//PUBGM(0.13.5)32位SDK
//作者:清华
//Telegram:@qinghuanb666
//生成时间:Fri Apr 18 20:44:48 2025

#include "../SDK.hpp"

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

// Function bp_season_pass.bp_season_pass_C.EventSeasonPassOnClickRank_NoFetch
// (BlueprintCallable, BlueprintEvent)

void Abp_season_pass_C::EventSeasonPassOnClickRank_NoFetch()
{
	static UFunction *pFunc = 0;
	if (!pFunc)
		pFunc  = UObject::FindObject<UFunction>("Function bp_season_pass.bp_season_pass_C.EventSeasonPassOnClickRank_NoFetch");

	Abp_season_pass_C_EventSeasonPassOnClickRank_NoFetch_Params params;

	auto flags = pFunc->FunctionFlags;

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

	pFunc->FunctionFlags = flags;
}


// Function bp_season_pass.bp_season_pass_C.EventSeasonPassOnClickRank
// (BlueprintCallable, BlueprintEvent)

void Abp_season_pass_C::EventSeasonPassOnClickRank()
{
	static UFunction *pFunc = 0;
	if (!pFunc)
		pFunc  = UObject::FindObject<UFunction>("Function bp_season_pass.bp_season_pass_C.EventSeasonPassOnClickRank");

	Abp_season_pass_C_EventSeasonPassOnClickRank_Params params;

	auto flags = pFunc->FunctionFlags;

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

	pFunc->FunctionFlags = flags;
}


// Function bp_season_pass.bp_season_pass_C.EventSeasonPassOnClickGetStar_NoFetch
// (BlueprintCallable, BlueprintEvent)

void Abp_season_pass_C::EventSeasonPassOnClickGetStar_NoFetch()
{
	static UFunction *pFunc = 0;
	if (!pFunc)
		pFunc  = UObject::FindObject<UFunction>("Function bp_season_pass.bp_season_pass_C.EventSeasonPassOnClickGetStar_NoFetch");

	Abp_season_pass_C_EventSeasonPassOnClickGetStar_NoFetch_Params params;

	auto flags = pFunc->FunctionFlags;

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

	pFunc->FunctionFlags = flags;
}


// Function bp_season_pass.bp_season_pass_C.EventSeasonPassOnClickGetStar
// (BlueprintCallable, BlueprintEvent)

void Abp_season_pass_C::EventSeasonPassOnClickGetStar()
{
	static UFunction *pFunc = 0;
	if (!pFunc)
		pFunc  = UObject::FindObject<UFunction>("Function bp_season_pass.bp_season_pass_C.EventSeasonPassOnClickGetStar");

	Abp_season_pass_C_EventSeasonPassOnClickGetStar_Params params;

	auto flags = pFunc->FunctionFlags;

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

	pFunc->FunctionFlags = flags;
}


// Function bp_season_pass.bp_season_pass_C.EventSeasonPassOnClickRule_NoFetch
// (BlueprintCallable, BlueprintEvent)

void Abp_season_pass_C::EventSeasonPassOnClickRule_NoFetch()
{
	static UFunction *pFunc = 0;
	if (!pFunc)
		pFunc  = UObject::FindObject<UFunction>("Function bp_season_pass.bp_season_pass_C.EventSeasonPassOnClickRule_NoFetch");

	Abp_season_pass_C_EventSeasonPassOnClickRule_NoFetch_Params params;

	auto flags = pFunc->FunctionFlags;

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

	pFunc->FunctionFlags = flags;
}


// Function bp_season_pass.bp_season_pass_C.EventSeasonPassOnClickRule
// (BlueprintCallable, BlueprintEvent)

void Abp_season_pass_C::EventSeasonPassOnClickRule()
{
	static UFunction *pFunc = 0;
	if (!pFunc)
		pFunc  = UObject::FindObject<UFunction>("Function bp_season_pass.bp_season_pass_C.EventSeasonPassOnClickRule");

	Abp_season_pass_C_EventSeasonPassOnClickRule_Params params;

	auto flags = pFunc->FunctionFlags;

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

	pFunc->FunctionFlags = flags;
}


// Function bp_season_pass.bp_season_pass_C.EventSeasonPassOnClickShowWeapon_NoFetch
// (BlueprintCallable, BlueprintEvent)

void Abp_season_pass_C::EventSeasonPassOnClickShowWeapon_NoFetch()
{
	static UFunction *pFunc = 0;
	if (!pFunc)
		pFunc  = UObject::FindObject<UFunction>("Function bp_season_pass.bp_season_pass_C.EventSeasonPassOnClickShowWeapon_NoFetch");

	Abp_season_pass_C_EventSeasonPassOnClickShowWeapon_NoFetch_Params params;

	auto flags = pFunc->FunctionFlags;

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

	pFunc->FunctionFlags = flags;
}


// Function bp_season_pass.bp_season_pass_C.EventSeasonPassOnClickShowWeapon
// (BlueprintCallable, BlueprintEvent)

void Abp_season_pass_C::EventSeasonPassOnClickShowWeapon()
{
	static UFunction *pFunc = 0;
	if (!pFunc)
		pFunc  = UObject::FindObject<UFunction>("Function bp_season_pass.bp_season_pass_C.EventSeasonPassOnClickShowWeapon");

