mirror of
https://github.com/ApfelTeeSaft/UnrealEvent.git
synced 2026-08-26 19:33:43 +00:00
513 lines
16 KiB
C++
513 lines
16 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: LeaveButton
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#include "Basic.hpp"
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#include "LeaveButton_classes.hpp"
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#include "LeaveButton_parameters.hpp"
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namespace SDK
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{
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// Function LeaveButton.LeaveButton_C.OnClicked__DelegateSignature
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// (Public, Delegate, BlueprintCallable, BlueprintEvent)
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void ULeaveButton_C::OnClicked__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("LeaveButton_C", "OnClicked__DelegateSignature");
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UObject::ProcessEvent(Func, nullptr);
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}
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// Function LeaveButton.LeaveButton_C.Update Visibility__DelegateSignature
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// (Public, Delegate, BlueprintCallable, BlueprintEvent)
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// Parameters:
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// bool Param_Visibility (BlueprintVisible, BlueprintReadOnly, Parm, ZeroConstructor, IsPlainOldData, NoDestructor)
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void ULeaveButton_C::Update_Visibility__DelegateSignature(bool Param_Visibility)
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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("LeaveButton_C", "Update Visibility__DelegateSignature");
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Params::LeaveButton_C_Update_Visibility__DelegateSignature Parms{};
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Parms.Param_Visibility = Param_Visibility;
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UObject::ProcessEvent(Func, &Parms);
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}
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// Function LeaveButton.LeaveButton_C.ExecuteUbergraph_LeaveButton
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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 ULeaveButton_C::ExecuteUbergraph_LeaveButton(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("LeaveButton_C", "ExecuteUbergraph_LeaveButton");
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Params::LeaveButton_C_ExecuteUbergraph_LeaveButton 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 LeaveButton.LeaveButton_C.HandlePlayerStateChanged
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// (HasOutParams, BlueprintCallable, BlueprintEvent)
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// Parameters:
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// struct FFortTeamMemberInfo TeamMemberInfo (ConstParm, BlueprintVisible, BlueprintReadOnly, Parm, OutParm, ReferenceParm, HasGetValueTypeHash)
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void ULeaveButton_C::HandlePlayerStateChanged(const struct FFortTeamMemberInfo& TeamMemberInfo)
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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("LeaveButton_C", "HandlePlayerStateChanged");
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Params::LeaveButton_C_HandlePlayerStateChanged Parms{};
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Parms.TeamMemberInfo = std::move(TeamMemberInfo);
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UObject::ProcessEvent(Func, &Parms);
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}
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// Function LeaveButton.LeaveButton_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 ULeaveButton_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("LeaveButton_C", "PreConstruct");
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Params::LeaveButton_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 LeaveButton.LeaveButton_C.Destruct
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// (BlueprintCosmetic, Event, Public, BlueprintEvent)
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void ULeaveButton_C::Destruct()
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{
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static class UFunction* Func = nullptr;
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if (Func == nullptr)
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Func = Class->GetFunction("LeaveButton_C", "Destruct");
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UObject::ProcessEvent(Func, nullptr);
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}
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// Function LeaveButton.LeaveButton_C.BndEvt__Leave_K2Node_ComponentBoundEvent_90_CommonButtonClicked__DelegateSignature
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// (BlueprintEvent)
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// Parameters:
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// class UCommonButton* Button (BlueprintVisible, BlueprintReadOnly, Parm, ZeroConstructor, InstancedReference, IsPlainOldData, NoDestructor, HasGetValueTypeHash)
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void ULeaveButton_C::BndEvt__Leave_K2Node_ComponentBoundEvent_90_CommonButtonClicked__DelegateSignature(class UCommonButton* Button)
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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("LeaveButton_C", "BndEvt__Leave_K2Node_ComponentBoundEvent_90_CommonButtonClicked__DelegateSignature");
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Params::LeaveButton_C_BndEvt__Leave_K2Node_ComponentBoundEvent_90_CommonButtonClicked__DelegateSignature Parms{};
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Parms.Button = Button;
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UObject::ProcessEvent(Func, &Parms);
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}
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// Function LeaveButton.LeaveButton_C.Construct
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// (BlueprintCosmetic, Event, Public, BlueprintEvent)
