Files
UnrealEvent/Aeon-740/SDK/GamepadInfoSelectorPanel_v3_functions.cpp
2024-10-18 01:01:36 +01:00

222 lines
7.0 KiB
C++

#pragma once
/*
* SDK generated by Dumper-7
*
* https://github.com/Encryqed/Dumper-7
*/
// Package: GamepadInfoSelectorPanel_v3
#include "Basic.hpp"
#include "GamepadInfoSelectorPanel_v3_classes.hpp"
#include "GamepadInfoSelectorPanel_v3_parameters.hpp"
namespace SDK
{
// Function GamepadInfoSelectorPanel_v3.GamepadInfoSelectorPanel_v3_C.GamepadInfoSelectorBack__DelegateSignature
// (Public, Delegate, BlueprintCallable, BlueprintEvent)
void UGamepadInfoSelectorPanel_v3_C::GamepadInfoSelectorBack__DelegateSignature()
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("GamepadInfoSelectorPanel_v3_C", "GamepadInfoSelectorBack__DelegateSignature");
UObject::ProcessEvent(Func, nullptr);
}
// Function GamepadInfoSelectorPanel_v3.GamepadInfoSelectorPanel_v3_C.GamepadInfoSelectorApply__DelegateSignature
// (Public, Delegate, BlueprintCallable, BlueprintEvent)
void UGamepadInfoSelectorPanel_v3_C::GamepadInfoSelectorApply__DelegateSignature()
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("GamepadInfoSelectorPanel_v3_C", "GamepadInfoSelectorApply__DelegateSignature");
UObject::ProcessEvent(Func, nullptr);
}
// Function GamepadInfoSelectorPanel_v3.GamepadInfoSelectorPanel_v3_C.GamepadInfoSelectorReset__DelegateSignature
// (Public, Delegate, BlueprintCallable, BlueprintEvent)
void UGamepadInfoSelectorPanel_v3_C::GamepadInfoSelectorReset__DelegateSignature()
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("GamepadInfoSelectorPanel_v3_C", "GamepadInfoSelectorReset__DelegateSignature");
UObject::ProcessEvent(Func, nullptr);
}
// Function GamepadInfoSelectorPanel_v3.GamepadInfoSelectorPanel_v3_C.GamepadInfoSelectorFocus__DelegateSignature
// (Public, Delegate, BlueprintCallable, BlueprintEvent)
void UGamepadInfoSelectorPanel_v3_C::GamepadInfoSelectorFocus__DelegateSignature()
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("GamepadInfoSelectorPanel_v3_C", "GamepadInfoSelectorFocus__DelegateSignature");
UObject::ProcessEvent(Func, nullptr);
}
// Function GamepadInfoSelectorPanel_v3.GamepadInfoSelectorPanel_v3_C.ExecuteUbergraph_GamepadInfoSelectorPanel_v3
// (Final, UbergraphFunction, HasDefaults)
// Parameters:
// int32 EntryPoint (BlueprintVisible, BlueprintReadOnly, Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash)
void UGamepadInfoSelectorPanel_v3_C::ExecuteUbergraph_GamepadInfoSelectorPanel_v3(int32 EntryPoint)
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("GamepadInfoSelectorPanel_v3_C", "ExecuteUbergraph_GamepadInfoSelectorPanel_v3");
Params::GamepadInfoSelectorPanel_v3_C_ExecuteUbergraph_GamepadInfoSelectorPanel_v3 Parms{};
Parms.EntryPoint = EntryPoint;
UObject::ProcessEvent(Func, &Parms);
}
// Function GamepadInfoSelectorPanel_v3.GamepadInfoSelectorPanel_v3_C.BndEvt__ResetButton_K2Node_ComponentBoundEvent_0_OnButtonClickedEvent__DelegateSignature
// (BlueprintEvent)
void UGamepadInfoSelectorPanel_v3_C::BndEvt__ResetButton_K2Node_ComponentBoundEvent_0_OnButtonClickedEvent__DelegateSignature()
