mirror of
https://github.com/ApfelTeeSaft/UnrealEvent.git
synced 2026-08-26 19:33:43 +00:00
222 lines
7.0 KiB
C++
222 lines
7.0 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: GamepadInfoSelectorPanel_v3
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#include "Basic.hpp"
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#include "GamepadInfoSelectorPanel_v3_classes.hpp"
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#include "GamepadInfoSelectorPanel_v3_parameters.hpp"
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namespace SDK
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{
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// Function GamepadInfoSelectorPanel_v3.GamepadInfoSelectorPanel_v3_C.GamepadInfoSelectorBack__DelegateSignature
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// (Public, Delegate, BlueprintCallable, BlueprintEvent)
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void UGamepadInfoSelectorPanel_v3_C::GamepadInfoSelectorBack__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("GamepadInfoSelectorPanel_v3_C", "GamepadInfoSelectorBack__DelegateSignature");
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UObject::ProcessEvent(Func, nullptr);
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}
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// Function GamepadInfoSelectorPanel_v3.GamepadInfoSelectorPanel_v3_C.GamepadInfoSelectorApply__DelegateSignature
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// (Public, Delegate, BlueprintCallable, BlueprintEvent)
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void UGamepadInfoSelectorPanel_v3_C::GamepadInfoSelectorApply__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("GamepadInfoSelectorPanel_v3_C", "GamepadInfoSelectorApply__DelegateSignature");
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UObject::ProcessEvent(Func, nullptr);
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}
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// Function GamepadInfoSelectorPanel_v3.GamepadInfoSelectorPanel_v3_C.GamepadInfoSelectorReset__DelegateSignature
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// (Public, Delegate, BlueprintCallable, BlueprintEvent)
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void UGamepadInfoSelectorPanel_v3_C::GamepadInfoSelectorReset__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("GamepadInfoSelectorPanel_v3_C", "GamepadInfoSelectorReset__DelegateSignature");
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UObject::ProcessEvent(Func, nullptr);
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}
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// Function GamepadInfoSelectorPanel_v3.GamepadInfoSelectorPanel_v3_C.GamepadInfoSelectorFocus__DelegateSignature
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// (Public, Delegate, BlueprintCallable, BlueprintEvent)
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void UGamepadInfoSelectorPanel_v3_C::GamepadInfoSelectorFocus__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("GamepadInfoSelectorPanel_v3_C", "GamepadInfoSelectorFocus__DelegateSignature");
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UObject::ProcessEvent(Func, nullptr);
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}
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// Function GamepadInfoSelectorPanel_v3.GamepadInfoSelectorPanel_v3_C.ExecuteUbergraph_GamepadInfoSelectorPanel_v3
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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 UGamepadInfoSelectorPanel_v3_C::ExecuteUbergraph_GamepadInfoSelectorPanel_v3(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("GamepadInfoSelectorPanel_v3_C", "ExecuteUbergraph_GamepadInfoSelectorPanel_v3");
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Params::GamepadInfoSelectorPanel_v3_C_ExecuteUbergraph_GamepadInfoSelectorPanel_v3 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 GamepadInfoSelectorPanel_v3.GamepadInfoSelectorPanel_v3_C.BndEvt__ResetButton_K2Node_ComponentBoundEvent_0_OnButtonClickedEvent__DelegateSignature
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// (BlueprintEvent)
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void UGamepadInfoSelectorPanel_v3_C::BndEvt__ResetButton_K2Node_ComponentBoundEvent_0_OnButtonClickedEvent__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("GamepadInfoSelectorPanel_v3_C", "BndEvt__ResetButton_K2Node_ComponentBoundEvent_0_OnButtonClickedEvent__DelegateSignature");
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UObject::ProcessEvent(Func, nullptr);
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}
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// Function GamepadInfoSelectorPanel_v3.GamepadInfoSelectorPanel_v3_C.OnActivated
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// (Event, Protected, BlueprintEvent)
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void UGamepadInfoSelectorPanel_v3_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("GamepadInfoSelectorPanel_v3_C", "OnActivated");
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UObject::ProcessEvent(Func, nullptr);
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}
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// Function GamepadInfoSelectorPanel_v3.GamepadInfoSelectorPanel_v3_C.OnAddedToFocusPath
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// (BlueprintCosmetic, Event, Public, BlueprintEvent)
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// Parameters:
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// struct FFocusEvent InFocusEvent (BlueprintVisible, BlueprintReadOnly, Parm, NoDestructor)
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void UGamepadInfoSelectorPanel_v3_C::OnAddedToFocusPath(const struct FFocusEvent& InFocusEvent)
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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("GamepadInfoSelectorPanel_v3_C", "OnAddedToFocusPath");
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Params::GamepadInfoSelectorPanel_v3_C_OnAddedToFocusPath Parms{};
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Parms.InFocusEvent = std::move(InFocusEvent);
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UObject::ProcessEvent(Func, &Parms);
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}
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// Function GamepadInfoSelectorPanel_v3.GamepadInfoSelectorPanel_v3_C.OnDeactivated
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// (Event, Protected, BlueprintEvent)
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void UGamepadInfoSelectorPanel_v3_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("GamepadInfoSelectorPanel_v3_C", "OnDeactivated");
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UObject::ProcessEvent(Func, nullptr);
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}
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// Function GamepadInfoSelectorPanel_v3.GamepadInfoSelectorPanel_v3_C.HandleBack
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// (Public, HasOutParams, BlueprintCallable, BlueprintEvent)
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// Parameters:
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// bool PassThrough (Parm, OutParm, ZeroConstructor, IsPlainOldData, NoDestructor)
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void UGamepadInfoSelectorPanel_v3_C::HandleBack(bool* PassThrough)
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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("GamepadInfoSelectorPanel_v3_C", "HandleBack");
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Params::GamepadInfoSelectorPanel_v3_C_HandleBack Parms{};
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UObject::ProcessEvent(Func, &Parms);
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if (PassThrough != nullptr)
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*PassThrough = Parms.PassThrough;
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}
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// Function GamepadInfoSelectorPanel_v3.GamepadInfoSelectorPanel_v3_C.HandleApply
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// (Public, HasOutParams, BlueprintCallable, BlueprintEvent)
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// Parameters:
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// bool PassThrough (Parm, OutParm, ZeroConstructor, IsPlainOldData, NoDestructor)
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void UGamepadInfoSelectorPanel_v3_C::HandleApply(bool* PassThrough)
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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("GamepadInfoSelectorPanel_v3_C", "HandleApply");
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Params::GamepadInfoSelectorPanel_v3_C_HandleApply Parms{};
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UObject::ProcessEvent(Func, &Parms);
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if (PassThrough != nullptr)
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*PassThrough = Parms.PassThrough;
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}
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// Function GamepadInfoSelectorPanel_v3.GamepadInfoSelectorPanel_v3_C.HandleReset
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// (Public, HasOutParams, BlueprintCallable, BlueprintEvent)
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// Parameters:
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// bool PassThrough (Parm, OutParm, ZeroConstructor, IsPlainOldData, NoDestructor)
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void UGamepadInfoSelectorPanel_v3_C::HandleReset(bool* PassThrough)
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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("GamepadInfoSelectorPanel_v3_C", "HandleReset");
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Params::GamepadInfoSelectorPanel_v3_C_HandleReset Parms{};
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UObject::ProcessEvent(Func, &Parms);
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if (PassThrough != nullptr)
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*PassThrough = Parms.PassThrough;
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}
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}
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