#pragma once /* * SDK generated by Dumper-7 * * https://github.com/Encryqed/Dumper-7 */ // Package: FortniteGame #include "Basic.hpp" #include "FortniteGame_classes.hpp" #include "FortniteGame_parameters.hpp" #pragma pack(push, 0x4) namespace SDK { // Function FortniteGame.AIHotSpot.AssignFromWaitingList // (Final, Native, Public, BlueprintCallable) // Parameters: // bool ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, NativeAccessSpecifierPublic) bool AAIHotSpot::AssignFromWaitingList() { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("AIHotSpot", "AssignFromWaitingList"); Params::AIHotSpot_AssignFromWaitingList Parms{}; auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; UObject::ProcessEvent(Func, &Parms); Func->FunctionFlags = Flgs; return Parms.ReturnValue; } // Function FortniteGame.AIHotSpot.AssignGroupToHotspot // (Native, Public, BlueprintCallable) // Parameters: // const TArray& GroupOfAI (Parm, ZeroConstructor, NativeAccessSpecifierPublic) // int32 ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) int32 AAIHotSpot::AssignGroupToHotspot(const TArray& GroupOfAI) { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("AIHotSpot", "AssignGroupToHotspot"); Params::AIHotSpot_AssignGroupToHotspot Parms{}; Parms.GroupOfAI = std::move(GroupOfAI); auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; UObject::ProcessEvent(Func, &Parms); Func->FunctionFlags = Flgs; return Parms.ReturnValue; } // Function FortniteGame.AIHotSpot.AssignToHotspot // (Native, Public, BlueprintCallable) // Parameters: // class AAIController* AI (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) // bool ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, NativeAccessSpecifierPublic) bool AAIHotSpot::AssignToHotspot(class AAIController* AI) { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("AIHotSpot", "AssignToHotspot"); Params::AIHotSpot_AssignToHotspot Parms{}; Parms.AI = AI; auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; UObject::ProcessEvent(Func, &Parms); Func->FunctionFlags = Flgs; return Parms.ReturnValue; } // Function FortniteGame.AIHotSpot.AssignToSlotByIndex // (Native, Public, BlueprintCallable) // Parameters: // class AAIController* AI (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) // int32 INDEX (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) // bool ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, NativeAccessSpecifierPublic) bool AAIHotSpot::AssignToSlotByIndex(class AAIController* AI, int32 INDEX) { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("AIHotSpot", "AssignToSlotByIndex"); Params::AIHotSpot_AssignToSlotByIndex Parms{}; Parms.AI = AI; Parms.INDEX = INDEX; auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; UObject::ProcessEvent(Func, &Parms); Func->FunctionFlags = Flgs; return Parms.ReturnValue; } // Function FortniteGame.AIHotSpot.AssignToSlotByUserId // (Final, Native, Public, BlueprintCallable) // Parameters: // class AAIController* AI (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) // int32 UserId (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) // bool ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, NativeAccessSpecifierPublic) bool AAIHotSpot::AssignToSlotByUserId(class AAIController* AI, int32 UserId) { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("AIHotSpot", "AssignToSlotByUserId"); Params::AIHotSpot_AssignToSlotByUserId Parms{}; Parms.AI = AI; Parms.UserId = UserId; auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; UObject::ProcessEvent(Func, &Parms); Func->FunctionFlags = Flgs; return Parms.ReturnValue; } // Function FortniteGame.AIHotSpot.OccupySlotByIndex // (Native, Public, BlueprintCallable) // Parameters: // int32 INDEX (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) // bool ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, NativeAccessSpecifierPublic) bool AAIHotSpot::OccupySlotByIndex(int32 INDEX) { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("AIHotSpot", "OccupySlotByIndex"); Params::AIHotSpot_OccupySlotByIndex Parms{}; Parms.INDEX = INDEX; auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; UObject::ProcessEvent(Func, &Parms); Func->FunctionFlags = Flgs; return Parms.ReturnValue; } // Function FortniteGame.AIHotSpot.OccupySlotByOwner // (Final, Native, Public, BlueprintCallable) // Parameters: // const class AAIController* AIOwner (ConstParm, Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) // bool ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, NativeAccessSpecifierPublic) bool AAIHotSpot::OccupySlotByOwner(const class AAIController* AIOwner) { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("AIHotSpot", "OccupySlotByOwner"); Params::AIHotSpot_OccupySlotByOwner Parms{}; Parms.AIOwner = AIOwner; auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; UObject::ProcessEvent(Func, &Parms); Func->FunctionFlags = Flgs; return Parms.ReturnValue; } // Function FortniteGame.AIHotSpot.OccupySlotByUserId // (Final, Native, Public, BlueprintCallable) // Parameters: // int32 UserId (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) // bool ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, NativeAccessSpecifierPublic) bool AAIHotSpot::OccupySlotByUserId(int32 UserId) { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("AIHotSpot", "OccupySlotByUserId"); Params::AIHotSpot_OccupySlotByUserId Parms{}; Parms.UserId = UserId; auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; UObject::ProcessEvent(Func, &Parms); Func->FunctionFlags = Flgs; return Parms.ReturnValue; } // Function FortniteGame.AIHotSpot.OnAssignedClaimedBehavior // (BlueprintAuthorityOnly, Native, Event, Public, BlueprintEvent) // Parameters: // class AAIController* AI (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) // int32 INDEX (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) // int32 UserId (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) // bool bWasOnWaitingList (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, NativeAccessSpecifierPublic) // bool ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, NativeAccessSpecifierPublic) bool AAIHotSpot::OnAssignedClaimedBehavior(class AAIController* AI, int32 INDEX, int32 UserId, bool bWasOnWaitingList) { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("AIHotSpot", "OnAssignedClaimedBehavior"); Params::AIHotSpot_OnAssignedClaimedBehavior Parms{}; Parms.AI = AI; Parms.INDEX = INDEX; Parms.UserId = UserId; Parms.bWasOnWaitingList = bWasOnWaitingList; auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; UObject::ProcessEvent(Func, &Parms); Func->FunctionFlags = Flgs; return Parms.ReturnValue; } // Function FortniteGame.AIHotSpot.OnAssignedOccupiedBehavior // (BlueprintAuthorityOnly, Native, Event, Public, BlueprintEvent) // Parameters: // class AAIController* AI (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) // int32 INDEX (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) // int32 UserId (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) // bool ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, NativeAccessSpecifierPublic) bool AAIHotSpot::OnAssignedOccupiedBehavior(class AAIController* AI, int32 INDEX, int32 UserId) { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("AIHotSpot", "OnAssignedOccupiedBehavior"); Params::AIHotSpot_OnAssignedOccupiedBehavior Parms{}; Parms.AI = AI; Parms.INDEX = INDEX; Parms.UserId = UserId; auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; UObject::ProcessEvent(Func, &Parms); Func->FunctionFlags = Flgs; return Parms.ReturnValue; } // Function FortniteGame.AIHotSpot.OnAssignedSlotlessBehavior // (BlueprintAuthorityOnly, Native, Event, Public, BlueprintEvent) // Parameters: // class AAIController* AI (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) // bool ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, NativeAccessSpecifierPublic) bool AAIHotSpot::OnAssignedSlotlessBehavior(class AAIController* AI) { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("AIHotSpot", "OnAssignedSlotlessBehavior"); Params::AIHotSpot_OnAssignedSlotlessBehavior Parms{}; Parms.AI = AI; auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; UObject::ProcessEvent(Func, &Parms); Func->FunctionFlags = Flgs; return Parms.ReturnValue; } // Function FortniteGame.AIHotSpot.OnHotSpotDisabled // (BlueprintAuthorityOnly, Native, Event, Public, BlueprintEvent) void AAIHotSpot::OnHotSpotDisabled() { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("AIHotSpot", "OnHotSpotDisabled"); auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; UObject::ProcessEvent(Func, nullptr); Func->FunctionFlags = Flgs; } // Function FortniteGame.AIHotSpot.OnHotSpotEnabled // (BlueprintAuthorityOnly, Native, Event, Public, BlueprintEvent) void AAIHotSpot::OnHotSpotEnabled() { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("AIHotSpot", "OnHotSpotEnabled"); auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; UObject::ProcessEvent(Func, nullptr); Func->FunctionFlags = Flgs; } // Function FortniteGame.AIHotSpot.OnMoveToSlotFinished // (BlueprintAuthorityOnly, Native, Event, Protected, BlueprintEvent) // Parameters: // class AAIController* AI (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) // int32 INDEX (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) // int32 UserId (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) // bool bResult (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, NativeAccessSpecifierPublic) void AAIHotSpot::OnMoveToSlotFinished(class AAIController* AI, int32 INDEX, int32 UserId, bool bResult) { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("AIHotSpot", "OnMoveToSlotFinished"); Params::AIHotSpot_OnMoveToSlotFinished Parms{}; Parms.AI = AI; Parms.INDEX = INDEX; Parms.UserId = UserId; Parms.bResult = bResult; auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; UObject::ProcessEvent(Func, &Parms); Func->FunctionFlags = Flgs; } // Function FortniteGame.AIHotSpot.OnRemovedBehavior // (BlueprintAuthorityOnly, Native, Event, Public, BlueprintEvent) // Parameters: // class AAIController* AI (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) // int32 INDEX (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) // int32 UserId (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) // EAIHotSpotSlot PrevState (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) // bool bWasOnWaitingList (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, NativeAccessSpecifierPublic) void AAIHotSpot::OnRemovedBehavior(class AAIController* AI, int32 INDEX, int32 UserId, EAIHotSpotSlot PrevState, bool bWasOnWaitingList) { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("AIHotSpot", "OnRemovedBehavior"); Params::AIHotSpot_OnRemovedBehavior Parms{}; Parms.AI = AI; Parms.INDEX = INDEX; Parms.UserId = UserId; Parms.PrevState = PrevState; Parms.bWasOnWaitingList = bWasOnWaitingList; auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; UObject::ProcessEvent(Func, &Parms); Func->FunctionFlags = Flgs; } // Function FortniteGame.AIHotSpot.OnRemovedSlotlessBehavior // (BlueprintAuthorityOnly, Native, Event, Public, BlueprintEvent) // Parameters: // class AAIController* AI (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) // bool bIsClamingSlot (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, NativeAccessSpecifierPublic) void AAIHotSpot::OnRemovedSlotlessBehavior(class AAIController* AI, bool bIsClamingSlot) { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("AIHotSpot", "OnRemovedSlotlessBehavior"); Params::AIHotSpot_OnRemovedSlotlessBehavior Parms{}; Parms.AI = AI; Parms.bIsClamingSlot = bIsClamingSlot; auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; UObject::ProcessEvent(Func, &Parms); Func->FunctionFlags = Flgs; } // Function FortniteGame.AIHotSpot.OnSlotBlocked // (BlueprintAuthorityOnly, Native, Event, Public, BlueprintEvent) // Parameters: // class AAIController* AI (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) // int32 INDEX (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) // int32 UserId (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) void AAIHotSpot::OnSlotBlocked(class AAIController* AI, int32 INDEX, int32 UserId) { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("AIHotSpot", "OnSlotBlocked"); Params::AIHotSpot_OnSlotBlocked Parms{}; Parms.AI = AI; Parms.INDEX = INDEX; Parms.UserId = UserId; auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; UObject::ProcessEvent(Func, &Parms); Func->FunctionFlags = Flgs; } // Function FortniteGame.AIHotSpot.OnSlotClaimed // (BlueprintAuthorityOnly, Native, Event, Public, BlueprintEvent) // Parameters: // class AAIController* AI (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) // int32 INDEX (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) // int32 UserId (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) void AAIHotSpot::OnSlotClaimed(class AAIController* AI, int32 INDEX, int32 UserId) { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("AIHotSpot", "OnSlotClaimed"); Params::AIHotSpot_OnSlotClaimed Parms{}; Parms.AI = AI; Parms.INDEX = INDEX; Parms.UserId = UserId; auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; UObject::ProcessEvent(Func, &Parms); Func->FunctionFlags = Flgs; } // Function FortniteGame.AIHotSpot.OnSlotDisabled // (BlueprintAuthorityOnly, Native, Event, Public, BlueprintEvent) // Parameters: // int32 INDEX (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) // int32 UserId (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) void AAIHotSpot::OnSlotDisabled(int32 INDEX, int32 UserId) { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("AIHotSpot", "OnSlotDisabled"); Params::AIHotSpot_OnSlotDisabled Parms{}; Parms.INDEX = INDEX; Parms.UserId = UserId; auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; UObject::ProcessEvent(Func, &Parms); Func->FunctionFlags = Flgs; } // Function FortniteGame.AIHotSpot.OnSlotEnabled // (BlueprintAuthorityOnly, Native, Event, Public, BlueprintEvent) // Parameters: // int32 INDEX (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) // int32 UserId (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) void AAIHotSpot::OnSlotEnabled(int32 INDEX, int32 UserId) { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("AIHotSpot", "OnSlotEnabled"); Params::AIHotSpot_OnSlotEnabled Parms{}; Parms.INDEX = INDEX; Parms.UserId = UserId; auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; UObject::ProcessEvent(Func, &Parms); Func->FunctionFlags = Flgs; } // Function FortniteGame.AIHotSpot.OnSlotFreed // (BlueprintAuthorityOnly, Native, Event, Public, BlueprintEvent) // Parameters: // class AAIController* AI (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) // int32 INDEX (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) // int32 UserId (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) void AAIHotSpot::OnSlotFreed(class AAIController* AI, int32 INDEX, int32 UserId) { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("AIHotSpot", "OnSlotFreed"); Params::AIHotSpot_OnSlotFreed Parms{}; Parms.AI = AI; Parms.INDEX = INDEX; Parms.UserId = UserId; auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; UObject::ProcessEvent(Func, &Parms); Func->FunctionFlags = Flgs; } // Function FortniteGame.AIHotSpot.OnSlotOccupied // (BlueprintAuthorityOnly, Native, Event, Public, BlueprintEvent) // Parameters: // class AAIController* AI (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) // int32 INDEX (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) // int32 UserId (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) void AAIHotSpot::OnSlotOccupied(class AAIController* AI, int32 INDEX, int32 UserId) { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("AIHotSpot", "OnSlotOccupied"); Params::AIHotSpot_OnSlotOccupied Parms{}; Parms.AI = AI; Parms.INDEX = INDEX; Parms.UserId = UserId; auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; UObject::ProcessEvent(Func, &Parms); Func->FunctionFlags = Flgs; } // Function FortniteGame.AIHotSpot.RemoveFromHotspot // (Native, Public, BlueprintCallable) // Parameters: // class AAIController* AI (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) // bool bAssignFromWaitingList (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, AdvancedDisplay, NativeAccessSpecifierPublic) // bool ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, NativeAccessSpecifierPublic) bool AAIHotSpot::RemoveFromHotspot(class AAIController* AI, bool bAssignFromWaitingList) { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("AIHotSpot", "RemoveFromHotspot"); Params::AIHotSpot_RemoveFromHotspot Parms{}; Parms.AI = AI; Parms.bAssignFromWaitingList = bAssignFromWaitingList; auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; UObject::ProcessEvent(Func, &Parms); Func->FunctionFlags = Flgs; return Parms.ReturnValue; } // Function FortniteGame.AIHotSpot.RemoveGroupFromHotspot // (Native, Public, BlueprintCallable) // Parameters: // const TArray& GroupOfAI (Parm, ZeroConstructor, NativeAccessSpecifierPublic) // int32 ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) int32 AAIHotSpot::RemoveGroupFromHotspot(const TArray& GroupOfAI) { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("AIHotSpot", "RemoveGroupFromHotspot"); Params::AIHotSpot_RemoveGroupFromHotspot Parms{}; Parms.GroupOfAI = std::move(GroupOfAI); auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; UObject::ProcessEvent(Func, &Parms); Func->FunctionFlags = Flgs; return Parms.ReturnValue; } // Function FortniteGame.AIHotSpot.SetEnabled // (Native, Public, BlueprintCallable) // Parameters: // bool bEnabled (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, NativeAccessSpecifierPublic) void AAIHotSpot::SetEnabled(bool bEnabled) { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("AIHotSpot", "SetEnabled"); Params::AIHotSpot_SetEnabled Parms{}; Parms.bEnabled = bEnabled; auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; UObject::ProcessEvent(Func, &Parms); Func->FunctionFlags = Flgs; } // Function FortniteGame.AIHotSpot.CanUseSlotByIndex // (Final, Native, Public, BlueprintCallable, BlueprintPure, Const) // Parameters: // const class AAIController* AI (ConstParm, Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) // int32 INDEX (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) // bool ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, NativeAccessSpecifierPublic) bool AAIHotSpot::CanUseSlotByIndex(const class AAIController* AI, int32 INDEX) const { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("AIHotSpot", "CanUseSlotByIndex"); Params::AIHotSpot_CanUseSlotByIndex Parms{}; Parms.AI = AI; Parms.INDEX = INDEX; auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; UObject::ProcessEvent(Func, &Parms); Func->FunctionFlags = Flgs; return Parms.ReturnValue; } // Function FortniteGame.AIHotSpot.CanUseSlotByUserId // (Final, Native, Public, BlueprintCallable, BlueprintPure, Const) // Parameters: // const class AAIController* AI (ConstParm, Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) // int32 UserId (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) // bool ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, NativeAccessSpecifierPublic) bool AAIHotSpot::CanUseSlotByUserId(const class AAIController* AI, int32 UserId) const { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("AIHotSpot", "CanUseSlotByUserId"); Params::AIHotSpot_CanUseSlotByUserId Parms{}; Parms.AI = AI; Parms.UserId = UserId; auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; UObject::ProcessEvent(Func, &Parms); Func->FunctionFlags = Flgs; return Parms.ReturnValue; } // Function FortniteGame.AIHotSpot.FindBestSlotIndex // (Native, Public, BlueprintCallable, BlueprintPure, Const) // Parameters: // class AAIController* AI (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) // int32 ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) int32 AAIHotSpot::FindBestSlotIndex(class AAIController* AI) const { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("AIHotSpot", "FindBestSlotIndex"); Params::AIHotSpot_FindBestSlotIndex Parms{}; Parms.AI = AI; auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; UObject::ProcessEvent(Func, &Parms); Func->FunctionFlags = Flgs; return Parms.ReturnValue; } // Function FortniteGame.AIHotSpot.FindBestSlotIndices // (Native, Public, BlueprintCallable, BlueprintPure, Const) // Parameters: // const TArray& AI (Parm, ZeroConstructor, NativeAccessSpecifierPublic) // TArray ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, NativeAccessSpecifierPublic) TArray AAIHotSpot::FindBestSlotIndices(const TArray& AI) const { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("AIHotSpot", "FindBestSlotIndices"); Params::AIHotSpot_FindBestSlotIndices Parms{}; Parms.AI = std::move(AI); auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; UObject::ProcessEvent(Func, &Parms); Func->FunctionFlags = Flgs; return Parms.ReturnValue; } // Function FortniteGame.AIHotSpot.GetAssignedAI // (Final, Native, Public, BlueprintCallable, BlueprintPure, Const) // Parameters: // EAIHotSpotAssignmentFilter Filter (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) // TArray ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, NativeAccessSpecifierPublic) TArray AAIHotSpot::GetAssignedAI(EAIHotSpotAssignmentFilter Filter) const { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("AIHotSpot", "GetAssignedAI"); Params::AIHotSpot_GetAssignedAI Parms{}; Parms.Filter = Filter; auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; UObject::ProcessEvent(Func, &Parms); Func->FunctionFlags = Flgs; return Parms.ReturnValue; } // Function FortniteGame.AIHotSpot.GetAssignedAICount // (Final, Native, Public, BlueprintCallable, BlueprintPure, Const) // Parameters: // EAIHotSpotAssignmentFilter Filter (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) // int32 ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) int32 AAIHotSpot::GetAssignedAICount(EAIHotSpotAssignmentFilter Filter) const { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("AIHotSpot", "GetAssignedAICount"); Params::AIHotSpot_GetAssignedAICount Parms{}; Parms.Filter = Filter; auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; UObject::ProcessEvent(Func, &Parms); Func->FunctionFlags = Flgs; return Parms.ReturnValue; } // Function FortniteGame.AIHotSpot.GetSlotByIndex // (Final, Native, Public, BlueprintCallable, BlueprintPure, Const) // Parameters: // int32 INDEX (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) // class UAIHotSpotSlot* ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) class UAIHotSpotSlot* AAIHotSpot::GetSlotByIndex(int32 INDEX) const { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("AIHotSpot", "GetSlotByIndex"); Params::AIHotSpot_GetSlotByIndex Parms{}; Parms.INDEX = INDEX; auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; UObject::ProcessEvent(Func, &Parms); Func->FunctionFlags = Flgs; return Parms.ReturnValue; } // Function FortniteGame.AIHotSpot.GetSlotByOwner // (Final, Native, Public, BlueprintCallable, BlueprintPure, Const) // Parameters: // const class AAIController* AIOwner (ConstParm, Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) // class UAIHotSpotSlot* ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) class UAIHotSpotSlot* AAIHotSpot::GetSlotByOwner(const class AAIController* AIOwner) const { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("AIHotSpot", "GetSlotByOwner"); Params::AIHotSpot_GetSlotByOwner Parms{}; Parms.AIOwner = AIOwner; auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; UObject::ProcessEvent(Func, &Parms); Func->FunctionFlags = Flgs; return Parms.ReturnValue; } // Function FortniteGame.AIHotSpot.GetSlotByUserId // (Final, Native, Public, BlueprintCallable, BlueprintPure, Const) // Parameters: // int32 UserId (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) // class UAIHotSpotSlot* ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) class UAIHotSpotSlot* AAIHotSpot::GetSlotByUserId(int32 UserId) const { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("AIHotSpot", "GetSlotByUserId"); Params::AIHotSpot_GetSlotByUserId Parms{}; Parms.UserId = UserId; auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; UObject::ProcessEvent(Func, &Parms); Func->FunctionFlags = Flgs; return Parms.ReturnValue; } // Function FortniteGame.AIHotSpot.GetSlotCount // (Final, Native, Public, BlueprintCallable, BlueprintPure, Const) // Parameters: // EAIHotSpotSlotFilter Filter (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) // int32 ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) int32 AAIHotSpot::GetSlotCount(EAIHotSpotSlotFilter Filter) const { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("AIHotSpot", "GetSlotCount"); Params::AIHotSpot_GetSlotCount Parms{}; Parms.Filter = Filter; auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; UObject::ProcessEvent(Func, &Parms); Func->FunctionFlags = Flgs; return Parms.ReturnValue; } // Function FortniteGame.AIHotSpot.GetSlotIndexByOwner // (Final, Native, Public, BlueprintCallable, BlueprintPure, Const) // Parameters: // const class AAIController* AIOwner (ConstParm, Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) // int32 ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) int32 AAIHotSpot::GetSlotIndexByOwner(const class AAIController* AIOwner) const { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("AIHotSpot", "GetSlotIndexByOwner"); Params::AIHotSpot_GetSlotIndexByOwner Parms{}; Parms.AIOwner = AIOwner; auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; UObject::ProcessEvent(Func, &Parms); Func->FunctionFlags = Flgs; return Parms.ReturnValue; } // Function FortniteGame.AIHotSpot.GetSlotIndexByUserId // (Final, Native, Public, BlueprintCallable, BlueprintPure, Const) // Parameters: // int32 UserId (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) // int32 ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) int32 AAIHotSpot::GetSlotIndexByUserId(int32 UserId) const { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("AIHotSpot", "GetSlotIndexByUserId"); Params::AIHotSpot_GetSlotIndexByUserId Parms{}; Parms.UserId = UserId; auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; UObject::ProcessEvent(Func, &Parms); Func->FunctionFlags = Flgs; return Parms.ReturnValue; } // Function FortniteGame.AIHotSpot.GetSlotLocationByIndex // (Final, Native, Public, HasDefaults, BlueprintCallable, BlueprintPure, Const) // Parameters: // int32 INDEX (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) // struct FVector ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, NativeAccessSpecifierPublic) struct FVector AAIHotSpot::GetSlotLocationByIndex(int32 INDEX) const { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("AIHotSpot", "GetSlotLocationByIndex"); Params::AIHotSpot_GetSlotLocationByIndex Parms{}; Parms.INDEX = INDEX; auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; UObject::ProcessEvent(Func, &Parms); Func->FunctionFlags = Flgs; return Parms.ReturnValue; } // Function FortniteGame.AIHotSpot.GetSlotLocationByOwner // (Final, Native, Public, HasDefaults, BlueprintCallable, BlueprintPure, Const) // Parameters: // const class AAIController* AIOwner (ConstParm, Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) // struct FVector ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, NativeAccessSpecifierPublic) struct FVector AAIHotSpot::GetSlotLocationByOwner(const class AAIController* AIOwner) const { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("AIHotSpot", "GetSlotLocationByOwner"); Params::AIHotSpot_GetSlotLocationByOwner Parms{}; Parms.AIOwner = AIOwner; auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; UObject::ProcessEvent(Func, &Parms); Func->FunctionFlags = Flgs; return Parms.ReturnValue; } // Function FortniteGame.AIHotSpot.GetSlotLocationByUserId // (Final, Native, Public, HasDefaults, BlueprintCallable, BlueprintPure, Const) // Parameters: // int32 UserId (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) // struct FVector ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, NativeAccessSpecifierPublic) struct FVector AAIHotSpot::GetSlotLocationByUserId(int32 UserId) const { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("AIHotSpot", "GetSlotLocationByUserId"); Params::AIHotSpot_GetSlotLocationByUserId Parms{}; Parms.UserId = UserId; auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; UObject::ProcessEvent(Func, &Parms); Func->FunctionFlags = Flgs; return Parms.ReturnValue; } // Function FortniteGame.AIHotSpot.GetSlotOwnerByIndex // (Final, Native, Public, BlueprintCallable, BlueprintPure, Const) // Parameters: // int32 INDEX (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) // class AAIController* ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) class AAIController* AAIHotSpot::GetSlotOwnerByIndex(int32 INDEX) const { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("AIHotSpot", "GetSlotOwnerByIndex"); Params::AIHotSpot_GetSlotOwnerByIndex Parms{}; Parms.INDEX = INDEX; auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; UObject::ProcessEvent(Func, &Parms); Func->FunctionFlags = Flgs; return Parms.ReturnValue; } // Function FortniteGame.AIHotSpot.GetSlotOwnerByUserId // (Final, Native, Public, BlueprintCallable, BlueprintPure, Const) // Parameters: // int32 UserId (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) // class AAIController* ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) class AAIController* AAIHotSpot::GetSlotOwnerByUserId(int32 UserId) const { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("AIHotSpot", "GetSlotOwnerByUserId"); Params::AIHotSpot_GetSlotOwnerByUserId Parms{}; Parms.UserId = UserId; auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; UObject::ProcessEvent(Func, &Parms); Func->FunctionFlags = Flgs; return Parms.ReturnValue; } // Function FortniteGame.AIHotSpot.GetSlotRotationByIndex // (Final, Native, Public, HasDefaults, BlueprintCallable, BlueprintPure, Const) // Parameters: // int32 INDEX (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) // struct FRotator ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, NativeAccessSpecifierPublic) struct FRotator AAIHotSpot::GetSlotRotationByIndex(int32 INDEX) const { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("AIHotSpot", "GetSlotRotationByIndex"); Params::AIHotSpot_GetSlotRotationByIndex Parms{}; Parms.INDEX = INDEX; auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; UObject::ProcessEvent(Func, &Parms); Func->FunctionFlags = Flgs; return Parms.ReturnValue; } // Function FortniteGame.AIHotSpot.GetSlotRotationByOwner // (Final, Native, Public, HasDefaults, BlueprintCallable, BlueprintPure, Const) // Parameters: // const class AAIController* AIOwner (ConstParm, Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) // struct FRotator ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, NativeAccessSpecifierPublic) struct FRotator AAIHotSpot::GetSlotRotationByOwner(const class AAIController* AIOwner) const { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("AIHotSpot", "GetSlotRotationByOwner"); Params::AIHotSpot_GetSlotRotationByOwner Parms{}; Parms.AIOwner = AIOwner; auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; UObject::ProcessEvent(Func, &Parms); Func->FunctionFlags = Flgs; return Parms.ReturnValue; } // Function FortniteGame.AIHotSpot.GetSlotRotationByUserId // (Final, Native, Public, HasDefaults, BlueprintCallable, BlueprintPure, Const) // Parameters: // int32 UserId (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) // struct FRotator ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, NativeAccessSpecifierPublic) struct FRotator AAIHotSpot::GetSlotRotationByUserId(int32 UserId) const { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("AIHotSpot", "GetSlotRotationByUserId"); Params::AIHotSpot_GetSlotRotationByUserId Parms{}; Parms.UserId = UserId; auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; UObject::ProcessEvent(Func, &Parms); Func->FunctionFlags = Flgs; return Parms.ReturnValue; } // Function FortniteGame.AIHotSpot.GetSlotStateByIndex // (Final, Native, Public, BlueprintCallable, BlueprintPure, Const) // Parameters: // int32 INDEX (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) // EAIHotSpotSlot ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) EAIHotSpotSlot AAIHotSpot::GetSlotStateByIndex(int32 INDEX) const { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("AIHotSpot", "GetSlotStateByIndex"); Params::AIHotSpot_GetSlotStateByIndex Parms{}; Parms.INDEX = INDEX; auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; UObject::ProcessEvent(Func, &Parms); Func->FunctionFlags = Flgs; return Parms.ReturnValue; } // Function FortniteGame.AIHotSpot.GetSlotStateByOwner // (Final, Native, Public, BlueprintCallable, BlueprintPure, Const) // Parameters: // const class AAIController* AIOwner (ConstParm, Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) // EAIHotSpotSlot ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) EAIHotSpotSlot AAIHotSpot::GetSlotStateByOwner(const class AAIController* AIOwner) const { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("AIHotSpot", "GetSlotStateByOwner"); Params::AIHotSpot_GetSlotStateByOwner Parms{}; Parms.AIOwner = AIOwner; auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; UObject::ProcessEvent(Func, &Parms); Func->FunctionFlags = Flgs; return Parms.ReturnValue; } // Function FortniteGame.AIHotSpot.GetSlotStateByUserId // (Final, Native, Public, BlueprintCallable, BlueprintPure, Const) // Parameters: // int32 UserId (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) // EAIHotSpotSlot ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) EAIHotSpotSlot AAIHotSpot::GetSlotStateByUserId(int32 UserId) const { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("AIHotSpot", "GetSlotStateByUserId"); Params::AIHotSpot_GetSlotStateByUserId Parms{}; Parms.UserId = UserId; auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; UObject::ProcessEvent(Func, &Parms); Func->FunctionFlags = Flgs; return Parms.ReturnValue; } // Function FortniteGame.AIHotSpot.GetSlotUserIdByIndex // (Final, Native, Public, BlueprintCallable, BlueprintPure, Const) // Parameters: // int32 INDEX (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) // int32 ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) int32 AAIHotSpot::GetSlotUserIdByIndex(int32 INDEX) const { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("AIHotSpot", "GetSlotUserIdByIndex"); Params::AIHotSpot_GetSlotUserIdByIndex Parms{}; Parms.INDEX = INDEX; auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; UObject::ProcessEvent(Func, &Parms); Func->FunctionFlags = Flgs; return Parms.ReturnValue; } // Function FortniteGame.AIHotSpot.GetSlotUserIdByOwner // (Final, Native, Public, BlueprintCallable, BlueprintPure, Const) // Parameters: // const class AAIController* AIOwner (ConstParm, Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) // int32 ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) int32 AAIHotSpot::GetSlotUserIdByOwner(const class AAIController* AIOwner) const { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("AIHotSpot", "GetSlotUserIdByOwner"); Params::AIHotSpot_GetSlotUserIdByOwner Parms{}; Parms.AIOwner = AIOwner; auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; UObject::ProcessEvent(Func, &Parms); Func->FunctionFlags = Flgs; return Parms.ReturnValue; } // Function FortniteGame.AIHotSpot.HasAssignedAI // (Final, Native, Public, BlueprintCallable, BlueprintPure, Const) // Parameters: // const class AAIController* AI (ConstParm, Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) // EAIHotSpotAssignmentFilter Filter (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) // bool ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, NativeAccessSpecifierPublic) bool AAIHotSpot::HasAssignedAI(const class AAIController* AI, EAIHotSpotAssignmentFilter Filter) const { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("AIHotSpot", "HasAssignedAI"); Params::AIHotSpot_HasAssignedAI Parms{}; Parms.AI = AI; Parms.Filter = Filter; auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; UObject::ProcessEvent(Func, &Parms); Func->FunctionFlags = Flgs; return Parms.ReturnValue; } // Function FortniteGame.AIHotSpot.HasEnabledSlots // (Final, Native, Public, BlueprintCallable, BlueprintPure, Const) // Parameters: // bool ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, NativeAccessSpecifierPublic) bool AAIHotSpot::HasEnabledSlots() const { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("AIHotSpot", "HasEnabledSlots"); Params::AIHotSpot_HasEnabledSlots Parms{}; auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; UObject::ProcessEvent(Func, &Parms); Func->FunctionFlags = Flgs; return Parms.ReturnValue; } // Function FortniteGame.AIHotSpot.IsAIAllowed // (BlueprintAuthorityOnly, Native, Event, Public, BlueprintEvent, Const) // Parameters: // const class AAIController* AI (ConstParm, Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) // bool ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, NativeAccessSpecifierPublic) bool AAIHotSpot::IsAIAllowed(const class AAIController* AI) const { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("AIHotSpot", "IsAIAllowed"); Params::AIHotSpot_IsAIAllowed Parms{}; Parms.AI = AI; auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; UObject::ProcessEvent(Func, &Parms); Func->FunctionFlags = Flgs; return Parms.ReturnValue; } // Function FortniteGame.AIHotSpot.IsEnabled // (Final, Native, Public, BlueprintCallable, BlueprintPure, Const) // Parameters: // bool ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, NativeAccessSpecifierPublic) bool AAIHotSpot::IsEnabled() const { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("AIHotSpot", "IsEnabled"); Params::AIHotSpot_IsEnabled Parms{}; auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; UObject::ProcessEvent(Func, &Parms); Func->FunctionFlags = Flgs; return Parms.ReturnValue; } // Function FortniteGame.AIHotSpot.IsSlotlessAssignmentAllowed // (Final, Native, Public, BlueprintCallable, BlueprintPure, Const) // Parameters: // bool ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, NativeAccessSpecifierPublic) bool AAIHotSpot::IsSlotlessAssignmentAllowed() const { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("AIHotSpot", "IsSlotlessAssignmentAllowed"); Params::AIHotSpot_IsSlotlessAssignmentAllowed Parms{}; auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; UObject::ProcessEvent(Func, &Parms); Func->FunctionFlags = Flgs; return Parms.ReturnValue; } // Function FortniteGame.FortQuickBars.Empty // (Net, NetReliable, Native, Event, Public, NetServer, NetValidate) // Parameters: // EFortQuickBars InQuickBar (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) void AFortQuickBars::Empty(EFortQuickBars InQuickBar) { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("FortQuickBars", "Empty"); Params::FortQuickBars_Empty Parms{}; Parms.InQuickBar = InQuickBar; auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; UObject::ProcessEvent(Func, &Parms); Func->FunctionFlags = Flgs; } // Function FortniteGame.FortQuickBars.OnRep_PrimaryQuickBar // (Final, Native, Private) void AFortQuickBars::OnRep_PrimaryQuickBar() { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("FortQuickBars", "OnRep_PrimaryQuickBar"); auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; UObject::ProcessEvent(Func, nullptr); Func->FunctionFlags = Flgs; } // Function FortniteGame.FortQuickBars.OnRep_SecondaryQuickBar // (Final, Native, Private) void AFortQuickBars::OnRep_SecondaryQuickBar() { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("FortQuickBars", "OnRep_SecondaryQuickBar"); auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; UObject::ProcessEvent(Func, nullptr); Func->FunctionFlags = Flgs; } // Function FortniteGame.FortQuickBars.ServerActivateSlotInternal // (Final, Net, NetReliable, Native, Event, Private, NetServer, NetValidate) // Parameters: // EFortQuickBars InQuickBar (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) // int32 Slot (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) // float AcivateDelay (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) void AFortQuickBars::ServerActivateSlotInternal(EFortQuickBars InQuickBar, int32 Slot, float AcivateDelay) { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("FortQuickBars", "ServerActivateSlotInternal"); Params::FortQuickBars_ServerActivateSlotInternal Parms{}; Parms.InQuickBar = InQuickBar; Parms.Slot = Slot; Parms.AcivateDelay = AcivateDelay; auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; UObject::ProcessEvent(Func, &Parms); Func->FunctionFlags = Flgs; } // Function FortniteGame.FortQuickBars.ServerAddItemInternal // (Final, Net, NetReliable, Native, Event, Private, NetServer, HasDefaults, NetValidate) // Parameters: // const struct FGuid& Item (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, NativeAccessSpecifierPublic) // EFortQuickBars InQuickBar (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) // int32 Slot (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) void AFortQuickBars::ServerAddItemInternal(const struct FGuid& Item, EFortQuickBars InQuickBar, int32 Slot) { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("FortQuickBars", "ServerAddItemInternal"); Params::FortQuickBars_ServerAddItemInternal Parms{}; Parms.Item = std::move(Item); Parms.InQuickBar = InQuickBar; Parms.Slot = Slot; auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; UObject::ProcessEvent(Func, &Parms); Func->FunctionFlags = Flgs; } // Function FortniteGame.FortQuickBars.ServerRemoveItemInternal // (Final, Net, NetReliable, Native, Event, Private, NetServer, HasDefaults, NetValidate) // Parameters: // const struct FGuid& Item (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, NativeAccessSpecifierPublic) // bool bFindReplacement (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, NativeAccessSpecifierPublic) // bool bForce (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, NativeAccessSpecifierPublic) void AFortQuickBars::ServerRemoveItemInternal(const struct FGuid& Item, bool bFindReplacement, bool bForce) { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("FortQuickBars", "ServerRemoveItemInternal"); Params::FortQuickBars_ServerRemoveItemInternal Parms{}; Parms.Item = std::move(Item); Parms.bFindReplacement = bFindReplacement; Parms.bForce = bForce; auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; UObject::ProcessEvent(Func, &Parms); Func->FunctionFlags = Flgs; } // Function FortniteGame.FortQuickBars.ServerSwapItemsInternal // (Final, Net, NetReliable, Native, Event, Private, NetServer, NetValidate) // Parameters: // EFortQuickBars QuickBarA (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) // int32 SlotIndexA (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) // EFortQuickBars QuickBarB (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) // int32 SlotIndexB (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) void AFortQuickBars::ServerSwapItemsInternal(EFortQuickBars QuickBarA, int32 SlotIndexA, EFortQuickBars QuickBarB, int32 SlotIndexB) { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("FortQuickBars", "ServerSwapItemsInternal"); Params::FortQuickBars_ServerSwapItemsInternal Parms{}; Parms.QuickBarA = QuickBarA; Parms.SlotIndexA = SlotIndexA; Parms.QuickBarB = QuickBarB; Parms.SlotIndexB = SlotIndexB; auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; UObject::ProcessEvent(Func, &Parms); Func->FunctionFlags = Flgs; } // Function FortniteGame.AccumulatedGameplayEffectInfo.GetRelativeEffectAtRating // (Final, Native, Public, BlueprintCallable, BlueprintPure, Const) // Parameters: // const int32 NewRating (ConstParm, Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) // struct FGameplayEffectInfo ReturnValue (Parm, OutParm, ReturnParm, NativeAccessSpecifierPublic) struct FGameplayEffectInfo UAccumulatedGameplayEffectInfo::GetRelativeEffectAtRating(const int32 NewRating) const { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("AccumulatedGameplayEffectInfo", "GetRelativeEffectAtRating"); Params::AccumulatedGameplayEffectInfo_GetRelativeEffectAtRating Parms{}; Parms.NewRating = NewRating; auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; UObject::ProcessEvent(Func, &Parms); Func->FunctionFlags = Flgs; return Parms.ReturnValue; } // Function FortniteGame.FortGameMode.HandleScoreToXPUpdate // (Native, Public) void AFortGameMode::HandleScoreToXPUpdate() { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("FortGameMode", "HandleScoreToXPUpdate"); auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; UObject::ProcessEvent(Func, nullptr); Func->FunctionFlags = Flgs; } // Function FortniteGame.FortGameMode.DumpReservations // (Exec, Native, Public, Const) void AFortGameMode::DumpReservations() const { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("FortGameMode", "DumpReservations"); auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; UObject::ProcessEvent(Func, nullptr); Func->FunctionFlags = Flgs; } // Function FortniteGame.FortItemCollectedParams.BreakData // (Final, Native, Public, HasOutParams, BlueprintCallable, BlueprintPure) // Parameters: // class UFortWorldItemDefinition** _CollectedItemDefinition (Parm, OutParm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) // class AFortPlayerController** _CollectedBy (Parm, OutParm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) // int32* _AmountCollected (Parm, OutParm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) void UFortItemCollectedParams::BreakData(class UFortWorldItemDefinition** _CollectedItemDefinition, class AFortPlayerController** _CollectedBy, int32* _AmountCollected) { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("FortItemCollectedParams", "BreakData"); Params::FortItemCollectedParams_BreakData Parms{}; auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; UObject::ProcessEvent(Func, &Parms); Func->FunctionFlags = Flgs; if (_CollectedItemDefinition != nullptr) *_CollectedItemDefinition = Parms._CollectedItemDefinition; if (_CollectedBy != nullptr) *_CollectedBy = Parms._CollectedBy; if (_AmountCollected != nullptr) *_AmountCollected = Parms._AmountCollected; } // Function FortniteGame.FortItemCollectedParams.MakeData // (Final, Native, Public, HasOutParams, BlueprintCallable) // Parameters: // const class UFortWorldItemDefinition* _CollectedItemDefinition (ConstParm, Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) // class AFortPlayerController* _CollectedBy (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) // int32 _AmountCollected (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) // class UFortItemCollectedParams** ThisParam (Parm, OutParm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) void UFortItemCollectedParams::MakeData(const class UFortWorldItemDefinition* _CollectedItemDefinition, class AFortPlayerController* _CollectedBy, int32 _AmountCollected, class UFortItemCollectedParams** ThisParam) { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("FortItemCollectedParams", "MakeData"); Params::FortItemCollectedParams_MakeData Parms{}; Parms._CollectedItemDefinition = _CollectedItemDefinition; Parms._CollectedBy = _CollectedBy; Parms._AmountCollected = _AmountCollected; auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; UObject::ProcessEvent(Func, &Parms); Func->FunctionFlags = Flgs; if (ThisParam != nullptr) *ThisParam = Parms.ThisParam; } // Function FortniteGame.WorldMapPin.OnTheaterIndexSet // (Event, Public, BlueprintEvent) void AWorldMapPin::OnTheaterIndexSet() { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("WorldMapPin", "OnTheaterIndexSet"); UObject::ProcessEvent(Func, nullptr); } // Function FortniteGame.WorldMapPin.SetTheaterIndex // (Final, Native, Public, BlueprintCallable) // Parameters: // int32 NewIndex (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) void AWorldMapPin::SetTheaterIndex(int32 NewIndex) { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("WorldMapPin", "SetTheaterIndex"); Params::WorldMapPin_SetTheaterIndex Parms{}; Parms.NewIndex = NewIndex; auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; UObject::ProcessEvent(Func, &Parms); Func->FunctionFlags = Flgs; } // Function FortniteGame.AIHotSpotSlot.ClearSlot // (Native, Public, BlueprintCallable) void UAIHotSpotSlot::ClearSlot() { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("AIHotSpotSlot", "ClearSlot"); auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; UObject::ProcessEvent(Func, nullptr); Func->FunctionFlags = Flgs; } // Function FortniteGame.AIHotSpotSlot.OnStateChanged // (BlueprintAuthorityOnly, Event, Public, BlueprintEvent) // Parameters: // class AAIController* SlotOwner (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) // EAIHotSpotSlot NewState (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) void UAIHotSpotSlot::OnStateChanged(class AAIController* SlotOwner, EAIHotSpotSlot NewState) { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("AIHotSpotSlot", "OnStateChanged"); Params::AIHotSpotSlot_OnStateChanged Parms{}; Parms.SlotOwner = SlotOwner; Parms.NewState = NewState; UObject::ProcessEvent(Func, &Parms); } // Function FortniteGame.AIHotSpotSlot.SetSlotEnabled // (Native, Public, BlueprintCallable) // Parameters: // bool bNewEnabled (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, NativeAccessSpecifierPublic) void UAIHotSpotSlot::SetSlotEnabled(bool bNewEnabled) { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("AIHotSpotSlot", "SetSlotEnabled"); Params::AIHotSpotSlot_SetSlotEnabled Parms{}; Parms.bNewEnabled = bNewEnabled; auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; UObject::ProcessEvent(Func, &Parms); Func->FunctionFlags = Flgs; } // Function FortniteGame.AIHotSpotSlot.SetSlotOwnerAndState // (Native, Public, BlueprintCallable) // Parameters: // class AAIController* NewOwner (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) // EAIHotSpotSlot NewState (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) void UAIHotSpotSlot::SetSlotOwnerAndState(class AAIController* NewOwner, EAIHotSpotSlot NewState) { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("AIHotSpotSlot", "SetSlotOwnerAndState"); Params::AIHotSpotSlot_SetSlotOwnerAndState Parms{}; Parms.NewOwner = NewOwner; Parms.NewState = NewState; auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; UObject::ProcessEvent(Func, &Parms); Func->FunctionFlags = Flgs; } // Function FortniteGame.AIHotSpotSlot.SetSlotState // (Native, Public, BlueprintCallable) // Parameters: // EAIHotSpotSlot NewState (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) void UAIHotSpotSlot::SetSlotState(EAIHotSpotSlot NewState) { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("AIHotSpotSlot", "SetSlotState"); Params::AIHotSpotSlot_SetSlotState Parms{}; Parms.NewState = NewState; auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; UObject::ProcessEvent(Func, &Parms); Func->FunctionFlags = Flgs; } // Function FortniteGame.AIHotSpotSlot.GetHotSpot // (Final, Native, Public, BlueprintCallable, BlueprintPure, Const) // Parameters: // class AAIHotSpot* ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) class AAIHotSpot* UAIHotSpotSlot::GetHotSpot() const { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("AIHotSpotSlot", "GetHotSpot"); Params::AIHotSpotSlot_GetHotSpot Parms{}; auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; UObject::ProcessEvent(Func, &Parms); Func->FunctionFlags = Flgs; return Parms.ReturnValue; } // Function FortniteGame.AIHotSpotSlot.GetSlotBounds // (Final, Native, Public, HasDefaults, BlueprintCallable, BlueprintPure, Const) // Parameters: // struct FBox ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, NativeAccessSpecifierPublic) struct FBox UAIHotSpotSlot::GetSlotBounds() const { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("AIHotSpotSlot", "GetSlotBounds"); Params::AIHotSpotSlot_GetSlotBounds Parms{}; auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; UObject::ProcessEvent(Func, &Parms); Func->FunctionFlags = Flgs; return Parms.ReturnValue; } // Function FortniteGame.AIHotSpotSlot.GetSlotHeight // (Final, Native, Public, BlueprintCallable, BlueprintPure, Const) // Parameters: // float ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) float UAIHotSpotSlot::GetSlotHeight() const { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("AIHotSpotSlot", "GetSlotHeight"); Params::AIHotSpotSlot_GetSlotHeight Parms{}; auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; UObject::ProcessEvent(Func, &Parms); Func->FunctionFlags = Flgs; return Parms.ReturnValue; } // Function FortniteGame.AIHotSpotSlot.GetSlotIndex // (Final, Native, Public, BlueprintCallable, BlueprintPure, Const) // Parameters: // int32 ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) int32 UAIHotSpotSlot::GetSlotIndex() const { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("AIHotSpotSlot", "GetSlotIndex"); Params::AIHotSpotSlot_GetSlotIndex Parms{}; auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; UObject::ProcessEvent(Func, &Parms); Func->FunctionFlags = Flgs; return Parms.ReturnValue; } // Function FortniteGame.AIHotSpotSlot.GetSlotLocation // (Final, Native, Public, HasDefaults, BlueprintCallable, BlueprintPure, Const) // Parameters: // struct FVector ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, NativeAccessSpecifierPublic) struct FVector UAIHotSpotSlot::GetSlotLocation() const { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("AIHotSpotSlot", "GetSlotLocation"); Params::AIHotSpotSlot_GetSlotLocation Parms{}; auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; UObject::ProcessEvent(Func, &Parms); Func->FunctionFlags = Flgs; return Parms.ReturnValue; } // Function FortniteGame.AIHotSpotSlot.GetSlotOwner // (Final, Native, Public, BlueprintCallable, BlueprintPure, Const) // Parameters: // class AAIController* ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) class AAIController* UAIHotSpotSlot::GetSlotOwner() const { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("AIHotSpotSlot", "GetSlotOwner"); Params::AIHotSpotSlot_GetSlotOwner Parms{}; auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; UObject::ProcessEvent(Func, &Parms); Func->FunctionFlags = Flgs; return Parms.ReturnValue; } // Function FortniteGame.AIHotSpotSlot.GetSlotRadius // (Final, Native, Public, BlueprintCallable, BlueprintPure, Const) // Parameters: // float ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) float UAIHotSpotSlot::GetSlotRadius() const { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("AIHotSpotSlot", "GetSlotRadius"); Params::AIHotSpotSlot_GetSlotRadius Parms{}; auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; UObject::ProcessEvent(Func, &Parms); Func->FunctionFlags = Flgs; return Parms.ReturnValue; } // Function FortniteGame.AIHotSpotSlot.GetSlotRotation // (Final, Native, Public, HasDefaults, BlueprintCallable, BlueprintPure, Const) // Parameters: // struct FRotator ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, NativeAccessSpecifierPublic) struct FRotator UAIHotSpotSlot::GetSlotRotation() const { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("AIHotSpotSlot", "GetSlotRotation"); Params::AIHotSpotSlot_GetSlotRotation Parms{}; auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; UObject::ProcessEvent(Func, &Parms); Func->FunctionFlags = Flgs; return Parms.ReturnValue; } // Function FortniteGame.AIHotSpotSlot.GetSlotState // (Final, Native, Public, BlueprintCallable, BlueprintPure, Const) // Parameters: // EAIHotSpotSlot ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) EAIHotSpotSlot UAIHotSpotSlot::GetSlotState() const { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("AIHotSpotSlot", "GetSlotState"); Params::AIHotSpotSlot_GetSlotState Parms{}; auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; UObject::ProcessEvent(Func, &Parms); Func->FunctionFlags = Flgs; return Parms.ReturnValue; } // Function FortniteGame.AIHotSpotSlot.GetSlotUserId // (Final, Native, Public, BlueprintCallable, BlueprintPure, Const) // Parameters: // int32 ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) int32 UAIHotSpotSlot::GetSlotUserId() const { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("AIHotSpotSlot", "GetSlotUserId"); Params::AIHotSpotSlot_GetSlotUserId Parms{}; auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; UObject::ProcessEvent(Func, &Parms); Func->FunctionFlags = Flgs; return Parms.ReturnValue; } // Function FortniteGame.AIHotSpotSlot.HasUserId // (Final, Native, Public, BlueprintCallable, BlueprintPure, Const) // Parameters: // bool ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, NativeAccessSpecifierPublic) bool UAIHotSpotSlot::HasUserId() const { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("AIHotSpotSlot", "HasUserId"); Params::AIHotSpotSlot_HasUserId Parms{}; auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; UObject::ProcessEvent(Func, &Parms); Func->FunctionFlags = Flgs; return Parms.ReturnValue; } // Function FortniteGame.AIHotSpotSlot.IsAIAllowed // (BlueprintAuthorityOnly, Native, Event, Public, BlueprintEvent, Const) // Parameters: // const class AAIController* AI (ConstParm, Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) // bool ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, NativeAccessSpecifierPublic) bool UAIHotSpotSlot::IsAIAllowed(const class AAIController* AI) const { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("AIHotSpotSlot", "IsAIAllowed"); Params::AIHotSpotSlot_IsAIAllowed Parms{}; Parms.AI = AI; auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; UObject::ProcessEvent(Func, &Parms); Func->FunctionFlags = Flgs; return Parms.ReturnValue; } // Function FortniteGame.AIHotSpotSlot.IsEnabled // (Final, Native, Public, BlueprintCallable, BlueprintPure, Const) // Parameters: // bool ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, NativeAccessSpecifierPublic) bool UAIHotSpotSlot::IsEnabled() const { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("AIHotSpotSlot", "IsEnabled"); Params::AIHotSpotSlot_IsEnabled Parms{}; auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; UObject::ProcessEvent(Func, &Parms); Func->FunctionFlags = Flgs; return Parms.ReturnValue; } // Function FortniteGame.FortGameplayAbility.ApplyGameplayEffectContainer // (Native, Public, BlueprintCallable) // Parameters: // const struct FGameplayAbilityTargetDataHandle&TargetData (Parm, NativeAccessSpecifierPublic) // const struct FGameplayTag& ApplicationTag (Parm, NativeAccessSpecifierPublic) // int32 GameplayEffectLevel (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) // const TArrayReturnValue (ConstParm, Parm, OutParm, ZeroConstructor, ReturnParm, NativeAccessSpecifierPublic) const TArray UFortGameplayAbility::ApplyGameplayEffectContainer(const struct FGameplayAbilityTargetDataHandle& TargetData, const struct FGameplayTag& ApplicationTag, int32 GameplayEffectLevel) { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("FortGameplayAbility", "ApplyGameplayEffectContainer"); Params::FortGameplayAbility_ApplyGameplayEffectContainer Parms{}; Parms.TargetData = std::move(TargetData); Parms.ApplicationTag = std::move(ApplicationTag); Parms.GameplayEffectLevel = GameplayEffectLevel; auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; UObject::ProcessEvent(Func, &Parms); Func->FunctionFlags = Flgs; return Parms.ReturnValue; } // Function FortniteGame.FortGameplayAbility.ClearAIFocalPoint // (Final, Native, Public, BlueprintCallable) void UFortGameplayAbility::ClearAIFocalPoint() { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("FortGameplayAbility", "ClearAIFocalPoint"); auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; UObject::ProcessEvent(Func, nullptr); Func->FunctionFlags = Flgs; } // Function FortniteGame.FortGameplayAbility.EquipAbilityWeapon // (Final, Native, Public, BlueprintCallable) // Parameters: // class UFortWeaponItemDefinition* WeaponDefinition (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) // int32 ItemLevel (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) void UFortGameplayAbility::EquipAbilityWeapon(class UFortWeaponItemDefinition* WeaponDefinition, int32 ItemLevel) { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("FortGameplayAbility", "EquipAbilityWeapon"); Params::FortGameplayAbility_EquipAbilityWeapon Parms{}; Parms.WeaponDefinition = WeaponDefinition; Parms.ItemLevel = ItemLevel; auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; UObject::ProcessEvent(Func, &Parms); Func->FunctionFlags = Flgs; } // Function FortniteGame.FortGameplayAbility.GetAimLocationNearestPawn // (Final, Native, Public, HasDefaults, BlueprintCallable) // Parameters: // class AFortPawn* Instigator (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) // struct FVector ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, NativeAccessSpecifierPublic) struct FVector UFortGameplayAbility::GetAimLocationNearestPawn(class AFortPawn* Instigator) { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("FortGameplayAbility", "GetAimLocationNearestPawn"); Params::FortGameplayAbility_GetAimLocationNearestPawn Parms{}; Parms.Instigator = Instigator; auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; UObject::ProcessEvent(Func, &Parms); Func->FunctionFlags = Flgs; return Parms.ReturnValue; } // Function FortniteGame.FortGameplayAbility.K2_AbilityCompleted // (Native, Public, BlueprintCallable) void UFortGameplayAbility::K2_AbilityCompleted() { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("FortGameplayAbility", "K2_AbilityCompleted"); auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; UObject::ProcessEvent(Func, nullptr); Func->FunctionFlags = Flgs; } // Function FortniteGame.FortGameplayAbility.K2_TriggerFromAnimation // (Event, Public, BlueprintEvent) // Parameters: // const struct FGameplayTag& ApplicationTag (Parm, NativeAccessSpecifierPublic) void UFortGameplayAbility::K2_TriggerFromAnimation(const struct FGameplayTag& ApplicationTag) { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("FortGameplayAbility", "K2_TriggerFromAnimation"); Params::FortGameplayAbility_K2_TriggerFromAnimation Parms{}; Parms.ApplicationTag = std::move(ApplicationTag); UObject::ProcessEvent(Func, &Parms); } // Function FortniteGame.FortGameplayAbility.MakeGameplayEffectContainerSpec // (Native, Public, BlueprintCallable) // Parameters: // const struct FGameplayTag& ApplicationTag (Parm, NativeAccessSpecifierPublic) // int32 GameplayEffectLevel (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) // struct FFortGameplayEffectContainerSpec ReturnValue (Parm, OutParm, ReturnParm, NativeAccessSpecifierPublic) struct FFortGameplayEffectContainerSpec UFortGameplayAbility::MakeGameplayEffectContainerSpec(const struct FGameplayTag& ApplicationTag, int32 GameplayEffectLevel) { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("FortGameplayAbility", "MakeGameplayEffectContainerSpec"); Params::FortGameplayAbility_MakeGameplayEffectContainerSpec Parms{}; Parms.ApplicationTag = std::move(ApplicationTag); Parms.GameplayEffectLevel = GameplayEffectLevel; auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; UObject::ProcessEvent(Func, &Parms); Func->FunctionFlags = Flgs; return Parms.ReturnValue; } // Function FortniteGame.FortGameplayAbility.OnAbilityInputReleased // (Event, Protected, BlueprintEvent) void UFortGameplayAbility::OnAbilityInputReleased() { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("FortGameplayAbility", "OnAbilityInputReleased"); UObject::ProcessEvent(Func, nullptr); } // Function FortniteGame.FortGameplayAbility.RemoveAbilityWeapon // (Final, Native, Public, BlueprintCallable) void UFortGameplayAbility::RemoveAbilityWeapon() { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("FortGameplayAbility", "RemoveAbilityWeapon"); auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; UObject::ProcessEvent(Func, nullptr); Func->FunctionFlags = Flgs; } // Function FortniteGame.FortGameplayAbility.SetAIFocalPoint // (Final, Native, Public, HasDefaults, BlueprintCallable) // Parameters: // class AActor* FocusTarget (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) // const struct FVector& FocalPoint (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, NativeAccessSpecifierPublic) void UFortGameplayAbility::SetAIFocalPoint(class AActor* FocusTarget, const struct FVector& FocalPoint) { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("FortGameplayAbility", "SetAIFocalPoint"); Params::FortGameplayAbility_SetAIFocalPoint Parms{}; Parms.FocusTarget = FocusTarget; Parms.FocalPoint = std::move(FocalPoint); auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; UObject::ProcessEvent(Func, &Parms); Func->FunctionFlags = Flgs; } // Function FortniteGame.FortGameplayAbility.SetupIconOverride // (Native, Event, Public, BlueprintEvent) // Parameters: // bool ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, NativeAccessSpecifierPublic) bool UFortGameplayAbility::SetupIconOverride() { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("FortGameplayAbility", "SetupIconOverride"); Params::FortGameplayAbility_SetupIconOverride Parms{}; auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; UObject::ProcessEvent(Func, &Parms); Func->FunctionFlags = Flgs; return Parms.ReturnValue; } // Function FortniteGame.FortGameplayAbility.ApplyAccuracyToTargetLocation // (Final, Native, Public, HasOutParams, HasDefaults, BlueprintCallable, BlueprintPure, Const) // Parameters: // const struct FVector& SourceLocation (ConstParm, Parm, OutParm, ZeroConstructor, ReferenceParm, IsPlainOldData, NoDestructor, NativeAccessSpecifierPublic) // const struct FVector& TargetLocation (ConstParm, Parm, OutParm, ZeroConstructor, ReferenceParm, IsPlainOldData, NoDestructor, NativeAccessSpecifierPublic) // float inDesiredThrowAngle (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) // struct FVector ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, NativeAccessSpecifierPublic) struct FVector UFortGameplayAbility::ApplyAccuracyToTargetLocation(const struct FVector& SourceLocation, const struct FVector& TargetLocation, float inDesiredThrowAngle) const { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("FortGameplayAbility", "ApplyAccuracyToTargetLocation"); Params::FortGameplayAbility_ApplyAccuracyToTargetLocation Parms{}; Parms.SourceLocation = std::move(SourceLocation); Parms.TargetLocation = std::move(TargetLocation); Parms.inDesiredThrowAngle = inDesiredThrowAngle; auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; UObject::ProcessEvent(Func, &Parms); Func->FunctionFlags = Flgs; return Parms.ReturnValue; } // Function FortniteGame.FortGameplayAbility.DoesTargetHaveProhibitedTagsForAI // (Final, Native, Public, BlueprintCallable, BlueprintPure, Const) // Parameters: // const class AActor* Target (ConstParm, Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) // bool ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, NativeAccessSpecifierPublic) bool UFortGameplayAbility::DoesTargetHaveProhibitedTagsForAI(const class AActor* Target) const { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("FortGameplayAbility", "DoesTargetHaveProhibitedTagsForAI"); Params::FortGameplayAbility_DoesTargetHaveProhibitedTagsForAI Parms{}; Parms.Target = Target; auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; UObject::ProcessEvent(Func, &Parms); Func->FunctionFlags = Flgs; return Parms.ReturnValue; } // Function FortniteGame.FortGameplayAbility.DoesTargetHaveTags // (Final, Native, Public, HasOutParams, BlueprintCallable, BlueprintPure, Const) // Parameters: // const class AActor* Target (ConstParm, Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) // const struct FGameplayTagContainer& Tags (ConstParm, Parm, OutParm, ReferenceParm, NativeAccessSpecifierPublic) // bool ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, NativeAccessSpecifierPublic) bool UFortGameplayAbility::DoesTargetHaveTags(const class AActor* Target, const struct FGameplayTagContainer& Tags) const { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("FortGameplayAbility", "DoesTargetHaveTags"); Params::FortGameplayAbility_DoesTargetHaveTags Parms{}; Parms.Target = Target; Parms.Tags = std::move(Tags); auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; UObject::ProcessEvent(Func, &Parms); Func->FunctionFlags = Flgs; return Parms.ReturnValue; } // Function FortniteGame.FortGameplayAbility.GetActivatingAbilityComponent // (Final, Native, Public, BlueprintCallable, BlueprintPure, Const) // Parameters: // class UFortAbilitySystemComponent* ReturnValue (ExportObject, Parm, OutParm, ZeroConstructor, ReturnParm, InstancedReference, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) class UFortAbilitySystemComponent* UFortGameplayAbility::GetActivatingAbilityComponent() const { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("FortGameplayAbility", "GetActivatingAbilityComponent"); Params::FortGameplayAbility_GetActivatingAbilityComponent Parms{}; auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; UObject::ProcessEvent(Func, &Parms); Func->FunctionFlags = Flgs; return Parms.ReturnValue; } // Function FortniteGame.FortGameplayAbility.GetActivatingPawn // (Final, Native, Public, BlueprintCallable, BlueprintPure, Const) // Parameters: // class AFortPawn* ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) class AFortPawn* UFortGameplayAbility::GetActivatingPawn() const { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("FortGameplayAbility", "GetActivatingPawn"); Params::FortGameplayAbility_GetActivatingPawn Parms{}; auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; UObject::ProcessEvent(Func, &Parms); Func->FunctionFlags = Flgs; return Parms.ReturnValue; } // Function FortniteGame.FortGameplayAbility.GetAIAbilityTarget // (Final, Native, Public, BlueprintCallable, BlueprintPure, Const) // Parameters: // class AActor* ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) class AActor* UFortGameplayAbility::GetAIAbilityTarget() const { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("FortGameplayAbility", "GetAIAbilityTarget"); Params::FortGameplayAbility_GetAIAbilityTarget Parms{}; auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; UObject::ProcessEvent(Func, &Parms); Func->FunctionFlags = Flgs; return Parms.ReturnValue; } // Function FortniteGame.FortGameplayAbility.GetCurrentAbilitySource // (Final, Native, Public, HasOutParams, BlueprintCallable, BlueprintPure, Const) // Parameters: // EFortAbilitySourceType* OutSourceType (Parm, OutParm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) // int32* OutSourceLevel (Parm, OutParm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) void UFortGameplayAbility::GetCurrentAbilitySource(EFortAbilitySourceType* OutSourceType, int32* OutSourceLevel) const { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("FortGameplayAbility", "GetCurrentAbilitySource"); Params::FortGameplayAbility_GetCurrentAbilitySource Parms{}; auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; UObject::ProcessEvent(Func, &Parms); Func->FunctionFlags = Flgs; if (OutSourceType != nullptr) *OutSourceType = Parms.OutSourceType; if (OutSourceLevel != nullptr) *OutSourceLevel = Parms.OutSourceLevel; } // Function FortniteGame.FortGameplayAbility.GetCurrentSourceItemDefinition // (Final, Native, Public, BlueprintCallable, BlueprintPure, Const) // Parameters: // class UFortWorldItemDefinition* ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) class UFortWorldItemDefinition* UFortGameplayAbility::GetCurrentSourceItemDefinition() const { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("FortGameplayAbility", "GetCurrentSourceItemDefinition"); Params::FortGameplayAbility_GetCurrentSourceItemDefinition Parms{}; auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; UObject::ProcessEvent(Func, &Parms); Func->FunctionFlags = Flgs; return Parms.ReturnValue; } // Function FortniteGame.FortGameplayAbility.GetCurrentSourceWeapon // (Final, Native, Public, BlueprintCallable, BlueprintPure, Const) // Parameters: // class AFortWeapon* ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) class AFortWeapon* UFortGameplayAbility::GetCurrentSourceWeapon() const { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("FortGameplayAbility", "GetCurrentSourceWeapon"); Params::FortGameplayAbility_GetCurrentSourceWeapon Parms{}; auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; UObject::ProcessEvent(Func, &Parms); Func->FunctionFlags = Flgs; return Parms.ReturnValue; } // Function FortniteGame.FortGameplayAbility.GetCustomAbilitySourceTransform // (Event, Public, HasDefaults, BlueprintEvent, Const) // Parameters: // struct FTransform ReturnValue (Parm, OutParm, ReturnParm, IsPlainOldData, NoDestructor, NativeAccessSpecifierPublic) struct FTransform UFortGameplayAbility::GetCustomAbilitySourceTransform() const { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("FortGameplayAbility", "GetCustomAbilitySourceTransform"); Params::FortGameplayAbility_GetCustomAbilitySourceTransform Parms{}; UObject::ProcessEvent(Func, &Parms); return Parms.ReturnValue; } // Function FortniteGame.FortGameplayAbility.GetFireLocation // (Final, Native, Public, HasDefaults, BlueprintCallable, BlueprintPure, Const) // Parameters: // struct FVector ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, NativeAccessSpecifierPublic) struct FVector UFortGameplayAbility::GetFireLocation() const { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("FortGameplayAbility", "GetFireLocation"); Params::FortGameplayAbility_GetFireLocation Parms{}; auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; UObject::ProcessEvent(Func, &Parms); Func->FunctionFlags = Flgs; return Parms.ReturnValue; } // Function FortniteGame.FortGameplayAbility.GetFireRotation // (Final, Native, Public, HasDefaults, BlueprintCallable, BlueprintPure, Const) // Parameters: // bool bApplyLeading (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, NativeAccessSpecifierPublic) // bool bApplyInaccuracy (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, NativeAccessSpecifierPublic) // bool bApplyClampedMaxYawAngleToFire (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, NativeAccessSpecifierPublic) // struct FRotator ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, NativeAccessSpecifierPublic) struct FRotator UFortGameplayAbility::GetFireRotation(bool bApplyLeading, bool bApplyInaccuracy, bool bApplyClampedMaxYawAngleToFire) const { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("FortGameplayAbility", "GetFireRotation"); Params::FortGameplayAbility_GetFireRotation Parms{}; Parms.bApplyLeading = bApplyLeading; Parms.bApplyInaccuracy = bApplyInaccuracy; Parms.bApplyClampedMaxYawAngleToFire = bApplyClampedMaxYawAngleToFire; auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; UObject::ProcessEvent(Func, &Parms); Func->FunctionFlags = Flgs; return Parms.ReturnValue; } // Function FortniteGame.FortGameplayAbility.GetGameplayEffectContainer // (Native, Public, BlueprintCallable, BlueprintPure, Const) // Parameters: // const struct FGameplayTag& ApplicationTag (Parm, NativeAccessSpecifierPublic) // const struct FFortGameplayEffectContainerReturnValue (ConstParm, Parm, OutParm, ReturnParm, ReferenceParm, NativeAccessSpecifierPublic) const struct FFortGameplayEffectContainer UFortGameplayAbility::GetGameplayEffectContainer(const struct FGameplayTag& ApplicationTag) const { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("FortGameplayAbility", "GetGameplayEffectContainer"); Params::FortGameplayAbility_GetGameplayEffectContainer Parms{}; Parms.ApplicationTag = std::move(ApplicationTag); auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; UObject::ProcessEvent(Func, &Parms); Func->FunctionFlags = Flgs; return Parms.ReturnValue; } // Function FortniteGame.FortGameplayAbility.GetProjectileInitialValues // (Final, Native, Public, HasOutParams, HasDefaults, BlueprintCallable, BlueprintPure, Const) // Parameters: // float* outProjectileSpeed (Parm, OutParm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) // struct FRotator* outSpawnDirection (Parm, OutParm, ZeroConstructor, IsPlainOldData, NoDestructor, NativeAccessSpecifierPublic) // float* outProjectileGravity (Parm, OutParm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) // class AActor** HomingTarget (Parm, OutParm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) // bool bApplyInaccuracy (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, NativeAccessSpecifierPublic) // bool bApplyClampedMaxYawAngleToFire (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, NativeAccessSpecifierPublic) // bool bApplyLeading (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, NativeAccessSpecifierPublic) void UFortGameplayAbility::GetProjectileInitialValues(float* outProjectileSpeed, struct FRotator* outSpawnDirection, float* outProjectileGravity, class AActor** HomingTarget, bool bApplyInaccuracy, bool bApplyClampedMaxYawAngleToFire, bool bApplyLeading) const { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("FortGameplayAbility", "GetProjectileInitialValues"); Params::FortGameplayAbility_GetProjectileInitialValues Parms{}; Parms.bApplyInaccuracy = bApplyInaccuracy; Parms.bApplyClampedMaxYawAngleToFire = bApplyClampedMaxYawAngleToFire; Parms.bApplyLeading = bApplyLeading; auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; UObject::ProcessEvent(Func, &Parms); Func->FunctionFlags = Flgs; if (outProjectileSpeed != nullptr) *outProjectileSpeed = Parms.outProjectileSpeed; if (outSpawnDirection != nullptr) *outSpawnDirection = std::move(Parms.outSpawnDirection); if (outProjectileGravity != nullptr) *outProjectileGravity = Parms.outProjectileGravity; if (HomingTarget != nullptr) *HomingTarget = Parms.HomingTarget; } // Function FortniteGame.FortGameplayAbility.GetTargetSelectionList // (Native, Public, BlueprintCallable, BlueprintPure, Const) // Parameters: // const struct FGameplayTag& ApplicationTag (Parm, NativeAccessSpecifierPublic) // struct FFortAbilityTargetSelectionList ReturnValue (Parm, OutParm, ReturnParm, NativeAccessSpecifierPublic) struct FFortAbilityTargetSelectionList UFortGameplayAbility::GetTargetSelectionList(const struct FGameplayTag& ApplicationTag) const { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("FortGameplayAbility", "GetTargetSelectionList"); Params::FortGameplayAbility_GetTargetSelectionList Parms{}; Parms.ApplicationTag = std::move(ApplicationTag); auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; UObject::ProcessEvent(Func, &Parms); Func->FunctionFlags = Flgs; return Parms.ReturnValue; } // Function FortniteGame.FortGameplayAbility.GetTooltip // (Native, Protected, BlueprintCallable, BlueprintPure, Const) // Parameters: // TSubclassOf ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, UObjectWrapper, HasGetValueTypeHash, NativeAccessSpecifierPublic) TSubclassOf UFortGameplayAbility::GetTooltip() const { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("FortGameplayAbility", "GetTooltip"); Params::FortGameplayAbility_GetTooltip Parms{}; auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; UObject::ProcessEvent(Func, &Parms); Func->FunctionFlags = Flgs; return Parms.ReturnValue; } // Function FortniteGame.FortGameplayAbility.IsTargetOutsideOfMaxYawRotation // (Final, Native, Public, BlueprintCallable, BlueprintPure, Const) // Parameters: // bool ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, NativeAccessSpecifierPublic) bool UFortGameplayAbility::IsTargetOutsideOfMaxYawRotation() const { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("FortGameplayAbility", "IsTargetOutsideOfMaxYawRotation"); Params::FortGameplayAbility_IsTargetOutsideOfMaxYawRotation Parms{}; auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; UObject::ProcessEvent(Func, &Parms); Func->FunctionFlags = Flgs; return Parms.ReturnValue; } // Function FortniteGame.FortGameplayAbility.K2_ShouldUseDecoTool // (Event, Public, BlueprintCallable, BlueprintEvent, BlueprintPure, Const) // Parameters: // const struct FGameplayAbilityActorInfo& ActorInfo (Parm, ContainsInstancedReference, NativeAccessSpecifierPublic) // bool ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, NativeAccessSpecifierPublic) bool UFortGameplayAbility::K2_ShouldUseDecoTool(const struct FGameplayAbilityActorInfo& ActorInfo) const { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("FortGameplayAbility", "K2_ShouldUseDecoTool"); Params::FortGameplayAbility_K2_ShouldUseDecoTool Parms{}; Parms.ActorInfo = std::move(ActorInfo); UObject::ProcessEvent(Func, &Parms); return Parms.ReturnValue; } // Function FortniteGame.AIHotSpotSlotGenerator.GenerateSlots // (Native, Event, Public, BlueprintEvent) void UAIHotSpotSlotGenerator::GenerateSlots() { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("AIHotSpotSlotGenerator", "GenerateSlots"); auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; UObject::ProcessEvent(Func, nullptr); Func->FunctionFlags = Flgs; } // Function FortniteGame.AIHotSpotSlotGenerator.AddSlot // (Final, Native, Public, HasOutParams, HasDefaults, BlueprintCallable, BlueprintPure, Const) // Parameters: // const struct FVector& RelativeLocation (ConstParm, Parm, OutParm, ZeroConstructor, ReferenceParm, IsPlainOldData, NoDestructor, NativeAccessSpecifierPublic) // const struct FRotator& RelativeRotation (ConstParm, Parm, OutParm, ZeroConstructor, ReferenceParm, IsPlainOldData, NoDestructor, NativeAccessSpecifierPublic) // TSubclassOf CustomSlotClass (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, AdvancedDisplay, UObjectWrapper, HasGetValueTypeHash, NativeAccessSpecifierPublic) // bool bEnabled (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, AdvancedDisplay, NativeAccessSpecifierPublic) // class UAIHotSpotSlot* ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) class UAIHotSpotSlot* UAIHotSpotSlotGenerator::AddSlot(const struct FVector& RelativeLocation, const struct FRotator& RelativeRotation, TSubclassOf CustomSlotClass, bool bEnabled) const { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("AIHotSpotSlotGenerator", "AddSlot"); Params::AIHotSpotSlotGenerator_AddSlot Parms{}; Parms.RelativeLocation = std::move(RelativeLocation); Parms.RelativeRotation = std::move(RelativeRotation); Parms.CustomSlotClass = CustomSlotClass; Parms.bEnabled = bEnabled; auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; UObject::ProcessEvent(Func, &Parms); Func->FunctionFlags = Flgs; return Parms.ReturnValue; } // Function FortniteGame.AIHotSpotSlotGenerator.GetHotSpot // (Final, Native, Public, BlueprintCallable, BlueprintPure, Const) // Parameters: // class AAIHotSpot* ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) class AAIHotSpot* UAIHotSpotSlotGenerator::GetHotSpot() const { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("AIHotSpotSlotGenerator", "GetHotSpot"); Params::AIHotSpotSlotGenerator_GetHotSpot Parms{}; auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; UObject::ProcessEvent(Func, &Parms); Func->FunctionFlags = Flgs; return Parms.ReturnValue; } // Function FortniteGame.FortCarriedObject.OnRep_HolderInfo // (Native, Protected, HasOutParams) // Parameters: // struct FCarriedObjectAttachmentInfo* PreviousInfo (Parm, OutParm, NativeAccessSpecifierPublic) void AFortCarriedObject::OnRep_HolderInfo(struct FCarriedObjectAttachmentInfo* PreviousInfo) { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("FortCarriedObject", "OnRep_HolderInfo"); Params::FortCarriedObject_OnRep_HolderInfo Parms{}; auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; UObject::ProcessEvent(Func, &Parms); Func->FunctionFlags = Flgs; if (PreviousInfo != nullptr) *PreviousInfo = std::move(Parms.PreviousInfo); } // Function FortniteGame.FortCarriedObject.ReturnToSpawnPoint // (Final, Native, Public, BlueprintCallable) void AFortCarriedObject::ReturnToSpawnPoint() { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("FortCarriedObject", "ReturnToSpawnPoint"); auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; UObject::ProcessEvent(Func, nullptr); Func->FunctionFlags = Flgs; } // Function FortniteGame.FortCarriedObject.GetHoldingActor // (Native, Public, BlueprintCallable, BlueprintPure, Const) // Parameters: // class AActor* ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) class AActor* AFortCarriedObject::GetHoldingActor() const { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("FortCarriedObject", "GetHoldingActor"); Params::FortCarriedObject_GetHoldingActor Parms{}; auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; UObject::ProcessEvent(Func, &Parms); Func->FunctionFlags = Flgs; return Parms.ReturnValue; } // Function FortniteGame.FortWeatherAugment.GetWeatherTags // (Final, Native, Public, BlueprintCallable, BlueprintPure, Const) // Parameters: // const struct FGameplayTagContainer ReturnValue (ConstParm, Parm, OutParm, ReturnParm, ReferenceParm, NativeAccessSpecifierPublic) const struct FGameplayTagContainer AFortWeatherAugment::GetWeatherTags() const { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("FortWeatherAugment", "GetWeatherTags"); Params::FortWeatherAugment_GetWeatherTags Parms{}; auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; UObject::ProcessEvent(Func, &Parms); Func->FunctionFlags = Flgs; return Parms.ReturnValue; } // Function FortniteGame.FortCameraBase.Exhibit // (Final, Native, Public, BlueprintCallable) // Parameters: // class AFortExhibitActor* TargetActor (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) void AFortCameraBase::Exhibit(class AFortExhibitActor* TargetActor) { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("FortCameraBase", "Exhibit"); Params::FortCameraBase_Exhibit Parms{}; Parms.TargetActor = TargetActor; auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; UObject::ProcessEvent(Func, &Parms); Func->FunctionFlags = Flgs; } // Function FortniteGame.FortCameraBase.OnActivated // (Event, Public, BlueprintEvent) void AFortCameraBase::OnActivated() { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("FortCameraBase", "OnActivated"); UObject::ProcessEvent(Func, nullptr); } // Function FortniteGame.FortCameraBase.OnDeactivated // (Event, Public, BlueprintEvent) void AFortCameraBase::OnDeactivated() { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("FortCameraBase", "OnDeactivated"); UObject::ProcessEvent(Func, nullptr); } // Function FortniteGame.FortCameraBase.OnDragBegin // (Event, Public, BlueprintEvent) void AFortCameraBase::OnDragBegin() { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("FortCameraBase", "OnDragBegin"); UObject::ProcessEvent(Func, nullptr); } // Function FortniteGame.FortCameraBase.OnDragEnd // (Event, Public, BlueprintEvent) void AFortCameraBase::OnDragEnd() { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("FortCameraBase", "OnDragEnd"); UObject::ProcessEvent(Func, nullptr); } // Function FortniteGame.FortHomeBaseCamera.ClearBuildingFocus // (Event, Public, BlueprintEvent) void AFortHomeBaseCamera::ClearBuildingFocus() { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("FortHomeBaseCamera", "ClearBuildingFocus"); UObject::ProcessEvent(Func, nullptr); } // Function FortniteGame.FortHomeBaseCamera.SetBuildingFocus // (Event, Public, BlueprintEvent) // Parameters: // class UCameraComponent* BuildingCameraComponent (Parm, ZeroConstructor, InstancedReference, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) void AFortHomeBaseCamera::SetBuildingFocus(class UCameraComponent* BuildingCameraComponent) { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("FortHomeBaseCamera", "SetBuildingFocus"); Params::FortHomeBaseCamera_SetBuildingFocus Parms{}; Parms.BuildingCameraComponent = BuildingCameraComponent; UObject::ProcessEvent(Func, &Parms); } // Function FortniteGame.FortHomeBaseCamera.LimitTo // (Final, Native, Public, HasOutParams, HasDefaults, BlueprintCallable, BlueprintPure, Const) // Parameters: // const struct FVector& DesiredPosition (ConstParm, Parm, OutParm, ZeroConstructor, ReferenceParm, IsPlainOldData, NoDestructor, NativeAccessSpecifierPublic) // class APostProcessVolume* Volume (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) // struct FVector ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, NativeAccessSpecifierPublic) struct FVector AFortHomeBaseCamera::LimitTo(const struct FVector& DesiredPosition, class APostProcessVolume* Volume) const { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("FortHomeBaseCamera", "LimitTo"); Params::FortHomeBaseCamera_LimitTo Parms{}; Parms.DesiredPosition = std::move(DesiredPosition); Parms.Volume = Volume; auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; UObject::ProcessEvent(Func, &Parms); Func->FunctionFlags = Flgs; return Parms.ReturnValue; } // Function FortniteGame.MyTownLibrary.GetBannerColor // (Final, Native, Static, Public, HasDefaults, BlueprintCallable) // Parameters: // class UObject* WorldContextObject (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) // struct FLinearColor ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, NativeAccessSpecifierPublic) struct FLinearColor UMyTownLibrary::GetBannerColor(class UObject* WorldContextObject) { static class UFunction* Func = nullptr; if (Func == nullptr) Func = StaticClass()->GetFunction("MyTownLibrary", "GetBannerColor"); Params::MyTownLibrary_GetBannerColor Parms{}; Parms.WorldContextObject = WorldContextObject; auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; GetDefaultObj()->ProcessEvent(Func, &Parms); Func->FunctionFlags = Flgs; return Parms.ReturnValue; } // Function FortniteGame.MyTownLibrary.GetBannerPattern // (Final, Native, Static, Public, BlueprintCallable) // Parameters: // class UObject* WorldContextObject (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) // int32 ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) int32 UMyTownLibrary::GetBannerPattern(class UObject* WorldContextObject) { static class UFunction* Func = nullptr; if (Func == nullptr) Func = StaticClass()->GetFunction("MyTownLibrary", "GetBannerPattern"); Params::MyTownLibrary_GetBannerPattern Parms{}; Parms.WorldContextObject = WorldContextObject; auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; GetDefaultObj()->ProcessEvent(Func, &Parms); Func->FunctionFlags = Flgs; return Parms.ReturnValue; } // Function FortniteGame.MyTownLibrary.GetBuildingActor // (Final, Native, Static, Public, BlueprintCallable) // Parameters: // class UObject* WorldContextObject (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) // const class FString& BuildingTemplateId (Parm, ZeroConstructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) // class AMyTownBuildingActor* ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) class AMyTownBuildingActor* UMyTownLibrary::GetBuildingActor(class UObject* WorldContextObject, const class FString& BuildingTemplateId) { static class UFunction* Func = nullptr; if (Func == nullptr) Func = StaticClass()->GetFunction("MyTownLibrary", "GetBuildingActor"); Params::MyTownLibrary_GetBuildingActor Parms{}; Parms.WorldContextObject = WorldContextObject; Parms.BuildingTemplateId = std::move(BuildingTemplateId); auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; GetDefaultObj()->ProcessEvent(Func, &Parms); Func->FunctionFlags = Flgs; return Parms.ReturnValue; } // Function FortniteGame.MyTownLibrary.GetBuildingDefinition // (Final, Native, Static, Public, BlueprintCallable) // Parameters: // class UObject* WorldContextObject (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) // const class FString& BuildingTemplateId (Parm, ZeroConstructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) // class UMyTownBuildingDefinitionData* ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) class UMyTownBuildingDefinitionData* UMyTownLibrary::GetBuildingDefinition(class UObject* WorldContextObject, const class FString& BuildingTemplateId) { static class UFunction* Func = nullptr; if (Func == nullptr) Func = StaticClass()->GetFunction("MyTownLibrary", "GetBuildingDefinition"); Params::MyTownLibrary_GetBuildingDefinition Parms{}; Parms.WorldContextObject = WorldContextObject; Parms.BuildingTemplateId = std::move(BuildingTemplateId); auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; GetDefaultObj()->ProcessEvent(Func, &Parms); Func->FunctionFlags = Flgs; return Parms.ReturnValue; } // Function FortniteGame.MyTownLibrary.GetBuildingLevel // (Final, Native, Static, Public, BlueprintCallable) // Parameters: // class UObject* WorldContextObject (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) // const class FString& BuildingTemplateId (Parm, ZeroConstructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) // int32 ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) int32 UMyTownLibrary::GetBuildingLevel(class UObject* WorldContextObject, const class FString& BuildingTemplateId) { static class UFunction* Func = nullptr; if (Func == nullptr) Func = StaticClass()->GetFunction("MyTownLibrary", "GetBuildingLevel"); Params::MyTownLibrary_GetBuildingLevel Parms{}; Parms.WorldContextObject = WorldContextObject; Parms.BuildingTemplateId = std::move(BuildingTemplateId); auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; GetDefaultObj()->ProcessEvent(Func, &Parms); Func->FunctionFlags = Flgs; return Parms.ReturnValue; } // Function FortniteGame.MyTownLibrary.GetBuildingState // (Final, Native, Static, Public, BlueprintCallable) // Parameters: // class UObject* WorldContextObject (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) // const class FString& BuildingTemplateId (Parm, ZeroConstructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) // EMyTownBuildingState ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) EMyTownBuildingState UMyTownLibrary::GetBuildingState(class UObject* WorldContextObject, const class FString& BuildingTemplateId) { static class UFunction* Func = nullptr; if (Func == nullptr) Func = StaticClass()->GetFunction("MyTownLibrary", "GetBuildingState"); Params::MyTownLibrary_GetBuildingState Parms{}; Parms.WorldContextObject = WorldContextObject; Parms.BuildingTemplateId = std::move(BuildingTemplateId); auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; GetDefaultObj()->ProcessEvent(Func, &Parms); Func->FunctionFlags = Flgs; return Parms.ReturnValue; } // Function FortniteGame.MyTownLibrary.GetMyTownData // (Final, Native, Static, Public, BlueprintCallable) // Parameters: // class UObject* WorldContextObject (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) // class UMyTownData* ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) class UMyTownData* UMyTownLibrary::GetMyTownData(class UObject* WorldContextObject) { static class UFunction* Func = nullptr; if (Func == nullptr) Func = StaticClass()->GetFunction("MyTownLibrary", "GetMyTownData"); Params::MyTownLibrary_GetMyTownData Parms{}; Parms.WorldContextObject = WorldContextObject; auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; GetDefaultObj()->ProcessEvent(Func, &Parms); Func->FunctionFlags = Flgs; return Parms.ReturnValue; } // Function FortniteGame.MyTownLibrary.GetMyTownName // (Final, Native, Static, Public, BlueprintCallable) // Parameters: // class UObject* WorldContextObject (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) // class FString ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, HasGetValueTypeHash, NativeAccessSpecifierPublic) class FString UMyTownLibrary::GetMyTownName(class UObject* WorldContextObject) { static class UFunction* Func = nullptr; if (Func == nullptr) Func = StaticClass()->GetFunction("MyTownLibrary", "GetMyTownName"); Params::MyTownLibrary_GetMyTownName Parms{}; Parms.WorldContextObject = WorldContextObject; auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; GetDefaultObj()->ProcessEvent(Func, &Parms); Func->FunctionFlags = Flgs; return Parms.ReturnValue; } // Function FortniteGame.MyTownLibrary.GetRoadsInfo // (Final, Native, Static, Public, BlueprintCallable) // Parameters: // class UObject* WorldContextObject (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) // TArray ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, NativeAccessSpecifierPublic) TArray UMyTownLibrary::GetRoadsInfo(class UObject* WorldContextObject) { static class UFunction* Func = nullptr; if (Func == nullptr) Func = StaticClass()->GetFunction("MyTownLibrary", "GetRoadsInfo"); Params::MyTownLibrary_GetRoadsInfo Parms{}; Parms.WorldContextObject = WorldContextObject; auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; GetDefaultObj()->ProcessEvent(Func, &Parms); Func->FunctionFlags = Flgs; return Parms.ReturnValue; } // Function FortniteGame.MyTownLibrary.IsKeepAvailable // (Final, Native, Static, Public, BlueprintCallable) // Parameters: // class UObject* WorldContextObject (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) // bool ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, NativeAccessSpecifierPublic) bool UMyTownLibrary::IsKeepAvailable(class UObject* WorldContextObject) { static class UFunction* Func = nullptr; if (Func == nullptr) Func = StaticClass()->GetFunction("MyTownLibrary", "IsKeepAvailable"); Params::MyTownLibrary_IsKeepAvailable Parms{}; Parms.WorldContextObject = WorldContextObject; auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; GetDefaultObj()->ProcessEvent(Func, &Parms); Func->FunctionFlags = Flgs; return Parms.ReturnValue; } // Function FortniteGame.MyTownLibrary.IsManorAvailable // (Final, Native, Static, Public, BlueprintCallable) // Parameters: // class UObject* WorldContextObject (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) // bool ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, NativeAccessSpecifierPublic) bool UMyTownLibrary::IsManorAvailable(class UObject* WorldContextObject) { static class UFunction* Func = nullptr; if (Func == nullptr) Func = StaticClass()->GetFunction("MyTownLibrary", "IsManorAvailable"); Params::MyTownLibrary_IsManorAvailable Parms{}; Parms.WorldContextObject = WorldContextObject; auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; GetDefaultObj()->ProcessEvent(Func, &Parms); Func->FunctionFlags = Flgs; return Parms.ReturnValue; } // Function FortniteGame.MyTownLibrary.IsShowingFriendsHomeBase // (Final, Native, Static, Public, BlueprintCallable) // Parameters: // class UObject* WorldContextObject (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) // bool ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, NativeAccessSpecifierPublic) bool UMyTownLibrary::IsShowingFriendsHomeBase(class UObject* WorldContextObject) { static class UFunction* Func = nullptr; if (Func == nullptr) Func = StaticClass()->GetFunction("MyTownLibrary", "IsShowingFriendsHomeBase"); Params::MyTownLibrary_IsShowingFriendsHomeBase Parms{}; Parms.WorldContextObject = WorldContextObject; auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; GetDefaultObj()->ProcessEvent(Func, &Parms); Func->FunctionFlags = Flgs; return Parms.ReturnValue; } // Function FortniteGame.MyTownLibrary.RegisterSlotCamera // (Final, Native, Static, Public, BlueprintCallable) // Parameters: // class UObject* WorldContextObject (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) // int32 MapSlotId (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) // class UCameraComponent* InCameraComponent (Parm, ZeroConstructor, InstancedReference, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) void UMyTownLibrary::RegisterSlotCamera(class UObject* WorldContextObject, int32 MapSlotId, class UCameraComponent* InCameraComponent) { static class UFunction* Func = nullptr; if (Func == nullptr) Func = StaticClass()->GetFunction("MyTownLibrary", "RegisterSlotCamera"); Params::MyTownLibrary_RegisterSlotCamera Parms{}; Parms.WorldContextObject = WorldContextObject; Parms.MapSlotId = MapSlotId; Parms.InCameraComponent = InCameraComponent; auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; GetDefaultObj()->ProcessEvent(Func, &Parms); Func->FunctionFlags = Flgs; } // Function FortniteGame.MyTownLibrary.ReinitializeManagerData // (Final, Native, Static, Public, BlueprintCallable) // Parameters: // class UObject* WorldContextObject (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) void UMyTownLibrary::ReinitializeManagerData(class UObject* WorldContextObject) { static class UFunction* Func = nullptr; if (Func == nullptr) Func = StaticClass()->GetFunction("MyTownLibrary", "ReinitializeManagerData"); Params::MyTownLibrary_ReinitializeManagerData Parms{}; Parms.WorldContextObject = WorldContextObject; auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; GetDefaultObj()->ProcessEvent(Func, &Parms); Func->FunctionFlags = Flgs; } // Function FortniteGame.MyTownLibrary.SetInputEnabled // (Final, Native, Static, Public, BlueprintCallable) // Parameters: // class UObject* WorldContextObject (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) // bool bEnable (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, NativeAccessSpecifierPublic) void UMyTownLibrary::SetInputEnabled(class UObject* WorldContextObject, bool bEnable) { static class UFunction* Func = nullptr; if (Func == nullptr) Func = StaticClass()->GetFunction("MyTownLibrary", "SetInputEnabled"); Params::MyTownLibrary_SetInputEnabled Parms{}; Parms.WorldContextObject = WorldContextObject; Parms.bEnable = bEnable; auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; GetDefaultObj()->ProcessEvent(Func, &Parms); Func->FunctionFlags = Flgs; } // Function FortniteGame.FortClientNotification.NotificationIsFinished // (BlueprintCosmetic, Native, Public, BlueprintCallable) void AFortClientNotification::NotificationIsFinished() { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("FortClientNotification", "NotificationIsFinished"); auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; UObject::ProcessEvent(Func, nullptr); Func->FunctionFlags = Flgs; } // Function FortniteGame.FortClientNotification.OnNotificationStart // (BlueprintCosmetic, Native, Event, Protected, BlueprintEvent) void AFortClientNotification::OnNotificationStart() { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("FortClientNotification", "OnNotificationStart"); auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; UObject::ProcessEvent(Func, nullptr); Func->FunctionFlags = Flgs; } // Function FortniteGame.FortClientNotification.PlayFeedbackLine // (Final, BlueprintCosmetic, Native, Public, BlueprintCallable) // Parameters: // class UObject* WorldContextObject (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) // const struct FLatentActionInfo& LatentInfo (Parm, NativeAccessSpecifierPublic) // class USoundBase* Audio (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) // float OverrideDelay (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) void AFortClientNotification::PlayFeedbackLine(class UObject* WorldContextObject, const struct FLatentActionInfo& LatentInfo, class USoundBase* Audio, float OverrideDelay) { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("FortClientNotification", "PlayFeedbackLine"); Params::FortClientNotification_PlayFeedbackLine Parms{}; Parms.WorldContextObject = WorldContextObject; Parms.LatentInfo = std::move(LatentInfo); Parms.Audio = Audio; Parms.OverrideDelay = OverrideDelay; auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; UObject::ProcessEvent(Func, &Parms); Func->FunctionFlags = Flgs; } // Function FortniteGame.FortClientNotification.SetDisplayText // (Final, BlueprintCosmetic, Native, Public, BlueprintCallable) // Parameters: // const class FText& DisplayText (Parm, NativeAccessSpecifierPublic) // bool bForce (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, NativeAccessSpecifierPublic) void AFortClientNotification::SetDisplayText(const class FText& DisplayText, bool bForce) { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("FortClientNotification", "SetDisplayText"); Params::FortClientNotification_SetDisplayText Parms{}; Parms.DisplayText = std::move(DisplayText); Parms.bForce = bForce; auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; UObject::ProcessEvent(Func, &Parms); Func->FunctionFlags = Flgs; } // Function FortniteGame.FortClientNotification.SetupDelayedStop // (Final, Native, Protected) // Parameters: // float KillTime (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) void AFortClientNotification::SetupDelayedStop(float KillTime) { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("FortClientNotification", "SetupDelayedStop"); Params::FortClientNotification_SetupDelayedStop Parms{}; Parms.KillTime = KillTime; auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; UObject::ProcessEvent(Func, &Parms); Func->FunctionFlags = Flgs; } // Function FortniteGame.FortMatchmakingContext.CancelMatchmaking // (Final, Native, Public, BlueprintCallable) void UFortMatchmakingContext::CancelMatchmaking() { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("FortMatchmakingContext", "CancelMatchmaking"); auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; UObject::ProcessEvent(Func, nullptr); Func->FunctionFlags = Flgs; } // Function FortniteGame.FortMatchmakingContext.DisconnectFromLobby // (Final, Native, Public, BlueprintCallable) void UFortMatchmakingContext::DisconnectFromLobby() { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("FortMatchmakingContext", "DisconnectFromLobby"); auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; UObject::ProcessEvent(Func, nullptr); Func->FunctionFlags = Flgs; } // Function FortniteGame.FortMatchmakingContext.EnterOutpost // (Final, Native, Public, BlueprintCallable) // Parameters: // bool ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, NativeAccessSpecifierPublic) bool UFortMatchmakingContext::EnterOutpost() { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("FortMatchmakingContext", "EnterOutpost"); Params::FortMatchmakingContext_EnterOutpost Parms{}; auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; UObject::ProcessEvent(Func, &Parms); Func->FunctionFlags = Flgs; return Parms.ReturnValue; } // Function FortniteGame.FortMatchmakingContext.GetLobbyWaitForPlayersTimeRemaining // (Final, Native, Public, BlueprintCallable) // Parameters: // float ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) float UFortMatchmakingContext::GetLobbyWaitForPlayersTimeRemaining() { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("FortMatchmakingContext", "GetLobbyWaitForPlayersTimeRemaining"); Params::FortMatchmakingContext_GetLobbyWaitForPlayersTimeRemaining Parms{}; auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; UObject::ProcessEvent(Func, &Parms); Func->FunctionFlags = Flgs; return Parms.ReturnValue; } // Function FortniteGame.FortMatchmakingContext.IsConnectedToGame // (Final, Native, Public, BlueprintCallable) // Parameters: // bool ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, NativeAccessSpecifierPublic) bool UFortMatchmakingContext::IsConnectedToGame() { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("FortMatchmakingContext", "IsConnectedToGame"); Params::FortMatchmakingContext_IsConnectedToGame Parms{}; auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; UObject::ProcessEvent(Func, &Parms); Func->FunctionFlags = Flgs; return Parms.ReturnValue; } // Function FortniteGame.FortMatchmakingContext.IsWorldRecordLoaded // (Final, Native, Public, BlueprintCallable) // Parameters: // bool ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, NativeAccessSpecifierPublic) bool UFortMatchmakingContext::IsWorldRecordLoaded() { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("FortMatchmakingContext", "IsWorldRecordLoaded"); Params::FortMatchmakingContext_IsWorldRecordLoaded Parms{}; auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; UObject::ProcessEvent(Func, &Parms); Func->FunctionFlags = Flgs; return Parms.ReturnValue; } // Function FortniteGame.FortMatchmakingContext.JoinFromLobby // (Final, Native, Public, BlueprintCallable) void UFortMatchmakingContext::JoinFromLobby() { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("FortMatchmakingContext", "JoinFromLobby"); auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; UObject::ProcessEvent(Func, nullptr); Func->FunctionFlags = Flgs; } // Function FortniteGame.FortMatchmakingContext.ReadyUp // (Final, Native, Public, BlueprintCallable) void UFortMatchmakingContext::ReadyUp() { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("FortMatchmakingContext", "ReadyUp"); auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; UObject::ProcessEvent(Func, nullptr); Func->FunctionFlags = Flgs; } // Function FortniteGame.FortMatchmakingContext.StartCriticalMission // (Final, Native, Public, BlueprintCallable) // Parameters: // int32 MinMissionPower (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) // int32 MaxMissionPower (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) void UFortMatchmakingContext::StartCriticalMission(int32 