	Abp_season_pass_C_EventSeasonPassOnClickShowWeapon_Params params;

	auto flags = pFunc->FunctionFlags;

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

	pFunc->FunctionFlags = flags;
}


// Function bp_season_pass.bp_season_pass_C.EventSeasonPassOnScrolled_NoFetch
// (BlueprintCallable, BlueprintEvent)

void Abp_season_pass_C::EventSeasonPassOnScrolled_NoFetch()
{
	static UFunction *pFunc = 0;
	if (!pFunc)
		pFunc  = UObject::FindObject<UFunction>("Function bp_season_pass.bp_season_pass_C.EventSeasonPassOnScrolled_NoFetch");

	Abp_season_pass_C_EventSeasonPassOnScrolled_NoFetch_Params params;

	auto flags = pFunc->FunctionFlags;

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

	pFunc->FunctionFlags = flags;
}


// Function bp_season_pass.bp_season_pass_C.EventSeasonPassOnScrolled
// (BlueprintCallable, BlueprintEvent)

void Abp_season_pass_C::EventSeasonPassOnScrolled()
{
	static UFunction *pFunc = 0;
	if (!pFunc)
		pFunc  = UObject::FindObject<UFunction>("Function bp_season_pass.bp_season_pass_C.EventSeasonPassOnScrolled");

	Abp_season_pass_C_EventSeasonPassOnScrolled_Params params;

	auto flags = pFunc->FunctionFlags;

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

	pFunc->FunctionFlags = flags;
}


// Function bp_season_pass.bp_season_pass_C.EventSeasonPassOnClickLevelItem_NoFetch
// (BlueprintCallable, BlueprintEvent)

void Abp_season_pass_C::EventSeasonPassOnClickLevelItem_NoFetch()
{
	static UFunction *pFunc = 0;
	if (!pFunc)
		pFunc  = UObject::FindObject<UFunction>("Function bp_season_pass.bp_season_pass_C.EventSeasonPassOnClickLevelItem_NoFetch");

	Abp_season_pass_C_EventSeasonPassOnClickLevelItem_NoFetch_Params params;

	auto flags = pFunc->FunctionFlags;

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

	pFunc->FunctionFlags = flags;
}


// Function bp_season_pass.bp_season_pass_C.EventSeasonPassOnClickLevelItem
// (BlueprintCallable, BlueprintEvent)

void Abp_season_pass_C::EventSeasonPassOnClickLevelItem()
{
	static UFunction *pFunc = 0;
	if (!pFunc)
		pFunc  = UObject::FindObject<UFunction>("Function bp_season_pass.bp_season_pass_C.EventSeasonPassOnClickLevelItem");

	Abp_season_pass_C_EventSeasonPassOnClickLevelItem_Params params;

	auto flags = pFunc->FunctionFlags;

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

	pFunc->FunctionFlags = flags;
}


// Function bp_season_pass.bp_season_pass_C.EventSeasonPassOnClickBanner_NoFetch
// (BlueprintCallable, BlueprintEvent)

void Abp_season_pass_C::EventSeasonPassOnClickBanner_NoFetch()
{
	static UFunction *pFunc = 0;
	if (!pFunc)
		pFunc  = UObject::FindObject<UFunction>("Function bp_season_pass.bp_season_pass_C.EventSeasonPassOnClickBanner_NoFetch");

	Abp_season_pass_C_EventSeasonPassOnClickBanner_NoFetch_Params params;

	auto flags = pFunc->FunctionFlags;

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

	pFunc->FunctionFlags = flags;
}


// Function bp_season_pass.bp_season_pass_C.EventSeasonPassOnClickBanner
// (BlueprintCallable, BlueprintEvent)

void Abp_season_pass_C::EventSeasonPassOnClickBanner()
{
	static UFunction *pFunc = 0;
	if (!pFunc)
		pFunc  = UObject::FindObject<UFunction>("Function bp_season_pass.bp_season_pass_C.EventSeasonPassOnClickBanner");

	Abp_season_pass_C_EventSeasonPassOnClickBanner_Params params;

	auto flags = pFunc->FunctionFlags;

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

	pFunc->FunctionFlags = flags;
}


// Function bp_season_pass.bp_season_pass_C.EventSeasonPassOnClickClose_NoFetch
// (BlueprintCallable, BlueprintEvent)

void Abp_season_pass_C::EventSeasonPassOnClickClose_NoFetch()
{
	static UFunction *pFunc = 0;
	if (!pFunc)
		pFunc  = UObject::FindObject<UFunction>("Function bp_season_pass.bp_season_pass_C.EventSeasonPassOnClickClose_NoFetch");

	Abp_season_pass_C_EventSeasonPassOnClickClose_NoFetch_Params params;

	auto flags = pFunc->FunctionFlags;

