#pragma once /* * SDK generated by Dumper-7 * * https://github.com/Encryqed/Dumper-7 */ // Package: CheckFrontEndRewardsAction #include "Basic.hpp" #include "CheckFrontEndRewardsAction_classes.hpp" #include "CheckFrontEndRewardsAction_parameters.hpp" namespace SDK { // Function CheckFrontEndRewardsAction.CheckFrontEndRewardsAction_C.ExecuteUbergraph_CheckFrontEndRewardsAction // (Final, UbergraphFunction, HasDefaults) // Parameters: // int32 EntryPoint (BlueprintVisible, BlueprintReadOnly, Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash) void ACheckFrontEndRewardsAction_C::ExecuteUbergraph_CheckFrontEndRewardsAction(int32 EntryPoint) { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("CheckFrontEndRewardsAction_C", "ExecuteUbergraph_CheckFrontEndRewardsAction"); Params::CheckFrontEndRewardsAction_C_ExecuteUbergraph_CheckFrontEndRewardsAction Parms{}; Parms.EntryPoint = EntryPoint; UObject::ProcessEvent(Func, &Parms); } // Function CheckFrontEndRewardsAction.CheckFrontEndRewardsAction_C.Execute // (Event, Public, HasOutParams, BlueprintEvent) // Parameters: // struct FFortScriptedActionParams Params_0 (ConstParm, BlueprintVisible, BlueprintReadOnly, Parm, OutParm, ReferenceParm, NoDestructor) void ACheckFrontEndRewardsAction_C::Execute(const struct FFortScriptedActionParams& Params_0) { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("CheckFrontEndRewardsAction_C", "Execute"); Params::CheckFrontEndRewardsAction_C_Execute Parms{}; Parms.Params_0 = std::move(Params_0); UObject::ProcessEvent(Func, &Parms); } // Function CheckFrontEndRewardsAction.CheckFrontEndRewardsAction_C.UserConstructionScript // (Event, Public, BlueprintCallable, BlueprintEvent) void ACheckFrontEndRewardsAction_C::UserConstructionScript() { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("CheckFrontEndRewardsAction_C", "UserConstructionScript"); UObject::ProcessEvent(Func, nullptr); } // Function CheckFrontEndRewardsAction.CheckFrontEndRewardsAction_C.CompleteRewardsAction // (Private, BlueprintCallable, BlueprintEvent) void ACheckFrontEndRewardsAction_C::CompleteRewardsAction() { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("CheckFrontEndRewardsAction_C", "CompleteRewardsAction"); UObject::ProcessEvent(Func, nullptr); } // Function CheckFrontEndRewardsAction.CheckFrontEndRewardsAction_C.PopulateMissionRewards // (Private, BlueprintCallable, BlueprintEvent) void ACheckFrontEndRewardsAction_C::PopulateMissionRewards() { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("CheckFrontEndRewardsAction_C", "PopulateMissionRewards"); UObject::ProcessEvent(Func, nullptr); } // Function CheckFrontEndRewardsAction.CheckFrontEndRewardsAction_C.PopulateQuestRewards // (Private, HasDefaults, BlueprintCallable, BlueprintEvent) void ACheckFrontEndRewardsAction_C::PopulateQuestRewards() { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("CheckFrontEndRewardsAction_C", "PopulateQuestRewards"); UObject::ProcessEvent(Func, nullptr); } // Function CheckFrontEndRewardsAction.CheckFrontEndRewardsAction_C.PopulateNewQuests // (Private, BlueprintCallable, BlueprintEvent) void ACheckFrontEndRewardsAction_C::PopulateNewQuests() { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("CheckFrontEndRewardsAction_C", "PopulateNewQuests"); UObject::ProcessEvent(Func, nullptr); } // Function CheckFrontEndRewardsAction.CheckFrontEndRewardsAction_C.GetCompletedQuests // (Private, HasOutParams, BlueprintCallable, BlueprintEvent) // Parameters: // TArray Completed_Quests (Parm, OutParm, ZeroConstructor) void