MinMissionPower, int32 MaxMissionPower) { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("FortMatchmakingContext", "StartCriticalMission"); Params::FortMatchmakingContext_StartCriticalMission Parms{}; Parms.MinMissionPower = MinMissionPower; Parms.MaxMissionPower = MaxMissionPower; auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; UObject::ProcessEvent(Func, &Parms); Func->FunctionFlags = Flgs; } // Function FortniteGame.FortMatchmakingContext.StartMatchmaking // (Final, Native, Public, BlueprintCallable) void UFortMatchmakingContext::StartMatchmaking() { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("FortMatchmakingContext", "StartMatchmaking"); auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; UObject::ProcessEvent(Func, nullptr); Func->FunctionFlags = Flgs; } // Function FortniteGame.FortMatchmakingContext.StartOnboardingMission // (Final, Native, Public, BlueprintCallable) void UFortMatchmakingContext::StartOnboardingMission() { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("FortMatchmakingContext", "StartOnboardingMission"); auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; UObject::ProcessEvent(Func, nullptr); Func->FunctionFlags = Flgs; } // Function FortniteGame.FortMatchmakingContext.IsInLobby // (Final, Native, Public, BlueprintCallable, BlueprintPure, Const) // Parameters: // bool ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, NativeAccessSpecifierPublic) bool UFortMatchmakingContext::IsInLobby() const { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("FortMatchmakingContext", "IsInLobby"); Params::FortMatchmakingContext_IsInLobby Parms{}; auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; UObject::ProcessEvent(Func, &Parms); Func->FunctionFlags = Flgs; return Parms.ReturnValue; } // Function FortniteGame.FortMatchmakingContext.IsOutpostPermitted // (Final, Native, Public, BlueprintCallable, BlueprintPure, Const) // Parameters: // bool ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, NativeAccessSpecifierPublic) bool UFortMatchmakingContext::IsOutpostPermitted() const { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("FortMatchmakingContext", "IsOutpostPermitted"); Params::FortMatchmakingContext_IsOutpostPermitted Parms{}; auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; UObject::ProcessEvent(Func, &Parms); Func->FunctionFlags = Flgs; return Parms.ReturnValue; } // Function FortniteGame.FortPlayerController.ActivateSlot // (Final, BlueprintAuthorityOnly, Native, Public, BlueprintCallable) // Parameters: // EFortQuickBars InQuickBar (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) // int32 Slot (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) // float AcivateDelay (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) void AFortPlayerController::ActivateSlot(EFortQuickBars InQuickBar, int32 Slot, float AcivateDelay) { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("FortPlayerController", "ActivateSlot"); Params::FortPlayerController_ActivateSlot Parms{}; Parms.InQuickBar = InQuickBar; Parms.Slot = Slot; Parms.AcivateDelay = AcivateDelay; auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; UObject::ProcessEvent(Func, &Parms); Func->FunctionFlags = Flgs; } // Function FortniteGame.FortPlayerController.Cheat // (Final, Exec, Native, Protected) // Parameters: // const class FString& Msg (Parm, ZeroConstructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) void AFortPlayerController::Cheat(const class FString& Msg) { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("FortPlayerController", "Cheat"); Params::FortPlayerController_Cheat Parms{}; Parms.Msg = std::move(Msg); auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; UObject::ProcessEvent(Func, &Parms); Func->FunctionFlags = Flgs; } // Function FortniteGame.FortPlayerController.CheatAll // (Final, Exec, Native, Protected) // Parameters: // const class FString& Msg (Parm, ZeroConstructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) void AFortPlayerController::CheatAll(const class FString& Msg) { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("FortPlayerController", "CheatAll"); Params::FortPlayerController_CheatAll Parms{}; Parms.Msg = std::move(Msg); auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; UObject::ProcessEvent(Func, &Parms); Func->FunctionFlags = Flgs; } // Function FortniteGame.FortPlayerController.ClientAddHeroSpecialization // (Net, NetReliable, Native, Event, Public, NetClient, NetValidate) // Parameters: // class UFortHeroSpecialization* NewSpecialization (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) void AFortPlayerController::ClientAddHeroSpecialization(class UFortHeroSpecialization* NewSpecialization) { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("FortPlayerController", "ClientAddHeroSpecialization"); Params::FortPlayerController_ClientAddHeroSpecialization Parms{}; Parms.NewSpecialization = NewSpecialization; auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; UObject::ProcessEvent(Func, &Parms); Func->FunctionFlags = Flgs; } // Function FortniteGame.FortPlayerController.ClientCancelCrafting // (Net, NetReliable, Native, Event, Public, NetClient) void AFortPlayerController::ClientCancelCrafting() { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("FortPlayerController", "ClientCancelCrafting"); auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; UObject::ProcessEvent(Func, nullptr); Func->FunctionFlags = Flgs; } // Function FortniteGame.FortPlayerController.ClientClearDisabledActionMappings // (Net, NetReliable, Native, Event, Public, NetClient, BlueprintCallable) void AFortPlayerController::ClientClearDisabledActionMappings() { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("FortPlayerController", "ClientClearDisabledActionMappings"); auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; UObject::ProcessEvent(Func, nullptr); Func->FunctionFlags = Flgs; } // Function FortniteGame.FortPlayerController.ClientDrawAttentionToUI // (Net, NetReliable, Native, Event, Public, HasDefaults, NetClient) // Parameters: // const struct FGuid& MissionGuid (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, NativeAccessSpecifierPublic) // const struct FGameplayTagContainer& ObjectiveHandle (Parm, NativeAccessSpecifierPublic) void AFortPlayerController::ClientDrawAttentionToUI(const struct FGuid& MissionGuid, const struct FGameplayTagContainer& ObjectiveHandle) { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("FortPlayerController", "ClientDrawAttentionToUI"); Params::FortPlayerController_ClientDrawAttentionToUI Parms{}; Parms.MissionGuid = std::move(MissionGuid); Parms.ObjectiveHandle = std::move(ObjectiveHandle); auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; UObject::ProcessEvent(Func, &Parms); Func->FunctionFlags = Flgs; } // Function FortniteGame.FortPlayerController.ClientExecuteInventoryItem // (Net, NetReliable, Native, Event, Protected, HasDefaults, NetClient) // Parameters: // const struct FGuid& ItemGuid (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, NativeAccessSpecifierPublic) // float Delay (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) void AFortPlayerController::ClientExecuteInventoryItem(const struct FGuid& ItemGuid, float Delay) { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("FortPlayerController", "ClientExecuteInventoryItem"); Params::FortPlayerController_ClientExecuteInventoryItem Parms{}; Parms.ItemGuid = std::move(ItemGuid); Parms.Delay = Delay; auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; UObject::ProcessEvent(Func, &Parms); Func->FunctionFlags = Flgs; } // Function FortniteGame.FortPlayerController.ClientForceCancelBuildingTool // (Net, NetReliable, Native, Event, Public, NetClient) void AFortPlayerController::ClientForceCancelBuildingTool() { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("FortPlayerController", "ClientForceCancelBuildingTool"); auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; UObject::ProcessEvent(Func, nullptr); Func->FunctionFlags = Flgs; } // Function FortniteGame.FortPlayerController.ClientForceProfileQuery // (Net, NetReliable, Native, Event, Public, NetClient) void AFortPlayerController::ClientForceProfileQuery() { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("FortPlayerController", "ClientForceProfileQuery"); auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; UObject::ProcessEvent(Func, nullptr); Func->FunctionFlags = Flgs; } // Function FortniteGame.FortPlayerController.ClientGivePlayerLocalAccountItem // (Net, NetReliable, Native, Event, Public, NetClient) // Parameters: // class UFortAccountItemDefinition* ItemDefinition (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) // int32 Count (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) void AFortPlayerController::ClientGivePlayerLocalAccountItem(class UFortAccountItemDefinition* ItemDefinition, int32 Count) { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("FortPlayerController", "ClientGivePlayerLocalAccountItem"); Params::FortPlayerController_ClientGivePlayerLocalAccountItem Parms{}; Parms.ItemDefinition = ItemDefinition; Parms.Count = Count; auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; UObject::ProcessEvent(Func, &Parms); Func->FunctionFlags = Flgs; } // Function FortniteGame.FortPlayerController.ClientHandleNotification // (Net, NetReliable, Native, Event, Protected, NetClient) // Parameters: // const class FString& TypeStr (Parm, ZeroConstructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) // const class FString& PayloadStr (Parm, ZeroConstructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) void AFortPlayerController::ClientHandleNotification(const class FString& TypeStr, const class FString& PayloadStr) { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("FortPlayerController", "ClientHandleNotification"); Params::FortPlayerController_ClientHandleNotification Parms{}; Parms.TypeStr = std::move(TypeStr); Parms.PayloadStr = std::move(PayloadStr); auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; UObject::ProcessEvent(Func, &Parms); Func->FunctionFlags = Flgs; } // Function FortniteGame.FortPlayerController.ClientHideTutorialWidget // (Net, NetReliable, Native, Event, Public, NetClient, BlueprintCallable) // Parameters: // class FName WidgetName (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) void AFortPlayerController::ClientHideTutorialWidget(class FName WidgetName) { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("FortPlayerController", "ClientHideTutorialWidget"); Params::FortPlayerController_ClientHideTutorialWidget Parms{}; Parms.WidgetName = WidgetName; auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; UObject::ProcessEvent(Func, &Parms); Func->FunctionFlags = Flgs; } // Function FortniteGame.FortPlayerController.ClientOnGenericPlayerInitialization // (Net, NetReliable, Native, Event, Public, NetClient) void AFortPlayerController::ClientOnGenericPlayerInitialization() { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("FortPlayerController", "ClientOnGenericPlayerInitialization"); auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; UObject::ProcessEvent(Func, nullptr); Func->FunctionFlags = Flgs; } // Function FortniteGame.FortPlayerController.ClientOpenChoiceUI // (Net, NetReliable, Native, Event, Protected, NetClient) // Parameters: // const struct FChoiceData& ChoiceItems (Parm, NativeAccessSpecifierPublic) void AFortPlayerController::ClientOpenChoiceUI(const struct FChoiceData& ChoiceItems) { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("FortPlayerController", "ClientOpenChoiceUI"); Params::FortPlayerController_ClientOpenChoiceUI Parms{}; Parms.ChoiceItems = std::move(ChoiceItems); auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; UObject::ProcessEvent(Func, &Parms); Func->FunctionFlags = Flgs; } // Function FortniteGame.FortPlayerController.ClientPingMinimap // (Net, NetReliable, Native, Event, Public, HasDefaults, NetClient) // Parameters: // const struct FVector& WorldLocation (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, NativeAccessSpecifierPublic) // const struct FLinearColor& PingColor (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, NativeAccessSpecifierPublic) void AFortPlayerController::ClientPingMinimap(const struct FVector& WorldLocation, const struct FLinearColor& PingColor) { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("FortPlayerController", "ClientPingMinimap"); Params::FortPlayerController_ClientPingMinimap Parms{}; Parms.WorldLocation = std::move(WorldLocation); Parms.PingColor = std::move(PingColor); auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; UObject::ProcessEvent(Func, &Parms); Func->FunctionFlags = Flgs; } // Function FortniteGame.FortPlayerController.ClientReadyCheckComplete // (Net, NetReliable, Native, Event, Public, NetClient, NetValidate) // Parameters: // bool bPassed (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, NativeAccessSpecifierPublic) void AFortPlayerController::ClientReadyCheckComplete(bool bPassed) { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("FortPlayerController", "ClientReadyCheckComplete"); Params::FortPlayerController_ClientReadyCheckComplete Parms{}; Parms.bPassed = bPassed; auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; UObject::ProcessEvent(Func, &Parms); Func->FunctionFlags = Flgs; } // Function FortniteGame.FortPlayerController.ClientRegisterWithParty // (Net, NetReliable, Native, Event, Public, NetClient) void AFortPlayerController::ClientRegisterWithParty() { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("FortPlayerController", "ClientRegisterWithParty"); auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; UObject::ProcessEvent(Func, nullptr); Func->FunctionFlags = Flgs; } // Function FortniteGame.FortPlayerController.ClientRequestReadyCheck // (Net, NetReliable, Native, Event, Public, NetClient, NetValidate) // Parameters: // const class FText& QueryText (ConstParm, Parm, ReferenceParm, NativeAccessSpecifierPublic) // const class FText& YesText (ConstParm, Parm, ReferenceParm, NativeAccessSpecifierPublic) // const class FText& NoText (ConstParm, Parm, ReferenceParm, NativeAccessSpecifierPublic) void AFortPlayerController::ClientRequestReadyCheck(const class FText& QueryText, const class FText& YesText, const class FText& NoText) { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("FortPlayerController", "ClientRequestReadyCheck"); Params::FortPlayerController_ClientRequestReadyCheck Parms{}; Parms.QueryText = std::move(QueryText); Parms.YesText = std::move(YesText); Parms.NoText = std::move(NoText); auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; UObject::ProcessEvent(Func, &Parms); Func->FunctionFlags = Flgs; } // Function FortniteGame.FortPlayerController.ClientSendClientNotification // (Net, NetReliable, Native, Event, Public, NetClient) // Parameters: // const struct FFortClientNotificationData&NewClientNotification (Parm, NativeAccessSpecifierPublic) void AFortPlayerController::ClientSendClientNotification(const struct FFortClientNotificationData& NewClientNotification) { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("FortPlayerController", "ClientSendClientNotification"); Params::FortPlayerController_ClientSendClientNotification Parms{}; Parms.NewClientNotification = std::move(NewClientNotification); auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; UObject::ProcessEvent(Func, &Parms); Func->FunctionFlags = Flgs; } // Function FortniteGame.FortPlayerController.ClientSendEventNotification // (Net, NetReliable, Native, Event, Public, NetClient) // Parameters: // const class FName NotificationName (ConstParm, Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) // const class UObject* NotificationParameter (ConstParm, Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) // bool bRemoveIfActive (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, NativeAccessSpecifierPublic) void AFortPlayerController::ClientSendEventNotification(const class FName NotificationName, const class UObject* NotificationParameter, bool bRemoveIfActive) { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("FortPlayerController", "ClientSendEventNotification"); Params::FortPlayerController_ClientSendEventNotification Parms{}; Parms.NotificationName = NotificationName; Parms.NotificationParameter = NotificationParameter; Parms.bRemoveIfActive = bRemoveIfActive; auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; UObject::ProcessEvent(Func, &Parms); Func->FunctionFlags = Flgs; } // Function FortniteGame.FortPlayerController.ClientSendTutorialNotification // (Net, NetReliable, Native, Event, Public, NetClient) // Parameters: // const struct FFortTutorialNotificationData&NewTutorialNotification (Parm, NativeAccessSpecifierPublic) void AFortPlayerController::ClientSendTutorialNotification(const struct FFortTutorialNotificationData& NewTutorialNotification) { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("FortPlayerController", "ClientSendTutorialNotification"); Params::FortPlayerController_ClientSendTutorialNotification Parms{}; Parms.NewTutorialNotification = std::move(NewTutorialNotification); auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; UObject::ProcessEvent(Func, &Parms); Func->FunctionFlags = Flgs; } // Function FortniteGame.FortPlayerController.ClientSetActionMappingEnabled // (Net, NetReliable, Native, Event, Public, NetClient, BlueprintCallable) // Parameters: // class FName ActionName (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) // bool bEnabled (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, NativeAccessSpecifierPublic) void AFortPlayerController::ClientSetActionMappingEnabled(class FName ActionName, bool bEnabled) { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("FortPlayerController", "ClientSetActionMappingEnabled"); Params::FortPlayerController_ClientSetActionMappingEnabled Parms{}; Parms.ActionName = ActionName; Parms.bEnabled = bEnabled; auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; UObject::ProcessEvent(Func, &Parms); Func->FunctionFlags = Flgs; } // Function FortniteGame.FortPlayerController.ClientSetInviteFlags // (Net, NetReliable, Native, Event, Public, NetClient) // Parameters: // const struct FJoinabilitySettings& Settings (ConstParm, Parm, ReferenceParm, NativeAccessSpecifierPublic) void AFortPlayerController::ClientSetInviteFlags(const struct FJoinabilitySettings& Settings) { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("FortPlayerController", "ClientSetInviteFlags"); Params::FortPlayerController_ClientSetInviteFlags Parms{}; Parms.Settings = std::move(Settings); auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; UObject::ProcessEvent(Func, &Parms); Func->FunctionFlags = Flgs; } // Function FortniteGame.FortPlayerController.ClientSetSpectatorCamera // (Net, NetReliable, Native, Event, Public, HasDefaults, NetClient) // Parameters: // const struct FVector& CameraLocation (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, NativeAccessSpecifierPublic) // const struct FRotator& CameraRotation (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, NativeAccessSpecifierPublic) void AFortPlayerController::ClientSetSpectatorCamera(const struct FVector& CameraLocation, const struct FRotator& CameraRotation) { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("FortPlayerController", "ClientSetSpectatorCamera"); Params::FortPlayerController_ClientSetSpectatorCamera Parms{}; Parms.CameraLocation = std::move(CameraLocation); Parms.CameraRotation = std::move(CameraRotation); auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; UObject::ProcessEvent(Func, &Parms); Func->FunctionFlags = Flgs; } // Function FortniteGame.FortPlayerController.ClientStayWithParty // (Net, NetReliable, Native, Event, Public, NetClient) // Parameters: // bool bStayWithParty (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, NativeAccessSpecifierPublic) void AFortPlayerController::ClientStayWithParty(bool bStayWithParty) { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("FortPlayerController", "ClientStayWithParty"); Params::FortPlayerController_ClientStayWithParty Parms{}; Parms.bStayWithParty = bStayWithParty; auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; UObject::ProcessEvent(Func, &Parms); Func->FunctionFlags = Flgs; } // Function FortniteGame.FortPlayerController.ClientStopUIFeedbackEvent // (Net, NetReliable, Native, Event, Public, NetClient) // Parameters: // class FName EventName (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) void AFortPlayerController::ClientStopUIFeedbackEvent(class FName EventName) { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("FortPlayerController", "ClientStopUIFeedbackEvent"); Params::FortPlayerController_ClientStopUIFeedbackEvent Parms{}; Parms.EventName = EventName; auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; UObject::ProcessEvent(Func, &Parms); Func->FunctionFlags = Flgs; } // Function FortniteGame.FortPlayerController.ClientTriggerUIFeedbackEvent // (Net, NetReliable, Native, Event, Public, NetClient) // Parameters: // class FName EventName (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) void AFortPlayerController::ClientTriggerUIFeedbackEvent(class FName EventName) { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("FortPlayerController", "ClientTriggerUIFeedbackEvent"); Params::FortPlayerController_ClientTriggerUIFeedbackEvent Parms{}; Parms.EventName = EventName; auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; UObject::ProcessEvent(Func, &Parms); Func->FunctionFlags = Flgs; } // Function FortniteGame.FortPlayerController.ClientUnableToPlaceGenerator // (Net, NetReliable, Native, Event, Public, NetClient) void AFortPlayerController::ClientUnableToPlaceGenerator() { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("FortPlayerController", "ClientUnableToPlaceGenerator"); auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; UObject::ProcessEvent(Func, nullptr); Func->FunctionFlags = Flgs; } // Function FortniteGame.FortPlayerController.ClientUnhideTutorialWidget // (Net, NetReliable, Native, Event, Public, NetClient, BlueprintCallable) // Parameters: // class FName WidgetName (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) void AFortPlayerController::ClientUnhideTutorialWidget(class FName WidgetName) { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("FortPlayerController", "ClientUnhideTutorialWidget"); Params::FortPlayerController_ClientUnhideTutorialWidget Parms{}; Parms.WidgetName = WidgetName; auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; UObject::ProcessEvent(Func, &Parms); Func->FunctionFlags = Flgs; } // Function FortniteGame.FortPlayerController.ClientUpdateRichPresence // (Net, NetReliable, Native, Event, Public, NetClient) // Parameters: // ERichPresenceStateChange RichPresenceChange (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) // bool bImportant (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, NativeAccessSpecifierPublic) void AFortPlayerController::ClientUpdateRichPresence(ERichPresenceStateChange RichPresenceChange, bool bImportant) { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("FortPlayerController", "ClientUpdateRichPresence"); Params::FortPlayerController_ClientUpdateRichPresence Parms{}; Parms.RichPresenceChange = RichPresenceChange; Parms.bImportant = bImportant; auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; UObject::ProcessEvent(Func, &Parms); Func->FunctionFlags = Flgs; } // Function FortniteGame.FortPlayerController.ClientZoneSay // (Net, NetReliable, Native, Event, Public, NetClient, NetValidate) // Parameters: // const class FString& PlayerName (Parm, ZeroConstructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) // const class FString& Message (Parm, ZeroConstructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) void AFortPlayerController::ClientZoneSay(const class FString& PlayerName, const class FString& Message) { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("FortPlayerController", "ClientZoneSay"); Params::FortPlayerController_ClientZoneSay Parms{}; Parms.PlayerName = std::move(PlayerName); Parms.Message = std::move(Message); auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; UObject::ProcessEvent(Func, &Parms); Func->FunctionFlags = Flgs; } // Function FortniteGame.FortPlayerController.Emote // (Exec, Native, Public) // Parameters: // const class FString& Msg (Parm, ZeroConstructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) void AFortPlayerController::Emote(const class FString& Msg) { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("FortPlayerController", "Emote"); Params::FortPlayerController_Emote Parms{}; Parms.Msg = std::move(Msg); auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; UObject::ProcessEvent(Func, &Parms); Func->FunctionFlags = Flgs; } // Function FortniteGame.FortPlayerController.ForceUpdateQuickbar // (Final, Native, Public, BlueprintCallable) // Parameters: // EFortQuickBars QuickbarToRefresh (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) void AFortPlayerController::ForceUpdateQuickbar(EFortQuickBars QuickbarToRefresh) { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("FortPlayerController", "ForceUpdateQuickbar"); Params::FortPlayerController_ForceUpdateQuickbar Parms{}; Parms.QuickbarToRefresh = QuickbarToRefresh; auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; UObject::ProcessEvent(Func, &Parms); Func->FunctionFlags = Flgs; } // Function FortniteGame.FortPlayerController.GetAIDirectorDataManager // (Final, BlueprintAuthorityOnly, Native, Public, BlueprintCallable, BlueprintPure) // Parameters: // class AFortAIDirectorDataManager* ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) class AFortAIDirectorDataManager* AFortPlayerController::GetAIDirectorDataManager() { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("FortPlayerController", "GetAIDirectorDataManager"); Params::FortPlayerController_GetAIDirectorDataManager Parms{}; auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; UObject::ProcessEvent(Func, &Parms); Func->FunctionFlags = Flgs; return Parms.ReturnValue; } // Function FortniteGame.FortPlayerController.GivePlayerAmmo // (Final, BlueprintAuthorityOnly, Native, Public, BlueprintCallable) // Parameters: // int32 AmmoCount (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) void AFortPlayerController::GivePlayerAmmo(int32 AmmoCount) { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("FortPlayerController", "GivePlayerAmmo"); Params::FortPlayerController_GivePlayerAmmo Parms{}; Parms.AmmoCount = AmmoCount; auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; UObject::ProcessEvent(Func, &Parms); Func->FunctionFlags = Flgs; } // Function FortniteGame.FortPlayerController.HandleWorldInventoryLocalUpdate // (Final, Native, Public) void AFortPlayerController::HandleWorldInventoryLocalUpdate() { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("FortPlayerController", "HandleWorldInventoryLocalUpdate"); auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; UObject::ProcessEvent(Func, nullptr); Func->FunctionFlags = Flgs; } // Function FortniteGame.FortPlayerController.LocalOnBlueprintEdit // (Final, Native, Protected) // Parameters: // class ABuildingSMActor* EditedActor (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) void AFortPlayerController::LocalOnBlueprintEdit(class ABuildingSMActor* EditedActor) { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("FortPlayerController", "LocalOnBlueprintEdit"); Params::FortPlayerController_LocalOnBlueprintEdit Parms{}; Parms.EditedActor = EditedActor; auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; UObject::ProcessEvent(Func, &Parms); Func->FunctionFlags = Flgs; } // Function FortniteGame.FortPlayerController.OnRep_bHasServerFinishedLoading // (Final, Native, Protected) void AFortPlayerController::OnRep_bHasServerFinishedLoading() { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("FortPlayerController", "OnRep_bHasServerFinishedLoading"); auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; UObject::ProcessEvent(Func, nullptr); Func->FunctionFlags = Flgs; } // Function FortniteGame.FortPlayerController.OnRep_CheatMovement // (Final, Native, Protected) void AFortPlayerController::OnRep_CheatMovement() { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("FortPlayerController", "OnRep_CheatMovement"); auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; UObject::ProcessEvent(Func, nullptr); Func->FunctionFlags = Flgs; } // Function FortniteGame.FortPlayerController.OnRep_CombatManager // (Final, Native, Protected) void AFortPlayerController::OnRep_CombatManager() { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("FortPlayerController", "OnRep_CombatManager"); auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; UObject::ProcessEvent(Func, nullptr); Func->FunctionFlags = Flgs; } // Function FortniteGame.FortPlayerController.OnRep_IntensityGraphInfo // (Final, Native, Public) void AFortPlayerController::OnRep_IntensityGraphInfo() { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("FortPlayerController", "OnRep_IntensityGraphInfo"); auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; UObject::ProcessEvent(Func, nullptr); Func->FunctionFlags = Flgs; } // Function FortniteGame.FortPlayerController.OnRep_LatestRewardReport // (Final, Native, Protected) void AFortPlayerController::OnRep_LatestRewardReport() { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("FortPlayerController", "OnRep_LatestRewardReport"); auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; UObject::ProcessEvent(Func, nullptr); Func->FunctionFlags = Flgs; } // Function FortniteGame.FortPlayerController.OnRep_PIDContributionsGraphInfo // (Final, Native, Public) void AFortPlayerController::OnRep_PIDContributionsGraphInfo() { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("FortPlayerController", "OnRep_PIDContributionsGraphInfo"); auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; UObject::ProcessEvent(Func, nullptr); Func->FunctionFlags = Flgs; } // Function FortniteGame.FortPlayerController.OnRep_PIDValuesGraphInfo // (Final, Native, Public) void AFortPlayerController::OnRep_PIDValuesGraphInfo() { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("FortPlayerController", "OnRep_PIDValuesGraphInfo"); auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; UObject::ProcessEvent(Func, nullptr); Func->FunctionFlags = Flgs; } // Function FortniteGame.FortPlayerController.OnRep_PinnedSchematics // (Native, Protected) void AFortPlayerController::OnRep_PinnedSchematics() { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("FortPlayerController", "OnRep_PinnedSchematics"); auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; UObject::ProcessEvent(Func, nullptr); Func->FunctionFlags = Flgs; } // Function FortniteGame.FortPlayerController.OnRep_QuickBar // (Native, Protected) void AFortPlayerController::OnRep_QuickBar() { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("FortPlayerController", "OnRep_QuickBar"); auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; UObject::ProcessEvent(Func, nullptr); Func->FunctionFlags = Flgs; } // Function FortniteGame.FortPlayerController.OnRep_UpdatedObjectiveStats // (Final, Native, Protected) void AFortPlayerController::OnRep_UpdatedObjectiveStats() { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("FortPlayerController", "OnRep_UpdatedObjectiveStats"); auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; UObject::ProcessEvent(Func, nullptr); Func->FunctionFlags = Flgs; } // Function FortniteGame.FortPlayerController.OpenChoiceUI // (Final, BlueprintAuthorityOnly, Native, Public, BlueprintCallable) // Parameters: // const struct FChoiceData& ChoiceData (Parm, NativeAccessSpecifierPublic) void AFortPlayerController::OpenChoiceUI(const struct FChoiceData& ChoiceData) { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("FortPlayerController", "OpenChoiceUI"); Params::FortPlayerController_OpenChoiceUI Parms{}; Parms.ChoiceData = std::move(ChoiceData); auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; UObject::ProcessEvent(Func, &Parms); Func->FunctionFlags = Flgs; } // Function FortniteGame.FortPlayerController.PlaySpatialSound // (Final, Native, Public, HasDefaults, BlueprintCallable) // Parameters: // class USoundBase* Sound (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) // const struct FVector& Location (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, NativeAccessSpecifierPublic) void AFortPlayerController::PlaySpatialSound(class USoundBase* Sound, const struct FVector& Location) { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("FortPlayerController", "PlaySpatialSound"); Params::FortPlayerController_PlaySpatialSound Parms{}; Parms.Sound = Sound; Parms.Location = std::move(Location); auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; UObject::ProcessEvent(Func, &Parms); Func->FunctionFlags = Flgs; } // Function FortniteGame.FortPlayerController.PrintDebugInfo // (Exec, Native, Protected) void AFortPlayerController::PrintDebugInfo() { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("FortPlayerController", "PrintDebugInfo"); auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; UObject::ProcessEvent(Func, nullptr); Func->FunctionFlags = Flgs; } // Function FortniteGame.FortPlayerController.RemoveItemFromQuickBars // (Final, Native, Public, BlueprintCallable) // Parameters: // class UFortItemDefinition* ItemDefinition (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) void AFortPlayerController::RemoveItemFromQuickBars(class UFortItemDefinition* ItemDefinition) { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("FortPlayerController", "RemoveItemFromQuickBars"); Params::FortPlayerController_RemoveItemFromQuickBars Parms{}; Parms.ItemDefinition = ItemDefinition; auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; UObject::ProcessEvent(Func, &Parms); Func->FunctionFlags = Flgs; } // Function FortniteGame.FortPlayerController.ResetInputRotationScale // (Final, Native, Public, BlueprintCallable) void AFortPlayerController::ResetInputRotationScale() { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("FortPlayerController", "ResetInputRotationScale"); auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; UObject::ProcessEvent(Func, nullptr); Func->FunctionFlags = Flgs; } // Function FortniteGame.FortPlayerController.Say // (Exec, Native, Public) // Parameters: // const class FString& Msg (Parm, ZeroConstructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) void AFortPlayerController::Say(const class FString& Msg) { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("FortPlayerController", "Say"); Params::FortPlayerController_Say Parms{}; Parms.Msg = std::move(Msg); auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; UObject::ProcessEvent(Func, &Parms); Func->FunctionFlags = Flgs; } // Function FortniteGame.FortPlayerController.SayTeam // (Exec, Native, Public) // Parameters: // const class FString& Msg (Parm, ZeroConstructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) void AFortPlayerController::SayTeam(const class FString& Msg) { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("FortPlayerController", "SayTeam"); Params::FortPlayerController_SayTeam Parms{}; Parms.Msg = std::move(Msg); auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; UObject::ProcessEvent(Func, &Parms); Func->FunctionFlags = Flgs; } // Function FortniteGame.FortPlayerController.SendMessage // (Final, Native, Public, BlueprintCallable) // Parameters: // const class FString& Message (Parm, ZeroConstructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) // class FName Type (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) // class AActor* Source (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) void AFortPlayerController::SendMessage(const class FString& Message, class FName Type, class AActor* Source) { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("FortPlayerController", "SendMessage"); Params::FortPlayerController_SendMessage Parms{}; Parms.Message = std::move(Message); Parms.Type = Type; Parms.Source = Source; auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; UObject::ProcessEvent(Func, &Parms); Func->FunctionFlags = Flgs; } // Function FortniteGame.FortPlayerController.SendTextNotification // (Final, Native, Public, HasOutParams, BlueprintCallable) // Parameters: // const class FText& NotificationText (ConstParm, Parm, OutParm, ReferenceParm, NativeAccessSpecifierPublic) // float DisplayTime (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) void AFortPlayerController::SendTextNotification(const class FText& NotificationText, float DisplayTime) { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("FortPlayerController", "SendTextNotification"); Params::FortPlayerController_SendTextNotification Parms{}; Parms.NotificationText = std::move(NotificationText); Parms.DisplayTime = DisplayTime; auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; UObject::ProcessEvent(Func, &Parms); Func->FunctionFlags = Flgs; } // Function FortniteGame.FortPlayerController.ServerAttemptInteract // (Net, NetReliable, Native, Event, Protected, NetServer, NetValidate) // Parameters: // class AActor* ReceivingActor (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) // class UPrimitiveComponent* InteractComponent (Parm, ZeroConstructor, InstancedReference, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) // ETInteractionType InteractType (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) void AFortPlayerController::ServerAttemptInteract(class AActor* ReceivingActor, class UPrimitiveComponent* InteractComponent, ETInteractionType InteractType) { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("FortPlayerController", "ServerAttemptInteract"); Params::FortPlayerController_ServerAttemptInteract Parms{}; Parms.ReceivingActor = ReceivingActor; Parms.InteractComponent = InteractComponent; Parms.InteractType = InteractType; auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; UObject::ProcessEvent(Func, &Parms); Func->FunctionFlags = Flgs; } // Function FortniteGame.FortPlayerController.ServerAttemptPinSchematic // (Net, NetReliable, Native, Event, Public, NetServer, NetValidate) // Parameters: // const class FString& ItemId (Parm, ZeroConstructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) // bool bSave (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, NativeAccessSpecifierPublic) void AFortPlayerController::ServerAttemptPinSchematic(const class FString& ItemId, bool bSave) { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("FortPlayerController", "ServerAttemptPinSchematic"); Params::FortPlayerController_ServerAttemptPinSchematic Parms{}; Parms.ItemId = std::move(ItemId); Parms.bSave = bSave; auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; UObject::ProcessEvent(Func, &Parms); Func->FunctionFlags = Flgs; } // Function FortniteGame.FortPlayerController.ServerAttemptUnpinSchematic // (Net, NetReliable, Native, Event, Public, NetServer, NetValidate) // Parameters: // const class FString& ItemId (Parm, ZeroConstructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) // bool bSave (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, NativeAccessSpecifierPublic) void AFortPlayerController::ServerAttemptUnpinSchematic(const class FString& ItemId, bool bSave) { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("FortPlayerController", "ServerAttemptUnpinSchematic"); Params::FortPlayerController_ServerAttemptUnpinSchematic Parms{}; Parms.ItemId = std::move(ItemId); Parms.bSave = bSave; auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; UObject::ProcessEvent(Func, &Parms); Func->FunctionFlags = Flgs; } // Function FortniteGame.FortPlayerController.ServerBanPlayer // (Net, NetReliable, Native, Event, Public, NetServer, NetValidate) // Parameters: // const struct FUniqueNetIdRepl& PlayerToBan (ConstParm, Parm, ReferenceParm, NativeAccessSpecifierPublic) void AFortPlayerController::ServerBanPlayer(const struct FUniqueNetIdRepl& PlayerToBan) { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("FortPlayerController", "ServerBanPlayer"); Params::FortPlayerController_ServerBanPlayer Parms{}; Parms.PlayerToBan = std::move(PlayerToBan); auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; UObject::ProcessEvent(Func, &Parms); Func->FunctionFlags = Flgs; } // Function FortniteGame.FortPlayerController.ServerBeginEditingBuildingActor // (Net, NetReliable, Native, Event, Public, NetServer, NetValidate) // Parameters: // class ABuildingSMActor* BuildingActorToEdit (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) void AFortPlayerController::ServerBeginEditingBuildingActor(class ABuildingSMActor* BuildingActorToEdit) { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("FortPlayerController", "ServerBeginEditingBuildingActor"); Params::FortPlayerController_ServerBeginEditingBuildingActor Parms{}; Parms.BuildingActorToEdit = BuildingActorToEdit; auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; UObject::ProcessEvent(Func, &Parms); Func->FunctionFlags = Flgs; } // Function FortniteGame.FortPlayerController.ServerBroadcastUIFeedbackEvent // (Net, NetReliable, Native, Event, Protected, NetServer, NetValidate) // Parameters: // class FName EventName (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) void AFortPlayerController::ServerBroadcastUIFeedbackEvent(class FName EventName) { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("FortPlayerController", "ServerBroadcastUIFeedbackEvent"); Params::FortPlayerController_ServerBroadcastUIFeedbackEvent Parms{}; Parms.EventName = EventName; auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; UObject::ProcessEvent(Func, &Parms); Func->FunctionFlags = Flgs; } // Function FortniteGame.FortPlayerController.ServerCheat // (Net, NetReliable, Native, Event, Protected, NetServer, NetValidate) // Parameters: // const class FString& Msg (Parm, ZeroConstructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) void AFortPlayerController::ServerCheat(const class FString& Msg) { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("FortPlayerController", "ServerCheat"); Params::FortPlayerController_ServerCheat Parms{}; Parms.Msg = std::move(Msg); auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; UObject::ProcessEvent(Func, &Parms); Func->FunctionFlags = Flgs; } // Function FortniteGame.FortPlayerController.ServerCheatAll // (Net, NetReliable, Native, Event, Protected, NetServer, NetValidate) // Parameters: // const class FString& Msg (Parm, ZeroConstructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) void AFortPlayerController::ServerCheatAll(const class FString& Msg) { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("FortPlayerController", "ServerCheatAll"); Params::FortPlayerController_ServerCheatAll Parms{}; Parms.Msg = std::move(Msg); auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; UObject::ProcessEvent(Func, &Parms); Func->FunctionFlags = Flgs; } // Function FortniteGame.FortPlayerController.ServerClientPawnLoaded // (Net, NetReliable, Native, Event, Protected, NetServer, NetValidate) // Parameters: // bool bIsPawnLoaded (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, NativeAccessSpecifierPublic) void AFortPlayerController::ServerClientPawnLoaded(bool bIsPawnLoaded) { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("FortPlayerController", "ServerClientPawnLoaded"); Params::FortPlayerController_ServerClientPawnLoaded Parms{}; Parms.bIsPawnLoaded = bIsPawnLoaded; auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; UObject::ProcessEvent(Func, &Parms); Func->FunctionFlags = Flgs; } // Function FortniteGame.FortPlayerController.ServerCraftSchematic // (Net, NetReliable, Native, Event, Public, NetServer, NetValidate) // Parameters: // const class FString& ItemId (Parm, ZeroConstructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) void AFortPlayerController::ServerCraftSchematic(const class FString& ItemId) { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("FortPlayerController", "ServerCraftSchematic"); Params::FortPlayerController_ServerCraftSchematic Parms{}; Parms.ItemId = std::move(ItemId); auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; UObject::ProcessEvent(Func, &Parms); Func->FunctionFlags = Flgs; } // Function FortniteGame.FortPlayerController.ServerCreateAIDirectorDataManager // (Net, NetReliable, Native, Event, Protected, NetServer, NetValidate) void AFortPlayerController::ServerCreateAIDirectorDataManager() { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("FortPlayerController", "ServerCreateAIDirectorDataManager"); auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; UObject::ProcessEvent(Func, nullptr); Func->FunctionFlags = Flgs; } // Function FortniteGame.FortPlayerController.ServerCreateBuildingActor // (Net, NetReliable, Native, Event, Public, NetServer, HasDefaults, NetValidate) // Parameters: // const struct FBuildingClassData& BuildingClassData (Parm, NativeAccessSpecifierPublic) // const struct FVector_NetQuantize10& BuildLoc (Parm, NativeAccessSpecifierPublic) // const struct FRotator& BuildRot (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, NativeAccessSpecifierPublic) // bool bMirrored (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, NativeAccessSpecifierPublic) void AFortPlayerController::ServerCreateBuildingActor(const struct FBuildingClassData& BuildingClassData, const struct FVector_NetQuantize10& BuildLoc, const struct FRotator& BuildRot, bool bMirrored) { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("FortPlayerController", "ServerCreateBuildingActor"); Params::FortPlayerController_ServerCreateBuildingActor Parms{}; Parms.BuildingClassData = std::move(BuildingClassData); Parms.BuildLoc = std::move(BuildLoc); Parms.BuildRot = std::move(BuildRot); Parms.bMirrored = bMirrored; auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; UObject::ProcessEvent(Func, &Parms); Func->FunctionFlags = Flgs; } // Function FortniteGame.FortPlayerController.ServerCreateCombatManager // (Net, NetReliable, Native, Event, Protected, NetServer, NetValidate) void AFortPlayerController::ServerCreateCombatManager() { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("FortPlayerController", "ServerCreateCombatManager"); auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; UObject::ProcessEvent(Func, nullptr); Func->FunctionFlags = Flgs; } // Function FortniteGame.FortPlayerController.ServerDisassembleInventoryItem // (Net, NetReliable, Native, Event, Protected, NetServer, HasDefaults, NetValidate) // Parameters: // const struct FGuid& ItemGuid (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, NativeAccessSpecifierPublic) void AFortPlayerController::ServerDisassembleInventoryItem(const struct FGuid& ItemGuid) { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("FortPlayerController", "ServerDisassembleInventoryItem"); Params::FortPlayerController_ServerDisassembleInventoryItem Parms{}; Parms.ItemGuid = std::move(ItemGuid); auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; UObject::ProcessEvent(Func, &Parms); Func->FunctionFlags = Flgs; } // Function FortniteGame.FortPlayerController.ServerDropCarriedObject // (Net, NetReliable, Native, Event, Public, NetServer, NetValidate) void AFortPlayerController::ServerDropCarriedObject() { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("FortPlayerController", "ServerDropCarriedObject"); auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; UObject::ProcessEvent(Func, nullptr); Func->FunctionFlags = Flgs; } // Function FortniteGame.FortPlayerController.ServerEditBuildingActor // (Net, NetReliable, Native, Event, Public, NetServer, NetValidate) // Parameters: // class ABuildingSMActor* BuildingActorToEdit (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) // TSubclassOf NewBuildingClass (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, UObjectWrapper, HasGetValueTypeHash, NativeAccessSpecifierPublic) // int32 RotationIterations (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) // bool bMirrored (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, NativeAccessSpecifierPublic) void AFortPlayerController::ServerEditBuildingActor(class ABuildingSMActor* BuildingActorToEdit, TSubclassOf NewBuildingClass, int32 RotationIterations, bool bMirrored) { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("FortPlayerController", "ServerEditBuildingActor"); Params::FortPlayerController_ServerEditBuildingActor Parms{}; Parms.BuildingActorToEdit = BuildingActorToEdit; Parms.NewBuildingClass = NewBuildingClass; Parms.RotationIterations = RotationIterations; Parms.bMirrored = bMirrored; auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; UObject::ProcessEvent(Func, &Parms); Func->FunctionFlags = Flgs; } // Function FortniteGame.FortPlayerController.ServerEmote // (Net, Native, Event, Protected, NetServer, NetValidate) // Parameters: // const class FString& Msg (Parm, ZeroConstructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) void AFortPlayerController::ServerEmote(const class FString& Msg) { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("FortPlayerController", "ServerEmote"); Params::FortPlayerController_ServerEmote Parms{}; Parms.Msg = std::move(Msg); auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; UObject::ProcessEvent(Func, &Parms); Func->FunctionFlags = Flgs; } // Function FortniteGame.FortPlayerController.ServerEndEditingBuildingActor // (Net, NetReliable, Native, Event, Public, NetServer, NetValidate) // Parameters: // class ABuildingSMActor* BuildingActorToStopEditing (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) void AFortPlayerController::ServerEndEditingBuildingActor(class ABuildingSMActor* BuildingActorToStopEditing) { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("FortPlayerController", "ServerEndEditingBuildingActor"); Params::FortPlayerController_ServerEndEditingBuildingActor Parms{}; Parms.BuildingActorToStopEditing = BuildingActorToStopEditing; auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; UObject::ProcessEvent(Func, &Parms); Func->FunctionFlags = Flgs; } // Function FortniteGame.FortPlayerController.ServerExecuteInventoryItem // (Net, NetReliable, Native, Event, Protected, NetServer, HasDefaults, NetValidate) // Parameters: // const struct FGuid& ItemGuid (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, NativeAccessSpecifierPublic) void AFortPlayerController::ServerExecuteInventoryItem(const struct FGuid& ItemGuid) { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("FortPlayerController", "ServerExecuteInventoryItem"); Params::FortPlayerController_ServerExecuteInventoryItem Parms{}; Parms.ItemGuid = std::move(ItemGuid); auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; UObject::ProcessEvent(Func, &Parms); Func->FunctionFlags = Flgs; } // Function FortniteGame.FortPlayerController.ServerForceProfileQuery // (Net, NetReliable, Native, Event, Public, NetServer, NetValidate) void AFortPlayerController::ServerForceProfileQuery() { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("FortPlayerController", "ServerForceProfileQuery"); auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; UObject::ProcessEvent(Func, nullptr); Func->FunctionFlags = Flgs; } // Function FortniteGame.FortPlayerController.ServerGiftInventoryItemToOtherPlayer // (Net, NetReliable, Native, Event, Public, NetServer, HasDefaults, NetValidate) // Parameters: // const struct FGuid& ItemGuid (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, NativeAccessSpecifierPublic) // const struct FUniqueNetIdRepl& PlayerID (Parm, NativeAccessSpecifierPublic) // int32 Quantity (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) void AFortPlayerController::ServerGiftInventoryItemToOtherPlayer(const struct FGuid& ItemGuid, const struct FUniqueNetIdRepl& PlayerID, int32 Quantity) { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("FortPlayerController", "ServerGiftInventoryItemToOtherPlayer"); Params::FortPlayerController_ServerGiftInventoryItemToOtherPlayer Parms{}; Parms.ItemGuid = std::move(ItemGuid); Parms.PlayerID = std::move(PlayerID); Parms.Quantity = Quantity; auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; UObject::ProcessEvent(Func, &Parms); Func->FunctionFlags = Flgs; } // Function FortniteGame.FortPlayerController.ServerGrantAdminPlayer // (Net, NetReliable, Native, Event, Public, NetServer, NetValidate) // Parameters: // const struct FUniqueNetIdRepl& PlayerToAdmin (ConstParm, Parm, ReferenceParm, NativeAccessSpecifierPublic) void AFortPlayerController::ServerGrantAdminPlayer(const struct FUniqueNetIdRepl& PlayerToAdmin) { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("FortPlayerController", "ServerGrantAdminPlayer"); Params::FortPlayerController_ServerGrantAdminPlayer Parms{}; Parms.PlayerToAdmin = std::move(PlayerToAdmin); auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; UObject::ProcessEvent(Func, &Parms); Func->FunctionFlags = Flgs; } // Function FortniteGame.FortPlayerController.ServerHandleMissionEvent_ToggledCursorMode // (Net, NetReliable, Native, Event, Public, NetServer, BlueprintCallable, NetValidate) // Parameters: // class AFortPlayerController* PlayerThatToggledCursorMode (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) // bool bOpened (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, NativeAccessSpecifierPublic) void AFortPlayerController::ServerHandleMissionEvent_ToggledCursorMode(class AFortPlayerController* PlayerThatToggledCursorMode, bool bOpened) { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("FortPlayerController", "ServerHandleMissionEvent_ToggledCursorMode"); Params::FortPlayerController_ServerHandleMissionEvent_ToggledCursorMode Parms{}; Parms.PlayerThatToggledCursorMode = PlayerThatToggledCursorMode; Parms.bOpened = bOpened; auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; UObject::ProcessEvent(Func, &Parms); Func->FunctionFlags = Flgs; } // Function FortniteGame.FortPlayerController.ServerHandleMissionEvent_ToggledEditMode // (Net, NetReliable, Native, Event, Public, NetServer, BlueprintCallable, NetValidate) // Parameters: // class AFortPlayerController* PlayerThatToggledEditMode (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) // bool bOpened (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, NativeAccessSpecifierPublic) void