text: #pragma once
  
  // Fortnite (1.8) SDK
  
  #ifdef _MSC_VER
  	#pragma pack(push, 0x8)
  #endif
  
  namespace SDK
  {
  //---------------------------------------------------------------------------
  //Classes
  //---------------------------------------------------------------------------
  
  // WidgetBlueprintGeneratedClass ExpeditionSquadSlotButton.ExpeditionSquadSlotButton_C
  // 0x0041 (0x0939 - 0x08F8)
  class UExpeditionSquadSlotButton_C : public UFortSquadSlotSelectorButton
  {
  public:
  	struct FPointerToUberGraphFrame                    UberGraphFrame;                                           // 0x08F8(0x0008) (Transient, DuplicateTransient)
  	int                                                SquadSlotIndex;                                           // 0x0900(0x0004) (Edit, BlueprintVisible, ZeroConstructor, IsPlainOldData)
  	unsigned char                                      UnknownData00[0x4];                                       // 0x0904(0x0004) MISSED OFFSET
  	struct FScriptMulticastDelegate                    OnSquadSlotSelected;                                      // 0x0908(0x0010) (Edit, BlueprintVisible, ZeroConstructor, DisableEditOnInstance, BlueprintAssignable)
  	struct FScriptMulticastDelegate                    OnSquadSlotUpdated;                                       // 0x0918(0x0010) (Edit, BlueprintVisible, ZeroConstructor, DisableEditOnInstance, BlueprintAssignable)
  	struct FScriptMulticastDelegate                    OnSquadSlotOpened;                                        // 0x0928(0x0010) (Edit, BlueprintVisible, ZeroConstructor, DisableEditOnInstance, BlueprintAssignable)
  	EFortItemCardSize                                  SlottedItemCardSize;                                      // 0x0938(0x0001) (Edit, BlueprintVisible, ZeroConstructor, IsPlainOldData)
  
  	static UClass* StaticClass()
  	{
  		static auto ptr = UObject::FindClass("WidgetBlueprintGeneratedClass ExpeditionSquadSlotButton.ExpeditionSquadSlotButton_C");
  		return ptr;
  	}
  
  
  	void Send_to_Skill_Tree();
  	void Get_Squad_Data(struct FName* OutSquadId, int* OutSquadSlotIndex, TArray<EFortItemType>* ItemTypes);
  	void PreConstruct(bool* IsDesignTime);
  	void OnClicked();
  	void SquadSlotWidgetUpdated();
  	void HandlePostDifferentSquadSlotSetBP();
  	void OnDoubleClicked();
  	void OnSelected();
  	void ExecuteUbergraph_ExpeditionSquadSlotButton(int EntryPoint);
  	void OnSquadSlotOpened__DelegateSignature();
  	void OnSquadSlotUpdated__DelegateSignature(class UFortItem* Item);
  	void OnSquadSlotSelected__DelegateSignature(int SquadSlotIndex);
  };
  
  
  }
  
  #ifdef _MSC_VER
  	#pragma pack(pop)
  #endif
  