mirror of
https://github.com/ApfelTeeSaft/UnrealEvent.git
synced 2026-08-26 19:33:43 +00:00
513 lines
17 KiB
C++
513 lines
17 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: MinigameSettingsMachine
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#include "Basic.hpp"
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#include "MinigameSettingsMachine_classes.hpp"
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#include "MinigameSettingsMachine_parameters.hpp"
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namespace SDK
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{
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// Function MinigameSettingsMachine.MinigameSettingsMachine_C.ExecuteUbergraph_MinigameSettingsMachine
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// (Final, UbergraphFunction)
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// Parameters:
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// int32 EntryPoint (BlueprintVisible, BlueprintReadOnly, Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash)
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void AMinigameSettingsMachine_C::ExecuteUbergraph_MinigameSettingsMachine(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("MinigameSettingsMachine_C", "ExecuteUbergraph_MinigameSettingsMachine");
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Params::MinigameSettingsMachine_C_ExecuteUbergraph_MinigameSettingsMachine 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 MinigameSettingsMachine.MinigameSettingsMachine_C.AbandonMinigameHelper
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// (BlueprintCallable, BlueprintEvent)
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void AMinigameSettingsMachine_C::AbandonMinigameHelper()
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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("MinigameSettingsMachine_C", "AbandonMinigameHelper");
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UObject::ProcessEvent(Func, nullptr);
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}
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// Function MinigameSettingsMachine.MinigameSettingsMachine_C.StartMinigameHelper
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// (BlueprintCallable, BlueprintEvent)
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void AMinigameSettingsMachine_C::StartMinigameHelper()
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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("MinigameSettingsMachine_C", "StartMinigameHelper");
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UObject::ProcessEvent(Func, nullptr);
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}
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// Function MinigameSettingsMachine.MinigameSettingsMachine_C.OnGameSettingsUpdated
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// (BlueprintCallable, BlueprintEvent)
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void AMinigameSettingsMachine_C::OnGameSettingsUpdated()
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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("MinigameSettingsMachine_C", "OnGameSettingsUpdated");
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UObject::ProcessEvent(Func, nullptr);
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}
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// Function MinigameSettingsMachine.MinigameSettingsMachine_C.ReceiveBeginPlay
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// (Event, Protected, BlueprintEvent)
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void AMinigameSettingsMachine_C::ReceiveBeginPlay()
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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("MinigameSettingsMachine_C", "ReceiveBeginPlay");
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UObject::ProcessEvent(Func, nullptr);
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}
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// Function MinigameSettingsMachine.MinigameSettingsMachine_C.BlueprintOnInteract
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// (BlueprintAuthorityOnly, Event, Public, BlueprintEvent)
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// Parameters:
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// class AFortPawn* InteractingPawn (ConstParm, BlueprintVisible, BlueprintReadOnly, Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash)
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void AMinigameSettingsMachine_C::BlueprintOnInteract(const class AFortPawn* InteractingPawn)
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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("MinigameSettingsMachine_C", "BlueprintOnInteract");
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Params::MinigameSettingsMachine_C_BlueprintOnInteract Parms{};
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Parms.InteractingPawn = InteractingPawn;
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UObject::ProcessEvent(Func, &Parms);
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}
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// Function MinigameSettingsMachine.MinigameSettingsMachine_C.UserConstructionScript
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// (Event, Public, BlueprintCallable, BlueprintEvent)
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void AMinigameSettingsMachine_C::UserConstructionScript()
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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("MinigameSettingsMachine_C", "UserConstructionScript");
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UObject::ProcessEvent(Func, nullptr);
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}
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// Function MinigameSettingsMachine.MinigameSettingsMachine_C.BlueprintOnLocalInteract
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// (BlueprintCosmetic, Event, Public, HasOutParams, BlueprintCallable, BlueprintEvent)
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// Parameters:
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// class AFortPlayerPawn* InteractingPawn (BlueprintVisible, BlueprintReadOnly, Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash)
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// bool ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor)
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bool AMinigameSettingsMachine_C::BlueprintOnLocalInteract(class AFortPlayerPawn* InteractingPawn)
