BlueprintCallable, BlueprintEvent)
|
|
// Parameters:
|
|
// class UMaterialInstanceDynamic* Mid (Parm, ZeroConstructor, IsPlainOldData, NoDestructor)
|
|
// class FName Parameter (Parm, ZeroConstructor, IsPlainOldData, NoDestructor)
|
|
// bool Parameter_Collection (Parm, ZeroConstructor, IsPlainOldData, NoDestructor)
|
|
|
|
void AMyTown_Building_Master_C::GlobalFadeIn(class UMaterialInstanceDynamic* Mid, class FName Parameter, bool Parameter_Collection)
|
|
{
|
|
static class UFunction* Func = nullptr;
|
|
|
|
if (Func == nullptr)
|
|
Func = Class->GetFunction("MyTown_Building_Master_C", "GlobalFadeIn");
|
|
|
|
Params::MyTown_Building_Master_C_GlobalFadeIn Parms{};
|
|
|
|
Parms.Mid = Mid;
|
|
Parms.Parameter = Parameter;
|
|
Parms.Parameter_Collection = Parameter_Collection;
|
|
|
|
UObject::ProcessEvent(Func, &Parms);
|
|
}
|
|
|
|
|
|
// Function MyTown_Building_Master.MyTown_Building_Master_C.GlobalFadeOut
|
|
// (BlueprintCallable, BlueprintEvent)
|
|
// Parameters:
|
|
// class UMaterialInstanceDynamic* Mid (Parm, ZeroConstructor, IsPlainOldData, NoDestructor)
|
|
// class FName Parameter (Parm, ZeroConstructor, IsPlainOldData, NoDestructor)
|
|
// bool Parameter_Collection (Parm, ZeroConstructor, IsPlainOldData, NoDestructor)
|
|
|
|
void AMyTown_Building_Master_C::GlobalFadeOut(class UMaterialInstanceDynamic* Mid, class FName Parameter, bool Parameter_Collection)
|
|
{
|
|
static class UFunction* Func = nullptr;
|
|
|
|
if (Func == nullptr)
|
|
Func = Class->GetFunction("MyTown_Building_Master_C", "GlobalFadeOut");
|
|
|
|
Params::MyTown_Building_Master_C_GlobalFadeOut Parms{};
|
|
|
|
Parms.Mid = Mid;
|
|
Parms.Parameter = Parameter;
|
|
Parms.Parameter_Collection = Parameter_Collection;
|
|
|
|
UObject::ProcessEvent(Func, &Parms);
|
|
}
|
|
|
|
|
|
// Function MyTown_Building_Master.MyTown_Building_Master_C.AddWorkerAnimation_TL__UpdateFunc
|
|
// (BlueprintEvent)
|
|
|
|
void AMyTown_Building_Master_C::AddWorkerAnimation_TL__UpdateFunc()
|
|
{
|
|
static class UFunction* Func = nullptr;
|
|
|
|
if (Func == nullptr)
|
|
Func = Class->GetFunction("MyTown_Building_Master_C", "AddWorkerAnimation_TL__UpdateFunc");
|
|
|
|
UObject::ProcessEvent(Func, nullptr);
|
|
}
|
|
|
|
|
|
// Function MyTown_Building_Master.MyTown_Building_Master_C.AddWorkerAnimation_TL__FinishedFunc
|
|
// (BlueprintEvent)
|
|
|
|
void AMyTown_Building_Master_C::AddWorkerAnimation_TL__FinishedFunc()
|
|
{
|
|
static class UFunction* Func = nullptr;
|
|
|
|
if (Func == nullptr)
|
|
Func = Class->GetFunction("MyTown_Building_Master_C", "AddWorkerAnimation_TL__FinishedFunc");
|
|
|
|
UObject::ProcessEvent(Func, nullptr);
|
|
}
|
|
|
|
|
|
// Function MyTown_Building_Master.MyTown_Building_Master_C.BuildingUpgrade_TL__UpdateFunc
|
|
// (BlueprintEvent)
|
|
|
|
void AMyTown_Building_Master_C::BuildingUpgrade_TL__UpdateFunc()
|
|
{
|
|
static class UFunction* Func = nullptr;
|
|
|
|
if (Func == nullptr)
|
|
Func = Class->GetFunction("MyTown_Building_Master_C", "BuildingUpgrade_TL__UpdateFunc");
|
|
|
|
UObject::ProcessEvent(Func, nullptr);
|
|
}
|
|
|
|
|
|
