mirror of
https://github.com/ApfelTeeSaft/UnrealEvent.git
synced 2026-08-27 03:43:40 +00:00
793 lines
27 KiB
C++
793 lines
27 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_ListRewards
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#include "Basic.hpp"
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#include "FrontEndRewards_ListRewards_classes.hpp"
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#include "FrontEndRewards_ListRewards_parameters.hpp"
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namespace SDK
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{
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// Function FrontEndRewards_ListRewards.FrontEndRewards_ListRewards_C.ExecuteUbergraph_FrontEndRewards_ListRewards
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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_ListRewards_C::ExecuteUbergraph_FrontEndRewards_ListRewards(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_ListRewards_C", "ExecuteUbergraph_FrontEndRewards_ListRewards");
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Params::FrontEndRewards_ListRewards_C_ExecuteUbergraph_FrontEndRewards_ListRewards 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_ListRewards.FrontEndRewards_ListRewards_C.BndEvt__ActionWidgetScroll_K2Node_ComponentBoundEvent_5_OnInputMethodChanged__DelegateSignature
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// (BlueprintEvent)
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// Parameters:
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// bool bUsingGamepad (BlueprintVisible, BlueprintReadOnly, Parm, ZeroConstructor, IsPlainOldData, NoDestructor)
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void UFrontEndRewards_ListRewards_C::BndEvt__ActionWidgetScroll_K2Node_ComponentBoundEvent_5_OnInputMethodChanged__DelegateSignature(bool bUsingGamepad)
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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_ListRewards_C", "BndEvt__ActionWidgetScroll_K2Node_ComponentBoundEvent_5_OnInputMethodChanged__DelegateSignature");
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Params::FrontEndRewards_ListRewards_C_BndEvt__ActionWidgetScroll_K2Node_ComponentBoundEvent_5_OnInputMethodChanged__DelegateSignature Parms{};
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Parms.bUsingGamepad = bUsingGamepad;
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UObject::ProcessEvent(Func, &Parms);
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}
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// Function FrontEndRewards_ListRewards.FrontEndRewards_ListRewards_C.OnPrimaryAction
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// (Event, Public, BlueprintCallable, BlueprintEvent)
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void UFrontEndRewards_ListRewards_C::OnPrimaryAction()
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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_ListRewards_C", "OnPrimaryAction");
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UObject::ProcessEvent(Func, nullptr);
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}
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// Function FrontEndRewards_ListRewards.FrontEndRewards_ListRewards_C.OnDeactivated
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// (Event, Public, BlueprintCallable, BlueprintEvent)
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void UFrontEndRewards_ListRewards_C::OnDeactivated()
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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_ListRewards_C", "OnDeactivated");
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UObject::ProcessEvent(Func, nullptr);
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}
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// Function FrontEndRewards_ListRewards.FrontEndRewards_ListRewards_C.OnActivated
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// (Event, Public, BlueprintCallable, BlueprintEvent)
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void UFrontEndRewards_ListRewards_C::OnActivated()
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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_ListRewards_C", "OnActivated");
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UObject::ProcessEvent(Func, nullptr);
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}
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// Function FrontEndRewards_ListRewards.FrontEndRewards_ListRewards_C.OnNavigationRight
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// (Event, Public, BlueprintCallable, BlueprintEvent)
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void UFrontEndRewards_ListRewards_C::OnNavigationRight()
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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_ListRewards_C", "OnNavigationRight");
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UObject::ProcessEvent(Func, nullptr);
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}
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// Function FrontEndRewards_ListRewards.FrontEndRewards_ListRewards_C.OnNavigationLeft
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// (Event, Public, BlueprintCallable, BlueprintEvent)
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void UFrontEndRewards_ListRewards_C::OnNavigationLeft()
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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_ListRewards_C", "OnNavigationLeft");
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UObject::ProcessEvent(Func, nullptr);
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}
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// Function FrontEndRewards_ListRewards.FrontEndRewards_ListRewards_C.TransitionOutBegin
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// (Event, Protected, BlueprintEvent)