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void ULeaveButton_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("LeaveButton_C", "Construct");
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UObject::ProcessEvent(Func, nullptr);
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}
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// Function LeaveButton.LeaveButton_C.HandleLobbyEvents
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// (BlueprintCallable, BlueprintEvent)
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void ULeaveButton_C::HandleLobbyEvents()
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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("LeaveButton_C", "HandleLobbyEvents");
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UObject::ProcessEvent(Func, nullptr);
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}
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// Function LeaveButton.LeaveButton_C.HandleTeamMemberAdded
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// (BlueprintCallable, BlueprintEvent)
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// Parameters:
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// struct FFortTeamMemberInfo NewTeamMemberInfo (BlueprintVisible, BlueprintReadOnly, Parm, HasGetValueTypeHash)
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void ULeaveButton_C::HandleTeamMemberAdded(const struct FFortTeamMemberInfo& NewTeamMemberInfo)
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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("LeaveButton_C", "HandleTeamMemberAdded");
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Params::LeaveButton_C_HandleTeamMemberAdded Parms{};
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Parms.NewTeamMemberInfo = std::move(NewTeamMemberInfo);
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UObject::ProcessEvent(Func, &Parms);
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}
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// Function LeaveButton.LeaveButton_C.HandleTeamMemberRemoved
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// (BlueprintCallable, BlueprintEvent)
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// Parameters:
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// int32 PlayerIndex (BlueprintVisible, BlueprintReadOnly, Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash)
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void ULeaveButton_C::HandleTeamMemberRemoved(int32 PlayerIndex)
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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("LeaveButton_C", "HandleTeamMemberRemoved");
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Params::LeaveButton_C_HandleTeamMemberRemoved Parms{};
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Parms.PlayerIndex = PlayerIndex;
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UObject::ProcessEvent(Func, &Parms);
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}
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// Function LeaveButton.LeaveButton_C.DialogResult_A0D25F7F4E82D325BF226E811F1D79AF
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// (BlueprintCallable, BlueprintEvent)
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// Parameters:
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// EFortDialogResult Result (BlueprintVisible, BlueprintReadOnly, Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash)
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// class FName ResultName (BlueprintVisible, BlueprintReadOnly, Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash)
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void ULeaveButton_C::DialogResult_A0D25F7F4E82D325BF226E811F1D79AF(EFortDialogResult Result, class FName ResultName)
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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("LeaveButton_C", "DialogResult_A0D25F7F4E82D325BF226E811F1D79AF");
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Params::LeaveButton_C_DialogResult_A0D25F7F4E82D325BF226E811F1D79AF Parms{};
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Parms.Result = Result;
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Parms.ResultName = ResultName;
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UObject::ProcessEvent(Func, &Parms);
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}
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// Function LeaveButton.LeaveButton_C.DialogResult_574CB01D47DE8AEDA0EB2F9CFB146A3B
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// (BlueprintCallable, BlueprintEvent)
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// Parameters:
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// EFortDialogResult Result (BlueprintVisible, BlueprintReadOnly, Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash)
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// class FName ResultName (BlueprintVisible, BlueprintReadOnly, Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash)
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void ULeaveButton_C::DialogResult_574CB01D47DE8AEDA0EB2F9CFB146A3B(EFortDialogResult Result, class FName ResultName)
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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("LeaveButton_C", "DialogResult_574CB01D47DE8AEDA0EB2F9CFB146A3B");
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Params::LeaveButton_C_DialogResult_574CB01D47DE8AEDA0EB2F9CFB146A3B Parms{};
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Parms.Result = Result;
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Parms.ResultName = ResultName;
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UObject::ProcessEvent(Func, &Parms);
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}
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// Function LeaveButton.LeaveButton_C.DialogResult_F5AF58094777CFEEC0BF28BEA620800C
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// (BlueprintCallable, BlueprintEvent)
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// Parameters:
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// EFortDialogResult Result (BlueprintVisible, BlueprintReadOnly, Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash)
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// class FName ResultName (BlueprintVisible, BlueprintReadOnly, Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash)
