Files
UnrealEvent/Aeon-740/SDK/BP_FortExpeditionBuildSquadWidget_functions.cpp
2024-10-18 01:01:36 +01:00

1432 lines
56 KiB
C++

#pragma once
/*
* SDK generated by Dumper-7
*
* https://github.com/Encryqed/Dumper-7
*/
// Package: BP_FortExpeditionBuildSquadWidget
#include "Basic.hpp"
#include "BP_FortExpeditionBuildSquadWidget_classes.hpp"
#include "BP_FortExpeditionBuildSquadWidget_parameters.hpp"
namespace SDK
{
// Function BP_FortExpeditionBuildSquadWidget.BP_FortExpeditionBuildSquadWidget_C.ExecuteUbergraph_BP_FortExpeditionBuildSquadWidget
// (Final, UbergraphFunction, HasDefaults)
// Parameters:
// int32 EntryPoint (BlueprintVisible, BlueprintReadOnly, Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash)
void UBP_FortExpeditionBuildSquadWidget_C::ExecuteUbergraph_BP_FortExpeditionBuildSquadWidget(int32 EntryPoint)
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("BP_FortExpeditionBuildSquadWidget_C", "ExecuteUbergraph_BP_FortExpeditionBuildSquadWidget");
Params::BP_FortExpeditionBuildSquadWidget_C_ExecuteUbergraph_BP_FortExpeditionBuildSquadWidget Parms{};
Parms.EntryPoint = EntryPoint;
UObject::ProcessEvent(Func, &Parms);
}
// Function BP_FortExpeditionBuildSquadWidget.BP_FortExpeditionBuildSquadWidget_C.OnRequestClosePicker
// (Event, Public, BlueprintEvent)
void UBP_FortExpeditionBuildSquadWidget_C::OnRequestClosePicker()
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("BP_FortExpeditionBuildSquadWidget_C", "OnRequestClosePicker");
UObject::ProcessEvent(Func, nullptr);
}
// Function BP_FortExpeditionBuildSquadWidget.BP_FortExpeditionBuildSquadWidget_C.BndEvt__CommonWidgetSwitcher_0_K2Node_ComponentBoundEvent_20_OnActiveWidgetChanged__DelegateSignature
// (BlueprintEvent)
// Parameters:
// class UWidget* ActiveWidget (BlueprintVisible, BlueprintReadOnly, Parm, ZeroConstructor, InstancedReference, IsPlainOldData, NoDestructor, HasGetValueTypeHash)
// int32 ActiveWidgetIndex (BlueprintVisible, BlueprintReadOnly, Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash)
void UBP_FortExpeditionBuildSquadWidget_C::BndEvt__CommonWidgetSwitcher_0_K2Node_ComponentBoundEvent_20_OnActiveWidgetChanged__DelegateSignature(class UWidget* ActiveWidget, int32 ActiveWidgetIndex)
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("BP_FortExpeditionBuildSquadWidget_C", "BndEvt__CommonWidgetSwitcher_0_K2Node_ComponentBoundEvent_20_OnActiveWidgetChanged__DelegateSignature");
Params::BP_FortExpeditionBuildSquadWidget_C_BndEvt__CommonWidgetSwitcher_0_K2Node_ComponentBoundEvent_20_OnActiveWidgetChanged__DelegateSignature Parms{};
Parms.ActiveWidget = ActiveWidget;
Parms.ActiveWidgetIndex = ActiveWidgetIndex;
UObject::ProcessEvent(Func, &Parms);
}
// Function BP_FortExpeditionBuildSquadWidget.BP_FortExpeditionBuildSquadWidget_C.SetData
// (Event, Public, BlueprintCallable, BlueprintEvent)
// Parameters:
// class UFortExpeditionItem* InItem (BlueprintVisible, BlueprintReadOnly, Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash)
void UBP_FortExpeditionBuildSquadWidget_C::SetData(class UFortExpeditionItem* InItem)
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("BP_FortExpeditionBuildSquadWidget_C", "SetData");
Params::BP_FortExpeditionBuildSquadWidget_C_SetData Parms{};
Parms.InItem = InItem;
UObject::ProcessEvent(Func, &Parms);
}
// Function BP_FortExpeditionBuildSquadWidget.BP_FortExpeditionBuildSquadWidget_C.Construct
// (BlueprintCosmetic, Event, Public, BlueprintEvent)
void UBP_FortExpeditionBuildSquadWidget_C::Construct()
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("BP_FortExpeditionBuildSquadWidget_C", "Construct");
UObject::ProcessEvent(Func, nullptr);
}
// Function BP_FortExpeditionBuildSquadWidget.BP_FortExpeditionBuildSquadWidget_C.OnStartExpeditionCompleted
// (Event, Protected, BlueprintCallable, BlueprintEvent)
void UBP_FortExpeditionBuildSquadWidget_C::OnStartExpeditionCompleted()
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("BP_FortExpeditionBuildSquadWidget_C", "OnStartExpeditionCompleted");
UObject::ProcessEvent(Func, nullptr);
}
// Function BP_FortExpeditionBuildSquadWidget.BP_FortExpeditionBuildSquadWidget_C.OnGamepadStateChanged
// (BlueprintCallable, BlueprintEvent)
// Parameters:
// bool bUsingGamepad (BlueprintVisible, BlueprintReadOnly, Parm, ZeroConstructor, IsPlainOldData, NoDestructor)
void UBP_FortExpeditionBuildSquadWidget_C::OnGamepadStateChanged(bool bUsingGamepad)
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("BP_FortExpeditionBuildSquadWidget_C", "OnGamepadStateChanged");
Params::BP_FortExpeditionBuildSquadWidget_C_OnGamepadStateChanged Parms{};
Parms.bUsingGamepad = bUsingGamepad;
UObject::ProcessEvent(Func, &Parms);
}
// Function BP_FortExpeditionBuildSquadWidget.BP_FortExpeditionBuildSquadWidget_C.BndEvt__ExpeditionSquadSlotsView_K2Node_ComponentBoundEvent_77_OnSquadSlotSelected__DelegateSignature
// (BlueprintEvent)
// Parameters:
// int32 SquadSlotIndex (BlueprintVisible, BlueprintReadOnly, Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash)
void UBP_FortExpeditionBuildSquadWidget_C::BndEvt__ExpeditionSquadSlotsView_K2Node_ComponentBoundEvent_77_OnSquadSlotSelected__DelegateSignature(int32 SquadSlotIndex)
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("BP_FortExpeditionBuildSquadWidget_C", "BndEvt__ExpeditionSquadSlotsView_K2Node_ComponentBoundEvent_77_OnSquadSlotSelected__DelegateSignature");
Params::BP_FortExpeditionBuildSquadWidget_C_BndEvt__ExpeditionSquadSlotsView_K2Node_ComponentBoundEvent_77_OnSquadSlotSelected__DelegateSignature Parms{};
Parms.SquadSlotIndex = SquadSlotIndex;
UObject::ProcessEvent(Func, &Parms);
}
// Function BP_FortExpeditionBuildSquadWidget.BP_FortExpeditionBuildSquadWidget_C.BndEvt__ExpeditionSquadSlotsView_K2Node_ComponentBoundEvent_45_OnSquadSlotOpened__DelegateSignature
// (BlueprintEvent)
void UBP_FortExpeditionBuildSquadWidget_C::BndEvt__ExpeditionSquadSlotsView_K2Node_ComponentBoundEvent_45_OnSquadSlotOpened__DelegateSignature()