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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("MinigameSettingsMachine_C", "BlueprintOnLocalInteract");
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Params::MinigameSettingsMachine_C_BlueprintOnLocalInteract Parms{};
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Parms.InteractingPawn = InteractingPawn;
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UObject::ProcessEvent(Func, &Parms);
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return Parms.ReturnValue;
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}
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// Function MinigameSettingsMachine.MinigameSettingsMachine_C.GetPickupSpawnLocation
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// (Public, HasOutParams, BlueprintCallable, BlueprintEvent, BlueprintPure)
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// Parameters:
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// struct FVector SpawnLocation (Parm, OutParm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash)
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void AMinigameSettingsMachine_C::GetPickupSpawnLocation(struct FVector* SpawnLocation)
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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("MinigameSettingsMachine_C", "GetPickupSpawnLocation");
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Params::MinigameSettingsMachine_C_GetPickupSpawnLocation Parms{};
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UObject::ProcessEvent(Func, &Parms);
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if (SpawnLocation != nullptr)
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*SpawnLocation = std::move(Parms.SpawnLocation);
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}
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// Function MinigameSettingsMachine.MinigameSettingsMachine_C.IsValidGame
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// (Public, HasOutParams, BlueprintCallable, BlueprintEvent, BlueprintPure)
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// Parameters:
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// bool bCanStartGame (Parm, OutParm, ZeroConstructor, IsPlainOldData, NoDestructor)
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void AMinigameSettingsMachine_C::IsValidGame(bool* bCanStartGame)
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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("MinigameSettingsMachine_C", "IsValidGame");
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Params::MinigameSettingsMachine_C_IsValidGame Parms{};
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UObject::ProcessEvent(Func, &Parms);
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if (bCanStartGame != nullptr)
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*bCanStartGame = Parms.bCanStartGame;
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}
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// Function MinigameSettingsMachine.MinigameSettingsMachine_C.HasMinigameStarted
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// (Public, HasOutParams, BlueprintCallable, BlueprintEvent, BlueprintPure)
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// Parameters:
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// bool bHasStarted (Parm, OutParm, ZeroConstructor, IsPlainOldData, NoDestructor)
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void AMinigameSettingsMachine_C::HasMinigameStarted(bool* bHasStarted)
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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("MinigameSettingsMachine_C", "HasMinigameStarted");
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Params::MinigameSettingsMachine_C_HasMinigameStarted Parms{};
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UObject::ProcessEvent(Func, &Parms);
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if (bHasStarted != nullptr)
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*bHasStarted = Parms.bHasStarted;
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}
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// Function MinigameSettingsMachine.MinigameSettingsMachine_C.UpdateGameMode
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// (Public, BlueprintCallable, BlueprintEvent)
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void AMinigameSettingsMachine_C::UpdateGameMode()
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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("MinigameSettingsMachine_C", "UpdateGameMode");
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UObject::ProcessEvent(Func, nullptr);
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}
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// Function MinigameSettingsMachine.MinigameSettingsMachine_C.UpdateTimeLimit
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// (Public, BlueprintCallable, BlueprintEvent)
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void AMinigameSettingsMachine_C::UpdateTimeLimit()
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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("MinigameSettingsMachine_C", "UpdateTimeLimit");
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UObject::ProcessEvent(Func, nullptr);
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}
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// Function MinigameSettingsMachine.MinigameSettingsMachine_C.GetCurrentMinigame
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// (Public, HasOutParams, BlueprintCallable, BlueprintEvent, BlueprintPure)
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// Parameters:
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// class AFortMinigame* Minigame (Parm, OutParm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash)
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void AMinigameSettingsMachine_C::GetCurrentMinigame(class AFortMinigame** Minigame)
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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("MinigameSettingsMachine_C", "GetCurrentMinigame");
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Params::MinigameSettingsMachine_C_GetCurrentMinigame Parms{};
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UObject::ProcessEvent(Func, &Parms);
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if (Minigame != nullptr)
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*Minigame = Parms.Minigame;
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}
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// Function MinigameSettingsMachine.MinigameSettingsMachine_C.UpdateSpawnLocationSetting
