mirror of
https://github.com/ApfelTeeSaft/UnrealEvent.git
synced 2026-08-27 03:43:40 +00:00
363 lines
10 KiB
C++
363 lines
10 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: FrontEndRewards_CurrentReward
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#include "Basic.hpp"
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#include "FrontEndRewards_CurrentReward_classes.hpp"
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#include "FrontEndRewards_CurrentReward_parameters.hpp"
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namespace SDK
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{
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// Function FrontEndRewards_CurrentReward.FrontEndRewards_CurrentReward_C.OnDropAnimationFinished__DelegateSignature
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// (Public, Delegate, BlueprintCallable, BlueprintEvent)
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void UFrontEndRewards_CurrentReward_C::OnDropAnimationFinished__DelegateSignature()
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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("FrontEndRewards_CurrentReward_C", "OnDropAnimationFinished__DelegateSignature");
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UObject::ProcessEvent(Func, nullptr);
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}
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// Function FrontEndRewards_CurrentReward.FrontEndRewards_CurrentReward_C.OnPopAnimationFinished__DelegateSignature
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// (Public, Delegate, BlueprintCallable, BlueprintEvent)
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void UFrontEndRewards_CurrentReward_C::OnPopAnimationFinished__DelegateSignature()
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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("FrontEndRewards_CurrentReward_C", "OnPopAnimationFinished__DelegateSignature");
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UObject::ProcessEvent(Func, nullptr);
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}
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// Function FrontEndRewards_CurrentReward.FrontEndRewards_CurrentReward_C.OnOpenAnimationStarted__DelegateSignature
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// (Public, Delegate, BlueprintCallable, BlueprintEvent)
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void UFrontEndRewards_CurrentReward_C::OnOpenAnimationStarted__DelegateSignature()
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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("FrontEndRewards_CurrentReward_C", "OnOpenAnimationStarted__DelegateSignature");
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UObject::ProcessEvent(Func, nullptr);
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}
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// Function FrontEndRewards_CurrentReward.FrontEndRewards_CurrentReward_C.OnOpenAnimationFinished__DelegateSignature
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// (Public, Delegate, BlueprintCallable, BlueprintEvent)
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void UFrontEndRewards_CurrentReward_C::OnOpenAnimationFinished__DelegateSignature()
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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("FrontEndRewards_CurrentReward_C", "OnOpenAnimationFinished__DelegateSignature");
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UObject::ProcessEvent(Func, nullptr);
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}
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// Function FrontEndRewards_CurrentReward.FrontEndRewards_CurrentReward_C.ExecuteUbergraph_FrontEndRewards_CurrentReward
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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 UFrontEndRewards_CurrentReward_C::ExecuteUbergraph_FrontEndRewards_CurrentReward(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("FrontEndRewards_CurrentReward_C", "ExecuteUbergraph_FrontEndRewards_CurrentReward");
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Params::FrontEndRewards_CurrentReward_C_ExecuteUbergraph_FrontEndRewards_CurrentReward 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 FrontEndRewards_CurrentReward.FrontEndRewards_CurrentReward_C.Destruct
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// (BlueprintCosmetic, Event, Public, BlueprintEvent)
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void UFrontEndRewards_CurrentReward_C::Destruct()
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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("FrontEndRewards_CurrentReward_C", "Destruct");
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UObject::ProcessEvent(Func, nullptr);
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}
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// Function FrontEndRewards_CurrentReward.FrontEndRewards_CurrentReward_C.fadeIconToWhite
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// (BlueprintCallable, BlueprintEvent)
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void UFrontEndRewards_CurrentReward_C::FadeIconToWhite()
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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("FrontEndRewards_CurrentReward_C", "fadeIconToWhite");
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UObject::ProcessEvent(Func, nullptr);
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}
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// Function FrontEndRewards_CurrentReward.FrontEndRewards_CurrentReward_C.Construct
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// (BlueprintCosmetic, Event, Public, BlueprintEvent)
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void UFrontEndRewards_CurrentReward_C::Construct()
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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("FrontEndRewards_CurrentReward_C", "Construct");
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UObject::ProcessEvent(Func, nullptr);
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}
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// Function FrontEndRewards_CurrentReward.FrontEndRewards_CurrentReward_C.PlayDropAnimation
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// (Public, BlueprintCallable, BlueprintEvent)
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void UFrontEndRewards_CurrentReward_C::PlayDropAnimation()
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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("FrontEndRewards_CurrentReward_C", "PlayDropAnimation");
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UObject::ProcessEvent(Func, nullptr);
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}
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// Function FrontEndRewards_CurrentReward.FrontEndRewards_CurrentReward_C.PlayPopAnimation
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// (Public, BlueprintCallable, BlueprintEvent)
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void UFrontEndRewards_CurrentReward_C::PlayPopAnimation()
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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("FrontEndRewards_CurrentReward_C", "PlayPopAnimation");
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UObject::ProcessEvent(Func, nullptr);
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}
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// Function FrontEndRewards_CurrentReward.FrontEndRewards_CurrentReward_C.PlayOpenAnimation
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// (Public, BlueprintCallable, BlueprintEvent)
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void UFrontEndRewards_CurrentReward_C::PlayOpenAnimation()
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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("FrontEndRewards_CurrentReward_C", "PlayOpenAnimation");
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UObject::ProcessEvent(Func, nullptr);
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}
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// Function FrontEndRewards_CurrentReward.FrontEndRewards_CurrentReward_C.HandlePopAnimationFinished
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// (Public, BlueprintCallable, BlueprintEvent)
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void UFrontEndRewards_CurrentReward_C::HandlePopAnimationFinished()
