mirror of
https://github.com/ApfelTeeSaft/UnrealEvent.git
synced 2026-08-26 19:33:43 +00:00
385 lines
12 KiB
C++
385 lines
12 KiB
C++
#pragma once
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/*
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* SDK generated by Dumper-7
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*
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* https://github.com/Encryqed/Dumper-7
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*/
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// Package: CheckFrontEndRewardsAction
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#include "Basic.hpp"
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#include "CheckFrontEndRewardsAction_classes.hpp"
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#include "CheckFrontEndRewardsAction_parameters.hpp"
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namespace SDK
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{
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// Function CheckFrontEndRewardsAction.CheckFrontEndRewardsAction_C.ExecuteUbergraph_CheckFrontEndRewardsAction
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// (Final, UbergraphFunction, HasDefaults)
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// Parameters:
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// int32 EntryPoint (BlueprintVisible, BlueprintReadOnly, Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash)
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void ACheckFrontEndRewardsAction_C::ExecuteUbergraph_CheckFrontEndRewardsAction(int32 EntryPoint)
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{
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static class UFunction* Func = nullptr;
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if (Func == nullptr)
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Func = Class->GetFunction("CheckFrontEndRewardsAction_C", "ExecuteUbergraph_CheckFrontEndRewardsAction");
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Params::CheckFrontEndRewardsAction_C_ExecuteUbergraph_CheckFrontEndRewardsAction Parms{};
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Parms.EntryPoint = EntryPoint;
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UObject::ProcessEvent(Func, &Parms);
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}
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// Function CheckFrontEndRewardsAction.CheckFrontEndRewardsAction_C.Execute
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// (Event, Public, HasOutParams, BlueprintEvent)
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// Parameters:
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// struct FFortScriptedActionParams Params_0 (ConstParm, BlueprintVisible, BlueprintReadOnly, Parm, OutParm, ReferenceParm, NoDestructor)
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void ACheckFrontEndRewardsAction_C::Execute(const struct FFortScriptedActionParams& Params_0)
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{
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static class UFunction* Func = nullptr;
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if (Func == nullptr)
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Func = Class->GetFunction("CheckFrontEndRewardsAction_C", "Execute");
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Params::CheckFrontEndRewardsAction_C_Execute Parms{};
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Parms.Params_0 = std::move(Params_0);
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UObject::ProcessEvent(Func, &Parms);
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}
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// Function CheckFrontEndRewardsAction.CheckFrontEndRewardsAction_C.UserConstructionScript
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// (Event, Public, BlueprintCallable, BlueprintEvent)
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void ACheckFrontEndRewardsAction_C::UserConstructionScript()
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{
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static class UFunction* Func = nullptr;
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if (Func == nullptr)
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Func = Class->GetFunction("CheckFrontEndRewardsAction_C", "UserConstructionScript");
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UObject::ProcessEvent(Func, nullptr);
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}
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// Function CheckFrontEndRewardsAction.CheckFrontEndRewardsAction_C.CompleteRewardsAction
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// (Private, BlueprintCallable, BlueprintEvent)
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void ACheckFrontEndRewardsAction_C::CompleteRewardsAction()
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{
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static class UFunction* Func = nullptr;
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if (Func == nullptr)
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Func = Class->GetFunction("CheckFrontEndRewardsAction_C", "CompleteRewardsAction");
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UObject::ProcessEvent(Func, nullptr);
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}
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// Function CheckFrontEndRewardsAction.CheckFrontEndRewardsAction_C.PopulateMissionRewards
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// (Private, BlueprintCallable, BlueprintEvent)
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void ACheckFrontEndRewardsAction_C::PopulateMissionRewards()
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{
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static class UFunction* Func = nullptr;
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if (Func == nullptr)
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Func = Class->GetFunction("CheckFrontEndRewardsAction_C", "PopulateMissionRewards");
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UObject::ProcessEvent(Func, nullptr);
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}
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// Function CheckFrontEndRewardsAction.CheckFrontEndRewardsAction_C.PopulateQuestRewards
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// (Private, HasDefaults, BlueprintCallable, BlueprintEvent)
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void ACheckFrontEndRewardsAction_C::PopulateQuestRewards()
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{
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static class UFunction* Func = nullptr;
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if (Func == nullptr)
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Func = Class->GetFunction("CheckFrontEndRewardsAction_C", "PopulateQuestRewards");
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UObject::ProcessEvent(Func, nullptr);
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}
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// Function CheckFrontEndRewardsAction.CheckFrontEndRewardsAction_C.PopulateNewQuests
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// (Private, BlueprintCallable, BlueprintEvent)
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void ACheckFrontEndRewardsAction_C::PopulateNewQuests()
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{
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static class UFunction* Func = nullptr;
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if (Func == nullptr)
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Func = Class->GetFunction("CheckFrontEndRewardsAction_C", "PopulateNewQuests");
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UObject::ProcessEvent(Func, nullptr);
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}
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// Function CheckFrontEndRewardsAction.CheckFrontEndRewardsAction_C.GetCompletedQuests
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// (Private, HasOutParams, BlueprintCallable, BlueprintEvent)
