text: // Fortnite (1.8) SDK
  
  #ifdef _MSC_VER
  	#pragma pack(push, 0x8)
  #endif
  
  #include "../SDK.hpp"
  
  namespace SDK
  {
  //---------------------------------------------------------------------------
  //Functions
  //---------------------------------------------------------------------------
  
  // Function IconTextButton.IconTextButton_C.SetTextInternal
  // (Private, BlueprintCallable, BlueprintEvent)
  // Parameters:
  // struct FText                   InButtonText                   (Parm)
  
  void UIconTextButton_C::SetTextInternal(const struct FText& InButtonText)
  {
  	static auto fn = UObject::FindObject<UFunction>("Function IconTextButton.IconTextButton_C.SetTextInternal");
  
  	UIconTextButton_C_SetTextInternal_Params params;
  	params.InButtonText = InButtonText;
  
  	auto flags = fn->FunctionFlags;
  
  	UObject::ProcessEvent(fn, &params);
  
  	fn->FunctionFlags = flags;
  }
  
  
  // Function IconTextButton.IconTextButton_C.SetInitialMouseKeyboardStyle
  // (Public, BlueprintCallable, BlueprintEvent)
  
  void UIconTextButton_C::SetInitialMouseKeyboardStyle()
  {
  	static auto fn = UObject::FindObject<UFunction>("Function IconTextButton.IconTextButton_C.SetInitialMouseKeyboardStyle");
  
  	UIconTextButton_C_SetInitialMouseKeyboardStyle_Params params;
  
  	auto flags = fn->FunctionFlags;
  
  	UObject::ProcessEvent(fn, &params);
  
  	fn->FunctionFlags = flags;
  }
  
  
  // Function IconTextButton.IconTextButton_C.UpdateTextStyle
  // (Public, BlueprintCallable, BlueprintEvent)
  
  void UIconTextButton_C::UpdateTextStyle()
  {
  	static auto fn = UObject::FindObject<UFunction>("Function IconTextButton.IconTextButton_C.UpdateTextStyle");
  
  	UIconTextButton_C_UpdateTextStyle_Params params;
  
  	auto flags = fn->FunctionFlags;
  
  	UObject::ProcessEvent(fn, &params);
  
  	fn->FunctionFlags = flags;
  }
  
  
  // Function IconTextButton.IconTextButton_C.SetContentAlignment
  // (Public, BlueprintCallable, BlueprintEvent)
  // Parameters:
  // TEnumAsByte<EHorizontalAlignment> ContentAlignment               (Parm, ZeroConstructor, IsPlainOldData)
  
  void UIconTextButton_C::SetContentAlignment(TEnumAsByte<EHorizontalAlignment> ContentAlignment)
  {
  	static auto fn = UObject::FindObject<UFunction>("Function IconTextButton.IconTextButton_C.SetContentAlignment");
  
  	UIconTextButton_C_SetContentAlignment_Params params;
  	params.ContentAlignment = ContentAlignment;
  
  	auto flags = fn->FunctionFlags;
  
  	UObject::ProcessEvent(fn, &params);
  
  	fn->FunctionFlags = flags;
  }
  
  
  // Function IconTextButton.IconTextButton_C.UpdateContentAlignment
  // (Private, BlueprintCallable, BlueprintEvent)
  
  void UIconTextButton_C::UpdateContentAlignment()
  {
  	static auto fn = UObject::FindObject<UFunction>("Function IconTextButton.IconTextButton_C.UpdateContentAlignment");
  
  	UIconTextButton_C_UpdateContentAlignment_Params params;
  
  	auto flags = fn->FunctionFlags;
  
  	UObject::ProcessEvent(fn, &params);
  
  	fn->FunctionFlags = flags;
  }
  
  
  // Function IconTextButton.IconTextButton_C.SetMouseKeyboardStyle
  // (Public, BlueprintCallable, BlueprintEvent)
  // Parameters:
  // class UClass*                  ControllerInputStyle           (Parm, ZeroConstructor, IsPlainOldData)
  
  void UIconTextButton_C::SetMouseKeyboardStyle(class UClass* ControllerInputStyle)
  {
  	static auto fn = UObject::FindObject<UFunction>("Function IconTextButton.IconTextButton_C.SetMouseKeyboardStyle");
  
