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

513 lines
16 KiB
C++

#pragma once
/*
* SDK generated by Dumper-7
*
* https://github.com/Encryqed/Dumper-7
*/
// Package: LeaveButton
#include "Basic.hpp"
#include "LeaveButton_classes.hpp"
#include "LeaveButton_parameters.hpp"
namespace SDK
{
// Function LeaveButton.LeaveButton_C.OnClicked__DelegateSignature
// (Public, Delegate, BlueprintCallable, BlueprintEvent)
void ULeaveButton_C::OnClicked__DelegateSignature()
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("LeaveButton_C", "OnClicked__DelegateSignature");
UObject::ProcessEvent(Func, nullptr);
}
// Function LeaveButton.LeaveButton_C.Update Visibility__DelegateSignature
// (Public, Delegate, BlueprintCallable, BlueprintEvent)
// Parameters:
// bool Param_Visibility (BlueprintVisible, BlueprintReadOnly, Parm, ZeroConstructor, IsPlainOldData, NoDestructor)
void ULeaveButton_C::Update_Visibility__DelegateSignature(bool Param_Visibility)
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("LeaveButton_C", "Update Visibility__DelegateSignature");
Params::LeaveButton_C_Update_Visibility__DelegateSignature Parms{};
Parms.Param_Visibility = Param_Visibility;
UObject::ProcessEvent(Func, &Parms);
}
// Function LeaveButton.LeaveButton_C.ExecuteUbergraph_LeaveButton
// (Final, UbergraphFunction, HasDefaults)
// Parameters:
// int32 EntryPoint (BlueprintVisible, BlueprintReadOnly, Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash)
void ULeaveButton_C::ExecuteUbergraph_LeaveButton(int32 EntryPoint)
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("LeaveButton_C", "ExecuteUbergraph_LeaveButton");
Params::LeaveButton_C_ExecuteUbergraph_LeaveButton Parms{};
Parms.EntryPoint = EntryPoint;
UObject::ProcessEvent(Func, &Parms);
}
// Function LeaveButton.LeaveButton_C.HandlePlayerStateChanged
// (HasOutParams, BlueprintCallable, BlueprintEvent)
// Parameters:
// struct FFortTeamMemberInfo TeamMemberInfo (ConstParm, BlueprintVisible, BlueprintReadOnly, Parm, OutParm, ReferenceParm, HasGetValueTypeHash)
void ULeaveButton_C::HandlePlayerStateChanged(const struct FFortTeamMemberInfo& TeamMemberInfo)
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("LeaveButton_C", "HandlePlayerStateChanged");
Params::LeaveButton_C_HandlePlayerStateChanged Parms{};
Parms.TeamMemberInfo = std::move(TeamMemberInfo);
UObject::ProcessEvent(Func, &Parms);
}
// Function LeaveButton.LeaveButton_C.PreConstruct
// (BlueprintCosmetic, Event, Public, BlueprintEvent)
// Parameters:
// bool IsDesignTime (BlueprintVisible, BlueprintReadOnly, Parm, ZeroConstructor, IsPlainOldData, NoDestructor)
void ULeaveButton_C::PreConstruct(bool IsDesignTime)
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("LeaveButton_C", "PreConstruct");
Params::LeaveButton_C_PreConstruct Parms{};
Parms.IsDesignTime = IsDesignTime;
UObject::ProcessEvent(Func, &Parms);
}
// Function LeaveButton.LeaveButton_C.Destruct
// (BlueprintCosmetic, Event, Public, BlueprintEvent)
void ULeaveButton_C::Destruct()
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("LeaveButton_C", "Destruct");
UObject::ProcessEvent(Func, nullptr);
}
// Function LeaveButton.LeaveButton_C.BndEvt__Leave_K2Node_ComponentBoundEvent_90_CommonButtonClicked__DelegateSignature
// (BlueprintEvent)
// Parameters:
// class UCommonButton* Button (BlueprintVisible, BlueprintReadOnly, Parm, ZeroConstructor, InstancedReference, IsPlainOldData, NoDestructor, HasGetValueTypeHash)
