Files
pubg/SDK/PUBGM_bp_battleresult_functions.cpp
2026-05-02 14:30:03 +08:00

1196 lines
33 KiB
C++
Executable File

//PUBGM(0.13.5)32位SDK
//作者:清华
//Telegram:@qinghuanb666
//生成时间:Fri Apr 18 20:44:42 2025
#include "../SDK.hpp"
namespace SDK
{
//---------------------------------------------------------------------------
//Functions
//---------------------------------------------------------------------------
// Function bp_battleresult.bp_battleresult_C.EventDelayCall_NoFetch
// (BlueprintCallable, BlueprintEvent)
void Abp_battleresult_C::EventDelayCall_NoFetch()
{
static UFunction *pFunc = 0;
if (!pFunc)
pFunc = UObject::FindObject<UFunction>("Function bp_battleresult.bp_battleresult_C.EventDelayCall_NoFetch");
Abp_battleresult_C_EventDelayCall_NoFetch_Params params;
auto flags = pFunc->FunctionFlags;
UObject *currentObj = (UObject *) this;
currentObj->ProcessEvent(pFunc, &params);
pFunc->FunctionFlags = flags;
}
// Function bp_battleresult.bp_battleresult_C.EventDelayCall
// (BlueprintCallable, BlueprintEvent)
void Abp_battleresult_C::EventDelayCall()
{
static UFunction *pFunc = 0;
if (!pFunc)
pFunc = UObject::FindObject<UFunction>("Function bp_battleresult.bp_battleresult_C.EventDelayCall");
Abp_battleresult_C_EventDelayCall_Params params;
auto flags = pFunc->FunctionFlags;
UObject *currentObj = (UObject *) this;
currentObj->ProcessEvent(pFunc, &params);
pFunc->FunctionFlags = flags;
}
// Function bp_battleresult.bp_battleresult_C.EventGetPlayerObBattleInfo_NoFetch
// (BlueprintCallable, BlueprintEvent)
void Abp_battleresult_C::EventGetPlayerObBattleInfo_NoFetch()
{
static UFunction *pFunc = 0;
if (!pFunc)
pFunc = UObject::FindObject<UFunction>("Function bp_battleresult.bp_battleresult_C.EventGetPlayerObBattleInfo_NoFetch");
Abp_battleresult_C_EventGetPlayerObBattleInfo_NoFetch_Params params;
auto flags = pFunc->FunctionFlags;
UObject *currentObj = (UObject *) this;
currentObj->ProcessEvent(pFunc, &params);
pFunc->FunctionFlags = flags;
}
// Function bp_battleresult.bp_battleresult_C.EventGetPlayerObBattleInfo
// (BlueprintCallable, BlueprintEvent)
void Abp_battleresult_C::EventGetPlayerObBattleInfo()
{
static UFunction *pFunc = 0;
if (!pFunc)
pFunc = UObject::FindObject<UFunction>("Function bp_battleresult.bp_battleresult_C.EventGetPlayerObBattleInfo");
Abp_battleresult_C_EventGetPlayerObBattleInfo_Params params;
auto flags = pFunc->FunctionFlags;
UObject *currentObj = (UObject *) this;
currentObj->ProcessEvent(pFunc, &params);
pFunc->FunctionFlags = flags;
}
// Function bp_battleresult.bp_battleresult_C.EventClientExitGame_NoFetch
// (BlueprintCallable, BlueprintEvent)
void Abp_battleresult_C::EventClientExitGame_NoFetch()
{
static UFunction *pFunc = 0;
if (!pFunc)
pFunc = UObject::FindObject<UFunction>("Function bp_battleresult.bp_battleresult_C.EventClientExitGame_NoFetch");
Abp_battleresult_C_EventClientExitGame_NoFetch_Params params;
auto flags = pFunc->FunctionFlags;
UObject *currentObj = (UObject *) this;
currentObj->ProcessEvent(pFunc, &params);
pFunc->FunctionFlags = flags;
}
// Function bp_battleresult.bp_battleresult_C.EventClientExitGame
// (BlueprintCallable, BlueprintEvent)
void Abp_battleresult_C::EventClientExitGame()
{
static UFunction *pFunc = 0;
if (!pFunc)
pFunc = UObject::FindObject<UFunction>("Function bp_battleresult.bp_battleresult_C.EventClientExitGame");
Abp_battleresult_C_EventClientExitGame_Params params;
auto flags = pFunc->FunctionFlags;
UObject *currentObj = (UObject *) this;
currentObj->ProcessEvent(pFunc, &params);
pFunc->FunctionFlags = flags;
}
// Function bp_battleresult.bp_battleresult_C.EventDoIgnoreDSError_Push_NoFetch
// (BlueprintCallable, BlueprintEvent)
void Abp_battleresult_C::EventDoIgnoreDSError_Push_NoFetch()
{
static UFunction *pFunc = 0;
if (!pFunc)
pFunc = UObject::FindObject<UFunction>("Function bp_battleresult.bp_battleresult_C.EventDoIgnoreDSError_Push_NoFetch");
Abp_battleresult_C_EventDoIgnoreDSError_Push_NoFetch_Params params;
auto flags = pFunc->FunctionFlags;
UObject *currentObj = (UObject *) this;
currentObj->ProcessEvent(pFunc, &params);
pFunc->FunctionFlags = flags;
}