  	UIconTextButton_C_SetMouseKeyboardStyle_Params params;
  	params.ControllerInputStyle = ControllerInputStyle;
  
  	auto flags = fn->FunctionFlags;
  
  	UObject::ProcessEvent(fn, &params);
  
  	fn->FunctionFlags = flags;
  }
  
  
  // Function IconTextButton.IconTextButton_C.UpdateStyle
  // (Public, BlueprintCallable, BlueprintEvent)
  // Parameters:
  // bool                           UsingGamepad                   (Parm, ZeroConstructor, IsPlainOldData)
  
  void UIconTextButton_C::UpdateStyle(bool UsingGamepad)
  {
  	static auto fn = UObject::FindObject<UFunction>("Function IconTextButton.IconTextButton_C.UpdateStyle");
  
  	UIconTextButton_C_UpdateStyle_Params params;
  	params.UsingGamepad = UsingGamepad;
  
  	auto flags = fn->FunctionFlags;
  
  	UObject::ProcessEvent(fn, &params);
  
  	fn->FunctionFlags = flags;
  }
  
  
  // Function IconTextButton.IconTextButton_C.UpdateText
  // (Public, HasDefaults, BlueprintCallable, BlueprintEvent)
  
  void UIconTextButton_C::UpdateText()
  {
  	static auto fn = UObject::FindObject<UFunction>("Function IconTextButton.IconTextButton_C.UpdateText");
  
  	UIconTextButton_C_UpdateText_Params params;
  
  	auto flags = fn->FunctionFlags;
  
  	UObject::ProcessEvent(fn, &params);
  
  	fn->FunctionFlags = flags;
  }
  
  
  // Function IconTextButton.IconTextButton_C.SetControllerStyle
  // (Public, BlueprintCallable, BlueprintEvent)
  // Parameters:
  // class UClass*                  ControllerInputStyle           (Parm, ZeroConstructor, IsPlainOldData)
  
  void UIconTextButton_C::SetControllerStyle(class UClass* ControllerInputStyle)
  {
  	static auto fn = UObject::FindObject<UFunction>("Function IconTextButton.IconTextButton_C.SetControllerStyle");
  
  	UIconTextButton_C_SetControllerStyle_Params params;
  	params.ControllerInputStyle = ControllerInputStyle;
  
  	auto flags = fn->FunctionFlags;
  
  	UObject::ProcessEvent(fn, &params);
  
  	fn->FunctionFlags = flags;
  }
  
  
  // Function IconTextButton.IconTextButton_C.UpdateTextAndStyle
  // (Public, BlueprintCallable, BlueprintEvent)
  // Parameters:
  // bool                           bUsingGamepad                  (Parm, ZeroConstructor, IsPlainOldData)
  
  void UIconTextButton_C::UpdateTextAndStyle(bool bUsingGamepad)
  {
  	static auto fn = UObject::FindObject<UFunction>("Function IconTextButton.IconTextButton_C.UpdateTextAndStyle");
  
  	UIconTextButton_C_UpdateTextAndStyle_Params params;
  	params.bUsingGamepad = bUsingGamepad;
  
  	auto flags = fn->FunctionFlags;
  
  	UObject::ProcessEvent(fn, &params);
  
  	fn->FunctionFlags = flags;
  }
  
  
  // Function IconTextButton.IconTextButton_C.InitializeButton
  // (Public, BlueprintCallable, BlueprintEvent)
  
  void UIconTextButton_C::InitializeButton()
  {
  	static auto fn = UObject::FindObject<UFunction>("Function IconTextButton.IconTextButton_C.InitializeButton");
  
  	UIconTextButton_C_InitializeButton_Params params;
  
  	auto flags = fn->FunctionFlags;
  
  	UObject::ProcessEvent(fn, &params);
  
  	fn->FunctionFlags = flags;
  }
  
  
  // Function IconTextButton.IconTextButton_C.Set Icon
  // (Public, BlueprintCallable, BlueprintEvent)
  // Parameters:
  // struct FSlateBrush             IconBrush                      (Parm)
  
  void UIconTextButton_C::Set_Icon(const struct FSlateBrush& IconBrush)
  {
  	static auto fn = UObject::FindObject<UFunction>("Function IconTextButton.IconTextButton_C.Set Icon");
  
