//PUBGM(0.13.5)32位SDK
//作者:清华
//Telegram:@qinghuanb666
//生成时间:Fri Apr 18 20:44:47 2025

#include "../SDK.hpp"

namespace SDK
{
//---------------------------------------------------------------------------
//Functions
//---------------------------------------------------------------------------

// Function bp_treasure_hunt.bp_treasure_hunt_C.EventTreasureHuntRule_NoFetch
// (BlueprintCallable, BlueprintEvent)

void Abp_treasure_hunt_C::EventTreasureHuntRule_NoFetch()
{
	static UFunction *pFunc = 0;
	if (!pFunc)
		pFunc  = UObject::FindObject<UFunction>("Function bp_treasure_hunt.bp_treasure_hunt_C.EventTreasureHuntRule_NoFetch");

	Abp_treasure_hunt_C_EventTreasureHuntRule_NoFetch_Params params;

	auto flags = pFunc->FunctionFlags;

	UObject *currentObj = (UObject *) this;
	currentObj->ProcessEvent(pFunc, &params);

	pFunc->FunctionFlags = flags;
}


// Function bp_treasure_hunt.bp_treasure_hunt_C.EventTreasureHuntRule
// (BlueprintCallable, BlueprintEvent)

void Abp_treasure_hunt_C::EventTreasureHuntRule()
{
	static UFunction *pFunc = 0;
	if (!pFunc)
		pFunc  = UObject::FindObject<UFunction>("Function bp_treasure_hunt.bp_treasure_hunt_C.EventTreasureHuntRule");

	Abp_treasure_hunt_C_EventTreasureHuntRule_Params params;

	auto flags = pFunc->FunctionFlags;

	UObject *currentObj = (UObject *) this;
	currentObj->ProcessEvent(pFunc, &params);

	pFunc->FunctionFlags = flags;
}


// Function bp_treasure_hunt.bp_treasure_hunt_C.EventTreasureHuntCloseUI_NoFetch
// (BlueprintCallable, BlueprintEvent)

void Abp_treasure_hunt_C::EventTreasureHuntCloseUI_NoFetch()
{
	static UFunction *pFunc = 0;
	if (!pFunc)
		pFunc  = UObject::FindObject<UFunction>("Function bp_treasure_hunt.bp_treasure_hunt_C.EventTreasureHuntCloseUI_NoFetch");

	Abp_treasure_hunt_C_EventTreasureHuntCloseUI_NoFetch_Params params;

	auto flags = pFunc->FunctionFlags;

	UObject *currentObj = (UObject *) this;
	currentObj->ProcessEvent(pFunc, &params);

	pFunc->FunctionFlags = flags;
}


// Function bp_treasure_hunt.bp_treasure_hunt_C.EventTreasureHuntCloseUI
// (BlueprintCallable, BlueprintEvent)

void Abp_treasure_hunt_C::EventTreasureHuntCloseUI()
{
	static UFunction *pFunc = 0;
	if (!pFunc)
		pFunc  = UObject::FindObject<UFunction>("Function bp_treasure_hunt.bp_treasure_hunt_C.EventTreasureHuntCloseUI");

	Abp_treasure_hunt_C_EventTreasureHuntCloseUI_Params params;

	auto flags = pFunc->FunctionFlags;

	UObject *currentObj = (UObject *) this;
	currentObj->ProcessEvent(pFunc, &params);

	pFunc->FunctionFlags = flags;
}


// Function bp_treasure_hunt.bp_treasure_hunt_C.EventTreasureHuntInviteFriends_NoFetch
// (BlueprintCallable, BlueprintEvent)

void Abp_treasure_hunt_C::EventTreasureHuntInviteFriends_NoFetch()
{
	static UFunction *pFunc = 0;
	if (!pFunc)
		pFunc  = UObject::FindObject<UFunction>("Function bp_treasure_hunt.bp_treasure_hunt_C.EventTreasureHuntInviteFriends_NoFetch");

	Abp_treasure_hunt_C_EventTreasureHuntInviteFriends_NoFetch_Params params;

	auto flags = pFunc->FunctionFlags;

	UObject *currentObj = (UObject *) this;
	currentObj->ProcessEvent(pFunc, &params);

	pFunc->FunctionFlags = flags;
}


// Function bp_treasure_hunt.bp_treasure_hunt_C.EventTreasureHuntInviteFriends
// (BlueprintCallable, BlueprintEvent)

void Abp_treasure_hunt_C::EventTreasureHuntInviteFriends()
{
	static UFunction *pFunc = 0;
	if (!pFunc)
		pFunc  = UObject::FindObject<UFunction>("Function bp_treasure_hunt.bp_treasure_hunt_C.EventTreasureHuntInviteFriends");

	Abp_treasure_hunt_C_EventTreasureHuntInviteFriends_Params params;

	auto flags = pFunc->FunctionFlags;

	UObject *currentObj = (UObject *) this;
	currentObj->ProcessEvent(pFunc, &params);

	pFunc->FunctionFlags = flags;
}


// Function bp_treasure_hunt.bp_treasure_hunt_C.UserConstructionScript
// (Event, Public, BlueprintCallable, BlueprintEvent)

void Abp_treasure_hunt_C::UserConstructionScript()
{
	static UFunction *pFunc = 0;
	if (!pFunc)
		pFunc  = UObject::FindObject<UFunction>("Function bp_treasure_hunt.bp_treasure_hunt_C.UserConstructionScript");

	Abp_treasure_hunt_C_UserConstructionScript_Params params;

	auto flags = pFunc->FunctionFlags;

	UObject *currentObj = (UObject *) this;
	currentObj->ProcessEvent(pFunc, &params);

	pFunc->FunctionFlags = flags;
}


}