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("BP_FortExpeditionBuildSquadWidget_C", "BndEvt__ExpeditionSquadSlotsView_K2Node_ComponentBoundEvent_45_OnSquadSlotOpened__DelegateSignature");
UObject::ProcessEvent(Func, nullptr);
}
// Function BP_FortExpeditionBuildSquadWidget.BP_FortExpeditionBuildSquadWidget_C.OnStartExpedition
// (BlueprintCallable, BlueprintEvent)
void UBP_FortExpeditionBuildSquadWidget_C::OnStartExpedition()
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("BP_FortExpeditionBuildSquadWidget_C", "OnStartExpedition");
UObject::ProcessEvent(Func, nullptr);
}
// Function BP_FortExpeditionBuildSquadWidget.BP_FortExpeditionBuildSquadWidget_C.BndEvt__SquadSlotItemPicker_K2Node_ComponentBoundEvent_20_OnItemSelectionEvent__DelegateSignature
// (BlueprintEvent)
// Parameters:
// class UFortItem* SelectedItem (BlueprintVisible, BlueprintReadOnly, Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash)
void UBP_FortExpeditionBuildSquadWidget_C::BndEvt__SquadSlotItemPicker_K2Node_ComponentBoundEvent_20_OnItemSelectionEvent__DelegateSignature(class UFortItem* SelectedItem)
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("BP_FortExpeditionBuildSquadWidget_C", "BndEvt__SquadSlotItemPicker_K2Node_ComponentBoundEvent_20_OnItemSelectionEvent__DelegateSignature");
Params::BP_FortExpeditionBuildSquadWidget_C_BndEvt__SquadSlotItemPicker_K2Node_ComponentBoundEvent_20_OnItemSelectionEvent__DelegateSignature Parms{};
Parms.SelectedItem = SelectedItem;
UObject::ProcessEvent(Func, &Parms);
}
// Function BP_FortExpeditionBuildSquadWidget.BP_FortExpeditionBuildSquadWidget_C.BndEvt__ViewInfoButton_NoText_K2Node_ComponentBoundEvent_35_CommonButtonClicked__DelegateSignature
// (BlueprintEvent)
// Parameters:
// class UCommonButton* Button (BlueprintVisible, BlueprintReadOnly, Parm, ZeroConstructor, InstancedReference, IsPlainOldData, NoDestructor, HasGetValueTypeHash)
void UBP_FortExpeditionBuildSquadWidget_C::BndEvt__ViewInfoButton_NoText_K2Node_ComponentBoundEvent_35_CommonButtonClicked__DelegateSignature(class UCommonButton* Button)
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("BP_FortExpeditionBuildSquadWidget_C", "BndEvt__ViewInfoButton_NoText_K2Node_ComponentBoundEvent_35_CommonButtonClicked__DelegateSignature");
Params::BP_FortExpeditionBuildSquadWidget_C_BndEvt__ViewInfoButton_NoText_K2Node_ComponentBoundEvent_35_CommonButtonClicked__DelegateSignature Parms{};
Parms.Button = Button;
UObject::ProcessEvent(Func, &Parms);
}
// Function BP_FortExpeditionBuildSquadWidget.BP_FortExpeditionBuildSquadWidget_C.OnRefreshBuildSquadWidget
// (Event, Protected, BlueprintEvent)
void UBP_FortExpeditionBuildSquadWidget_C::OnRefreshBuildSquadWidget()
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("BP_FortExpeditionBuildSquadWidget_C", "OnRefreshBuildSquadWidget");
UObject::ProcessEvent(Func, nullptr);
}
// Function BP_FortExpeditionBuildSquadWidget.BP_FortExpeditionBuildSquadWidget_C.HACK Select Item in Picker
// (BlueprintCallable, BlueprintEvent)
void UBP_FortExpeditionBuildSquadWidget_C::HACK_Select_Item_in_Picker()
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("BP_FortExpeditionBuildSquadWidget_C", "HACK Select Item in Picker");
UObject::ProcessEvent(Func, nullptr);
}
// Function BP_FortExpeditionBuildSquadWidget.BP_FortExpeditionBuildSquadWidget_C.OnActivated
// (Event, Protected, BlueprintEvent)
void UBP_FortExpeditionBuildSquadWidget_C::OnActivated()
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("BP_FortExpeditionBuildSquadWidget_C", "OnActivated");
UObject::ProcessEvent(Func, nullptr);
}
// Function BP_FortExpeditionBuildSquadWidget.BP_FortExpeditionBuildSquadWidget_C.Destruct
// (BlueprintCosmetic, Event, Public, BlueprintEvent)
void UBP_FortExpeditionBuildSquadWidget_C::Destruct()
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("BP_FortExpeditionBuildSquadWidget_C", "Destruct");
UObject::ProcessEvent(Func, nullptr);
}
// Function BP_FortExpeditionBuildSquadWidget.BP_FortExpeditionBuildSquadWidget_C.BndEvt__SquadSlotItemPicker_K2Node_ComponentBoundEvent_9_OnSelectionCommitted__DelegateSignature
// (BlueprintEvent)
// Parameters:
// class UFortItem* SelectedItem (BlueprintVisible, BlueprintReadOnly, Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash)
void UBP_FortExpeditionBuildSquadWidget_C::BndEvt__SquadSlotItemPicker_K2Node_ComponentBoundEvent_9_OnSelectionCommitted__DelegateSignature(class UFortItem* SelectedItem)
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("BP_FortExpeditionBuildSquadWidget_C", "BndEvt__SquadSlotItemPicker_K2Node_ComponentBoundEvent_9_OnSelectionCommitted__DelegateSignature");
Params::BP_FortExpeditionBuildSquadWidget_C_BndEvt__SquadSlotItemPicker_K2Node_ComponentBoundEvent_9_OnSelectionCommitted__DelegateSignature Parms{};
Parms.SelectedItem = SelectedItem;
UObject::ProcessEvent(Func, &Parms);
}
// Function BP_FortExpeditionBuildSquadWidget.BP_FortExpeditionBuildSquadWidget_C.HandleVechicleSelected
// (BlueprintCallable, BlueprintEvent)
// Parameters:
// class FName SquadId (BlueprintVisible, BlueprintReadOnly, Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash)
void UBP_FortExpeditionBuildSquadWidget_C::HandleVechicleSelected(class FName SquadId)
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("BP_FortExpeditionBuildSquadWidget_C", "HandleVechicleSelected");
Params::BP_FortExpeditionBuildSquadWidget_C_HandleVechicleSelected Parms{};
Parms.SquadId = SquadId;
UObject::ProcessEvent(Func, &Parms);
}
// Function BP_FortExpeditionBuildSquadWidget.BP_FortExpeditionBuildSquadWidget_C.DialogResult_B738291040F33B805332A7B633B3ACBD
// (BlueprintCallable, BlueprintEvent)
// Parameters:
// EFortDialogResult Result (BlueprintVisible, BlueprintReadOnly, Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash)
// class FName ResultName (BlueprintVisible, BlueprintReadOnly, Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash)
// bool bWaitingForLatentActionCompletion (BlueprintVisible, BlueprintReadOnly, Parm, ZeroConstructor, IsPlainOldData, NoDestructor)
// struct FFortDialogExternalLatentActionHandleWaitingDialogHandle (BlueprintVisible, BlueprintReadOnly, Parm, NoDestructor)
