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

793 lines
27 KiB
C++

#pragma once
/*
* SDK generated by Dumper-7
*
* https://github.com/Encryqed/Dumper-7
*/
// Package: FrontEndRewards_ListRewards
#include "Basic.hpp"
#include "FrontEndRewards_ListRewards_classes.hpp"
#include "FrontEndRewards_ListRewards_parameters.hpp"
namespace SDK
{
// Function FrontEndRewards_ListRewards.FrontEndRewards_ListRewards_C.ExecuteUbergraph_FrontEndRewards_ListRewards
// (Final, UbergraphFunction, HasDefaults)
// Parameters:
// int32 EntryPoint (BlueprintVisible, BlueprintReadOnly, Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash)
void UFrontEndRewards_ListRewards_C::ExecuteUbergraph_FrontEndRewards_ListRewards(int32 EntryPoint)
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("FrontEndRewards_ListRewards_C", "ExecuteUbergraph_FrontEndRewards_ListRewards");
Params::FrontEndRewards_ListRewards_C_ExecuteUbergraph_FrontEndRewards_ListRewards Parms{};
Parms.EntryPoint = EntryPoint;
UObject::ProcessEvent(Func, &Parms);
}
// Function FrontEndRewards_ListRewards.FrontEndRewards_ListRewards_C.BndEvt__ActionWidgetScroll_K2Node_ComponentBoundEvent_5_OnInputMethodChanged__DelegateSignature
// (BlueprintEvent)
// Parameters:
// bool bUsingGamepad (BlueprintVisible, BlueprintReadOnly, Parm, ZeroConstructor, IsPlainOldData, NoDestructor)
void UFrontEndRewards_ListRewards_C::BndEvt__ActionWidgetScroll_K2Node_ComponentBoundEvent_5_OnInputMethodChanged__DelegateSignature(bool bUsingGamepad)
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("FrontEndRewards_ListRewards_C", "BndEvt__ActionWidgetScroll_K2Node_ComponentBoundEvent_5_OnInputMethodChanged__DelegateSignature");
Params::FrontEndRewards_ListRewards_C_BndEvt__ActionWidgetScroll_K2Node_ComponentBoundEvent_5_OnInputMethodChanged__DelegateSignature Parms{};
Parms.bUsingGamepad = bUsingGamepad;
UObject::ProcessEvent(Func, &Parms);
}
// Function FrontEndRewards_ListRewards.FrontEndRewards_ListRewards_C.OnPrimaryAction
// (Event, Public, BlueprintCallable, BlueprintEvent)
void UFrontEndRewards_ListRewards_C::OnPrimaryAction()
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("FrontEndRewards_ListRewards_C", "OnPrimaryAction");
UObject::ProcessEvent(Func, nullptr);
}
// Function FrontEndRewards_ListRewards.FrontEndRewards_ListRewards_C.OnDeactivated
// (Event, Public, BlueprintCallable, BlueprintEvent)
void UFrontEndRewards_ListRewards_C::OnDeactivated()
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("FrontEndRewards_ListRewards_C", "OnDeactivated");
UObject::ProcessEvent(Func, nullptr);
}
// Function FrontEndRewards_ListRewards.FrontEndRewards_ListRewards_C.OnActivated
// (Event, Public, BlueprintCallable, BlueprintEvent)
void UFrontEndRewards_ListRewards_C::OnActivated()
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("FrontEndRewards_ListRewards_C", "OnActivated");
UObject::ProcessEvent(Func, nullptr);
}
// Function FrontEndRewards_ListRewards.FrontEndRewards_ListRewards_C.OnNavigationRight
// (Event, Public, BlueprintCallable, BlueprintEvent)
void UFrontEndRewards_ListRewards_C::OnNavigationRight()
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("FrontEndRewards_ListRewards_C", "OnNavigationRight");
UObject::ProcessEvent(Func, nullptr);
}
// Function FrontEndRewards_ListRewards.FrontEndRewards_ListRewards_C.OnNavigationLeft
// (Event, Public, BlueprintCallable, BlueprintEvent)
void UFrontEndRewards_ListRewards_C::OnNavigationLeft()
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("FrontEndRewards_ListRewards_C", "OnNavigationLeft");
UObject::ProcessEvent(Func, nullptr);
}
// Function FrontEndRewards_ListRewards.FrontEndRewards_ListRewards_C.TransitionOutBegin
// (Event, Protected, BlueprintEvent)
void UFrontEndRewards_ListRewards_C::TransitionOutBegin()
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("FrontEndRewards_ListRewards_C", "TransitionOutBegin");
UObject::ProcessEvent(Func, nullptr);
}
// Function FrontEndRewards_ListRewards.FrontEndRewards_ListRewards_C.TransitionInBegin
// (Event, Protected, BlueprintEvent)