// Function bp_battleresult.bp_battleresult_C.EventDoIgnoreDSError_Push
// (BlueprintCallable, BlueprintEvent)
void Abp_battleresult_C::EventDoIgnoreDSError_Push()
{
static UFunction *pFunc = 0;
if (!pFunc)
pFunc = UObject::FindObject<UFunction>("Function bp_battleresult.bp_battleresult_C.EventDoIgnoreDSError_Push");
Abp_battleresult_C_EventDoIgnoreDSError_Push_Params params;
auto flags = pFunc->FunctionFlags;
UObject *currentObj = (UObject *) this;
currentObj->ProcessEvent(pFunc, &params);
pFunc->FunctionFlags = flags;
}
// Function bp_battleresult.bp_battleresult_C.EventGetPlayerMatchMode_NoFetch
// (BlueprintCallable, BlueprintEvent)
void Abp_battleresult_C::EventGetPlayerMatchMode_NoFetch()
{
static UFunction *pFunc = 0;
if (!pFunc)
pFunc = UObject::FindObject<UFunction>("Function bp_battleresult.bp_battleresult_C.EventGetPlayerMatchMode_NoFetch");
Abp_battleresult_C_EventGetPlayerMatchMode_NoFetch_Params params;
auto flags = pFunc->FunctionFlags;
UObject *currentObj = (UObject *) this;
currentObj->ProcessEvent(pFunc, &params);
pFunc->FunctionFlags = flags;
}
// Function bp_battleresult.bp_battleresult_C.EventGetPlayerMatchMode
// (BlueprintCallable, BlueprintEvent)
void Abp_battleresult_C::EventGetPlayerMatchMode()
{
static UFunction *pFunc = 0;
if (!pFunc)
pFunc = UObject::FindObject<UFunction>("Function bp_battleresult.bp_battleresult_C.EventGetPlayerMatchMode");
Abp_battleresult_C_EventGetPlayerMatchMode_Params params;
auto flags = pFunc->FunctionFlags;
UObject *currentObj = (UObject *) this;
currentObj->ProcessEvent(pFunc, &params);
pFunc->FunctionFlags = flags;
}
// Function bp_battleresult.bp_battleresult_C.EventLogBattleData_Push_NoFetch
// (BlueprintCallable, BlueprintEvent)
void Abp_battleresult_C::EventLogBattleData_Push_NoFetch()
{
static UFunction *pFunc = 0;
if (!pFunc)
pFunc = UObject::FindObject<UFunction>("Function bp_battleresult.bp_battleresult_C.EventLogBattleData_Push_NoFetch");
Abp_battleresult_C_EventLogBattleData_Push_NoFetch_Params params;
auto flags = pFunc->FunctionFlags;
UObject *currentObj = (UObject *) this;
currentObj->ProcessEvent(pFunc, &params);
pFunc->FunctionFlags = flags;
}
// Function bp_battleresult.bp_battleresult_C.EventLogBattleData_Push
// (BlueprintCallable, BlueprintEvent)
void Abp_battleresult_C::EventLogBattleData_Push()
{
static UFunction *pFunc = 0;
if (!pFunc)
pFunc = UObject::FindObject<UFunction>("Function bp_battleresult.bp_battleresult_C.EventLogBattleData_Push");
Abp_battleresult_C_EventLogBattleData_Push_Params params;
auto flags = pFunc->FunctionFlags;
UObject *currentObj = (UObject *) this;
currentObj->ProcessEvent(pFunc, &params);
pFunc->FunctionFlags = flags;
}
// Function bp_battleresult.bp_battleresult_C.EventClientFreshToComplaint_NoFetch
// (BlueprintCallable, BlueprintEvent)
void Abp_battleresult_C::EventClientFreshToComplaint_NoFetch()
{
static UFunction *pFunc = 0;
if (!pFunc)
pFunc = UObject::FindObject<UFunction>("Function bp_battleresult.bp_battleresult_C.EventClientFreshToComplaint_NoFetch");
Abp_battleresult_C_EventClientFreshToComplaint_NoFetch_Params params;
auto flags = pFunc->FunctionFlags;
UObject *currentObj = (UObject *) this;
currentObj->ProcessEvent(pFunc, &params);
pFunc->FunctionFlags = flags;
}
// Function bp_battleresult.bp_battleresult_C.EventClientFreshToComplaint
// (BlueprintCallable, BlueprintEvent)
void Abp_battleresult_C::EventClientFreshToComplaint()
{
static UFunction *pFunc = 0;
if (!pFunc)
pFunc = UObject::FindObject<UFunction>("Function bp_battleresult.bp_battleresult_C.EventClientFreshToComplaint");
Abp_battleresult_C_EventClientFreshToComplaint_Params params;
auto flags = pFunc->FunctionFlags;
UObject *currentObj = (UObject *) this;
currentObj->ProcessEvent(pFunc, &params);
pFunc->FunctionFlags = flags;
}
// Function bp_battleresult.bp_battleresult_C.EventUpdateWatchTeamToComplaint_Push_NoFetch
// (BlueprintCallable, BlueprintEvent)
void Abp_battleresult_C::EventUpdateWatchTeamToComplaint_Push_NoFetch()
{
static UFunction *pFunc = 0;
if (!pFunc)
pFunc = UObject::FindObject<UFunction>("Function bp_battleresult.bp_battleresult_C.EventUpdateWatchTeamToComplaint_Push_NoFetch");