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void UFrontEndRewards_ListRewards_C::TransitionOutBegin()
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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_ListRewards_C", "TransitionOutBegin");
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UObject::ProcessEvent(Func, nullptr);
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}
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// Function FrontEndRewards_ListRewards.FrontEndRewards_ListRewards_C.TransitionInBegin
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// (Event, Protected, BlueprintEvent)
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void UFrontEndRewards_ListRewards_C::TransitionInBegin()
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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_ListRewards_C", "TransitionInBegin");
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UObject::ProcessEvent(Func, nullptr);
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}
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// Function FrontEndRewards_ListRewards.FrontEndRewards_ListRewards_C.Construct
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// (BlueprintCosmetic, Event, Public, BlueprintEvent)
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void UFrontEndRewards_ListRewards_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_ListRewards_C", "Construct");
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UObject::ProcessEvent(Func, nullptr);
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}
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// Function FrontEndRewards_ListRewards.FrontEndRewards_ListRewards_C.DelayedCheckScroll
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// (BlueprintCallable, BlueprintEvent)
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void UFrontEndRewards_ListRewards_C::DelayedCheckScroll()
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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_ListRewards_C", "DelayedCheckScroll");
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UObject::ProcessEvent(Func, nullptr);
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}
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// Function FrontEndRewards_ListRewards.FrontEndRewards_ListRewards_C.PreConstruct
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// (BlueprintCosmetic, Event, Public, BlueprintEvent)
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// Parameters:
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// bool IsDesignTime (BlueprintVisible, BlueprintReadOnly, Parm, ZeroConstructor, IsPlainOldData, NoDestructor)
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void UFrontEndRewards_ListRewards_C::PreConstruct(bool IsDesignTime)
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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_ListRewards_C", "PreConstruct");
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Params::FrontEndRewards_ListRewards_C_PreConstruct Parms{};
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Parms.IsDesignTime = IsDesignTime;
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UObject::ProcessEvent(Func, &Parms);
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}
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// Function FrontEndRewards_ListRewards.FrontEndRewards_ListRewards_C.InitDesignView
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// (Private, BlueprintCallable, BlueprintEvent)
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void UFrontEndRewards_ListRewards_C::InitDesignView()
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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_ListRewards_C", "InitDesignView");
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UObject::ProcessEvent(Func, nullptr);
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}
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// Function FrontEndRewards_ListRewards.FrontEndRewards_ListRewards_C.AddCard
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// (Private, BlueprintCallable, BlueprintEvent)
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// Parameters:
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// class URewards_ItemCard_C* Card (BlueprintVisible, BlueprintReadOnly, Parm, ZeroConstructor, InstancedReference, IsPlainOldData, NoDestructor, HasGetValueTypeHash)
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void UFrontEndRewards_ListRewards_C::AddCard(class URewards_ItemCard_C* Card)
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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_ListRewards_C", "AddCard");
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Params::FrontEndRewards_ListRewards_C_AddCard Parms{};
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Parms.Card = Card;
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UObject::ProcessEvent(Func, &Parms);
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}
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// Function FrontEndRewards_ListRewards.FrontEndRewards_ListRewards_C.SelectNextCard
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// (Public, BlueprintCallable, BlueprintEvent)
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void UFrontEndRewards_ListRewards_C::SelectNextCard()
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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_ListRewards_C", "SelectNextCard");
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UObject::ProcessEvent(Func, nullptr);
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}
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// Function FrontEndRewards_ListRewards.FrontEndRewards_ListRewards_C.GetCardAlignment
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// (Public, HasOutParams, HasDefaults, BlueprintCallable, BlueprintEvent)
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// Parameters:
