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