void UBP_FortExpeditionBuildSquadWidget_C::DialogResult_B738291040F33B805332A7B633B3ACBD(EFortDialogResult Result, class FName ResultName, bool bWaitingForLatentActionCompletion, const struct FFortDialogExternalLatentActionHandle& WaitingDialogHandle)
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("BP_FortExpeditionBuildSquadWidget_C", "DialogResult_B738291040F33B805332A7B633B3ACBD");
Params::BP_FortExpeditionBuildSquadWidget_C_DialogResult_B738291040F33B805332A7B633B3ACBD Parms{};
Parms.Result = Result;
Parms.ResultName = ResultName;
Parms.bWaitingForLatentActionCompletion = bWaitingForLatentActionCompletion;
Parms.WaitingDialogHandle = std::move(WaitingDialogHandle);
UObject::ProcessEvent(Func, &Parms);
}
// Function BP_FortExpeditionBuildSquadWidget.BP_FortExpeditionBuildSquadWidget_C.Handle Back
// (Public, HasOutParams, BlueprintCallable, BlueprintEvent)
// Parameters:
// bool PassThrough (Parm, OutParm, ZeroConstructor, IsPlainOldData, NoDestructor)
void UBP_FortExpeditionBuildSquadWidget_C::Handle_Back(bool* PassThrough)
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("BP_FortExpeditionBuildSquadWidget_C", "Handle Back");
Params::BP_FortExpeditionBuildSquadWidget_C_Handle_Back Parms{};
UObject::ProcessEvent(Func, &Parms);
if (PassThrough != nullptr)
*PassThrough = Parms.PassThrough;
}
// Function BP_FortExpeditionBuildSquadWidget.BP_FortExpeditionBuildSquadWidget_C.Setup Input Action Handlers
// (Public, BlueprintCallable, BlueprintEvent)
void UBP_FortExpeditionBuildSquadWidget_C::Setup_Input_Action_Handlers()
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("BP_FortExpeditionBuildSquadWidget_C", "Setup Input Action Handlers");
UObject::ProcessEvent(Func, nullptr);
}
// Function BP_FortExpeditionBuildSquadWidget.BP_FortExpeditionBuildSquadWidget_C.Set Name
// (Public, HasDefaults, BlueprintCallable, BlueprintEvent)
// Parameters:
// class UFortItem* Param_Item (BlueprintVisible, BlueprintReadOnly, Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash)
void UBP_FortExpeditionBuildSquadWidget_C::Set_Name(class UFortItem* Param_Item)
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("BP_FortExpeditionBuildSquadWidget_C", "Set Name");
Params::BP_FortExpeditionBuildSquadWidget_C_Set_Name Parms{};
Parms.Param_Item = Param_Item;
UObject::ProcessEvent(Func, &Parms);
}
// Function BP_FortExpeditionBuildSquadWidget.BP_FortExpeditionBuildSquadWidget_C.Set Description
// (Public, HasDefaults, BlueprintCallable, BlueprintEvent)
// Parameters:
// class UFortItem* Param_Item (BlueprintVisible, BlueprintReadOnly, Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash)
void UBP_FortExpeditionBuildSquadWidget_C::Set_Description(class UFortItem* Param_Item)
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("BP_FortExpeditionBuildSquadWidget_C", "Set Description");
Params::BP_FortExpeditionBuildSquadWidget_C_Set_Description Parms{};
Parms.Param_Item = Param_Item;
UObject::ProcessEvent(Func, &Parms);
}
// Function BP_FortExpeditionBuildSquadWidget.BP_FortExpeditionBuildSquadWidget_C.Set Rating
// (Public, BlueprintCallable, BlueprintEvent)
// Parameters:
// class UFortExpeditionItem* Param_Item (BlueprintVisible, BlueprintReadOnly, Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash)
void UBP_FortExpeditionBuildSquadWidget_C::Set_Rating(class UFortExpeditionItem* Param_Item)
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("BP_FortExpeditionBuildSquadWidget_C", "Set Rating");
Params::BP_FortExpeditionBuildSquadWidget_C_Set_Rating Parms{};
Parms.Param_Item = Param_Item;
UObject::ProcessEvent(Func, &Parms);
}
// Function BP_FortExpeditionBuildSquadWidget.BP_FortExpeditionBuildSquadWidget_C.Refresh Item Data
// (Public, BlueprintCallable, BlueprintEvent)
void UBP_FortExpeditionBuildSquadWidget_C::Refresh_Item_Data()
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("BP_FortExpeditionBuildSquadWidget_C", "Refresh Item Data");
UObject::ProcessEvent(Func, nullptr);
}
// Function BP_FortExpeditionBuildSquadWidget.BP_FortExpeditionBuildSquadWidget_C.Get Expedition Item Definition
// (Public, HasOutParams, BlueprintCallable, BlueprintEvent, BlueprintPure)
// Parameters:
// class UFortExpeditionItem* Param_Item (BlueprintVisible, BlueprintReadOnly, Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash)
// class UFortExpeditionItemDefinition* ItemDef (Parm, OutParm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash)
void UBP_FortExpeditionBuildSquadWidget_C::Get_Expedition_Item_Definition(class UFortExpeditionItem* Param_Item, class UFortExpeditionItemDefinition** ItemDef)
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("BP_FortExpeditionBuildSquadWidget_C", "Get Expedition Item Definition");
Params::BP_FortExpeditionBuildSquadWidget_C_Get_Expedition_Item_Definition Parms{};
Parms.Param_Item = Param_Item;
UObject::ProcessEvent(Func, &Parms);
if (ItemDef != nullptr)
*ItemDef = Parms.ItemDef;
}
// Function BP_FortExpeditionBuildSquadWidget.BP_FortExpeditionBuildSquadWidget_C.Set Duration
// (Public, HasDefaults, BlueprintCallable, BlueprintEvent)
// Parameters:
// class UFortExpeditionItemDefinition* ItemDef (BlueprintVisible, BlueprintReadOnly, Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash)
void UBP_FortExpeditionBuildSquadWidget_C::Set_Duration(class UFortExpeditionItemDefinition* ItemDef)
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("BP_FortExpeditionBuildSquadWidget_C", "Set Duration");
Params::BP_FortExpeditionBuildSquadWidget_C_Set_Duration Parms{};
Parms.ItemDef = ItemDef;
UObject::ProcessEvent(Func, &Parms);
}
// Function BP_FortExpeditionBuildSquadWidget.BP_FortExpeditionBuildSquadWidget_C.Set Rarity
// (Public, HasDefaults, BlueprintCallable, BlueprintEvent)
// Parameters:
// class UFortItem* Param_Item (BlueprintVisible, BlueprintReadOnly, Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash)
void UBP_FortExpeditionBuildSquadWidget_C::Set_Rarity(class UFortItem* Param_Item)
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("BP_FortExpeditionBuildSquadWidget_C", "Set Rarity");