// Function MyTown_Building_Master.MyTown_Building_Master_C.BuildingUpgrade_TL__FinishedFunc
|
|
// (BlueprintEvent)
|
|
|
|
void AMyTown_Building_Master_C::BuildingUpgrade_TL__FinishedFunc()
|
|
{
|
|
static class UFunction* Func = nullptr;
|
|
|
|
if (Func == nullptr)
|
|
Func = Class->GetFunction("MyTown_Building_Master_C", "BuildingUpgrade_TL__FinishedFunc");
|
|
|
|
UObject::ProcessEvent(Func, nullptr);
|
|
}
|
|
|
|
|
|
// Function MyTown_Building_Master.MyTown_Building_Master_C.BubblePop__UpdateFunc
|
|
// (BlueprintEvent)
|
|
|
|
void AMyTown_Building_Master_C::BubblePop__UpdateFunc()
|
|
{
|
|
static class UFunction* Func = nullptr;
|
|
|
|
if (Func == nullptr)
|
|
Func = Class->GetFunction("MyTown_Building_Master_C", "BubblePop__UpdateFunc");
|
|
|
|
UObject::ProcessEvent(Func, nullptr);
|
|
}
|
|
|
|
|
|
// Function MyTown_Building_Master.MyTown_Building_Master_C.BubblePop__FinishedFunc
|
|
// (BlueprintEvent)
|
|
|
|
void AMyTown_Building_Master_C::BubblePop__FinishedFunc()
|
|
{
|
|
static class UFunction* Func = nullptr;
|
|
|
|
if (Func == nullptr)
|
|
Func = Class->GetFunction("MyTown_Building_Master_C", "BubblePop__FinishedFunc");
|
|
|
|
UObject::ProcessEvent(Func, nullptr);
|
|
}
|
|
|
|
|
|
// Function MyTown_Building_Master.MyTown_Building_Master_C.BuildingFlashOut__UpdateFunc
|
|
// (BlueprintEvent)
|
|
|
|
void AMyTown_Building_Master_C::BuildingFlashOut__UpdateFunc()
|
|
{
|
|
static class UFunction* Func = nullptr;
|
|
|
|
if (Func == nullptr)
|
|
Func = Class->GetFunction("MyTown_Building_Master_C", "BuildingFlashOut__UpdateFunc");
|
|
|
|
UObject::ProcessEvent(Func, nullptr);
|
|
}
|
|
|
|
|
|
// Function MyTown_Building_Master.MyTown_Building_Master_C.BuildingFlashOut__FinishedFunc
|
|
// (BlueprintEvent)
|
|
|
|
void AMyTown_Building_Master_C::BuildingFlashOut__FinishedFunc()
|
|
{
|
|
static class UFunction* Func = nullptr;
|
|
|
|
if (Func == nullptr)
|
|
Func = Class->GetFunction("MyTown_Building_Master_C", "BuildingFlashOut__FinishedFunc");
|
|
|
|
UObject::ProcessEvent(Func, nullptr);
|
|
}
|
|
|
|
|
|
// Function MyTown_Building_Master.MyTown_Building_Master_C.MorphPop__SpawnLightEmitter__EventFunc
|
|
// (BlueprintEvent)
|
|
|
|
void AMyTown_Building_Master_C::MorphPop__SpawnLightEmitter__EventFunc()
|
|
{
|
|
static class UFunction* Func = nullptr;
|
|
|
|
if (Func == nullptr)
|
|
Func = Class->GetFunction("MyTown_Building_Master_C", "MorphPop__SpawnLightEmitter__EventFunc");
|
|
|
|
UObject::ProcessEvent(Func, nullptr);
|
|
}
|
|
|
|
|
|
// Function MyTown_Building_Master.MyTown_Building_Master_C.MorphPop__UpdateFunc
|
|
// (BlueprintEvent)
|
|
|
|
void AMyTown_Building_Master_C::MorphPop__UpdateFunc()
|
|
{
|
|
static class UFunction* Func = nullptr;
|
|
|
|
if (Func == nullptr)
|
|
Func = Class->GetFunction("MyTown_Building_Master_C", "MorphPop__UpdateFunc");
|
|
|
|
UObject::ProcessEvent(Func, nullptr);
|
|
}
|
|
|
|
|
|
// Function MyTown_Building_Master.MyTown_Building_Master_C.MorphPop__FinishedFunc
|
|
// (BlueprintEvent)
|
|
|
|
void AMyTown_Building_Master_C::MorphPop__FinishedFunc()
|
|
{
|
|