Abp_battleresult_C_EventUpdateWatchTeamToComplaint_Push_NoFetch_Params params;
auto flags = pFunc->FunctionFlags;
UObject *currentObj = (UObject *) this;
currentObj->ProcessEvent(pFunc, &params);
pFunc->FunctionFlags = flags;
}
// Function bp_battleresult.bp_battleresult_C.EventUpdateWatchTeamToComplaint_Push
// (BlueprintCallable, BlueprintEvent)
void Abp_battleresult_C::EventUpdateWatchTeamToComplaint_Push()
{
static UFunction *pFunc = 0;
if (!pFunc)
pFunc = UObject::FindObject<UFunction>("Function bp_battleresult.bp_battleresult_C.EventUpdateWatchTeamToComplaint_Push");
Abp_battleresult_C_EventUpdateWatchTeamToComplaint_Push_Params params;
auto flags = pFunc->FunctionFlags;
UObject *currentObj = (UObject *) this;
currentObj->ProcessEvent(pFunc, &params);
pFunc->FunctionFlags = flags;
}
// Function bp_battleresult.bp_battleresult_C.EventClientGetIsClickReply_NoFetch
// (BlueprintCallable, BlueprintEvent)
void Abp_battleresult_C::EventClientGetIsClickReply_NoFetch()
{
static UFunction *pFunc = 0;
if (!pFunc)
pFunc = UObject::FindObject<UFunction>("Function bp_battleresult.bp_battleresult_C.EventClientGetIsClickReply_NoFetch");
Abp_battleresult_C_EventClientGetIsClickReply_NoFetch_Params params;
auto flags = pFunc->FunctionFlags;
UObject *currentObj = (UObject *) this;
currentObj->ProcessEvent(pFunc, &params);
pFunc->FunctionFlags = flags;
}
// Function bp_battleresult.bp_battleresult_C.EventClientGetIsClickReply
// (BlueprintCallable, BlueprintEvent)
void Abp_battleresult_C::EventClientGetIsClickReply()
{
static UFunction *pFunc = 0;
if (!pFunc)
pFunc = UObject::FindObject<UFunction>("Function bp_battleresult.bp_battleresult_C.EventClientGetIsClickReply");
Abp_battleresult_C_EventClientGetIsClickReply_Params params;
auto flags = pFunc->FunctionFlags;
UObject *currentObj = (UObject *) this;
currentObj->ProcessEvent(pFunc, &params);
pFunc->FunctionFlags = flags;
}
// Function bp_battleresult.bp_battleresult_C.EventClientExitTraining_NoFetch
// (BlueprintCallable, BlueprintEvent)
void Abp_battleresult_C::EventClientExitTraining_NoFetch()
{
static UFunction *pFunc = 0;
if (!pFunc)
pFunc = UObject::FindObject<UFunction>("Function bp_battleresult.bp_battleresult_C.EventClientExitTraining_NoFetch");
Abp_battleresult_C_EventClientExitTraining_NoFetch_Params params;
auto flags = pFunc->FunctionFlags;
UObject *currentObj = (UObject *) this;
currentObj->ProcessEvent(pFunc, &params);
pFunc->FunctionFlags = flags;
}
// Function bp_battleresult.bp_battleresult_C.EventClientExitTraining
// (BlueprintCallable, BlueprintEvent)
void Abp_battleresult_C::EventClientExitTraining()
{
static UFunction *pFunc = 0;
if (!pFunc)
pFunc = UObject::FindObject<UFunction>("Function bp_battleresult.bp_battleresult_C.EventClientExitTraining");
Abp_battleresult_C_EventClientExitTraining_Params params;
auto flags = pFunc->FunctionFlags;
UObject *currentObj = (UObject *) this;
currentObj->ProcessEvent(pFunc, &params);
pFunc->FunctionFlags = flags;
}
// Function bp_battleresult.bp_battleresult_C.EventShowGameJoyGobackAndNoRecordsNotice_NoFetch
// (BlueprintCallable, BlueprintEvent)
void Abp_battleresult_C::EventShowGameJoyGobackAndNoRecordsNotice_NoFetch()
{
static UFunction *pFunc = 0;
if (!pFunc)
pFunc = UObject::FindObject<UFunction>("Function bp_battleresult.bp_battleresult_C.EventShowGameJoyGobackAndNoRecordsNotice_NoFetch");
Abp_battleresult_C_EventShowGameJoyGobackAndNoRecordsNotice_NoFetch_Params params;
auto flags = pFunc->FunctionFlags;
UObject *currentObj = (UObject *) this;
currentObj->ProcessEvent(pFunc, &params);
pFunc->FunctionFlags = flags;
}
// Function bp_battleresult.bp_battleresult_C.EventShowGameJoyGobackAndNoRecordsNotice
// (BlueprintCallable, BlueprintEvent)
void Abp_battleresult_C::EventShowGameJoyGobackAndNoRecordsNotice()
{
static UFunction *pFunc = 0;
if (!pFunc)
pFunc = UObject::FindObject<UFunction>("Function bp_battleresult.bp_battleresult_C.EventShowGameJoyGobackAndNoRecordsNotice");
Abp_battleresult_C_EventShowGameJoyGobackAndNoRecordsNotice_Params params;
auto flags = pFunc->FunctionFlags;