AFortPlayerController::ServerHandleMissionEvent_ToggledEditMode(class AFortPlayerController* PlayerThatToggledEditMode, bool bOpened) { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("FortPlayerController", "ServerHandleMissionEvent_ToggledEditMode"); Params::FortPlayerController_ServerHandleMissionEvent_ToggledEditMode Parms{}; Parms.PlayerThatToggledEditMode = PlayerThatToggledEditMode; Parms.bOpened = bOpened; auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; UObject::ProcessEvent(Func, &Parms); Func->FunctionFlags = Flgs; } // Function FortniteGame.FortPlayerController.ServerHandleMissionEvent_ToggledOptionsMenu // (Net, NetReliable, Native, Event, Public, NetServer, BlueprintCallable, NetValidate) // Parameters: // class AFortPlayerController* PlayerThatToggledOptionsMenu (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) // bool bOpened (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, NativeAccessSpecifierPublic) void AFortPlayerController::ServerHandleMissionEvent_ToggledOptionsMenu(class AFortPlayerController* PlayerThatToggledOptionsMenu, bool bOpened) { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("FortPlayerController", "ServerHandleMissionEvent_ToggledOptionsMenu"); Params::FortPlayerController_ServerHandleMissionEvent_ToggledOptionsMenu Parms{}; Parms.PlayerThatToggledOptionsMenu = PlayerThatToggledOptionsMenu; Parms.bOpened = bOpened; auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; UObject::ProcessEvent(Func, &Parms); Func->FunctionFlags = Flgs; } // Function FortniteGame.FortPlayerController.ServerItemWillBeDestroyed // (Net, NetReliable, Native, Event, Public, NetServer, HasDefaults, NetValidate) // Parameters: // const struct FGuid& DestroyedItemGuid (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, NativeAccessSpecifierPublic) // int32 Count (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) void AFortPlayerController::ServerItemWillBeDestroyed(const struct FGuid& DestroyedItemGuid, int32 Count) { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("FortPlayerController", "ServerItemWillBeDestroyed"); Params::FortPlayerController_ServerItemWillBeDestroyed Parms{}; Parms.DestroyedItemGuid = std::move(DestroyedItemGuid); Parms.Count = Count; auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; UObject::ProcessEvent(Func, &Parms); Func->FunctionFlags = Flgs; } // Function FortniteGame.FortPlayerController.ServerKickPlayer // (Net, NetReliable, Native, Event, Public, NetServer, NetValidate) // Parameters: // const struct FUniqueNetIdRepl& PlayerToKick (ConstParm, Parm, ReferenceParm, NativeAccessSpecifierPublic) // const class FText& Reason (ConstParm, Parm, ReferenceParm, NativeAccessSpecifierPublic) void AFortPlayerController::ServerKickPlayer(const struct FUniqueNetIdRepl& PlayerToKick, const class FText& Reason) { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("FortPlayerController", "ServerKickPlayer"); Params::FortPlayerController_ServerKickPlayer Parms{}; Parms.PlayerToKick = std::move(PlayerToKick); Parms.Reason = std::move(Reason); auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; UObject::ProcessEvent(Func, &Parms); Func->FunctionFlags = Flgs; } // Function FortniteGame.FortPlayerController.ServerKillAllAIPawnsAroundPlayer // (Net, NetReliable, Native, Event, Protected, NetServer, NetValidate) void AFortPlayerController::ServerKillAllAIPawnsAroundPlayer() { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("FortPlayerController", "ServerKillAllAIPawnsAroundPlayer"); auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; UObject::ProcessEvent(Func, nullptr); Func->FunctionFlags = Flgs; } // Function FortniteGame.FortPlayerController.ServerModDurability // (Net, NetReliable, Native, Event, Protected, NetServer, HasDefaults, NetValidate) // Parameters: // const struct FGuid& ItemGuid (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, NativeAccessSpecifierPublic) // float DurabilityMod (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) // bool bForceSet (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, NativeAccessSpecifierPublic) void AFortPlayerController::ServerModDurability(const struct FGuid& ItemGuid, float DurabilityMod, bool bForceSet) { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("FortPlayerController", "ServerModDurability"); Params::FortPlayerController_ServerModDurability Parms{}; Parms.ItemGuid = std::move(ItemGuid); Parms.DurabilityMod = DurabilityMod; Parms.bForceSet = bForceSet; auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; UObject::ProcessEvent(Func, &Parms); Func->FunctionFlags = Flgs; } // Function FortniteGame.FortPlayerController.ServerModifyStat // (Net, NetReliable, Native, Event, Public, NetServer, NetValidate) // Parameters: // class FName StatName (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) // int32 Amount (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) // EStatMod ModType (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) // bool bForceStatSave (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, NativeAccessSpecifierPublic) void AFortPlayerController::ServerModifyStat(class FName StatName, int32 Amount, EStatMod ModType, bool bForceStatSave) { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("FortPlayerController", "ServerModifyStat"); Params::FortPlayerController_ServerModifyStat Parms{}; Parms.StatName = StatName; Parms.Amount = Amount; Parms.ModType = ModType; Parms.bForceStatSave = bForceStatSave; auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; UObject::ProcessEvent(Func, &Parms); Func->FunctionFlags = Flgs; } // Function FortniteGame.FortPlayerController.ServerNotificationIsFinished // (Net, NetReliable, Native, Event, Public, NetServer, HasDefaults, NetValidate) // Parameters: // const struct FGuid& NotificationID (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, NativeAccessSpecifierPublic) void AFortPlayerController::ServerNotificationIsFinished(const struct FGuid& NotificationID) { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("FortPlayerController", "ServerNotificationIsFinished"); Params::FortPlayerController_ServerNotificationIsFinished Parms{}; Parms.NotificationID = std::move(NotificationID); auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; UObject::ProcessEvent(Func, &Parms); Func->FunctionFlags = Flgs; } // Function FortniteGame.FortPlayerController.ServerOnBannerUpdate // (Net, NetReliable, Native, Event, Public, NetServer, NetValidate) void AFortPlayerController::ServerOnBannerUpdate() { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("FortPlayerController", "ServerOnBannerUpdate"); auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; UObject::ProcessEvent(Func, nullptr); Func->FunctionFlags = Flgs; } // Function FortniteGame.FortPlayerController.ServerPingMinimap // (Net, NetReliable, Native, Event, Public, NetServer, HasDefaults, NetValidate) // Parameters: // const struct FVector& WorldLocation (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, NativeAccessSpecifierPublic) // const struct FLinearColor& PingColor (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, NativeAccessSpecifierPublic) void AFortPlayerController::ServerPingMinimap(const struct FVector& WorldLocation, const struct FLinearColor& PingColor) { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("FortPlayerController", "ServerPingMinimap"); Params::FortPlayerController_ServerPingMinimap Parms{}; Parms.WorldLocation = std::move(WorldLocation); Parms.PingColor = std::move(PingColor); auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; UObject::ProcessEvent(Func, &Parms); Func->FunctionFlags = Flgs; } // Function FortniteGame.FortPlayerController.ServerReadyToStartMatch // (Net, NetReliable, Native, Event, Protected, NetServer, NetValidate) void AFortPlayerController::ServerReadyToStartMatch() { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("FortPlayerController", "ServerReadyToStartMatch"); auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; UObject::ProcessEvent(Func, nullptr); Func->FunctionFlags = Flgs; } // Function FortniteGame.FortPlayerController.ServerReconcileGiftsFromPlayer // (Net, NetReliable, Native, Event, Public, NetServer, NetValidate) // Parameters: // const class FString& PlayerName (Parm, ZeroConstructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) // bool bAccept (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, NativeAccessSpecifierPublic) void AFortPlayerController::ServerReconcileGiftsFromPlayer(const class FString& PlayerName, bool bAccept) { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("FortPlayerController", "ServerReconcileGiftsFromPlayer"); Params::FortPlayerController_ServerReconcileGiftsFromPlayer Parms{}; Parms.PlayerName = std::move(PlayerName); Parms.bAccept = bAccept; auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; UObject::ProcessEvent(Func, &Parms); Func->FunctionFlags = Flgs; } // Function FortniteGame.FortPlayerController.ServerReleaseInventoryItemKey // (Net, NetReliable, Native, Event, Protected, NetServer, NetValidate) // Parameters: // EFortQuickBars InQuickBar (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) // int32 Slot (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) void AFortPlayerController::ServerReleaseInventoryItemKey(EFortQuickBars InQuickBar, int32 Slot) { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("FortPlayerController", "ServerReleaseInventoryItemKey"); Params::FortPlayerController_ServerReleaseInventoryItemKey Parms{}; Parms.InQuickBar = InQuickBar; Parms.Slot = Slot; auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; UObject::ProcessEvent(Func, &Parms); Func->FunctionFlags = Flgs; } // Function FortniteGame.FortPlayerController.ServerRemoveAdminPlayer // (Net, NetReliable, Native, Event, Public, NetServer, NetValidate) // Parameters: // const struct FUniqueNetIdRepl& PlayerToAdmin (ConstParm, Parm, ReferenceParm, NativeAccessSpecifierPublic) void AFortPlayerController::ServerRemoveAdminPlayer(const struct FUniqueNetIdRepl& PlayerToAdmin) { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("FortPlayerController", "ServerRemoveAdminPlayer"); Params::FortPlayerController_ServerRemoveAdminPlayer Parms{}; Parms.PlayerToAdmin = std::move(PlayerToAdmin); auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; UObject::ProcessEvent(Func, &Parms); Func->FunctionFlags = Flgs; } // Function FortniteGame.FortPlayerController.ServerRemoveInventoryItem // (Net, NetReliable, Native, Event, Protected, NetServer, HasDefaults, NetValidate) // Parameters: // const struct FGuid& ItemGuid (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, NativeAccessSpecifierPublic) // int32 Count (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) // bool bForceRemoveFromQuickBars (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, NativeAccessSpecifierPublic) void AFortPlayerController::ServerRemoveInventoryItem(const struct FGuid& ItemGuid, int32 Count, bool bForceRemoveFromQuickBars) { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("FortPlayerController", "ServerRemoveInventoryItem"); Params::FortPlayerController_ServerRemoveInventoryItem Parms{}; Parms.ItemGuid = std::move(ItemGuid); Parms.Count = Count; Parms.bForceRemoveFromQuickBars = bForceRemoveFromQuickBars; auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; UObject::ProcessEvent(Func, &Parms); Func->FunctionFlags = Flgs; } // Function FortniteGame.FortPlayerController.ServerRemoveInventoryStateValue // (Net, NetReliable, Native, Event, Protected, NetServer, HasDefaults, NetValidate) // Parameters: // const struct FGuid& ItemGuid (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, NativeAccessSpecifierPublic) // EFortItemEntryState StateValueType (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) void AFortPlayerController::ServerRemoveInventoryStateValue(const struct FGuid& ItemGuid, EFortItemEntryState StateValueType) { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("FortPlayerController", "ServerRemoveInventoryStateValue"); Params::FortPlayerController_ServerRemoveInventoryStateValue Parms{}; Parms.ItemGuid = std::move(ItemGuid); Parms.StateValueType = StateValueType; auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; UObject::ProcessEvent(Func, &Parms); Func->FunctionFlags = Flgs; } // Function FortniteGame.FortPlayerController.ServerRepairBuildingActor // (Net, NetReliable, Native, Event, Public, NetServer, NetValidate) // Parameters: // class ABuildingSMActor* BuildingActorToRepair (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) void AFortPlayerController::ServerRepairBuildingActor(class ABuildingSMActor* BuildingActorToRepair) { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("FortPlayerController", "ServerRepairBuildingActor"); Params::FortPlayerController_ServerRepairBuildingActor Parms{}; Parms.BuildingActorToRepair = BuildingActorToRepair; auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; UObject::ProcessEvent(Func, &Parms); Func->FunctionFlags = Flgs; } // Function FortniteGame.FortPlayerController.ServerReplyToReadyCheck // (Net, NetReliable, Native, Event, Public, NetServer, NetValidate) // Parameters: // bool bReady (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, NativeAccessSpecifierPublic) void AFortPlayerController::ServerReplyToReadyCheck(bool bReady) { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("FortPlayerController", "ServerReplyToReadyCheck"); Params::FortPlayerController_ServerReplyToReadyCheck Parms{}; Parms.bReady = bReady; auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; UObject::ProcessEvent(Func, &Parms); Func->FunctionFlags = Flgs; } // Function FortniteGame.FortPlayerController.ServerRequestGameplayAction // (Net, NetReliable, Native, Event, Public, NetServer, NetValidate) // Parameters: // EFortRequestedGameplayAction RequestedAction (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) void AFortPlayerController::ServerRequestGameplayAction(EFortRequestedGameplayAction RequestedAction) { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("FortPlayerController", "ServerRequestGameplayAction"); Params::FortPlayerController_ServerRequestGameplayAction Parms{}; Parms.RequestedAction = RequestedAction; auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; UObject::ProcessEvent(Func, &Parms); Func->FunctionFlags = Flgs; } // Function FortniteGame.FortPlayerController.ServerReturnToLobby // (Net, NetReliable, Native, Event, Protected, NetServer, NetValidate) void AFortPlayerController::ServerReturnToLobby() { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("FortPlayerController", "ServerReturnToLobby"); auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; UObject::ProcessEvent(Func, nullptr); Func->FunctionFlags = Flgs; } // Function FortniteGame.FortPlayerController.ServerReturnToMainMenu // (Net, NetReliable, Native, Event, Protected, NetServer, NetValidate) void AFortPlayerController::ServerReturnToMainMenu() { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("FortPlayerController", "ServerReturnToMainMenu"); auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; UObject::ProcessEvent(Func, nullptr); Func->FunctionFlags = Flgs; } // Function FortniteGame.FortPlayerController.ServerSaveLoadoutData // (Net, NetReliable, Native, Event, Public, NetServer, NetValidate) // Parameters: // const class FString& NewHeroID (Parm, ZeroConstructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) // const struct FSelectedClassAbilityKits& ForceSelectedAbilities (Parm, NativeAccessSpecifierPublic) void AFortPlayerController::ServerSaveLoadoutData(const class FString& NewHeroID, const struct FSelectedClassAbilityKits& ForceSelectedAbilities) { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("FortPlayerController", "ServerSaveLoadoutData"); Params::FortPlayerController_ServerSaveLoadoutData Parms{}; Parms.NewHeroID = std::move(NewHeroID); Parms.ForceSelectedAbilities = std::move(ForceSelectedAbilities); auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; UObject::ProcessEvent(Func, &Parms); Func->FunctionFlags = Flgs; } // Function FortniteGame.FortPlayerController.ServerSay // (Net, Native, Event, Protected, NetServer, NetValidate) // Parameters: // const class FString& Msg (Parm, ZeroConstructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) void AFortPlayerController::ServerSay(const class FString& Msg) { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("FortPlayerController", "ServerSay"); Params::FortPlayerController_ServerSay Parms{}; Parms.Msg = std::move(Msg); auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; UObject::ProcessEvent(Func, &Parms); Func->FunctionFlags = Flgs; } // Function FortniteGame.FortPlayerController.ServerSayTeam // (Net, Native, Event, Protected, NetServer, NetValidate) // Parameters: // const class FString& Msg (Parm, ZeroConstructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) void AFortPlayerController::ServerSayTeam(const class FString& Msg) { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("FortPlayerController", "ServerSayTeam"); Params::FortPlayerController_ServerSayTeam Parms{}; Parms.Msg = std::move(Msg); auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; UObject::ProcessEvent(Func, &Parms); Func->FunctionFlags = Flgs; } // Function FortniteGame.FortPlayerController.ServerSetAnalyticsIds // (Net, NetReliable, Native, Event, Protected, NetServer, NetValidate) // Parameters: // const class FString& SessionId (Parm, ZeroConstructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) // const class FString& UserId (Parm, ZeroConstructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) void AFortPlayerController::ServerSetAnalyticsIds(const class FString& SessionId, const class FString& UserId) { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("FortPlayerController", "ServerSetAnalyticsIds"); Params::FortPlayerController_ServerSetAnalyticsIds Parms{}; Parms.SessionId = std::move(SessionId); Parms.UserId = std::move(UserId); auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; UObject::ProcessEvent(Func, &Parms); Func->FunctionFlags = Flgs; } // Function FortniteGame.FortPlayerController.ServerSetAutoEquipBetterItems // (Net, NetReliable, Native, Event, Public, NetServer, NetValidate) // Parameters: // bool bAutoEquip (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, NativeAccessSpecifierPublic) void AFortPlayerController::ServerSetAutoEquipBetterItems(bool bAutoEquip) { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("FortPlayerController", "ServerSetAutoEquipBetterItems"); Params::FortPlayerController_ServerSetAutoEquipBetterItems Parms{}; Parms.bAutoEquip = bAutoEquip; auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; UObject::ProcessEvent(Func, &Parms); Func->FunctionFlags = Flgs; } // Function FortniteGame.FortPlayerController.ServerSetClientHasFinishedLoading // (Net, NetReliable, Native, Event, Protected, NetServer, NetValidate) // Parameters: // bool bInHasFinishedLoading (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, NativeAccessSpecifierPublic) void AFortPlayerController::ServerSetClientHasFinishedLoading(bool bInHasFinishedLoading) { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("FortPlayerController", "ServerSetClientHasFinishedLoading"); Params::FortPlayerController_ServerSetClientHasFinishedLoading Parms{}; Parms.bInHasFinishedLoading = bInHasFinishedLoading; auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; UObject::ProcessEvent(Func, &Parms); Func->FunctionFlags = Flgs; } // Function FortniteGame.FortPlayerController.ServerSetHero // (Net, NetReliable, Native, Event, Protected, NetServer, NetValidate) // Parameters: // const class FString& NewHeroID (Parm, ZeroConstructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) void AFortPlayerController::ServerSetHero(const class FString& NewHeroID) { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("FortPlayerController", "ServerSetHero"); Params::FortPlayerController_ServerSetHero Parms{}; Parms.NewHeroID = std::move(NewHeroID); auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; UObject::ProcessEvent(Func, &Parms); Func->FunctionFlags = Flgs; } // Function FortniteGame.FortPlayerController.ServerSetInventoryStateValue // (Net, NetReliable, Native, Event, Protected, NetServer, HasDefaults, NetValidate) // Parameters: // const struct FGuid& ItemGuid (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, NativeAccessSpecifierPublic) // const struct FFortItemEntryStateValue& StateValue (Parm, NativeAccessSpecifierPublic) void AFortPlayerController::ServerSetInventoryStateValue(const struct FGuid& ItemGuid, const struct FFortItemEntryStateValue& StateValue) { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("FortPlayerController", "ServerSetInventoryStateValue"); Params::FortPlayerController_ServerSetInventoryStateValue Parms{}; Parms.ItemGuid = std::move(ItemGuid); Parms.StateValue = std::move(StateValue); auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; UObject::ProcessEvent(Func, &Parms); Func->FunctionFlags = Flgs; } // Function FortniteGame.FortPlayerController.ServerSetInvincibleDueToUI // (Net, NetReliable, Native, Event, Public, NetServer, NetValidate) // Parameters: // bool bInvincible (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, NativeAccessSpecifierPublic) void AFortPlayerController::ServerSetInvincibleDueToUI(bool bInvincible) { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("FortPlayerController", "ServerSetInvincibleDueToUI"); Params::FortPlayerController_ServerSetInvincibleDueToUI Parms{}; Parms.bInvincible = bInvincible; auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; UObject::ProcessEvent(Func, &Parms); Func->FunctionFlags = Flgs; } // Function FortniteGame.FortPlayerController.ServerSetMarkText // (Net, NetReliable, Native, Event, Public, NetServer, NetValidate) // Parameters: // class AFortMarkActor* MarkActor (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) // const class FString& MarkText (Parm, ZeroConstructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) void AFortPlayerController::ServerSetMarkText(class AFortMarkActor* MarkActor, const class FString& MarkText) { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("FortPlayerController", "ServerSetMarkText"); Params::FortPlayerController_ServerSetMarkText Parms{}; Parms.MarkActor = MarkActor; Parms.MarkText = std::move(MarkText); auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; UObject::ProcessEvent(Func, &Parms); Func->FunctionFlags = Flgs; } // Function FortniteGame.FortPlayerController.ServerSetPartyOwner // (Final, Net, NetReliable, Native, Event, Private, NetServer, NetValidate) // Parameters: // const struct FUniqueNetIdRepl& PartyOwnerUniqueId (ConstParm, Parm, ReferenceParm, NativeAccessSpecifierPublic) void AFortPlayerController::ServerSetPartyOwner(const struct FUniqueNetIdRepl& PartyOwnerUniqueId) { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("FortPlayerController", "ServerSetPartyOwner"); Params::FortPlayerController_ServerSetPartyOwner Parms{}; Parms.PartyOwnerUniqueId = std::move(PartyOwnerUniqueId); auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; UObject::ProcessEvent(Func, &Parms); Func->FunctionFlags = Flgs; } // Function FortniteGame.FortPlayerController.ServerSetPlayerStatus // (Net, Native, Event, Public, NetServer, NetValidate) // Parameters: // uint32 PlayerStatus (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) void AFortPlayerController::ServerSetPlayerStatus(uint32 PlayerStatus) { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("FortPlayerController", "ServerSetPlayerStatus"); Params::FortPlayerController_ServerSetPlayerStatus Parms{}; Parms.PlayerStatus = PlayerStatus; auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; UObject::ProcessEvent(Func, &Parms); Func->FunctionFlags = Flgs; } // Function FortniteGame.FortPlayerController.ServerSetReadyToContinue // (Net, NetReliable, Native, Event, Public, NetServer, NetValidate) // Parameters: // bool bReady (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, NativeAccessSpecifierPublic) // EFortGameplayState RequestedState (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) // bool bTryStartTimer (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, NativeAccessSpecifierPublic) void AFortPlayerController::ServerSetReadyToContinue(bool bReady, EFortGameplayState RequestedState, bool bTryStartTimer) { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("FortPlayerController", "ServerSetReadyToContinue"); Params::FortPlayerController_ServerSetReadyToContinue Parms{}; Parms.bReady = bReady; Parms.RequestedState = RequestedState; Parms.bTryStartTimer = bTryStartTimer; auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; UObject::ProcessEvent(Func, &Parms); Func->FunctionFlags = Flgs; } // Function FortniteGame.FortPlayerController.ServerSetTimeOfDay // (Net, NetReliable, Native, Event, Public, NetServer, NetValidate) // Parameters: // float TimeOfDay (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) void AFortPlayerController::ServerSetTimeOfDay(float TimeOfDay) { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("FortPlayerController", "ServerSetTimeOfDay"); Params::FortPlayerController_ServerSetTimeOfDay Parms{}; Parms.TimeOfDay = TimeOfDay; auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; UObject::ProcessEvent(Func, &Parms); Func->FunctionFlags = Flgs; } // Function FortniteGame.FortPlayerController.ServerSetupWeakSpotsOnBuildingActor // (Net, NetReliable, Native, Event, Public, NetServer, NetValidate) // Parameters: // class ABuildingSMActor* BuildingActor (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) // const struct FFortCrackEffectData& CrackData (Parm, NativeAccessSpecifierPublic) void AFortPlayerController::ServerSetupWeakSpotsOnBuildingActor(class ABuildingSMActor* BuildingActor, const struct FFortCrackEffectData& CrackData) { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("FortPlayerController", "ServerSetupWeakSpotsOnBuildingActor"); Params::FortPlayerController_ServerSetupWeakSpotsOnBuildingActor Parms{}; Parms.BuildingActor = BuildingActor; Parms.CrackData = std::move(CrackData); auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; UObject::ProcessEvent(Func, &Parms); Func->FunctionFlags = Flgs; } // Function FortniteGame.FortPlayerController.ServerSpawnInventoryDrop // (Net, NetReliable, Native, Event, Public, NetServer, HasDefaults, NetValidate) // Parameters: // const struct FGuid& ItemGuid (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, NativeAccessSpecifierPublic) // int32 Count (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) void AFortPlayerController::ServerSpawnInventoryDrop(const struct FGuid& ItemGuid, int32 Count) { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("FortPlayerController", "ServerSpawnInventoryDrop"); Params::FortPlayerController_ServerSpawnInventoryDrop Parms{}; Parms.ItemGuid = std::move(ItemGuid); Parms.Count = Count; auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; UObject::ProcessEvent(Func, &Parms); Func->FunctionFlags = Flgs; } // Function FortniteGame.FortPlayerController.ServerSpawnMark // (Net, NetReliable, Native, Event, Protected, NetServer, HasDefaults, NetValidate) // Parameters: // class AActor* ActorToAttachTo (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) // const struct FVector& AttachOffset (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, NativeAccessSpecifierPublic) void AFortPlayerController::ServerSpawnMark(class AActor* ActorToAttachTo, const struct FVector& AttachOffset) { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("FortPlayerController", "ServerSpawnMark"); Params::FortPlayerController_ServerSpawnMark Parms{}; Parms.ActorToAttachTo = ActorToAttachTo; Parms.AttachOffset = std::move(AttachOffset); auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; UObject::ProcessEvent(Func, &Parms); Func->FunctionFlags = Flgs; } // Function FortniteGame.FortPlayerController.ServerSpotActor // (Net, NetReliable, Native, Event, Protected, NetServer, NetValidate) // Parameters: // class AActor* NewlySpottedActor (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) void AFortPlayerController::ServerSpotActor(class AActor* NewlySpottedActor) { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("FortPlayerController", "ServerSpotActor"); Params::FortPlayerController_ServerSpotActor Parms{}; Parms.NewlySpottedActor = NewlySpottedActor; auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; UObject::ProcessEvent(Func, &Parms); Func->FunctionFlags = Flgs; } // Function FortniteGame.FortPlayerController.ServerStartIntensityGraphing // (Net, NetReliable, Native, Event, Public, NetServer, NetValidate) void AFortPlayerController::ServerStartIntensityGraphing() { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("FortPlayerController", "ServerStartIntensityGraphing"); auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; UObject::ProcessEvent(Func, nullptr); Func->FunctionFlags = Flgs; } // Function FortniteGame.FortPlayerController.ServerStartPIDContributionsGraphing // (Net, NetReliable, Native, Event, Public, NetServer, NetValidate) void AFortPlayerController::ServerStartPIDContributionsGraphing() { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("FortPlayerController", "ServerStartPIDContributionsGraphing"); auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; UObject::ProcessEvent(Func, nullptr); Func->FunctionFlags = Flgs; } // Function FortniteGame.FortPlayerController.ServerStartPIDValueGraphing // (Net, NetReliable, Native, Event, Public, NetServer, NetValidate) void AFortPlayerController::ServerStartPIDValueGraphing() { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("FortPlayerController", "ServerStartPIDValueGraphing"); auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; UObject::ProcessEvent(Func, nullptr); Func->FunctionFlags = Flgs; } // Function FortniteGame.FortPlayerController.ServerSuicide // (Net, NetReliable, Native, Event, Public, NetServer, NetValidate) void AFortPlayerController::ServerSuicide() { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("FortPlayerController", "ServerSuicide"); auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; UObject::ProcessEvent(Func, nullptr); Func->FunctionFlags = Flgs; } // Function FortniteGame.FortPlayerController.ServerTeleportToReticle // (Net, NetReliable, Native, Event, Protected, NetServer, HasDefaults, NetValidate) // Parameters: // const struct FVector& TeleportLocation (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, NativeAccessSpecifierPublic) void AFortPlayerController::ServerTeleportToReticle(const struct FVector& TeleportLocation) { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("FortPlayerController", "ServerTeleportToReticle"); Params::FortPlayerController_ServerTeleportToReticle Parms{}; Parms.TeleportLocation = std::move(TeleportLocation); auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; UObject::ProcessEvent(Func, &Parms); Func->FunctionFlags = Flgs; } // Function FortniteGame.FortPlayerController.ServerTouchActiveTime // (Net, Native, Event, Protected, NetServer, NetValidate) void AFortPlayerController::ServerTouchActiveTime() { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("FortPlayerController", "ServerTouchActiveTime"); auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; UObject::ProcessEvent(Func, nullptr); Func->FunctionFlags = Flgs; } // Function FortniteGame.FortPlayerController.ServerTriggerCombatEvent // (Net, NetReliable, Native, Event, Public, NetServer, NetValidate) // Parameters: // EFortCombatEvents TriggeredEvent (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) // float HeatMultiplier (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) void AFortPlayerController::ServerTriggerCombatEvent(EFortCombatEvents TriggeredEvent, float HeatMultiplier) { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("FortPlayerController", "ServerTriggerCombatEvent"); Params::FortPlayerController_ServerTriggerCombatEvent Parms{}; Parms.TriggeredEvent = TriggeredEvent; Parms.HeatMultiplier = HeatMultiplier; auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; UObject::ProcessEvent(Func, &Parms); Func->FunctionFlags = Flgs; } // Function FortniteGame.FortPlayerController.ServerUIChoiceCompleted // (Net, NetReliable, Native, Event, Protected, NetServer, NetValidate) // Parameters: // int32 ChosenItem (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) // int32 MenuIdentifier (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) void AFortPlayerController::ServerUIChoiceCompleted(int32 ChosenItem, int32 MenuIdentifier) { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("FortPlayerController", "ServerUIChoiceCompleted"); Params::FortPlayerController_ServerUIChoiceCompleted Parms{}; Parms.ChosenItem = ChosenItem; Parms.MenuIdentifier = MenuIdentifier; auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; UObject::ProcessEvent(Func, &Parms); Func->FunctionFlags = Flgs; } // Function FortniteGame.FortPlayerController.ServerUpgradeBuildingActor // (Net, NetReliable, Native, Event, Public, NetServer, NetValidate) // Parameters: // class ABuildingActor* BuildingActorToUpgrade (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) // int32 NewUpgradeLevel (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) void AFortPlayerController::ServerUpgradeBuildingActor(class ABuildingActor* BuildingActorToUpgrade, int32 NewUpgradeLevel) { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("FortPlayerController", "ServerUpgradeBuildingActor"); Params::FortPlayerController_ServerUpgradeBuildingActor Parms{}; Parms.BuildingActorToUpgrade = BuildingActorToUpgrade; Parms.NewUpgradeLevel = NewUpgradeLevel; auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; UObject::ProcessEvent(Func, &Parms); Func->FunctionFlags = Flgs; } // Function FortniteGame.FortPlayerController.SetCinematicOverrideClass // (Final, Native, Public, BlueprintCallable) // Parameters: // TSubclassOf OverrideCameraClass (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, UObjectWrapper, HasGetValueTypeHash, NativeAccessSpecifierPublic) void AFortPlayerController::SetCinematicOverrideClass(TSubclassOf OverrideCameraClass) { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("FortPlayerController", "SetCinematicOverrideClass"); Params::FortPlayerController_SetCinematicOverrideClass Parms{}; Parms.OverrideCameraClass = OverrideCameraClass; auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; UObject::ProcessEvent(Func, &Parms); Func->FunctionFlags = Flgs; } // Function FortniteGame.FortPlayerController.SetInputPitchScale // (Final, Native, Public, BlueprintCallable) // Parameters: // float InInputPitchScale (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) void AFortPlayerController::SetInputPitchScale(float InInputPitchScale) { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("FortPlayerController", "SetInputPitchScale"); Params::FortPlayerController_SetInputPitchScale Parms{}; Parms.InInputPitchScale = InInputPitchScale; auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; UObject::ProcessEvent(Func, &Parms); Func->FunctionFlags = Flgs; } // Function FortniteGame.FortPlayerController.SetInputYawScale // (Final, Native, Public, BlueprintCallable) // Parameters: // float InInputYawScale (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) void AFortPlayerController::SetInputYawScale(float InInputYawScale) { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("FortPlayerController", "SetInputYawScale"); Params::FortPlayerController_SetInputYawScale Parms{}; Parms.InInputYawScale = InInputYawScale; auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; UObject::ProcessEvent(Func, &Parms); Func->FunctionFlags = Flgs; } // Function FortniteGame.FortPlayerController.SetShowHUD // (Final, BlueprintCosmetic, Native, Public, BlueprintCallable) // Parameters: // bool bNewShowHUD (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, NativeAccessSpecifierPublic) void AFortPlayerController::SetShowHUD(bool bNewShowHUD) { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("FortPlayerController", "SetShowHUD"); Params::FortPlayerController_SetShowHUD Parms{}; Parms.bNewShowHUD = bNewShowHUD; auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; UObject::ProcessEvent(Func, &Parms); Func->FunctionFlags = Flgs; } // Function FortniteGame.FortPlayerController.SpawnCameraLensEffectDirectional // (Final, Native, Public, HasOutParams, BlueprintCallable) // Parameters: // TSubclassOfLensEffectEmitterClass (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, UObjectWrapper, HasGetValueTypeHash, NativeAccessSpecifierPublic) // class AFortPawn* DamageDealer (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) // const struct FHitResult& HitInfo (ConstParm, Parm, OutParm, ReferenceParm, ContainsInstancedReference, NativeAccessSpecifierPublic) // class AFortEmitterCameraLensEffectDirectional*ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) class AFortEmitterCameraLensEffectDirectional* AFortPlayerController::SpawnCameraLensEffectDirectional(TSubclassOf LensEffectEmitterClass, class AFortPawn* DamageDealer, const struct FHitResult& HitInfo) { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("FortPlayerController", "SpawnCameraLensEffectDirectional"); Params::FortPlayerController_SpawnCameraLensEffectDirectional Parms{}; Parms.LensEffectEmitterClass = LensEffectEmitterClass; Parms.DamageDealer = DamageDealer; Parms.HitInfo = std::move(HitInfo); auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; UObject::ProcessEvent(Func, &Parms); Func->FunctionFlags = Flgs; return Parms.ReturnValue; } // Function FortniteGame.FortPlayerController.StartReadyCheck // (Final, BlueprintAuthorityOnly, Exec, Native, Public, BlueprintCallable) // Parameters: // const class FText& QueryText (Parm, NativeAccessSpecifierPublic) // const class FText& YesText (Parm, NativeAccessSpecifierPublic) // const class FText& NoText (Parm, NativeAccessSpecifierPublic) // float PercentageToPass (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) // bool ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, NativeAccessSpecifierPublic) bool AFortPlayerController::StartReadyCheck(const class FText& QueryText, const class FText& YesText, const class FText& NoText, float PercentageToPass) { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("FortPlayerController", "StartReadyCheck"); Params::FortPlayerController_StartReadyCheck Parms{}; Parms.QueryText = std::move(QueryText); Parms.YesText = std::move(YesText); Parms.NoText = std::move(NoText); Parms.PercentageToPass = PercentageToPass; auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; UObject::ProcessEvent(Func, &Parms); Func->FunctionFlags = Flgs; return Parms.ReturnValue; } // Function FortniteGame.FortPlayerController.Suicide // (Exec, Native, Public) void AFortPlayerController::Suicide() { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("FortPlayerController", "Suicide"); auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; UObject::ProcessEvent(Func, nullptr); Func->FunctionFlags = Flgs; } // Function FortniteGame.FortPlayerController.SuppressEventNotifications // (Final, BlueprintAuthorityOnly, Native, Public, BlueprintCallable) // Parameters: // bool bSuppress (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, NativeAccessSpecifierPublic) void AFortPlayerController::SuppressEventNotifications(bool bSuppress) { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("FortPlayerController", "SuppressEventNotifications"); Params::FortPlayerController_SuppressEventNotifications Parms{}; Parms.bSuppress = bSuppress; auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; UObject::ProcessEvent(Func, &Parms); Func->FunctionFlags = Flgs; } // Function FortniteGame.FortPlayerController.ToggleFullScreenMap // (Final, Exec, Native, Public) void AFortPlayerController::ToggleFullScreenMap() { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("FortPlayerController", "ToggleFullScreenMap"); auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; UObject::ProcessEvent(Func, nullptr); Func->FunctionFlags = Flgs; } // Function FortniteGame.FortPlayerController.ToggleInventory // (Exec, Native, Public) void AFortPlayerController::ToggleInventory() { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("FortPlayerController", "ToggleInventory"); auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; UObject::ProcessEvent(Func, nullptr); Func->FunctionFlags = Flgs; } // Function FortniteGame.FortPlayerController.ToggleMirrorBuildPreview // (Native, Protected) void AFortPlayerController::ToggleMirrorBuildPreview() { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("FortPlayerController", "ToggleMirrorBuildPreview"); auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; UObject::ProcessEvent(Func, nullptr); Func->FunctionFlags = Flgs; } // Function FortniteGame.FortPlayerController.ToggleStats // (Exec, Native, Public) void AFortPlayerController::ToggleStats() { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("FortPlayerController", "ToggleStats"); auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; UObject::ProcessEvent(Func, nullptr); Func->FunctionFlags = Flgs; } // Function FortniteGame.FortPlayerController.DumpHomebaseRatingInfo // (Final, Exec, Native, Public, Const) void AFortPlayerController::DumpHomebaseRatingInfo() const { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("FortPlayerController", "DumpHomebaseRatingInfo"); auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; UObject::ProcessEvent(Func, nullptr); Func->FunctionFlags = Flgs; } // Function FortniteGame.FortPlayerController.GetAccountLevel // (Final, BlueprintAuthorityOnly, Native, Public, BlueprintCallable, BlueprintPure, Const) // Parameters: // int32 ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) int32 AFortPlayerController::GetAccountLevel() const { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("FortPlayerController", "GetAccountLevel"); Params::FortPlayerController_GetAccountLevel Parms{}; auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; UObject::ProcessEvent(Func, &Parms); Func->FunctionFlags = Flgs; return Parms.ReturnValue; } // Function FortniteGame.FortPlayerController.GetAccountLevelProgression // (Final, BlueprintAuthorityOnly, Native, Public, BlueprintCallable, BlueprintPure, Const) // Parameters: // float ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) float AFortPlayerController::GetAccountLevelProgression() const { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("FortPlayerController", "GetAccountLevelProgression"); Params::FortPlayerController_GetAccountLevelProgression Parms{}; auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; UObject::ProcessEvent(Func, &Parms); Func->FunctionFlags = Flgs; return Parms.ReturnValue; } // Function FortniteGame.FortPlayerController.GetActorUnderReticle // (Final, Native, Public, BlueprintCallable, BlueprintPure, Const) // Parameters: // class AActor* ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) class AActor* AFortPlayerController::GetActorUnderReticle() const { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("FortPlayerController", "GetActorUnderReticle"); Params::FortPlayerController_GetActorUnderReticle Parms{}; auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; UObject::ProcessEvent(Func, &Parms); Func->FunctionFlags = Flgs; return Parms.ReturnValue; } // Function FortniteGame.FortPlayerController.GetQuestManager // (Final, Native, Public, BlueprintCallable, BlueprintPure, Const) // Parameters: // class UFortQuestManager* ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) class UFortQuestManager* AFortPlayerController::GetQuestManager() const { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("FortPlayerController", "GetQuestManager"); Params::FortPlayerController_GetQuestManager Parms{}; auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; UObject::ProcessEvent(Func, &Parms); Func->FunctionFlags = Flgs; return Parms.ReturnValue; } // Function FortniteGame.FortPlayerController.IsClientBot // (Final, Native, Public, BlueprintCallable, BlueprintPure, Const) // Parameters: // bool ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, NativeAccessSpecifierPublic) bool AFortPlayerController::IsClientBot() const { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("FortPlayerController", "IsClientBot"); Params::FortPlayerController_IsClientBot Parms{}; auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; UObject::ProcessEvent(Func, &Parms); Func->FunctionFlags = Flgs; return Parms.ReturnValue; } // Function FortniteGame.FortPlayerController.IsRequirementsMet // (Native, Public, HasOutParams, BlueprintCallable, BlueprintPure, Const) // Parameters: // const struct FFortRequirementsInfo& InRequirements (ConstParm, Parm, OutParm, ReferenceParm, NativeAccessSpecifierPublic) // bool ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, NativeAccessSpecifierPublic) bool AFortPlayerController::IsRequirementsMet(const struct FFortRequirementsInfo& InRequirements) const { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("FortPlayerController", "IsRequirementsMet"); Params::FortPlayerController_IsRequirementsMet Parms{}; Parms.InRequirements = std::move(InRequirements); auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; UObject::ProcessEvent(Func, &Parms); Func->FunctionFlags = Flgs; return Parms.ReturnValue; } // Function FortniteGame.FortPlayerController.IsUsingFirstPersonCamera // (Final, Native, Public, BlueprintCallable, BlueprintPure, Const) // Parameters: // bool ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, NativeAccessSpecifierPublic) bool AFortPlayerController::IsUsingFirstPersonCamera() const { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("FortPlayerController", "IsUsingFirstPersonCamera"); Params::FortPlayerController_IsUsingFirstPersonCamera Parms{}; auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; UObject::ProcessEvent(Func, &Parms); Func->FunctionFlags = Flgs; return Parms.ReturnValue; } // Function FortniteGame.FortTooltipInterface.GetTooltip // (Native, Public, BlueprintCallable, BlueprintPure, Const) // Parameters: // TSubclassOf ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, UObjectWrapper, HasGetValueTypeHash, NativeAccessSpecifierPublic) TSubclassOf IFortTooltipInterface::GetTooltip() const { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("FortTooltipInterface", "GetTooltip"); Params::FortTooltipInterface_GetTooltip Parms{}; auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; UObject::ProcessEvent(Func, &Parms); Func->FunctionFlags = Flgs; return Parms.ReturnValue; } // Function FortniteGame.FortTooltipContext.SpawnTooltipContext // (Final, BlueprintCosmetic, Native, Static, Public, BlueprintCallable) // Parameters: // class UFortTooltipContext* ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) class UFortTooltipContext* UFortTooltipContext::SpawnTooltipContext() { static class UFunction* Func = nullptr; if (Func == nullptr) Func = StaticClass()->GetFunction("FortTooltipContext", "SpawnTooltipContext"); Params::FortTooltipContext_SpawnTooltipContext Parms{}; auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; GetDefaultObj()->ProcessEvent(Func, &Parms); Func->FunctionFlags = Flgs; return Parms.ReturnValue; } // Function FortniteGame.FortItemDefinition.CreateTemporaryItemInstanceBP // (Final, Native, Public, BlueprintCallable, BlueprintPure, Const) // Parameters: // class UFortItem* ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) class UFortItem* UFortItemDefinition::CreateTemporaryItemInstanceBP() const { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("FortItemDefinition", "CreateTemporaryItemInstanceBP"); Params::FortItemDefinition_CreateTemporaryItemInstanceBP Parms{}; auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; UObject::ProcessEvent(Func, &Parms); Func->FunctionFlags = Flgs; return Parms.ReturnValue; } // Function FortniteGame.FortItemDefinition.GetDescription // (Native, Public, BlueprintCallable, BlueprintPure, Const) // Parameters: // TArray ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, NativeAccessSpecifierPublic) TArray UFortItemDefinition::GetDescription() const { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("FortItemDefinition", "GetDescription"); Params::FortItemDefinition_GetDescription Parms{}; auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; UObject::ProcessEvent(Func, &Parms); Func->FunctionFlags = Flgs; return Parms.ReturnValue; } // Function FortniteGame.FortItemDefinition.GetDisplayName // (Native, Public, BlueprintCallable, BlueprintPure, Const) // Parameters: // bool bBaseName (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, NativeAccessSpecifierPublic) // class FText ReturnValue (Parm, OutParm, ReturnParm, NativeAccessSpecifierPublic) class FText UFortItemDefinition::GetDisplayName(bool bBaseName) const { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("FortItemDefinition", "GetDisplayName"); Params::FortItemDefinition_GetDisplayName Parms{}; Parms.bBaseName = bBaseName; auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; UObject::ProcessEvent(Func, &Parms); Func->FunctionFlags = Flgs; return Parms.ReturnValue; } // Function FortniteGame.FortItemDefinition.GetIconBrush // (Native, Public, HasOutParams, BlueprintCallable, BlueprintPure, Const) // Parameters: // struct FSlateBrush* IconBrush_0 (Parm, OutParm, NativeAccessSpecifierPublic) // EFortBrushSize BrushSize (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) void UFortItemDefinition::GetIconBrush(struct FSlateBrush* IconBrush_0, EFortBrushSize BrushSize) const { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("FortItemDefinition", "GetIconBrush"); Params::FortItemDefinition_GetIconBrush Parms{}; Parms.BrushSize = BrushSize; auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; UObject::ProcessEvent(Func, &Parms); Func->FunctionFlags = Flgs; if (IconBrush_0 != nullptr) *IconBrush_0 = std::move(Parms.IconBrush_0); } // Function FortniteGame.FortItemDefinition.GetSingleLineDescription // (Native, Public, BlueprintCallable, BlueprintPure, Const) // Parameters: // class FText ReturnValue (Parm, OutParm, ReturnParm, NativeAccessSpecifierPublic) class FText UFortItemDefinition::GetSingleLineDescription() const { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("FortItemDefinition", "GetSingleLineDescription"); Params::FortItemDefinition_GetSingleLineDescription Parms{}; auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; UObject::ProcessEvent(Func, &Parms); Func->FunctionFlags = Flgs; return Parms.ReturnValue; } // Function FortniteGame.FortItemDefinition.GetTooltip // (Native, Public, BlueprintCallable, BlueprintPure, Const) // Parameters: // TSubclassOf ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, UObjectWrapper, HasGetValueTypeHash, NativeAccessSpecifierPublic) TSubclassOf UFortItemDefinition::GetTooltip() const { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("FortItemDefinition", "GetTooltip"); Params::FortItemDefinition_GetTooltip Parms{}; auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; UObject::ProcessEvent(Func, &Parms); Func->FunctionFlags = Flgs; return Parms.ReturnValue; } // Function FortniteGame.FortDamageNumbersActor.OnNewDamageNumber // (Event, Protected, HasOutParams, BlueprintCallable, BlueprintEvent) // Parameters: // const struct FFortDamageNumberInfo& NewDamageNumberInfo (ConstParm, Parm, OutParm, ReferenceParm, ContainsInstancedReference, NativeAccessSpecifierPublic) void AFortDamageNumbersActor::OnNewDamageNumber(const struct FFortDamageNumberInfo& NewDamageNumberInfo) { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("FortDamageNumbersActor", "OnNewDamageNumber"); Params::FortDamageNumbersActor_OnNewDamageNumber Parms{}; Parms.NewDamageNumberInfo = std::move(NewDamageNumberInfo); UObject::ProcessEvent(Func, &Parms); } // Function FortniteGame.FortTrait.GetAbilityKitSlots // (Final, Native, Public, BlueprintCallable) // Parameters: // TArray ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, NativeAccessSpecifierPublic) TArray UFortTrait::GetAbilityKitSlots() { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("FortTrait", "GetAbilityKitSlots"); Params::FortTrait_GetAbilityKitSlots Parms{}; auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; UObject::ProcessEvent(Func, &Parms); Func->FunctionFlags = Flgs; return Parms.ReturnValue; } // Function FortniteGame.FortCheatManager.AllowRespawn // (Final, Exec, Native, Public) void UFortCheatManager::AllowRespawn() { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("FortCheatManager", "AllowRespawn"); auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; UObject::ProcessEvent(Func, nullptr); Func->FunctionFlags = Flgs; } // Function FortniteGame.FortCheatManager.ApplyWeaponAlteration // (Final, Exec, Native, Public) // Parameters: // const class FString& AlterationName (Parm, ZeroConstructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) void UFortCheatManager::ApplyWeaponAlteration(const class FString& AlterationName) { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("FortCheatManager", "ApplyWeaponAlteration"); Params::FortCheatManager_ApplyWeaponAlteration Parms{}; Parms.AlterationName = std::move(AlterationName); auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; UObject::ProcessEvent(Func, &Parms); Func->FunctionFlags = Flgs; } // Function FortniteGame.FortCheatManager.BackpackSetSize // (Final, Exec, Native, Public) // Parameters: // int32 Size (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) void UFortCheatManager::BackpackSetSize(int32 Size) { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("FortCheatManager", "BackpackSetSize"); Params::FortCheatManager_BackpackSetSize Parms{}; Parms.Size = Size; auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; UObject::ProcessEvent(Func, &Parms); Func->FunctionFlags = Flgs; } // Function FortniteGame.FortCheatManager.Badass // (Final, Exec, Native, Public) void UFortCheatManager::Badass() { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("FortCheatManager", "Badass"); auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; UObject::ProcessEvent(Func, nullptr); Func->FunctionFlags = Flgs; } // Function FortniteGame.FortCheatManager.BanPlayer // (Final, Exec, Native, Public) // Parameters: // const class FString& PlayerName (Parm, ZeroConstructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) void UFortCheatManager::BanPlayer(const class FString& PlayerName) { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("FortCheatManager", "BanPlayer"); Params::FortCheatManager_BanPlayer Parms{}; Parms.PlayerName = std::move(PlayerName); auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; UObject::ProcessEvent(Func, &Parms); Func->FunctionFlags = Flgs; } // Function FortniteGame.FortCheatManager.BeautyMode // (Final, Exec, Native, Public) void UFortCheatManager::BeautyMode() { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("FortCheatManager", "BeautyMode"); auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; UObject::ProcessEvent(Func, nullptr); Func->FunctionFlags = Flgs; } // Function FortniteGame.FortCheatManager.BounceContainer // (Final, Exec, Native, Public) void UFortCheatManager::BounceContainer() { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("FortCheatManager", "BounceContainer"); auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; UObject::ProcessEvent(Func, nullptr); Func->FunctionFlags = Flgs; } // Function FortniteGame.FortCheatManager.BuildFree // (Final, Exec, Native, Public) void UFortCheatManager::BuildFree() { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("FortCheatManager", "BuildFree"); auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; UObject::ProcessEvent(Func, nullptr); Func->FunctionFlags = Flgs; } // Function FortniteGame.FortCheatManager.BuildWith // (Final, Exec, Native, Public) // Parameters: // const class FString& ResourceTypeAndOrLevel (Parm, ZeroConstructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) void UFortCheatManager::BuildWith(const class FString& ResourceTypeAndOrLevel) { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("FortCheatManager", "BuildWith"); Params::FortCheatManager_BuildWith Parms{}; Parms.ResourceTypeAndOrLevel = std::move(ResourceTypeAndOrLevel); auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; UObject::ProcessEvent(Func, &Parms); Func->FunctionFlags = Flgs; } // Function FortniteGame.FortCheatManager.CheatScript // (Final, Exec, Native, Public) // Parameters: // const class FString& ScriptName (Parm, ZeroConstructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) void UFortCheatManager::CheatScript(const class FString& ScriptName) { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("FortCheatManager", "CheatScript"); Params::FortCheatManager_CheatScript Parms{}; Parms.ScriptName = std::move(ScriptName); auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; UObject::ProcessEvent(Func, &Parms); Func->FunctionFlags = Flgs; } // Function FortniteGame.FortCheatManager.ClearBannedPlayers // (Final, Exec, Native, Public) void UFortCheatManager::ClearBannedPlayers() { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("FortCheatManager", "ClearBannedPlayers"); auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; UObject::ProcessEvent(Func, nullptr); Func->FunctionFlags = Flgs; } // Function FortniteGame.FortCheatManager.ClearEncounterSimulatedNumberOfPlayers // (Final, Exec, Native, Public) void UFortCheatManager::ClearEncounterSimulatedNumberOfPlayers() { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("FortCheatManager", "ClearEncounterSimulatedNumberOfPlayers"); auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; UObject::ProcessEvent(Func, nullptr); Func->FunctionFlags = Flgs; } // Function FortniteGame.FortCheatManager.ClearEncounterSpawnPointsCap // (Final, Exec, Native, Public) void UFortCheatManager::ClearEncounterSpawnPointsCap() { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("FortCheatManager", "ClearEncounterSpawnPointsCap"); auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; UObject::ProcessEvent(Func, nullptr); Func->FunctionFlags = Flgs; } // Function FortniteGame.FortCheatManager.ClearEncounterSpawnPointsCurve // (Final, Exec, Native, Public) void UFortCheatManager::ClearEncounterSpawnPointsCurve() { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("FortCheatManager", "ClearEncounterSpawnPointsCurve"); auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; UObject::ProcessEvent(Func, nullptr); Func->FunctionFlags = Flgs; } // Function FortniteGame.FortCheatManager.ClearKeepSave // (Final, Exec, Native, Public) void UFortCheatManager::ClearKeepSave() { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("FortCheatManager", "ClearKeepSave"); auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; UObject::ProcessEvent(Func, nullptr); Func->FunctionFlags = Flgs; } // Function FortniteGame.FortCheatManager.ClearRespawnTimer // (Final, Exec, Native, Public) void UFortCheatManager::ClearRespawnTimer() { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("FortCheatManager", "ClearRespawnTimer"); auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; UObject::ProcessEvent(Func, nullptr); Func->FunctionFlags = Flgs; } // Function FortniteGame.FortCheatManager.ConstructTileWorld // (Final, Exec, Native, Public) // Parameters: // int32 MaxTiles (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) // int32 X (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) // int32 Y (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) void UFortCheatManager::ConstructTileWorld(int32 MaxTiles, int32 X, int32 Y) { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("FortCheatManager", "ConstructTileWorld"); Params::FortCheatManager_ConstructTileWorld Parms{}; Parms.MaxTiles = MaxTiles; Parms.X = X; Parms.Y = Y; auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; UObject::ProcessEvent(Func, &Parms); Func->FunctionFlags = Flgs; } // Function FortniteGame.FortCheatManager.CoverMap // (Final, Exec, Native, Public) void UFortCheatManager::CoverMap() { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("FortCheatManager", "CoverMap"); auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; UObject::ProcessEvent(Func, nullptr); Func->FunctionFlags = Flgs; } // Function FortniteGame.FortCheatManager.CycleCurrentEncounterToDebug // (Exec, Native, Public) void UFortCheatManager::CycleCurrentEncounterToDebug() { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("FortCheatManager", "CycleCurrentEncounterToDebug"); auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; UObject::ProcessEvent(Func, nullptr); Func->FunctionFlags = Flgs; } // Function FortniteGame.FortCheatManager.CycleEncounterEQSQueryToDebug // (Final, Exec, Native, Public) void UFortCheatManager::CycleEncounterEQSQueryToDebug() { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("FortCheatManager", "CycleEncounterEQSQueryToDebug"); auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; UObject::ProcessEvent(Func, nullptr); Func->FunctionFlags = Flgs; } // Function FortniteGame.FortCheatManager.CycleTheaterDisplayed // (Final, Exec, Native, Public) void UFortCheatManager::CycleTheaterDisplayed() { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("FortCheatManager", "CycleTheaterDisplayed"); auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; UObject::ProcessEvent(Func, nullptr); Func->FunctionFlags = Flgs; } // Function FortniteGame.FortCheatManager.DebugAbilityTags // (Exec, Native, Public) void UFortCheatManager::DebugAbilityTags() { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("FortCheatManager", "DebugAbilityTags"); auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; UObject::ProcessEvent(Func, nullptr); Func->FunctionFlags = Flgs; } // Function FortniteGame.FortCheatManager.DebugAttribute // (Exec, Native, Public, HasOutParams) // Parameters: // class FString* Attribute (Parm, OutParm, ZeroConstructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) void UFortCheatManager::DebugAttribute(class FString* Attribute) { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("FortCheatManager", "DebugAttribute"); Params::FortCheatManager_DebugAttribute Parms{}; auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; UObject::ProcessEvent(Func, &Parms); Func->FunctionFlags = Flgs; if (Attribute != nullptr) *Attribute = std::move(Parms.Attribute); } // Function FortniteGame.FortCheatManager.DebugAttributeClear // (Exec, Native, Public) void UFortCheatManager::DebugAttributeClear() { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("FortCheatManager", "DebugAttributeClear"); auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; UObject::ProcessEvent(Func, nullptr); Func->FunctionFlags = Flgs; } // Function FortniteGame.FortCheatManager.DebugAttributeModifiers // (Exec, Native, Public) void UFortCheatManager::DebugAttributeModifiers() { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("FortCheatManager", "DebugAttributeModifiers"); auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; UObject::ProcessEvent(Func, nullptr); Func->FunctionFlags = Flgs; } // Function FortniteGame.FortCheatManager.DebugBuildingDetection // (Final, Exec, Native, Public) void UFortCheatManager::DebugBuildingDetection() { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("FortCheatManager", "DebugBuildingDetection"); auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; UObject::ProcessEvent(Func, nullptr); Func->FunctionFlags = Flgs; } // Function FortniteGame.FortCheatManager.DebugForceEnsure // (Final, Exec, Native, Public) void UFortCheatManager::DebugForceEnsure() { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("FortCheatManager", "DebugForceEnsure"); auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; UObject::ProcessEvent(Func, nullptr); Func->FunctionFlags = Flgs; } // Function FortniteGame.FortCheatManager.DebugHideLoadingScreen // (Final, Exec, Native, Public) void UFortCheatManager::DebugHideLoadingScreen() { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("FortCheatManager", "DebugHideLoadingScreen"); auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; UObject::ProcessEvent(Func, nullptr); Func->FunctionFlags = Flgs; } // Function FortniteGame.FortCheatManager.DebugHotSpots // (Final, Exec, Native, Public) void UFortCheatManager::DebugHotSpots() { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("FortCheatManager", "DebugHotSpots"); auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; UObject::ProcessEvent(Func, nullptr); Func->FunctionFlags = Flgs; } // Function FortniteGame.FortCheatManager.DebugKickPlayerDueToInactivity // (Final, Exec, Native, Public) void UFortCheatManager::DebugKickPlayerDueToInactivity() { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("FortCheatManager", "DebugKickPlayerDueToInactivity"); auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; UObject::ProcessEvent(Func, nullptr); Func->FunctionFlags = Flgs; } // Function FortniteGame.FortCheatManager.DebugLoadingScreen // (Final, Exec, Native, Public) // Parameters: // const class FString& MissionGen (Parm, ZeroConstructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) void UFortCheatManager::DebugLoadingScreen(const class FString& MissionGen) { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("FortCheatManager", "DebugLoadingScreen"); Params::FortCheatManager_DebugLoadingScreen Parms{}; Parms.MissionGen = std::move(MissionGen); auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; UObject::ProcessEvent(Func, &Parms); Func->FunctionFlags = Flgs; } // Function FortniteGame.FortCheatManager.DebugRifts // (Final, Exec, Native, Public) void UFortCheatManager::DebugRifts() { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("FortCheatManager", "DebugRifts"); auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; UObject::ProcessEvent(Func, nullptr); Func->FunctionFlags = Flgs; } // Function FortniteGame.FortCheatManager.DebugStructuralSupport // (Exec, Native, Public) void UFortCheatManager::DebugStructuralSupport() { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("FortCheatManager", "DebugStructuralSupport"); auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; UObject::ProcessEvent(Func, nullptr); Func->FunctionFlags = Flgs; } // Function FortniteGame.FortCheatManager.DebugThisAI // (Exec, Native, Public) void UFortCheatManager::DebugThisAI() { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("FortCheatManager", "DebugThisAI"); auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; UObject::ProcessEvent(Func, nullptr); Func->FunctionFlags = Flgs; } // Function FortniteGame.FortCheatManager.DebugUseDedicatedServer // (Final, Exec, Native, Public) // Parameters: // bool bUse (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, NativeAccessSpecifierPublic) void UFortCheatManager::DebugUseDedicatedServer(bool bUse) { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("FortCheatManager", "DebugUseDedicatedServer"); Params::FortCheatManager_DebugUseDedicatedServer Parms{}; Parms.bUse = bUse; auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; UObject::ProcessEvent(Func, &Parms); Func->FunctionFlags = Flgs; } // Function FortniteGame.FortCheatManager.DeleteWorld // (Final, Exec, Native, Public) // Parameters: // const class FString& WorldName (Parm, ZeroConstructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) void UFortCheatManager::DeleteWorld(const class FString& WorldName) { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("FortCheatManager", "DeleteWorld"); Params::FortCheatManager_DeleteWorld Parms{}; Parms.WorldName = std::move(WorldName); auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; UObject::ProcessEvent(Func, &Parms); Func->FunctionFlags = Flgs; } // Function FortniteGame.FortCheatManager.DisableAI // (Final, Exec, Native, Public) void UFortCheatManager::DisableAI() { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("FortCheatManager", "DisableAI"); auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; UObject::ProcessEvent(Func, nullptr); Func->FunctionFlags = Flgs; } // Function FortniteGame.FortCheatManager.DumpActiveGameplayEffects // (Final, Exec, Native, Public) void UFortCheatManager::DumpActiveGameplayEffects() { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("FortCheatManager", "DumpActiveGameplayEffects"); auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; UObject::ProcessEvent(Func, nullptr); Func->FunctionFlags = Flgs; } // Function FortniteGame.FortCheatManager.DumpActorsWithAssetTags // (Final, Exec, Native, Public) // Parameters: // const class FString& TagList (Parm, ZeroConstructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) void UFortCheatManager::DumpActorsWithAssetTags(const class FString& TagList) { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("FortCheatManager", "DumpActorsWithAssetTags"); Params::FortCheatManager_DumpActorsWithAssetTags Parms{}; Parms.TagList = std::move(TagList); auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; UObject::ProcessEvent(Func, &Parms); Func->FunctionFlags = Flgs; } // Function FortniteGame.FortCheatManager.DumpAllActorsWithAssetTags // (Final, Exec, Native, Public) void UFortCheatManager::DumpAllActorsWithAssetTags() { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("FortCheatManager", "DumpAllActorsWithAssetTags"); auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; UObject::ProcessEvent(Func, nullptr); Func->FunctionFlags = Flgs; } // Function FortniteGame.FortCheatManager.DumpGameStats // (Final, Exec, Native, Public) // Parameters: // const class FString& FilterName (Parm, ZeroConstructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) void UFortCheatManager::DumpGameStats(const class FString& FilterName) { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("FortCheatManager", "DumpGameStats"); Params::FortCheatManager_DumpGameStats Parms{}; Parms.FilterName = std::move(FilterName); auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; UObject::ProcessEvent(Func, &Parms); Func->FunctionFlags = Flgs; } // Function FortniteGame.FortCheatManager.EnableAltKeybinds // (Final, Exec, Native, Public) // Parameters: // bool bEnable (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, NativeAccessSpecifierPublic) void UFortCheatManager::EnableAltKeybinds(bool bEnable) { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("FortCheatManager", "EnableAltKeybinds"); Params::FortCheatManager_EnableAltKeybinds Parms{}; Parms.bEnable = bEnable; auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; UObject::ProcessEvent(Func, &Parms); Func->FunctionFlags = Flgs; } // Function FortniteGame.FortCheatManager.EnableNewCustomizationPanel // (Final, Exec, Native, Public) // Parameters: // bool bEnable (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, NativeAccessSpecifierPublic) void UFortCheatManager::EnableNewCustomizationPanel(bool bEnable) { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("FortCheatManager", "EnableNewCustomizationPanel"); Params::FortCheatManager_EnableNewCustomizationPanel Parms{}; Parms.bEnable = bEnable; auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; UObject::ProcessEvent(Func, &Parms); Func->FunctionFlags = Flgs; } // Function FortniteGame.FortCheatManager.EncounterCurrentUtilities // (Final, Exec, Native, Public) void UFortCheatManager::EncounterCurrentUtilities() { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("FortCheatManager", "EncounterCurrentUtilities"); auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; UObject::ProcessEvent(Func, nullptr); Func->FunctionFlags = Flgs; } // Function FortniteGame.FortCheatManager.EncounterInitialUtilities // (Final, Exec, Native, Public) void UFortCheatManager::EncounterInitialUtilities() { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("FortCheatManager", "EncounterInitialUtilities"); auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; UObject::ProcessEvent(Func, nullptr); Func->FunctionFlags = Flgs; } // Function FortniteGame.FortCheatManager.EncounterSetDifficultyLevel // (Final, Exec, Native, Public) // Parameters: // float NewDifficulty (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) void UFortCheatManager::EncounterSetDifficultyLevel(float NewDifficulty) { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("FortCheatManager", "EncounterSetDifficultyLevel"); Params::FortCheatManager_EncounterSetDifficultyLevel Parms{}; Parms.NewDifficulty = NewDifficulty; auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; UObject::ProcessEvent(Func, &Parms); Func->FunctionFlags = Flgs; } // Function FortniteGame.FortCheatManager.EncounterSpawnProbabilities // (Final, Exec, Native, Public) void UFortCheatManager::EncounterSpawnProbabilities() { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("FortCheatManager", "EncounterSpawnProbabilities"); auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; UObject::ProcessEvent(Func, nullptr); Func->FunctionFlags = Flgs; } // Function FortniteGame.FortCheatManager.EncounterTopUtilityPercentages // (Final, Exec, Native, Public) void UFortCheatManager::EncounterTopUtilityPercentages() { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("FortCheatManager", "EncounterTopUtilityPercentages"); auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; UObject::ProcessEvent(Func, nullptr); Func->FunctionFlags = Flgs; } // Function FortniteGame.FortCheatManager.ExecuteNewMissionGeneration // (Final, Exec, Native, Public) // Parameters: // float DifficultyLevel (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) // const class FString& GeneratorName (Parm, ZeroConstructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) void UFortCheatManager::ExecuteNewMissionGeneration(float DifficultyLevel, const class FString& GeneratorName) { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("FortCheatManager", "ExecuteNewMissionGeneration"); Params::FortCheatManager_ExecuteNewMissionGeneration Parms{}; Parms.DifficultyLevel = DifficultyLevel; Parms.GeneratorName = std::move(GeneratorName); auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; UObject::ProcessEvent(Func, &Parms); Func->FunctionFlags = Flgs; } // Function FortniteGame.FortCheatManager.FakeZoneScoreboard // (Final, Exec, Native, Public) void UFortCheatManager::FakeZoneScoreboard() { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("FortCheatManager", "FakeZoneScoreboard"); auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; UObject::ProcessEvent(Func, nullptr); Func->FunctionFlags = Flgs; } // Function FortniteGame.FortCheatManager.ForceAILODs // (Final, Exec, Native, Public) // Parameters: // EFortAILODLevel inForcedAILODValue (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) void UFortCheatManager::ForceAILODs(EFortAILODLevel inForcedAILODValue) { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("FortCheatManager", "ForceAILODs"); Params::FortCheatManager_ForceAILODs Parms{}; Parms.inForcedAILODValue = inForcedAILODValue; auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; UObject::ProcessEvent(Func, &Parms); Func->FunctionFlags = Flgs; } // Function FortniteGame.FortCheatManager.ForceHeroType // (Final, Exec, Native, Public) // Parameters: // const class FString& HeroPersistentName (Parm, ZeroConstructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) void UFortCheatManager::ForceHeroType(const class FString& HeroPersistentName) { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("FortCheatManager", "ForceHeroType"); Params::FortCheatManager_ForceHeroType Parms{}; Parms.HeroPersistentName = std::move(HeroPersistentName); auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; UObject::ProcessEvent(Func, &Parms); Func->FunctionFlags = Flgs; } // Function FortniteGame.FortCheatManager.ForceNakedOutfit // (Final, Exec, Native, Public) void UFortCheatManager::ForceNakedOutfit() { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("FortCheatManager", "ForceNakedOutfit"); auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; UObject::ProcessEvent(Func, nullptr); Func->FunctionFlags = Flgs; } // Function FortniteGame.FortCheatManager.ForceSaveMissionStateAndWorld // (Final, Exec, Native, Public) // Parameters: // const class FString& SaveFilename (Parm, ZeroConstructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) void UFortCheatManager::ForceSaveMissionStateAndWorld(const class FString& SaveFilename) { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("FortCheatManager", "ForceSaveMissionStateAndWorld"); Params::FortCheatManager_ForceSaveMissionStateAndWorld Parms{}; Parms.SaveFilename = std::move(SaveFilename); auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; UObject::ProcessEvent(Func, &Parms); Func->FunctionFlags = Flgs; } // Function FortniteGame.FortCheatManager.ForceSaveWorld // (Final, Exec, Native, Public) // Parameters: // const class FString& SaveFilename (Parm, ZeroConstructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) void UFortCheatManager::ForceSaveWorld(const class FString& SaveFilename) { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("FortCheatManager", "ForceSaveWorld"); Params::FortCheatManager_ForceSaveWorld Parms{}; Parms.SaveFilename = std::move(SaveFilename); auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; UObject::ProcessEvent(Func, &Parms); Func->FunctionFlags = Flgs; } // Function FortniteGame.FortCheatManager.ForceSetHeroRemoteCharacter // (Final, Exec, Native, Public) // Parameters: // int32 PartyMemberIndex (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) // bool bEnabled (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, NativeAccessSpecifierPublic) void UFortCheatManager::ForceSetHeroRemoteCharacter(int32 PartyMemberIndex, bool bEnabled) { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("FortCheatManager", "ForceSetHeroRemoteCharacter"); Params::FortCheatManager_ForceSetHeroRemoteCharacter Parms{}; Parms.PartyMemberIndex = PartyMemberIndex; Parms.bEnabled = bEnabled; auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; UObject::ProcessEvent(Func, &Parms); Func->FunctionFlags = Flgs; } // Function FortniteGame.FortCheatManager.ForceShowScoreboard // (Final, Exec, Native, Public) void UFortCheatManager::ForceShowScoreboard() { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("FortCheatManager", "ForceShowScoreboard"); auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; UObject::ProcessEvent(Func, nullptr); Func->FunctionFlags = Flgs; } // Function FortniteGame.FortCheatManager.GeneratePolysInPathingRange // (Final, Exec, Native, Public) // Parameters: // float MaxDistance (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) // float MinDistance (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) void UFortCheatManager::GeneratePolysInPathingRange(float MaxDistance, float MinDistance) { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("FortCheatManager", "GeneratePolysInPathingRange"); Params::FortCheatManager_GeneratePolysInPathingRange Parms{}; Parms.MaxDistance = MaxDistance; Parms.MinDistance = MinDistance; auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; UObject::ProcessEvent(Func, &Parms); Func->FunctionFlags = Flgs; } // Function FortniteGame.FortCheatManager.GetAllReplStats // (Final, Exec, Native, Public) void UFortCheatManager::GetAllReplStats() { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("FortCheatManager", "GetAllReplStats"); auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; UObject::ProcessEvent(Func, nullptr); Func->FunctionFlags = Flgs; } // Function FortniteGame.FortCheatManager.GetFocusedMissionInfo // (Final, Exec, Native, Public) void UFortCheatManager::GetFocusedMissionInfo() { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("FortCheatManager", "GetFocusedMissionInfo"); auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; UObject::ProcessEvent(Func, nullptr); Func->FunctionFlags = Flgs; } // Function FortniteGame.FortCheatManager.GetGameStat // (Final, Exec, Native, Public) // Parameters: // const class FString& StatName (Parm, ZeroConstructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) void UFortCheatManager::GetGameStat(const class FString& StatName) { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("FortCheatManager", "GetGameStat"); Params::FortCheatManager_GetGameStat Parms{}; Parms.StatName = std::move(StatName); auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; UObject::ProcessEvent(Func, &Parms); Func->FunctionFlags = Flgs; } // Function FortniteGame.FortCheatManager.GetReplStat // (Final, Exec, Native, Public) // Parameters: // EFortReplicatedStat Stat (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) void UFortCheatManager::GetReplStat(EFortReplicatedStat Stat) { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("FortCheatManager", "GetReplStat"); Params::FortCheatManager_GetReplStat Parms{}; Parms.Stat = Stat; auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; UObject::ProcessEvent(Func, &Parms); Func->FunctionFlags = Flgs; } // Function FortniteGame.FortCheatManager.GetWorldDifficulty // (Final, Exec, Native, Public) void UFortCheatManager::GetWorldDifficulty() { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("FortCheatManager", "GetWorldDifficulty"); auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; UObject::ProcessEvent(Func, nullptr); Func->FunctionFlags = Flgs; } // Function FortniteGame.FortCheatManager.GetWorldLevel // (Final, Exec, Native, Public) void UFortCheatManager::GetWorldLevel() { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("FortCheatManager", "GetWorldLevel"); auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; UObject::ProcessEvent(Func, nullptr); Func->FunctionFlags = Flgs; } // Function FortniteGame.FortCheatManager.GetWorldLockStatus // (Final, Exec, Native, Public) // Parameters: // const class FString& WUID (Parm, ZeroConstructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) void UFortCheatManager::GetWorldLockStatus(const class FString& WUID) { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("FortCheatManager", "GetWorldLockStatus"); Params::FortCheatManager_GetWorldLockStatus Parms{}; Parms.WUID = std::move(WUID); auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; UObject::ProcessEvent(Func, &Parms); Func->FunctionFlags = Flgs; } // Function FortniteGame.FortCheatManager.GetWTFRotations // (Final, Exec, Native, Public) void UFortCheatManager::GetWTFRotations() { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("FortCheatManager", "GetWTFRotations"); auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; UObject::ProcessEvent(Func, nullptr); Func->FunctionFlags = Flgs; } // Function FortniteGame.FortCheatManager.GiveAllConsumables // (Final, Exec, Native, Public) // Parameters: // int32 NumItems (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) void UFortCheatManager::GiveAllConsumables(int32 NumItems) { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("FortCheatManager", "GiveAllConsumables"); Params::FortCheatManager_GiveAllConsumables Parms{}; Parms.NumItems = NumItems; auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; UObject::ProcessEvent(Func, &Parms); Func->FunctionFlags = Flgs; } // Function FortniteGame.FortCheatManager.GiveAllDecorations // (Final, Exec, Native, Public) void UFortCheatManager::GiveAllDecorations() { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("FortCheatManager", "GiveAllDecorations"); auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; UObject::ProcessEvent(Func, nullptr); Func->FunctionFlags = Flgs; } // Function FortniteGame.FortCheatManager.GiveAllIngredients // (Final, Exec, Native, Public) // Parameters: // int32 NumIngredients (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) void UFortCheatManager::GiveAllIngredients(int32 NumIngredients) { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("FortCheatManager", "GiveAllIngredients"); Params::FortCheatManager_GiveAllIngredients Parms{}; Parms.NumIngredients = NumIngredients; auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; UObject::ProcessEvent(Func, &Parms); Func->FunctionFlags = Flgs; } // Function FortniteGame.FortCheatManager.GiveAllMelee // (Final, Exec, Native, Public) void UFortCheatManager::GiveAllMelee() { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("FortCheatManager", "GiveAllMelee"); auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; UObject::ProcessEvent(Func, nullptr); Func->FunctionFlags = Flgs; } // Function FortniteGame.FortCheatManager.GiveAllPistols // (Final, Exec, Native, Public) void UFortCheatManager::GiveAllPistols() { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("FortCheatManager", "GiveAllPistols"); auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; UObject::ProcessEvent(Func, nullptr); Func->FunctionFlags = Flgs; } // Function FortniteGame.FortCheatManager.GiveAllRifles // (Final, Exec, Native, Public) void UFortCheatManager::GiveAllRifles() { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("FortCheatManager", "GiveAllRifles"); auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; UObject::ProcessEvent(Func, nullptr); Func->FunctionFlags = Flgs; } // Function FortniteGame.FortCheatManager.GiveAllShotguns // (Final, Exec, Native, Public) void UFortCheatManager::GiveAllShotguns() { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("FortCheatManager", "GiveAllShotguns"); auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; UObject::ProcessEvent(Func, nullptr); Func->FunctionFlags = Flgs; } // Function FortniteGame.FortCheatManager.GiveAllTraps // (Final, Exec, Native, Public) // Parameters: // int32 NumItems (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) void UFortCheatManager::GiveAllTraps(int32 NumItems) { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("FortCheatManager", "GiveAllTraps"); Params::FortCheatManager_GiveAllTraps Parms{}; Parms.NumItems = NumItems; auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; UObject::ProcessEvent(Func, &Parms); Func->FunctionFlags = Flgs; } // Function FortniteGame.FortCheatManager.GiveAllWeapons // (Final, Exec, Native, Public) void UFortCheatManager::GiveAllWeapons() { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("FortCheatManager", "GiveAllWeapons"); auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; UObject::ProcessEvent(Func, nullptr); Func->FunctionFlags = Flgs; } // Function FortniteGame.FortCheatManager.GiveAmmo // (Final, Exec, Native, Public) // Parameters: // const class FString& AmmoNameAndAmmount (Parm, ZeroConstructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) void UFortCheatManager::GiveAmmo(const class FString& AmmoNameAndAmmount) { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("FortCheatManager", "GiveAmmo"); Params::FortCheatManager_GiveAmmo Parms{}; Parms.AmmoNameAndAmmount = std::move(AmmoNameAndAmmount); auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; UObject::ProcessEvent(Func, &Parms); Func->FunctionFlags = Flgs; } // Function FortniteGame.FortCheatManager.GiveBluGlo // (Final, Exec, Native, Public) // Parameters: // int32 Amount (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) void UFortCheatManager::GiveBluGlo(int32 Amount) { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("FortCheatManager", "GiveBluGlo"); Params::FortCheatManager_GiveBluGlo Parms{}; Parms.Amount = Amount; auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; UObject::ProcessEvent(Func, &Parms); Func->FunctionFlags = Flgs; } // Function FortniteGame.FortCheatManager.GiveCheatInventory // (Final, Exec, Native, Public) void UFortCheatManager::GiveCheatInventory() { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("FortCheatManager", "GiveCheatInventory"); auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; UObject::ProcessEvent(Func, nullptr); Func->FunctionFlags = Flgs; } // Function FortniteGame.FortCheatManager.GiveFakeBuildingGameplayEffect // (Final, Exec, Native, Public) // Parameters: // const class FString& BuildingTemplateId (Parm, ZeroConstructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) // int32 Level (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) void UFortCheatManager::GiveFakeBuildingGameplayEffect(const class FString& BuildingTemplateId, int32 Level) { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("FortCheatManager", "GiveFakeBuildingGameplayEffect"); Params::FortCheatManager_GiveFakeBuildingGameplayEffect Parms{}; Parms.BuildingTemplateId = std::move(BuildingTemplateId); Parms.Level = Level; auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; UObject::ProcessEvent(Func, &Parms); Func->FunctionFlags = Flgs; } // Function FortniteGame.FortCheatManager.GiveGadget // (Final, Exec, Native, Public) // Parameters: // const class FString& GadgetName (Parm, ZeroConstructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) // int32 ItemLevel (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) void UFortCheatManager::GiveGadget(const class FString& GadgetName, int32 ItemLevel) { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("FortCheatManager", "GiveGadget"); Params::FortCheatManager_GiveGadget Parms{}; Parms.GadgetName = std::move(GadgetName); Parms.ItemLevel = ItemLevel; auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; UObject::ProcessEvent(Func, &Parms); Func->FunctionFlags = Flgs; } // Function FortniteGame.FortCheatManager.GiveGadgets // (Final, Exec, Native, Public) // Parameters: // const class FString& GadgetName (Parm, ZeroConstructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) // int32 Quantity (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) // int32 ItemLevel (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) void UFortCheatManager::GiveGadgets(const class FString& GadgetName, int32 Quantity, int32 ItemLevel) { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("FortCheatManager", "GiveGadgets"); Params::FortCheatManager_GiveGadgets Parms{}; Parms.GadgetName = std::move(GadgetName); Parms.Quantity = Quantity; Parms.ItemLevel = ItemLevel; auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; UObject::ProcessEvent(Func, &Parms); Func->FunctionFlags = Flgs; } // Function FortniteGame.FortCheatManager.GiveGoodWeapons // (Final, Exec, Native, Public) void UFortCheatManager::GiveGoodWeapons() { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("FortCheatManager", "GiveGoodWeapons"); auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; UObject::ProcessEvent(Func, nullptr); Func->FunctionFlags = Flgs; } // Function FortniteGame.FortCheatManager.GiveHeroSpecialization // (Final, Exec, Native, Public) // Parameters: // const class FString& SpecializationName (Parm, ZeroConstructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) void UFortCheatManager::GiveHeroSpecialization(const class FString& SpecializationName) { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("FortCheatManager", "GiveHeroSpecialization"); Params::FortCheatManager_GiveHeroSpecialization Parms{}; Parms.SpecializationName = std::move(SpecializationName); auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; UObject::ProcessEvent(Func, &Parms); Func->FunctionFlags = Flgs; } // Function FortniteGame.FortCheatManager.GiveMetal // (Final, Exec, Native, Public) // Parameters: // int32 Amount (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) void UFortCheatManager::GiveMetal(int32 Amount) { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("FortCheatManager", "GiveMetal"); Params::FortCheatManager_GiveMetal Parms{}; Parms.Amount = Amount; auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; UObject::ProcessEvent(Func, &Parms); Func->FunctionFlags = Flgs; } // Function FortniteGame.FortCheatManager.GiveResources // (Final, Exec, Native, Public) // Parameters: // int32 Amount (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) void UFortCheatManager::GiveResources(int32 Amount) { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("FortCheatManager", "GiveResources"); Params::FortCheatManager_GiveResources Parms{}; Parms.Amount = Amount; auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; UObject::ProcessEvent(Func, &Parms); Func->FunctionFlags = Flgs; } // Function FortniteGame.FortCheatManager.GiveSBA // (Final, Exec, Native, Public) // Parameters: // const class FString& StrategicBuildingName (Parm, ZeroConstructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) void UFortCheatManager::GiveSBA(const class FString& StrategicBuildingName) { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("FortCheatManager", "GiveSBA"); Params::FortCheatManager_GiveSBA Parms{}; Parms.StrategicBuildingName = std::move(StrategicBuildingName); auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; UObject::ProcessEvent(Func, &Parms); Func->FunctionFlags = Flgs; } // Function FortniteGame.FortCheatManager.GiveSpecificItem // (Final, Exec, Native, Public) // Parameters: // const class FString& ItemPath (Parm, ZeroConstructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) // int32 ItemLevel (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) void UFortCheatManager::GiveSpecificItem(const class FString& ItemPath, int32 ItemLevel) { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("FortCheatManager", "GiveSpecificItem"); Params::FortCheatManager_GiveSpecificItem Parms{}; Parms.ItemPath = std::move(ItemPath); Parms.ItemLevel = ItemLevel; auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; UObject::ProcessEvent(Func, &Parms); Func->FunctionFlags = Flgs; } // Function FortniteGame.FortCheatManager.GiveStone // (Final, Exec, Native, Public) // Parameters: // int32 Amount (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) void UFortCheatManager::GiveStone(int32 Amount) { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("FortCheatManager", "GiveStone"); Params::FortCheatManager_GiveStone Parms{}; Parms.Amount = Amount; auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; UObject::ProcessEvent(Func, &Parms); Func->FunctionFlags = Flgs; } // Function FortniteGame.FortCheatManager.GiveTrap // (Final, Exec, Native, Public) // Parameters: // const class FString& TrapName (Parm, ZeroConstructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) // int32 RequestedLevel (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) void UFortCheatManager::GiveTrap(const class FString& TrapName, int32 RequestedLevel) { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("FortCheatManager", "GiveTrap"); Params::FortCheatManager_GiveTrap Parms{}; Parms.TrapName = std::move(TrapName); Parms.RequestedLevel = RequestedLevel; auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; UObject::ProcessEvent(Func, &Parms); Func->FunctionFlags = Flgs; } // Function FortniteGame.FortCheatManager.GiveUsefulThings // (Final, Exec, Native, Public) // Parameters: // int32 NumOfUsefulThings (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) void UFortCheatManager::GiveUsefulThings(int32 NumOfUsefulThings) { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("FortCheatManager", "GiveUsefulThings"); Params::FortCheatManager_GiveUsefulThings Parms{}; Parms.NumOfUsefulThings = NumOfUsefulThings; auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; UObject::ProcessEvent(Func, &Parms); Func->FunctionFlags = Flgs; } // Function FortniteGame.FortCheatManager.GiveWeapon // (Final, Exec, Native, Public) // Parameters: // const class FString& WeaponName (Parm, ZeroConstructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) // int32 RequestedLevel (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) void UFortCheatManager::GiveWeapon(const class FString& WeaponName, int32 RequestedLevel) { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("FortCheatManager", "GiveWeapon"); Params::FortCheatManager_GiveWeapon Parms{}; Parms.WeaponName = std::move(WeaponName); Parms.RequestedLevel = RequestedLevel; auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; UObject::ProcessEvent(Func, &Parms); Func->FunctionFlags = Flgs; } // Function FortniteGame.FortCheatManager.GiveWeapons // (Final, Exec, Native, Public) // Parameters: // class FName Tag (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) void UFortCheatManager::GiveWeapons(class FName Tag) { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("FortCheatManager", "GiveWeapons"); Params::FortCheatManager_GiveWeapons Parms{}; Parms.Tag = Tag; auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; UObject::ProcessEvent(Func, &Parms); Func->FunctionFlags = Flgs; } // Function FortniteGame.FortCheatManager.GiveWood // (Final, Exec, Native, Public) // Parameters: // int32 Amount (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) void UFortCheatManager::GiveWood(int32 Amount) { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("FortCheatManager", "GiveWood"); Params::FortCheatManager_GiveWood Parms{}; Parms.Amount = Amount; auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; UObject::ProcessEvent(Func, &Parms); Func->FunctionFlags = Flgs; } // Function FortniteGame.FortCheatManager.KillPawns // (Exec, Native, Public) // Parameters: // TSubclassOf aClass (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, UObjectWrapper, HasGetValueTypeHash, NativeAccessSpecifierPublic) void UFortCheatManager::KillPawns(TSubclassOf aClass) { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("FortCheatManager", "KillPawns"); Params::FortCheatManager_KillPawns Parms{}; Parms.aClass = aClass; auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; UObject::ProcessEvent(Func, &Parms); Func->FunctionFlags = Flgs; } // Function FortniteGame.FortCheatManager.ListActiveEncounters // (Final, Exec, Native, Public) void UFortCheatManager::ListActiveEncounters() { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("FortCheatManager", "ListActiveEncounters"); auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; UObject::ProcessEvent(Func, nullptr); Func->FunctionFlags = Flgs; } // Function FortniteGame.FortCheatManager.ListAIUtilities // (Final, Exec, Native, Public) void UFortCheatManager::ListAIUtilities() { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("FortCheatManager", "ListAIUtilities"); auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; UObject::ProcessEvent(Func, nullptr); Func->FunctionFlags = Flgs; } // Function FortniteGame.FortCheatManager.ListAmmo // (Final, Exec, Native, Public) void UFortCheatManager::ListAmmo() { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("FortCheatManager", "ListAmmo"); auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; UObject::ProcessEvent(Func, nullptr); Func->FunctionFlags = Flgs; } // Function FortniteGame.FortCheatManager.ListBannedPlayers // (Final, Exec, Native, Public) void UFortCheatManager::ListBannedPlayers() { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("FortCheatManager", "ListBannedPlayers"); auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; UObject::ProcessEvent(Func, nullptr); Func->FunctionFlags = Flgs; } // Function FortniteGame.FortCheatManager.ListCheats // (Final, Exec, Native, Public) void UFortCheatManager::ListCheats() { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("FortCheatManager", "ListCheats"); auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; UObject::ProcessEvent(Func, nullptr); Func->FunctionFlags = Flgs; } // Function FortniteGame.FortCheatManager.ListDecorations // (Final, Exec, Native, Public) void UFortCheatManager::ListDecorations() { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("FortCheatManager", "ListDecorations"); auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; UObject::ProcessEvent(Func, nullptr); Func->FunctionFlags = Flgs; } // Function FortniteGame.FortCheatManager.ListEmotes // (Final, Exec, Native, Public) void UFortCheatManager::ListEmotes() { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("FortCheatManager", "ListEmotes"); auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; UObject::ProcessEvent(Func, nullptr); Func->FunctionFlags = Flgs; } // Function FortniteGame.FortCheatManager.ListEnemyMutators // (Final, Exec, Native, Public) void UFortCheatManager::ListEnemyMutators() { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("FortCheatManager", "ListEnemyMutators"); auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; UObject::ProcessEvent(Func, nullptr); Func->FunctionFlags = Flgs; } // Function FortniteGame.FortCheatManager.ListMissionGenerators // (Final, Exec, Native, Public) void UFortCheatManager::ListMissionGenerators() { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("FortCheatManager", "ListMissionGenerators"); auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; UObject::ProcessEvent(Func, nullptr); Func->FunctionFlags = Flgs; } // Function FortniteGame.FortCheatManager.ListMissions // (Final, Exec, Native, Public) void UFortCheatManager::ListMissions() { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("FortCheatManager", "ListMissions"); auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; UObject::ProcessEvent(Func, nullptr); Func->FunctionFlags = Flgs; } // Function FortniteGame.FortCheatManager.ListSpawnGroups // (Final, Exec, Native, Public) void UFortCheatManager::ListSpawnGroups() { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("FortCheatManager", "ListSpawnGroups"); auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; UObject::ProcessEvent(Func, nullptr); Func->FunctionFlags = Flgs; } // Function FortniteGame.FortCheatManager.LoadMission // (Final, Exec, Native, Public) // Parameters: // const class FString& MissionName (Parm, ZeroConstructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) void UFortCheatManager::LoadMission(const class FString& MissionName) { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("FortCheatManager", "LoadMission"); Params::FortCheatManager_LoadMission Parms{}; Parms.MissionName = std::move(MissionName); auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; UObject::ProcessEvent(Func, &Parms); Func->FunctionFlags = Flgs; } // Function FortniteGame.FortCheatManager.LoadMissionGenerator // (Final, Exec, Native, Public) // Parameters: // const class FString& GeneratorName (Parm, ZeroConstructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) void UFortCheatManager::LoadMissionGenerator(const class FString& GeneratorName) { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("FortCheatManager", "LoadMissionGenerator"); Params::FortCheatManager_LoadMissionGenerator Parms{}; Parms.GeneratorName = std::move(GeneratorName); auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; UObject::ProcessEvent(Func, &Parms); Func->FunctionFlags = Flgs; } // Function FortniteGame.FortCheatManager.McpApplyAlteration // (Final, Exec, Native, Public) // Parameters: // const class FString& Schematic (Parm, ZeroConstructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) // const class FString& Alteration (Parm, ZeroConstructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) void UFortCheatManager::McpApplyAlteration(const class FString& Schematic, const class FString& Alteration) { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("FortCheatManager", "McpApplyAlteration"); Params::FortCheatManager_McpApplyAlteration Parms{}; Parms.Schematic = std::move(Schematic); Parms.Alteration = std::move(Alteration); auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; UObject::ProcessEvent(Func, &Parms); Func->FunctionFlags = Flgs; } // Function FortniteGame.FortCheatManager.McpCheat // (Final, Exec, Native, Public) void UFortCheatManager::McpCheat() { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("FortCheatManager", "McpCheat"); auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; UObject::ProcessEvent(Func, nullptr); Func->FunctionFlags = Flgs; } // Function FortniteGame.FortCheatManager.McpCompleteCurrentPrimaryMission // (Final, Exec, Native, Public) // Parameters: // int32 NumMissionPoints (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) void UFortCheatManager::McpCompleteCurrentPrimaryMission(int32 NumMissionPoints) { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("FortCheatManager", "McpCompleteCurrentPrimaryMission"); Params::FortCheatManager_McpCompleteCurrentPrimaryMission Parms{}; Parms.NumMissionPoints = NumMissionPoints; auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; UObject::ProcessEvent(Func, &Parms); Func->FunctionFlags = Flgs; } // Function FortniteGame.FortCheatManager.McpCompleteHexMission // (Final, Exec, Native, Public) void UFortCheatManager::McpCompleteHexMission() { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("FortCheatManager", "McpCompleteHexMission"); auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; UObject::ProcessEvent(Func, nullptr); Func->FunctionFlags = Flgs; } // Function FortniteGame.FortCheatManager.McpEarnScore // (Final, Exec, Native, Public) // Parameters: // int32 ScoreAmount (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) void UFortCheatManager::McpEarnScore(int32 ScoreAmount) { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("FortCheatManager", "McpEarnScore"); Params::FortCheatManager_McpEarnScore Parms{}; Parms.ScoreAmount = ScoreAmount; auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; UObject::ProcessEvent(Func, &Parms); Func->FunctionFlags = Flgs; } // Function FortniteGame.FortCheatManager.McpEquipCharCosmetic // (Final, Exec, Native, Public) // Parameters: // const class FString& CharacterId (Parm, ZeroConstructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) // const class FString& CosmeticId (Parm, ZeroConstructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) // int32 CosmeticType (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) void UFortCheatManager::McpEquipCharCosmetic(const class FString& CharacterId, const class FString& CosmeticId, int32 CosmeticType) { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("FortCheatManager", "McpEquipCharCosmetic"); Params::FortCheatManager_McpEquipCharCosmetic Parms{}; Parms.CharacterId = std::move(CharacterId); Parms.CosmeticId = std::move(CosmeticId); Parms.CosmeticType = CosmeticType; auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; UObject::ProcessEvent(Func, &Parms); Func->FunctionFlags = Flgs; } // Function FortniteGame.FortCheatManager.McpGetCachedPersistence // (Final, Exec, Native, Public) void UFortCheatManager::McpGetCachedPersistence() { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("FortCheatManager", "McpGetCachedPersistence"); auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; UObject::ProcessEvent(Func, nullptr); Func->FunctionFlags = Flgs; } // Function FortniteGame.FortCheatManager.McpGetCurrencyAmount // (Final, Exec, Native, Public) void UFortCheatManager::McpGetCurrencyAmount() { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("FortCheatManager", "McpGetCurrencyAmount"); auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; UObject::ProcessEvent(Func, nullptr); Func->FunctionFlags = Flgs; } // Function FortniteGame.FortCheatManager.McpGetHexMission // (Final, Exec, Native, Public) void UFortCheatManager::McpGetHexMission() { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("FortCheatManager", "McpGetHexMission"); auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; UObject::ProcessEvent(Func, nullptr); Func->FunctionFlags = Flgs; } // Function FortniteGame.FortCheatManager.McpGetPersonnelXP // (Final, Exec, Native, Public) void UFortCheatManager::McpGetPersonnelXP() { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("FortCheatManager", "McpGetPersonnelXP"); auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; UObject::ProcessEvent(Func, nullptr); Func->FunctionFlags = Flgs; } // Function FortniteGame.FortCheatManager.McpGetSchematicXP // (Final, Exec, Native, Public) void UFortCheatManager::McpGetSchematicXP() { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("FortCheatManager", "McpGetSchematicXP"); auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; UObject::ProcessEvent(Func, nullptr); Func->FunctionFlags = Flgs; } // Function FortniteGame.FortCheatManager.McpGetVersion // (Final, Exec, Native, Public) void UFortCheatManager::McpGetVersion() { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("FortCheatManager", "McpGetVersion"); auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; UObject::ProcessEvent(Func, nullptr); Func->FunctionFlags = Flgs; } // Function FortniteGame.FortCheatManager.McpGrantAllSchematics // (Final, Exec, Native, Public) void UFortCheatManager::McpGrantAllSchematics() { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("FortCheatManager", "McpGrantAllSchematics"); auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; UObject::ProcessEvent(Func, nullptr); Func->FunctionFlags = Flgs; } // Function FortniteGame.FortCheatManager.McpGrantCurrency // (Final, Exec, Native, Public) // Parameters: // int32 Amount (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) void UFortCheatManager::McpGrantCurrency(int32 Amount) { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("FortCheatManager", "McpGrantCurrency"); Params::FortCheatManager_McpGrantCurrency Parms{}; Parms.Amount = Amount; auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; UObject::ProcessEvent(Func, &Parms); Func->FunctionFlags = Flgs; } // Function FortniteGame.FortCheatManager.McpGrantItem // (Final, Exec, Native, Public) // Parameters: // const class FString& ItemId (Parm, ZeroConstructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) void UFortCheatManager::McpGrantItem(const class FString& ItemId) { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("FortCheatManager", "McpGrantItem"); Params::FortCheatManager_McpGrantItem Parms{}; Parms.ItemId = std::move(ItemId); auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; UObject::ProcessEvent(Func, &Parms); Func->FunctionFlags = Flgs; } // Function FortniteGame.FortCheatManager.McpGrantPersonnelXP // (Final, Exec, Native, Public) // Parameters: // int32 Amount (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) void UFortCheatManager::McpGrantPersonnelXP(int32 Amount) { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("FortCheatManager", "McpGrantPersonnelXP"); Params::FortCheatManager_McpGrantPersonnelXP Parms{}; Parms.Amount = Amount; auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; UObject::ProcessEvent(Func, &Parms); Func->FunctionFlags = Flgs; } // Function FortniteGame.FortCheatManager.McpGrantSchematicXP // (Final, Exec, Native, Public) // Parameters: // int32 Amount (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) void UFortCheatManager::McpGrantSchematicXP(int32 Amount) { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("FortCheatManager", "McpGrantSchematicXP"); Params::FortCheatManager_McpGrantSchematicXP Parms{}; Parms.Amount = Amount; auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; UObject::ProcessEvent(Func, &Parms); Func->FunctionFlags = Flgs; } // Function FortniteGame.FortCheatManager.McpHeroAssignToBuilding // (Final, Exec, Native, Public) // Parameters: // const class FString& HeroName (Parm, ZeroConstructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) // const class FString& BuildingType (Parm, ZeroConstructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) // int32 SlotIdx (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) void UFortCheatManager::McpHeroAssignToBuilding(const class FString& HeroName, const class FString& BuildingType, int32 SlotIdx) { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("FortCheatManager", "McpHeroAssignToBuilding"); Params::FortCheatManager_McpHeroAssignToBuilding Parms{}; Parms.HeroName = std::move(HeroName); Parms.BuildingType = std::move(BuildingType); Parms.SlotIdx = SlotIdx; auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; UObject::ProcessEvent(Func, &Parms); Func->FunctionFlags = Flgs; } // Function FortniteGame.FortCheatManager.McpHeroCreate // (Final, Exec, Native, Public) // Parameters: // const class FString& HeroType (Parm, ZeroConstructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) // const class FString& Name_0 (Parm, ZeroConstructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) void UFortCheatManager::McpHeroCreate(const class FString& HeroType, const class FString& Name_0) { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("FortCheatManager", "McpHeroCreate"); Params::FortCheatManager_McpHeroCreate Parms{}; Parms.HeroType = std::move(HeroType); Parms.Name_0 = std::move(Name_0); auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; UObject::ProcessEvent(Func, &Parms); Func->FunctionFlags = Flgs; } // Function FortniteGame.FortCheatManager.McpHeroDelete // (Final, Exec, Native, Public) // Parameters: // const class FString& HeroName (Parm, ZeroConstructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) void UFortCheatManager::McpHeroDelete(const class FString& HeroName) { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("FortCheatManager", "McpHeroDelete"); Params::FortCheatManager_McpHeroDelete Parms{}; Parms.HeroName = std::move(HeroName); auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; UObject::ProcessEvent(Func, &Parms); Func->FunctionFlags = Flgs; } // Function FortniteGame.FortCheatManager.McpHeroRename // (Final, Exec, Native, Public) // Parameters: // const class FString& OldHeroName (Parm, ZeroConstructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) // const class FString& NewHeroName (Parm, ZeroConstructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) void UFortCheatManager::McpHeroRename(const class FString& OldHeroName, const class FString& NewHeroName) { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("FortCheatManager", "McpHeroRename"); Params::FortCheatManager_McpHeroRename Parms{}; Parms.OldHeroName = std::move(OldHeroName); Parms.NewHeroName = std::move(NewHeroName); auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; UObject::ProcessEvent(Func, &Parms); Func->FunctionFlags = Flgs; } // Function FortniteGame.FortCheatManager.McpHostGetAllPlayerCachedPersistence // (Final, Exec, Native, Public) void UFortCheatManager::McpHostGetAllPlayerCachedPersistence() { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("FortCheatManager", "McpHostGetAllPlayerCachedPersistence"); auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; UObject::ProcessEvent(Func, nullptr); Func->FunctionFlags = Flgs; } // Function FortniteGame.FortCheatManager.McpHostGetPlayers // (Final, Exec, Native, Public) void UFortCheatManager::McpHostGetPlayers() { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("FortCheatManager", "McpHostGetPlayers"); auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; UObject::ProcessEvent(Func, nullptr); Func->FunctionFlags = Flgs; } // Function FortniteGame.FortCheatManager.McpHostGrantAllPlayersSchematic // (Final, Exec, Native, Public) // Parameters: // const class FString& SchematicId (Parm, ZeroConstructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) void UFortCheatManager::McpHostGrantAllPlayersSchematic(const class FString& SchematicId) { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("FortCheatManager", "McpHostGrantAllPlayersSchematic"); Params::FortCheatManager_McpHostGrantAllPlayersSchematic Parms{}; Parms.SchematicId = std::move(SchematicId); auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; UObject::ProcessEvent(Func, &Parms); Func->FunctionFlags = Flgs; } // Function FortniteGame.FortCheatManager.McpLogout // (Final, Exec, Native, Public) void UFortCheatManager::McpLogout() { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("FortCheatManager", "McpLogout"); auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; UObject::ProcessEvent(Func, nullptr); Func->FunctionFlags = Flgs; } // Function FortniteGame.FortCheatManager.McpOpenCardPack // (Final, Exec, Native, Public) // Parameters: // const class FString& CardPackItemId (Parm, ZeroConstructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) // int32 SelectionIdx (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) void UFortCheatManager::McpOpenCardPack(const class FString& CardPackItemId, int32 SelectionIdx) { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("FortCheatManager", "McpOpenCardPack"); Params::FortCheatManager_McpOpenCardPack Parms{}; Parms.CardPackItemId = std::move(CardPackItemId); Parms.SelectionIdx = SelectionIdx; auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; UObject::ProcessEvent(Func, &Parms); Func->FunctionFlags = Flgs; } // Function FortniteGame.FortCheatManager.McpRecycleItem // (Final, Exec, Native, Public) // Parameters: // const class FString& ItemToRecycle (Parm, ZeroConstructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) void UFortCheatManager::McpRecycleItem(const class FString& ItemToRecycle) { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("FortCheatManager", "McpRecycleItem"); Params::FortCheatManager_McpRecycleItem Parms{}; Parms.ItemToRecycle = std::move(ItemToRecycle); auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; UObject::ProcessEvent(Func, &Parms); Func->FunctionFlags = Flgs; } // Function FortniteGame.FortCheatManager.McpRedeemPurchases // (Final, Exec, Native, Public) void UFortCheatManager::McpRedeemPurchases() { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("FortCheatManager", "McpRedeemPurchases"); auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; UObject::ProcessEvent(Func, nullptr); Func->FunctionFlags = Flgs; } // Function FortniteGame.FortCheatManager.McpRefreshCatalog // (Final, Exec, Native, Public) void UFortCheatManager::McpRefreshCatalog() { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("FortCheatManager", "McpRefreshCatalog"); auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; UObject::ProcessEvent(Func, nullptr); Func->FunctionFlags = Flgs; } // Function FortniteGame.FortCheatManager.McpRefreshProfile // (Final, Exec, Native, Public) void UFortCheatManager::McpRefreshProfile() { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("FortCheatManager", "McpRefreshProfile"); auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; UObject::ProcessEvent(Func, nullptr); Func->FunctionFlags = Flgs; } // Function FortniteGame.FortCheatManager.McpResetPersistence // (Final, Exec, Native, Public) void UFortCheatManager::McpResetPersistence() { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("FortCheatManager", "McpResetPersistence"); auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; UObject::ProcessEvent(Func, nullptr); Func->FunctionFlags = Flgs; } // Function FortniteGame.FortCheatManager.McpUpgradeItem // (Final, Exec, Native, Public) // Parameters: // const class FString& ItemToUpgrade (Parm, ZeroConstructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) void UFortCheatManager::McpUpgradeItem(const class FString& ItemToUpgrade) { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("FortCheatManager", "McpUpgradeItem"); Params::FortCheatManager_McpUpgradeItem Parms{}; Parms.ItemToUpgrade = std::move(ItemToUpgrade); auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; UObject::ProcessEvent(Func, &Parms); Func->FunctionFlags = Flgs; } // Function FortniteGame.FortCheatManager.MissionForceFailure // (Final, Exec, Native, Public) // Parameters: // const class FString& MissionName (Parm, ZeroConstructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) void UFortCheatManager::MissionForceFailure(const class FString& MissionName) { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("FortCheatManager", "MissionForceFailure"); Params::FortCheatManager_MissionForceFailure Parms{}; Parms.MissionName = std::move(MissionName); auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; UObject::ProcessEvent(Func, &Parms); Func->FunctionFlags = Flgs; } // Function FortniteGame.FortCheatManager.MissionForcePrimarySuccess // (Final, Exec, Native, Public) void UFortCheatManager::MissionForcePrimarySuccess() { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("FortCheatManager", "MissionForcePrimarySuccess"); auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; UObject::ProcessEvent(Func, nullptr); Func->FunctionFlags = Flgs; } // Function FortniteGame.FortCheatManager.MissionForceSuccess // (Final, Exec, Native, Public) // Parameters: // const class FString& MissionName (Parm, ZeroConstructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) void UFortCheatManager::MissionForceSuccess(const class FString& MissionName) { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("FortCheatManager", "MissionForceSuccess"); Params::FortCheatManager_MissionForceSuccess Parms{}; Parms.MissionName = std::move(MissionName); auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; UObject::ProcessEvent(Func, &Parms); Func->FunctionFlags = Flgs; } // Function FortniteGame.FortCheatManager.ModItemDurability // (Final, Exec, Native, Public) // Parameters: // float InValue (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) void UFortCheatManager::ModItemDurability(float InValue) { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("FortCheatManager", "ModItemDurability"); Params::FortCheatManager_ModItemDurability Parms{}; Parms.InValue = InValue; auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; UObject::ProcessEvent(Func, &Parms); Func->FunctionFlags = Flgs; } // Function FortniteGame.FortCheatManager.MyFortAddHeroSlot // (Final, Exec, Native, Public) void UFortCheatManager::MyFortAddHeroSlot() { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("FortCheatManager", "MyFortAddHeroSlot"); auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; UObject::ProcessEvent(Func, nullptr); Func->FunctionFlags = Flgs; } // Function FortniteGame.FortCheatManager.MyFortAddWorker // (Final, Exec, Native, Public) void UFortCheatManager::MyFortAddWorker() { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("FortCheatManager", "MyFortAddWorker"); auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; UObject::ProcessEvent(Func, nullptr); Func->FunctionFlags = Flgs; } // Function FortniteGame.FortCheatManager.MyFortCollectAccumulatedResources // (Final, Exec, Native, Public) // Parameters: // EFortPersistentResources ResourceType (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) void UFortCheatManager::MyFortCollectAccumulatedResources(EFortPersistentResources ResourceType) { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("FortCheatManager", "MyFortCollectAccumulatedResources"); Params::FortCheatManager_MyFortCollectAccumulatedResources Parms{}; Parms.ResourceType = ResourceType; auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; UObject::ProcessEvent(Func, &Parms); Func->FunctionFlags = Flgs; } // Function FortniteGame.FortCheatManager.MyFortConsumeAllResources // (Final, Exec, Native, Public) // Parameters: // int32 Amount (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) void UFortCheatManager::MyFortConsumeAllResources(int32 Amount) { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("FortCheatManager", "MyFortConsumeAllResources"); Params::FortCheatManager_MyFortConsumeAllResources Parms{}; Parms.Amount = Amount; auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; UObject::ProcessEvent(Func, &Parms); Func->FunctionFlags = Flgs; } // Function FortniteGame.FortCheatManager.MyFortConsumeResources // (Final, Exec, Native, Public) // Parameters: // int32 Amount (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) // EFortPersistentResources ResourceType (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) void UFortCheatManager::MyFortConsumeResources(int32 Amount, EFortPersistentResources ResourceType) { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("FortCheatManager", "MyFortConsumeResources"); Params::FortCheatManager_MyFortConsumeResources Parms{}; Parms.Amount = Amount; Parms.ResourceType = ResourceType; auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; UObject::ProcessEvent(Func, &Parms); Func->FunctionFlags = Flgs; } // Function FortniteGame.FortCheatManager.MyFortFillWarehouse // (Final, Exec, Native, Public) // Parameters: // EFortPersistentResources ResourceType (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) void UFortCheatManager::MyFortFillWarehouse(EFortPersistentResources ResourceType) { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("FortCheatManager", "MyFortFillWarehouse"); Params::FortCheatManager_MyFortFillWarehouse Parms{}; Parms.ResourceType = ResourceType; auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; UObject::ProcessEvent(Func, &Parms); Func->FunctionFlags = Flgs; } // Function FortniteGame.FortCheatManager.MyFortGrantAllResources // (Final, Exec, Native, Public) // Parameters: // int32 Amount (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) void UFortCheatManager::MyFortGrantAllResources(int32 Amount) { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("FortCheatManager", "MyFortGrantAllResources"); Params::FortCheatManager_MyFortGrantAllResources Parms{}; Parms.Amount = Amount; auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; UObject::ProcessEvent(Func, &Parms); Func->FunctionFlags = Flgs; } // Function FortniteGame.FortCheatManager.MyFortRequestUpdate // (Final, Exec, Native, Public) void UFortCheatManager::MyFortRequestUpdate() { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("FortCheatManager", "MyFortRequestUpdate"); auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; UObject::ProcessEvent(Func, nullptr); Func->FunctionFlags = Flgs; } // Function FortniteGame.FortCheatManager.MyFortSetChecksDisabled // (Final, Exec, Native, Public) // Parameters: // bool bSet (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, NativeAccessSpecifierPublic) void UFortCheatManager::MyFortSetChecksDisabled(bool bSet) { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("FortCheatManager", "MyFortSetChecksDisabled"); Params::FortCheatManager_MyFortSetChecksDisabled Parms{}; Parms.bSet = bSet; auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; UObject::ProcessEvent(Func, &Parms); Func->FunctionFlags = Flgs; } // Function FortniteGame.FortCheatManager.MyFortTestDefaultHeroId // (Final, Exec, Native, Public) void UFortCheatManager::MyFortTestDefaultHeroId() { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("FortCheatManager", "MyFortTestDefaultHeroId"); auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; UObject::ProcessEvent(Func, nullptr); Func->FunctionFlags = Flgs; } // Function FortniteGame.FortCheatManager.MyFortTestLastRatings // (Final, Exec, Native, Public) // Parameters: // const class FString& BuildingId (Parm, ZeroConstructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) // int32 LastMaxLevel (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) // int32 LastMaxRating (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) void UFortCheatManager::MyFortTestLastRatings(const class FString& BuildingId, int32 LastMaxLevel, int32 LastMaxRating) { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("FortCheatManager", "MyFortTestLastRatings"); Params::FortCheatManager_MyFortTestLastRatings Parms{}; Parms.BuildingId = std::move(BuildingId); Parms.LastMaxLevel = LastMaxLevel; Parms.LastMaxRating = LastMaxRating; auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; UObject::ProcessEvent(Func, &Parms); Func->FunctionFlags = Flgs; } // Function FortniteGame.FortCheatManager.MyFortUpgradeBuilding // (Final, Exec, Native, Public) // Parameters: // const class FString& BuildingId (Parm, ZeroConstructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) void UFortCheatManager::MyFortUpgradeBuilding(const class FString& BuildingId) { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("FortCheatManager", "MyFortUpgradeBuilding"); Params::FortCheatManager_MyFortUpgradeBuilding Parms{}; Parms.BuildingId = std::move(BuildingId); auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; UObject::ProcessEvent(Func, &Parms); Func->FunctionFlags = Flgs; } // Function FortniteGame.FortCheatManager.MyTownToggleBetweenKeepAndManor // (Final, Exec, Native, Public) // Parameters: // bool bNowShowKeep (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, NativeAccessSpecifierPublic) void UFortCheatManager::MyTownToggleBetweenKeepAndManor(bool bNowShowKeep) { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("FortCheatManager", "MyTownToggleBetweenKeepAndManor"); Params::FortCheatManager_MyTownToggleBetweenKeepAndManor Parms{}; Parms.bNowShowKeep = bNowShowKeep; auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; UObject::ProcessEvent(Func, &Parms); Func->FunctionFlags = Flgs; } // Function FortniteGame.FortCheatManager.MyTownToggleFriendsHomeBase // (Final, Exec, Native, Public) // Parameters: // const class FString& FriendsAccountId (Parm, ZeroConstructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) // const class FString& FriendsName (Parm, ZeroConstructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) void UFortCheatManager::MyTownToggleFriendsHomeBase(const class FString& FriendsAccountId, const class FString& FriendsName) { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("FortCheatManager", "MyTownToggleFriendsHomeBase"); Params::FortCheatManager_MyTownToggleFriendsHomeBase Parms{}; Parms.FriendsAccountId = std::move(FriendsAccountId); Parms.FriendsName = std::move(FriendsName); auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; UObject::ProcessEvent(Func, &Parms); Func->FunctionFlags = Flgs; } // Function FortniteGame.FortCheatManager.OpenClassSelectScreen // (Final, Exec, Native, Public) void UFortCheatManager::OpenClassSelectScreen() { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("FortCheatManager", "OpenClassSelectScreen"); auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; UObject::ProcessEvent(Func, nullptr); Func->FunctionFlags = Flgs; } // Function FortniteGame.FortCheatManager.PrintShotReport // (Final, Exec, Native, Public) void UFortCheatManager::PrintShotReport() { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("FortCheatManager", "PrintShotReport"); auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; UObject::ProcessEvent(Func, nullptr); Func->FunctionFlags = Flgs; } // Function FortniteGame.FortCheatManager.PrintTileWorld // (Final, Exec, Native, Public) void UFortCheatManager::PrintTileWorld() { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("FortCheatManager", "PrintTileWorld"); auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; UObject::ProcessEvent(Func, nullptr); Func->FunctionFlags = Flgs; } // Function FortniteGame.FortCheatManager.RefreshTheaters // (Final, Exec, Native, Public) void UFortCheatManager::RefreshTheaters() { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("FortCheatManager", "RefreshTheaters"); auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; UObject::ProcessEvent(Func, nullptr); Func->FunctionFlags = Flgs; } // Function FortniteGame.FortCheatManager.RegenerateZoneMissions // (Final, Exec, Native, Public) // Parameters: // bool bUseNewMissionGeneration (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, NativeAccessSpecifierPublic) void UFortCheatManager::RegenerateZoneMissions(bool bUseNewMissionGeneration) { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("FortCheatManager", "RegenerateZoneMissions"); Params::FortCheatManager_RegenerateZoneMissions Parms{}; Parms.bUseNewMissionGeneration = bUseNewMissionGeneration; auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; UObject::ProcessEvent(Func, &Parms); Func->FunctionFlags = Flgs; } // Function FortniteGame.FortCheatManager.RegenerateZoneMissionsWithDifficultyLevel // (Final, Exec, Native, Public) // Parameters: // bool bUseNewMissionGeneration (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, NativeAccessSpecifierPublic) // float DifficultyLevelOverride (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) void UFortCheatManager::RegenerateZoneMissionsWithDifficultyLevel(bool bUseNewMissionGeneration, float DifficultyLevelOverride) { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("FortCheatManager", "RegenerateZoneMissionsWithDifficultyLevel"); Params::FortCheatManager_RegenerateZoneMissionsWithDifficultyLevel Parms{}; Parms.bUseNewMissionGeneration = bUseNewMissionGeneration; Parms.DifficultyLevelOverride = DifficultyLevelOverride; auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; UObject::ProcessEvent(Func, &Parms); Func->FunctionFlags = Flgs; } // Function FortniteGame.FortCheatManager.ReInitHUD // (Final, Exec, Native, Public) void UFortCheatManager::ReInitHUD() { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("FortCheatManager", "ReInitHUD"); auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; UObject::ProcessEvent(Func, nullptr); Func->FunctionFlags = Flgs; } // Function FortniteGame.FortCheatManager.ReloadUI // (Final, Exec, Native, Public) void UFortCheatManager::ReloadUI() { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("FortCheatManager", "ReloadUI"); auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; UObject::ProcessEvent(Func, nullptr); Func->FunctionFlags = Flgs; } // Function FortniteGame.FortCheatManager.ReloadUMG // (Final, Exec, Native, Public) void UFortCheatManager::ReloadUMG() { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("FortCheatManager", "ReloadUMG"); auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; UObject::ProcessEvent(Func, nullptr); Func->FunctionFlags = Flgs; } // Function FortniteGame.FortCheatManager.ReRandomizeTiles // (Final, Exec, Native, Public) void UFortCheatManager::ReRandomizeTiles() { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("FortCheatManager", "ReRandomizeTiles"); auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; UObject::ProcessEvent(Func, nullptr); Func->FunctionFlags = Flgs; } // Function FortniteGame.FortCheatManager.ResetEncounterWave // (Final, Exec, Native, Public) void UFortCheatManager::ResetEncounterWave() { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("FortCheatManager", "ResetEncounterWave"); auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; UObject::ProcessEvent(Func, nullptr); Func->FunctionFlags = Flgs; } // Function FortniteGame.FortCheatManager.ResetMaxAITracking // (Final, Exec, Native, Public) void UFortCheatManager::ResetMaxAITracking() { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("FortCheatManager", "ResetMaxAITracking"); auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; UObject::ProcessEvent(Func, nullptr); Func->FunctionFlags = Flgs; } // Function FortniteGame.FortCheatManager.RunMonteCarlo // (Final, Exec, Native, Public) // Parameters: // int32 X (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) // int32 Y (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) // const class FString& TileGroup (Parm, ZeroConstructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) // int32 NumIterations (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) void UFortCheatManager::RunMonteCarlo(int32 X, int32 Y, const class FString& TileGroup, int32 NumIterations) { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("FortCheatManager", "RunMonteCarlo"); Params::FortCheatManager_RunMonteCarlo Parms{}; Parms.X = X; Parms.Y = Y; Parms.TileGroup = std::move(TileGroup); Parms.NumIterations = NumIterations; auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; UObject::ProcessEvent(Func, &Parms); Func->FunctionFlags = Flgs; } // Function FortniteGame.FortCheatManager.SendCheatNotifications // (Final, Exec, Native, Public) // Parameters: // int32 NumOfNotifications (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) void UFortCheatManager::SendCheatNotifications(int32 NumOfNotifications) { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("FortCheatManager", "SendCheatNotifications"); Params::FortCheatManager_SendCheatNotifications Parms{}; Parms.NumOfNotifications = NumOfNotifications; auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; UObject::ProcessEvent(Func, &Parms); Func->FunctionFlags = Flgs; } // Function FortniteGame.FortCheatManager.SendMissionEvent // (Final, Exec, Native, Public) // Parameters: // const class FString& MissionEventName (Parm, ZeroConstructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) void UFortCheatManager::SendMissionEvent(const class FString& MissionEventName) { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("FortCheatManager", "SendMissionEvent"); Params::FortCheatManager_SendMissionEvent Parms{}; Parms.MissionEventName = std::move(MissionEventName); auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; UObject::ProcessEvent(Func, &Parms); Func->FunctionFlags = Flgs; } // Function FortniteGame.FortCheatManager.SendQuestEvent // (Final, Exec, Native, Public) // Parameters: // class FName Type (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) // class FName TargetTag (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) // class FName SourceTag (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) // class FName ContextTag (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) void UFortCheatManager::SendQuestEvent(class FName Type, class FName TargetTag, class FName SourceTag, class FName ContextTag) { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("FortCheatManager", "SendQuestEvent"); Params::FortCheatManager_SendQuestEvent Parms{}; Parms.Type = Type; Parms.TargetTag = TargetTag; Parms.SourceTag = SourceTag; Parms.ContextTag = ContextTag; auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; UObject::ProcessEvent(Func, &Parms); Func->FunctionFlags = Flgs; } // Function FortniteGame.FortCheatManager.SetActionMappingEnabled // (Final, Exec, Native, Public) // Parameters: // class FName Action (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) // bool bEnabled (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, NativeAccessSpecifierPublic) void UFortCheatManager::SetActionMappingEnabled(class FName Action, bool bEnabled) { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("FortCheatManager", "SetActionMappingEnabled"); Params::FortCheatManager_SetActionMappingEnabled Parms{}; Parms.Action = Action; Parms.bEnabled = bEnabled; auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; UObject::ProcessEvent(Func, &Parms); Func->FunctionFlags = Flgs; } // Function FortniteGame.FortCheatManager.SetAimMode // (Final, Exec, Native, Public) // Parameters: // uint32 Mode (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) void UFortCheatManager::SetAimMode(uint32 Mode) { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("FortCheatManager", "SetAimMode"); Params::FortCheatManager_SetAimMode Parms{}; Parms.Mode = Mode; auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; UObject::ProcessEvent(Func, &Parms); Func->FunctionFlags = Flgs; } // Function FortniteGame.FortCheatManager.SetBaseScaleLevelOverride // (Final, Exec, Native, Public) // Parameters: // float BaseScaleLevelOverrideValue (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) void UFortCheatManager::SetBaseScaleLevelOverride(float BaseScaleLevelOverrideValue) { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("FortCheatManager", "SetBaseScaleLevelOverride"); Params::FortCheatManager_SetBaseScaleLevelOverride Parms{}; Parms.BaseScaleLevelOverrideValue = BaseScaleLevelOverrideValue; auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; UObject::ProcessEvent(Func, &Parms); Func->FunctionFlags = Flgs; } // Function FortniteGame.FortCheatManager.SetBTProbability // (Final, Exec, Native, Public) // Parameters: // float Propability (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) void UFortCheatManager::SetBTProbability(float Propability) { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("FortCheatManager", "SetBTProbability"); Params::FortCheatManager_SetBTProbability Parms{}; Parms.Propability = Propability; auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; UObject::ProcessEvent(Func, &Parms); Func->FunctionFlags = Flgs; } // Function FortniteGame.FortCheatManager.SetBuildAnimCheatHeight // (Exec, Native, Public) // Parameters: // float NewHeight (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) void UFortCheatManager::SetBuildAnimCheatHeight(float NewHeight) { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("FortCheatManager", "SetBuildAnimCheatHeight"); Params::FortCheatManager_SetBuildAnimCheatHeight Parms{}; Parms.NewHeight = NewHeight; auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; UObject::ProcessEvent(Func, &Parms); Func->FunctionFlags = Flgs; } // Function FortniteGame.FortCheatManager.SetBuildAnimCheatSpeedMultiplier // (Exec, Native, Public) // Parameters: // float NewMultiplier (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) void UFortCheatManager::SetBuildAnimCheatSpeedMultiplier(float NewMultiplier) { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("FortCheatManager", "SetBuildAnimCheatSpeedMultiplier"); Params::FortCheatManager_SetBuildAnimCheatSpeedMultiplier Parms{}; Parms.NewMultiplier = NewMultiplier; auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; UObject::ProcessEvent(Func, &Parms); Func->FunctionFlags = Flgs; } // Function FortniteGame.FortCheatManager.SetBuildAnimCheatStartDelay // (Exec, Native, Public) // Parameters: // float MaxRandDelay (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) void UFortCheatManager::SetBuildAnimCheatStartDelay(float MaxRandDelay) { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("FortCheatManager", "SetBuildAnimCheatStartDelay"); Params::FortCheatManager_SetBuildAnimCheatStartDelay Parms{}; Parms.MaxRandDelay = MaxRandDelay; auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; UObject::ProcessEvent(Func, &Parms); Func->FunctionFlags = Flgs; } // Function FortniteGame.FortCheatManager.SetCameraDistanceMultiplier // (Final, Exec, Native, Public) // Parameters: // float XMultiplier (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) // float YMultiplier (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) // float ZMultiplier (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) void UFortCheatManager::SetCameraDistanceMultiplier(float XMultiplier, float YMultiplier, float ZMultiplier) { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("FortCheatManager", "SetCameraDistanceMultiplier"); Params::FortCheatManager_SetCameraDistanceMultiplier Parms{}; Parms.XMultiplier = XMultiplier; Parms.YMultiplier = YMultiplier; Parms.ZMultiplier = ZMultiplier; auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; UObject::ProcessEvent(Func, &Parms); Func->FunctionFlags = Flgs; } // Function FortniteGame.FortCheatManager.SetCameraFOVMultiplier // (Final, Exec, Native, Public) // Parameters: // float Multiplier (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) void UFortCheatManager::SetCameraFOVMultiplier(float Multiplier) { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("FortCheatManager", "SetCameraFOVMultiplier"); Params::FortCheatManager_SetCameraFOVMultiplier Parms{}; Parms.Multiplier = Multiplier; auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; UObject::ProcessEvent(Func, &Parms); Func->FunctionFlags = Flgs; } // Function FortniteGame.FortCheatManager.SetCameraPrototype // (Final, Exec, Native, Public) // Parameters: // class FName ProtoName (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) void UFortCheatManager::SetCameraPrototype(class FName ProtoName) { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("FortCheatManager", "SetCameraPrototype"); Params::FortCheatManager_SetCameraPrototype Parms{}; Parms.ProtoName = ProtoName; auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; UObject::ProcessEvent(Func, &Parms); Func->FunctionFlags = Flgs; } // Function FortniteGame.FortCheatManager.SetCapturePercentage // (Final, Exec, Native, Public) // Parameters: // float NewCapturePercentage (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) void UFortCheatManager::SetCapturePercentage(float NewCapturePercentage) { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("FortCheatManager", "SetCapturePercentage"); Params::FortCheatManager_SetCapturePercentage Parms{}; Parms.NewCapturePercentage = NewCapturePercentage; auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; UObject::ProcessEvent(Func, &Parms); Func->FunctionFlags = Flgs; } // Function FortniteGame.FortCheatManager.SetCombatGraphHistoryLength // (Exec, Native, Public) // Parameters: // int32 Seconds (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) void UFortCheatManager::SetCombatGraphHistoryLength(int32 Seconds) { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("FortCheatManager", "SetCombatGraphHistoryLength"); Params::FortCheatManager_SetCombatGraphHistoryLength Parms{}; Parms.Seconds = Seconds; auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; UObject::ProcessEvent(Func, &Parms); Func->FunctionFlags = Flgs; } // Function FortniteGame.FortCheatManager.SetCullValues // (Final, Exec, Native, Public) // Parameters: // float DefaultCullObjectSize (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) // float DefaultCullDistance (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) // float MinCullObjectSize (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) // float MinCullDistance (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) // float MaxCullObjectSize (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) // float MaxCullDistance (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) void UFortCheatManager::SetCullValues(float DefaultCullObjectSize, float DefaultCullDistance, float MinCullObjectSize, float MinCullDistance, float MaxCullObjectSize, float MaxCullDistance) { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("FortCheatManager", "SetCullValues"); Params::FortCheatManager_SetCullValues Parms{}; Parms.DefaultCullObjectSize = DefaultCullObjectSize; Parms.DefaultCullDistance = DefaultCullDistance; Parms.MinCullObjectSize = MinCullObjectSize; Parms.MinCullDistance = MinCullDistance; Parms.MaxCullObjectSize = MaxCullObjectSize; Parms.MaxCullDistance = MaxCullDistance; auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; UObject::ProcessEvent(Func, &Parms); Func->FunctionFlags = Flgs; } // Function FortniteGame.FortCheatManager.SetCurrentEncounterToDebug // (Final, Exec, Native, Public) // Parameters: // int32 EncounterIndex (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) void UFortCheatManager::SetCurrentEncounterToDebug(int32 EncounterIndex) { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("FortCheatManager", "SetCurrentEncounterToDebug"); Params::FortCheatManager_SetCurrentEncounterToDebug Parms{}; Parms.EncounterIndex = EncounterIndex; auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; UObject::ProcessEvent(Func, &Parms); Func->FunctionFlags = Flgs; } // Function FortniteGame.FortCheatManager.SetEncounterDirections // (Final, Exec, Native, Public) // Parameters: // const TArray& Directions (Parm, ZeroConstructor, NativeAccessSpecifierPublic) void UFortCheatManager::SetEncounterDirections(const TArray& Directions) { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("FortCheatManager", "SetEncounterDirections"); Params::FortCheatManager_SetEncounterDirections Parms{}; Parms.Directions = std::move(Directions); auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; UObject::ProcessEvent(Func, &Parms); Func->FunctionFlags = Flgs; } // Function FortniteGame.FortCheatManager.SetEncounterGraphsHistoryLength // (Exec, Native, Public) // Parameters: // int32 Seconds (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) void UFortCheatManager::SetEncounterGraphsHistoryLength(int32 Seconds) { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("FortCheatManager", "SetEncounterGraphsHistoryLength"); Params::FortCheatManager_SetEncounterGraphsHistoryLength Parms{}; Parms.Seconds = Seconds; auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; UObject::ProcessEvent(Func, &Parms); Func->FunctionFlags = Flgs; } // Function FortniteGame.FortCheatManager.SetEncounterSimulatedNumberOfPlayers // (Final, Exec, Native, Public) // Parameters: // int32 NumPlayers (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) void UFortCheatManager::SetEncounterSimulatedNumberOfPlayers(int32 NumPlayers) { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("FortCheatManager", "SetEncounterSimulatedNumberOfPlayers"); Params::FortCheatManager_SetEncounterSimulatedNumberOfPlayers Parms{}; Parms.NumPlayers = NumPlayers; auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; UObject::ProcessEvent(Func, &Parms); Func->FunctionFlags = Flgs; } // Function FortniteGame.FortCheatManager.SetEncounterSpawnPointsCap // (Final, Exec, Native, Public) // Parameters: // int32 SpawnPointsCap (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) void UFortCheatManager::SetEncounterSpawnPointsCap(int32 SpawnPointsCap) { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("FortCheatManager", "SetEncounterSpawnPointsCap"); Params::FortCheatManager_SetEncounterSpawnPointsCap Parms{}; Parms.SpawnPointsCap = SpawnPointsCap; auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; UObject::ProcessEvent(Func, &Parms); Func->FunctionFlags = Flgs; } // Function FortniteGame.FortCheatManager.SetEncounterSpawnPointsCurve // (Final, Exec, Native, Public) // Parameters: // const class FString& CurveName (Parm, ZeroConstructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) void UFortCheatManager::SetEncounterSpawnPointsCurve(const class FString& CurveName) { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("FortCheatManager", "SetEncounterSpawnPointsCurve"); Params::FortCheatManager_SetEncounterSpawnPointsCurve Parms{}; Parms.CurveName = std::move(CurveName); auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; UObject::ProcessEvent(Func, &Parms); Func->FunctionFlags = Flgs; } // Function FortniteGame.FortCheatManager.SetEncounterTopUtilityPercentages // (Final, Exec, Native, Public) // Parameters: // const class FString& UtilitiesAndPercentages (Parm, ZeroConstructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) void UFortCheatManager::SetEncounterTopUtilityPercentages(const class FString& UtilitiesAndPercentages) { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("FortCheatManager", "SetEncounterTopUtilityPercentages"); Params::FortCheatManager_SetEncounterTopUtilityPercentages Parms{}; Parms.UtilitiesAndPercentages = std::move(UtilitiesAndPercentages); auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; UObject::ProcessEvent(Func, &Parms); Func->FunctionFlags = Flgs; } // Function FortniteGame.FortCheatManager.SetGameDifficultyOverride // (Final, Exec, Native, Public) // Parameters: // float GameDifficultyOverrideValue (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) void UFortCheatManager::SetGameDifficultyOverride(float GameDifficultyOverrideValue) { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("FortCheatManager", "SetGameDifficultyOverride"); Params::FortCheatManager_SetGameDifficultyOverride Parms{}; Parms.GameDifficultyOverrideValue = GameDifficultyOverrideValue; auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; UObject::ProcessEvent(Func, &Parms); Func->FunctionFlags = Flgs; } // Function FortniteGame.FortCheatManager.SetGameStat // (Final, Exec, Native, Public) // Parameters: // const class FString& StatName (Parm, ZeroConstructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) // int32 Amount (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) void UFortCheatManager::SetGameStat(const class FString& StatName, int32 Amount) { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("FortCheatManager", "SetGameStat"); Params::FortCheatManager_SetGameStat Parms{}; Parms.StatName = std::move(StatName); Parms.Amount = Amount; auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; UObject::ProcessEvent(Func, &Parms); Func->FunctionFlags = Flgs; } // Function FortniteGame.FortCheatManager.SetHealthPercent // (Final, Exec, Native, Public) // Parameters: // float Percent (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) void UFortCheatManager::SetHealthPercent(float Percent) { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("FortCheatManager", "SetHealthPercent"); Params::FortCheatManager_SetHealthPercent Parms{}; Parms.Percent = Percent; auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; UObject::ProcessEvent(Func, &Parms); Func->FunctionFlags = Flgs; } // Function FortniteGame.FortCheatManager.SetInteractExtent // (Final, Exec, Native, Public) // Parameters: // float Extent (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) void UFortCheatManager::SetInteractExtent(float Extent) { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("FortCheatManager", "SetInteractExtent"); Params::FortCheatManager_SetInteractExtent Parms{}; Parms.Extent = Extent; auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; UObject::ProcessEvent(Func, &Parms); Func->FunctionFlags = Flgs; } // Function FortniteGame.FortCheatManager.SetInteractionDistances // (Final, Exec, Native, Public) // Parameters: // float InteractionDistance (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) // float InteractionHighlightDistance (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) void UFortCheatManager::SetInteractionDistances(float InteractionDistance, float InteractionHighlightDistance) { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("FortCheatManager", "SetInteractionDistances"); Params::FortCheatManager_SetInteractionDistances Parms{}; Parms.InteractionDistance = InteractionDistance; Parms.InteractionHighlightDistance = InteractionHighlightDistance; auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; UObject::ProcessEvent(Func, &Parms); Func->FunctionFlags = Flgs; } // Function FortniteGame.FortCheatManager.SetJumpStaminaCost // (Final, Exec, Native, Public) // Parameters: // class FName ModeName (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) void UFortCheatManager::SetJumpStaminaCost(class FName ModeName) { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("FortCheatManager", "SetJumpStaminaCost"); Params::FortCheatManager_SetJumpStaminaCost Parms{}; Parms.ModeName = ModeName; auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; UObject::ProcessEvent(Func, &Parms); Func->FunctionFlags = Flgs; } // Function FortniteGame.FortCheatManager.SetMaxClouds // (Final, Exec, Native, Public) // Parameters: // int32 MaxClouds (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) void UFortCheatManager::SetMaxClouds(int32 MaxClouds) { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("FortCheatManager", "SetMaxClouds"); Params::FortCheatManager_SetMaxClouds Parms{}; Parms.MaxClouds = MaxClouds; auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; UObject::ProcessEvent(Func, &Parms); Func->FunctionFlags = Flgs; } // Function FortniteGame.FortCheatManager.SetPvPRoundTime // (Final, Exec, Native, Public) // Parameters: // int32 NumSeconds (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) // int32 CriticalThreshold (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) void UFortCheatManager::SetPvPRoundTime(int32 NumSeconds, int32 CriticalThreshold) { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("FortCheatManager", "SetPvPRoundTime"); Params::FortCheatManager_SetPvPRoundTime Parms{}; Parms.NumSeconds = NumSeconds; Parms.CriticalThreshold = CriticalThreshold; auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; UObject::ProcessEvent(Func, &Parms); Func->FunctionFlags = Flgs; } // Function FortniteGame.FortCheatManager.SetPvPStalemateTime // (Final, Exec, Native, Public) // Parameters: // int32 NumSeconds (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) void UFortCheatManager::SetPvPStalemateTime(int32 NumSeconds) { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("FortCheatManager", "SetPvPStalemateTime"); Params::FortCheatManager_SetPvPStalemateTime Parms{}; Parms.NumSeconds = NumSeconds; auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; UObject::ProcessEvent(Func, &Parms); Func->FunctionFlags = Flgs; } // Function FortniteGame.FortCheatManager.SetReplStat // (Final, Exec, Native, Public) // Parameters: // EFortReplicatedStat Stat (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) // int32 Amount (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) void UFortCheatManager::SetReplStat(EFortReplicatedStat Stat, int32 Amount) { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("FortCheatManager", "SetReplStat"); Params::FortCheatManager_SetReplStat Parms{}; Parms.Stat = Stat; Parms.Amount = Amount; auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; UObject::ProcessEvent(Func, &Parms); Func->FunctionFlags = Flgs; } // Function FortniteGame.FortCheatManager.SetRespawnTimerOverride // (Final, Exec, Native, Public) // Parameters: // float TimeUntilRespawn (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) void UFortCheatManager::SetRespawnTimerOverride(float TimeUntilRespawn) { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("FortCheatManager", "SetRespawnTimerOverride"); Params::FortCheatManager_SetRespawnTimerOverride Parms{}; Parms.TimeUntilRespawn = TimeUntilRespawn; auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; UObject::ProcessEvent(Func, &Parms); Func->FunctionFlags = Flgs; } // Function FortniteGame.FortCheatManager.SetWorldDaysElapsed // (Final, Exec, Native, Public) // Parameters: // float days (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) void UFortCheatManager::SetWorldDaysElapsed(float days) { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("FortCheatManager", "SetWorldDaysElapsed"); Params::FortCheatManager_SetWorldDaysElapsed Parms{}; Parms.days = days; auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; UObject::ProcessEvent(Func, &Parms); Func->FunctionFlags = Flgs; } // Function FortniteGame.FortCheatManager.SetWorldLevel // (Final, Exec, Native, Public) // Parameters: // float Level (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) void UFortCheatManager::SetWorldLevel(float Level) { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("FortCheatManager", "SetWorldLevel"); Params::FortCheatManager_SetWorldLevel Parms{}; Parms.Level = Level; auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; UObject::ProcessEvent(Func, &Parms); Func->FunctionFlags = Flgs; } // Function FortniteGame.FortCheatManager.SimulateLoot // (Final, Exec, Native, Public) // Parameters: // const class FName TierGroup (ConstParm, Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) // int32 LootTier (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) void UFortCheatManager::SimulateLoot(const class FName TierGroup, int32 LootTier) { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("FortCheatManager", "SimulateLoot"); Params::FortCheatManager_SimulateLoot Parms{}; Parms.TierGroup = TierGroup; Parms.LootTier = LootTier; auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; UObject::ProcessEvent(Func, &Parms); Func->FunctionFlags = Flgs; } // Function FortniteGame.FortCheatManager.SimulateLootDrops // (Final, Exec, Native, Public) void UFortCheatManager::SimulateLootDrops() { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("FortCheatManager", "SimulateLootDrops"); auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; UObject::ProcessEvent(Func, nullptr); Func->FunctionFlags = Flgs; } // Function FortniteGame.FortCheatManager.SpawnAIGroup // (Final, Exec, Native, Public) // Parameters: // const class FString& SpawnGroupName (Parm, ZeroConstructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) void UFortCheatManager::SpawnAIGroup(const class FString& SpawnGroupName) { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("FortCheatManager", "SpawnAIGroup"); Params::FortCheatManager_SpawnAIGroup Parms{}; Parms.SpawnGroupName = std::move(SpawnGroupName); auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; UObject::ProcessEvent(Func, &Parms); Func->FunctionFlags = Flgs; } // Function FortniteGame.FortCheatManager.SpawnAIGroupFromExternalSpawner // (Final, Exec, Native, Public) // Parameters: // const class FString& SpawnGroupName (Parm, ZeroConstructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) void UFortCheatManager::SpawnAIGroupFromExternalSpawner(const class FString& SpawnGroupName) { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("FortCheatManager", "SpawnAIGroupFromExternalSpawner"); Params::FortCheatManager_SpawnAIGroupFromExternalSpawner Parms{}; Parms.SpawnGroupName = std::move(SpawnGroupName); auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; UObject::ProcessEvent(Func, &Parms); Func->FunctionFlags = Flgs; } // Function FortniteGame.FortCheatManager.SpawnAIGroupWithMutator // (Final, Exec, Native, Public) // Parameters: // const class FString& SpawnGroupName (Parm, ZeroConstructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) // const class FString& MutatorName (Parm, ZeroConstructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) // int32 DummyInt (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) void UFortCheatManager::SpawnAIGroupWithMutator(const class FString& SpawnGroupName, const class FString& MutatorName, int32 DummyInt) { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("FortCheatManager", "SpawnAIGroupWithMutator"); Params::FortCheatManager_SpawnAIGroupWithMutator Parms{}; Parms.SpawnGroupName = std::move(SpawnGroupName); Parms.MutatorName = std::move(MutatorName); Parms.DummyInt = DummyInt; auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; UObject::ProcessEvent(Func, &Parms); Func->FunctionFlags = Flgs; } // Function FortniteGame.FortCheatManager.SpawnGuardians // (Final, Exec, Native, Public) void UFortCheatManager::SpawnGuardians() { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("FortCheatManager", "SpawnGuardians"); auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; UObject::ProcessEvent(Func, nullptr); Func->FunctionFlags = Flgs; } // Function FortniteGame.FortCheatManager.SpawnPawn // (Exec, Native, Public) // Parameters: // const class FString& PawnType (Parm, ZeroConstructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) // class AFortPawn* ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) class AFortPawn* UFortCheatManager::SpawnPawn(const class FString& PawnType) { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("FortCheatManager", "SpawnPawn"); Params::FortCheatManager_SpawnPawn Parms{}; Parms.PawnType = std::move(PawnType); auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; UObject::ProcessEvent(Func, &Parms); Func->FunctionFlags = Flgs; return Parms.ReturnValue; } // Function FortniteGame.FortCheatManager.StopDummyDebugEncounter // (Final, Exec, Native, Public) void UFortCheatManager::StopDummyDebugEncounter() { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("FortCheatManager", "StopDummyDebugEncounter"); auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; UObject::ProcessEvent(Func, nullptr); Func->FunctionFlags = Flgs; } // Function FortniteGame.FortCheatManager.SwitchHeroToClass // (Final, Exec, Native, Public) // Parameters: // const class FString& NewHeroID (Parm, ZeroConstructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) void