  	UIconTextButton_C_Set_Icon_Params params;
  	params.IconBrush = IconBrush;
  
  	auto flags = fn->FunctionFlags;
  
  	UObject::ProcessEvent(fn, &params);
  
  	fn->FunctionFlags = flags;
  }
  
  
  // Function IconTextButton.IconTextButton_C.Set Text
  // (Public, BlueprintCallable, BlueprintEvent)
  // Parameters:
  // struct FText                   ButtonText                     (Parm)
  
  void UIconTextButton_C::Set_Text(const struct FText& ButtonText)
  {
  	static auto fn = UObject::FindObject<UFunction>("Function IconTextButton.IconTextButton_C.Set Text");
  
  	UIconTextButton_C_Set_Text_Params params;
  	params.ButtonText = ButtonText;
  
  	auto flags = fn->FunctionFlags;
  
  	UObject::ProcessEvent(fn, &params);
  
  	fn->FunctionFlags = flags;
  }
  
  
  // Function IconTextButton.IconTextButton_C.OnCurrentTextStyleChanged
  // (Event, Protected, BlueprintEvent)
  
  void UIconTextButton_C::OnCurrentTextStyleChanged()
  {
  	static auto fn = UObject::FindObject<UFunction>("Function IconTextButton.IconTextButton_C.OnCurrentTextStyleChanged");
  
  	UIconTextButton_C_OnCurrentTextStyleChanged_Params params;
  
  	auto flags = fn->FunctionFlags;
  
  	UObject::ProcessEvent(fn, &params);
  
  	fn->FunctionFlags = flags;
  }
  
  
  // Function IconTextButton.IconTextButton_C.PreConstruct
  // (BlueprintCosmetic, Event, Public, BlueprintEvent)
  // Parameters:
  // bool*                          IsDesignTime                   (Parm, ZeroConstructor, IsPlainOldData)
  
  void UIconTextButton_C::PreConstruct(bool* IsDesignTime)
  {
  	static auto fn = UObject::FindObject<UFunction>("Function IconTextButton.IconTextButton_C.PreConstruct");
  
  	UIconTextButton_C_PreConstruct_Params params;
  	params.IsDesignTime = IsDesignTime;
  
  	auto flags = fn->FunctionFlags;
  
  	UObject::ProcessEvent(fn, &params);
  
  	fn->FunctionFlags = flags;
  }
  
  
  // Function IconTextButton.IconTextButton_C.SetTabLabelInfo
  // (Event, Public, HasOutParms, BlueprintEvent)
  // Parameters:
  // struct FFortTabButtonLabelInfo TabLabelInfo                   (ConstParm, Parm, OutParm, ReferenceParm)
  
  void UIconTextButton_C::SetTabLabelInfo(const struct FFortTabButtonLabelInfo& TabLabelInfo)
  {
  	static auto fn = UObject::FindObject<UFunction>("Function IconTextButton.IconTextButton_C.SetTabLabelInfo");
  
  	UIconTextButton_C_SetTabLabelInfo_Params params;
  	params.TabLabelInfo = TabLabelInfo;
  
  	auto flags = fn->FunctionFlags;
  
  	UObject::ProcessEvent(fn, &params);
  
  	fn->FunctionFlags = flags;
  }
  
  
  // Function IconTextButton.IconTextButton_C.BndEvt__CommonActionWidgetAction_K2Node_ComponentBoundEvent_0_OnInputMethodChanged__DelegateSignature
  // (BlueprintEvent)
  // Parameters:
  // bool                           bUsingGamepad                  (Parm, ZeroConstructor, IsPlainOldData)
  
  void UIconTextButton_C::BndEvt__CommonActionWidgetAction_K2Node_ComponentBoundEvent_0_OnInputMethodChanged__DelegateSignature(bool bUsingGamepad)
  {
  	static auto fn = UObject::FindObject<UFunction>("Function IconTextButton.IconTextButton_C.BndEvt__CommonActionWidgetAction_K2Node_ComponentBoundEvent_0_OnInputMethodChanged__DelegateSignature");
  
  	UIconTextButton_C_BndEvt__CommonActionWidgetAction_K2Node_ComponentBoundEvent_0_OnInputMethodChanged__DelegateSignature_Params params;
  	params.bUsingGamepad = bUsingGamepad;
  
  	auto flags = fn->FunctionFlags;
  