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// int32 CardQueueIndex (BlueprintVisible, BlueprintReadOnly, Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash)
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// int32 CardListIndex (BlueprintVisible, BlueprintReadOnly, Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash)
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// struct FVector2D Alignment (Parm, OutParm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash)
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// struct FAnchors Anchors (Parm, OutParm, NoDestructor)
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// float Scale (Parm, OutParm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash)
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// float Offset (Parm, OutParm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash)
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// float Angle (Parm, OutParm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash)
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// struct FVector2D Translation (Parm, OutParm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash)
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// float DropShadowDepth (Parm, OutParm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash)
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void UFrontEndRewards_ListRewards_C::GetCardAlignment(int32 CardQueueIndex, int32 CardListIndex, struct FVector2D* Alignment, struct FAnchors* Anchors, float* Scale, float* Offset, float* Angle, struct FVector2D* Translation, float* DropShadowDepth)
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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_ListRewards_C", "GetCardAlignment");
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Params::FrontEndRewards_ListRewards_C_GetCardAlignment Parms{};
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Parms.CardQueueIndex = CardQueueIndex;
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Parms.CardListIndex = CardListIndex;
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UObject::ProcessEvent(Func, &Parms);
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if (Alignment != nullptr)
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*Alignment = std::move(Parms.Alignment);
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if (Anchors != nullptr)
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*Anchors = std::move(Parms.Anchors);
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if (Scale != nullptr)
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*Scale = Parms.Scale;
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if (Offset != nullptr)
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*Offset = Parms.Offset;
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if (Angle != nullptr)
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*Angle = Parms.Angle;
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if (Translation != nullptr)
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*Translation = std::move(Parms.Translation);
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if (DropShadowDepth != nullptr)
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*DropShadowDepth = Parms.DropShadowDepth;
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}
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// Function FrontEndRewards_ListRewards.FrontEndRewards_ListRewards_C.HandleLastSlideAnimFinished
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// (Public, BlueprintCallable, BlueprintEvent)
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// Parameters:
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// class URewards_ItemCard_C* RewardsItemCard (BlueprintVisible, BlueprintReadOnly, Parm, ZeroConstructor, InstancedReference, IsPlainOldData, NoDestructor, HasGetValueTypeHash)
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void UFrontEndRewards_ListRewards_C::HandleLastSlideAnimFinished(class URewards_ItemCard_C* RewardsItemCard)
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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_ListRewards_C", "HandleLastSlideAnimFinished");
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Params::FrontEndRewards_ListRewards_C_HandleLastSlideAnimFinished Parms{};
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Parms.RewardsItemCard = RewardsItemCard;
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UObject::ProcessEvent(Func, &Parms);
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}
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// Function FrontEndRewards_ListRewards.FrontEndRewards_ListRewards_C.SelectPreviousCard
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// (Public, BlueprintCallable, BlueprintEvent)
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void UFrontEndRewards_ListRewards_C::SelectPreviousCard()
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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_ListRewards_C", "SelectPreviousCard");
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UObject::ProcessEvent(Func, nullptr);
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}
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// Function FrontEndRewards_ListRewards.FrontEndRewards_ListRewards_C.SetCardAlignment
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// (Public, HasDefaults, BlueprintCallable, BlueprintEvent)
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// Parameters:
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// class UWidget* CardWidget (BlueprintVisible, BlueprintReadOnly, Parm, ZeroConstructor, InstancedReference, IsPlainOldData, NoDestructor, HasGetValueTypeHash)
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// int32 SelectionIndex (BlueprintVisible, BlueprintReadOnly, Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash)
