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

196 lines
5.3 KiB
C++
Executable File

//PUBGM(0.13.5)32位SDK
//作者:清华
//Telegram:@qinghuanb666
//生成时间:Fri Apr 18 20:44:45 2025
#include "../SDK.hpp"
namespace SDK
{
//---------------------------------------------------------------------------
//Functions
//---------------------------------------------------------------------------
// Function bp_updatenotice_ingame.bp_updatenotice_ingame_C.EventJumpToMode_NoFetch
// (BlueprintCallable, BlueprintEvent)
void Abp_updatenotice_ingame_C::EventJumpToMode_NoFetch()
{
static UFunction *pFunc = 0;
if (!pFunc)
pFunc = UObject::FindObject<UFunction>("Function bp_updatenotice_ingame.bp_updatenotice_ingame_C.EventJumpToMode_NoFetch");
Abp_updatenotice_ingame_C_EventJumpToMode_NoFetch_Params params;
auto flags = pFunc->FunctionFlags;
UObject *currentObj = (UObject *) this;
currentObj->ProcessEvent(pFunc, &params);
pFunc->FunctionFlags = flags;
}
// Function bp_updatenotice_ingame.bp_updatenotice_ingame_C.EventJumpToMode
// (BlueprintCallable, BlueprintEvent)
void Abp_updatenotice_ingame_C::EventJumpToMode()
{
static UFunction *pFunc = 0;
if (!pFunc)
pFunc = UObject::FindObject<UFunction>("Function bp_updatenotice_ingame.bp_updatenotice_ingame_C.EventJumpToMode");
Abp_updatenotice_ingame_C_EventJumpToMode_Params params;
auto flags = pFunc->FunctionFlags;
UObject *currentObj = (UObject *) this;
currentObj->ProcessEvent(pFunc, &params);
pFunc->FunctionFlags = flags;
}
// Function bp_updatenotice_ingame.bp_updatenotice_ingame_C.EventFetchInfo_NoFetch
// (BlueprintCallable, BlueprintEvent)
void Abp_updatenotice_ingame_C::EventFetchInfo_NoFetch()
{
static UFunction *pFunc = 0;
if (!pFunc)
pFunc = UObject::FindObject<UFunction>("Function bp_updatenotice_ingame.bp_updatenotice_ingame_C.EventFetchInfo_NoFetch");
Abp_updatenotice_ingame_C_EventFetchInfo_NoFetch_Params params;
auto flags = pFunc->FunctionFlags;
UObject *currentObj = (UObject *) this;
currentObj->ProcessEvent(pFunc, &params);
pFunc->FunctionFlags = flags;
}
// Function bp_updatenotice_ingame.bp_updatenotice_ingame_C.EventFetchInfo
// (BlueprintCallable, BlueprintEvent)
void Abp_updatenotice_ingame_C::EventFetchInfo()
{
static UFunction *pFunc = 0;
if (!pFunc)
pFunc = UObject::FindObject<UFunction>("Function bp_updatenotice_ingame.bp_updatenotice_ingame_C.EventFetchInfo");
Abp_updatenotice_ingame_C_EventFetchInfo_Params params;
auto flags = pFunc->FunctionFlags;
UObject *currentObj = (UObject *) this;
currentObj->ProcessEvent(pFunc, &params);
pFunc->FunctionFlags = flags;
}
// Function bp_updatenotice_ingame.bp_updatenotice_ingame_C.EventClickGoFinish_NoFetch
// (BlueprintCallable, BlueprintEvent)
void Abp_updatenotice_ingame_C::EventClickGoFinish_NoFetch()
{
static UFunction *pFunc = 0;
if (!pFunc)
pFunc = UObject::FindObject<UFunction>("Function bp_updatenotice_ingame.bp_updatenotice_ingame_C.EventClickGoFinish_NoFetch");
Abp_updatenotice_ingame_C_EventClickGoFinish_NoFetch_Params params;
auto flags = pFunc->FunctionFlags;
UObject *currentObj = (UObject *) this;
currentObj->ProcessEvent(pFunc, &params);
pFunc->FunctionFlags = flags;
}
// Function bp_updatenotice_ingame.bp_updatenotice_ingame_C.EventClickGoFinish
// (BlueprintCallable, BlueprintEvent)
void Abp_updatenotice_ingame_C::EventClickGoFinish()
{
static UFunction *pFunc = 0;
if (!pFunc)
pFunc = UObject::FindObject<UFunction>("Function bp_updatenotice_ingame.bp_updatenotice_ingame_C.EventClickGoFinish");
Abp_updatenotice_ingame_C_EventClickGoFinish_Params params;
auto flags = pFunc->FunctionFlags;
UObject *currentObj = (UObject *) this;
currentObj->ProcessEvent(pFunc, &params);
pFunc->FunctionFlags = flags;
}
// Function bp_updatenotice_ingame.bp_updatenotice_ingame_C.EventGetAward_NoFetch
// (BlueprintCallable, BlueprintEvent)
void Abp_updatenotice_ingame_C::EventGetAward_NoFetch()
{
static UFunction *pFunc = 0;
if (!pFunc)
pFunc = UObject::FindObject<UFunction>("Function bp_updatenotice_ingame.bp_updatenotice_ingame_C.EventGetAward_NoFetch");
Abp_updatenotice_ingame_C_EventGetAward_NoFetch_Params params;
auto flags = pFunc->FunctionFlags;
UObject *currentObj = (UObject *) this;
currentObj->ProcessEvent(pFunc, &params);
pFunc->FunctionFlags = flags;
}
// Function bp_updatenotice_ingame.bp_updatenotice_ingame_C.EventGetAward
// (BlueprintCallable, BlueprintEvent)
void Abp_updatenotice_ingame_C::EventGetAward()
{
static UFunction *pFunc = 0;
if (!pFunc)
pFunc = UObject::FindObject<UFunction>("Function bp_updatenotice_ingame.bp_updatenotice_ingame_C.EventGetAward");
Abp_updatenotice_ingame_C_EventGetAward_Params params;
auto flags = pFunc->FunctionFlags;
UObject *currentObj = (UObject *) this;
currentObj->ProcessEvent(pFunc, &params);
pFunc->FunctionFlags = flags;
}
// Function bp_updatenotice_ingame.bp_updatenotice_ingame_C.UserConstructionScript
// (Event, Public, BlueprintCallable, BlueprintEvent)
void Abp_updatenotice_ingame_C::UserConstructionScript()
{
static UFunction *pFunc = 0;
if (!pFunc)
pFunc = UObject::FindObject<UFunction>("Function bp_updatenotice_ingame.bp_updatenotice_ingame_C.UserConstructionScript");
Abp_updatenotice_ingame_C_UserConstructionScript_Params params;
auto flags = pFunc->FunctionFlags;
UObject *currentObj = (UObject *) this;
currentObj->ProcessEvent(pFunc, &params);
pFunc->FunctionFlags = flags;
}
}