  	UObject::ProcessEvent(fn, &params);
  
  	fn->FunctionFlags = flags;
  }
  
  
  // Function IconTextButton.IconTextButton_C.OnTriggeredInputActionChanged
  // (Event, Protected, HasOutParms, BlueprintEvent)
  // Parameters:
  // struct FDataTableRowHandle*    NewTriggeredAction             (ConstParm, Parm, OutParm, ReferenceParm)
  
  void UIconTextButton_C::OnTriggeredInputActionChanged(struct FDataTableRowHandle* NewTriggeredAction)
  {
  	static auto fn = UObject::FindObject<UFunction>("Function IconTextButton.IconTextButton_C.OnTriggeredInputActionChanged");
  
  	UIconTextButton_C_OnTriggeredInputActionChanged_Params params;
  	params.NewTriggeredAction = NewTriggeredAction;
  
  	auto flags = fn->FunctionFlags;
  
  	UObject::ProcessEvent(fn, &params);
  
  	fn->FunctionFlags = flags;
  }
  
  
  // Function IconTextButton.IconTextButton_C.OnActionProgress
  // (Event, Protected, BlueprintEvent)
  // Parameters:
  // float*                         HeldPercent                    (Parm, ZeroConstructor, IsPlainOldData)
  
  void UIconTextButton_C::OnActionProgress(float* HeldPercent)
  {
  	static auto fn = UObject::FindObject<UFunction>("Function IconTextButton.IconTextButton_C.OnActionProgress");
  
  	UIconTextButton_C_OnActionProgress_Params params;
  	params.HeldPercent = HeldPercent;
  
  	auto flags = fn->FunctionFlags;
  
  	UObject::ProcessEvent(fn, &params);
  
  	fn->FunctionFlags = flags;
  }
  
  
  // Function IconTextButton.IconTextButton_C.OnActionComplete
  // (Event, Protected, BlueprintEvent)
  
  void UIconTextButton_C::OnActionComplete()
  {
  	static auto fn = UObject::FindObject<UFunction>("Function IconTextButton.IconTextButton_C.OnActionComplete");
  
  	UIconTextButton_C_OnActionComplete_Params params;
  
  	auto flags = fn->FunctionFlags;
  
  	UObject::ProcessEvent(fn, &params);
  
  	fn->FunctionFlags = flags;
  }
  
  
  // Function IconTextButton.IconTextButton_C.Construct
  // (BlueprintCosmetic, Event, Public, BlueprintEvent)
  
  void UIconTextButton_C::Construct()
  {
  	static auto fn = UObject::FindObject<UFunction>("Function IconTextButton.IconTextButton_C.Construct");
  
  	UIconTextButton_C_Construct_Params params;
  
  	auto flags = fn->FunctionFlags;
  
  	UObject::ProcessEvent(fn, &params);
  
  	fn->FunctionFlags = flags;
  }
  
  
  // Function IconTextButton.IconTextButton_C.Destruct
  // (BlueprintCosmetic, Event, Public, BlueprintEvent)
  
  void UIconTextButton_C::Destruct()
  {
  	static auto fn = UObject::FindObject<UFunction>("Function IconTextButton.IconTextButton_C.Destruct");
  
  	UIconTextButton_C_Destruct_Params params;
  
  	auto flags = fn->FunctionFlags;
  
  	UObject::ProcessEvent(fn, &params);
  
  	fn->FunctionFlags = flags;
  }
  
  
  // Function IconTextButton.IconTextButton_C.ExecuteUbergraph_IconTextButton
  // (HasDefaults)
  // Parameters:
  // int                            EntryPoint                     (Parm, ZeroConstructor, IsPlainOldData)
  
  void UIconTextButton_C::ExecuteUbergraph_IconTextButton(int EntryPoint)
  {
  	static auto fn = UObject::FindObject<UFunction>("Function IconTextButton.IconTextButton_C.ExecuteUbergraph_IconTextButton");
  
  	UIconTextButton_C_ExecuteUbergraph_IconTextButton_Params params;
  	params.EntryPoint = EntryPoint;
  
  	auto flags = fn->FunctionFlags;
  
  	UObject::ProcessEvent(fn, &params);
  
  	fn->FunctionFlags = flags;
  }
  
  
  }
  
  #ifdef _MSC_VER
  	#pragma pack(pop)
  #endif
  