Params::BP_FortExpeditionBuildSquadWidget_C_Set_Rarity Parms{};
Parms.Param_Item = Param_Item;
UObject::ProcessEvent(Func, &Parms);
}
// Function BP_FortExpeditionBuildSquadWidget.BP_FortExpeditionBuildSquadWidget_C.Set Rewards
// (Public, BlueprintCallable, BlueprintEvent)
// Parameters:
// class UFortExpeditionItemDefinition* ItemDef (BlueprintVisible, BlueprintReadOnly, Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash)
void UBP_FortExpeditionBuildSquadWidget_C::Set_Rewards(class UFortExpeditionItemDefinition* ItemDef)
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("BP_FortExpeditionBuildSquadWidget_C", "Set Rewards");
Params::BP_FortExpeditionBuildSquadWidget_C_Set_Rewards Parms{};
Parms.ItemDef = ItemDef;
UObject::ProcessEvent(Func, &Parms);
}
// Function BP_FortExpeditionBuildSquadWidget.BP_FortExpeditionBuildSquadWidget_C.Handle Change Vehicle
// (Public, HasOutParams, BlueprintCallable, BlueprintEvent)
// Parameters:
// bool PassThrough (Parm, OutParm, ZeroConstructor, IsPlainOldData, NoDestructor)
void UBP_FortExpeditionBuildSquadWidget_C::Handle_Change_Vehicle(bool* PassThrough)
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("BP_FortExpeditionBuildSquadWidget_C", "Handle Change Vehicle");
Params::BP_FortExpeditionBuildSquadWidget_C_Handle_Change_Vehicle Parms{};
UObject::ProcessEvent(Func, &Parms);
if (PassThrough != nullptr)
*PassThrough = Parms.PassThrough;
}
// Function BP_FortExpeditionBuildSquadWidget.BP_FortExpeditionBuildSquadWidget_C.Refresh Squad Widgets
// (Public, HasDefaults, BlueprintCallable, BlueprintEvent)
void UBP_FortExpeditionBuildSquadWidget_C::Refresh_Squad_Widgets()
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("BP_FortExpeditionBuildSquadWidget_C", "Refresh Squad Widgets");
UObject::ProcessEvent(Func, nullptr);
}
// Function BP_FortExpeditionBuildSquadWidget.BP_FortExpeditionBuildSquadWidget_C.Set Vehicle Name
// (Public, HasOutParams, BlueprintCallable, BlueprintEvent)
// Parameters:
// struct FHomebaseSquad HomebaseSquad (BlueprintVisible, BlueprintReadOnly, Parm, OutParm, ReferenceParm)
void UBP_FortExpeditionBuildSquadWidget_C::Set_Vehicle_Name(struct FHomebaseSquad& HomebaseSquad)
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("BP_FortExpeditionBuildSquadWidget_C", "Set Vehicle Name");
Params::BP_FortExpeditionBuildSquadWidget_C_Set_Vehicle_Name Parms{};
Parms.HomebaseSquad = std::move(HomebaseSquad);
UObject::ProcessEvent(Func, &Parms);
HomebaseSquad = std::move(Parms.HomebaseSquad);
}
// Function BP_FortExpeditionBuildSquadWidget.BP_FortExpeditionBuildSquadWidget_C.Clear Vehicle Widgets
// (Public, BlueprintCallable, BlueprintEvent)
void UBP_FortExpeditionBuildSquadWidget_C::Clear_Vehicle_Widgets()
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("BP_FortExpeditionBuildSquadWidget_C", "Clear Vehicle Widgets");
UObject::ProcessEvent(Func, nullptr);
}
// Function BP_FortExpeditionBuildSquadWidget.BP_FortExpeditionBuildSquadWidget_C.Set Remaining Expiration Time
// (Public, BlueprintCallable, BlueprintEvent)
// Parameters:
// class UFortExpeditionItem* Param_Item (BlueprintVisible, BlueprintReadOnly, Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash)
void UBP_FortExpeditionBuildSquadWidget_C::Set_Remaining_Expiration_Time(class UFortExpeditionItem* Param_Item)
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("BP_FortExpeditionBuildSquadWidget_C", "Set Remaining Expiration Time");
Params::BP_FortExpeditionBuildSquadWidget_C_Set_Remaining_Expiration_Time Parms{};
Parms.Param_Item = Param_Item;
UObject::ProcessEvent(Func, &Parms);
}
// Function BP_FortExpeditionBuildSquadWidget.BP_FortExpeditionBuildSquadWidget_C.Set Requirements
// (Public, HasDefaults, BlueprintCallable, BlueprintEvent)
// Parameters:
// class UFortExpeditionItemDefinition* ItemDef (BlueprintVisible, BlueprintReadOnly, Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash)
void UBP_FortExpeditionBuildSquadWidget_C::Set_Requirements(class UFortExpeditionItemDefinition* ItemDef)
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("BP_FortExpeditionBuildSquadWidget_C", "Set Requirements");
Params::BP_FortExpeditionBuildSquadWidget_C_Set_Requirements Parms{};
Parms.ItemDef = ItemDef;
UObject::ProcessEvent(Func, &Parms);
}
// Function BP_FortExpeditionBuildSquadWidget.BP_FortExpeditionBuildSquadWidget_C.Set Expedition Costs
// (Public, HasDefaults, BlueprintCallable, BlueprintEvent)
// Parameters:
// class UFortExpeditionItemDefinition* ItemDef (BlueprintVisible, BlueprintReadOnly, Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash)
void UBP_FortExpeditionBuildSquadWidget_C::Set_Expedition_Costs(class UFortExpeditionItemDefinition* ItemDef)
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("BP_FortExpeditionBuildSquadWidget_C", "Set Expedition Costs");
Params::BP_FortExpeditionBuildSquadWidget_C_Set_Expedition_Costs Parms{};
Parms.ItemDef = ItemDef;
UObject::ProcessEvent(Func, &Parms);
}
// Function BP_FortExpeditionBuildSquadWidget.BP_FortExpeditionBuildSquadWidget_C.Update Squad Slot Pickers
// (Public, BlueprintCallable, BlueprintEvent)
// Parameters:
// int32 SelectedSquadIndex (BlueprintVisible, BlueprintReadOnly, Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash)
void UBP_FortExpeditionBuildSquadWidget_C::Update_Squad_Slot_Pickers(int32 SelectedSquadIndex)
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("BP_FortExpeditionBuildSquadWidget_C", "Update Squad Slot Pickers");
Params::BP_FortExpeditionBuildSquadWidget_C_Update_Squad_Slot_Pickers Parms{};
Parms.SelectedSquadIndex = SelectedSquadIndex;
UObject::ProcessEvent(Func, &Parms);
}
// Function BP_FortExpeditionBuildSquadWidget.BP_FortExpeditionBuildSquadWidget_C.Update Expedition Power
// (Public, BlueprintCallable, BlueprintEvent)
void UBP_FortExpeditionBuildSquadWidget_C::Update_Expedition_Power()
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("BP_FortExpeditionBuildSquadWidget_C", "Update Expedition Power");
UObject::ProcessEvent(Func, nullptr);
}