UObject *currentObj = (UObject *) this;
currentObj->ProcessEvent(pFunc, &params);
pFunc->FunctionFlags = flags;
}
// Function bp_battleresult.bp_battleresult_C.EventGameJoyVideoShareSuccess_NoFetch
// (BlueprintCallable, BlueprintEvent)
void Abp_battleresult_C::EventGameJoyVideoShareSuccess_NoFetch()
{
static UFunction *pFunc = 0;
if (!pFunc)
pFunc = UObject::FindObject<UFunction>("Function bp_battleresult.bp_battleresult_C.EventGameJoyVideoShareSuccess_NoFetch");
Abp_battleresult_C_EventGameJoyVideoShareSuccess_NoFetch_Params params;
auto flags = pFunc->FunctionFlags;
UObject *currentObj = (UObject *) this;
currentObj->ProcessEvent(pFunc, &params);
pFunc->FunctionFlags = flags;
}
// Function bp_battleresult.bp_battleresult_C.EventGameJoyVideoShareSuccess
// (BlueprintCallable, BlueprintEvent)
void Abp_battleresult_C::EventGameJoyVideoShareSuccess()
{
static UFunction *pFunc = 0;
if (!pFunc)
pFunc = UObject::FindObject<UFunction>("Function bp_battleresult.bp_battleresult_C.EventGameJoyVideoShareSuccess");
Abp_battleresult_C_EventGameJoyVideoShareSuccess_Params params;
auto flags = pFunc->FunctionFlags;
UObject *currentObj = (UObject *) this;
currentObj->ProcessEvent(pFunc, &params);
pFunc->FunctionFlags = flags;
}
// Function bp_battleresult.bp_battleresult_C.EventGetPlayerTitle_NoFetch
// (BlueprintCallable, BlueprintEvent)
void Abp_battleresult_C::EventGetPlayerTitle_NoFetch()
{
static UFunction *pFunc = 0;
if (!pFunc)
pFunc = UObject::FindObject<UFunction>("Function bp_battleresult.bp_battleresult_C.EventGetPlayerTitle_NoFetch");
Abp_battleresult_C_EventGetPlayerTitle_NoFetch_Params params;
auto flags = pFunc->FunctionFlags;
UObject *currentObj = (UObject *) this;
currentObj->ProcessEvent(pFunc, &params);
pFunc->FunctionFlags = flags;
}
// Function bp_battleresult.bp_battleresult_C.EventGetPlayerTitle
// (BlueprintCallable, BlueprintEvent)
void Abp_battleresult_C::EventGetPlayerTitle()
{
static UFunction *pFunc = 0;
if (!pFunc)
pFunc = UObject::FindObject<UFunction>("Function bp_battleresult.bp_battleresult_C.EventGetPlayerTitle");
Abp_battleresult_C_EventGetPlayerTitle_Params params;
auto flags = pFunc->FunctionFlags;
UObject *currentObj = (UObject *) this;
currentObj->ProcessEvent(pFunc, &params);
pFunc->FunctionFlags = flags;
}
// Function bp_battleresult.bp_battleresult_C.EventWatchGameOnSelect_NoFetch
// (BlueprintCallable, BlueprintEvent)
void Abp_battleresult_C::EventWatchGameOnSelect_NoFetch()
{
static UFunction *pFunc = 0;
if (!pFunc)
pFunc = UObject::FindObject<UFunction>("Function bp_battleresult.bp_battleresult_C.EventWatchGameOnSelect_NoFetch");
Abp_battleresult_C_EventWatchGameOnSelect_NoFetch_Params params;
auto flags = pFunc->FunctionFlags;
UObject *currentObj = (UObject *) this;
currentObj->ProcessEvent(pFunc, &params);
pFunc->FunctionFlags = flags;
}
// Function bp_battleresult.bp_battleresult_C.EventWatchGameOnSelect
// (BlueprintCallable, BlueprintEvent)
void Abp_battleresult_C::EventWatchGameOnSelect()
{
static UFunction *pFunc = 0;
if (!pFunc)
pFunc = UObject::FindObject<UFunction>("Function bp_battleresult.bp_battleresult_C.EventWatchGameOnSelect");
Abp_battleresult_C_EventWatchGameOnSelect_Params params;
auto flags = pFunc->FunctionFlags;
UObject *currentObj = (UObject *) this;
currentObj->ProcessEvent(pFunc, &params);
pFunc->FunctionFlags = flags;
}
// Function bp_battleresult.bp_battleresult_C.EventBattleResultControllerInterruptNotify_NoFetch
// (BlueprintCallable, BlueprintEvent)
void Abp_battleresult_C::EventBattleResultControllerInterruptNotify_NoFetch()
{
static UFunction *pFunc = 0;
if (!pFunc)
pFunc = UObject::FindObject<UFunction>("Function bp_battleresult.bp_battleresult_C.EventBattleResultControllerInterruptNotify_NoFetch");
Abp_battleresult_C_EventBattleResultControllerInterruptNotify_NoFetch_Params params;
auto flags = pFunc->FunctionFlags;
UObject *currentObj = (UObject *) this;
currentObj->ProcessEvent(pFunc, &params);
pFunc->FunctionFlags = flags;
}
// Function bp_battleresult.bp_battleresult_C.EventBattleResultControllerInterruptNotify
// (BlueprintCallable, BlueprintEvent)
