#pragma once

/*
* SDK generated by Dumper-7
*
* https://github.com/Encryqed/Dumper-7
*/

// Package: BattlePassDirectAcquisitionScreen

#include "Basic.hpp"

#include "BattlePassDirectAcquisitionScreen_classes.hpp"
#include "BattlePassDirectAcquisitionScreen_parameters.hpp"


namespace SDK
{

// Function BattlePassDirectAcquisitionScreen.BattlePassDirectAcquisitionScreen_C.ExecuteUbergraph_BattlePassDirectAcquisitionScreen
// (Final, UbergraphFunction, HasDefaults)
// Parameters:
// int32                                   EntryPoint                                             (BlueprintVisible, BlueprintReadOnly, Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash)

void UBattlePassDirectAcquisitionScreen_C::ExecuteUbergraph_BattlePassDirectAcquisitionScreen(int32 EntryPoint)
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("BattlePassDirectAcquisitionScreen_C", "ExecuteUbergraph_BattlePassDirectAcquisitionScreen");

	Params::BattlePassDirectAcquisitionScreen_C_ExecuteUbergraph_BattlePassDirectAcquisitionScreen Parms{};

	Parms.EntryPoint = EntryPoint;

	UObject::ProcessEvent(Func, &Parms);
}


// Function BattlePassDirectAcquisitionScreen.BattlePassDirectAcquisitionScreen_C.OnBeginIntro
// (Event, Public, BlueprintEvent)

void UBattlePassDirectAcquisitionScreen_C::OnBeginIntro()
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("BattlePassDirectAcquisitionScreen_C", "OnBeginIntro");

	UObject::ProcessEvent(Func, nullptr);
}


// Function BattlePassDirectAcquisitionScreen.BattlePassDirectAcquisitionScreen_C.BndEvt__PanelButton_K2Node_ComponentBoundEvent_97_CommonButtonClicked__DelegateSignature
// (BlueprintEvent)
// Parameters:
// class UCommonButton*                    Button                                                 (BlueprintVisible, BlueprintReadOnly, Parm, ZeroConstructor, InstancedReference, IsPlainOldData, NoDestructor, HasGetValueTypeHash)

void UBattlePassDirectAcquisitionScreen_C::BndEvt__PanelButton_K2Node_ComponentBoundEvent_97_CommonButtonClicked__DelegateSignature(class UCommonButton* Button)
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("BattlePassDirectAcquisitionScreen_C", "BndEvt__PanelButton_K2Node_ComponentBoundEvent_97_CommonButtonClicked__DelegateSignature");

	Params::BattlePassDirectAcquisitionScreen_C_BndEvt__PanelButton_K2Node_ComponentBoundEvent_97_CommonButtonClicked__DelegateSignature Parms{};

	Parms.Button = Button;

	UObject::ProcessEvent(Func, &Parms);
}


// Function BattlePassDirectAcquisitionScreen.BattlePassDirectAcquisitionScreen_C.Construct
// (BlueprintCosmetic, Event, Public, BlueprintEvent)

void UBattlePassDirectAcquisitionScreen_C::Construct()
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("BattlePassDirectAcquisitionScreen_C", "Construct");

	UObject::ProcessEvent(Func, nullptr);
}


// Function BattlePassDirectAcquisitionScreen.BattlePassDirectAcquisitionScreen_C.OnActivated
// (Event, Protected, BlueprintEvent)

void UBattlePassDirectAcquisitionScreen_C::OnActivated()
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("BattlePassDirectAcquisitionScreen_C", "OnActivated");

	UObject::ProcessEvent(Func, nullptr);
}


// Function BattlePassDirectAcquisitionScreen.BattlePassDirectAcquisitionScreen_C.OnOffersGenerated
// (Event, Public, BlueprintEvent)

void UBattlePassDirectAcquisitionScreen_C::OnOffersGenerated()
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("BattlePassDirectAcquisitionScreen_C", "OnOffersGenerated");

	UObject::ProcessEvent(Func, nullptr);
}


// Function BattlePassDirectAcquisitionScreen.BattlePassDirectAcquisitionScreen_C.OnStartReadingOffers
// (Event, Public, BlueprintEvent)

void UBattlePassDirectAcquisitionScreen_C::OnStartReadingOffers()
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("BattlePassDirectAcquisitionScreen_C", "OnStartReadingOffers");

	UObject::ProcessEvent(Func, nullptr);
}


// Function BattlePassDirectAcquisitionScreen.BattlePassDirectAcquisitionScreen_C.NoOffersAvailable
// (Event, Public, BlueprintEvent)

void UBattlePassDirectAcquisitionScreen_C::NoOffersAvailable()
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("BattlePassDirectAcquisitionScreen_C", "NoOffersAvailable");