void UFrontEndRewards_ListRewards_C::TransitionInBegin()
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("FrontEndRewards_ListRewards_C", "TransitionInBegin");
UObject::ProcessEvent(Func, nullptr);
}
// Function FrontEndRewards_ListRewards.FrontEndRewards_ListRewards_C.Construct
// (BlueprintCosmetic, Event, Public, BlueprintEvent)
void UFrontEndRewards_ListRewards_C::Construct()
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("FrontEndRewards_ListRewards_C", "Construct");
UObject::ProcessEvent(Func, nullptr);
}
// Function FrontEndRewards_ListRewards.FrontEndRewards_ListRewards_C.DelayedCheckScroll
// (BlueprintCallable, BlueprintEvent)
void UFrontEndRewards_ListRewards_C::DelayedCheckScroll()
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("FrontEndRewards_ListRewards_C", "DelayedCheckScroll");
UObject::ProcessEvent(Func, nullptr);
}
// Function FrontEndRewards_ListRewards.FrontEndRewards_ListRewards_C.PreConstruct
// (BlueprintCosmetic, Event, Public, BlueprintEvent)
// Parameters:
// bool IsDesignTime (BlueprintVisible, BlueprintReadOnly, Parm, ZeroConstructor, IsPlainOldData, NoDestructor)
void UFrontEndRewards_ListRewards_C::PreConstruct(bool IsDesignTime)
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("FrontEndRewards_ListRewards_C", "PreConstruct");
Params::FrontEndRewards_ListRewards_C_PreConstruct Parms{};
Parms.IsDesignTime = IsDesignTime;
UObject::ProcessEvent(Func, &Parms);
}
// Function FrontEndRewards_ListRewards.FrontEndRewards_ListRewards_C.InitDesignView
// (Private, BlueprintCallable, BlueprintEvent)
void UFrontEndRewards_ListRewards_C::InitDesignView()
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("FrontEndRewards_ListRewards_C", "InitDesignView");
UObject::ProcessEvent(Func, nullptr);
}
// Function FrontEndRewards_ListRewards.FrontEndRewards_ListRewards_C.AddCard
// (Private, BlueprintCallable, BlueprintEvent)
// Parameters:
// class URewards_ItemCard_C* Card (BlueprintVisible, BlueprintReadOnly, Parm, ZeroConstructor, InstancedReference, IsPlainOldData, NoDestructor, HasGetValueTypeHash)
void UFrontEndRewards_ListRewards_C::AddCard(class URewards_ItemCard_C* Card)
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("FrontEndRewards_ListRewards_C", "AddCard");
Params::FrontEndRewards_ListRewards_C_AddCard Parms{};
Parms.Card = Card;
UObject::ProcessEvent(Func, &Parms);
}
// Function FrontEndRewards_ListRewards.FrontEndRewards_ListRewards_C.SelectNextCard
// (Public, BlueprintCallable, BlueprintEvent)
void UFrontEndRewards_ListRewards_C::SelectNextCard()
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("FrontEndRewards_ListRewards_C", "SelectNextCard");
UObject::ProcessEvent(Func, nullptr);
}
// Function FrontEndRewards_ListRewards.FrontEndRewards_ListRewards_C.GetCardAlignment
// (Public, HasOutParams, HasDefaults, BlueprintCallable, BlueprintEvent)
// Parameters:
// int32 CardQueueIndex (BlueprintVisible, BlueprintReadOnly, Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash)
// int32 CardListIndex (BlueprintVisible, BlueprintReadOnly, Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash)
// struct FVector2D Alignment (Parm, OutParm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash)
// struct FAnchors Anchors (Parm, OutParm, NoDestructor)
// float Scale (Parm, OutParm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash)
// float Offset (Parm, OutParm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash)
// float Angle (Parm, OutParm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash)
// struct FVector2D Translation (Parm, OutParm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash)
// float DropShadowDepth (Parm, OutParm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash)
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)
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("FrontEndRewards_ListRewards_C", "GetCardAlignment");
Params::FrontEndRewards_ListRewards_C_GetCardAlignment Parms{};
Parms.CardQueueIndex = CardQueueIndex;
Parms.CardListIndex = CardListIndex;
UObject::ProcessEvent(Func, &Parms);