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// (Public, BlueprintCallable, BlueprintEvent)
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void AMinigameSettingsMachine_C::UpdateSpawnLocationSetting()
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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("MinigameSettingsMachine_C", "UpdateSpawnLocationSetting");
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UObject::ProcessEvent(Func, nullptr);
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}
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// Function MinigameSettingsMachine.MinigameSettingsMachine_C.UpdateTeamSetting
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// (Public, BlueprintCallable, BlueprintEvent)
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void AMinigameSettingsMachine_C::UpdateTeamSetting()
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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("MinigameSettingsMachine_C", "UpdateTeamSetting");
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UObject::ProcessEvent(Func, nullptr);
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}
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// Function MinigameSettingsMachine.MinigameSettingsMachine_C.UpdatePostGameSpawnLocationSetting
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// (Public, BlueprintCallable, BlueprintEvent)
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void AMinigameSettingsMachine_C::UpdatePostGameSpawnLocationSetting()
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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("MinigameSettingsMachine_C", "UpdatePostGameSpawnLocationSetting");
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UObject::ProcessEvent(Func, nullptr);
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}
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// Function MinigameSettingsMachine.MinigameSettingsMachine_C.UpdatePlayerLives
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// (Public, BlueprintCallable, BlueprintEvent)
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void AMinigameSettingsMachine_C::UpdatePlayerLives()
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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("MinigameSettingsMachine_C", "UpdatePlayerLives");
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UObject::ProcessEvent(Func, nullptr);
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}
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// Function MinigameSettingsMachine.MinigameSettingsMachine_C.UpdateAutoEndTeamThreshold
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// (Public, BlueprintCallable, BlueprintEvent)
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void AMinigameSettingsMachine_C::UpdateAutoEndTeamThreshold()
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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("MinigameSettingsMachine_C", "UpdateAutoEndTeamThreshold");
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UObject::ProcessEvent(Func, nullptr);
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}
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// Function MinigameSettingsMachine.MinigameSettingsMachine_C.UpdateTeamToMoveToWhenOutOfSpawns
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// (Public, BlueprintCallable, BlueprintEvent)
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void AMinigameSettingsMachine_C::UpdateTeamToMoveToWhenOutOfSpawns()
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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("MinigameSettingsMachine_C", "UpdateTeamToMoveToWhenOutOfSpawns");
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UObject::ProcessEvent(Func, nullptr);
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}
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// Function MinigameSettingsMachine.MinigameSettingsMachine_C.UpdateEndConditions
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// (Public, BlueprintCallable, BlueprintEvent)
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void AMinigameSettingsMachine_C::UpdateEndConditions()
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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("MinigameSettingsMachine_C", "UpdateEndConditions");
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UObject::ProcessEvent(Func, nullptr);
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}
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// Function MinigameSettingsMachine.MinigameSettingsMachine_C.UpdateAutoStart
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// (Public, BlueprintCallable, BlueprintEvent)
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void AMinigameSettingsMachine_C::UpdateAutoStart()
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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("MinigameSettingsMachine_C", "UpdateAutoStart");
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UObject::ProcessEvent(Func, nullptr);
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}
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// Function MinigameSettingsMachine.MinigameSettingsMachine_C.TryAddEndCondition_Kills
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// (Public, HasOutParams, HasDefaults, BlueprintCallable, BlueprintEvent)
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// Parameters:
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// TArray<struct FFortMinigameStatQuery> EndConditions (BlueprintVisible, BlueprintReadOnly, Parm, OutParm, ZeroConstructor, ReferenceParm)
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// bool bResult (Parm, OutParm, ZeroConstructor, IsPlainOldData, NoDestructor)
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void AMinigameSettingsMachine_C::TryAddEndCondition_Kills(TArray<struct FFortMinigameStatQuery>& EndConditions, bool* bResult)
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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("MinigameSettingsMachine_C", "TryAddEndCondition_Kills");
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Params::MinigameSettingsMachine_C_TryAddEndCondition_Kills Parms{};
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Parms.EndConditions = std::move(EndConditions);
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UObject::ProcessEvent(Func, &Parms);
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EndConditions = std::move(Parms.EndConditions);
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if (bResult != nullptr)
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*bResult = Parms.bResult;