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void ULeaveButton_C::DialogResult_F5AF58094777CFEEC0BF28BEA620800C(EFortDialogResult Result, class FName ResultName)
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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("LeaveButton_C", "DialogResult_F5AF58094777CFEEC0BF28BEA620800C");
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Params::LeaveButton_C_DialogResult_F5AF58094777CFEEC0BF28BEA620800C Parms{};
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Parms.Result = Result;
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Parms.ResultName = ResultName;
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UObject::ProcessEvent(Func, &Parms);
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}
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// Function LeaveButton.LeaveButton_C.DialogResult_1E39F47546648367BB2F218F69311220
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// (BlueprintCallable, BlueprintEvent)
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// Parameters:
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// EFortDialogResult Result (BlueprintVisible, BlueprintReadOnly, Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash)
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// class FName ResultName (BlueprintVisible, BlueprintReadOnly, Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash)
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void ULeaveButton_C::DialogResult_1E39F47546648367BB2F218F69311220(EFortDialogResult Result, class FName ResultName)
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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("LeaveButton_C", "DialogResult_1E39F47546648367BB2F218F69311220");
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Params::LeaveButton_C_DialogResult_1E39F47546648367BB2F218F69311220 Parms{};
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Parms.Result = Result;
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Parms.ResultName = ResultName;
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UObject::ProcessEvent(Func, &Parms);
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}
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// Function LeaveButton.LeaveButton_C.GetLeaveActionText
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// (Public, HasOutParams, HasDefaults, BlueprintCallable, BlueprintEvent, BlueprintPure)
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// Parameters:
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// class FText Text (Parm, OutParm)
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void ULeaveButton_C::GetLeaveActionText(class FText* Text)
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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("LeaveButton_C", "GetLeaveActionText");
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Params::LeaveButton_C_GetLeaveActionText Parms{};
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UObject::ProcessEvent(Func, &Parms);
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if (Text != nullptr)
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*Text = std::move(Parms.Text);
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}
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// Function LeaveButton.LeaveButton_C.IsConsideredInGame
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// (Public, HasOutParams, BlueprintCallable, BlueprintEvent, BlueprintPure)
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// Parameters:
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// bool InGame (Parm, OutParm, ZeroConstructor, IsPlainOldData, NoDestructor)
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void ULeaveButton_C::IsConsideredInGame(bool* InGame)
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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("LeaveButton_C", "IsConsideredInGame");
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Params::LeaveButton_C_IsConsideredInGame Parms{};
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UObject::ProcessEvent(Func, &Parms);
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if (InGame != nullptr)
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*InGame = Parms.InGame;
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}
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// Function LeaveButton.LeaveButton_C.UpdateState
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// (Public, HasDefaults, BlueprintCallable, BlueprintEvent)
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void ULeaveButton_C::UpdateState()
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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("LeaveButton_C", "UpdateState");
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UObject::ProcessEvent(Func, nullptr);
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}
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// Function LeaveButton.LeaveButton_C.LeaveParty
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// (Public, BlueprintCallable, BlueprintEvent)
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void ULeaveButton_C::LeaveParty()
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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("LeaveButton_C", "LeaveParty");
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UObject::ProcessEvent(Func, nullptr);
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}
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// Function LeaveButton.LeaveButton_C.HasUnsavedQuestProgress
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// (Public, HasOutParams, BlueprintCallable, BlueprintEvent)
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// Parameters:
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// bool Param_HasUnsavedQuestProgress (Parm, OutParm, ZeroConstructor, IsPlainOldData, NoDestructor)
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void ULeaveButton_C::HasUnsavedQuestProgress(bool* Param_HasUnsavedQuestProgress)
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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("LeaveButton_C", "HasUnsavedQuestProgress");
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Params::LeaveButton_C_HasUnsavedQuestProgress Parms{};
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UObject::ProcessEvent(Func, &Parms);