void ULeaveButton_C::BndEvt__Leave_K2Node_ComponentBoundEvent_90_CommonButtonClicked__DelegateSignature(class UCommonButton* Button)
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("LeaveButton_C", "BndEvt__Leave_K2Node_ComponentBoundEvent_90_CommonButtonClicked__DelegateSignature");
Params::LeaveButton_C_BndEvt__Leave_K2Node_ComponentBoundEvent_90_CommonButtonClicked__DelegateSignature Parms{};
Parms.Button = Button;
UObject::ProcessEvent(Func, &Parms);
}
// Function LeaveButton.LeaveButton_C.Construct
// (BlueprintCosmetic, Event, Public, BlueprintEvent)
void ULeaveButton_C::Construct()
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("LeaveButton_C", "Construct");
UObject::ProcessEvent(Func, nullptr);
}
// Function LeaveButton.LeaveButton_C.HandleLobbyEvents
// (BlueprintCallable, BlueprintEvent)
void ULeaveButton_C::HandleLobbyEvents()
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("LeaveButton_C", "HandleLobbyEvents");
UObject::ProcessEvent(Func, nullptr);
}
// Function LeaveButton.LeaveButton_C.HandleTeamMemberAdded
// (BlueprintCallable, BlueprintEvent)
// Parameters:
// struct FFortTeamMemberInfo NewTeamMemberInfo (BlueprintVisible, BlueprintReadOnly, Parm, HasGetValueTypeHash)
void ULeaveButton_C::HandleTeamMemberAdded(const struct FFortTeamMemberInfo& NewTeamMemberInfo)
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("LeaveButton_C", "HandleTeamMemberAdded");
Params::LeaveButton_C_HandleTeamMemberAdded Parms{};
Parms.NewTeamMemberInfo = std::move(NewTeamMemberInfo);
UObject::ProcessEvent(Func, &Parms);
}
// Function LeaveButton.LeaveButton_C.HandleTeamMemberRemoved
// (BlueprintCallable, BlueprintEvent)
// Parameters:
// int32 PlayerIndex (BlueprintVisible, BlueprintReadOnly, Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash)
void ULeaveButton_C::HandleTeamMemberRemoved(int32 PlayerIndex)
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("LeaveButton_C", "HandleTeamMemberRemoved");
Params::LeaveButton_C_HandleTeamMemberRemoved Parms{};
Parms.PlayerIndex = PlayerIndex;
UObject::ProcessEvent(Func, &Parms);
}
// Function LeaveButton.LeaveButton_C.DialogResult_A0D25F7F4E82D325BF226E811F1D79AF
// (BlueprintCallable, BlueprintEvent)
// Parameters:
// EFortDialogResult Result (BlueprintVisible, BlueprintReadOnly, Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash)
// class FName ResultName (BlueprintVisible, BlueprintReadOnly, Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash)
void ULeaveButton_C::DialogResult_A0D25F7F4E82D325BF226E811F1D79AF(EFortDialogResult Result, class FName ResultName)
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("LeaveButton_C", "DialogResult_A0D25F7F4E82D325BF226E811F1D79AF");
Params::LeaveButton_C_DialogResult_A0D25F7F4E82D325BF226E811F1D79AF Parms{};
Parms.Result = Result;
Parms.ResultName = ResultName;
UObject::ProcessEvent(Func, &Parms);
}
// Function LeaveButton.LeaveButton_C.DialogResult_574CB01D47DE8AEDA0EB2F9CFB146A3B
// (BlueprintCallable, BlueprintEvent)
// Parameters:
// EFortDialogResult Result (BlueprintVisible, BlueprintReadOnly, Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash)
// class FName ResultName (BlueprintVisible, BlueprintReadOnly, Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash)
void ULeaveButton_C::DialogResult_574CB01D47DE8AEDA0EB2F9CFB146A3B(EFortDialogResult Result, class FName ResultName)
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("LeaveButton_C", "DialogResult_574CB01D47DE8AEDA0EB2F9CFB146A3B");
