#pragma once /* * SDK generated by Dumper-7 * * https://github.com/Encryqed/Dumper-7 */ // Package: Rewards_Header #include "Basic.hpp" #include "Rewards_Header_classes.hpp" #include "Rewards_Header_parameters.hpp" namespace SDK { // Function Rewards_Header.Rewards_Header_C.ExecuteUbergraph_Rewards_Header // (Final, UbergraphFunction) // Parameters: // int32 EntryPoint (BlueprintVisible, BlueprintReadOnly, Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash) void URewards_Header_C::ExecuteUbergraph_Rewards_Header(int32 EntryPoint) { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("Rewards_Header_C", "ExecuteUbergraph_Rewards_Header"); Params::Rewards_Header_C_ExecuteUbergraph_Rewards_Header Parms{}; Parms.EntryPoint = EntryPoint; UObject::ProcessEvent(Func, &Parms); } // Function Rewards_Header.Rewards_Header_C.PreConstruct // (BlueprintCosmetic, Event, Public, BlueprintEvent) // Parameters: // bool IsDesignTime (BlueprintVisible, BlueprintReadOnly, Parm, ZeroConstructor, IsPlainOldData, NoDestructor) void URewards_Header_C::PreConstruct(bool IsDesignTime) { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("Rewards_Header_C", "PreConstruct"); Params::Rewards_Header_C_PreConstruct Parms{}; Parms.IsDesignTime = IsDesignTime; UObject::ProcessEvent(Func, &Parms); } // Function Rewards_Header.Rewards_Header_C.PopulateFromReward // (Public, BlueprintCallable, BlueprintEvent) // Parameters: // class UFortRewardNotificationData* InReward (BlueprintVisible, BlueprintReadOnly, Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash) void URewards_Header_C::PopulateFromReward(class UFortRewardNotificationData* InReward) { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("Rewards_Header_C", "PopulateFromReward"); Params::Rewards_Header_C_PopulateFromReward Parms{}; Parms.InReward = InReward; UObject::ProcessEvent(Func, &Parms); } // Function Rewards_Header.Rewards_Header_C.SetMissionLootLevelText // (Private, HasDefaults, BlueprintCallable, BlueprintEvent) void URewards_Header_C::SetMissionLootLevelText() { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("Rewards_Header_C", "SetMissionLootLevelText"); UObject::ProcessEvent(Func, nullptr); } // Function Rewards_Header.Rewards_Header_C.FadeInSubHeader // (Public, BlueprintCallable, BlueprintEvent) void URewards_Header_C::FadeInSubHeader() { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("Rewards_Header_C", "FadeInSubHeader"); UObject::ProcessEvent(Func, nullptr); } // Function Rewards_Header.Rewards_Header_C.ResetSubHeader // (Public, BlueprintCallable, BlueprintEvent) void URewards_Header_C::ResetSubHeader() { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("Rewards_Header_C", "ResetSubHeader"); UObject::ProcessEvent(Func, nullptr); } // Function Rewards_Header.Rewards_Header_C.PopulateFromRewardType // (Private, HasDefaults, BlueprintCallable, BlueprintEvent) // Parameters: // EFrontEndRewardType Selection (BlueprintVisible, BlueprintReadOnly, Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash) // ECollectionBookRewardType CollectionBookRewardType (BlueprintVisible, BlueprintReadOnly, Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash) // class FText RewardDetailText (BlueprintVisible, BlueprintReadOnly, Parm) void URewards_Header_C::PopulateFromRewardType(EFrontEndRewardType Selection, ECollectionBookRewardType CollectionBookRewardType, const class FText& RewardDetailText) { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("Rewards_Header_C", "PopulateFromRewardType"); Params::Rewards_Header_C_PopulateFromRewardType Parms{}; Parms.Selection = Selection; Parms.CollectionBookRewardType = CollectionBookRewardType; Parms.RewardDetailText = std::move(RewardDetailText); UObject::ProcessEvent(Func, &Parms); } // Function Rewards_Header.Rewards_Header_C.SetQuestNameText // (Private, HasDefaults, BlueprintCallable, BlueprintEvent) void URewards_Header_C::SetQuestNameText() { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("Rewards_Header_C", "SetQuestNameText"); UObject::ProcessEvent(Func, nullptr); } // Function Rewards_Header.Rewards_Header_C.SkipFadeInSubHeaderAnimation // (Public, BlueprintCallable, BlueprintEvent) void URewards_Header_C::SkipFadeInSubHeaderAnimation() { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("Rewards_Header_C", "SkipFadeInSubHeaderAnimation"); UObject::ProcessEvent(Func, nullptr); } }