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

385 lines
12 KiB
C++

#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<class UFortQuestItem*> Completed_Quests (Parm, OutParm, ZeroConstructor)
void ACheckFrontEndRewardsAction_C::GetCompletedQuests(TArray<class UFortQuestItem*>* 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);
}
}