// Function BP_FortExpeditionBuildSquadWidget.BP_FortExpeditionBuildSquadWidget_C.Set Bonus Criteria
// (Public, HasOutParams, HasDefaults, BlueprintCallable, BlueprintEvent)
// Parameters:
// class UFortExpeditionItem* Param_Item (BlueprintVisible, BlueprintReadOnly, Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash)
// TArray<class UFortItem*> SlottedItems (BlueprintVisible, BlueprintReadOnly, Parm, OutParm, ZeroConstructor, ReferenceParm)
void UBP_FortExpeditionBuildSquadWidget_C::Set_Bonus_Criteria(class UFortExpeditionItem* Param_Item, TArray<class UFortItem*>& SlottedItems)
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("BP_FortExpeditionBuildSquadWidget_C", "Set Bonus Criteria");
Params::BP_FortExpeditionBuildSquadWidget_C_Set_Bonus_Criteria Parms{};
Parms.Param_Item = Param_Item;
Parms.SlottedItems = std::move(SlottedItems);
UObject::ProcessEvent(Func, &Parms);
SlottedItems = std::move(Parms.SlottedItems);
}
// Function BP_FortExpeditionBuildSquadWidget.BP_FortExpeditionBuildSquadWidget_C.HACK_SetCursorToSquadSlotSlotted
// (Public, BlueprintCallable, BlueprintEvent)
void UBP_FortExpeditionBuildSquadWidget_C::HACK_SetCursorToSquadSlotSlotted()
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("BP_FortExpeditionBuildSquadWidget_C", "HACK_SetCursorToSquadSlotSlotted");
UObject::ProcessEvent(Func, nullptr);
}
// Function BP_FortExpeditionBuildSquadWidget.BP_FortExpeditionBuildSquadWidget_C.Get Picker List View
// (Public, HasOutParams, BlueprintCallable, BlueprintEvent, BlueprintPure)
// Parameters:
// class UFortItemTileView* PickerTileView (Parm, OutParm, ZeroConstructor, InstancedReference, IsPlainOldData, NoDestructor, HasGetValueTypeHash)
void UBP_FortExpeditionBuildSquadWidget_C::Get_Picker_List_View(class UFortItemTileView** PickerTileView)
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("BP_FortExpeditionBuildSquadWidget_C", "Get Picker List View");
Params::BP_FortExpeditionBuildSquadWidget_C_Get_Picker_List_View Parms{};
UObject::ProcessEvent(Func, &Parms);
if (PickerTileView != nullptr)
*PickerTileView = Parms.PickerTileView;
}
// Function BP_FortExpeditionBuildSquadWidget.BP_FortExpeditionBuildSquadWidget_C.Get Selected Item
// (Public, HasOutParams, BlueprintCallable, BlueprintEvent)
// Parameters:
// class UObject* ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash)
class UObject* UBP_FortExpeditionBuildSquadWidget_C::Get_Selected_Item()
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("BP_FortExpeditionBuildSquadWidget_C", "Get Selected Item");
Params::BP_FortExpeditionBuildSquadWidget_C_Get_Selected_Item Parms{};
UObject::ProcessEvent(Func, &Parms);
return Parms.ReturnValue;
}
// Function BP_FortExpeditionBuildSquadWidget.BP_FortExpeditionBuildSquadWidget_C.Try to Auto Select First Vehicle
// (Public, HasDefaults, BlueprintCallable, BlueprintEvent)
void UBP_FortExpeditionBuildSquadWidget_C::Try_to_Auto_Select_First_Vehicle()
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("BP_FortExpeditionBuildSquadWidget_C", "Try to Auto Select First Vehicle");
UObject::ProcessEvent(Func, nullptr);
}
// Function BP_FortExpeditionBuildSquadWidget.BP_FortExpeditionBuildSquadWidget_C.Handle Expedition Expired
// (Public, BlueprintCallable, BlueprintEvent)
void UBP_FortExpeditionBuildSquadWidget_C::Handle_Expedition_Expired()
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("BP_FortExpeditionBuildSquadWidget_C", "Handle Expedition Expired");
UObject::ProcessEvent(Func, nullptr);
}
// Function BP_FortExpeditionBuildSquadWidget.BP_FortExpeditionBuildSquadWidget_C.Update Start Expedition Widget State
// (Public, BlueprintCallable, BlueprintEvent)
void UBP_FortExpeditionBuildSquadWidget_C::Update_Start_Expedition_Widget_State()
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("BP_FortExpeditionBuildSquadWidget_C", "Update Start Expedition Widget State");
UObject::ProcessEvent(Func, nullptr);
}
// Function BP_FortExpeditionBuildSquadWidget.BP_FortExpeditionBuildSquadWidget_C.Handle Slot Item Action
// (Public, HasOutParams, BlueprintCallable, BlueprintEvent)
// Parameters:
// bool PassThrough (Parm, OutParm, ZeroConstructor, IsPlainOldData, NoDestructor)
void UBP_FortExpeditionBuildSquadWidget_C::Handle_Slot_Item_Action(bool* PassThrough)
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("BP_FortExpeditionBuildSquadWidget_C", "Handle Slot Item Action");
Params::BP_FortExpeditionBuildSquadWidget_C_Handle_Slot_Item_Action Parms{};
UObject::ProcessEvent(Func, &Parms);
if (PassThrough != nullptr)
*PassThrough = Parms.PassThrough;
}
// Function BP_FortExpeditionBuildSquadWidget.BP_FortExpeditionBuildSquadWidget_C.Handle Close Picker Action
// (Public, HasOutParams, BlueprintCallable, BlueprintEvent)
// Parameters:
// bool PassThrough (Parm, OutParm, ZeroConstructor, IsPlainOldData, NoDestructor)
void UBP_FortExpeditionBuildSquadWidget_C::Handle_Close_Picker_Action(bool* PassThrough)
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("BP_FortExpeditionBuildSquadWidget_C", "Handle Close Picker Action");
Params::BP_FortExpeditionBuildSquadWidget_C_Handle_Close_Picker_Action Parms{};
UObject::ProcessEvent(Func, &Parms);
if (PassThrough != nullptr)
*PassThrough = Parms.PassThrough;
}
// Function BP_FortExpeditionBuildSquadWidget.BP_FortExpeditionBuildSquadWidget_C.Handle Selected Item Committed
// (Public, BlueprintCallable, BlueprintEvent)
void UBP_FortExpeditionBuildSquadWidget_C::Handle_Selected_Item_Committed()
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("BP_FortExpeditionBuildSquadWidget_C", "Handle Selected Item Committed");
UObject::ProcessEvent(Func, nullptr);
}
// Function BP_FortExpeditionBuildSquadWidget.BP_FortExpeditionBuildSquadWidget_C.Handle Squad Slot Selected
// (Public, HasDefaults, BlueprintCallable, BlueprintEvent)
void UBP_FortExpeditionBuildSquadWidget_C::Handle_Squad_Slot_Selected()
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("BP_FortExpeditionBuildSquadWidget_C", "Handle Squad Slot Selected");
UObject::ProcessEvent(Func, nullptr);
}
