mirror of
https://github.com/ApfelTeeSaft/UnrealEvent.git
synced 2026-08-26 19:33:43 +00:00
175 lines
5.1 KiB
C++
175 lines
5.1 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: Rewards_Header
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#include "Basic.hpp"
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#include "Rewards_Header_classes.hpp"
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#include "Rewards_Header_parameters.hpp"
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namespace SDK
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{
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// Function Rewards_Header.Rewards_Header_C.ExecuteUbergraph_Rewards_Header
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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 URewards_Header_C::ExecuteUbergraph_Rewards_Header(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("Rewards_Header_C", "ExecuteUbergraph_Rewards_Header");
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Params::Rewards_Header_C_ExecuteUbergraph_Rewards_Header 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 Rewards_Header.Rewards_Header_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 URewards_Header_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("Rewards_Header_C", "PreConstruct");
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Params::Rewards_Header_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 Rewards_Header.Rewards_Header_C.PopulateFromReward
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// (Public, BlueprintCallable, BlueprintEvent)
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// Parameters:
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// class UFortRewardNotificationData* InReward (BlueprintVisible, BlueprintReadOnly, Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash)
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void URewards_Header_C::PopulateFromReward(class UFortRewardNotificationData* InReward)
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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("Rewards_Header_C", "PopulateFromReward");
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Params::Rewards_Header_C_PopulateFromReward Parms{};
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Parms.InReward = InReward;
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UObject::ProcessEvent(Func, &Parms);
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}
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// Function Rewards_Header.Rewards_Header_C.SetMissionLootLevelText
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// (Private, HasDefaults, BlueprintCallable, BlueprintEvent)
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void URewards_Header_C::SetMissionLootLevelText()
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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("Rewards_Header_C", "SetMissionLootLevelText");
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UObject::ProcessEvent(Func, nullptr);
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}
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// Function Rewards_Header.Rewards_Header_C.FadeInSubHeader
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// (Public, BlueprintCallable, BlueprintEvent)
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void URewards_Header_C::FadeInSubHeader()
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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("Rewards_Header_C", "FadeInSubHeader");
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UObject::ProcessEvent(Func, nullptr);
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}
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// Function Rewards_Header.Rewards_Header_C.ResetSubHeader
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// (Public, BlueprintCallable, BlueprintEvent)
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void URewards_Header_C::ResetSubHeader()
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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("Rewards_Header_C", "ResetSubHeader");
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UObject::ProcessEvent(Func, nullptr);
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}
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// Function Rewards_Header.Rewards_Header_C.PopulateFromRewardType
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// (Private, HasDefaults, BlueprintCallable, BlueprintEvent)
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// Parameters:
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// EFrontEndRewardType Selection (BlueprintVisible, BlueprintReadOnly, Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash)
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// ECollectionBookRewardType CollectionBookRewardType (BlueprintVisible, BlueprintReadOnly, Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash)
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// class FText RewardDetailText (BlueprintVisible, BlueprintReadOnly, Parm)
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void URewards_Header_C::PopulateFromRewardType(EFrontEndRewardType Selection, ECollectionBookRewardType CollectionBookRewardType, const class FText& RewardDetailText)
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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("Rewards_Header_C", "PopulateFromRewardType");
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Params::Rewards_Header_C_PopulateFromRewardType Parms{};
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Parms.Selection = Selection;
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Parms.CollectionBookRewardType = CollectionBookRewardType;
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Parms.RewardDetailText = std::move(RewardDetailText);
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UObject::ProcessEvent(Func, &Parms);
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}
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// Function Rewards_Header.Rewards_Header_C.SetQuestNameText
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// (Private, HasDefaults, BlueprintCallable, BlueprintEvent)
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void URewards_Header_C::SetQuestNameText()
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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("Rewards_Header_C", "SetQuestNameText");
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UObject::ProcessEvent(Func, nullptr);
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}
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// Function Rewards_Header.Rewards_Header_C.SkipFadeInSubHeaderAnimation
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// (Public, BlueprintCallable, BlueprintEvent)
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void URewards_Header_C::SkipFadeInSubHeaderAnimation()
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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("Rewards_Header_C", "SkipFadeInSubHeaderAnimation");
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UObject::ProcessEvent(Func, nullptr);
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}
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}
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