UFortCheatManager::SwitchHeroToClass(const class FString& NewHeroID) { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("FortCheatManager", "SwitchHeroToClass"); Params::FortCheatManager_SwitchHeroToClass Parms{}; Parms.NewHeroID = std::move(NewHeroID); auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; UObject::ProcessEvent(Func, &Parms); Func->FunctionFlags = Flgs; } // Function FortniteGame.FortCheatManager.SwitchTeam // (Final, Exec, Native, Public) void UFortCheatManager::SwitchTeam() { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("FortCheatManager", "SwitchTeam"); auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; UObject::ProcessEvent(Func, nullptr); Func->FunctionFlags = Flgs; } // Function FortniteGame.FortCheatManager.TeleportToActor // (Final, Exec, Native, Public) // Parameters: // const class FString& ClassOrInstanceName (Parm, ZeroConstructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) void UFortCheatManager::TeleportToActor(const class FString& ClassOrInstanceName) { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("FortCheatManager", "TeleportToActor"); Params::FortCheatManager_TeleportToActor Parms{}; Parms.ClassOrInstanceName = std::move(ClassOrInstanceName); auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; UObject::ProcessEvent(Func, &Parms); Func->FunctionFlags = Flgs; } // Function FortniteGame.FortCheatManager.TeleportToLocation // (Final, Exec, Native, Public) // Parameters: // float X (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) // float Y (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) // float Z (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) void UFortCheatManager::TeleportToLocation(float X, float Y, float Z) { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("FortCheatManager", "TeleportToLocation"); Params::FortCheatManager_TeleportToLocation Parms{}; Parms.X = X; Parms.Y = Y; Parms.Z = Z; auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; UObject::ProcessEvent(Func, &Parms); Func->FunctionFlags = Flgs; } // Function FortniteGame.FortCheatManager.TeleportToMissionActor // (Final, Exec, Native, Public) void UFortCheatManager::TeleportToMissionActor() { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("FortCheatManager", "TeleportToMissionActor"); auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; UObject::ProcessEvent(Func, nullptr); Func->FunctionFlags = Flgs; } // Function FortniteGame.FortCheatManager.TestCancelLobby // (Final, Exec, Native, Public) void UFortCheatManager::TestCancelLobby() { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("FortCheatManager", "TestCancelLobby"); auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; UObject::ProcessEvent(Func, nullptr); Func->FunctionFlags = Flgs; } // Function FortniteGame.FortCheatManager.TestChangePartyPrivacy // (Final, Exec, Native, Public) // Parameters: // bool bPrivate (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, NativeAccessSpecifierPublic) // bool bLeaderFriendsOnly (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, NativeAccessSpecifierPublic) // bool bLeaderInvitesOnly (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, NativeAccessSpecifierPublic) void UFortCheatManager::TestChangePartyPrivacy(bool bPrivate, bool bLeaderFriendsOnly, bool bLeaderInvitesOnly) { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("FortCheatManager", "TestChangePartyPrivacy"); Params::FortCheatManager_TestChangePartyPrivacy Parms{}; Parms.bPrivate = bPrivate; Parms.bLeaderFriendsOnly = bLeaderFriendsOnly; Parms.bLeaderInvitesOnly = bLeaderInvitesOnly; auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; UObject::ProcessEvent(Func, &Parms); Func->FunctionFlags = Flgs; } // Function FortniteGame.FortCheatManager.TestChangePartySize // (Final, Exec, Native, Public) // Parameters: // int32 NewSize (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) void UFortCheatManager::TestChangePartySize(int32 NewSize) { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("FortCheatManager", "TestChangePartySize"); Params::FortCheatManager_TestChangePartySize Parms{}; Parms.NewSize = NewSize; auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; UObject::ProcessEvent(Func, &Parms); Func->FunctionFlags = Flgs; } // Function FortniteGame.FortCheatManager.TestDisconnect // (Final, Exec, Native, Public) void UFortCheatManager::TestDisconnect() { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("FortCheatManager", "TestDisconnect"); auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; UObject::ProcessEvent(Func, nullptr); Func->FunctionFlags = Flgs; } // Function FortniteGame.FortCheatManager.TestFogLoad // (Final, Exec, Native, Public) void UFortCheatManager::TestFogLoad() { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("FortCheatManager", "TestFogLoad"); auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; UObject::ProcessEvent(Func, nullptr); Func->FunctionFlags = Flgs; } // Function FortniteGame.FortCheatManager.TestFogReplicate // (Final, Exec, Native, Public) void UFortCheatManager::TestFogReplicate() { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("FortCheatManager", "TestFogReplicate"); auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; UObject::ProcessEvent(Func, nullptr); Func->FunctionFlags = Flgs; } // Function FortniteGame.FortCheatManager.TestFogSave // (Final, Exec, Native, Public) void UFortCheatManager::TestFogSave() { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("FortCheatManager", "TestFogSave"); auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; UObject::ProcessEvent(Func, nullptr); Func->FunctionFlags = Flgs; } // Function FortniteGame.FortCheatManager.TestJoin // (Final, Exec, Native, Public) void UFortCheatManager::TestJoin() { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("FortCheatManager", "TestJoin"); auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; UObject::ProcessEvent(Func, nullptr); Func->FunctionFlags = Flgs; } // Function FortniteGame.FortCheatManager.TestKnockback // (Final, Exec, Native, Public) // Parameters: // float KnockbackMagnitude (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) // float KnockbackZAngle (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) void UFortCheatManager::TestKnockback(float KnockbackMagnitude, float KnockbackZAngle) { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("FortCheatManager", "TestKnockback"); Params::FortCheatManager_TestKnockback Parms{}; Parms.KnockbackMagnitude = KnockbackMagnitude; Parms.KnockbackZAngle = KnockbackZAngle; auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; UObject::ProcessEvent(Func, &Parms); Func->FunctionFlags = Flgs; } // Function FortniteGame.FortCheatManager.TestLeaveGame // (Final, Exec, Native, Public) void UFortCheatManager::TestLeaveGame() { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("FortCheatManager", "TestLeaveGame"); auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; UObject::ProcessEvent(Func, nullptr); Func->FunctionFlags = Flgs; } // Function FortniteGame.FortCheatManager.TestLockWorld // (Final, Exec, Native, Public) // Parameters: // const class FString& WUID (Parm, ZeroConstructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) // bool bLock (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, NativeAccessSpecifierPublic) void UFortCheatManager::TestLockWorld(const class FString& WUID, bool bLock) { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("FortCheatManager", "TestLockWorld"); Params::FortCheatManager_TestLockWorld Parms{}; Parms.WUID = std::move(WUID); Parms.bLock = bLock; auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; UObject::ProcessEvent(Func, &Parms); Func->FunctionFlags = Flgs; } // Function FortniteGame.FortCheatManager.TestOutpostUI // (Final, Exec, Native, Public) void UFortCheatManager::TestOutpostUI() { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("FortCheatManager", "TestOutpostUI"); auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; UObject::ProcessEvent(Func, nullptr); Func->FunctionFlags = Flgs; } // Function FortniteGame.FortCheatManager.TestSetOutpostDefenseActive // (Final, Exec, Native, Public) // Parameters: // bool bActive (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, NativeAccessSpecifierPublic) void UFortCheatManager::TestSetOutpostDefenseActive(bool bActive) { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("FortCheatManager", "TestSetOutpostDefenseActive"); Params::FortCheatManager_TestSetOutpostDefenseActive Parms{}; Parms.bActive = bActive; auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; UObject::ProcessEvent(Func, &Parms); Func->FunctionFlags = Flgs; } // Function FortniteGame.FortCheatManager.TestStun // (Final, Exec, Native, Public) // Parameters: // float StunStime (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) void UFortCheatManager::TestStun(float StunStime) { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("FortCheatManager", "TestStun"); Params::FortCheatManager_TestStun Parms{}; Parms.StunStime = StunStime; auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; UObject::ProcessEvent(Func, &Parms); Func->FunctionFlags = Flgs; } // Function FortniteGame.FortCheatManager.TestUpgradeOutpostItem // (Final, Exec, Native, Public) // Parameters: // const class FString& ItemTemplateId (Parm, ZeroConstructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) void UFortCheatManager::TestUpgradeOutpostItem(const class FString& ItemTemplateId) { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("FortCheatManager", "TestUpgradeOutpostItem"); Params::FortCheatManager_TestUpgradeOutpostItem Parms{}; Parms.ItemTemplateId = std::move(ItemTemplateId); auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; UObject::ProcessEvent(Func, &Parms); Func->FunctionFlags = Flgs; } // Function FortniteGame.FortCheatManager.ToggleAIAnim // (Final, Exec, Native, Public) void UFortCheatManager::ToggleAIAnim() { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("FortCheatManager", "ToggleAIAnim"); auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; UObject::ProcessEvent(Func, nullptr); Func->FunctionFlags = Flgs; } // Function FortniteGame.FortCheatManager.ToggleAIDespawning // (Final, Exec, Native, Public) void UFortCheatManager::ToggleAIDespawning() { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("FortCheatManager", "ToggleAIDespawning"); auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; UObject::ProcessEvent(Func, nullptr); Func->FunctionFlags = Flgs; } // Function FortniteGame.FortCheatManager.ToggleAIDirectorLogging // (Final, Exec, Native, Public) void UFortCheatManager::ToggleAIDirectorLogging() { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("FortCheatManager", "ToggleAIDirectorLogging"); auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; UObject::ProcessEvent(Func, nullptr); Func->FunctionFlags = Flgs; } // Function FortniteGame.FortCheatManager.ToggleAISpawnCap // (Final, Exec, Native, Public) void UFortCheatManager::ToggleAISpawnCap() { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("FortCheatManager", "ToggleAISpawnCap"); auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; UObject::ProcessEvent(Func, nullptr); Func->FunctionFlags = Flgs; } // Function FortniteGame.FortCheatManager.ToggleAISpawning // (Final, Exec, Native, Public) void UFortCheatManager::ToggleAISpawning() { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("FortCheatManager", "ToggleAISpawning"); auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; UObject::ProcessEvent(Func, nullptr); Func->FunctionFlags = Flgs; } // Function FortniteGame.FortCheatManager.ToggleBuildAnimCheat // (Exec, Native, Public) void UFortCheatManager::ToggleBuildAnimCheat() { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("FortCheatManager", "ToggleBuildAnimCheat"); auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; UObject::ProcessEvent(Func, nullptr); Func->FunctionFlags = Flgs; } // Function FortniteGame.FortCheatManager.ToggleBuildingActorsTransparency // (Final, Exec, Native, Public) void UFortCheatManager::ToggleBuildingActorsTransparency() { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("FortCheatManager", "ToggleBuildingActorsTransparency"); auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; UObject::ProcessEvent(Func, nullptr); Func->FunctionFlags = Flgs; } // Function FortniteGame.FortCheatManager.ToggleCombatGraph // (Exec, Native, Public) void UFortCheatManager::ToggleCombatGraph() { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("FortCheatManager", "ToggleCombatGraph"); auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; UObject::ProcessEvent(Func, nullptr); Func->FunctionFlags = Flgs; } // Function FortniteGame.FortCheatManager.ToggleDrawRunVariationDebug // (Final, Exec, Native, Public) void UFortCheatManager::ToggleDrawRunVariationDebug() { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("FortCheatManager", "ToggleDrawRunVariationDebug"); auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; UObject::ProcessEvent(Func, nullptr); Func->FunctionFlags = Flgs; } // Function FortniteGame.FortCheatManager.ToggleDrawTargetSelectionDebug // (Final, Exec, Native, Public) void UFortCheatManager::ToggleDrawTargetSelectionDebug() { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("FortCheatManager", "ToggleDrawTargetSelectionDebug"); auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; UObject::ProcessEvent(Func, nullptr); Func->FunctionFlags = Flgs; } // Function FortniteGame.FortCheatManager.ToggleDrawTargetSelectionDebugByClass // (Final, Exec, Native, Public) // Parameters: // TSubclassOf TargetSelectionDebugSourceClass (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, UObjectWrapper, HasGetValueTypeHash, NativeAccessSpecifierPublic) void UFortCheatManager::ToggleDrawTargetSelectionDebugByClass(TSubclassOf TargetSelectionDebugSourceClass) { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("FortCheatManager", "ToggleDrawTargetSelectionDebugByClass"); Params::FortCheatManager_ToggleDrawTargetSelectionDebugByClass Parms{}; Parms.TargetSelectionDebugSourceClass = TargetSelectionDebugSourceClass; auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; UObject::ProcessEvent(Func, &Parms); Func->FunctionFlags = Flgs; } // Function FortniteGame.FortCheatManager.ToggleDrawTurnTransitionDebug // (Final, Exec, Native, Public) void UFortCheatManager::ToggleDrawTurnTransitionDebug() { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("FortCheatManager", "ToggleDrawTurnTransitionDebug"); auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; UObject::ProcessEvent(Func, nullptr); Func->FunctionFlags = Flgs; } // Function FortniteGame.FortCheatManager.ToggleEncounterEQSDebug // (Final, Exec, Native, Public) void UFortCheatManager::ToggleEncounterEQSDebug() { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("FortCheatManager", "ToggleEncounterEQSDebug"); auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; UObject::ProcessEvent(Func, nullptr); Func->FunctionFlags = Flgs; } // Function FortniteGame.FortCheatManager.ToggleFactorGraph // (Exec, Native, Public) void UFortCheatManager::ToggleFactorGraph() { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("FortCheatManager", "ToggleFactorGraph"); auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; UObject::ProcessEvent(Func, nullptr); Func->FunctionFlags = Flgs; } // Function FortniteGame.FortCheatManager.ToggleFloorsOnMiniMap // (Final, Exec, Native, Public) void UFortCheatManager::ToggleFloorsOnMiniMap() { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("FortCheatManager", "ToggleFloorsOnMiniMap"); auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; UObject::ProcessEvent(Func, nullptr); Func->FunctionFlags = Flgs; } // Function FortniteGame.FortCheatManager.ToggleFreezeAILOD // (Final, Exec, Native, Public) void UFortCheatManager::ToggleFreezeAILOD() { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("FortCheatManager", "ToggleFreezeAILOD"); auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; UObject::ProcessEvent(Func, nullptr); Func->FunctionFlags = Flgs; } // Function FortniteGame.FortCheatManager.ToggleGameDifficultyHUD // (Final, Exec, Native, Public) void UFortCheatManager::ToggleGameDifficultyHUD() { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("FortCheatManager", "ToggleGameDifficultyHUD"); auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; UObject::ProcessEvent(Func, nullptr); Func->FunctionFlags = Flgs; } // Function FortniteGame.FortCheatManager.ToggleIndestructibleKeep // (Final, Exec, Native, Public) void UFortCheatManager::ToggleIndestructibleKeep() { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("FortCheatManager", "ToggleIndestructibleKeep"); auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; UObject::ProcessEvent(Func, nullptr); Func->FunctionFlags = Flgs; } // Function FortniteGame.FortCheatManager.ToggleInfiniteAmmo // (Final, Exec, Native, Public) void UFortCheatManager::ToggleInfiniteAmmo() { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("FortCheatManager", "ToggleInfiniteAmmo"); auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; UObject::ProcessEvent(Func, nullptr); Func->FunctionFlags = Flgs; } // Function FortniteGame.FortCheatManager.ToggleInfiniteDurability // (Final, Exec, Native, Public) void UFortCheatManager::ToggleInfiniteDurability() { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("FortCheatManager", "ToggleInfiniteDurability"); auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; UObject::ProcessEvent(Func, nullptr); Func->FunctionFlags = Flgs; } // Function FortniteGame.FortCheatManager.ToggleInfiniteStamina // (Final, Exec, Native, Public) void UFortCheatManager::ToggleInfiniteStamina() { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("FortCheatManager", "ToggleInfiniteStamina"); auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; UObject::ProcessEvent(Func, nullptr); Func->FunctionFlags = Flgs; } // Function FortniteGame.FortCheatManager.ToggleIntensityGraph // (Exec, Native, Public) void UFortCheatManager::ToggleIntensityGraph() { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("FortCheatManager", "ToggleIntensityGraph"); auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; UObject::ProcessEvent(Func, nullptr); Func->FunctionFlags = Flgs; } // Function FortniteGame.FortCheatManager.ToggleIntensityHUD // (Final, Exec, Native, Public) void UFortCheatManager::ToggleIntensityHUD() { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("FortCheatManager", "ToggleIntensityHUD"); auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; UObject::ProcessEvent(Func, nullptr); Func->FunctionFlags = Flgs; } // Function FortniteGame.FortCheatManager.ToggleInteractTrace // (Final, Exec, Native, Public) void UFortCheatManager::ToggleInteractTrace() { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("FortCheatManager", "ToggleInteractTrace"); auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; UObject::ProcessEvent(Func, nullptr); Func->FunctionFlags = Flgs; } // Function FortniteGame.FortCheatManager.ToggleInvincibleCornerstones // (Final, Exec, Native, Public) void UFortCheatManager::ToggleInvincibleCornerstones() { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("FortCheatManager", "ToggleInvincibleCornerstones"); auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; UObject::ProcessEvent(Func, nullptr); Func->FunctionFlags = Flgs; } // Function FortniteGame.FortCheatManager.ToggleLogCharacterCustomization // (Final, Exec, Native, Public) void UFortCheatManager::ToggleLogCharacterCustomization() { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("FortCheatManager", "ToggleLogCharacterCustomization"); auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; UObject::ProcessEvent(Func, nullptr); Func->FunctionFlags = Flgs; } // Function FortniteGame.FortCheatManager.ToggleMaxAIHUD // (Final, Exec, Native, Public) void UFortCheatManager::ToggleMaxAIHUD() { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("FortCheatManager", "ToggleMaxAIHUD"); auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; UObject::ProcessEvent(Func, nullptr); Func->FunctionFlags = Flgs; } // Function FortniteGame.FortCheatManager.ToggleNoCoolDown // (Final, Exec, Native, Public) void UFortCheatManager::ToggleNoCoolDown() { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("FortCheatManager", "ToggleNoCoolDown"); auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; UObject::ProcessEvent(Func, nullptr); Func->FunctionFlags = Flgs; } // Function FortniteGame.FortCheatManager.TogglePickupSpline // (Final, Exec, Native, Public) void UFortCheatManager::TogglePickupSpline() { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("FortCheatManager", "TogglePickupSpline"); auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; UObject::ProcessEvent(Func, nullptr); Func->FunctionFlags = Flgs; } // Function FortniteGame.FortCheatManager.TogglePIDContributionsGraph // (Exec, Native, Public) void UFortCheatManager::TogglePIDContributionsGraph() { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("FortCheatManager", "TogglePIDContributionsGraph"); auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; UObject::ProcessEvent(Func, nullptr); Func->FunctionFlags = Flgs; } // Function FortniteGame.FortCheatManager.TogglePIDValuesGraph // (Exec, Native, Public) void UFortCheatManager::TogglePIDValuesGraph() { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("FortCheatManager", "TogglePIDValuesGraph"); auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; UObject::ProcessEvent(Func, nullptr); Func->FunctionFlags = Flgs; } // Function FortniteGame.FortCheatManager.TogglePlayerNames // (Exec, Native, Public) void UFortCheatManager::TogglePlayerNames() { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("FortCheatManager", "TogglePlayerNames"); auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; UObject::ProcessEvent(Func, nullptr); Func->FunctionFlags = Flgs; } // Function FortniteGame.FortCheatManager.ToggleShotLogging // (Final, Exec, Native, Public) void UFortCheatManager::ToggleShotLogging() { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("FortCheatManager", "ToggleShotLogging"); auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; UObject::ProcessEvent(Func, nullptr); Func->FunctionFlags = Flgs; } // Function FortniteGame.FortCheatManager.ToggleSpawnPATrolls // (Final, Exec, Native, Public) void UFortCheatManager::ToggleSpawnPATrolls() { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("FortCheatManager", "ToggleSpawnPATrolls"); auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; UObject::ProcessEvent(Func, nullptr); Func->FunctionFlags = Flgs; } // Function FortniteGame.FortCheatManager.ToggleSpawnPointsHUD // (Final, Exec, Native, Public) void UFortCheatManager::ToggleSpawnPointsHUD() { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("FortCheatManager", "ToggleSpawnPointsHUD"); auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; UObject::ProcessEvent(Func, nullptr); Func->FunctionFlags = Flgs; } // Function FortniteGame.FortCheatManager.ToggleTreeVisibility // (Final, Exec, Native, Public) void UFortCheatManager::ToggleTreeVisibility() { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("FortCheatManager", "ToggleTreeVisibility"); auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; UObject::ProcessEvent(Func, nullptr); Func->FunctionFlags = Flgs; } // Function FortniteGame.FortCheatManager.ToggleUnlimitedHealth // (Final, Exec, Native, Public) void UFortCheatManager::ToggleUnlimitedHealth() { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("FortCheatManager", "ToggleUnlimitedHealth"); auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; UObject::ProcessEvent(Func, nullptr); Func->FunctionFlags = Flgs; } // Function FortniteGame.FortCheatManager.ToggleUtilitiesGraph // (Exec, Native, Public) void UFortCheatManager::ToggleUtilitiesGraph() { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("FortCheatManager", "ToggleUtilitiesGraph"); auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; UObject::ProcessEvent(Func, nullptr); Func->FunctionFlags = Flgs; } // Function FortniteGame.FortCheatManager.ToggleVoiceDebug // (Final, Exec, Native, Public) void UFortCheatManager::ToggleVoiceDebug() { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("FortCheatManager", "ToggleVoiceDebug"); auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; UObject::ProcessEvent(Func, nullptr); Func->FunctionFlags = Flgs; } // Function FortniteGame.FortCheatManager.ToggleWalkOnWalls // (Final, Exec, Native, Public) void UFortCheatManager::ToggleWalkOnWalls() { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("FortCheatManager", "ToggleWalkOnWalls"); auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; UObject::ProcessEvent(Func, nullptr); Func->FunctionFlags = Flgs; } // Function FortniteGame.FortCheatManager.TriggerOutOfStaminaFeedback // (Final, Exec, Native, Public) void UFortCheatManager::TriggerOutOfStaminaFeedback() { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("FortCheatManager", "TriggerOutOfStaminaFeedback"); auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; UObject::ProcessEvent(Func, nullptr); Func->FunctionFlags = Flgs; } // Function FortniteGame.FortCheatManager.TutorialAddHidden // (Final, Exec, Native, Public) // Parameters: // class FName Hidden (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) void UFortCheatManager::TutorialAddHidden(class FName Hidden) { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("FortCheatManager", "TutorialAddHidden"); Params::FortCheatManager_TutorialAddHidden Parms{}; Parms.Hidden = Hidden; auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; UObject::ProcessEvent(Func, &Parms); Func->FunctionFlags = Flgs; } // Function FortniteGame.FortCheatManager.TutorialAddHighlight // (Final, Exec, Native, Public) // Parameters: // class FName Highlight (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) void UFortCheatManager::TutorialAddHighlight(class FName Highlight) { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("FortCheatManager", "TutorialAddHighlight"); Params::FortCheatManager_TutorialAddHighlight Parms{}; Parms.Highlight = Highlight; auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; UObject::ProcessEvent(Func, &Parms); Func->FunctionFlags = Flgs; } // Function FortniteGame.FortCheatManager.TutorialListAll // (Final, Exec, Native, Public) void UFortCheatManager::TutorialListAll() { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("FortCheatManager", "TutorialListAll"); auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; UObject::ProcessEvent(Func, nullptr); Func->FunctionFlags = Flgs; } // Function FortniteGame.FortCheatManager.TutorialListHidden // (Final, Exec, Native, Public) void UFortCheatManager::TutorialListHidden() { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("FortCheatManager", "TutorialListHidden"); auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; UObject::ProcessEvent(Func, nullptr); Func->FunctionFlags = Flgs; } // Function FortniteGame.FortCheatManager.TutorialListHighlights // (Final, Exec, Native, Public) void UFortCheatManager::TutorialListHighlights() { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("FortCheatManager", "TutorialListHighlights"); auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; UObject::ProcessEvent(Func, nullptr); Func->FunctionFlags = Flgs; } // Function FortniteGame.FortCheatManager.TutorialRemoveHidden // (Final, Exec, Native, Public) // Parameters: // class FName Hidden (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) void UFortCheatManager::TutorialRemoveHidden(class FName Hidden) { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("FortCheatManager", "TutorialRemoveHidden"); Params::FortCheatManager_TutorialRemoveHidden Parms{}; Parms.Hidden = Hidden; auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; UObject::ProcessEvent(Func, &Parms); Func->FunctionFlags = Flgs; } // Function FortniteGame.FortCheatManager.TutorialRemoveHighlight // (Final, Exec, Native, Public) // Parameters: // class FName Highlight (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) void UFortCheatManager::TutorialRemoveHighlight(class FName Highlight) { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("FortCheatManager", "TutorialRemoveHighlight"); Params::FortCheatManager_TutorialRemoveHighlight Parms{}; Parms.Highlight = Highlight; auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; UObject::ProcessEvent(Func, &Parms); Func->FunctionFlags = Flgs; } // Function FortniteGame.FortCheatManager.UnbanPlayer // (Final, Exec, Native, Public) // Parameters: // const class FString& PlayerName (Parm, ZeroConstructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) void UFortCheatManager::UnbanPlayer(const class FString& PlayerName) { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("FortCheatManager", "UnbanPlayer"); Params::FortCheatManager_UnbanPlayer Parms{}; Parms.PlayerName = std::move(PlayerName); auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; UObject::ProcessEvent(Func, &Parms); Func->FunctionFlags = Flgs; } // Function FortniteGame.FortCheatManager.UncoverMap // (Final, Exec, Native, Public) void UFortCheatManager::UncoverMap() { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("FortCheatManager", "UncoverMap"); auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; UObject::ProcessEvent(Func, nullptr); Func->FunctionFlags = Flgs; } // Function FortniteGame.FortCheatManager.UnforceAILODs // (Final, Exec, Native, Public) void UFortCheatManager::UnforceAILODs() { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("FortCheatManager", "UnforceAILODs"); auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; UObject::ProcessEvent(Func, nullptr); Func->FunctionFlags = Flgs; } // Function FortniteGame.FortCheatManager.UnlockAllZones // (Final, Exec, Native, Public) void UFortCheatManager::UnlockAllZones() { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("FortCheatManager", "UnlockAllZones"); auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; UObject::ProcessEvent(Func, nullptr); Func->FunctionFlags = Flgs; } // Function FortniteGame.FortCheatManager.UpdateHomebaseGameplayEffects // (Final, Exec, Native, Public) void UFortCheatManager::UpdateHomebaseGameplayEffects() { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("FortCheatManager", "UpdateHomebaseGameplayEffects"); auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; UObject::ProcessEvent(Func, nullptr); Func->FunctionFlags = Flgs; } // Function FortniteGame.FortCheatManager.ViewStuck // (Final, Exec, Native, Public) void UFortCheatManager::ViewStuck() { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("FortCheatManager", "ViewStuck"); auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; UObject::ProcessEvent(Func, nullptr); Func->FunctionFlags = Flgs; } // Function FortniteGame.FortCheatManager.WannaGun // (Final, Exec, Native, Public) void UFortCheatManager::WannaGun() { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("FortCheatManager", "WannaGun"); auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; UObject::ProcessEvent(Func, nullptr); Func->FunctionFlags = Flgs; } // Function FortniteGame.FortCheatManager.WriteLootReport // (Final, Exec, Native, Public) void UFortCheatManager::WriteLootReport() { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("FortCheatManager", "WriteLootReport"); auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; UObject::ProcessEvent(Func, nullptr); Func->FunctionFlags = Flgs; } // Function FortniteGame.FortCheatManager.ListGadgets // (Final, Exec, Native, Public, Const) void UFortCheatManager::ListGadgets() const { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("FortCheatManager", "ListGadgets"); auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; UObject::ProcessEvent(Func, nullptr); Func->FunctionFlags = Flgs; } // Function FortniteGame.FortCheatManager.ListTraps // (Final, Exec, Native, Public, Const) void UFortCheatManager::ListTraps() const { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("FortCheatManager", "ListTraps"); auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; UObject::ProcessEvent(Func, nullptr); Func->FunctionFlags = Flgs; } // Function FortniteGame.FortCheatManager.ListWeapons // (Final, Exec, Native, Public, Const) void UFortCheatManager::ListWeapons() const { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("FortCheatManager", "ListWeapons"); auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; UObject::ProcessEvent(Func, nullptr); Func->FunctionFlags = Flgs; } // Function FortniteGame.FortAbilityKit.GetDescription // (Final, RequiredAPI, Native, Public, BlueprintCallable, BlueprintPure, Const) // Parameters: // TArray ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, NativeAccessSpecifierPublic) TArray UFortAbilityKit::GetDescription() const { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("FortAbilityKit", "GetDescription"); Params::FortAbilityKit_GetDescription Parms{}; auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; UObject::ProcessEvent(Func, &Parms); Func->FunctionFlags = Flgs; return Parms.ReturnValue; } // Function FortniteGame.FortItem.CanBeDropped // (Native, Public, BlueprintCallable, BlueprintPure, Const) // Parameters: // bool ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, NativeAccessSpecifierPublic) bool UFortItem::CanBeDropped() const { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("FortItem", "CanBeDropped"); Params::FortItem_CanBeDropped Parms{}; auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; UObject::ProcessEvent(Func, &Parms); Func->FunctionFlags = Flgs; return Parms.ReturnValue; } // Function FortniteGame.FortItem.CanBeUnslotted // (Native, Public, BlueprintCallable, BlueprintPure, Const) // Parameters: // bool ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, NativeAccessSpecifierPublic) bool UFortItem::CanBeUnslotted() const { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("FortItem", "CanBeUnslotted"); Params::FortItem_CanBeUnslotted Parms{}; auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; UObject::ProcessEvent(Func, &Parms); Func->FunctionFlags = Flgs; return Parms.ReturnValue; } // Function FortniteGame.FortItem.CanBeUpgraded // (Native, Public, BlueprintCallable, BlueprintPure, Const) // Parameters: // bool ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, NativeAccessSpecifierPublic) bool UFortItem::CanBeUpgraded() const { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("FortItem", "CanBeUpgraded"); Params::FortItem_CanBeUpgraded Parms{}; auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; UObject::ProcessEvent(Func, &Parms); Func->FunctionFlags = Flgs; return Parms.ReturnValue; } // Function FortniteGame.FortItem.DoesMatchSearchString // (Final, Native, Public, BlueprintCallable, BlueprintPure, Const) // Parameters: // const class FString& SearchString (Parm, ZeroConstructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) // bool ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, NativeAccessSpecifierPublic) bool UFortItem::DoesMatchSearchString(const class FString& SearchString) const { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("FortItem", "DoesMatchSearchString"); Params::FortItem_DoesMatchSearchString Parms{}; Parms.SearchString = std::move(SearchString); auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; UObject::ProcessEvent(Func, &Parms); Func->FunctionFlags = Flgs; return Parms.ReturnValue; } // Function FortniteGame.FortItem.GetAlterations // (Native, Public, BlueprintCallable, BlueprintPure, Const) // Parameters: // TArrayReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, NativeAccessSpecifierPublic) TArray UFortItem::GetAlterations() const { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("FortItem", "GetAlterations"); Params::FortItem_GetAlterations Parms{}; auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; UObject::ProcessEvent(Func, &Parms); Func->FunctionFlags = Flgs; return Parms.ReturnValue; } // Function FortniteGame.FortItem.GetAlterationSlotActivationRequirement // (Native, Public, BlueprintCallable, BlueprintPure, Const) // Parameters: // int32 SlotIndex (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) // class FText ReturnValue (Parm, OutParm, ReturnParm, NativeAccessSpecifierPublic) class FText UFortItem::GetAlterationSlotActivationRequirement(int32 SlotIndex) const { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("FortItem", "GetAlterationSlotActivationRequirement"); Params::FortItem_GetAlterationSlotActivationRequirement Parms{}; Parms.SlotIndex = SlotIndex; auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; UObject::ProcessEvent(Func, &Parms); Func->FunctionFlags = Flgs; return Parms.ReturnValue; } // Function FortniteGame.FortItem.GetCoolDownPercentageRemaining // (Native, Public, BlueprintCallable, BlueprintPure, Const) // Parameters: // class AFortPlayerController* FortPC (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) // float ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) float UFortItem::GetCoolDownPercentageRemaining(class AFortPlayerController* FortPC) const { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("FortItem", "GetCoolDownPercentageRemaining"); Params::FortItem_GetCoolDownPercentageRemaining Parms{}; Parms.FortPC = FortPC; auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; UObject::ProcessEvent(Func, &Parms); Func->FunctionFlags = Flgs; return Parms.ReturnValue; } // Function FortniteGame.FortItem.GetCoolDownTimeRemaining // (Native, Public, HasOutParams, BlueprintCallable, BlueprintPure, Const) // Parameters: // class AFortPlayerController* FortPC (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) // float* CooldownDuration (Parm, OutParm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) // float ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) float UFortItem::GetCoolDownTimeRemaining(class AFortPlayerController* FortPC, float* CooldownDuration) const { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("FortItem", "GetCoolDownTimeRemaining"); Params::FortItem_GetCoolDownTimeRemaining Parms{}; Parms.FortPC = FortPC; auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; UObject::ProcessEvent(Func, &Parms); Func->FunctionFlags = Flgs; if (CooldownDuration != nullptr) *CooldownDuration = Parms.CooldownDuration; return Parms.ReturnValue; } // Function FortniteGame.FortItem.GetDescription // (Native, Public, BlueprintCallable, BlueprintPure, Const) // Parameters: // class FText ReturnValue (Parm, OutParm, ReturnParm, NativeAccessSpecifierPublic) class FText UFortItem::GetDescription() const { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("FortItem", "GetDescription"); Params::FortItem_GetDescription Parms{}; auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; UObject::ProcessEvent(Func, &Parms); Func->FunctionFlags = Flgs; return Parms.ReturnValue; } // Function FortniteGame.FortItem.GetDisplayName // (Native, Public, BlueprintCallable, BlueprintPure, Const) // Parameters: // class FText ReturnValue (Parm, OutParm, ReturnParm, NativeAccessSpecifierPublic) class FText UFortItem::GetDisplayName() const { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("FortItem", "GetDisplayName"); Params::FortItem_GetDisplayName Parms{}; auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; UObject::ProcessEvent(Func, &Parms); Func->FunctionFlags = Flgs; return Parms.ReturnValue; } // Function FortniteGame.FortItem.GetDurability // (Native, Public, BlueprintCallable, BlueprintPure, Const) // Parameters: // float ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) float UFortItem::GetDurability() const { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("FortItem", "GetDurability"); Params::FortItem_GetDurability Parms{}; auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; UObject::ProcessEvent(Func, &Parms); Func->FunctionFlags = Flgs; return Parms.ReturnValue; } // Function FortniteGame.FortItem.GetFilterCategory // (Native, Public, BlueprintCallable, BlueprintPure, Const) // Parameters: // EFortInventoryFilter ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) EFortInventoryFilter UFortItem::GetFilterCategory() const { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("FortItem", "GetFilterCategory"); Params::FortItem_GetFilterCategory Parms{}; auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; UObject::ProcessEvent(Func, &Parms); Func->FunctionFlags = Flgs; return Parms.ReturnValue; } // Function FortniteGame.FortItem.GetIconBrush // (Native, Public, HasOutParams, BlueprintCallable, BlueprintPure, Const) // Parameters: // struct FSlateBrush* IconBrush (Parm, OutParm, NativeAccessSpecifierPublic) // EFortBrushSize BrushSize (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) void UFortItem::GetIconBrush(struct FSlateBrush* IconBrush, EFortBrushSize BrushSize) const { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("FortItem", "GetIconBrush"); Params::FortItem_GetIconBrush Parms{}; Parms.BrushSize = BrushSize; auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; UObject::ProcessEvent(Func, &Parms); Func->FunctionFlags = Flgs; if (IconBrush != nullptr) *IconBrush = std::move(Parms.IconBrush); } // Function FortniteGame.FortItem.GetItemDefinitionBP // (Final, Native, Public, BlueprintCallable, BlueprintPure, Const) // Parameters: // class UFortItemDefinition* ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) class UFortItemDefinition* UFortItem::GetItemDefinitionBP() const { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("FortItem", "GetItemDefinitionBP"); Params::FortItem_GetItemDefinitionBP Parms{}; auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; UObject::ProcessEvent(Func, &Parms); Func->FunctionFlags = Flgs; return Parms.ReturnValue; } // Function FortniteGame.FortItem.GetItemGuid // (Native, Public, HasDefaults, BlueprintCallable, BlueprintPure, Const) // Parameters: // struct FGuid ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, NativeAccessSpecifierPublic) struct FGuid UFortItem::GetItemGuid() const { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("FortItem", "GetItemGuid"); Params::FortItem_GetItemGuid Parms{}; auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; UObject::ProcessEvent(Func, &Parms); Func->FunctionFlags = Flgs; return Parms.ReturnValue; } // Function FortniteGame.FortItem.GetLevel // (Native, Public, BlueprintCallable, BlueprintPure, Const) // Parameters: // int32 ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) int32 UFortItem::GetLevel() const { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("FortItem", "GetLevel"); Params::FortItem_GetLevel Parms{}; auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; UObject::ProcessEvent(Func, &Parms); Func->FunctionFlags = Flgs; return Parms.ReturnValue; } // Function FortniteGame.FortItem.GetLoadedAmmo // (Native, Public, BlueprintCallable, BlueprintPure, Const) // Parameters: // int32 ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) int32 UFortItem::GetLoadedAmmo() const { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("FortItem", "GetLoadedAmmo"); Params::FortItem_GetLoadedAmmo Parms{}; auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; UObject::ProcessEvent(Func, &Parms); Func->FunctionFlags = Flgs; return Parms.ReturnValue; } // Function FortniteGame.FortItem.GetMaxLevel // (Native, Public, BlueprintCallable, BlueprintPure, Const) // Parameters: // int32 ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) int32 UFortItem::GetMaxLevel() const { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("FortItem", "GetMaxLevel"); Params::FortItem_GetMaxLevel Parms{}; auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; UObject::ProcessEvent(Func, &Parms); Func->FunctionFlags = Flgs; return Parms.ReturnValue; } // Function FortniteGame.FortItem.GetNormalizedDurability // (Native, Public, BlueprintCallable, BlueprintPure, Const) // Parameters: // float ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) float UFortItem::GetNormalizedDurability() const { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("FortItem", "GetNormalizedDurability"); Params::FortItem_GetNormalizedDurability Parms{}; auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; UObject::ProcessEvent(Func, &Parms); Func->FunctionFlags = Flgs; return Parms.ReturnValue; } // Function FortniteGame.FortItem.GetNumInStack // (Native, Public, BlueprintCallable, BlueprintPure, Const) // Parameters: // int32 ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) int32 UFortItem::GetNumInStack() const { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("FortItem", "GetNumInStack"); Params::FortItem_GetNumInStack Parms{}; auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; UObject::ProcessEvent(Func, &Parms); Func->FunctionFlags = Flgs; return Parms.ReturnValue; } // Function FortniteGame.FortItem.GetPrimaryCategory // (Native, Public, HasOutParams, BlueprintCallable, BlueprintPure, Const) // Parameters: // class FText* ItemCategoryText (Parm, OutParm, NativeAccessSpecifierPublic) // bool ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, NativeAccessSpecifierPublic) bool UFortItem::GetPrimaryCategory(class FText* ItemCategoryText) const { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("FortItem", "GetPrimaryCategory"); Params::FortItem_GetPrimaryCategory Parms{}; auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; UObject::ProcessEvent(Func, &Parms); Func->FunctionFlags = Flgs; if (ItemCategoryText != nullptr) *ItemCategoryText = std::move(Parms.ItemCategoryText); return Parms.ReturnValue; } // Function FortniteGame.FortItem.GetRarity // (Final, Native, Public, BlueprintCallable, BlueprintPure, Const) // Parameters: // EFortRarity ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) EFortRarity UFortItem::GetRarity() const { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("FortItem", "GetRarity"); Params::FortItem_GetRarity Parms{}; auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; UObject::ProcessEvent(Func, &Parms); Func->FunctionFlags = Flgs; return Parms.ReturnValue; } // Function FortniteGame.FortItem.GetRarityColor // (Native, Public, HasDefaults, BlueprintCallable, BlueprintPure, Const) // Parameters: // struct FLinearColor ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, NativeAccessSpecifierPublic) struct FLinearColor UFortItem::GetRarityColor() const { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("FortItem", "GetRarityColor"); Params::FortItem_GetRarityColor Parms{}; auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; UObject::ProcessEvent(Func, &Parms); Func->FunctionFlags = Flgs; return Parms.ReturnValue; } // Function FortniteGame.FortItem.GetRaritySecondaryColor // (Final, Native, Public, HasDefaults, BlueprintCallable, BlueprintPure, Const) // Parameters: // struct FLinearColor ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, NativeAccessSpecifierPublic) struct FLinearColor UFortItem::GetRaritySecondaryColor() const { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("FortItem", "GetRaritySecondaryColor"); Params::FortItem_GetRaritySecondaryColor Parms{}; auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; UObject::ProcessEvent(Func, &Parms); Func->FunctionFlags = Flgs; return Parms.ReturnValue; } // Function FortniteGame.FortItem.GetRarityTextShadowColor // (Native, Public, HasDefaults, BlueprintCallable, BlueprintPure, Const) // Parameters: // struct FLinearColor ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, NativeAccessSpecifierPublic) struct FLinearColor UFortItem::GetRarityTextShadowColor() const { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("FortItem", "GetRarityTextShadowColor"); Params::FortItem_GetRarityTextShadowColor Parms{}; auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; UObject::ProcessEvent(Func, &Parms); Func->FunctionFlags = Flgs; return Parms.ReturnValue; } // Function FortniteGame.FortItem.GetRecycleValue // (Native, Public, BlueprintCallable, BlueprintPure, Const) // Parameters: // int32 ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) int32 UFortItem::GetRecycleValue() const { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("FortItem", "GetRecycleValue"); Params::FortItem_GetRecycleValue Parms{}; auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; UObject::ProcessEvent(Func, &Parms); Func->FunctionFlags = Flgs; return Parms.ReturnValue; } // Function FortniteGame.FortItem.GetRemainingAmmo // (Native, Public, BlueprintCallable, BlueprintPure, Const) // Parameters: // int32 ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) int32 UFortItem::GetRemainingAmmo() const { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("FortItem", "GetRemainingAmmo"); Params::FortItem_GetRemainingAmmo Parms{}; auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; UObject::ProcessEvent(Func, &Parms); Func->FunctionFlags = Flgs; return Parms.ReturnValue; } // Function FortniteGame.FortItem.GetSchematicCraftingResultBP // (Final, Native, Public, BlueprintCallable, BlueprintPure, Const) // Parameters: // class UFortItemDefinition* ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) class UFortItemDefinition* UFortItem::GetSchematicCraftingResultBP() const { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("FortItem", "GetSchematicCraftingResultBP"); Params::FortItem_GetSchematicCraftingResultBP Parms{}; auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; UObject::ProcessEvent(Func, &Parms); Func->FunctionFlags = Flgs; return Parms.ReturnValue; } // Function FortniteGame.FortItem.GetSchematicResultType // (Native, Public, BlueprintCallable, BlueprintPure, Const) // Parameters: // EFortItemType ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) EFortItemType UFortItem::GetSchematicResultType() const { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("FortItem", "GetSchematicResultType"); Params::FortItem_GetSchematicResultType Parms{}; auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; UObject::ProcessEvent(Func, &Parms); Func->FunctionFlags = Flgs; return Parms.ReturnValue; } // Function FortniteGame.FortItem.GetSearchTags // (Native, Public, BlueprintCallable, BlueprintPure, Const) // Parameters: // class FText ReturnValue (Parm, OutParm, ReturnParm, NativeAccessSpecifierPublic) class FText UFortItem::GetSearchTags() const { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("FortItem", "GetSearchTags"); Params::FortItem_GetSearchTags Parms{}; auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; UObject::ProcessEvent(Func, &Parms); Func->FunctionFlags = Flgs; return Parms.ReturnValue; } // Function FortniteGame.FortItem.GetSecondaryCategory // (Native, Public, HasOutParams, BlueprintCallable, BlueprintPure, Const) // Parameters: // class FText* ItemCategoryText (Parm, OutParm, NativeAccessSpecifierPublic) // struct FSlateBrush* ItemCategoryBrush (Parm, OutParm, NativeAccessSpecifierPublic) // EFortBrushSize BrushSize (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) // bool ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, NativeAccessSpecifierPublic) bool UFortItem::GetSecondaryCategory(class FText* ItemCategoryText, struct FSlateBrush* ItemCategoryBrush, EFortBrushSize BrushSize) const { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("FortItem", "GetSecondaryCategory"); Params::FortItem_GetSecondaryCategory Parms{}; Parms.BrushSize = BrushSize; auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; UObject::ProcessEvent(Func, &Parms); Func->FunctionFlags = Flgs; if (ItemCategoryText != nullptr) *ItemCategoryText = std::move(Parms.ItemCategoryText); if (ItemCategoryBrush != nullptr) *ItemCategoryBrush = std::move(Parms.ItemCategoryBrush); return Parms.ReturnValue; } // Function FortniteGame.FortItem.GetTertiaryCategory // (Native, Public, HasOutParams, BlueprintCallable, BlueprintPure, Const) // Parameters: // class FText* ItemCategoryText (Parm, OutParm, NativeAccessSpecifierPublic) // struct FSlateBrush* ItemCategoryBrush (Parm, OutParm, NativeAccessSpecifierPublic) // EFortBrushSize BrushSize (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) // bool ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, NativeAccessSpecifierPublic) bool UFortItem::GetTertiaryCategory(class FText* ItemCategoryText, struct FSlateBrush* ItemCategoryBrush, EFortBrushSize BrushSize) const { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("FortItem", "GetTertiaryCategory"); Params::FortItem_GetTertiaryCategory Parms{}; Parms.BrushSize = BrushSize; auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; UObject::ProcessEvent(Func, &Parms); Func->FunctionFlags = Flgs; if (ItemCategoryText != nullptr) *ItemCategoryText = std::move(Parms.ItemCategoryText); if (ItemCategoryBrush != nullptr) *ItemCategoryBrush = std::move(Parms.ItemCategoryBrush); return Parms.ReturnValue; } // Function FortniteGame.FortItem.GetTier // (Final, Native, Public, BlueprintCallable, BlueprintPure, Const) // Parameters: // EFortItemTier ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) EFortItemTier UFortItem::GetTier() const { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("FortItem", "GetTier"); Params::FortItem_GetTier Parms{}; auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; UObject::ProcessEvent(Func, &Parms); Func->FunctionFlags = Flgs; return Parms.ReturnValue; } // Function FortniteGame.FortItem.GetType // (Native, Public, BlueprintCallable, BlueprintPure, Const) // Parameters: // EFortItemType ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) EFortItemType UFortItem::GetType() const { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("FortItem", "GetType"); Params::FortItem_GetType Parms{}; auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; UObject::ProcessEvent(Func, &Parms); Func->FunctionFlags = Flgs; return Parms.ReturnValue; } // Function FortniteGame.FortItem.GetUpgradeCost // (Native, Public, BlueprintCallable, BlueprintPure, Const) // Parameters: // int32 ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) int32 UFortItem::GetUpgradeCost() const { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("FortItem", "GetUpgradeCost"); Params::FortItem_GetUpgradeCost