ACheckFrontEndRewardsAction_C::GetCompletedQuests(TArray* Completed_Quests) { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("CheckFrontEndRewardsAction_C", "GetCompletedQuests"); Params::CheckFrontEndRewardsAction_C_GetCompletedQuests Parms{}; UObject::ProcessEvent(Func, &Parms); if (Completed_Quests != nullptr) *Completed_Quests = std::move(Parms.Completed_Quests); } // Function CheckFrontEndRewardsAction.CheckFrontEndRewardsAction_C.PopulateUnseenQuests // (Private, BlueprintCallable, BlueprintEvent) // Parameters: // EFortQuestType QuestType (BlueprintVisible, BlueprintReadOnly, Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash) void ACheckFrontEndRewardsAction_C::PopulateUnseenQuests(EFortQuestType QuestType) { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("CheckFrontEndRewardsAction_C", "PopulateUnseenQuests"); Params::CheckFrontEndRewardsAction_C_PopulateUnseenQuests Parms{}; Parms.QuestType = QuestType; UObject::ProcessEvent(Func, &Parms); } // Function CheckFrontEndRewardsAction.CheckFrontEndRewardsAction_C.OpenFrontEndRewards // (Private, BlueprintCallable, BlueprintEvent) void ACheckFrontEndRewardsAction_C::OpenFrontEndRewards() { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("CheckFrontEndRewardsAction_C", "OpenFrontEndRewards"); UObject::ProcessEvent(Func, nullptr); } // Function CheckFrontEndRewardsAction.CheckFrontEndRewardsAction_C.PopulateRewards // (Private, BlueprintCallable, BlueprintEvent) void ACheckFrontEndRewardsAction_C::PopulateRewards() { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("CheckFrontEndRewardsAction_C", "PopulateRewards"); UObject::ProcessEvent(Func, nullptr); } // Function CheckFrontEndRewardsAction.CheckFrontEndRewardsAction_C.PopulateCollectionBookRewards // (Public, BlueprintCallable, BlueprintEvent) void ACheckFrontEndRewardsAction_C::PopulateCollectionBookRewards() { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("CheckFrontEndRewardsAction_C", "PopulateCollectionBookRewards"); UObject::ProcessEvent(Func, nullptr); } // Function CheckFrontEndRewardsAction.CheckFrontEndRewardsAction_C.HandleRewardsClaimed // (Private, BlueprintCallable, BlueprintEvent) // Parameters: // class UFrontEndRewards_Widget_C* RewardsWidget (BlueprintVisible, BlueprintReadOnly, Parm, ZeroConstructor, InstancedReference, IsPlainOldData, NoDestructor, HasGetValueTypeHash) void ACheckFrontEndRewardsAction_C::HandleRewardsClaimed(class UFrontEndRewards_Widget_C* RewardsWidget) { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("CheckFrontEndRewardsAction_C", "HandleRewardsClaimed"); Params::CheckFrontEndRewardsAction_C_HandleRewardsClaimed Parms{}; Parms.RewardsWidget = RewardsWidget; UObject::ProcessEvent(Func, &Parms); } // Function CheckFrontEndRewardsAction.CheckFrontEndRewardsAction_C.Clear // (Private, BlueprintCallable, BlueprintEvent) void ACheckFrontEndRewardsAction_C::Clear() { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("CheckFrontEndRewardsAction_C", "Clear"); UObject::ProcessEvent(Func, nullptr); } // Function CheckFrontEndRewardsAction.CheckFrontEndRewardsAction_C.HandleRewardsClaimError // (Public, BlueprintCallable, BlueprintEvent) // Parameters: // class UFrontEndRewards_Widget_C* RewardsWidget (BlueprintVisible, BlueprintReadOnly, Parm, ZeroConstructor, InstancedReference, IsPlainOldData, NoDestructor, HasGetValueTypeHash) void ACheckFrontEndRewardsAction_C::HandleRewardsClaimError(class