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void UFrontEndRewards_ListRewards_C::SetCardAlignment(class UWidget* CardWidget, int32 SelectionIndex)
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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_ListRewards_C", "SetCardAlignment");
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Params::FrontEndRewards_ListRewards_C_SetCardAlignment Parms{};
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Parms.CardWidget = CardWidget;
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Parms.SelectionIndex = SelectionIndex;
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UObject::ProcessEvent(Func, &Parms);
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}
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// Function FrontEndRewards_ListRewards.FrontEndRewards_ListRewards_C.SetItemDescription
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// (Private, HasDefaults, BlueprintCallable, BlueprintEvent)
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void UFrontEndRewards_ListRewards_C::SetItemDescription()
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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_ListRewards_C", "SetItemDescription");
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UObject::ProcessEvent(Func, nullptr);
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}
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// Function FrontEndRewards_ListRewards.FrontEndRewards_ListRewards_C.PlayCardSlide
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// (Public, HasDefaults, BlueprintCallable, BlueprintEvent)
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// Parameters:
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// class URewards_ItemCard_C* RewardsItemCard (BlueprintVisible, BlueprintReadOnly, Parm, ZeroConstructor, InstancedReference, IsPlainOldData, NoDestructor, HasGetValueTypeHash)
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// float StaggerDelay (BlueprintVisible, BlueprintReadOnly, Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash)
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void UFrontEndRewards_ListRewards_C::PlayCardSlide(class URewards_ItemCard_C* RewardsItemCard, float StaggerDelay)
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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_ListRewards_C", "PlayCardSlide");
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Params::FrontEndRewards_ListRewards_C_PlayCardSlide Parms{};
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Parms.RewardsItemCard = RewardsItemCard;
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Parms.StaggerDelay = StaggerDelay;
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UObject::ProcessEvent(Func, &Parms);
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}
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// Function FrontEndRewards_ListRewards.FrontEndRewards_ListRewards_C.ClearCards
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// (Private, BlueprintCallable, BlueprintEvent)
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void UFrontEndRewards_ListRewards_C::ClearCards()
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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_ListRewards_C", "ClearCards");
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UObject::ProcessEvent(Func, nullptr);
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}
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// Function FrontEndRewards_ListRewards.FrontEndRewards_ListRewards_C.HandleCardClicked
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// (Private, BlueprintCallable, BlueprintEvent)
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// Parameters:
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// class URewards_ItemCard_C* Card (BlueprintVisible, BlueprintReadOnly, Parm, ZeroConstructor, InstancedReference, IsPlainOldData, NoDestructor, HasGetValueTypeHash)
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void UFrontEndRewards_ListRewards_C::HandleCardClicked(class URewards_ItemCard_C* Card)
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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_ListRewards_C", "HandleCardClicked");
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Params::FrontEndRewards_ListRewards_C_HandleCardClicked Parms{};
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Parms.Card = Card;
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UObject::ProcessEvent(Func, &Parms);
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}
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// Function FrontEndRewards_ListRewards.FrontEndRewards_ListRewards_C.SetCardSelected
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// (Private, BlueprintCallable, BlueprintEvent)
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// Parameters:
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// class URewards_ItemCard_C* Card (BlueprintVisible, BlueprintReadOnly, Parm, ZeroConstructor, InstancedReference, IsPlainOldData, NoDestructor, HasGetValueTypeHash)
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void UFrontEndRewards_ListRewards_C::SetCardSelected(class URewards_ItemCard_C* Card)
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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_ListRewards_C", "SetCardSelected");
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Params::FrontEndRewards_ListRewards_C_SetCardSelected Parms{};
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Parms.Card = Card;
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UObject::ProcessEvent(Func, &Parms);
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}
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// Function FrontEndRewards_ListRewards.FrontEndRewards_ListRewards_C.SelectCard
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// (Private, HasDefaults, BlueprintCallable, BlueprintEvent)