if (Alignment != nullptr)
*Alignment = std::move(Parms.Alignment);
if (Anchors != nullptr)
*Anchors = std::move(Parms.Anchors);
if (Scale != nullptr)
*Scale = Parms.Scale;
if (Offset != nullptr)
*Offset = Parms.Offset;
if (Angle != nullptr)
*Angle = Parms.Angle;
if (Translation != nullptr)
*Translation = std::move(Parms.Translation);
if (DropShadowDepth != nullptr)
*DropShadowDepth = Parms.DropShadowDepth;
}
// Function FrontEndRewards_ListRewards.FrontEndRewards_ListRewards_C.HandleLastSlideAnimFinished
// (Public, BlueprintCallable, BlueprintEvent)
// Parameters:
// class URewards_ItemCard_C* RewardsItemCard (BlueprintVisible, BlueprintReadOnly, Parm, ZeroConstructor, InstancedReference, IsPlainOldData, NoDestructor, HasGetValueTypeHash)
void UFrontEndRewards_ListRewards_C::HandleLastSlideAnimFinished(class URewards_ItemCard_C* RewardsItemCard)
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("FrontEndRewards_ListRewards_C", "HandleLastSlideAnimFinished");
Params::FrontEndRewards_ListRewards_C_HandleLastSlideAnimFinished Parms{};
Parms.RewardsItemCard = RewardsItemCard;
UObject::ProcessEvent(Func, &Parms);
}
// Function FrontEndRewards_ListRewards.FrontEndRewards_ListRewards_C.SelectPreviousCard
// (Public, BlueprintCallable, BlueprintEvent)
void UFrontEndRewards_ListRewards_C::SelectPreviousCard()
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("FrontEndRewards_ListRewards_C", "SelectPreviousCard");
UObject::ProcessEvent(Func, nullptr);
}
// Function FrontEndRewards_ListRewards.FrontEndRewards_ListRewards_C.SetCardAlignment
// (Public, HasDefaults, BlueprintCallable, BlueprintEvent)
// Parameters:
// class UWidget* CardWidget (BlueprintVisible, BlueprintReadOnly, Parm, ZeroConstructor, InstancedReference, IsPlainOldData, NoDestructor, HasGetValueTypeHash)
// int32 SelectionIndex (BlueprintVisible, BlueprintReadOnly, Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash)
void UFrontEndRewards_ListRewards_C::SetCardAlignment(class UWidget* CardWidget, int32 SelectionIndex)
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("FrontEndRewards_ListRewards_C", "SetCardAlignment");
Params::FrontEndRewards_ListRewards_C_SetCardAlignment Parms{};
Parms.CardWidget = CardWidget;
Parms.SelectionIndex = SelectionIndex;
UObject::ProcessEvent(Func, &Parms);
}
// Function FrontEndRewards_ListRewards.FrontEndRewards_ListRewards_C.SetItemDescription
// (Private, HasDefaults, BlueprintCallable, BlueprintEvent)
void UFrontEndRewards_ListRewards_C::SetItemDescription()
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("FrontEndRewards_ListRewards_C", "SetItemDescription");
UObject::ProcessEvent(Func, nullptr);
}
// Function FrontEndRewards_ListRewards.FrontEndRewards_ListRewards_C.PlayCardSlide
// (Public, HasDefaults, BlueprintCallable, BlueprintEvent)
// Parameters:
// class URewards_ItemCard_C* RewardsItemCard (BlueprintVisible, BlueprintReadOnly, Parm, ZeroConstructor, InstancedReference, IsPlainOldData, NoDestructor, HasGetValueTypeHash)
// float StaggerDelay (BlueprintVisible, BlueprintReadOnly, Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash)
void UFrontEndRewards_ListRewards_C::PlayCardSlide(class URewards_ItemCard_C* RewardsItemCard, float StaggerDelay)
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("FrontEndRewards_ListRewards_C", "PlayCardSlide");
Params::FrontEndRewards_ListRewards_C_PlayCardSlide Parms{};
Parms.RewardsItemCard = RewardsItemCard;
Parms.StaggerDelay = StaggerDelay;
UObject::ProcessEvent(Func, &Parms);
}
// Function FrontEndRewards_ListRewards.FrontEndRewards_ListRewards_C.ClearCards
// (Private, BlueprintCallable, BlueprintEvent)
void UFrontEndRewards_ListRewards_C::ClearCards()
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("FrontEndRewards_ListRewards_C", "ClearCards");
UObject::ProcessEvent(Func, nullptr);
}
// Function FrontEndRewards_ListRewards.FrontEndRewards_ListRewards_C.HandleCardClicked
// (Private, BlueprintCallable, BlueprintEvent)
// Parameters:
