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

89 lines
2.6 KiB
C++

#pragma once
/*
* SDK generated by Dumper-7
*
* https://github.com/Encryqed/Dumper-7
*/
// Package: PlayerActionedWindow
#include "Basic.hpp"
#include "PlayerActionedWindow_classes.hpp"
#include "PlayerActionedWindow_parameters.hpp"
namespace SDK
{
// Function PlayerActionedWindow.PlayerActionedWindow_C.ExecuteUbergraph_PlayerActionedWindow
// (Final, UbergraphFunction)
// Parameters:
// int32 EntryPoint (BlueprintVisible, BlueprintReadOnly, Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash)
void UPlayerActionedWindow_C::ExecuteUbergraph_PlayerActionedWindow(int32 EntryPoint)
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("PlayerActionedWindow_C", "ExecuteUbergraph_PlayerActionedWindow");
Params::PlayerActionedWindow_C_ExecuteUbergraph_PlayerActionedWindow Parms{};
Parms.EntryPoint = EntryPoint;
UObject::ProcessEvent(Func, &Parms);
}
// Function PlayerActionedWindow.PlayerActionedWindow_C.BndEvt__CloseButton_K2Node_ComponentBoundEvent_1_CommonButtonClicked__DelegateSignature
// (BlueprintEvent)
// Parameters:
// class UCommonButton* Button (BlueprintVisible, BlueprintReadOnly, Parm, ZeroConstructor, InstancedReference, IsPlainOldData, NoDestructor, HasGetValueTypeHash)
void UPlayerActionedWindow_C::BndEvt__CloseButton_K2Node_ComponentBoundEvent_1_CommonButtonClicked__DelegateSignature(class UCommonButton* Button)
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("PlayerActionedWindow_C", "BndEvt__CloseButton_K2Node_ComponentBoundEvent_1_CommonButtonClicked__DelegateSignature");
Params::PlayerActionedWindow_C_BndEvt__CloseButton_K2Node_ComponentBoundEvent_1_CommonButtonClicked__DelegateSignature Parms{};
Parms.Button = Button;
UObject::ProcessEvent(Func, &Parms);
}
// Function PlayerActionedWindow.PlayerActionedWindow_C.Construct
// (BlueprintCosmetic, Event, Public, BlueprintEvent)
void UPlayerActionedWindow_C::Construct()
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("PlayerActionedWindow_C", "Construct");
UObject::ProcessEvent(Func, nullptr);
}
// Function PlayerActionedWindow.PlayerActionedWindow_C.OnActivated
// (Event, Protected, BlueprintEvent)
void UPlayerActionedWindow_C::OnActivated()
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("PlayerActionedWindow_C", "OnActivated");
UObject::ProcessEvent(Func, nullptr);
}
}