void Abp_battleresult_C::EventBattleResultControllerInterruptNotify()
{
static UFunction *pFunc = 0;
if (!pFunc)
pFunc = UObject::FindObject<UFunction>("Function bp_battleresult.bp_battleresult_C.EventBattleResultControllerInterruptNotify");
Abp_battleresult_C_EventBattleResultControllerInterruptNotify_Params params;
auto flags = pFunc->FunctionFlags;
UObject *currentObj = (UObject *) this;
currentObj->ProcessEvent(pFunc, &params);
pFunc->FunctionFlags = flags;
}
// Function bp_battleresult.bp_battleresult_C.EventWatchGameClickReserveFriend_NoFetch
// (BlueprintCallable, BlueprintEvent)
void Abp_battleresult_C::EventWatchGameClickReserveFriend_NoFetch()
{
static UFunction *pFunc = 0;
if (!pFunc)
pFunc = UObject::FindObject<UFunction>("Function bp_battleresult.bp_battleresult_C.EventWatchGameClickReserveFriend_NoFetch");
Abp_battleresult_C_EventWatchGameClickReserveFriend_NoFetch_Params params;
auto flags = pFunc->FunctionFlags;
UObject *currentObj = (UObject *) this;
currentObj->ProcessEvent(pFunc, &params);
pFunc->FunctionFlags = flags;
}
// Function bp_battleresult.bp_battleresult_C.EventWatchGameClickReserveFriend
// (BlueprintCallable, BlueprintEvent)
void Abp_battleresult_C::EventWatchGameClickReserveFriend()
{
static UFunction *pFunc = 0;
if (!pFunc)
pFunc = UObject::FindObject<UFunction>("Function bp_battleresult.bp_battleresult_C.EventWatchGameClickReserveFriend");
Abp_battleresult_C_EventWatchGameClickReserveFriend_Params params;
auto flags = pFunc->FunctionFlags;
UObject *currentObj = (UObject *) this;
currentObj->ProcessEvent(pFunc, &params);
pFunc->FunctionFlags = flags;
}
// Function bp_battleresult.bp_battleresult_C.EventWatchGameUpdateReservationState_NoFetch
// (BlueprintCallable, BlueprintEvent)
void Abp_battleresult_C::EventWatchGameUpdateReservationState_NoFetch()
{
static UFunction *pFunc = 0;
if (!pFunc)
pFunc = UObject::FindObject<UFunction>("Function bp_battleresult.bp_battleresult_C.EventWatchGameUpdateReservationState_NoFetch");
Abp_battleresult_C_EventWatchGameUpdateReservationState_NoFetch_Params params;
auto flags = pFunc->FunctionFlags;
UObject *currentObj = (UObject *) this;
currentObj->ProcessEvent(pFunc, &params);
pFunc->FunctionFlags = flags;
}
// Function bp_battleresult.bp_battleresult_C.EventWatchGameUpdateReservationState
// (BlueprintCallable, BlueprintEvent)
void Abp_battleresult_C::EventWatchGameUpdateReservationState()
{
static UFunction *pFunc = 0;
if (!pFunc)
pFunc = UObject::FindObject<UFunction>("Function bp_battleresult.bp_battleresult_C.EventWatchGameUpdateReservationState");
Abp_battleresult_C_EventWatchGameUpdateReservationState_Params params;
auto flags = pFunc->FunctionFlags;
UObject *currentObj = (UObject *) this;
currentObj->ProcessEvent(pFunc, &params);
pFunc->FunctionFlags = flags;
}
// Function bp_battleresult.bp_battleresult_C.EventClickOnOneMoreGameBtn_NoFetch
// (BlueprintCallable, BlueprintEvent)
void Abp_battleresult_C::EventClickOnOneMoreGameBtn_NoFetch()
{
static UFunction *pFunc = 0;
if (!pFunc)
pFunc = UObject::FindObject<UFunction>("Function bp_battleresult.bp_battleresult_C.EventClickOnOneMoreGameBtn_NoFetch");
Abp_battleresult_C_EventClickOnOneMoreGameBtn_NoFetch_Params params;
auto flags = pFunc->FunctionFlags;
UObject *currentObj = (UObject *) this;
currentObj->ProcessEvent(pFunc, &params);
pFunc->FunctionFlags = flags;
}
// Function bp_battleresult.bp_battleresult_C.EventClickOnOneMoreGameBtn
// (BlueprintCallable, BlueprintEvent)
void Abp_battleresult_C::EventClickOnOneMoreGameBtn()
{
static UFunction *pFunc = 0;
if (!pFunc)
pFunc = UObject::FindObject<UFunction>("Function bp_battleresult.bp_battleresult_C.EventClickOnOneMoreGameBtn");
Abp_battleresult_C_EventClickOnOneMoreGameBtn_Params params;
auto flags = pFunc->FunctionFlags;
UObject *currentObj = (UObject *) this;
currentObj->ProcessEvent(pFunc, &params);
pFunc->FunctionFlags = flags;
}
// Function bp_battleresult.bp_battleresult_C.EventShowOnceMoreGameBtnNotice_NoFetch
// (BlueprintCallable, BlueprintEvent)
void Abp_battleresult_C::EventShowOnceMoreGameBtnNotice_NoFetch()
{
static UFunction *pFunc = 0;
if (!pFunc)