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// Parameters:
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// int32 InNewIndex (BlueprintVisible, BlueprintReadOnly, Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash)
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void UFrontEndRewards_ListRewards_C::SelectCard(int32 InNewIndex)
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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_ListRewards_C", "SelectCard");
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Params::FrontEndRewards_ListRewards_C_SelectCard Parms{};
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Parms.InNewIndex = InNewIndex;
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UObject::ProcessEvent(Func, &Parms);
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}
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// Function FrontEndRewards_ListRewards.FrontEndRewards_ListRewards_C.HandleOutroAnimFinished
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// (Private, BlueprintCallable, BlueprintEvent)
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void UFrontEndRewards_ListRewards_C::HandleOutroAnimFinished()
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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_ListRewards_C", "HandleOutroAnimFinished");
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UObject::ProcessEvent(Func, nullptr);
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}
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// Function FrontEndRewards_ListRewards.FrontEndRewards_ListRewards_C.HandleLastPopInFinished
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// (Private, BlueprintCallable, BlueprintEvent)
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void UFrontEndRewards_ListRewards_C::HandleLastPopInFinished()
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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_ListRewards_C", "HandleLastPopInFinished");
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UObject::ProcessEvent(Func, nullptr);
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}
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// Function FrontEndRewards_ListRewards.FrontEndRewards_ListRewards_C.SetArrowVisibility
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// (Private, BlueprintCallable, BlueprintEvent)
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void UFrontEndRewards_ListRewards_C::SetArrowVisibility()
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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_ListRewards_C", "SetArrowVisibility");
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UObject::ProcessEvent(Func, nullptr);
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}
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// Function FrontEndRewards_ListRewards.FrontEndRewards_ListRewards_C.HandleCollectAllAction
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// (Public, HasOutParams, BlueprintCallable, BlueprintEvent)
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// Parameters:
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// bool Committed (Parm, OutParm, ZeroConstructor, IsPlainOldData, NoDestructor)
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void UFrontEndRewards_ListRewards_C::HandleCollectAllAction(bool* Committed)
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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_ListRewards_C", "HandleCollectAllAction");
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Params::FrontEndRewards_ListRewards_C_HandleCollectAllAction Parms{};
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UObject::ProcessEvent(Func, &Parms);
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if (Committed != nullptr)
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*Committed = Parms.Committed;
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}
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// Function FrontEndRewards_ListRewards.FrontEndRewards_ListRewards_C.HandleScrollAction
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// (Public, HasOutParams, BlueprintCallable, BlueprintEvent)
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// Parameters:
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// bool Committed (Parm, OutParm, ZeroConstructor, IsPlainOldData, NoDestructor)
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void UFrontEndRewards_ListRewards_C::HandleScrollAction(bool* Committed)
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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_ListRewards_C", "HandleScrollAction");
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Params::FrontEndRewards_ListRewards_C_HandleScrollAction Parms{};
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UObject::ProcessEvent(Func, &Parms);
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if (Committed != nullptr)
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*Committed = Parms.Committed;
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}
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// Function FrontEndRewards_ListRewards.FrontEndRewards_ListRewards_C.HandleInspectAction
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// (Public, HasOutParams, BlueprintCallable, BlueprintEvent)
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// Parameters:
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// bool Committed (Parm, OutParm, ZeroConstructor, IsPlainOldData, NoDestructor)
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void UFrontEndRewards_ListRewards_C::HandleInspectAction(bool* Committed)
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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_ListRewards_C", "HandleInspectAction");
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Params::FrontEndRewards_ListRewards_C_HandleInspectAction Parms{};
