//PUBGM(0.13.5)32位SDK
//作者:清华
//Telegram:@qinghuanb666
//生成时间:Fri Apr 18 20:44:52 2025

#include "../SDK.hpp"

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

// Function Login_SplashScreen.Login_SplashScreen_C.InitLoginUI
// (Public, BlueprintCallable, BlueprintEvent)

void ULogin_SplashScreen_C::InitLoginUI()
{
	static UFunction *pFunc = 0;
	if (!pFunc)
		pFunc  = UObject::FindObject<UFunction>("Function Login_SplashScreen.Login_SplashScreen_C.InitLoginUI");

	ULogin_SplashScreen_C_InitLoginUI_Params params;

	auto flags = pFunc->FunctionFlags;

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

	pFunc->FunctionFlags = flags;
}


// Function Login_SplashScreen.Login_SplashScreen_C.UIShow
// (Public, BlueprintCallable, BlueprintEvent)

void ULogin_SplashScreen_C::UIShow()
{
	static UFunction *pFunc = 0;
	if (!pFunc)
		pFunc  = UObject::FindObject<UFunction>("Function Login_SplashScreen.Login_SplashScreen_C.UIShow");

	ULogin_SplashScreen_C_UIShow_Params params;

	auto flags = pFunc->FunctionFlags;

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

	pFunc->FunctionFlags = flags;
}


// Function Login_SplashScreen.Login_SplashScreen_C.ShowUI
// (Public, BlueprintCallable, BlueprintEvent)

void ULogin_SplashScreen_C::ShowUI()
{
	static UFunction *pFunc = 0;
	if (!pFunc)
		pFunc  = UObject::FindObject<UFunction>("Function Login_SplashScreen.Login_SplashScreen_C.ShowUI");

	ULogin_SplashScreen_C_ShowUI_Params params;

	auto flags = pFunc->FunctionFlags;

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

	pFunc->FunctionFlags = flags;
}


// Function Login_SplashScreen.Login_SplashScreen_C.InitAuthorizationUI
// (Public, BlueprintCallable, BlueprintEvent)

void ULogin_SplashScreen_C::InitAuthorizationUI()
{
	static UFunction *pFunc = 0;
	if (!pFunc)
		pFunc  = UObject::FindObject<UFunction>("Function Login_SplashScreen.Login_SplashScreen_C.InitAuthorizationUI");

	ULogin_SplashScreen_C_InitAuthorizationUI_Params params;

	auto flags = pFunc->FunctionFlags;

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

	pFunc->FunctionFlags = flags;
}


// Function Login_SplashScreen.Login_SplashScreen_C.Construct
// (BlueprintCosmetic, Event, Public, BlueprintEvent)

void ULogin_SplashScreen_C::Construct()
{
	static UFunction *pFunc = 0;
	if (!pFunc)
		pFunc  = UObject::FindObject<UFunction>("Function Login_SplashScreen.Login_SplashScreen_C.Construct");

	ULogin_SplashScreen_C_Construct_Params params;

	auto flags = pFunc->FunctionFlags;

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

	pFunc->FunctionFlags = flags;
}


// Function Login_SplashScreen.Login_SplashScreen_C.AnimationFinish
// (BlueprintCallable, BlueprintEvent)

void ULogin_SplashScreen_C::AnimationFinish()
{
	static UFunction *pFunc = 0;
	if (!pFunc)
		pFunc  = UObject::FindObject<UFunction>("Function Login_SplashScreen.Login_SplashScreen_C.AnimationFinish");

	ULogin_SplashScreen_C_AnimationFinish_Params params;

	auto flags = pFunc->FunctionFlags;

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

	pFunc->FunctionFlags = flags;
}


// Function Login_SplashScreen.Login_SplashScreen_C.ExecuteUbergraph_Login_SplashScreen
// ()
// Parameters:
// int                            EntryPoint                     (BlueprintVisible, BlueprintReadOnly, Parm, ZeroConstructor, IsPlainOldData)

void ULogin_SplashScreen_C::ExecuteUbergraph_Login_SplashScreen(int EntryPoint)
{
	static UFunction *pFunc = 0;
	if (!pFunc)
		pFunc  = UObject::FindObject<UFunction>("Function Login_SplashScreen.Login_SplashScreen_C.ExecuteUbergraph_Login_SplashScreen");

	ULogin_SplashScreen_C_ExecuteUbergraph_Login_SplashScreen_Params params;
	params.EntryPoint = EntryPoint;

	auto flags = pFunc->FunctionFlags;

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

	pFunc->FunctionFlags = flags;
}


// Function Login_SplashScreen.Login_SplashScreen_C.startGameSounds__DelegateSignature
// (Public, Delegate, BlueprintCallable, BlueprintEvent)

void ULogin_SplashScreen_C::startGameSounds__DelegateSignature()
{
	static UFunction *pFunc = 0;
	if (!pFunc)
		pFunc  = UObject::FindObject<UFunction>("Function Login_SplashScreen.Login_SplashScreen_C.startGameSounds__DelegateSignature");

	ULogin_SplashScreen_C_startGameSounds__DelegateSignature_Params params;

	auto flags = pFunc->FunctionFlags;

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

	pFunc->FunctionFlags = flags;
}


}

