//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_switch.bp_season_switch_C.EventSeasonSwitchStep6Tips_NoFetch // (BlueprintCallable, BlueprintEvent) void Abp_season_switch_C::EventSeasonSwitchStep6Tips_NoFetch() { static UFunction *pFunc = 0; if (!pFunc) pFunc = UObject::FindObject("Function bp_season_switch.bp_season_switch_C.EventSeasonSwitchStep6Tips_NoFetch"); Abp_season_switch_C_EventSeasonSwitchStep6Tips_NoFetch_Params params; auto flags = pFunc->FunctionFlags; UObject *currentObj = (UObject *) this; currentObj->ProcessEvent(pFunc, ¶ms); pFunc->FunctionFlags = flags; } // Function bp_season_switch.bp_season_switch_C.EventSeasonSwitchStep6Tips // (BlueprintCallable, BlueprintEvent) void Abp_season_switch_C::EventSeasonSwitchStep6Tips() { static UFunction *pFunc = 0; if (!pFunc) pFunc = UObject::FindObject("Function bp_season_switch.bp_season_switch_C.EventSeasonSwitchStep6Tips"); Abp_season_switch_C_EventSeasonSwitchStep6Tips_Params params; auto flags = pFunc->FunctionFlags; UObject *currentObj = (UObject *) this; currentObj->ProcessEvent(pFunc, ¶ms); pFunc->FunctionFlags = flags; } // Function bp_season_switch.bp_season_switch_C.EventSeasonSwitchGetAward_NoFetch // (BlueprintCallable, BlueprintEvent) void Abp_season_switch_C::EventSeasonSwitchGetAward_NoFetch() { static UFunction *pFunc = 0; if (!pFunc) pFunc = UObject::FindObject("Function bp_season_switch.bp_season_switch_C.EventSeasonSwitchGetAward_NoFetch"); Abp_season_switch_C_EventSeasonSwitchGetAward_NoFetch_Params params; auto flags = pFunc->FunctionFlags; UObject *currentObj = (UObject *) this; currentObj->ProcessEvent(pFunc, ¶ms); pFunc->FunctionFlags = flags; } // Function bp_season_switch.bp_season_switch_C.EventSeasonSwitchGetAward // (BlueprintCallable, BlueprintEvent) void Abp_season_switch_C::EventSeasonSwitchGetAward() { static UFunction *pFunc = 0; if (!pFunc) pFunc = UObject::FindObject("Function bp_season_switch.bp_season_switch_C.EventSeasonSwitchGetAward"); Abp_season_switch_C_EventSeasonSwitchGetAward_Params params; auto flags = pFunc->FunctionFlags; UObject *currentObj = (UObject *) this; currentObj->ProcessEvent(pFunc, ¶ms); pFunc->FunctionFlags = flags; } // Function bp_season_switch.bp_season_switch_C.EventSeasonSwitchHideUI_NoFetch // (BlueprintCallable, BlueprintEvent) void Abp_season_switch_C::EventSeasonSwitchHideUI_NoFetch() { static UFunction *pFunc = 0; if (!pFunc) pFunc = UObject::FindObject("Function bp_season_switch.bp_season_switch_C.EventSeasonSwitchHideUI_NoFetch"); Abp_season_switch_C_EventSeasonSwitchHideUI_NoFetch_Params params; auto flags = pFunc->FunctionFlags; UObject *currentObj = (UObject *) this; currentObj->ProcessEvent(pFunc, ¶ms); pFunc->FunctionFlags = flags; } // Function bp_season_switch.bp_season_switch_C.EventSeasonSwitchHideUI // (BlueprintCallable, BlueprintEvent) void Abp_season_switch_C::EventSeasonSwitchHideUI() { static UFunction *pFunc = 0; if (!pFunc) pFunc = UObject::FindObject("Function bp_season_switch.bp_season_switch_C.EventSeasonSwitchHideUI"); Abp_season_switch_C_EventSeasonSwitchHideUI_Params params; auto flags = pFunc->FunctionFlags; UObject *currentObj = (UObject *) this; currentObj->ProcessEvent(pFunc, ¶ms); pFunc->FunctionFlags = flags; } // Function bp_season_switch.bp_season_switch_C.EventSeasonSwitchShowAnim_NoFetch // (BlueprintCallable, BlueprintEvent) void Abp_season_switch_C::EventSeasonSwitchShowAnim_NoFetch() { static UFunction *pFunc = 0; if (!pFunc) pFunc = UObject::FindObject("Function bp_season_switch.bp_season_switch_C.EventSeasonSwitchShowAnim_NoFetch"); Abp_season_switch_C_EventSeasonSwitchShowAnim_NoFetch_Params params; auto flags = pFunc->FunctionFlags; UObject *currentObj = (UObject *) this; currentObj->ProcessEvent(pFunc, ¶ms); pFunc->FunctionFlags = flags; } // Function bp_season_switch.bp_season_switch_C.EventSeasonSwitchShowAnim // (BlueprintCallable, BlueprintEvent) void Abp_season_switch_C::EventSeasonSwitchShowAnim() { static UFunction *pFunc = 0; if (!pFunc) pFunc = UObject::FindObject("Function bp_season_switch.bp_season_switch_C.EventSeasonSwitchShowAnim"); Abp_season_switch_C_EventSeasonSwitchShowAnim_Params params; auto flags = pFunc->FunctionFlags; UObject *currentObj = (UObject *) this; currentObj->ProcessEvent(pFunc, ¶ms); pFunc->FunctionFlags = flags; } // Function bp_season_switch.bp_season_switch_C.EventSeasonSwitchNext_NoFetch // (BlueprintCallable, BlueprintEvent) void Abp_season_switch_C::EventSeasonSwitchNext_NoFetch() { static UFunction *pFunc = 0; if (!pFunc) pFunc = UObject::FindObject("Function bp_season_switch.bp_season_switch_C.EventSeasonSwitchNext_NoFetch"); Abp_season_switch_C_EventSeasonSwitchNext_NoFetch_Params params; auto flags = pFunc->FunctionFlags; UObject *currentObj = (UObject *) this; currentObj->ProcessEvent(pFunc, ¶ms); pFunc->FunctionFlags = flags; } // Function bp_season_switch.bp_season_switch_C.EventSeasonSwitchNext // (BlueprintCallable, BlueprintEvent) void Abp_season_switch_C::EventSeasonSwitchNext() { static UFunction *pFunc = 0; if (!pFunc) pFunc = UObject::FindObject("Function bp_season_switch.bp_season_switch_C.EventSeasonSwitchNext"); Abp_season_switch_C_EventSeasonSwitchNext_Params params; auto flags = pFunc->FunctionFlags; UObject *currentObj = (UObject *) this; currentObj->ProcessEvent(pFunc, ¶ms); pFunc->FunctionFlags = flags; } // Function bp_season_switch.bp_season_switch_C.UserConstructionScript // (Event, Public, BlueprintCallable, BlueprintEvent) void Abp_season_switch_C::UserConstructionScript() { static UFunction *pFunc = 0; if (!pFunc) pFunc = UObject::FindObject("Function bp_season_switch.bp_season_switch_C.UserConstructionScript"); Abp_season_switch_C_UserConstructionScript_Params params; auto flags = pFunc->FunctionFlags; UObject *currentObj = (UObject *) this; currentObj->ProcessEvent(pFunc, ¶ms); pFunc->FunctionFlags = flags; } }