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UObject::ProcessEvent(Func, &Parms);
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if (Committed != nullptr)
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*Committed = Parms.Committed;
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}
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// Function FrontEndRewards_ListRewards.FrontEndRewards_ListRewards_C.PopulateFromCardsList
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// (Public, HasOutParams, BlueprintCallable, BlueprintEvent)
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// Parameters:
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// TArray<class URewards_ItemCard_C*> Cards (BlueprintVisible, BlueprintReadOnly, Parm, OutParm, ZeroConstructor, ReferenceParm)
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void UFrontEndRewards_ListRewards_C::PopulateFromCardsList(TArray<class URewards_ItemCard_C*>& Cards)
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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_ListRewards_C", "PopulateFromCardsList");
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Params::FrontEndRewards_ListRewards_C_PopulateFromCardsList Parms{};
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Parms.Cards = std::move(Cards);
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UObject::ProcessEvent(Func, &Parms);
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Cards = std::move(Parms.Cards);
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}
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|
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// Function FrontEndRewards_ListRewards.FrontEndRewards_ListRewards_C.EnableInputActions
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// (Private, BlueprintCallable, BlueprintEvent)
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void UFrontEndRewards_ListRewards_C::EnableInputActions()
|
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{
|
|
static class UFunction* Func = nullptr;
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|
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if (Func == nullptr)
|
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Func = Class->GetFunction("FrontEndRewards_ListRewards_C", "EnableInputActions");
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UObject::ProcessEvent(Func, nullptr);
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}
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// Function FrontEndRewards_ListRewards.FrontEndRewards_ListRewards_C.DisableInputActions
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// (Private, BlueprintCallable, BlueprintEvent)
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|
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void UFrontEndRewards_ListRewards_C::DisableInputActions()
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{
|
|
static class UFunction* Func = nullptr;
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|
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|
if (Func == nullptr)
|
|
Func = Class->GetFunction("FrontEndRewards_ListRewards_C", "DisableInputActions");
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UObject::ProcessEvent(Func, nullptr);
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}
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// Function FrontEndRewards_ListRewards.FrontEndRewards_ListRewards_C.AddInputActions
|
|
// (Private, BlueprintCallable, BlueprintEvent)
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|
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void UFrontEndRewards_ListRewards_C::AddInputActions()
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{
|
|
static class UFunction* Func = nullptr;
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|
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|
if (Func == nullptr)
|
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Func = Class->GetFunction("FrontEndRewards_ListRewards_C", "AddInputActions");
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|
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UObject::ProcessEvent(Func, nullptr);
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}
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|
|
|
|
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// Function FrontEndRewards_ListRewards.FrontEndRewards_ListRewards_C.Reset
|
|
// (Public, BlueprintCallable, BlueprintEvent)
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|
|
|
void UFrontEndRewards_ListRewards_C::Reset()
|
|
{
|
|
static class UFunction* Func = nullptr;
|
|
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|
if (Func == nullptr)
|
|
Func = Class->GetFunction("FrontEndRewards_ListRewards_C", "Reset");
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|
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UObject::ProcessEvent(Func, nullptr);
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}
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|
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// Function FrontEndRewards_ListRewards.FrontEndRewards_ListRewards_C.HandleTransitionInComplete
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|
// (Private, BlueprintCallable, BlueprintEvent)
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|
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|
void UFrontEndRewards_ListRewards_C::HandleTransitionInComplete()
|
|
{
|
|
static class UFunction* Func = nullptr;
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|
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|
if (Func == nullptr)
|
|
Func = Class->GetFunction("FrontEndRewards_ListRewards_C", "HandleTransitionInComplete");
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|
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UObject::ProcessEvent(Func, nullptr);
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}
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|