// class URewards_ItemCard_C* Card (BlueprintVisible, BlueprintReadOnly, Parm, ZeroConstructor, InstancedReference, IsPlainOldData, NoDestructor, HasGetValueTypeHash)
void UFrontEndRewards_ListRewards_C::HandleCardClicked(class URewards_ItemCard_C* Card)
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("FrontEndRewards_ListRewards_C", "HandleCardClicked");
Params::FrontEndRewards_ListRewards_C_HandleCardClicked Parms{};
Parms.Card = Card;
UObject::ProcessEvent(Func, &Parms);
}
// Function FrontEndRewards_ListRewards.FrontEndRewards_ListRewards_C.SetCardSelected
// (Private, BlueprintCallable, BlueprintEvent)
// Parameters:
// class URewards_ItemCard_C* Card (BlueprintVisible, BlueprintReadOnly, Parm, ZeroConstructor, InstancedReference, IsPlainOldData, NoDestructor, HasGetValueTypeHash)
void UFrontEndRewards_ListRewards_C::SetCardSelected(class URewards_ItemCard_C* Card)
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("FrontEndRewards_ListRewards_C", "SetCardSelected");
Params::FrontEndRewards_ListRewards_C_SetCardSelected Parms{};
Parms.Card = Card;
UObject::ProcessEvent(Func, &Parms);
}
// Function FrontEndRewards_ListRewards.FrontEndRewards_ListRewards_C.SelectCard
// (Private, HasDefaults, BlueprintCallable, BlueprintEvent)
// Parameters:
// int32 InNewIndex (BlueprintVisible, BlueprintReadOnly, Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash)
void UFrontEndRewards_ListRewards_C::SelectCard(int32 InNewIndex)
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("FrontEndRewards_ListRewards_C", "SelectCard");
Params::FrontEndRewards_ListRewards_C_SelectCard Parms{};
Parms.InNewIndex = InNewIndex;
UObject::ProcessEvent(Func, &Parms);
}
// Function FrontEndRewards_ListRewards.FrontEndRewards_ListRewards_C.HandleOutroAnimFinished
// (Private, BlueprintCallable, BlueprintEvent)
void UFrontEndRewards_ListRewards_C::HandleOutroAnimFinished()
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("FrontEndRewards_ListRewards_C", "HandleOutroAnimFinished");
UObject::ProcessEvent(Func, nullptr);
}
// Function FrontEndRewards_ListRewards.FrontEndRewards_ListRewards_C.HandleLastPopInFinished
// (Private, BlueprintCallable, BlueprintEvent)
void UFrontEndRewards_ListRewards_C::HandleLastPopInFinished()
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("FrontEndRewards_ListRewards_C", "HandleLastPopInFinished");
UObject::ProcessEvent(Func, nullptr);
}
// Function FrontEndRewards_ListRewards.FrontEndRewards_ListRewards_C.SetArrowVisibility
// (Private, BlueprintCallable, BlueprintEvent)
void UFrontEndRewards_ListRewards_C::SetArrowVisibility()
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("FrontEndRewards_ListRewards_C", "SetArrowVisibility");
UObject::ProcessEvent(Func, nullptr);
}
// Function FrontEndRewards_ListRewards.FrontEndRewards_ListRewards_C.HandleCollectAllAction
// (Public, HasOutParams, BlueprintCallable, BlueprintEvent)
// Parameters:
// bool Committed (Parm, OutParm, ZeroConstructor, IsPlainOldData, NoDestructor)
void UFrontEndRewards_ListRewards_C::HandleCollectAllAction(bool* Committed)
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("FrontEndRewards_ListRewards_C", "HandleCollectAllAction");
Params::FrontEndRewards_ListRewards_C_HandleCollectAllAction Parms{};
UObject::ProcessEvent(Func, &Parms);
if (Committed != nullptr)
*Committed = Parms.Committed;
}
// Function FrontEndRewards_ListRewards.FrontEndRewards_ListRewards_C.HandleScrollAction
// (Public, HasOutParams, BlueprintCallable, BlueprintEvent)
// Parameters:
// bool Committed (Parm, OutParm, ZeroConstructor, IsPlainOldData, NoDestructor)
void UFrontEndRewards_ListRewards_C::HandleScrollAction(bool* Committed)
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("FrontEndRewards_ListRewards_C", "HandleScrollAction");
Params::FrontEndRewards_ListRewards_C_HandleScrollAction Parms{};
UObject::ProcessEvent(Func, &Parms);
if (Committed != nullptr)
*Committed = Parms.Committed;
}
// Function FrontEndRewards_ListRewards.FrontEndRewards_ListRewards_C.HandleInspectAction
// (Public, HasOutParams, BlueprintCallable, BlueprintEvent)
// Parameters:
