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

196 lines
5.1 KiB
C++
Executable File

//PUBGM(0.13.5)32位SDK
//作者:清华
//Telegram:@qinghuanb666
//生成时间:Fri Apr 18 20:44:48 2025
#include "../SDK.hpp"
namespace SDK
{
//---------------------------------------------------------------------------
//Functions
//---------------------------------------------------------------------------
// Function bp_season_rank.bp_season_rank_C.EventSeasonRankShowAvatar_NoFetch
// (BlueprintCallable, BlueprintEvent)
void Abp_season_rank_C::EventSeasonRankShowAvatar_NoFetch()
{
static UFunction *pFunc = 0;
if (!pFunc)
pFunc = UObject::FindObject<UFunction>("Function bp_season_rank.bp_season_rank_C.EventSeasonRankShowAvatar_NoFetch");
Abp_season_rank_C_EventSeasonRankShowAvatar_NoFetch_Params params;
auto flags = pFunc->FunctionFlags;
UObject *currentObj = (UObject *) this;
currentObj->ProcessEvent(pFunc, &params);
pFunc->FunctionFlags = flags;
}
// Function bp_season_rank.bp_season_rank_C.EventSeasonRankShowAvatar
// (BlueprintCallable, BlueprintEvent)
void Abp_season_rank_C::EventSeasonRankShowAvatar()
{
static UFunction *pFunc = 0;
if (!pFunc)
pFunc = UObject::FindObject<UFunction>("Function bp_season_rank.bp_season_rank_C.EventSeasonRankShowAvatar");
Abp_season_rank_C_EventSeasonRankShowAvatar_Params params;
auto flags = pFunc->FunctionFlags;
UObject *currentObj = (UObject *) this;
currentObj->ProcessEvent(pFunc, &params);
pFunc->FunctionFlags = flags;
}
// Function bp_season_rank.bp_season_rank_C.EventSeasonRankShowRoleInfo_NoFetch
// (BlueprintCallable, BlueprintEvent)
void Abp_season_rank_C::EventSeasonRankShowRoleInfo_NoFetch()
{
static UFunction *pFunc = 0;
if (!pFunc)
pFunc = UObject::FindObject<UFunction>("Function bp_season_rank.bp_season_rank_C.EventSeasonRankShowRoleInfo_NoFetch");
Abp_season_rank_C_EventSeasonRankShowRoleInfo_NoFetch_Params params;
auto flags = pFunc->FunctionFlags;
UObject *currentObj = (UObject *) this;
currentObj->ProcessEvent(pFunc, &params);
pFunc->FunctionFlags = flags;
}
// Function bp_season_rank.bp_season_rank_C.EventSeasonRankShowRoleInfo
// (BlueprintCallable, BlueprintEvent)
void Abp_season_rank_C::EventSeasonRankShowRoleInfo()
{
static UFunction *pFunc = 0;
if (!pFunc)
pFunc = UObject::FindObject<UFunction>("Function bp_season_rank.bp_season_rank_C.EventSeasonRankShowRoleInfo");
Abp_season_rank_C_EventSeasonRankShowRoleInfo_Params params;
auto flags = pFunc->FunctionFlags;
UObject *currentObj = (UObject *) this;
currentObj->ProcessEvent(pFunc, &params);
pFunc->FunctionFlags = flags;
}
// Function bp_season_rank.bp_season_rank_C.EventSeasonRankPushToLua_NoFetch
// (BlueprintCallable, BlueprintEvent)
void Abp_season_rank_C::EventSeasonRankPushToLua_NoFetch()
{
static UFunction *pFunc = 0;
if (!pFunc)
pFunc = UObject::FindObject<UFunction>("Function bp_season_rank.bp_season_rank_C.EventSeasonRankPushToLua_NoFetch");
Abp_season_rank_C_EventSeasonRankPushToLua_NoFetch_Params params;
auto flags = pFunc->FunctionFlags;
UObject *currentObj = (UObject *) this;
currentObj->ProcessEvent(pFunc, &params);
pFunc->FunctionFlags = flags;
}
// Function bp_season_rank.bp_season_rank_C.EventSeasonRankPushToLua
// (BlueprintCallable, BlueprintEvent)
void Abp_season_rank_C::EventSeasonRankPushToLua()
{
static UFunction *pFunc = 0;
if (!pFunc)
pFunc = UObject::FindObject<UFunction>("Function bp_season_rank.bp_season_rank_C.EventSeasonRankPushToLua");
Abp_season_rank_C_EventSeasonRankPushToLua_Params params;
auto flags = pFunc->FunctionFlags;
UObject *currentObj = (UObject *) this;
currentObj->ProcessEvent(pFunc, &params);
pFunc->FunctionFlags = flags;
}
// Function bp_season_rank.bp_season_rank_C.EventSeasonRankClose_NoFetch
// (BlueprintCallable, BlueprintEvent)
void Abp_season_rank_C::EventSeasonRankClose_NoFetch()
{
static UFunction *pFunc = 0;
if (!pFunc)
pFunc = UObject::FindObject<UFunction>("Function bp_season_rank.bp_season_rank_C.EventSeasonRankClose_NoFetch");
Abp_season_rank_C_EventSeasonRankClose_NoFetch_Params params;
auto flags = pFunc->FunctionFlags;
UObject *currentObj = (UObject *) this;
currentObj->ProcessEvent(pFunc, &params);
pFunc->FunctionFlags = flags;
}
// Function bp_season_rank.bp_season_rank_C.EventSeasonRankClose
// (BlueprintCallable, BlueprintEvent)
void Abp_season_rank_C::EventSeasonRankClose()
{
static UFunction *pFunc = 0;
if (!pFunc)
pFunc = UObject::FindObject<UFunction>("Function bp_season_rank.bp_season_rank_C.EventSeasonRankClose");
Abp_season_rank_C_EventSeasonRankClose_Params params;
auto flags = pFunc->FunctionFlags;
UObject *currentObj = (UObject *) this;
currentObj->ProcessEvent(pFunc, &params);
pFunc->FunctionFlags = flags;
}
// Function bp_season_rank.bp_season_rank_C.UserConstructionScript
// (Event, Public, BlueprintCallable, BlueprintEvent)
void Abp_season_rank_C::UserConstructionScript()
{
static UFunction *pFunc = 0;
if (!pFunc)
pFunc = UObject::FindObject<UFunction>("Function bp_season_rank.bp_season_rank_C.UserConstructionScript");
Abp_season_rank_C_UserConstructionScript_Params params;
auto flags = pFunc->FunctionFlags;
UObject *currentObj = (UObject *) this;
currentObj->ProcessEvent(pFunc, &params);
pFunc->FunctionFlags = flags;
}
}