|
|
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// Function FrontEndRewards_ListRewards.FrontEndRewards_ListRewards_C.BindEvents
|
|
// (Private, BlueprintCallable, BlueprintEvent)
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|
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|
void UFrontEndRewards_ListRewards_C::BindEvents()
|
|
{
|
|
static class UFunction* Func = nullptr;
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|
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|
if (Func == nullptr)
|
|
Func = Class->GetFunction("FrontEndRewards_ListRewards_C", "BindEvents");
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UObject::ProcessEvent(Func, nullptr);
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}
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|
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// Function FrontEndRewards_ListRewards.FrontEndRewards_ListRewards_C.TickTransitionIn
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|
// (Private, BlueprintCallable, BlueprintEvent)
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|
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|
void UFrontEndRewards_ListRewards_C::TickTransitionIn()
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|
{
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|
static class UFunction* Func = nullptr;
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|
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|
if (Func == nullptr)
|
|
Func = Class->GetFunction("FrontEndRewards_ListRewards_C", "TickTransitionIn");
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UObject::ProcessEvent(Func, nullptr);
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}
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|
// Function FrontEndRewards_ListRewards.FrontEndRewards_ListRewards_C.SkipTransitionIn
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|
// (Public, BlueprintCallable, BlueprintEvent)
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|
|
|
void UFrontEndRewards_ListRewards_C::SkipTransitionIn()
|
|
{
|
|
static class UFunction* Func = nullptr;
|
|
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|
if (Func == nullptr)
|
|
Func = Class->GetFunction("FrontEndRewards_ListRewards_C", "SkipTransitionIn");
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|
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|
UObject::ProcessEvent(Func, nullptr);
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|
}
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|
|
|
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|
// Function FrontEndRewards_ListRewards.FrontEndRewards_ListRewards_C.Clear DisplayName and Description Widgets
|
|
// (Public, BlueprintCallable, BlueprintEvent)
|
|
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|
void UFrontEndRewards_ListRewards_C::Clear_DisplayName_and_Description_Widgets()
|
|
{
|
|
static class UFunction* Func = nullptr;
|
|
|
|
if (Func == nullptr)
|
|
Func = Class->GetFunction("FrontEndRewards_ListRewards_C", "Clear DisplayName and Description Widgets");
|
|
|
|
UObject::ProcessEvent(Func, nullptr);
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|
}
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|
|
|
|
|
// Function FrontEndRewards_ListRewards.FrontEndRewards_ListRewards_C.Set DisplayName and Description Widget
|
|
// (Public, HasDefaults, BlueprintCallable, BlueprintEvent)
|
|
// Parameters:
|
|
// class UFortItem* Item (BlueprintVisible, BlueprintReadOnly, Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash)
|
|
// class FText Description (BlueprintVisible, BlueprintReadOnly, Parm)
|
|
|
|
void UFrontEndRewards_ListRewards_C::Set_DisplayName_and_Description_Widget(class UFortItem* Item, const class FText& Description)
|
|
{
|
|
static class UFunction* Func = nullptr;
|
|
|
|
if (Func == nullptr)
|
|
Func = Class->GetFunction("FrontEndRewards_ListRewards_C", "Set DisplayName and Description Widget");
|
|
|
|
Params::FrontEndRewards_ListRewards_C_Set_DisplayName_and_Description_Widget Parms{};
|
|
|
|
Parms.Item = Item;
|
|
Parms.Description = std::move(Description);
|
|
|
|
UObject::ProcessEvent(Func, &Parms);
|
|
}
|
|
|
|
|
|
// Function FrontEndRewards_ListRewards.FrontEndRewards_ListRewards_C.Get Item Description
|
|
// (Public, HasOutParams, HasDefaults, BlueprintCallable, BlueprintEvent)
|
|
// Parameters:
|
|
// class UFortItem* Object (BlueprintVisible, BlueprintReadOnly, Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash)
|
|
// class FText OutDescription (Parm, OutParm)
|
|
// bool ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor)
|
|
|
|
bool UFrontEndRewards_ListRewards_C::Get_Item_Description(class UFortItem* Object, class FText* OutDescription)
|
|
{
|
|
static class UFunction* Func = nullptr;
|
|
|
|
if (Func == nullptr)
|
|
Func = Class->GetFunction("FrontEndRewards_ListRewards_C", "Get Item Description");
|
|
|
|
Params::FrontEndRewards_ListRewards_C_Get_Item_Description Parms{};
|
|
|
|
Parms.Object = Object;
|
|
|
|
UObject::ProcessEvent(Func, &Parms);
|
|
|
|
if (OutDescription != nullptr)
|
|
*OutDescription = std::move(Parms.OutDescription);
|
|
|
|
return Parms.ReturnValue;
|
|
}
|
|
|
|
|
|
// Function FrontEndRewards_ListRewards.FrontEndRewards_ListRewards_C.UpdateScrollHintVisibility
|
|
// (Public, BlueprintCallable, BlueprintEvent)
|
|
// Parameters:
|
|
// bool IsUsingGamepad (BlueprintVisible, BlueprintReadOnly, Parm, ZeroConstructor, IsPlainOldData, NoDestructor)
|
|
|
|
void UFrontEndRewards_ListRewards_C::UpdateScrollHintVisibility(bool IsUsingGamepad)
|
|
{
|
|
static class UFunction* Func = nullptr;
|
|
|
|
if (Func == nullptr)
|
|
Func = Class->GetFunction("FrontEndRewards_ListRewards_C", "UpdateScrollHintVisibility");
|
|
|
|
Params::FrontEndRewards_ListRewards_C_UpdateScrollHintVisibility Parms{};
|
|
|
|
Parms.IsUsingGamepad = IsUsingGamepad;
|
|
|
|
UObject::ProcessEvent(Func, &Parms);
|
|
}
|
|
|
|
}
|
|
|