pFunc = UObject::FindObject<UFunction>("Function bp_battleresult.bp_battleresult_C.EventShowOnceMoreGameBtnNotice_NoFetch");
Abp_battleresult_C_EventShowOnceMoreGameBtnNotice_NoFetch_Params params;
auto flags = pFunc->FunctionFlags;
UObject *currentObj = (UObject *) this;
currentObj->ProcessEvent(pFunc, &params);
pFunc->FunctionFlags = flags;
}
// Function bp_battleresult.bp_battleresult_C.EventShowOnceMoreGameBtnNotice
// (BlueprintCallable, BlueprintEvent)
void Abp_battleresult_C::EventShowOnceMoreGameBtnNotice()
{
static UFunction *pFunc = 0;
if (!pFunc)
pFunc = UObject::FindObject<UFunction>("Function bp_battleresult.bp_battleresult_C.EventShowOnceMoreGameBtnNotice");
Abp_battleresult_C_EventShowOnceMoreGameBtnNotice_Params params;
auto flags = pFunc->FunctionFlags;
UObject *currentObj = (UObject *) this;
currentObj->ProcessEvent(pFunc, &params);
pFunc->FunctionFlags = flags;
}
// Function bp_battleresult.bp_battleresult_C.EventShowGameJoyReRecordNotice_NoFetch
// (BlueprintCallable, BlueprintEvent)
void Abp_battleresult_C::EventShowGameJoyReRecordNotice_NoFetch()
{
static UFunction *pFunc = 0;
if (!pFunc)
pFunc = UObject::FindObject<UFunction>("Function bp_battleresult.bp_battleresult_C.EventShowGameJoyReRecordNotice_NoFetch");
Abp_battleresult_C_EventShowGameJoyReRecordNotice_NoFetch_Params params;
auto flags = pFunc->FunctionFlags;
UObject *currentObj = (UObject *) this;
currentObj->ProcessEvent(pFunc, &params);
pFunc->FunctionFlags = flags;
}
// Function bp_battleresult.bp_battleresult_C.EventShowGameJoyReRecordNotice
// (BlueprintCallable, BlueprintEvent)
void Abp_battleresult_C::EventShowGameJoyReRecordNotice()
{
static UFunction *pFunc = 0;
if (!pFunc)
pFunc = UObject::FindObject<UFunction>("Function bp_battleresult.bp_battleresult_C.EventShowGameJoyReRecordNotice");
Abp_battleresult_C_EventShowGameJoyReRecordNotice_Params params;
auto flags = pFunc->FunctionFlags;
UObject *currentObj = (UObject *) this;
currentObj->ProcessEvent(pFunc, &params);
pFunc->FunctionFlags = flags;
}
// Function bp_battleresult.bp_battleresult_C.EventShowGameJoyRecordFailNotice_NoFetch
// (BlueprintCallable, BlueprintEvent)
void Abp_battleresult_C::EventShowGameJoyRecordFailNotice_NoFetch()
{
static UFunction *pFunc = 0;
if (!pFunc)
pFunc = UObject::FindObject<UFunction>("Function bp_battleresult.bp_battleresult_C.EventShowGameJoyRecordFailNotice_NoFetch");
Abp_battleresult_C_EventShowGameJoyRecordFailNotice_NoFetch_Params params;
auto flags = pFunc->FunctionFlags;
UObject *currentObj = (UObject *) this;
currentObj->ProcessEvent(pFunc, &params);
pFunc->FunctionFlags = flags;
}
// Function bp_battleresult.bp_battleresult_C.EventShowGameJoyRecordFailNotice
// (BlueprintCallable, BlueprintEvent)
void Abp_battleresult_C::EventShowGameJoyRecordFailNotice()
{
static UFunction *pFunc = 0;
if (!pFunc)
pFunc = UObject::FindObject<UFunction>("Function bp_battleresult.bp_battleresult_C.EventShowGameJoyRecordFailNotice");
Abp_battleresult_C_EventShowGameJoyRecordFailNotice_Params params;
auto flags = pFunc->FunctionFlags;
UObject *currentObj = (UObject *) this;
currentObj->ProcessEvent(pFunc, &params);
pFunc->FunctionFlags = flags;
}
// Function bp_battleresult.bp_battleresult_C.EventCheckZKForbiddenTime_NoFetch
// (BlueprintCallable, BlueprintEvent)
void Abp_battleresult_C::EventCheckZKForbiddenTime_NoFetch()
{
static UFunction *pFunc = 0;
if (!pFunc)
pFunc = UObject::FindObject<UFunction>("Function bp_battleresult.bp_battleresult_C.EventCheckZKForbiddenTime_NoFetch");
Abp_battleresult_C_EventCheckZKForbiddenTime_NoFetch_Params params;
auto flags = pFunc->FunctionFlags;
UObject *currentObj = (UObject *) this;
currentObj->ProcessEvent(pFunc, &params);
pFunc->FunctionFlags = flags;
}
// Function bp_battleresult.bp_battleresult_C.EventCheckZKForbiddenTime
// (BlueprintCallable, BlueprintEvent)
void Abp_battleresult_C::EventCheckZKForbiddenTime()
{
static UFunction *pFunc = 0;
if (!pFunc)
pFunc = UObject::FindObject<UFunction>("Function bp_battleresult.bp_battleresult_C.EventCheckZKForbiddenTime");
Abp_battleresult_C_EventCheckZKForbiddenTime_Params params;
auto flags = pFunc->FunctionFlags;
