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

175 lines
5.1 KiB
C++

#pragma once
/*
* SDK generated by Dumper-7
*
* https://github.com/Encryqed/Dumper-7
*/
// Package: Rewards_Header
#include "Basic.hpp"
#include "Rewards_Header_classes.hpp"
#include "Rewards_Header_parameters.hpp"
namespace SDK
{
// Function Rewards_Header.Rewards_Header_C.ExecuteUbergraph_Rewards_Header
// (Final, UbergraphFunction)
// Parameters:
// int32 EntryPoint (BlueprintVisible, BlueprintReadOnly, Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash)
void URewards_Header_C::ExecuteUbergraph_Rewards_Header(int32 EntryPoint)
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("Rewards_Header_C", "ExecuteUbergraph_Rewards_Header");
Params::Rewards_Header_C_ExecuteUbergraph_Rewards_Header Parms{};
Parms.EntryPoint = EntryPoint;
UObject::ProcessEvent(Func, &Parms);
}
// Function Rewards_Header.Rewards_Header_C.PreConstruct
// (BlueprintCosmetic, Event, Public, BlueprintEvent)
// Parameters:
// bool IsDesignTime (BlueprintVisible, BlueprintReadOnly, Parm, ZeroConstructor, IsPlainOldData, NoDestructor)
void URewards_Header_C::PreConstruct(bool IsDesignTime)
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("Rewards_Header_C", "PreConstruct");
Params::Rewards_Header_C_PreConstruct Parms{};
Parms.IsDesignTime = IsDesignTime;
UObject::ProcessEvent(Func, &Parms);
}
// Function Rewards_Header.Rewards_Header_C.PopulateFromReward
// (Public, BlueprintCallable, BlueprintEvent)
// Parameters:
// class UFortRewardNotificationData* InReward (BlueprintVisible, BlueprintReadOnly, Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash)
void URewards_Header_C::PopulateFromReward(class UFortRewardNotificationData* InReward)
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("Rewards_Header_C", "PopulateFromReward");
Params::Rewards_Header_C_PopulateFromReward Parms{};
Parms.InReward = InReward;
UObject::ProcessEvent(Func, &Parms);
}
// Function Rewards_Header.Rewards_Header_C.SetMissionLootLevelText
// (Private, HasDefaults, BlueprintCallable, BlueprintEvent)
void URewards_Header_C::SetMissionLootLevelText()
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("Rewards_Header_C", "SetMissionLootLevelText");
UObject::ProcessEvent(Func, nullptr);
}
// Function Rewards_Header.Rewards_Header_C.FadeInSubHeader
// (Public, BlueprintCallable, BlueprintEvent)
void URewards_Header_C::FadeInSubHeader()
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("Rewards_Header_C", "FadeInSubHeader");
UObject::ProcessEvent(Func, nullptr);
}
// Function Rewards_Header.Rewards_Header_C.ResetSubHeader
// (Public, BlueprintCallable, BlueprintEvent)
void URewards_Header_C::ResetSubHeader()
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("Rewards_Header_C", "ResetSubHeader");
UObject::ProcessEvent(Func, nullptr);
}
// Function Rewards_Header.Rewards_Header_C.PopulateFromRewardType
// (Private, HasDefaults, BlueprintCallable, BlueprintEvent)
// Parameters:
// EFrontEndRewardType Selection (BlueprintVisible, BlueprintReadOnly, Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash)
// ECollectionBookRewardType CollectionBookRewardType (BlueprintVisible, BlueprintReadOnly, Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash)
// class FText RewardDetailText (BlueprintVisible, BlueprintReadOnly, Parm)
void URewards_Header_C::PopulateFromRewardType(EFrontEndRewardType Selection, ECollectionBookRewardType CollectionBookRewardType, const class FText& RewardDetailText)
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("Rewards_Header_C", "PopulateFromRewardType");
Params::Rewards_Header_C_PopulateFromRewardType Parms{};
Parms.Selection = Selection;
Parms.CollectionBookRewardType = CollectionBookRewardType;
Parms.RewardDetailText = std::move(RewardDetailText);
UObject::ProcessEvent(Func, &Parms);
}
// Function Rewards_Header.Rewards_Header_C.SetQuestNameText
// (Private, HasDefaults, BlueprintCallable, BlueprintEvent)
void URewards_Header_C::SetQuestNameText()
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("Rewards_Header_C", "SetQuestNameText");
UObject::ProcessEvent(Func, nullptr);
}
// Function Rewards_Header.Rewards_Header_C.SkipFadeInSubHeaderAnimation
// (Public, BlueprintCallable, BlueprintEvent)
void URewards_Header_C::SkipFadeInSubHeaderAnimation()
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("Rewards_Header_C", "SkipFadeInSubHeaderAnimation");
UObject::ProcessEvent(Func, nullptr);
}
}