UFrontEndRewards_Widget_C* RewardsWidget) { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("CheckFrontEndRewardsAction_C", "HandleRewardsClaimError"); Params::CheckFrontEndRewardsAction_C_HandleRewardsClaimError Parms{}; Parms.RewardsWidget = RewardsWidget; UObject::ProcessEvent(Func, &Parms); } // Function CheckFrontEndRewardsAction.CheckFrontEndRewardsAction_C.PopulateMissionAlertRewards // (Public, BlueprintCallable, BlueprintEvent) void ACheckFrontEndRewardsAction_C::PopulateMissionAlertRewards() { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("CheckFrontEndRewardsAction_C", "PopulateMissionAlertRewards"); UObject::ProcessEvent(Func, nullptr); } // Function CheckFrontEndRewardsAction.CheckFrontEndRewardsAction_C.Is FrontEndRewards Running // (Public, HasOutParams, BlueprintCallable, BlueprintEvent) // Parameters: // bool bRunning (Parm, OutParm, ZeroConstructor, IsPlainOldData, NoDestructor) void ACheckFrontEndRewardsAction_C::Is_FrontEndRewards_Running(bool* bRunning) { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("CheckFrontEndRewardsAction_C", "Is FrontEndRewards Running"); Params::CheckFrontEndRewardsAction_C_Is_FrontEndRewards_Running Parms{}; UObject::ProcessEvent(Func, &Parms); if (bRunning != nullptr) *bRunning = Parms.bRunning; } // Function CheckFrontEndRewardsAction.CheckFrontEndRewardsAction_C.CanShowFrontendRewards // (Public, HasOutParams, BlueprintCallable, BlueprintEvent, BlueprintPure) // Parameters: // bool ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor) bool ACheckFrontEndRewardsAction_C::CanShowFrontendRewards() { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("CheckFrontEndRewardsAction_C", "CanShowFrontendRewards"); Params::CheckFrontEndRewardsAction_C_CanShowFrontendRewards Parms{}; UObject::ProcessEvent(Func, &Parms); return Parms.ReturnValue; } // Function CheckFrontEndRewardsAction.CheckFrontEndRewardsAction_C.HandleRewardsIgnored // (Public, BlueprintCallable, BlueprintEvent) // Parameters: // class UFrontEndRewards_Widget_C* RewardsWidget (BlueprintVisible, BlueprintReadOnly, Parm, ZeroConstructor, InstancedReference, IsPlainOldData, NoDestructor, HasGetValueTypeHash) void ACheckFrontEndRewardsAction_C::HandleRewardsIgnored(class UFrontEndRewards_Widget_C* RewardsWidget) { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("CheckFrontEndRewardsAction_C", "HandleRewardsIgnored"); Params::CheckFrontEndRewardsAction_C_HandleRewardsIgnored Parms{}; Parms.RewardsWidget = RewardsWidget; UObject::ProcessEvent(Func, &Parms); } // Function CheckFrontEndRewardsAction.CheckFrontEndRewardsAction_C.PopulateDifficultyIncreaseRewards // (Public, BlueprintCallable, BlueprintEvent) void ACheckFrontEndRewardsAction_C::PopulateDifficultyIncreaseRewards() { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("CheckFrontEndRewardsAction_C", "PopulateDifficultyIncreaseRewards"); UObject::ProcessEvent(Func, nullptr); } // Function CheckFrontEndRewardsAction.CheckFrontEndRewardsAction_C.PopulateNewGiftBoxes // (Public, BlueprintCallable, BlueprintEvent) void ACheckFrontEndRewardsAction_C::PopulateNewGiftBoxes() { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("CheckFrontEndRewardsAction_C", "PopulateNewGiftBoxes"); UObject::ProcessEvent(Func, nullptr); } // Function CheckFrontEndRewardsAction.CheckFrontEndRewardsAction_C.PopulateItemCacheRewards // (Public, BlueprintCallable, BlueprintEvent) void ACheckFrontEndRewardsAction_C::PopulateItemCacheRewards() { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("CheckFrontEndRewardsAction_C", "PopulateItemCacheRewards"); UObject::ProcessEvent(Func, nullptr); } }