UObject *currentObj = (UObject *) this;
currentObj->ProcessEvent(pFunc, &params);
pFunc->FunctionFlags = flags;
}
// Function bp_battleresult.bp_battleresult_C.EventFetchInfo_NoFetch
// (BlueprintCallable, BlueprintEvent)
void Abp_battleresult_C::EventFetchInfo_NoFetch()
{
static UFunction *pFunc = 0;
if (!pFunc)
pFunc = UObject::FindObject<UFunction>("Function bp_battleresult.bp_battleresult_C.EventFetchInfo_NoFetch");
Abp_battleresult_C_EventFetchInfo_NoFetch_Params params;
auto flags = pFunc->FunctionFlags;
UObject *currentObj = (UObject *) this;
currentObj->ProcessEvent(pFunc, &params);
pFunc->FunctionFlags = flags;
}
// Function bp_battleresult.bp_battleresult_C.EventFetchInfo
// (BlueprintCallable, BlueprintEvent)
void Abp_battleresult_C::EventFetchInfo()
{
static UFunction *pFunc = 0;
if (!pFunc)
pFunc = UObject::FindObject<UFunction>("Function bp_battleresult.bp_battleresult_C.EventFetchInfo");
Abp_battleresult_C_EventFetchInfo_Params params;
auto flags = pFunc->FunctionFlags;
UObject *currentObj = (UObject *) this;
currentObj->ProcessEvent(pFunc, &params);
pFunc->FunctionFlags = flags;
}
// Function bp_battleresult.bp_battleresult_C.EventShowGameJoyNoRecordsNotice_NoFetch
// (BlueprintCallable, BlueprintEvent)
void Abp_battleresult_C::EventShowGameJoyNoRecordsNotice_NoFetch()
{
static UFunction *pFunc = 0;
if (!pFunc)
pFunc = UObject::FindObject<UFunction>("Function bp_battleresult.bp_battleresult_C.EventShowGameJoyNoRecordsNotice_NoFetch");
Abp_battleresult_C_EventShowGameJoyNoRecordsNotice_NoFetch_Params params;
auto flags = pFunc->FunctionFlags;
UObject *currentObj = (UObject *) this;
currentObj->ProcessEvent(pFunc, &params);
pFunc->FunctionFlags = flags;
}
// Function bp_battleresult.bp_battleresult_C.EventShowGameJoyNoRecordsNotice
// (BlueprintCallable, BlueprintEvent)
void Abp_battleresult_C::EventShowGameJoyNoRecordsNotice()
{
static UFunction *pFunc = 0;
if (!pFunc)
pFunc = UObject::FindObject<UFunction>("Function bp_battleresult.bp_battleresult_C.EventShowGameJoyNoRecordsNotice");
Abp_battleresult_C_EventShowGameJoyNoRecordsNotice_Params params;
auto flags = pFunc->FunctionFlags;
UObject *currentObj = (UObject *) this;
currentObj->ProcessEvent(pFunc, &params);
pFunc->FunctionFlags = flags;
}
// Function bp_battleresult.bp_battleresult_C.EventAddFriendRequest_Push_NoFetch
// (BlueprintCallable, BlueprintEvent)
void Abp_battleresult_C::EventAddFriendRequest_Push_NoFetch()
{
static UFunction *pFunc = 0;
if (!pFunc)
pFunc = UObject::FindObject<UFunction>("Function bp_battleresult.bp_battleresult_C.EventAddFriendRequest_Push_NoFetch");
Abp_battleresult_C_EventAddFriendRequest_Push_NoFetch_Params params;
auto flags = pFunc->FunctionFlags;
UObject *currentObj = (UObject *) this;
currentObj->ProcessEvent(pFunc, &params);
pFunc->FunctionFlags = flags;
}
// Function bp_battleresult.bp_battleresult_C.EventAddFriendRequest_Push
// (BlueprintCallable, BlueprintEvent)
void Abp_battleresult_C::EventAddFriendRequest_Push()
{
static UFunction *pFunc = 0;
if (!pFunc)
pFunc = UObject::FindObject<UFunction>("Function bp_battleresult.bp_battleresult_C.EventAddFriendRequest_Push");
Abp_battleresult_C_EventAddFriendRequest_Push_Params params;
auto flags = pFunc->FunctionFlags;
UObject *currentObj = (UObject *) this;
currentObj->ProcessEvent(pFunc, &params);
pFunc->FunctionFlags = flags;
}
// Function bp_battleresult.bp_battleresult_C.EventBattleResult_BackToLobby_NoFetch
// (BlueprintCallable, BlueprintEvent)
void Abp_battleresult_C::EventBattleResult_BackToLobby_NoFetch()
{
static UFunction *pFunc = 0;
if (!pFunc)
pFunc = UObject::FindObject<UFunction>("Function bp_battleresult.bp_battleresult_C.EventBattleResult_BackToLobby_NoFetch");
Abp_battleresult_C_EventBattleResult_BackToLobby_NoFetch_Params params;
auto flags = pFunc->FunctionFlags;
UObject *currentObj = (UObject *) this;
currentObj->ProcessEvent(pFunc, &params);
pFunc->FunctionFlags = flags;
}
// Function bp_battleresult.bp_battleresult_C.EventBattleResult_BackToLobby
// (BlueprintCallable, BlueprintEvent)
void Abp_battleresult_C::EventBattleResult_BackToLobby()
{