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("GamepadInfoSelectorPanel_v3_C", "BndEvt__ResetButton_K2Node_ComponentBoundEvent_0_OnButtonClickedEvent__DelegateSignature");
UObject::ProcessEvent(Func, nullptr);
}
// Function GamepadInfoSelectorPanel_v3.GamepadInfoSelectorPanel_v3_C.OnActivated
// (Event, Protected, BlueprintEvent)
void UGamepadInfoSelectorPanel_v3_C::OnActivated()
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("GamepadInfoSelectorPanel_v3_C", "OnActivated");
UObject::ProcessEvent(Func, nullptr);
}
// Function GamepadInfoSelectorPanel_v3.GamepadInfoSelectorPanel_v3_C.OnAddedToFocusPath
// (BlueprintCosmetic, Event, Public, BlueprintEvent)
// Parameters:
// struct FFocusEvent InFocusEvent (BlueprintVisible, BlueprintReadOnly, Parm, NoDestructor)
void UGamepadInfoSelectorPanel_v3_C::OnAddedToFocusPath(const struct FFocusEvent& InFocusEvent)
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("GamepadInfoSelectorPanel_v3_C", "OnAddedToFocusPath");
Params::GamepadInfoSelectorPanel_v3_C_OnAddedToFocusPath Parms{};
Parms.InFocusEvent = std::move(InFocusEvent);
UObject::ProcessEvent(Func, &Parms);
}
// Function GamepadInfoSelectorPanel_v3.GamepadInfoSelectorPanel_v3_C.OnDeactivated
// (Event, Protected, BlueprintEvent)
void UGamepadInfoSelectorPanel_v3_C::OnDeactivated()
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("GamepadInfoSelectorPanel_v3_C", "OnDeactivated");
UObject::ProcessEvent(Func, nullptr);
}
// Function GamepadInfoSelectorPanel_v3.GamepadInfoSelectorPanel_v3_C.HandleBack
// (Public, HasOutParams, BlueprintCallable, BlueprintEvent)
// Parameters:
// bool PassThrough (Parm, OutParm, ZeroConstructor, IsPlainOldData, NoDestructor)
void UGamepadInfoSelectorPanel_v3_C::HandleBack(bool* PassThrough)
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("GamepadInfoSelectorPanel_v3_C", "HandleBack");
Params::GamepadInfoSelectorPanel_v3_C_HandleBack Parms{};
UObject::ProcessEvent(Func, &Parms);
if (PassThrough != nullptr)
*PassThrough = Parms.PassThrough;
}
// Function GamepadInfoSelectorPanel_v3.GamepadInfoSelectorPanel_v3_C.HandleApply
// (Public, HasOutParams, BlueprintCallable, BlueprintEvent)
// Parameters:
// bool PassThrough (Parm, OutParm, ZeroConstructor, IsPlainOldData, NoDestructor)
void UGamepadInfoSelectorPanel_v3_C::HandleApply(bool* PassThrough)
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("GamepadInfoSelectorPanel_v3_C", "HandleApply");
Params::GamepadInfoSelectorPanel_v3_C_HandleApply Parms{};
UObject::ProcessEvent(Func, &Parms);
if (PassThrough != nullptr)
*PassThrough = Parms.PassThrough;
}
// Function GamepadInfoSelectorPanel_v3.GamepadInfoSelectorPanel_v3_C.HandleReset
// (Public, HasOutParams, BlueprintCallable, BlueprintEvent)
// Parameters:
// bool PassThrough (Parm, OutParm, ZeroConstructor, IsPlainOldData, NoDestructor)
void UGamepadInfoSelectorPanel_v3_C::HandleReset(bool* PassThrough)
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("GamepadInfoSelectorPanel_v3_C", "HandleReset");
Params::GamepadInfoSelectorPanel_v3_C_HandleReset Parms{};
UObject::ProcessEvent(Func, &Parms);
if (PassThrough != nullptr)
*PassThrough = Parms.PassThrough;
}
}