static class UFunction* Func = nullptr;
|
|
|
|
if (Func == nullptr)
|
|
Func = Class->GetFunction("MyTown_Building_Master_C", "MorphPop__FinishedFunc");
|
|
|
|
UObject::ProcessEvent(Func, nullptr);
|
|
}
|
|
|
|
|
|
// Function MyTown_Building_Master.MyTown_Building_Master_C.BuildAnim_Walls_TL__UpdateFunc
|
|
// (BlueprintEvent)
|
|
|
|
void AMyTown_Building_Master_C::BuildAnim_Walls_TL__UpdateFunc()
|
|
{
|
|
static class UFunction* Func = nullptr;
|
|
|
|
if (Func == nullptr)
|
|
Func = Class->GetFunction("MyTown_Building_Master_C", "BuildAnim_Walls_TL__UpdateFunc");
|
|
|
|
UObject::ProcessEvent(Func, nullptr);
|
|
}
|
|
|
|
|
|
// Function MyTown_Building_Master.MyTown_Building_Master_C.BuildAnim_Walls_TL__FinishedFunc
|
|
// (BlueprintEvent)
|
|
|
|
void AMyTown_Building_Master_C::BuildAnim_Walls_TL__FinishedFunc()
|
|
{
|
|
static class UFunction* Func = nullptr;
|
|
|
|
if (Func == nullptr)
|
|
Func = Class->GetFunction("MyTown_Building_Master_C", "BuildAnim_Walls_TL__FinishedFunc");
|
|
|
|
UObject::ProcessEvent(Func, nullptr);
|
|
}
|
|
|
|
|
|
// Function MyTown_Building_Master.MyTown_Building_Master_C.SquashAndStretchIn_TL__UpdateFunc
|
|
// (BlueprintEvent)
|
|
|
|
void AMyTown_Building_Master_C::SquashAndStretchIn_TL__UpdateFunc()
|
|
{
|
|
static class UFunction* Func = nullptr;
|
|
|
|
if (Func == nullptr)
|
|
Func = Class->GetFunction("MyTown_Building_Master_C", "SquashAndStretchIn_TL__UpdateFunc");
|
|
|
|
UObject::ProcessEvent(Func, nullptr);
|
|
}
|
|
|
|
|
|
// Function MyTown_Building_Master.MyTown_Building_Master_C.SquashAndStretchIn_TL__FinishedFunc
|
|
// (BlueprintEvent)
|
|
|
|
void AMyTown_Building_Master_C::SquashAndStretchIn_TL__FinishedFunc()
|
|
{
|
|
static class UFunction* Func = nullptr;
|
|
|
|
if (Func == nullptr)
|
|
Func = Class->GetFunction("MyTown_Building_Master_C", "SquashAndStretchIn_TL__FinishedFunc");
|
|
|
|
UObject::ProcessEvent(Func, nullptr);
|
|
}
|
|
|
|
|
|
// Function MyTown_Building_Master.MyTown_Building_Master_C.GlobalFadeIn_TL__UpdateFunc
|
|
// (BlueprintEvent)
|
|
|
|
void AMyTown_Building_Master_C::GlobalFadeIn_TL__UpdateFunc()
|
|
{
|
|
static class UFunction* Func = nullptr;
|
|
|
|
if (Func == nullptr)
|
|
Func = Class->GetFunction("MyTown_Building_Master_C", "GlobalFadeIn_TL__UpdateFunc");
|
|
|
|
UObject::ProcessEvent(Func, nullptr);
|
|
}
|
|
|
|
|
|
// Function MyTown_Building_Master.MyTown_Building_Master_C.GlobalFadeIn_TL__FinishedFunc
|
|
// (BlueprintEvent)
|
|
|
|
void AMyTown_Building_Master_C::GlobalFadeIn_TL__FinishedFunc()
|
|
{
|
|
static class UFunction* Func = nullptr;
|
|
|
|
if (Func == nullptr)
|
|
Func = Class->GetFunction("MyTown_Building_Master_C", "GlobalFadeIn_TL__FinishedFunc");
|
|
|
|
UObject::ProcessEvent(Func, nullptr);
|
|
}
|
|
|
|
|
|
// Function MyTown_Building_Master.MyTown_Building_Master_C.GlobalFadeOut_TL__UpdateFunc
|
|
// (BlueprintEvent)
|
|
|
|
void AMyTown_Building_Master_C::GlobalFadeOut_TL__UpdateFunc()
|
|
{
|
|
static class UFunction* Func = nullptr;
|
|
|
|
if (Func == nullptr)
|
|
Func = Class->GetFunction("MyTown_Building_Master_C", "GlobalFadeOut_TL__UpdateFunc");
