mirror of
https://github.com/ApfelTeeSaft/UnrealEvent.git
synced 2026-08-26 19:33:43 +00:00
124 lines
3.7 KiB
C++
124 lines
3.7 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: ShowdownTournamentScreen
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#include "Basic.hpp"
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#include "ShowdownTournamentScreen_classes.hpp"
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#include "ShowdownTournamentScreen_parameters.hpp"
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namespace SDK
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{
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// Function ShowdownTournamentScreen.ShowdownTournamentScreen_C.ExecuteUbergraph_ShowdownTournamentScreen
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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 UShowdownTournamentScreen_C::ExecuteUbergraph_ShowdownTournamentScreen(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("ShowdownTournamentScreen_C", "ExecuteUbergraph_ShowdownTournamentScreen");
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Params::ShowdownTournamentScreen_C_ExecuteUbergraph_ShowdownTournamentScreen 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 ShowdownTournamentScreen.ShowdownTournamentScreen_C.BndEvt__ShowdownTournamentDetails_K2Node_ComponentBoundEvent_0_BackActionSelected__DelegateSignature
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// (BlueprintEvent)
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void UShowdownTournamentScreen_C::BndEvt__ShowdownTournamentDetails_K2Node_ComponentBoundEvent_0_BackActionSelected__DelegateSignature()
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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("ShowdownTournamentScreen_C", "BndEvt__ShowdownTournamentDetails_K2Node_ComponentBoundEvent_0_BackActionSelected__DelegateSignature");
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UObject::ProcessEvent(Func, nullptr);
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}
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// Function ShowdownTournamentScreen.ShowdownTournamentScreen_C.OnActivated
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// (Event, Protected, BlueprintEvent)
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void UShowdownTournamentScreen_C::OnActivated()
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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("ShowdownTournamentScreen_C", "OnActivated");
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UObject::ProcessEvent(Func, nullptr);
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}
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// Function ShowdownTournamentScreen.ShowdownTournamentScreen_C.Construct
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// (BlueprintCosmetic, Event, Public, BlueprintEvent)
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void UShowdownTournamentScreen_C::Construct()
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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("ShowdownTournamentScreen_C", "Construct");
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UObject::ProcessEvent(Func, nullptr);
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}
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// Function ShowdownTournamentScreen.ShowdownTournamentScreen_C.Handle_Back
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// (Public, HasOutParams, BlueprintCallable, BlueprintEvent)
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// Parameters:
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// bool PassThrough (Parm, OutParm, ZeroConstructor, IsPlainOldData, NoDestructor)
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void UShowdownTournamentScreen_C::Handle_Back(bool* PassThrough)
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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("ShowdownTournamentScreen_C", "Handle_Back");
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Params::ShowdownTournamentScreen_C_Handle_Back Parms{};
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UObject::ProcessEvent(Func, &Parms);
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if (PassThrough != nullptr)
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*PassThrough = Parms.PassThrough;
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}
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// Function ShowdownTournamentScreen.ShowdownTournamentScreen_C.SetTournamentToRepresent
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// (Public, BlueprintCallable, BlueprintEvent)
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// Parameters:
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// class FString TournamentId (BlueprintVisible, BlueprintReadOnly, Parm, ZeroConstructor, HasGetValueTypeHash)
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void UShowdownTournamentScreen_C::SetTournamentToRepresent(const class FString& TournamentId)
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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("ShowdownTournamentScreen_C", "SetTournamentToRepresent");
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Params::ShowdownTournamentScreen_C_SetTournamentToRepresent Parms{};
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Parms.TournamentId = std::move(TournamentId);
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UObject::ProcessEvent(Func, &Parms);
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}
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}
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