// Function BP_FortExpeditionBuildSquadWidget.BP_FortExpeditionBuildSquadWidget_C.Handle Squad Picker Closed
// (Public, BlueprintCallable, BlueprintEvent)
void UBP_FortExpeditionBuildSquadWidget_C::Handle_Squad_Picker_Closed()
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("BP_FortExpeditionBuildSquadWidget_C", "Handle Squad Picker Closed");
UObject::ProcessEvent(Func, nullptr);
}
// Function BP_FortExpeditionBuildSquadWidget.BP_FortExpeditionBuildSquadWidget_C.Handle Start Expedition
// (Public, HasOutParams, BlueprintCallable, BlueprintEvent)
// Parameters:
// bool PassThrough (Parm, OutParm, ZeroConstructor, IsPlainOldData, NoDestructor)
void UBP_FortExpeditionBuildSquadWidget_C::Handle_Start_Expedition(bool* PassThrough)
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("BP_FortExpeditionBuildSquadWidget_C", "Handle Start Expedition");
Params::BP_FortExpeditionBuildSquadWidget_C_Handle_Start_Expedition Parms{};
UObject::ProcessEvent(Func, &Parms);
if (PassThrough != nullptr)
*PassThrough = Parms.PassThrough;
}
// Function BP_FortExpeditionBuildSquadWidget.BP_FortExpeditionBuildSquadWidget_C.Handle Open Picker
// (Public, HasOutParams, BlueprintCallable, BlueprintEvent)
// Parameters:
// bool PassThrough (Parm, OutParm, ZeroConstructor, IsPlainOldData, NoDestructor)
void UBP_FortExpeditionBuildSquadWidget_C::Handle_Open_Picker(bool* PassThrough)
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("BP_FortExpeditionBuildSquadWidget_C", "Handle Open Picker");
Params::BP_FortExpeditionBuildSquadWidget_C_Handle_Open_Picker Parms{};
UObject::ProcessEvent(Func, &Parms);
if (PassThrough != nullptr)
*PassThrough = Parms.PassThrough;
}
// Function BP_FortExpeditionBuildSquadWidget.BP_FortExpeditionBuildSquadWidget_C.Update Vehicle Selected
// (Public, BlueprintCallable, BlueprintEvent)
// Parameters:
// class FName Param_CurrentSquadId (BlueprintVisible, BlueprintReadOnly, Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash)
void UBP_FortExpeditionBuildSquadWidget_C::Update_Vehicle_Selected(class FName Param_CurrentSquadId)
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("BP_FortExpeditionBuildSquadWidget_C", "Update Vehicle Selected");
Params::BP_FortExpeditionBuildSquadWidget_C_Update_Vehicle_Selected Parms{};
Parms.Param_CurrentSquadId = Param_CurrentSquadId;
UObject::ProcessEvent(Func, &Parms);
}
// Function BP_FortExpeditionBuildSquadWidget.BP_FortExpeditionBuildSquadWidget_C.Get Slot Item State
// (Public, HasOutParams, BlueprintCallable, BlueprintEvent, BlueprintPure)
// Parameters:
// EInputActionState ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash)
EInputActionState UBP_FortExpeditionBuildSquadWidget_C::Get_Slot_Item_State()
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("BP_FortExpeditionBuildSquadWidget_C", "Get Slot Item State");
Params::BP_FortExpeditionBuildSquadWidget_C_Get_Slot_Item_State Parms{};
UObject::ProcessEvent(Func, &Parms);
return Parms.ReturnValue;
}
// Function BP_FortExpeditionBuildSquadWidget.BP_FortExpeditionBuildSquadWidget_C.Handle Back with Squad Clear
// (Public, HasOutParams, BlueprintCallable, BlueprintEvent)
// Parameters:
// bool PassThrough (Parm, OutParm, ZeroConstructor, IsPlainOldData, NoDestructor)
void UBP_FortExpeditionBuildSquadWidget_C::Handle_Back_with_Squad_Clear(bool* PassThrough)
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("BP_FortExpeditionBuildSquadWidget_C", "Handle Back with Squad Clear");
Params::BP_FortExpeditionBuildSquadWidget_C_Handle_Back_with_Squad_Clear Parms{};
UObject::ProcessEvent(Func, &Parms);
if (PassThrough != nullptr)
*PassThrough = Parms.PassThrough;
}
// Function BP_FortExpeditionBuildSquadWidget.BP_FortExpeditionBuildSquadWidget_C.Update For Preview
// (Public, BlueprintCallable, BlueprintEvent)
// Parameters:
// class UFortItem* Param_Item (BlueprintVisible, BlueprintReadOnly, Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash)
void UBP_FortExpeditionBuildSquadWidget_C::Update_For_Preview(class UFortItem* Param_Item)
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("BP_FortExpeditionBuildSquadWidget_C", "Update For Preview");
Params::BP_FortExpeditionBuildSquadWidget_C_Update_For_Preview Parms{};
Parms.Param_Item = Param_Item;
UObject::ProcessEvent(Func, &Parms);
}
// Function BP_FortExpeditionBuildSquadWidget.BP_FortExpeditionBuildSquadWidget_C.Determine Preview State
// (Public, HasOutParams, BlueprintCallable, BlueprintEvent)
// Parameters:
// float Preview (BlueprintVisible, BlueprintReadOnly, Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash)
// float Current (BlueprintVisible, BlueprintReadOnly, Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash)
// EFortBuffState State (Parm, OutParm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash)
void UBP_FortExpeditionBuildSquadWidget_C::Determine_Preview_State(float Preview, float Current, EFortBuffState* State)
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("BP_FortExpeditionBuildSquadWidget_C", "Determine Preview State");
Params::BP_FortExpeditionBuildSquadWidget_C_Determine_Preview_State Parms{};
Parms.Preview = Preview;
Parms.Current = Current;
UObject::ProcessEvent(Func, &Parms);
if (State != nullptr)
*State = Parms.State;
}
// Function BP_FortExpeditionBuildSquadWidget.BP_FortExpeditionBuildSquadWidget_C.Update Power and Rating for Preview
// (Public, HasOutParams, BlueprintCallable, BlueprintEvent)
// Parameters:
// class UFortItem* Param_Item (BlueprintVisible, BlueprintReadOnly, Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash)
// TArray<class UFortItem*> SlottedItems1 (Parm, OutParm, ZeroConstructor)
void UBP_FortExpeditionBuildSquadWidget_C::Update_Power_and_Rating_for_Preview(class UFortItem* Param_Item, TArray<class UFortItem*>* SlottedItems1)
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("BP_FortExpeditionBuildSquadWidget_C", "Update Power and Rating for Preview");
Params::BP_FortExpeditionBuildSquadWidget_C_Update_Power_and_Rating_for_Preview Parms{};
Parms.Param_Item = Param_Item;
UObject::ProcessEvent(Func, &Parms);