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}
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// Function MinigameSettingsMachine.MinigameSettingsMachine_C.TryAddEndCondition_CollectItems
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// (Public, HasOutParams, HasDefaults, BlueprintCallable, BlueprintEvent)
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// Parameters:
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// TArray<struct FFortMinigameStatQuery> EndConditions (BlueprintVisible, BlueprintReadOnly, Parm, OutParm, ZeroConstructor, ReferenceParm)
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// bool bResult (Parm, OutParm, ZeroConstructor, IsPlainOldData, NoDestructor)
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void AMinigameSettingsMachine_C::TryAddEndCondition_CollectItems(TArray<struct FFortMinigameStatQuery>& EndConditions, bool* bResult)
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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("MinigameSettingsMachine_C", "TryAddEndCondition_CollectItems");
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Params::MinigameSettingsMachine_C_TryAddEndCondition_CollectItems Parms{};
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Parms.EndConditions = std::move(EndConditions);
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UObject::ProcessEvent(Func, &Parms);
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EndConditions = std::move(Parms.EndConditions);
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if (bResult != nullptr)
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*bResult = Parms.bResult;
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}
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// Function MinigameSettingsMachine.MinigameSettingsMachine_C.UpdateJoinInProgress
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// (Public, BlueprintCallable, BlueprintEvent)
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void AMinigameSettingsMachine_C::UpdateJoinInProgress()
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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("MinigameSettingsMachine_C", "UpdateJoinInProgress");
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UObject::ProcessEvent(Func, nullptr);
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}
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// Function MinigameSettingsMachine.MinigameSettingsMachine_C.BlueprintCanInteract
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// (Event, Public, HasOutParams, BlueprintCallable, BlueprintEvent, BlueprintPure, Const)
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// Parameters:
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// class AFortPawn* InteractingPawn (ConstParm, BlueprintVisible, BlueprintReadOnly, Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash)
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// bool ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor)
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bool AMinigameSettingsMachine_C::BlueprintCanInteract(const class AFortPawn* InteractingPawn) const
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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("MinigameSettingsMachine_C", "BlueprintCanInteract");
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Params::MinigameSettingsMachine_C_BlueprintCanInteract Parms{};
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Parms.InteractingPawn = InteractingPawn;
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UObject::ProcessEvent(Func, &Parms);
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return Parms.ReturnValue;
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}
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// Function MinigameSettingsMachine.MinigameSettingsMachine_C.BlueprintGetInteractionString
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// (Event, Public, HasOutParams, BlueprintCallable, BlueprintEvent, Const)
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// Parameters:
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// class AFortPawn* InteractingPawn (ConstParm, BlueprintVisible, BlueprintReadOnly, Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash)
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// class FText ReturnValue (Parm, OutParm, ReturnParm)
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class FText AMinigameSettingsMachine_C::BlueprintGetInteractionString(const class AFortPawn* InteractingPawn) const
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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("MinigameSettingsMachine_C", "BlueprintGetInteractionString");
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Params::MinigameSettingsMachine_C_BlueprintGetInteractionString Parms{};
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Parms.InteractingPawn = InteractingPawn;
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UObject::ProcessEvent(Func, &Parms);
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return Parms.ReturnValue;
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}
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// Function MinigameSettingsMachine.MinigameSettingsMachine_C.BlueprintGetFailedInteractionString
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// (Event, Public, HasOutParams, BlueprintCallable, BlueprintEvent, Const)
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// Parameters:
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// class AFortPawn* InteractingPawn (ConstParm, BlueprintVisible, BlueprintReadOnly, Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash)
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// class FText ReturnValue (Parm, OutParm, ReturnParm)
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class FText AMinigameSettingsMachine_C::BlueprintGetFailedInteractionString(const class AFortPawn* InteractingPawn) const
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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("MinigameSettingsMachine_C", "BlueprintGetFailedInteractionString");
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Params::MinigameSettingsMachine_C_BlueprintGetFailedInteractionString Parms{};
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Parms.InteractingPawn = InteractingPawn;
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UObject::ProcessEvent(Func, &Parms);
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return Parms.ReturnValue;
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}
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}
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