// bool Committed (Parm, OutParm, ZeroConstructor, IsPlainOldData, NoDestructor)
void UFrontEndRewards_ListRewards_C::HandleInspectAction(bool* Committed)
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("FrontEndRewards_ListRewards_C", "HandleInspectAction");
Params::FrontEndRewards_ListRewards_C_HandleInspectAction Parms{};
UObject::ProcessEvent(Func, &Parms);
if (Committed != nullptr)
*Committed = Parms.Committed;
}
// Function FrontEndRewards_ListRewards.FrontEndRewards_ListRewards_C.PopulateFromCardsList
// (Public, HasOutParams, BlueprintCallable, BlueprintEvent)
// Parameters:
// TArray<class URewards_ItemCard_C*> Cards (BlueprintVisible, BlueprintReadOnly, Parm, OutParm, ZeroConstructor, ReferenceParm)
void UFrontEndRewards_ListRewards_C::PopulateFromCardsList(TArray<class URewards_ItemCard_C*>& Cards)
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("FrontEndRewards_ListRewards_C", "PopulateFromCardsList");
Params::FrontEndRewards_ListRewards_C_PopulateFromCardsList Parms{};
Parms.Cards = std::move(Cards);
UObject::ProcessEvent(Func, &Parms);
Cards = std::move(Parms.Cards);
}
// Function FrontEndRewards_ListRewards.FrontEndRewards_ListRewards_C.EnableInputActions
// (Private, BlueprintCallable, BlueprintEvent)
void UFrontEndRewards_ListRewards_C::EnableInputActions()
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("FrontEndRewards_ListRewards_C", "EnableInputActions");
UObject::ProcessEvent(Func, nullptr);
}
// Function FrontEndRewards_ListRewards.FrontEndRewards_ListRewards_C.DisableInputActions
// (Private, BlueprintCallable, BlueprintEvent)
void UFrontEndRewards_ListRewards_C::DisableInputActions()
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("FrontEndRewards_ListRewards_C", "DisableInputActions");
UObject::ProcessEvent(Func, nullptr);
}
// Function FrontEndRewards_ListRewards.FrontEndRewards_ListRewards_C.AddInputActions
// (Private, BlueprintCallable, BlueprintEvent)
void UFrontEndRewards_ListRewards_C::AddInputActions()
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("FrontEndRewards_ListRewards_C", "AddInputActions");
UObject::ProcessEvent(Func, nullptr);
}
// Function FrontEndRewards_ListRewards.FrontEndRewards_ListRewards_C.Reset
// (Public, BlueprintCallable, BlueprintEvent)
void UFrontEndRewards_ListRewards_C::Reset()
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("FrontEndRewards_ListRewards_C", "Reset");
UObject::ProcessEvent(Func, nullptr);
}
// Function FrontEndRewards_ListRewards.FrontEndRewards_ListRewards_C.HandleTransitionInComplete
// (Private, BlueprintCallable, BlueprintEvent)
void UFrontEndRewards_ListRewards_C::HandleTransitionInComplete()
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("FrontEndRewards_ListRewards_C", "HandleTransitionInComplete");
UObject::ProcessEvent(Func, nullptr);
}
// Function FrontEndRewards_ListRewards.FrontEndRewards_ListRewards_C.BindEvents
// (Private, BlueprintCallable, BlueprintEvent)
void UFrontEndRewards_ListRewards_C::BindEvents()
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("FrontEndRewards_ListRewards_C", "BindEvents");
UObject::ProcessEvent(Func, nullptr);
}
// Function FrontEndRewards_ListRewards.FrontEndRewards_ListRewards_C.TickTransitionIn
// (Private, BlueprintCallable, BlueprintEvent)
void UFrontEndRewards_ListRewards_C::TickTransitionIn()
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("FrontEndRewards_ListRewards_C", "TickTransitionIn");
UObject::ProcessEvent(Func, nullptr);
}
// Function FrontEndRewards_ListRewards.FrontEndRewards_ListRewards_C.SkipTransitionIn
// (Public, BlueprintCallable, BlueprintEvent)
void UFrontEndRewards_ListRewards_C::SkipTransitionIn()
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("FrontEndRewards_ListRewards_C", "SkipTransitionIn");
UObject::ProcessEvent(Func, nullptr);
}
// Function FrontEndRewards_ListRewards.FrontEndRewards_ListRewards_C.Clear DisplayName and Description Widgets
// (Public, BlueprintCallable, BlueprintEvent)
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);
}
// 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);
}
}