Params::LeaveButton_C_DialogResult_574CB01D47DE8AEDA0EB2F9CFB146A3B Parms{};
Parms.Result = Result;
Parms.ResultName = ResultName;
UObject::ProcessEvent(Func, &Parms);
}
// Function LeaveButton.LeaveButton_C.DialogResult_F5AF58094777CFEEC0BF28BEA620800C
// (BlueprintCallable, BlueprintEvent)
// Parameters:
// EFortDialogResult Result (BlueprintVisible, BlueprintReadOnly, Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash)
// class FName ResultName (BlueprintVisible, BlueprintReadOnly, Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash)
void ULeaveButton_C::DialogResult_F5AF58094777CFEEC0BF28BEA620800C(EFortDialogResult Result, class FName ResultName)
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("LeaveButton_C", "DialogResult_F5AF58094777CFEEC0BF28BEA620800C");
Params::LeaveButton_C_DialogResult_F5AF58094777CFEEC0BF28BEA620800C Parms{};
Parms.Result = Result;
Parms.ResultName = ResultName;
UObject::ProcessEvent(Func, &Parms);
}
// Function LeaveButton.LeaveButton_C.DialogResult_1E39F47546648367BB2F218F69311220
// (BlueprintCallable, BlueprintEvent)
// Parameters:
// EFortDialogResult Result (BlueprintVisible, BlueprintReadOnly, Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash)
// class FName ResultName (BlueprintVisible, BlueprintReadOnly, Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash)
void ULeaveButton_C::DialogResult_1E39F47546648367BB2F218F69311220(EFortDialogResult Result, class FName ResultName)
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("LeaveButton_C", "DialogResult_1E39F47546648367BB2F218F69311220");
Params::LeaveButton_C_DialogResult_1E39F47546648367BB2F218F69311220 Parms{};
Parms.Result = Result;
Parms.ResultName = ResultName;
UObject::ProcessEvent(Func, &Parms);
}
// Function LeaveButton.LeaveButton_C.GetLeaveActionText
// (Public, HasOutParams, HasDefaults, BlueprintCallable, BlueprintEvent, BlueprintPure)
// Parameters:
// class FText Text (Parm, OutParm)
void ULeaveButton_C::GetLeaveActionText(class FText* Text)
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("LeaveButton_C", "GetLeaveActionText");
Params::LeaveButton_C_GetLeaveActionText Parms{};
UObject::ProcessEvent(Func, &Parms);
if (Text != nullptr)
*Text = std::move(Parms.Text);
}
// Function LeaveButton.LeaveButton_C.IsConsideredInGame
// (Public, HasOutParams, BlueprintCallable, BlueprintEvent, BlueprintPure)
// Parameters:
// bool InGame (Parm, OutParm, ZeroConstructor, IsPlainOldData, NoDestructor)
void ULeaveButton_C::IsConsideredInGame(bool* InGame)
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("LeaveButton_C", "IsConsideredInGame");
Params::LeaveButton_C_IsConsideredInGame Parms{};
UObject::ProcessEvent(Func, &Parms);
if (InGame != nullptr)
*InGame = Parms.InGame;
}
// Function LeaveButton.LeaveButton_C.UpdateState
// (Public, HasDefaults, BlueprintCallable, BlueprintEvent)
void ULeaveButton_C::UpdateState()
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("LeaveButton_C", "UpdateState");
UObject::ProcessEvent(Func, nullptr);
}
// Function LeaveButton.LeaveButton_C.LeaveParty
// (Public, BlueprintCallable, BlueprintEvent)
void ULeaveButton_C::LeaveParty()
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("LeaveButton_C", "LeaveParty");
UObject::ProcessEvent(Func, nullptr);
}
// Function LeaveButton.LeaveButton_C.HasUnsavedQuestProgress
// (Public, HasOutParams, BlueprintCallable, BlueprintEvent)
// Parameters:
// bool Param_HasUnsavedQuestProgress (Parm, OutParm, ZeroConstructor, IsPlainOldData, NoDestructor)
void ULeaveButton_C::HasUnsavedQuestProgress(bool* Param_HasUnsavedQuestProgress)
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("LeaveButton_C", "HasUnsavedQuestProgress");
Params::LeaveButton_C_HasUnsavedQuestProgress Parms{};
UObject::ProcessEvent(Func, &Parms);
if (Param_HasUnsavedQuestProgress != nullptr)
*Param_HasUnsavedQuestProgress = Parms.Param_HasUnsavedQuestProgress;
}
// Function LeaveButton.LeaveButton_C.GetButton
// (Public, HasOutParams, BlueprintCallable, BlueprintEvent, BlueprintPure)
// Parameters:
// class UIconTextButton_C* Param_Leave (Parm, OutParm, ZeroConstructor, InstancedReference, IsPlainOldData, NoDestructor, HasGetValueTypeHash)
void ULeaveButton_C::GetButton(class UIconTextButton_C** Param_Leave)
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("LeaveButton_C", "GetButton");
Params::LeaveButton_C_GetButton Parms{};
UObject::ProcessEvent(Func, &Parms);
if (Param_Leave != nullptr)
*Param_Leave = Parms.Param_Leave;
}
// Function LeaveButton.LeaveButton_C.SetText
// (Public, BlueprintCallable, BlueprintEvent)
// Parameters:
// class FText TextOverride (BlueprintVisible, BlueprintReadOnly, Parm)
void ULeaveButton_C::SetText(const class FText& TextOverride)
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("LeaveButton_C", "SetText");
Params::LeaveButton_C_SetText Parms{};
Parms.TextOverride = std::move(TextOverride);
UObject::ProcessEvent(Func, &Parms);
}
// Function LeaveButton.LeaveButton_C.Update Style State
// (Public, BlueprintCallable, BlueprintEvent)
void ULeaveButton_C::Update_Style_State()
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("LeaveButton_C", "Update Style State");
UObject::ProcessEvent(Func, nullptr);
}
// Function LeaveButton.LeaveButton_C.IsInNeighborhood
// (Public, HasOutParams, BlueprintCallable, BlueprintEvent)
// Parameters:
// bool bIsInNeighborhood (Parm, OutParm, ZeroConstructor, IsPlainOldData, NoDestructor)
void ULeaveButton_C::IsInNeighborhood(bool* bIsInNeighborhood)
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("LeaveButton_C", "IsInNeighborhood");
Params::LeaveButton_C_IsInNeighborhood Parms{};
UObject::ProcessEvent(Func, &Parms);
if (bIsInNeighborhood != nullptr)
*bIsInNeighborhood = Parms.bIsInNeighborhood;
}
// Function LeaveButton.LeaveButton_C.GetDescriptionText
// (Public, HasOutParams, BlueprintCallable, BlueprintEvent, BlueprintPure)
// Parameters:
// class FText DescriptionText (Parm, OutParm)
void ULeaveButton_C::GetDescriptionText(class FText* DescriptionText)
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("LeaveButton_C", "GetDescriptionText");
Params::LeaveButton_C_GetDescriptionText Parms{};
UObject::ProcessEvent(Func, &Parms);
if (DescriptionText != nullptr)
*DescriptionText = std::move(Parms.DescriptionText);
}
// Function LeaveButton.LeaveButton_C.Change Main Menu Music State
// (Public, BlueprintCallable, BlueprintEvent)
// Parameters:
// bool Set_Lobby_Music_State (BlueprintVisible, BlueprintReadOnly, Parm, ZeroConstructor, IsPlainOldData, NoDestructor)
void ULeaveButton_C::Change_Main_Menu_Music_State(bool Set_Lobby_Music_State)
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("LeaveButton_C", "Change Main Menu Music State");
Params::LeaveButton_C_Change_Main_Menu_Music_State Parms{};
Parms.Set_Lobby_Music_State = Set_Lobby_Music_State;
UObject::ProcessEvent(Func, &Parms);
}
}