|
|
|
|
UObject::ProcessEvent(Func, nullptr);
|
|
}
|
|
|
|
|
|
// Function MyTown_Building_Master.MyTown_Building_Master_C.GlobalFadeOut_TL__FinishedFunc
|
|
// (BlueprintEvent)
|
|
|
|
void AMyTown_Building_Master_C::GlobalFadeOut_TL__FinishedFunc()
|
|
{
|
|
static class UFunction* Func = nullptr;
|
|
|
|
if (Func == nullptr)
|
|
Func = Class->GetFunction("MyTown_Building_Master_C", "GlobalFadeOut_TL__FinishedFunc");
|
|
|
|
UObject::ProcessEvent(Func, nullptr);
|
|
}
|
|
|
|
|
|
// Function MyTown_Building_Master.MyTown_Building_Master_C.UserConstructionScript
|
|
// (Event, Public, BlueprintCallable, BlueprintEvent)
|
|
|
|
void AMyTown_Building_Master_C::UserConstructionScript()
|
|
{
|
|
static class UFunction* Func = nullptr;
|
|
|
|
if (Func == nullptr)
|
|
Func = Class->GetFunction("MyTown_Building_Master_C", "UserConstructionScript");
|
|
|
|
UObject::ProcessEvent(Func, nullptr);
|
|
}
|
|
|
|
|
|
// Function MyTown_Building_Master.MyTown_Building_Master_C.HasBeenBuilt
|
|
// (Public, HasOutParams, BlueprintCallable, BlueprintEvent)
|
|
// Parameters:
|
|
// bool* Building_is_Built (Parm, OutParm, ZeroConstructor, IsPlainOldData, NoDestructor)
|
|
// int32* Building_Level (Parm, OutParm, ZeroConstructor, IsPlainOldData, NoDestructor)
|
|
|
|
void AMyTown_Building_Master_C::HasBeenBuilt(bool* Building_is_Built, int32* Building_Level)
|
|
{
|
|
static class UFunction* Func = nullptr;
|
|
|
|
if (Func == nullptr)
|
|
Func = Class->GetFunction("MyTown_Building_Master_C", "HasBeenBuilt");
|
|
|
|
Params::MyTown_Building_Master_C_HasBeenBuilt Parms{};
|
|
|
|
UObject::ProcessEvent(Func, &Parms);
|
|
|
|
if (Building_is_Built != nullptr)
|
|
*Building_is_Built = Parms.Building_is_Built;
|
|
|
|
if (Building_Level != nullptr)
|
|
*Building_Level = Parms.Building_Level;
|
|
}
|
|
|
|
|
|
// Function MyTown_Building_Master.MyTown_Building_Master_C.State Debug Locked
|
|
// (Public, BlueprintCallable, BlueprintEvent)
|
|
|
|
void AMyTown_Building_Master_C::State_Debug_Locked()
|
|
{
|
|
static class UFunction* Func = nullptr;
|
|
|
|
if (Func == nullptr)
|
|
Func = Class->GetFunction("MyTown_Building_Master_C", "State Debug Locked");
|
|
|
|
UObject::ProcessEvent(Func, nullptr);
|
|
}
|
|
|
|
|
|
// Function MyTown_Building_Master.MyTown_Building_Master_C.StateDebug_Idle
|
|
// (Public, BlueprintCallable, BlueprintEvent)
|
|
|
|
void AMyTown_Building_Master_C::StateDebug_Idle()
|
|
{
|
|
static class UFunction* Func = nullptr;
|
|
|
|
if (Func == nullptr)
|
|
Func = Class->GetFunction("MyTown_Building_Master_C", "StateDebug_Idle");
|
|
|
|
UObject::ProcessEvent(Func, nullptr);
|
|
}
|
|
|
|
|
|
// Function MyTown_Building_Master.MyTown_Building_Master_C.StateDebug Upgrade
|
|
// (Public, BlueprintCallable, BlueprintEvent)
|
|
|
|
void AMyTown_Building_Master_C::StateDebug_Upgrade()
|
|
{
|
|
static class UFunction* Func = nullptr;
|
|
|
|
if (Func == nullptr)
|
|
Func = Class->GetFunction("MyTown_Building_Master_C", "StateDebug Upgrade");
|
|
|
|
UObject::ProcessEvent(Func, nullptr);
|
|
}
|
|
|
|
|
|
