Add Unreal Engine SDK
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80
Stray/SDK/UMG_Cinemascope_functions.cpp
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80
Stray/SDK/UMG_Cinemascope_functions.cpp
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#pragma once
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/*
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* SDK generated by Dumper-7
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*
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* https://github.com/Encryqed/Dumper-7
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*/
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// Package: UMG_Cinemascope
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#include "Basic.hpp"
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#include "UMG_Cinemascope_classes.hpp"
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#include "UMG_Cinemascope_parameters.hpp"
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namespace SDK
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{
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// Function UMG_Cinemascope.UMG_Cinemascope_C.ExecuteUbergraph_UMG_Cinemascope
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// (Final, UbergraphFunction)
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// Parameters:
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// int32 EntryPoint (BlueprintVisible, BlueprintReadOnly, Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash)
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void UUMG_Cinemascope_C::ExecuteUbergraph_UMG_Cinemascope(int32 EntryPoint)
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{
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static class UFunction* Func = nullptr;
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if (Func == nullptr)
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Func = Class->GetFunction("UMG_Cinemascope_C", "ExecuteUbergraph_UMG_Cinemascope");
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Params::UMG_Cinemascope_C_ExecuteUbergraph_UMG_Cinemascope Parms{};
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Parms.EntryPoint = EntryPoint;
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UObject::ProcessEvent(Func, &Parms);
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}
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// Function UMG_Cinemascope.UMG_Cinemascope_C.FadeOut
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// (BlueprintCallable, BlueprintEvent)
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// Parameters:
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// float Time (BlueprintVisible, BlueprintReadOnly, Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash)
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void UUMG_Cinemascope_C::FadeOut(float Time)
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{
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static class UFunction* Func = nullptr;
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if (Func == nullptr)
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Func = Class->GetFunction("UMG_Cinemascope_C", "FadeOut");
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Params::UMG_Cinemascope_C_FadeOut Parms{};
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Parms.Time = Time;
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UObject::ProcessEvent(Func, &Parms);
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}
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// Function UMG_Cinemascope.UMG_Cinemascope_C.FadeIn
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// (BlueprintCallable, BlueprintEvent)
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// Parameters:
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// float Time (BlueprintVisible, BlueprintReadOnly, Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash)
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void UUMG_Cinemascope_C::FadeIn(float Time)
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{
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static class UFunction* Func = nullptr;
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if (Func == nullptr)
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Func = Class->GetFunction("UMG_Cinemascope_C", "FadeIn");
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Params::UMG_Cinemascope_C_FadeIn Parms{};
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Parms.Time = Time;
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UObject::ProcessEvent(Func, &Parms);
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}
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}
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