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// Parameters:
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// TArray<class UFortQuestItem*> Completed_Quests (Parm, OutParm, ZeroConstructor)
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void ACheckFrontEndRewardsAction_C::GetCompletedQuests(TArray<class UFortQuestItem*>* Completed_Quests)
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{
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static class UFunction* Func = nullptr;
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if (Func == nullptr)
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Func = Class->GetFunction("CheckFrontEndRewardsAction_C", "GetCompletedQuests");
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Params::CheckFrontEndRewardsAction_C_GetCompletedQuests Parms{};
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UObject::ProcessEvent(Func, &Parms);
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if (Completed_Quests != nullptr)
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*Completed_Quests = std::move(Parms.Completed_Quests);
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}
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// Function CheckFrontEndRewardsAction.CheckFrontEndRewardsAction_C.PopulateUnseenQuests
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// (Private, BlueprintCallable, BlueprintEvent)
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// Parameters:
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// EFortQuestType QuestType (BlueprintVisible, BlueprintReadOnly, Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash)
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void ACheckFrontEndRewardsAction_C::PopulateUnseenQuests(EFortQuestType QuestType)
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{
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static class UFunction* Func = nullptr;
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if (Func == nullptr)
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Func = Class->GetFunction("CheckFrontEndRewardsAction_C", "PopulateUnseenQuests");
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Params::CheckFrontEndRewardsAction_C_PopulateUnseenQuests Parms{};
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Parms.QuestType = QuestType;
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UObject::ProcessEvent(Func, &Parms);
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}
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// Function CheckFrontEndRewardsAction.CheckFrontEndRewardsAction_C.OpenFrontEndRewards
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// (Private, BlueprintCallable, BlueprintEvent)
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void ACheckFrontEndRewardsAction_C::OpenFrontEndRewards()
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{
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static class UFunction* Func = nullptr;
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if (Func == nullptr)
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Func = Class->GetFunction("CheckFrontEndRewardsAction_C", "OpenFrontEndRewards");
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UObject::ProcessEvent(Func, nullptr);
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}
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// Function CheckFrontEndRewardsAction.CheckFrontEndRewardsAction_C.PopulateRewards
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// (Private, BlueprintCallable, BlueprintEvent)
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void ACheckFrontEndRewardsAction_C::PopulateRewards()
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{
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static class UFunction* Func = nullptr;
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if (Func == nullptr)
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Func = Class->GetFunction("CheckFrontEndRewardsAction_C", "PopulateRewards");
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UObject::ProcessEvent(Func, nullptr);
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}
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// Function CheckFrontEndRewardsAction.CheckFrontEndRewardsAction_C.PopulateCollectionBookRewards
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// (Public, BlueprintCallable, BlueprintEvent)
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void ACheckFrontEndRewardsAction_C::PopulateCollectionBookRewards()
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{
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static class UFunction* Func = nullptr;
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if (Func == nullptr)
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Func = Class->GetFunction("CheckFrontEndRewardsAction_C", "PopulateCollectionBookRewards");
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UObject::ProcessEvent(Func, nullptr);
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}
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// Function CheckFrontEndRewardsAction.CheckFrontEndRewardsAction_C.HandleRewardsClaimed
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// (Private, BlueprintCallable, BlueprintEvent)
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// Parameters:
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// class UFrontEndRewards_Widget_C* RewardsWidget (BlueprintVisible, BlueprintReadOnly, Parm, ZeroConstructor, InstancedReference, IsPlainOldData, NoDestructor, HasGetValueTypeHash)
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void ACheckFrontEndRewardsAction_C::HandleRewardsClaimed(class UFrontEndRewards_Widget_C* RewardsWidget)
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{
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static class UFunction* Func = nullptr;
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if (Func == nullptr)
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Func = Class->GetFunction("CheckFrontEndRewardsAction_C", "HandleRewardsClaimed");
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Params::CheckFrontEndRewardsAction_C_HandleRewardsClaimed Parms{};
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Parms.RewardsWidget = RewardsWidget;
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UObject::ProcessEvent(Func, &Parms);
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}
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// Function CheckFrontEndRewardsAction.CheckFrontEndRewardsAction_C.Clear
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// (Private, BlueprintCallable, BlueprintEvent)
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void ACheckFrontEndRewardsAction_C::Clear()
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{
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static class UFunction* Func = nullptr;
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if (Func == nullptr)
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Func = Class->GetFunction("CheckFrontEndRewardsAction_C", "Clear");
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UObject::ProcessEvent(Func, nullptr);
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}
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// Function CheckFrontEndRewardsAction.CheckFrontEndRewardsAction_C.HandleRewardsClaimError
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// (Public, BlueprintCallable, BlueprintEvent)
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// Parameters:
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// class UFrontEndRewards_Widget_C* RewardsWidget (BlueprintVisible, BlueprintReadOnly, Parm, ZeroConstructor, InstancedReference, IsPlainOldData, NoDestructor, HasGetValueTypeHash)
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void ACheckFrontEndRewardsAction_C::HandleRewardsClaimError(class UFrontEndRewards_Widget_C* RewardsWidget)
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{
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static class UFunction* Func = nullptr;