static UFunction *pFunc = 0;
if (!pFunc)
pFunc = UObject::FindObject<UFunction>("Function bp_battleresult.bp_battleresult_C.EventBattleResult_BackToLobby");
Abp_battleresult_C_EventBattleResult_BackToLobby_Params params;
auto flags = pFunc->FunctionFlags;
UObject *currentObj = (UObject *) this;
currentObj->ProcessEvent(pFunc, &params);
pFunc->FunctionFlags = flags;
}
// Function bp_battleresult.bp_battleresult_C.EventOnLikeBtnClicked_Push_NoFetch
// (BlueprintCallable, BlueprintEvent)
void Abp_battleresult_C::EventOnLikeBtnClicked_Push_NoFetch()
{
static UFunction *pFunc = 0;
if (!pFunc)
pFunc = UObject::FindObject<UFunction>("Function bp_battleresult.bp_battleresult_C.EventOnLikeBtnClicked_Push_NoFetch");
Abp_battleresult_C_EventOnLikeBtnClicked_Push_NoFetch_Params params;
auto flags = pFunc->FunctionFlags;
UObject *currentObj = (UObject *) this;
currentObj->ProcessEvent(pFunc, &params);
pFunc->FunctionFlags = flags;
}
// Function bp_battleresult.bp_battleresult_C.EventOnLikeBtnClicked_Push
// (BlueprintCallable, BlueprintEvent)
void Abp_battleresult_C::EventOnLikeBtnClicked_Push()
{
static UFunction *pFunc = 0;
if (!pFunc)
pFunc = UObject::FindObject<UFunction>("Function bp_battleresult.bp_battleresult_C.EventOnLikeBtnClicked_Push");
Abp_battleresult_C_EventOnLikeBtnClicked_Push_Params params;
auto flags = pFunc->FunctionFlags;
UObject *currentObj = (UObject *) this;
currentObj->ProcessEvent(pFunc, &params);
pFunc->FunctionFlags = flags;
}
// Function bp_battleresult.bp_battleresult_C.EventCloseBattleResult_NoFetch
// (BlueprintCallable, BlueprintEvent)
void Abp_battleresult_C::EventCloseBattleResult_NoFetch()
{
static UFunction *pFunc = 0;
if (!pFunc)
pFunc = UObject::FindObject<UFunction>("Function bp_battleresult.bp_battleresult_C.EventCloseBattleResult_NoFetch");
Abp_battleresult_C_EventCloseBattleResult_NoFetch_Params params;
auto flags = pFunc->FunctionFlags;
UObject *currentObj = (UObject *) this;
currentObj->ProcessEvent(pFunc, &params);
pFunc->FunctionFlags = flags;
}
// Function bp_battleresult.bp_battleresult_C.EventCloseBattleResult
// (BlueprintCallable, BlueprintEvent)
void Abp_battleresult_C::EventCloseBattleResult()
{
static UFunction *pFunc = 0;
if (!pFunc)
pFunc = UObject::FindObject<UFunction>("Function bp_battleresult.bp_battleresult_C.EventCloseBattleResult");
Abp_battleresult_C_EventCloseBattleResult_Params params;
auto flags = pFunc->FunctionFlags;
UObject *currentObj = (UObject *) this;
currentObj->ProcessEvent(pFunc, &params);
pFunc->FunctionFlags = flags;
}
// Function bp_battleresult.bp_battleresult_C.EventClientFreshData_NoFetch
// (BlueprintCallable, BlueprintEvent)
void Abp_battleresult_C::EventClientFreshData_NoFetch()
{
static UFunction *pFunc = 0;
if (!pFunc)
pFunc = UObject::FindObject<UFunction>("Function bp_battleresult.bp_battleresult_C.EventClientFreshData_NoFetch");
Abp_battleresult_C_EventClientFreshData_NoFetch_Params params;
auto flags = pFunc->FunctionFlags;
UObject *currentObj = (UObject *) this;
currentObj->ProcessEvent(pFunc, &params);
pFunc->FunctionFlags = flags;
}
// Function bp_battleresult.bp_battleresult_C.EventClientFreshData
// (BlueprintCallable, BlueprintEvent)
void Abp_battleresult_C::EventClientFreshData()
{
static UFunction *pFunc = 0;
if (!pFunc)
pFunc = UObject::FindObject<UFunction>("Function bp_battleresult.bp_battleresult_C.EventClientFreshData");
Abp_battleresult_C_EventClientFreshData_Params params;
auto flags = pFunc->FunctionFlags;
UObject *currentObj = (UObject *) this;
currentObj->ProcessEvent(pFunc, &params);
pFunc->FunctionFlags = flags;
}
// Function bp_battleresult.bp_battleresult_C.UserConstructionScript
// (Event, Public, BlueprintCallable, BlueprintEvent)
void Abp_battleresult_C::UserConstructionScript()
{
static UFunction *pFunc = 0;
if (!pFunc)
pFunc = UObject::FindObject<UFunction>("Function bp_battleresult.bp_battleresult_C.UserConstructionScript");
Abp_battleresult_C_UserConstructionScript_Params params;
auto flags = pFunc->FunctionFlags;
UObject *currentObj = (UObject *) this;
currentObj->ProcessEvent(pFunc, &params);
pFunc->FunctionFlags = flags;
}
}