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if (Param_HasUnsavedQuestProgress != nullptr)
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*Param_HasUnsavedQuestProgress = Parms.Param_HasUnsavedQuestProgress;
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}
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// Function LeaveButton.LeaveButton_C.GetButton
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// (Public, HasOutParams, BlueprintCallable, BlueprintEvent, BlueprintPure)
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// Parameters:
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// class UIconTextButton_C* Param_Leave (Parm, OutParm, ZeroConstructor, InstancedReference, IsPlainOldData, NoDestructor, HasGetValueTypeHash)
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void ULeaveButton_C::GetButton(class UIconTextButton_C** Param_Leave)
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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("LeaveButton_C", "GetButton");
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Params::LeaveButton_C_GetButton Parms{};
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UObject::ProcessEvent(Func, &Parms);
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if (Param_Leave != nullptr)
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*Param_Leave = Parms.Param_Leave;
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}
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// Function LeaveButton.LeaveButton_C.SetText
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// (Public, BlueprintCallable, BlueprintEvent)
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// Parameters:
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// class FText TextOverride (BlueprintVisible, BlueprintReadOnly, Parm)
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void ULeaveButton_C::SetText(const class FText& TextOverride)
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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("LeaveButton_C", "SetText");
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Params::LeaveButton_C_SetText Parms{};
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Parms.TextOverride = std::move(TextOverride);
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UObject::ProcessEvent(Func, &Parms);
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}
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// Function LeaveButton.LeaveButton_C.Update Style State
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// (Public, BlueprintCallable, BlueprintEvent)
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void ULeaveButton_C::Update_Style_State()
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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("LeaveButton_C", "Update Style State");
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UObject::ProcessEvent(Func, nullptr);
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}
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// Function LeaveButton.LeaveButton_C.IsInNeighborhood
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// (Public, HasOutParams, BlueprintCallable, BlueprintEvent)
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// Parameters:
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// bool bIsInNeighborhood (Parm, OutParm, ZeroConstructor, IsPlainOldData, NoDestructor)
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void ULeaveButton_C::IsInNeighborhood(bool* bIsInNeighborhood)
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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("LeaveButton_C", "IsInNeighborhood");
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Params::LeaveButton_C_IsInNeighborhood Parms{};
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UObject::ProcessEvent(Func, &Parms);
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if (bIsInNeighborhood != nullptr)
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*bIsInNeighborhood = Parms.bIsInNeighborhood;
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}
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// Function LeaveButton.LeaveButton_C.GetDescriptionText
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// (Public, HasOutParams, BlueprintCallable, BlueprintEvent, BlueprintPure)
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// Parameters:
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// class FText DescriptionText (Parm, OutParm)
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void ULeaveButton_C::GetDescriptionText(class FText* DescriptionText)
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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("LeaveButton_C", "GetDescriptionText");
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Params::LeaveButton_C_GetDescriptionText Parms{};
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UObject::ProcessEvent(Func, &Parms);
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if (DescriptionText != nullptr)
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*DescriptionText = std::move(Parms.DescriptionText);
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}
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// Function LeaveButton.LeaveButton_C.Change Main Menu Music State
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// (Public, BlueprintCallable, BlueprintEvent)
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// Parameters:
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// bool Set_Lobby_Music_State (BlueprintVisible, BlueprintReadOnly, Parm, ZeroConstructor, IsPlainOldData, NoDestructor)
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void ULeaveButton_C::Change_Main_Menu_Music_State(bool Set_Lobby_Music_State)
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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("LeaveButton_C", "Change Main Menu Music State");
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Params::LeaveButton_C_Change_Main_Menu_Music_State Parms{};
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Parms.Set_Lobby_Music_State = Set_Lobby_Music_State;
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UObject::ProcessEvent(Func, &Parms);
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}
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}
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