if (SlottedItems1 != nullptr)
*SlottedItems1 = std::move(Parms.SlottedItems1);
}
// Function BP_FortExpeditionBuildSquadWidget.BP_FortExpeditionBuildSquadWidget_C.Determine Text Style from Preview State
// (Public, HasOutParams, BlueprintCallable, BlueprintEvent, BlueprintPure)
// Parameters:
// EFortBuffState Param_Index (BlueprintVisible, BlueprintReadOnly, Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash)
// class UClass* ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash)
class UClass* UBP_FortExpeditionBuildSquadWidget_C::Determine_Text_Style_from_Preview_State(EFortBuffState Param_Index)
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("BP_FortExpeditionBuildSquadWidget_C", "Determine Text Style from Preview State");
Params::BP_FortExpeditionBuildSquadWidget_C_Determine_Text_Style_from_Preview_State Parms{};
Parms.Param_Index = Param_Index;
UObject::ProcessEvent(Func, &Parms);
return Parms.ReturnValue;
}
// Function BP_FortExpeditionBuildSquadWidget.BP_FortExpeditionBuildSquadWidget_C.Determine Buff Arrow Visiblity From Preview State
// (Public, HasOutParams, BlueprintCallable, BlueprintEvent, BlueprintPure)
// Parameters:
// EFortBuffState Param_Index (BlueprintVisible, BlueprintReadOnly, Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash)
// ESlateVisibility ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash)
ESlateVisibility UBP_FortExpeditionBuildSquadWidget_C::Determine_Buff_Arrow_Visiblity_From_Preview_State(EFortBuffState Param_Index)
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("BP_FortExpeditionBuildSquadWidget_C", "Determine Buff Arrow Visiblity From Preview State");
Params::BP_FortExpeditionBuildSquadWidget_C_Determine_Buff_Arrow_Visiblity_From_Preview_State Parms{};
Parms.Param_Index = Param_Index;
UObject::ProcessEvent(Func, &Parms);
return Parms.ReturnValue;
}
// Function BP_FortExpeditionBuildSquadWidget.BP_FortExpeditionBuildSquadWidget_C.Update Rating Buff Arrow for Preview
// (Public, BlueprintCallable, BlueprintEvent)
// Parameters:
// EFortBuffState Param_Index (BlueprintVisible, BlueprintReadOnly, Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash)
void UBP_FortExpeditionBuildSquadWidget_C::Update_Rating_Buff_Arrow_for_Preview(EFortBuffState Param_Index)
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("BP_FortExpeditionBuildSquadWidget_C", "Update Rating Buff Arrow for Preview");
Params::BP_FortExpeditionBuildSquadWidget_C_Update_Rating_Buff_Arrow_for_Preview Parms{};
Parms.Param_Index = Param_Index;
UObject::ProcessEvent(Func, &Parms);
}
// Function BP_FortExpeditionBuildSquadWidget.BP_FortExpeditionBuildSquadWidget_C.Update Chance Buff Arrow for Preview
// (Public, BlueprintCallable, BlueprintEvent)
// Parameters:
// EFortBuffState Param_Index (BlueprintVisible, BlueprintReadOnly, Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash)
void UBP_FortExpeditionBuildSquadWidget_C::Update_Chance_Buff_Arrow_for_Preview(EFortBuffState Param_Index)
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("BP_FortExpeditionBuildSquadWidget_C", "Update Chance Buff Arrow for Preview");
Params::BP_FortExpeditionBuildSquadWidget_C_Update_Chance_Buff_Arrow_for_Preview Parms{};
Parms.Param_Index = Param_Index;
UObject::ProcessEvent(Func, &Parms);
}
// Function BP_FortExpeditionBuildSquadWidget.BP_FortExpeditionBuildSquadWidget_C.Determine Buff Arrow Color for Preview State
// (Public, HasOutParams, BlueprintCallable, BlueprintEvent, BlueprintPure)
// Parameters:
// EFortBuffState Param_Index (BlueprintVisible, BlueprintReadOnly, Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash)
// struct FLinearColor ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash)
struct FLinearColor UBP_FortExpeditionBuildSquadWidget_C::Determine_Buff_Arrow_Color_for_Preview_State(EFortBuffState Param_Index)
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("BP_FortExpeditionBuildSquadWidget_C", "Determine Buff Arrow Color for Preview State");
Params::BP_FortExpeditionBuildSquadWidget_C_Determine_Buff_Arrow_Color_for_Preview_State Parms{};
Parms.Param_Index = Param_Index;
UObject::ProcessEvent(Func, &Parms);
return Parms.ReturnValue;
}
// Function BP_FortExpeditionBuildSquadWidget.BP_FortExpeditionBuildSquadWidget_C.Determine Buff Arrow Angle for Preview State
// (Public, HasOutParams, BlueprintCallable, BlueprintEvent, BlueprintPure)
// Parameters:
// EFortBuffState Param_Index (BlueprintVisible, BlueprintReadOnly, Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash)
// float ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash)
float UBP_FortExpeditionBuildSquadWidget_C::Determine_Buff_Arrow_Angle_for_Preview_State(EFortBuffState Param_Index)
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("BP_FortExpeditionBuildSquadWidget_C", "Determine Buff Arrow Angle for Preview State");
Params::BP_FortExpeditionBuildSquadWidget_C_Determine_Buff_Arrow_Angle_for_Preview_State Parms{};
Parms.Param_Index = Param_Index;
UObject::ProcessEvent(Func, &Parms);
return Parms.ReturnValue;
}
// Function BP_FortExpeditionBuildSquadWidget.BP_FortExpeditionBuildSquadWidget_C.Get Selected Slot (SAFE)
// (Public, HasOutParams, BlueprintCallable, BlueprintEvent, BlueprintPure)
// Parameters:
// int32 ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash)
int32 UBP_FortExpeditionBuildSquadWidget_C::Get_Selected_Slot__SAFE_()
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("BP_FortExpeditionBuildSquadWidget_C", "Get Selected Slot (SAFE)");
Params::BP_FortExpeditionBuildSquadWidget_C_Get_Selected_Slot__SAFE_ Parms{};
UObject::ProcessEvent(Func, &Parms);
return Parms.ReturnValue;
}
// Function BP_FortExpeditionBuildSquadWidget.BP_FortExpeditionBuildSquadWidget_C.Handle Inspect
// (Public, HasOutParams, BlueprintCallable, BlueprintEvent)
// Parameters:
// bool PassThrough (Parm, OutParm, ZeroConstructor, IsPlainOldData, NoDestructor)
void UBP_FortExpeditionBuildSquadWidget_C::Handle_Inspect(bool* PassThrough)
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("BP_FortExpeditionBuildSquadWidget_C", "Handle Inspect");