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if (Func == nullptr)
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Func = Class->GetFunction("CheckFrontEndRewardsAction_C", "HandleRewardsClaimError");
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Params::CheckFrontEndRewardsAction_C_HandleRewardsClaimError Parms{};
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Parms.RewardsWidget = RewardsWidget;
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UObject::ProcessEvent(Func, &Parms);
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}
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// Function CheckFrontEndRewardsAction.CheckFrontEndRewardsAction_C.PopulateMissionAlertRewards
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// (Public, BlueprintCallable, BlueprintEvent)
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void ACheckFrontEndRewardsAction_C::PopulateMissionAlertRewards()
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{
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static class UFunction* Func = nullptr;
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if (Func == nullptr)
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Func = Class->GetFunction("CheckFrontEndRewardsAction_C", "PopulateMissionAlertRewards");
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UObject::ProcessEvent(Func, nullptr);
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}
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// Function CheckFrontEndRewardsAction.CheckFrontEndRewardsAction_C.Is FrontEndRewards Running
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// (Public, HasOutParams, BlueprintCallable, BlueprintEvent)
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// Parameters:
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// bool bRunning (Parm, OutParm, ZeroConstructor, IsPlainOldData, NoDestructor)
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void ACheckFrontEndRewardsAction_C::Is_FrontEndRewards_Running(bool* bRunning)
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{
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static class UFunction* Func = nullptr;
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if (Func == nullptr)
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Func = Class->GetFunction("CheckFrontEndRewardsAction_C", "Is FrontEndRewards Running");
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Params::CheckFrontEndRewardsAction_C_Is_FrontEndRewards_Running Parms{};
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UObject::ProcessEvent(Func, &Parms);
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if (bRunning != nullptr)
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*bRunning = Parms.bRunning;
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}
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// Function CheckFrontEndRewardsAction.CheckFrontEndRewardsAction_C.CanShowFrontendRewards
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// (Public, HasOutParams, BlueprintCallable, BlueprintEvent, BlueprintPure)
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// Parameters:
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// bool ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor)
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bool ACheckFrontEndRewardsAction_C::CanShowFrontendRewards()
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{
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static class UFunction* Func = nullptr;
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if (Func == nullptr)
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Func = Class->GetFunction("CheckFrontEndRewardsAction_C", "CanShowFrontendRewards");
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Params::CheckFrontEndRewardsAction_C_CanShowFrontendRewards Parms{};
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UObject::ProcessEvent(Func, &Parms);
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return Parms.ReturnValue;
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}
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// Function CheckFrontEndRewardsAction.CheckFrontEndRewardsAction_C.HandleRewardsIgnored
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// (Public, BlueprintCallable, BlueprintEvent)
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// Parameters:
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// class UFrontEndRewards_Widget_C* RewardsWidget (BlueprintVisible, BlueprintReadOnly, Parm, ZeroConstructor, InstancedReference, IsPlainOldData, NoDestructor, HasGetValueTypeHash)
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void ACheckFrontEndRewardsAction_C::HandleRewardsIgnored(class UFrontEndRewards_Widget_C* RewardsWidget)
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{
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static class UFunction* Func = nullptr;
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if (Func == nullptr)
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Func = Class->GetFunction("CheckFrontEndRewardsAction_C", "HandleRewardsIgnored");
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Params::CheckFrontEndRewardsAction_C_HandleRewardsIgnored Parms{};
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Parms.RewardsWidget = RewardsWidget;
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UObject::ProcessEvent(Func, &Parms);
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}
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// Function CheckFrontEndRewardsAction.CheckFrontEndRewardsAction_C.PopulateDifficultyIncreaseRewards
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// (Public, BlueprintCallable, BlueprintEvent)
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void ACheckFrontEndRewardsAction_C::PopulateDifficultyIncreaseRewards()
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{
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static class UFunction* Func = nullptr;
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if (Func == nullptr)
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Func = Class->GetFunction("CheckFrontEndRewardsAction_C", "PopulateDifficultyIncreaseRewards");
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UObject::ProcessEvent(Func, nullptr);
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}
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// Function CheckFrontEndRewardsAction.CheckFrontEndRewardsAction_C.PopulateNewGiftBoxes
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// (Public, BlueprintCallable, BlueprintEvent)
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void ACheckFrontEndRewardsAction_C::PopulateNewGiftBoxes()
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{
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static class UFunction* Func = nullptr;
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if (Func == nullptr)
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Func = Class->GetFunction("CheckFrontEndRewardsAction_C", "PopulateNewGiftBoxes");
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UObject::ProcessEvent(Func, nullptr);
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}
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// Function CheckFrontEndRewardsAction.CheckFrontEndRewardsAction_C.PopulateItemCacheRewards
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// (Public, BlueprintCallable, BlueprintEvent)
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void ACheckFrontEndRewardsAction_C::PopulateItemCacheRewards()
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{
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static class UFunction* Func = nullptr;
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if (Func == nullptr)
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Func = Class->GetFunction("CheckFrontEndRewardsAction_C", "PopulateItemCacheRewards");
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UObject::ProcessEvent(Func, nullptr);
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}
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}
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