// Function MyTown_Building_Master.MyTown_Building_Master_C.StateDebug Build
|
|
// (Public, BlueprintCallable, BlueprintEvent)
|
|
|
|
void AMyTown_Building_Master_C::StateDebug_Build()
|
|
{
|
|
static class UFunction* Func = nullptr;
|
|
|
|
if (Func == nullptr)
|
|
Func = Class->GetFunction("MyTown_Building_Master_C", "StateDebug Build");
|
|
|
|
UObject::ProcessEvent(Func, nullptr);
|
|
}
|
|
|
|
|
|
// Function MyTown_Building_Master.MyTown_Building_Master_C.MIDCreation
|
|
// (Public, BlueprintCallable, BlueprintEvent)
|
|
|
|
void AMyTown_Building_Master_C::MIDCreation()
|
|
{
|
|
static class UFunction* Func = nullptr;
|
|
|
|
if (Func == nullptr)
|
|
Func = Class->GetFunction("MyTown_Building_Master_C", "MIDCreation");
|
|
|
|
UObject::ProcessEvent(Func, nullptr);
|
|
}
|
|
|
|
|
|
// Function MyTown_Building_Master.MyTown_Building_Master_C.UpgradeIconFriendCheck
|
|
// (Public, BlueprintCallable, BlueprintEvent)
|
|
|
|
void AMyTown_Building_Master_C::UpgradeIconFriendCheck()
|
|
{
|
|
static class UFunction* Func = nullptr;
|
|
|
|
if (Func == nullptr)
|
|
Func = Class->GetFunction("MyTown_Building_Master_C", "UpgradeIconFriendCheck");
|
|
|
|
UObject::ProcessEvent(Func, nullptr);
|
|
}
|
|
|
|
|
|
// Function MyTown_Building_Master.MyTown_Building_Master_C.Setup Tooltip
|
|
// (Public, BlueprintCallable, BlueprintEvent)
|
|
|
|
void AMyTown_Building_Master_C::Setup_Tooltip()
|
|
{
|
|
static class UFunction* Func = nullptr;
|
|
|
|
if (Func == nullptr)
|
|
Func = Class->GetFunction("MyTown_Building_Master_C", "Setup Tooltip");
|
|
|
|
UObject::ProcessEvent(Func, nullptr);
|
|
}
|
|
|
|
|
|
// Function MyTown_Building_Master.MyTown_Building_Master_C.Set Tooltip Visibility
|
|
// (Public, BlueprintCallable, BlueprintEvent)
|
|
// Parameters:
|
|
// bool Visibile (Parm, ZeroConstructor, IsPlainOldData, NoDestructor)
|
|
|
|
void AMyTown_Building_Master_C::Set_Tooltip_Visibility(bool Visibile)
|
|
{
|
|
static class UFunction* Func = nullptr;
|
|
|
|
if (Func == nullptr)
|
|
Func = Class->GetFunction("MyTown_Building_Master_C", "Set Tooltip Visibility");
|
|
|
|
Params::MyTown_Building_Master_C_Set_Tooltip_Visibility Parms{};
|
|
|
|
Parms.Visibile = Visibile;
|
|
|
|
UObject::ProcessEvent(Func, &Parms);
|
|
}
|
|
|
|
|
|
// Function MyTown_Building_Master.MyTown_Building_Master_C.UpdateBangVisibility
|
|
// (Public, BlueprintCallable, BlueprintEvent)
|
|
|
|
void AMyTown_Building_Master_C::UpdateBangVisibility()
|
|
{
|
|
static class UFunction* Func = nullptr;
|
|
|
|
if (Func == nullptr)
|
|
Func = Class->GetFunction("MyTown_Building_Master_C", "UpdateBangVisibility");
|
|
|
|
UObject::ProcessEvent(Func, nullptr);
|
|
}
|
|
|
|
|
|
// Function MyTown_Building_Master.MyTown_Building_Master_C.StencilBufferSetup
|
|
// (Public, BlueprintCallable, BlueprintEvent)
|
|
|
|
void AMyTown_Building_Master_C::StencilBufferSetup()
|
|
{
|
|
static class UFunction* Func = nullptr;
|
|
|
|
if (Func == nullptr)
|
|
Func = Class->GetFunction("MyTown_Building_Master_C", "StencilBufferSetup");
|
|
|
|
UObject::ProcessEvent(Func, nullptr);
|
|
}
|
|
|
|
}
|
|
|
|
#pragma pack(pop)
|