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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("FrontEndRewards_CurrentReward_C", "HandlePopAnimationFinished");
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UObject::ProcessEvent(Func, nullptr);
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}
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// Function FrontEndRewards_CurrentReward.FrontEndRewards_CurrentReward_C.HandleDropAnimationFinished
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// (Public, BlueprintCallable, BlueprintEvent)
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void UFrontEndRewards_CurrentReward_C::HandleDropAnimationFinished()
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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("FrontEndRewards_CurrentReward_C", "HandleDropAnimationFinished");
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UObject::ProcessEvent(Func, nullptr);
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}
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// Function FrontEndRewards_CurrentReward.FrontEndRewards_CurrentReward_C.HandleOpenAnimationFinished
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// (Public, BlueprintCallable, BlueprintEvent)
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void UFrontEndRewards_CurrentReward_C::HandleOpenAnimationFinished()
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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("FrontEndRewards_CurrentReward_C", "HandleOpenAnimationFinished");
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UObject::ProcessEvent(Func, nullptr);
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}
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// Function FrontEndRewards_CurrentReward.FrontEndRewards_CurrentReward_C.updateFade
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// (Public, BlueprintCallable, BlueprintEvent)
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void UFrontEndRewards_CurrentReward_C::UpdateFade()
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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("FrontEndRewards_CurrentReward_C", "updateFade");
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UObject::ProcessEvent(Func, nullptr);
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}
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// Function FrontEndRewards_CurrentReward.FrontEndRewards_CurrentReward_C.SkipOpenAnimation
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// (Public, BlueprintCallable, BlueprintEvent)
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void UFrontEndRewards_CurrentReward_C::SkipOpenAnimation()
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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("FrontEndRewards_CurrentReward_C", "SkipOpenAnimation");
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UObject::ProcessEvent(Func, nullptr);
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}
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// Function FrontEndRewards_CurrentReward.FrontEndRewards_CurrentReward_C.PlayFadeOutAnimation
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// (Private, BlueprintCallable, BlueprintEvent)
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void UFrontEndRewards_CurrentReward_C::PlayFadeOutAnimation()
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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("FrontEndRewards_CurrentReward_C", "PlayFadeOutAnimation");
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UObject::ProcessEvent(Func, nullptr);
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}
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// Function FrontEndRewards_CurrentReward.FrontEndRewards_CurrentReward_C.StopBounceAnimation
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// (Private, BlueprintCallable, BlueprintEvent)
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void UFrontEndRewards_CurrentReward_C::StopBounceAnimation()
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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("FrontEndRewards_CurrentReward_C", "StopBounceAnimation");
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UObject::ProcessEvent(Func, nullptr);
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}
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// Function FrontEndRewards_CurrentReward.FrontEndRewards_CurrentReward_C.SkipPopAnimation
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// (Public, BlueprintCallable, BlueprintEvent)
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void UFrontEndRewards_CurrentReward_C::SkipPopAnimation()
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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("FrontEndRewards_CurrentReward_C", "SkipPopAnimation");
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UObject::ProcessEvent(Func, nullptr);
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}
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// Function FrontEndRewards_CurrentReward.FrontEndRewards_CurrentReward_C.Play Drop Animation Sound
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// (Public, BlueprintCallable, BlueprintEvent)
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void UFrontEndRewards_CurrentReward_C::Play_Drop_Animation_Sound()
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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("FrontEndRewards_CurrentReward_C", "Play Drop Animation Sound");
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UObject::ProcessEvent(Func, nullptr);
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}
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// Function FrontEndRewards_CurrentReward.FrontEndRewards_CurrentReward_C.Play Pop Animation Sound
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// (Public, BlueprintCallable, BlueprintEvent)
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void UFrontEndRewards_CurrentReward_C::Play_Pop_Animation_Sound()
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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("FrontEndRewards_CurrentReward_C", "Play Pop Animation Sound");
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UObject::ProcessEvent(Func, nullptr);
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}
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// Function FrontEndRewards_CurrentReward.FrontEndRewards_CurrentReward_C.Play Open Animation Sound
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// (Public, BlueprintCallable, BlueprintEvent)
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void UFrontEndRewards_CurrentReward_C::Play_Open_Animation_Sound()
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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("FrontEndRewards_CurrentReward_C", "Play Open Animation Sound");
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UObject::ProcessEvent(Func, nullptr);
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}
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// Function FrontEndRewards_CurrentReward.FrontEndRewards_CurrentReward_C.Reset Reward Icon Translation and Scale
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// (Public, BlueprintCallable, BlueprintEvent)
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void UFrontEndRewards_CurrentReward_C::Reset_Reward_Icon_Translation_and_Scale()
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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("FrontEndRewards_CurrentReward_C", "Reset Reward Icon Translation and Scale");
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UObject::ProcessEvent(Func, nullptr);
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}
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// Function FrontEndRewards_CurrentReward.FrontEndRewards_CurrentReward_C.Reset Canvas Panel Slot Alignment and Anchors
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// (Public, BlueprintCallable, BlueprintEvent)
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void UFrontEndRewards_CurrentReward_C::Reset_Canvas_Panel_Slot_Alignment_and_Anchors()
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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("FrontEndRewards_CurrentReward_C", "Reset Canvas Panel Slot Alignment and Anchors");
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UObject::ProcessEvent(Func, nullptr);
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}
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}
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