//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("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, ¶ms); 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("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, ¶ms); 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("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, ¶ms); 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("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, ¶ms); 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("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, ¶ms); 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("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, ¶ms); 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("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, ¶ms); 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("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, ¶ms); 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("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, ¶ms); 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("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, ¶ms); 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("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, ¶ms); 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("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, ¶ms); 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("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, ¶ms); 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("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, ¶ms); 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("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, ¶ms); 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("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, ¶ms); 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("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, ¶ms); 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("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, ¶ms); 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("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, ¶ms); 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("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, ¶ms); 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("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, ¶ms); 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("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, ¶ms); 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("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, ¶ms); pFunc->FunctionFlags = flags; } }