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

236 lines
6.3 KiB
C++
Executable File

//PUBGM(0.13.5)32位SDK
//作者:清华
//Telegram:@qinghuanb666
//生成时间:Fri Apr 18 20:44:48 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<UFunction>("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, &params);
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<UFunction>("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, &params);
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<UFunction>("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, &params);
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<UFunction>("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, &params);
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<UFunction>("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, &params);
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<UFunction>("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, &params);
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<UFunction>("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, &params);
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<UFunction>("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, &params);
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<UFunction>("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, &params);
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<UFunction>("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, &params);
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<UFunction>("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, &params);
pFunc->FunctionFlags = flags;
}
}