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

145 lines
3.7 KiB
C++

#pragma once
/*
* SDK generated by Dumper-7
*
* https://github.com/Encryqed/Dumper-7
*/
// Package: BP_FortniteManage
#include "Basic.hpp"
#include "BP_FortniteManage_classes.hpp"
#include "BP_FortniteManage_parameters.hpp"
namespace SDK
{
// Function BP_FortniteManage.BP_FortniteManage_C.ExecuteUbergraph_BP_FortniteManage
// (Final, UbergraphFunction)
// Parameters:
// int32 EntryPoint (BlueprintVisible, BlueprintReadOnly, Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash)
void ABP_FortniteManage_C::ExecuteUbergraph_BP_FortniteManage(int32 EntryPoint)
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("BP_FortniteManage_C", "ExecuteUbergraph_BP_FortniteManage");
Params::BP_FortniteManage_C_ExecuteUbergraph_BP_FortniteManage Parms{};
Parms.EntryPoint = EntryPoint;
UObject::ProcessEvent(Func, &Parms);
}
// Function BP_FortniteManage.BP_FortniteManage_C.ReceiveBeginPlay
// (Event, Protected, BlueprintEvent)
void ABP_FortniteManage_C::ReceiveBeginPlay()
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("BP_FortniteManage_C", "ReceiveBeginPlay");
UObject::ProcessEvent(Func, nullptr);
}
// Function BP_FortniteManage.BP_FortniteManage_C.EnableLobbySetLighting
// (BlueprintCallable, BlueprintEvent)
void ABP_FortniteManage_C::EnableLobbySetLighting()
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("BP_FortniteManage_C", "EnableLobbySetLighting");
UObject::ProcessEvent(Func, nullptr);
}
// Function BP_FortniteManage.BP_FortniteManage_C.UpdateSettings
// (BlueprintCallable, BlueprintEvent)
void ABP_FortniteManage_C::UpdateSettings()
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("BP_FortniteManage_C", "UpdateSettings");
UObject::ProcessEvent(Func, nullptr);
}
// Function BP_FortniteManage.BP_FortniteManage_C.DisableLobbySetLighting
// (BlueprintCallable, BlueprintEvent)
void ABP_FortniteManage_C::DisableLobbySetLighting()
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("BP_FortniteManage_C", "DisableLobbySetLighting");
UObject::ProcessEvent(Func, nullptr);
}
// Function BP_FortniteManage.BP_FortniteManage_C.UserConstructionScript
// (Event, Public, BlueprintCallable, BlueprintEvent)
void ABP_FortniteManage_C::UserConstructionScript()
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("BP_FortniteManage_C", "UserConstructionScript");
UObject::ProcessEvent(Func, nullptr);
}
// Function BP_FortniteManage.BP_FortniteManage_C.SetVisiblityofSceneLighting
// (Public, BlueprintCallable, BlueprintEvent)
// Parameters:
// bool Activate (BlueprintVisible, BlueprintReadOnly, Parm, ZeroConstructor, IsPlainOldData, NoDestructor)
void ABP_FortniteManage_C::SetVisiblityofSceneLighting(bool Activate)
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("BP_FortniteManage_C", "SetVisiblityofSceneLighting");
Params::BP_FortniteManage_C_SetVisiblityofSceneLighting Parms{};
Parms.Activate = Activate;
UObject::ProcessEvent(Func, &Parms);
}
// Function BP_FortniteManage.BP_FortniteManage_C.SetVisiblityofDetailSpecificMeshes
// (Public, BlueprintCallable, BlueprintEvent)
void ABP_FortniteManage_C::SetVisiblityofDetailSpecificMeshes()
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("BP_FortniteManage_C", "SetVisiblityofDetailSpecificMeshes");
UObject::ProcessEvent(Func, nullptr);
}
}