	UObject::ProcessEvent(Func, nullptr);
}


// Function BattlePassDirectAcquisitionScreen.BattlePassDirectAcquisitionScreen_C.GenerateOfferWidget
// (Event, Public, BlueprintCallable, BlueprintEvent)
// Parameters:
// class UFortStoreFrontOfferInfo*         OfferData                                              (BlueprintVisible, BlueprintReadOnly, Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash)

void UBattlePassDirectAcquisitionScreen_C::GenerateOfferWidget(class UFortStoreFrontOfferInfo* OfferData)
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("BattlePassDirectAcquisitionScreen_C", "GenerateOfferWidget");

	Params::BattlePassDirectAcquisitionScreen_C_GenerateOfferWidget Parms{};

	Parms.OfferData = OfferData;

	UObject::ProcessEvent(Func, &Parms);
}


// Function BattlePassDirectAcquisitionScreen.BattlePassDirectAcquisitionScreen_C.Focus
// (Public, BlueprintCallable, BlueprintEvent)

void UBattlePassDirectAcquisitionScreen_C::Focus()
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("BattlePassDirectAcquisitionScreen_C", "Focus");

	UObject::ProcessEvent(Func, nullptr);
}


// Function BattlePassDirectAcquisitionScreen.BattlePassDirectAcquisitionScreen_C.HandleBack
// (Public, HasOutParams, BlueprintCallable, BlueprintEvent)
// Parameters:
// bool                                    bPassThrough                                           (Parm, OutParm, ZeroConstructor, IsPlainOldData, NoDestructor)

void UBattlePassDirectAcquisitionScreen_C::HandleBack(bool* bPassThrough)
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("BattlePassDirectAcquisitionScreen_C", "HandleBack");

	Params::BattlePassDirectAcquisitionScreen_C_HandleBack Parms{};

	UObject::ProcessEvent(Func, &Parms);

	if (bPassThrough != nullptr)
		*bPassThrough = Parms.bPassThrough;
}


// Function BattlePassDirectAcquisitionScreen.BattlePassDirectAcquisitionScreen_C.On_CommonBorderTouchToClose_MouseButtonUp
// (Public, HasOutParams, HasDefaults, BlueprintCallable, BlueprintEvent)
// Parameters:
// struct FGeometry                        MyGeometry                                             (BlueprintVisible, BlueprintReadOnly, Parm, IsPlainOldData, NoDestructor)
// struct FPointerEvent                    MouseEvent                                             (ConstParm, BlueprintVisible, BlueprintReadOnly, Parm, OutParm, ReferenceParm)
// struct FEventReply                      ReturnValue                                            (Parm, OutParm, ReturnParm)

struct FEventReply UBattlePassDirectAcquisitionScreen_C::On_CommonBorderTouchToClose_MouseButtonUp(const struct FGeometry& MyGeometry, const struct FPointerEvent& MouseEvent)
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("BattlePassDirectAcquisitionScreen_C", "On_CommonBorderTouchToClose_MouseButtonUp");

	Params::BattlePassDirectAcquisitionScreen_C_On_CommonBorderTouchToClose_MouseButtonUp Parms{};

	Parms.MyGeometry = std::move(MyGeometry);
	Parms.MouseEvent = std::move(MouseEvent);

	UObject::ProcessEvent(Func, &Parms);

	return Parms.ReturnValue;
}


// Function BattlePassDirectAcquisitionScreen.BattlePassDirectAcquisitionScreen_C.Intro Anim "Header"
// (Public, BlueprintCallable, BlueprintEvent)

void UBattlePassDirectAcquisitionScreen_C::Intro_Anim__Header_()
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("BattlePassDirectAcquisitionScreen_C", "Intro Anim \"Header\"");

	UObject::ProcessEvent(Func, nullptr);
}


// Function BattlePassDirectAcquisitionScreen.BattlePassDirectAcquisitionScreen_C.Intro Anim "OR"
// (Public, BlueprintCallable, BlueprintEvent)

void UBattlePassDirectAcquisitionScreen_C::Intro_Anim__OR_()
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("BattlePassDirectAcquisitionScreen_C", "Intro Anim \"OR\"");

	UObject::ProcessEvent(Func, nullptr);
}


// Function BattlePassDirectAcquisitionScreen.BattlePassDirectAcquisitionScreen_C.Intro Anim "Tiles"
// (Public, BlueprintCallable, BlueprintEvent)

void UBattlePassDirectAcquisitionScreen_C::Intro_Anim__Tiles_()
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("BattlePassDirectAcquisitionScreen_C", "Intro Anim \"Tiles\"");

	UObject::ProcessEvent(Func, nullptr);
}


// Function BattlePassDirectAcquisitionScreen.BattlePassDirectAcquisitionScreen_C.Intro Anim Reset
// (Public, BlueprintCallable, BlueprintEvent)

void UBattlePassDirectAcquisitionScreen_C::Intro_Anim_Reset()
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("BattlePassDirectAcquisitionScreen_C", "Intro Anim Reset");

	UObject::ProcessEvent(Func, nullptr);
}

}