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

	pFunc->FunctionFlags = flags;
}


// Function bp_season_pass.bp_season_pass_C.EventSeasonPassOnClickClose
// (BlueprintCallable, BlueprintEvent)

void Abp_season_pass_C::EventSeasonPassOnClickClose()
{
	static UFunction *pFunc = 0;
	if (!pFunc)
		pFunc  = UObject::FindObject<UFunction>("Function bp_season_pass.bp_season_pass_C.EventSeasonPassOnClickClose");

	Abp_season_pass_C_EventSeasonPassOnClickClose_Params params;

	auto flags = pFunc->FunctionFlags;

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

	pFunc->FunctionFlags = flags;
}


// Function bp_season_pass.bp_season_pass_C.EventSeasonPassOnClickCarryWeapon_NoFetch
// (BlueprintCallable, BlueprintEvent)

void Abp_season_pass_C::EventSeasonPassOnClickCarryWeapon_NoFetch()
{
	static UFunction *pFunc = 0;
	if (!pFunc)
		pFunc  = UObject::FindObject<UFunction>("Function bp_season_pass.bp_season_pass_C.EventSeasonPassOnClickCarryWeapon_NoFetch");

	Abp_season_pass_C_EventSeasonPassOnClickCarryWeapon_NoFetch_Params params;

	auto flags = pFunc->FunctionFlags;

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

	pFunc->FunctionFlags = flags;
}


// Function bp_season_pass.bp_season_pass_C.EventSeasonPassOnClickCarryWeapon
// (BlueprintCallable, BlueprintEvent)

void Abp_season_pass_C::EventSeasonPassOnClickCarryWeapon()
{
	static UFunction *pFunc = 0;
	if (!pFunc)
		pFunc  = UObject::FindObject<UFunction>("Function bp_season_pass.bp_season_pass_C.EventSeasonPassOnClickCarryWeapon");

	Abp_season_pass_C_EventSeasonPassOnClickCarryWeapon_Params params;

	auto flags = pFunc->FunctionFlags;

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

	pFunc->FunctionFlags = flags;
}


// Function bp_season_pass.bp_season_pass_C.EventSeasonPassOnClickTask_NoFetch
// (BlueprintCallable, BlueprintEvent)

void Abp_season_pass_C::EventSeasonPassOnClickTask_NoFetch()
{
	static UFunction *pFunc = 0;
	if (!pFunc)
		pFunc  = UObject::FindObject<UFunction>("Function bp_season_pass.bp_season_pass_C.EventSeasonPassOnClickTask_NoFetch");

	Abp_season_pass_C_EventSeasonPassOnClickTask_NoFetch_Params params;

	auto flags = pFunc->FunctionFlags;

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

	pFunc->FunctionFlags = flags;
}


// Function bp_season_pass.bp_season_pass_C.EventSeasonPassOnClickTask
// (BlueprintCallable, BlueprintEvent)

void Abp_season_pass_C::EventSeasonPassOnClickTask()
{
	static UFunction *pFunc = 0;
	if (!pFunc)
		pFunc  = UObject::FindObject<UFunction>("Function bp_season_pass.bp_season_pass_C.EventSeasonPassOnClickTask");

	Abp_season_pass_C_EventSeasonPassOnClickTask_Params params;

	auto flags = pFunc->FunctionFlags;

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

	pFunc->FunctionFlags = flags;
}


// Function bp_season_pass.bp_season_pass_C.EventSeasonPassOnClickQuicklyGet_NoFetch
// (BlueprintCallable, BlueprintEvent)

void Abp_season_pass_C::EventSeasonPassOnClickQuicklyGet_NoFetch()
{
	static UFunction *pFunc = 0;
	if (!pFunc)
		pFunc  = UObject::FindObject<UFunction>("Function bp_season_pass.bp_season_pass_C.EventSeasonPassOnClickQuicklyGet_NoFetch");

	Abp_season_pass_C_EventSeasonPassOnClickQuicklyGet_NoFetch_Params params;

	auto flags = pFunc->FunctionFlags;

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

	pFunc->FunctionFlags = flags;
}


// Function bp_season_pass.bp_season_pass_C.EventSeasonPassOnClickQuicklyGet
// (BlueprintCallable, BlueprintEvent)

void Abp_season_pass_C::EventSeasonPassOnClickQuicklyGet()
{
	static UFunction *pFunc = 0;
	if (!pFunc)
		pFunc  = UObject::FindObject<UFunction>("Function bp_season_pass.bp_season_pass_C.EventSeasonPassOnClickQuicklyGet");

	Abp_season_pass_C_EventSeasonPassOnClickQuicklyGet_Params params;

	auto flags = pFunc->FunctionFlags;

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

	pFunc->FunctionFlags = flags;
}


// Function bp_season_pass.bp_season_pass_C.UserConstructionScript
// (Event, Public, BlueprintCallable, BlueprintEvent)

void Abp_season_pass_C::UserConstructionScript()
{
	static UFunction *pFunc = 0;
	if (!pFunc)
		pFunc  = UObject::FindObject<UFunction>("Function bp_season_pass.bp_season_pass_C.UserConstructionScript");

	Abp_season_pass_C_UserConstructionScript_Params params;

	auto flags = pFunc->FunctionFlags;

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

	pFunc->FunctionFlags = flags;
}


}