Params::BP_FortExpeditionBuildSquadWidget_C_Handle_Inspect Parms{};
UObject::ProcessEvent(Func, &Parms);
if (PassThrough != nullptr)
*PassThrough = Parms.PassThrough;
}
// Function BP_FortExpeditionBuildSquadWidget.BP_FortExpeditionBuildSquadWidget_C.Determine Inspect Item for Squad Slot
// (Public, BlueprintCallable, BlueprintEvent)
void UBP_FortExpeditionBuildSquadWidget_C::Determine_Inspect_Item_for_Squad_Slot()
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("BP_FortExpeditionBuildSquadWidget_C", "Determine Inspect Item for Squad Slot");
UObject::ProcessEvent(Func, nullptr);
}
// Function BP_FortExpeditionBuildSquadWidget.BP_FortExpeditionBuildSquadWidget_C.HACK_SetCursorToSquadPicker
// (Public, BlueprintCallable, BlueprintEvent)
void UBP_FortExpeditionBuildSquadWidget_C::HACK_SetCursorToSquadPicker()
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("BP_FortExpeditionBuildSquadWidget_C", "HACK_SetCursorToSquadPicker");
UObject::ProcessEvent(Func, nullptr);
}
// Function BP_FortExpeditionBuildSquadWidget.BP_FortExpeditionBuildSquadWidget_C.Get Item In Selected Squad Slot
// (Public, HasOutParams, BlueprintCallable, BlueprintEvent)
// Parameters:
// class UFortItem* ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash)
class UFortItem* UBP_FortExpeditionBuildSquadWidget_C::Get_Item_In_Selected_Squad_Slot()
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("BP_FortExpeditionBuildSquadWidget_C", "Get Item In Selected Squad Slot");
Params::BP_FortExpeditionBuildSquadWidget_C_Get_Item_In_Selected_Squad_Slot Parms{};
UObject::ProcessEvent(Func, &Parms);
return Parms.ReturnValue;
}
// Function BP_FortExpeditionBuildSquadWidget.BP_FortExpeditionBuildSquadWidget_C.Get Bonus Display Name and Brush
// (Public, HasOutParams, HasDefaults, BlueprintCallable, BlueprintEvent)
// Parameters:
// struct FGameplayTag Tag (BlueprintVisible, BlueprintReadOnly, Parm, OutParm, ReferenceParm, NoDestructor, HasGetValueTypeHash)
// bool Condition (BlueprintVisible, BlueprintReadOnly, Parm, ZeroConstructor, IsPlainOldData, NoDestructor)
// EFortRarity Rarity (BlueprintVisible, BlueprintReadOnly, Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash)
// struct FSlateBrush OutBrush_Brush_M (Parm, OutParm)
// class FText OutDisplayName (Parm, OutParm)
// struct FLinearColor OutRarityColor (Parm, OutParm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash)
void UBP_FortExpeditionBuildSquadWidget_C::Get_Bonus_Display_Name_and_Brush(struct FGameplayTag& Tag, bool Condition, EFortRarity Rarity, struct FSlateBrush* OutBrush_Brush_M, class FText* OutDisplayName, struct FLinearColor* OutRarityColor)
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("BP_FortExpeditionBuildSquadWidget_C", "Get Bonus Display Name and Brush");
Params::BP_FortExpeditionBuildSquadWidget_C_Get_Bonus_Display_Name_and_Brush Parms{};
Parms.Tag = std::move(Tag);
Parms.Condition = Condition;
Parms.Rarity = Rarity;
UObject::ProcessEvent(Func, &Parms);
Tag = std::move(Parms.Tag);
if (OutBrush_Brush_M != nullptr)
*OutBrush_Brush_M = std::move(Parms.OutBrush_Brush_M);
if (OutDisplayName != nullptr)
*OutDisplayName = std::move(Parms.OutDisplayName);
if (OutRarityColor != nullptr)
*OutRarityColor = std::move(Parms.OutRarityColor);
}
// Function BP_FortExpeditionBuildSquadWidget.BP_FortExpeditionBuildSquadWidget_C.GetSquadRatingTooltipWidget
// (Public, HasOutParams, HasDefaults, BlueprintCallable, BlueprintEvent, BlueprintPure)
// Parameters:
// class UWidget* ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, InstancedReference, IsPlainOldData, NoDestructor, HasGetValueTypeHash)
class UWidget* UBP_FortExpeditionBuildSquadWidget_C::GetSquadRatingTooltipWidget()
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("BP_FortExpeditionBuildSquadWidget_C", "GetSquadRatingTooltipWidget");
Params::BP_FortExpeditionBuildSquadWidget_C_GetSquadRatingTooltipWidget Parms{};
UObject::ProcessEvent(Func, &Parms);
return Parms.ReturnValue;
}
// Function BP_FortExpeditionBuildSquadWidget.BP_FortExpeditionBuildSquadWidget_C.GetSuccessChanceTooltipWidget
// (Public, HasOutParams, HasDefaults, BlueprintCallable, BlueprintEvent, BlueprintPure)
// Parameters:
// class UWidget* ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, InstancedReference, IsPlainOldData, NoDestructor, HasGetValueTypeHash)
class UWidget* UBP_FortExpeditionBuildSquadWidget_C::GetSuccessChanceTooltipWidget()
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("BP_FortExpeditionBuildSquadWidget_C", "GetSuccessChanceTooltipWidget");
Params::BP_FortExpeditionBuildSquadWidget_C_GetSuccessChanceTooltipWidget Parms{};
UObject::ProcessEvent(Func, &Parms);
return Parms.ReturnValue;
}
// Function BP_FortExpeditionBuildSquadWidget.BP_FortExpeditionBuildSquadWidget_C.Get Mcp Relative Utc Now
// (Public, HasOutParams, BlueprintCallable, BlueprintEvent, BlueprintPure)
// Parameters:
// struct FDateTime UtcNow (Parm, OutParm, ZeroConstructor, NoDestructor, HasGetValueTypeHash)
void UBP_FortExpeditionBuildSquadWidget_C::Get_Mcp_Relative_Utc_Now(struct FDateTime* UtcNow)
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("BP_FortExpeditionBuildSquadWidget_C", "Get Mcp Relative Utc Now");
Params::BP_FortExpeditionBuildSquadWidget_C_Get_Mcp_Relative_Utc_Now Parms{};
UObject::ProcessEvent(Func, &Parms);
if (UtcNow != nullptr)
*UtcNow = std::move(Parms.UtcNow);
}
// Function BP_FortExpeditionBuildSquadWidget.BP_FortExpeditionBuildSquadWidget_C.Handle Sort Picker Action
// (Public, HasOutParams, BlueprintCallable, BlueprintEvent)
// Parameters:
// bool bPassThrough (Parm, OutParm, ZeroConstructor, IsPlainOldData, NoDestructor)
void UBP_FortExpeditionBuildSquadWidget_C::Handle_Sort_Picker_Action(bool* bPassThrough)
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("BP_FortExpeditionBuildSquadWidget_C", "Handle Sort Picker Action");
Params::BP_FortExpeditionBuildSquadWidget_C_Handle_Sort_Picker_Action Parms{};
UObject::ProcessEvent(Func, &Parms);
if (bPassThrough != nullptr)
*bPassThrough = Parms.bPassThrough;
}
}