Parms{}; auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; UObject::ProcessEvent(Func, &Parms); Func->FunctionFlags = Flgs; return Parms.ReturnValue; } // Function FortniteGame.FortItem.HasDurability // (Native, Public, BlueprintCallable, BlueprintPure, Const) // Parameters: // bool ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, NativeAccessSpecifierPublic) bool UFortItem::HasDurability() const { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("FortItem", "HasDurability"); Params::FortItem_HasDurability Parms{}; auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; UObject::ProcessEvent(Func, &Parms); Func->FunctionFlags = Flgs; return Parms.ReturnValue; } // Function FortniteGame.FortItem.IsActivatable // (Native, Public, BlueprintCallable, BlueprintPure, Const) // Parameters: // class AFortPlayerController* FortPC (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) // bool ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, NativeAccessSpecifierPublic) bool UFortItem::IsActivatable(class AFortPlayerController* FortPC) const { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("FortItem", "IsActivatable"); Params::FortItem_IsActivatable Parms{}; Parms.FortPC = FortPC; auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; UObject::ProcessEvent(Func, &Parms); Func->FunctionFlags = Flgs; return Parms.ReturnValue; } // Function FortniteGame.FortItem.IsAlterationSlotActive // (Native, Public, BlueprintCallable, BlueprintPure, Const) // Parameters: // int32 SlotIndex (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) // bool ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, NativeAccessSpecifierPublic) bool UFortItem::IsAlterationSlotActive(int32 SlotIndex) const { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("FortItem", "IsAlterationSlotActive"); Params::FortItem_IsAlterationSlotActive Parms{}; Parms.SlotIndex = SlotIndex; auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; UObject::ProcessEvent(Func, &Parms); Func->FunctionFlags = Flgs; return Parms.ReturnValue; } // Function FortniteGame.FortItem.IsEquipable // (Native, Public, BlueprintCallable, BlueprintPure, Const) // Parameters: // const class AFortPlayerController* EquippingPC (ConstParm, Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) // bool ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, NativeAccessSpecifierPublic) bool UFortItem::IsEquipable(const class AFortPlayerController* EquippingPC) const { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("FortItem", "IsEquipable"); Params::FortItem_IsEquipable Parms{}; Parms.EquippingPC = EquippingPC; auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; UObject::ProcessEvent(Func, &Parms); Func->FunctionFlags = Flgs; return Parms.ReturnValue; } // Function FortniteGame.FortItem.IsEquipped // (Native, Public, BlueprintCallable, BlueprintPure, Const) // Parameters: // bool ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, NativeAccessSpecifierPublic) bool UFortItem::IsEquipped() const { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("FortItem", "IsEquipped"); Params::FortItem_IsEquipped Parms{}; auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; UObject::ProcessEvent(Func, &Parms); Func->FunctionFlags = Flgs; return Parms.ReturnValue; } // Function FortniteGame.FortItem.IsInBackpackOverflow // (Native, Public, BlueprintCallable, BlueprintPure, Const) // Parameters: // bool ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, NativeAccessSpecifierPublic) bool UFortItem::IsInBackpackOverflow() const { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("FortItem", "IsInBackpackOverflow"); Params::FortItem_IsInBackpackOverflow Parms{}; auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; UObject::ProcessEvent(Func, &Parms); Func->FunctionFlags = Flgs; return Parms.ReturnValue; } // Function FortniteGame.FortItem.IsInStorageVault // (Native, Public, BlueprintCallable, BlueprintPure, Const) // Parameters: // bool ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, NativeAccessSpecifierPublic) bool UFortItem::IsInStorageVault() const { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("FortItem", "IsInStorageVault"); Params::FortItem_IsInStorageVault Parms{}; auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; UObject::ProcessEvent(Func, &Parms); Func->FunctionFlags = Flgs; return Parms.ReturnValue; } // Function FortniteGame.FortItem.IsSchematic // (Native, Public, BlueprintCallable, BlueprintPure, Const) // Parameters: // bool ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, NativeAccessSpecifierPublic) bool UFortItem::IsSchematic() const { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("FortItem", "IsSchematic"); Params::FortItem_IsSchematic Parms{}; auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; UObject::ProcessEvent(Func, &Parms); Func->FunctionFlags = Flgs; return Parms.ReturnValue; } // Function FortniteGame.FortItem.IsSlotted // (Native, Public, BlueprintCallable, BlueprintPure, Const) // Parameters: // bool ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, NativeAccessSpecifierPublic) bool UFortItem::IsSlotted() const { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("FortItem", "IsSlotted"); Params::FortItem_IsSlotted Parms{}; auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; UObject::ProcessEvent(Func, &Parms); Func->FunctionFlags = Flgs; return Parms.ReturnValue; } // Function FortniteGame.FortDialogNotification.CloseTalkingHead // (Final, BlueprintCosmetic, Native, Public, BlueprintCallable) void AFortDialogNotification::CloseTalkingHead() { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("FortDialogNotification", "CloseTalkingHead"); auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; UObject::ProcessEvent(Func, nullptr); Func->FunctionFlags = Flgs; } // Function FortniteGame.FortDialogNotification.OnDialogInterrupted // (BlueprintCosmetic, Event, Public, BlueprintEvent) void AFortDialogNotification::OnDialogInterrupted() { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("FortDialogNotification", "OnDialogInterrupted"); UObject::ProcessEvent(Func, nullptr); } // Function FortniteGame.FortDialogNotification.OpenTalkingHead // (Final, BlueprintCosmetic, Native, Public, BlueprintCallable) // Parameters: // class UTexture2D* Image (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) // const class FText& Title (Parm, NativeAccessSpecifierPublic) void AFortDialogNotification::OpenTalkingHead(class UTexture2D* Image, const class FText& Title) { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("FortDialogNotification", "OpenTalkingHead"); Params::FortDialogNotification_OpenTalkingHead Parms{}; Parms.Image = Image; Parms.Title = std::move(Title); auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; UObject::ProcessEvent(Func, &Parms); Func->FunctionFlags = Flgs; } // Function FortniteGame.FortAccountItem.HasBeenSeenLocally // (Native, Public, BlueprintCallable, BlueprintPure, Const) // Parameters: // bool ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, NativeAccessSpecifierPublic) bool UFortAccountItem::HasBeenSeenLocally() const { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("FortAccountItem", "HasBeenSeenLocally"); Params::FortAccountItem_HasBeenSeenLocally Parms{}; auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; UObject::ProcessEvent(Func, &Parms); Func->FunctionFlags = Flgs; return Parms.ReturnValue; } // Function FortniteGame.FortWorker.GetSecondaryCategory // (Native, Public, HasOutParams, BlueprintCallable, BlueprintPure, Const) // Parameters: // class FText* ItemCategoryText (Parm, OutParm, NativeAccessSpecifierPublic) // struct FSlateBrush* ItemCategoryBrush (Parm, OutParm, NativeAccessSpecifierPublic) // EFortBrushSize BrushSize (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) // bool ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, NativeAccessSpecifierPublic) bool UFortWorker::GetSecondaryCategory(class FText* ItemCategoryText, struct FSlateBrush* ItemCategoryBrush, EFortBrushSize BrushSize) const { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("FortWorker", "GetSecondaryCategory"); Params::FortWorker_GetSecondaryCategory Parms{}; Parms.BrushSize = BrushSize; auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; UObject::ProcessEvent(Func, &Parms); Func->FunctionFlags = Flgs; if (ItemCategoryText != nullptr) *ItemCategoryText = std::move(Parms.ItemCategoryText); if (ItemCategoryBrush != nullptr) *ItemCategoryBrush = std::move(Parms.ItemCategoryBrush); return Parms.ReturnValue; } // Function FortniteGame.FortWorker.GetTertiaryCategory // (Native, Public, HasOutParams, BlueprintCallable, BlueprintPure, Const) // Parameters: // class FText* ItemCategoryText (Parm, OutParm, NativeAccessSpecifierPublic) // struct FSlateBrush* ItemCategoryBrush (Parm, OutParm, NativeAccessSpecifierPublic) // EFortBrushSize BrushSize (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) // bool ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, NativeAccessSpecifierPublic) bool UFortWorker::GetTertiaryCategory(class FText* ItemCategoryText, struct FSlateBrush* ItemCategoryBrush, EFortBrushSize BrushSize) const { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("FortWorker", "GetTertiaryCategory"); Params::FortWorker_GetTertiaryCategory Parms{}; Parms.BrushSize = BrushSize; auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; UObject::ProcessEvent(Func, &Parms); Func->FunctionFlags = Flgs; if (ItemCategoryText != nullptr) *ItemCategoryText = std::move(Parms.ItemCategoryText); if (ItemCategoryBrush != nullptr) *ItemCategoryBrush = std::move(Parms.ItemCategoryBrush); return Parms.ReturnValue; } // Function FortniteGame.FortWorker.GetWorkerTypeBP // (Final, Native, Public, BlueprintCallable, BlueprintPure, Const) // Parameters: // class UFortWorkerType* ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) class UFortWorkerType* UFortWorker::GetWorkerTypeBP() const { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("FortWorker", "GetWorkerTypeBP"); Params::FortWorker_GetWorkerTypeBP Parms{}; auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; UObject::ProcessEvent(Func, &Parms); Func->FunctionFlags = Flgs; return Parms.ReturnValue; } // Function FortniteGame.FortHero.GetHeroTypeBP // (Final, Native, Public, BlueprintCallable, BlueprintPure, Const) // Parameters: // class UFortHeroType* ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) class UFortHeroType* UFortHero::GetHeroTypeBP() const { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("FortHero", "GetHeroTypeBP"); Params::FortHero_GetHeroTypeBP Parms{}; auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; UObject::ProcessEvent(Func, &Parms); Func->FunctionFlags = Flgs; return Parms.ReturnValue; } // Function FortniteGame.MyTownBuildingDefinitionData.GetBuildingTemplateId // (Final, Native, Public, BlueprintCallable, BlueprintPure, Const) // Parameters: // class FString ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, HasGetValueTypeHash, NativeAccessSpecifierPublic) class FString UMyTownBuildingDefinitionData::GetBuildingTemplateId() const { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("MyTownBuildingDefinitionData", "GetBuildingTemplateId"); Params::MyTownBuildingDefinitionData_GetBuildingTemplateId Parms{}; auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; UObject::ProcessEvent(Func, &Parms); Func->FunctionFlags = Flgs; return Parms.ReturnValue; } // Function FortniteGame.MyTownBuildingDefinitionData.GetDescription // (Native, Public, BlueprintCallable, BlueprintPure, Const) // Parameters: // TArray ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, NativeAccessSpecifierPublic) TArray UMyTownBuildingDefinitionData::GetDescription() const { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("MyTownBuildingDefinitionData", "GetDescription"); Params::MyTownBuildingDefinitionData_GetDescription Parms{}; auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; UObject::ProcessEvent(Func, &Parms); Func->FunctionFlags = Flgs; return Parms.ReturnValue; } // Function FortniteGame.FortMcpContext.ApplyAlteration // (Final, Native, Public, BlueprintCallable) // Parameters: // class UFortAlterableItem* Item (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) // class UFortAlterationItem* AlterationToApply (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) void UFortMcpContext::ApplyAlteration(class UFortAlterableItem* Item, class UFortAlterationItem* AlterationToApply) { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("FortMcpContext", "ApplyAlteration"); Params::FortMcpContext_ApplyAlteration Parms{}; Parms.Item = Item; Parms.AlterationToApply = AlterationToApply; auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; UObject::ProcessEvent(Func, &Parms); Func->FunctionFlags = Flgs; } // Function FortniteGame.FortMcpContext.CancelEpicPurchasingDisplay // (Final, Native, Public, BlueprintCallable) void UFortMcpContext::CancelEpicPurchasingDisplay() { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("FortMcpContext", "CancelEpicPurchasingDisplay"); auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; UObject::ProcessEvent(Func, nullptr); Func->FunctionFlags = Flgs; } // Function FortniteGame.FortMcpContext.ListMtxPackages // (Final, Native, Public, HasOutParams, BlueprintCallable) // Parameters: // const TDelegate& Offers)>&Callback (ConstParm, Parm, OutParm, ZeroConstructor, ReferenceParm, NoDestructor, NativeAccessSpecifierPublic) void UFortMcpContext::ListMtxPackages(const TDelegate& Offers)>& Callback) { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("FortMcpContext", "ListMtxPackages"); Params::FortMcpContext_ListMtxPackages Parms{}; Parms.Callback = Callback; auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; UObject::ProcessEvent(Func, &Parms); Func->FunctionFlags = Flgs; } // Function FortniteGame.FortMcpContext.MarkItemSeen // (Final, Native, Public, BlueprintCallable) // Parameters: // const class UFortAccountItem* ItemToMarkSeen (ConstParm, Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) void UFortMcpContext::MarkItemSeen(const class UFortAccountItem* ItemToMarkSeen) { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("FortMcpContext", "MarkItemSeen"); Params::FortMcpContext_MarkItemSeen Parms{}; Parms.ItemToMarkSeen = ItemToMarkSeen; auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; UObject::ProcessEvent(Func, &Parms); Func->FunctionFlags = Flgs; } // Function FortniteGame.FortMcpContext.PurchaseRealMoneyCatalogEntry // (Final, Native, Public, HasOutParams, BlueprintCallable) // Parameters: // const class FString& OfferId (Parm, ZeroConstructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) // const TDelegate& Callback (ConstParm, Parm, OutParm, ZeroConstructor, ReferenceParm, NoDestructor, NativeAccessSpecifierPublic) void UFortMcpContext::PurchaseRealMoneyCatalogEntry(const class FString& OfferId, const TDelegate& Callback) { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("FortMcpContext", "PurchaseRealMoneyCatalogEntry"); Params::FortMcpContext_PurchaseRealMoneyCatalogEntry Parms{}; Parms.OfferId = std::move(OfferId); Parms.Callback = Callback; auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; UObject::ProcessEvent(Func, &Parms); Func->FunctionFlags = Flgs; } // Function FortniteGame.FortMcpContext.RecycleItem // (Final, Native, Public, BlueprintCallable) // Parameters: // const class UFortItem* ItemToRecycle (ConstParm, Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) void UFortMcpContext::RecycleItem(const class UFortItem* ItemToRecycle) { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("FortMcpContext", "RecycleItem"); Params::FortMcpContext_RecycleItem Parms{}; Parms.ItemToRecycle = ItemToRecycle; auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; UObject::ProcessEvent(Func, &Parms); Func->FunctionFlags = Flgs; } // Function FortniteGame.FortMcpContext.RegisterForEpicPurchasingDisplay // (Final, Native, Public, HasOutParams, BlueprintCallable) // Parameters: // const TDelegate&DisplayCallback (ConstParm, Parm, OutParm, ZeroConstructor, ReferenceParm, NoDestructor, NativeAccessSpecifierPublic) // const TDelegate& DismissCallback (ConstParm, Parm, OutParm, ZeroConstructor, ReferenceParm, NoDestructor, NativeAccessSpecifierPublic) void UFortMcpContext::RegisterForEpicPurchasingDisplay(const TDelegate& DisplayCallback, const TDelegate& DismissCallback) { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("FortMcpContext", "RegisterForEpicPurchasingDisplay"); Params::FortMcpContext_RegisterForEpicPurchasingDisplay Parms{}; Parms.DisplayCallback = DisplayCallback; Parms.DismissCallback = DismissCallback; auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; UObject::ProcessEvent(Func, &Parms); Func->FunctionFlags = Flgs; } // Function FortniteGame.FortMcpContext.UpgradeItem // (Final, Native, Public, BlueprintCallable) // Parameters: // const class UFortItem* ItemToUpgrade (ConstParm, Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) void UFortMcpContext::UpgradeItem(const class UFortItem* ItemToUpgrade) { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("FortMcpContext", "UpgradeItem"); Params::FortMcpContext_UpgradeItem Parms{}; Parms.ItemToUpgrade = ItemToUpgrade; auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; UObject::ProcessEvent(Func, &Parms); Func->FunctionFlags = Flgs; } // Function FortniteGame.FortMcpContext.GetAccountItemWithDefinition // (Final, Native, Public, BlueprintCallable, BlueprintPure, Const) // Parameters: // const class UFortAccountItemDefinition* AccountItemDefinition (ConstParm, Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) // class UFortAccountItem* ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) class UFortAccountItem* UFortMcpContext::GetAccountItemWithDefinition(const class UFortAccountItemDefinition* AccountItemDefinition) const { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("FortMcpContext", "GetAccountItemWithDefinition"); Params::FortMcpContext_GetAccountItemWithDefinition Parms{}; Parms.AccountItemDefinition = AccountItemDefinition; auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; UObject::ProcessEvent(Func, &Parms); Func->FunctionFlags = Flgs; return Parms.ReturnValue; } // Function FortniteGame.FortMcpContext.GetAllAlterations // (Final, Native, Public, HasOutParams, BlueprintCallable, BlueprintPure, Const) // Parameters: // TArray* OutAlterations (Parm, OutParm, ZeroConstructor, NativeAccessSpecifierPublic) // EFortAlteration InAlterationType (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) void UFortMcpContext::GetAllAlterations(TArray* OutAlterations, EFortAlteration InAlterationType) const { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("FortMcpContext", "GetAllAlterations"); Params::FortMcpContext_GetAllAlterations Parms{}; Parms.InAlterationType = InAlterationType; auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; UObject::ProcessEvent(Func, &Parms); Func->FunctionFlags = Flgs; if (OutAlterations != nullptr) *OutAlterations = std::move(Parms.OutAlterations); } // Function FortniteGame.FortMcpContext.GetAllHeroes // (Final, Native, Public, HasOutParams, BlueprintCallable, BlueprintPure, Const) // Parameters: // TArray* Result (Parm, OutParm, ZeroConstructor, NativeAccessSpecifierPublic) void UFortMcpContext::GetAllHeroes(TArray* Result) const { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("FortMcpContext", "GetAllHeroes"); Params::FortMcpContext_GetAllHeroes Parms{}; auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; UObject::ProcessEvent(Func, &Parms); Func->FunctionFlags = Flgs; if (Result != nullptr) *Result = std::move(Parms.Result); } // Function FortniteGame.FortMcpContext.GetCurrentlyViewedAccountInfo // (Final, Native, Public, HasOutParams, BlueprintCallable, BlueprintPure, Const) // Parameters: // struct FFortPublicAccountInfo* Result (Parm, OutParm, NativeAccessSpecifierPublic) void UFortMcpContext::GetCurrentlyViewedAccountInfo(struct FFortPublicAccountInfo* Result) const { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("FortMcpContext", "GetCurrentlyViewedAccountInfo"); Params::FortMcpContext_GetCurrentlyViewedAccountInfo Parms{}; auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; UObject::ProcessEvent(Func, &Parms); Func->FunctionFlags = Flgs; if (Result != nullptr) *Result = std::move(Parms.Result); } // Function FortniteGame.FortMcpContext.GetDefaultHero // (Final, Native, Public, BlueprintCallable, BlueprintPure, Const) // Parameters: // class UFortHero* ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) class UFortHero* UFortMcpContext::GetDefaultHero() const { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("FortMcpContext", "GetDefaultHero"); Params::FortMcpContext_GetDefaultHero Parms{}; auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; UObject::ProcessEvent(Func, &Parms); Func->FunctionFlags = Flgs; return Parms.ReturnValue; } // Function FortniteGame.FortMcpContext.GetHomeBaseInfo // (Final, Native, Public, HasOutParams, BlueprintCallable, BlueprintPure, Const) // Parameters: // struct FFortHomeBaseInfo* Result (Parm, OutParm, NativeAccessSpecifierPublic) void UFortMcpContext::GetHomeBaseInfo(struct FFortHomeBaseInfo* Result) const { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("FortMcpContext", "GetHomeBaseInfo"); Params::FortMcpContext_GetHomeBaseInfo Parms{}; auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; UObject::ProcessEvent(Func, &Parms); Func->FunctionFlags = Flgs; if (Result != nullptr) *Result = std::move(Parms.Result); } // Function FortniteGame.FortMcpContext.GetHomeBaseInfoForPlayer // (Final, Native, Public, HasOutParams, BlueprintCallable, BlueprintPure, Const) // Parameters: // struct FFortHomeBaseInfo* Result (Parm, OutParm, NativeAccessSpecifierPublic) // const struct FUniqueNetIdRepl& MemberUniqueId (Parm, NativeAccessSpecifierPublic) void UFortMcpContext::GetHomeBaseInfoForPlayer(struct FFortHomeBaseInfo* Result, const struct FUniqueNetIdRepl& MemberUniqueId) const { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("FortMcpContext", "GetHomeBaseInfoForPlayer"); Params::FortMcpContext_GetHomeBaseInfoForPlayer Parms{}; Parms.MemberUniqueId = std::move(MemberUniqueId); auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; UObject::ProcessEvent(Func, &Parms); Func->FunctionFlags = Flgs; if (Result != nullptr) *Result = std::move(Parms.Result); } // Function FortniteGame.FortMcpContext.GetLocalAccountInfo // (Final, Native, Public, HasOutParams, BlueprintCallable, BlueprintPure, Const) // Parameters: // struct FFortPrivateAccountInfo* Result (Parm, OutParm, NativeAccessSpecifierPublic) void UFortMcpContext::GetLocalAccountInfo(struct FFortPrivateAccountInfo* Result) const { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("FortMcpContext", "GetLocalAccountInfo"); Params::FortMcpContext_GetLocalAccountInfo Parms{}; auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; UObject::ProcessEvent(Func, &Parms); Func->FunctionFlags = Flgs; if (Result != nullptr) *Result = std::move(Parms.Result); } // Function FortniteGame.FortMcpContext.GetPersonnelXpBalance // (Final, Native, Public, BlueprintCallable, BlueprintPure, Const) // Parameters: // int32 ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) int32 UFortMcpContext::GetPersonnelXpBalance() const { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("FortMcpContext", "GetPersonnelXpBalance"); Params::FortMcpContext_GetPersonnelXpBalance Parms{}; auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; UObject::ProcessEvent(Func, &Parms); Func->FunctionFlags = Flgs; return Parms.ReturnValue; } // Function FortniteGame.FortMcpContext.GetSchematicXpBalance // (Final, Native, Public, BlueprintCallable, BlueprintPure, Const) // Parameters: // int32 ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) int32 UFortMcpContext::GetSchematicXpBalance() const { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("FortMcpContext", "GetSchematicXpBalance"); Params::FortMcpContext_GetSchematicXpBalance Parms{}; auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; UObject::ProcessEvent(Func, &Parms); Func->FunctionFlags = Flgs; return Parms.ReturnValue; } // Function FortniteGame.FortMcpContext.IsDailyRewardAvailable // (Final, Native, Public, HasOutParams, BlueprintCallable, BlueprintPure, Const) // Parameters: // float* OutSecondsUntilNextReward (Parm, OutParm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) // bool* OutRewardAvailable (Parm, OutParm, ZeroConstructor, IsPlainOldData, NoDestructor, NativeAccessSpecifierPublic) // bool ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, NativeAccessSpecifierPublic) bool UFortMcpContext::IsDailyRewardAvailable(float* OutSecondsUntilNextReward, bool* OutRewardAvailable) const { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("FortMcpContext", "IsDailyRewardAvailable"); Params::FortMcpContext_IsDailyRewardAvailable Parms{}; auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; UObject::ProcessEvent(Func, &Parms); Func->FunctionFlags = Flgs; if (OutSecondsUntilNextReward != nullptr) *OutSecondsUntilNextReward = Parms.OutSecondsUntilNextReward; if (OutRewardAvailable != nullptr) *OutRewardAvailable = Parms.OutRewardAvailable; return Parms.ReturnValue; } // Function FortniteGame.FortMcpContext.IsLocalPlayersUniqueID // (Final, Native, Public, HasOutParams, BlueprintCallable, BlueprintPure, Const) // Parameters: // const struct FUniqueNetIdRepl& PlayerID (ConstParm, Parm, OutParm, ReferenceParm, NativeAccessSpecifierPublic) // bool ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, NativeAccessSpecifierPublic) bool UFortMcpContext::IsLocalPlayersUniqueID(const struct FUniqueNetIdRepl& PlayerID) const { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("FortMcpContext", "IsLocalPlayersUniqueID"); Params::FortMcpContext_IsLocalPlayersUniqueID Parms{}; Parms.PlayerID = std::move(PlayerID); auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; UObject::ProcessEvent(Func, &Parms); Func->FunctionFlags = Flgs; return Parms.ReturnValue; } // Function FortniteGame.FortOutpostContext.DepositPOSTResource // (Final, Native, Public, BlueprintCallable) // Parameters: // const class UFortItemDefinition* ResourceItem (ConstParm, Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) // int32 Count (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) void UFortOutpostContext::DepositPOSTResource(const class UFortItemDefinition* ResourceItem, int32 Count) { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("FortOutpostContext", "DepositPOSTResource"); Params::FortOutpostContext_DepositPOSTResource Parms{}; Parms.ResourceItem = ResourceItem; Parms.Count = Count; auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; UObject::ProcessEvent(Func, &Parms); Func->FunctionFlags = Flgs; } // Function FortniteGame.FortOutpostContext.IncreaseOutpostPrestigeLevel // (Final, Native, Public, BlueprintCallable) void UFortOutpostContext::IncreaseOutpostPrestigeLevel() { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("FortOutpostContext", "IncreaseOutpostPrestigeLevel"); auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; UObject::ProcessEvent(Func, nullptr); Func->FunctionFlags = Flgs; } // Function FortniteGame.FortOutpostContext.UpgradePOST // (Final, Native, Public, BlueprintCallable) void UFortOutpostContext::UpgradePOST() { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("FortOutpostContext", "UpgradePOST"); auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; UObject::ProcessEvent(Func, nullptr); Func->FunctionFlags = Flgs; } // Function FortniteGame.FortOutpostContext.UpgradeStructure // (Final, Native, Public, BlueprintCallable) // Parameters: // class UFortOutpostItemDefinition* StructureToUpgrade (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) void UFortOutpostContext::UpgradeStructure(class UFortOutpostItemDefinition* StructureToUpgrade) { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("FortOutpostContext", "UpgradeStructure"); Params::FortOutpostContext_UpgradeStructure Parms{}; Parms.StructureToUpgrade = StructureToUpgrade; auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; UObject::ProcessEvent(Func, &Parms); Func->FunctionFlags = Flgs; } // Function FortniteGame.FortOutpostContext.CanUpgradePOST // (Final, Native, Public, BlueprintCallable, BlueprintPure, Const) // Parameters: // bool ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, NativeAccessSpecifierPublic) bool UFortOutpostContext::CanUpgradePOST() const { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("FortOutpostContext", "CanUpgradePOST"); Params::FortOutpostContext_CanUpgradePOST Parms{}; auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; UObject::ProcessEvent(Func, &Parms); Func->FunctionFlags = Flgs; return Parms.ReturnValue; } // Function FortniteGame.FortOutpostContext.CanUpgradeStructure // (Final, Native, Public, BlueprintCallable, BlueprintPure, Const) // Parameters: // class UFortOutpostItemDefinition* OutpostStructure (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) // bool bLog (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, NativeAccessSpecifierPublic) // bool ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, NativeAccessSpecifierPublic) bool UFortOutpostContext::CanUpgradeStructure(class UFortOutpostItemDefinition* OutpostStructure, bool bLog) const { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("FortOutpostContext", "CanUpgradeStructure"); Params::FortOutpostContext_CanUpgradeStructure Parms{}; Parms.OutpostStructure = OutpostStructure; Parms.bLog = bLog; auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; UObject::ProcessEvent(Func, &Parms); Func->FunctionFlags = Flgs; return Parms.ReturnValue; } // Function FortniteGame.FortOutpostContext.GetHarvestingToolForLevel // (Final, Native, Public, BlueprintCallable, BlueprintPure, Const) // Parameters: // int32 InHarvestingOptimizerLevel (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) // class UFortWorldItemDefinition* ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) class UFortWorldItemDefinition* UFortOutpostContext::GetHarvestingToolForLevel(int32 InHarvestingOptimizerLevel) const { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("FortOutpostContext", "GetHarvestingToolForLevel"); Params::FortOutpostContext_GetHarvestingToolForLevel Parms{}; Parms.InHarvestingOptimizerLevel = InHarvestingOptimizerLevel; auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; UObject::ProcessEvent(Func, &Parms); Func->FunctionFlags = Flgs; return Parms.ReturnValue; } // Function FortniteGame.FortOutpostContext.GetNextPOSTLevelRequirements // (Final, Native, Public, BlueprintCallable, BlueprintPure, Const) // Parameters: // TArrayReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, NativeAccessSpecifierPublic) TArray UFortOutpostContext::GetNextPOSTLevelRequirements() const { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("FortOutpostContext", "GetNextPOSTLevelRequirements"); Params::FortOutpostContext_GetNextPOSTLevelRequirements Parms{}; auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; UObject::ProcessEvent(Func, &Parms); Func->FunctionFlags = Flgs; return Parms.ReturnValue; } // Function FortniteGame.FortOutpostContext.GetOutpostPrestigeLevel // (Final, Native, Public, BlueprintCallable, BlueprintPure, Const) // Parameters: // int32 ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) int32 UFortOutpostContext::GetOutpostPrestigeLevel() const { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("FortOutpostContext", "GetOutpostPrestigeLevel"); Params::FortOutpostContext_GetOutpostPrestigeLevel Parms{}; auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; UObject::ProcessEvent(Func, &Parms); Func->FunctionFlags = Flgs; return Parms.ReturnValue; } // Function FortniteGame.FortOutpostContext.GetOutpostStructure // (Final, Native, Public, BlueprintCallable, BlueprintPure, Const) // Parameters: // class UFortOutpostItemDefinition* OutpostStructure (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) // class AOutpostStructureBase* ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) class AOutpostStructureBase* UFortOutpostContext::GetOutpostStructure(class UFortOutpostItemDefinition* OutpostStructure) const { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("FortOutpostContext", "GetOutpostStructure"); Params::FortOutpostContext_GetOutpostStructure Parms{}; Parms.OutpostStructure = OutpostStructure; auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; UObject::ProcessEvent(Func, &Parms); Func->FunctionFlags = Flgs; return Parms.ReturnValue; } // Function FortniteGame.FortOutpostContext.GetPOSTBuildingHealthMod // (Final, Native, Public, BlueprintCallable, BlueprintPure, Const) // Parameters: // int32 POSTLevel (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) // float ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) float UFortOutpostContext::GetPOSTBuildingHealthMod(int32 POSTLevel) const { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("FortOutpostContext", "GetPOSTBuildingHealthMod"); Params::FortOutpostContext_GetPOSTBuildingHealthMod Parms{}; Parms.POSTLevel = POSTLevel; auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; UObject::ProcessEvent(Func, &Parms); Func->FunctionFlags = Flgs; return Parms.ReturnValue; } // Function FortniteGame.FortOutpostContext.GetStormShieldLevelDefended // (Final, Native, Public, BlueprintCallable, BlueprintPure, Const) // Parameters: // int32 ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) int32 UFortOutpostContext::GetStormShieldLevelDefended() const { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("FortOutpostContext", "GetStormShieldLevelDefended"); Params::FortOutpostContext_GetStormShieldLevelDefended Parms{}; auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; UObject::ProcessEvent(Func, &Parms); Func->FunctionFlags = Flgs; return Parms.ReturnValue; } // Function FortniteGame.FortOutpostContext.GetStructureLevel // (Final, Native, Public, BlueprintCallable, BlueprintPure, Const) // Parameters: // class UFortOutpostItemDefinition* OutpostStructure (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) // int32 ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) int32 UFortOutpostContext::GetStructureLevel(class UFortOutpostItemDefinition* OutpostStructure) const { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("FortOutpostContext", "GetStructureLevel"); Params::FortOutpostContext_GetStructureLevel Parms{}; Parms.OutpostStructure = OutpostStructure; auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; UObject::ProcessEvent(Func, &Parms); Func->FunctionFlags = Flgs; return Parms.ReturnValue; } // Function FortniteGame.FortOutpostContext.GetStructureMaxLevel // (Final, Native, Public, BlueprintCallable, BlueprintPure, Const) // Parameters: // class UFortOutpostItemDefinition* OutpostStructure (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) // int32 ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) int32 UFortOutpostContext::GetStructureMaxLevel(class UFortOutpostItemDefinition* OutpostStructure) const { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("FortOutpostContext", "GetStructureMaxLevel"); Params::FortOutpostContext_GetStructureMaxLevel Parms{}; Parms.OutpostStructure = OutpostStructure; auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; UObject::ProcessEvent(Func, &Parms); Func->FunctionFlags = Flgs; return Parms.ReturnValue; } // Function FortniteGame.FortOutpostContext.GetUpgradeStructureCost // (Final, Native, Public, HasOutParams, BlueprintCallable, BlueprintPure, Const) // Parameters: // class UFortOutpostItemDefinition* OutpostStructure (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) // TArray* OutWorldItems (Parm, OutParm, ZeroConstructor, NativeAccessSpecifierPublic) // TArray* OutAccountItems (Parm, OutParm, ZeroConstructor, NativeAccessSpecifierPublic) void UFortOutpostContext::GetUpgradeStructureCost(class UFortOutpostItemDefinition* OutpostStructure, TArray* OutWorldItems, TArray* OutAccountItems) const { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("FortOutpostContext", "GetUpgradeStructureCost"); Params::FortOutpostContext_GetUpgradeStructureCost Parms{}; Parms.OutpostStructure = OutpostStructure; auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; UObject::ProcessEvent(Func, &Parms); Func->FunctionFlags = Flgs; if (OutWorldItems != nullptr) *OutWorldItems = std::move(Parms.OutWorldItems); if (OutAccountItems != nullptr) *OutAccountItems = std::move(Parms.OutAccountItems); } // Function FortniteGame.FortOutpostContext.IsPrestigeAllowed // (Final, Native, Public, BlueprintCallable, BlueprintPure, Const) // Parameters: // bool ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, NativeAccessSpecifierPublic) bool UFortOutpostContext::IsPrestigeAllowed() const { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("FortOutpostContext", "IsPrestigeAllowed"); Params::FortOutpostContext_IsPrestigeAllowed Parms{}; auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; UObject::ProcessEvent(Func, &Parms); Func->FunctionFlags = Flgs; return Parms.ReturnValue; } // Function FortniteGame.FortOutpostContext.LeaveOutpostAsParty // (Final, Native, Public, BlueprintCallable, Const) void UFortOutpostContext::LeaveOutpostAsParty() const { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("FortOutpostContext", "LeaveOutpostAsParty"); auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; UObject::ProcessEvent(Func, nullptr); Func->FunctionFlags = Flgs; } // Function FortniteGame.FortUITeamInfo.GetTeamHitPointFractions // (Final, Native, Public, HasOutParams, BlueprintCallable) // Parameters: // TArray* HealthFractions (Parm, OutParm, ZeroConstructor, NativeAccessSpecifierPublic) // TArray* ShieldFractions (Parm, OutParm, ZeroConstructor, NativeAccessSpecifierPublic) void UFortUITeamInfo::GetTeamHitPointFractions(TArray* HealthFractions, TArray* ShieldFractions) { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("FortUITeamInfo", "GetTeamHitPointFractions"); Params::FortUITeamInfo_GetTeamHitPointFractions Parms{}; auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; UObject::ProcessEvent(Func, &Parms); Func->FunctionFlags = Flgs; if (HealthFractions != nullptr) *HealthFractions = std::move(Parms.HealthFractions); if (ShieldFractions != nullptr) *ShieldFractions = std::move(Parms.ShieldFractions); } // Function FortniteGame.FortUITeamInfo.GetTeamMemberIDs // (Final, Native, Public, HasOutParams, BlueprintCallable) // Parameters: // TArray* TeamMemberIDs (Parm, OutParm, ZeroConstructor, NativeAccessSpecifierPublic) void UFortUITeamInfo::GetTeamMemberIDs(TArray* TeamMemberIDs) { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("FortUITeamInfo", "GetTeamMemberIDs"); Params::FortUITeamInfo_GetTeamMemberIDs Parms{}; auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; UObject::ProcessEvent(Func, &Parms); Func->FunctionFlags = Flgs; if (TeamMemberIDs != nullptr) *TeamMemberIDs = std::move(Parms.TeamMemberIDs); } // Function FortniteGame.FortUITeamInfo.GetTeamMembers // (Final, Native, Public, HasOutParams, BlueprintCallable) // Parameters: // TArray* TeamMembers (Parm, OutParm, ZeroConstructor, NativeAccessSpecifierPublic) void UFortUITeamInfo::GetTeamMembers(TArray* TeamMembers) { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("FortUITeamInfo", "GetTeamMembers"); Params::FortUITeamInfo_GetTeamMembers Parms{}; auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; UObject::ProcessEvent(Func, &Parms); Func->FunctionFlags = Flgs; if (TeamMembers != nullptr) *TeamMembers = std::move(Parms.TeamMembers); } // Function FortniteGame.FortPartyContext.IsValidNetID // (Final, Native, Static, Public, HasOutParams, BlueprintCallable) // Parameters: // const struct FUniqueNetIdRepl& UniqueNetID (ConstParm, Parm, OutParm, ReferenceParm, NativeAccessSpecifierPublic) // bool ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, NativeAccessSpecifierPublic) bool UFortPartyContext::IsValidNetID(const struct FUniqueNetIdRepl& UniqueNetID) { static class UFunction* Func = nullptr; if (Func == nullptr) Func = StaticClass()->GetFunction("FortPartyContext", "IsValidNetID"); Params::FortPartyContext_IsValidNetID Parms{}; Parms.UniqueNetID = std::move(UniqueNetID); auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; GetDefaultObj()->ProcessEvent(Func, &Parms); Func->FunctionFlags = Flgs; return Parms.ReturnValue; } // Function FortniteGame.FortPartyContext.AcceptFriendRequest // (Final, Native, Public, HasOutParams, BlueprintCallable) // Parameters: // const struct FUniqueNetIdRepl& PlayerID (ConstParm, Parm, OutParm, ReferenceParm, NativeAccessSpecifierPublic) void UFortPartyContext::AcceptFriendRequest(const struct FUniqueNetIdRepl& PlayerID) { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("FortPartyContext", "AcceptFriendRequest"); Params::FortPartyContext_AcceptFriendRequest Parms{}; Parms.PlayerID = std::move(PlayerID); auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; UObject::ProcessEvent(Func, &Parms); Func->FunctionFlags = Flgs; } // Function FortniteGame.FortPartyContext.CancelFriendRequest // (Final, Native, Public, HasOutParams, BlueprintCallable) // Parameters: // const struct FUniqueNetIdRepl& PlayerID (ConstParm, Parm, OutParm, ReferenceParm, NativeAccessSpecifierPublic) void UFortPartyContext::CancelFriendRequest(const struct FUniqueNetIdRepl& PlayerID) { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("FortPartyContext", "CancelFriendRequest"); Params::FortPartyContext_CancelFriendRequest Parms{}; Parms.PlayerID = std::move(PlayerID); auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; UObject::ProcessEvent(Func, &Parms); Func->FunctionFlags = Flgs; } // Function FortniteGame.FortPartyContext.ClearPendingInvites // (Final, Native, Public, BlueprintCallable) void UFortPartyContext::ClearPendingInvites() { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("FortPartyContext", "ClearPendingInvites"); auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; UObject::ProcessEvent(Func, nullptr); Func->FunctionFlags = Flgs; } // Function FortniteGame.FortPartyContext.GetActiveFriendsList // (Final, Native, Public, HasOutParams, BlueprintCallable) // Parameters: // TArray* OutActiveFriends (Parm, OutParm, ZeroConstructor, NativeAccessSpecifierPublic) void UFortPartyContext::GetActiveFriendsList(TArray* OutActiveFriends) { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("FortPartyContext", "GetActiveFriendsList"); Params::FortPartyContext_GetActiveFriendsList Parms{}; auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; UObject::ProcessEvent(Func, &Parms); Func->FunctionFlags = Flgs; if (OutActiveFriends != nullptr) *OutActiveFriends = std::move(Parms.OutActiveFriends); } // Function FortniteGame.FortPartyContext.GetPartyInvites // (Final, Native, Public, HasOutParams, BlueprintCallable) // Parameters: // TArray* OutPartyInvites (Parm, OutParm, ZeroConstructor, NativeAccessSpecifierPublic) void UFortPartyContext::GetPartyInvites(TArray* OutPartyInvites) { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("FortPartyContext", "GetPartyInvites"); Params::FortPartyContext_GetPartyInvites Parms{}; auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; UObject::ProcessEvent(Func, &Parms); Func->FunctionFlags = Flgs; if (OutPartyInvites != nullptr) *OutPartyInvites = std::move(Parms.OutPartyInvites); } // Function FortniteGame.FortPartyContext.GetPartyPrivacySetting // (Final, Native, Public, HasOutParams, BlueprintCallable) // Parameters: // EPartyType* OutPartyType (Parm, OutParm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) // bool* OutLeaderFriendsOnly (Parm, OutParm, ZeroConstructor, IsPlainOldData, NoDestructor, NativeAccessSpecifierPublic) // bool* OutLeaderInvitesOnly (Parm, OutParm, ZeroConstructor, IsPlainOldData, NoDestructor, NativeAccessSpecifierPublic) // bool ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, NativeAccessSpecifierPublic) bool UFortPartyContext::GetPartyPrivacySetting(EPartyType* OutPartyType, bool* OutLeaderFriendsOnly, bool* OutLeaderInvitesOnly) { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("FortPartyContext", "GetPartyPrivacySetting"); Params::FortPartyContext_GetPartyPrivacySetting Parms{}; auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; UObject::ProcessEvent(Func, &Parms); Func->FunctionFlags = Flgs; if (OutPartyType != nullptr) *OutPartyType = Parms.OutPartyType; if (OutLeaderFriendsOnly != nullptr) *OutLeaderFriendsOnly = Parms.OutLeaderFriendsOnly; if (OutLeaderInvitesOnly != nullptr) *OutLeaderInvitesOnly = Parms.OutLeaderInvitesOnly; return Parms.ReturnValue; } // Function FortniteGame.FortPartyContext.GetSocialItemList // (Final, Native, Public, HasOutParams, BlueprintCallable) // Parameters: // TArray* OutSocialItems (Parm, OutParm, ZeroConstructor, NativeAccessSpecifierPublic) void UFortPartyContext::GetSocialItemList(TArray* OutSocialItems) { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("FortPartyContext", "GetSocialItemList"); Params::FortPartyContext_GetSocialItemList Parms{}; auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; UObject::ProcessEvent(Func, &Parms); Func->FunctionFlags = Flgs; if (OutSocialItems != nullptr) *OutSocialItems = std::move(Parms.OutSocialItems); } // Function FortniteGame.FortPartyContext.GetTeamInfo // (Final, Native, Public, BlueprintCallable) // Parameters: // EFortTeam Team (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) // class UFortUITeamInfo* ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) class UFortUITeamInfo* UFortPartyContext::GetTeamInfo(EFortTeam Team) { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("FortPartyContext", "GetTeamInfo"); Params::FortPartyContext_GetTeamInfo Parms{}; Parms.Team = Team; auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; UObject::ProcessEvent(Func, &Parms); Func->FunctionFlags = Flgs; return Parms.ReturnValue; } // Function FortniteGame.FortPartyContext.HandlePendingInvites // (Final, Native, Public, BlueprintCallable) void UFortPartyContext::HandlePendingInvites() { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("FortPartyContext", "HandlePendingInvites"); auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; UObject::ProcessEvent(Func, nullptr); Func->FunctionFlags = Flgs; } // Function FortniteGame.FortPartyContext.JoinParty // (Final, Native, Public, BlueprintCallable) // Parameters: // class UFortSocialItem* PartyItem (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) void UFortPartyContext::JoinParty(class UFortSocialItem* PartyItem) { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("FortPartyContext", "JoinParty"); Params::FortPartyContext_JoinParty Parms{}; Parms.PartyItem = PartyItem; auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; UObject::ProcessEvent(Func, &Parms); Func->FunctionFlags = Flgs; } // Function FortniteGame.FortPartyContext.KickPartyMember // (Final, Native, Public, HasOutParams, BlueprintCallable) // Parameters: // const struct FUniqueNetIdRepl& PartyMemberId (ConstParm, Parm, OutParm, ReferenceParm, NativeAccessSpecifierPublic) void UFortPartyContext::KickPartyMember(const struct FUniqueNetIdRepl& PartyMemberId) { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("FortPartyContext", "KickPartyMember"); Params::FortPartyContext_KickPartyMember Parms{}; Parms.PartyMemberId = std::move(PartyMemberId); auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; UObject::ProcessEvent(Func, &Parms); Func->FunctionFlags = Flgs; } // Function FortniteGame.FortPartyContext.LeaveParty // (Final, Native, Public, BlueprintCallable) void UFortPartyContext::LeaveParty() { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("FortPartyContext", "LeaveParty"); auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; UObject::ProcessEvent(Func, nullptr); Func->FunctionFlags = Flgs; } // Function FortniteGame.FortPartyContext.PromotePartyMemberToLeader // (Final, Native, Public, HasOutParams, BlueprintCallable) // Parameters: // const struct FUniqueNetIdRepl& PartyMemberId (ConstParm, Parm, OutParm, ReferenceParm, NativeAccessSpecifierPublic) void UFortPartyContext::PromotePartyMemberToLeader(const struct FUniqueNetIdRepl& PartyMemberId) { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("FortPartyContext", "PromotePartyMemberToLeader"); Params::FortPartyContext_PromotePartyMemberToLeader Parms{}; Parms.PartyMemberId = std::move(PartyMemberId); auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; UObject::ProcessEvent(Func, &Parms); Func->FunctionFlags = Flgs; } // Function FortniteGame.FortPartyContext.RejectFriendRequest // (Final, Native, Public, HasOutParams, BlueprintCallable) // Parameters: // const struct FUniqueNetIdRepl& PlayerID (ConstParm, Parm, OutParm, ReferenceParm, NativeAccessSpecifierPublic) void UFortPartyContext::RejectFriendRequest(const struct FUniqueNetIdRepl& PlayerID) { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("FortPartyContext", "RejectFriendRequest"); Params::FortPartyContext_RejectFriendRequest Parms{}; Parms.PlayerID = std::move(PlayerID); auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; UObject::ProcessEvent(Func, &Parms); Func->FunctionFlags = Flgs; } // Function FortniteGame.FortPartyContext.RejectPartyInvite // (Final, Native, Public, BlueprintCallable) // Parameters: // class UFortSocialItem* PartyInvite (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) void UFortPartyContext::RejectPartyInvite(class UFortSocialItem* PartyInvite) { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("FortPartyContext", "RejectPartyInvite"); Params::FortPartyContext_RejectPartyInvite Parms{}; Parms.PartyInvite = PartyInvite; auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; UObject::ProcessEvent(Func, &Parms); Func->FunctionFlags = Flgs; } // Function FortniteGame.FortPartyContext.SendFriendRequest // (Final, Native, Public, HasOutParams, BlueprintCallable) // Parameters: // const struct FUniqueNetIdRepl& PlayerID (ConstParm, Parm, OutParm, ReferenceParm, NativeAccessSpecifierPublic) void UFortPartyContext::SendFriendRequest(const struct FUniqueNetIdRepl& PlayerID) { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("FortPartyContext", "SendFriendRequest"); Params::FortPartyContext_SendFriendRequest Parms{}; Parms.PlayerID = std::move(PlayerID); auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; UObject::ProcessEvent(Func, &Parms); Func->FunctionFlags = Flgs; } // Function FortniteGame.FortPartyContext.SendPartyInvite // (Final, Native, Public, BlueprintCallable) // Parameters: // class UFortSocialItem* SocialItem (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) void UFortPartyContext::SendPartyInvite(class UFortSocialItem* SocialItem) { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("FortPartyContext", "SendPartyInvite"); Params::FortPartyContext_SendPartyInvite Parms{}; Parms.SocialItem = SocialItem; auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; UObject::ProcessEvent(Func, &Parms); Func->FunctionFlags = Flgs; } // Function FortniteGame.FortPartyContext.SetChatWhisperTarget // (Final, Native, Public, HasOutParams, BlueprintCallable) // Parameters: // const struct FUniqueNetIdRepl& FriendID (ConstParm, Parm, OutParm, ReferenceParm, NativeAccessSpecifierPublic) void UFortPartyContext::SetChatWhisperTarget(const struct FUniqueNetIdRepl& FriendID) { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("FortPartyContext", "SetChatWhisperTarget"); Params::FortPartyContext_SetChatWhisperTarget Parms{}; Parms.FriendID = std::move(FriendID); auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; UObject::ProcessEvent(Func, &Parms); Func->FunctionFlags = Flgs; } // Function FortniteGame.FortPartyContext.SetPartyPrivacySetting // (Final, Native, Public, BlueprintCallable) // Parameters: // EPartyType PartyType (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) // bool bLeaderFriendsOnly (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, NativeAccessSpecifierPublic) // bool bLeaderInvitesOnly (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, NativeAccessSpecifierPublic) void UFortPartyContext::SetPartyPrivacySetting(EPartyType PartyType, bool bLeaderFriendsOnly, bool bLeaderInvitesOnly) { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("FortPartyContext", "SetPartyPrivacySetting"); Params::FortPartyContext_SetPartyPrivacySetting Parms{}; Parms.PartyType = PartyType; Parms.bLeaderFriendsOnly = bLeaderFriendsOnly; Parms.bLeaderInvitesOnly = bLeaderInvitesOnly; auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; UObject::ProcessEvent(Func, &Parms); Func->FunctionFlags = Flgs; } // Function FortniteGame.FortPartyContext.CanBeInvited // (Final, Native, Public, HasOutParams, BlueprintCallable, BlueprintPure, Const) // Parameters: // class UFortSocialItem* SocialItem (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) // EFortPartyRestriction* FailReason (Parm, OutParm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) // bool ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, NativeAccessSpecifierPublic) bool UFortPartyContext::CanBeInvited(class UFortSocialItem* SocialItem, EFortPartyRestriction* FailReason) const { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("FortPartyContext", "CanBeInvited"); Params::FortPartyContext_CanBeInvited Parms{}; Parms.SocialItem = SocialItem; auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; UObject::ProcessEvent(Func, &Parms); Func->FunctionFlags = Flgs; if (FailReason != nullptr) *FailReason = Parms.FailReason; return Parms.ReturnValue; } // Function FortniteGame.FortPartyContext.CanBeJoined // (Final, Native, Public, HasOutParams, BlueprintCallable, BlueprintPure, Const) // Parameters: // class UFortSocialItem* SocialItem (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) // EFortPartyRestriction* FailReason (Parm, OutParm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) // bool ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, NativeAccessSpecifierPublic) bool UFortPartyContext::CanBeJoined(class UFortSocialItem* SocialItem, EFortPartyRestriction* FailReason) const { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("FortPartyContext", "CanBeJoined"); Params::FortPartyContext_CanBeJoined Parms{}; Parms.SocialItem = SocialItem; auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; UObject::ProcessEvent(Func, &Parms); Func->FunctionFlags = Flgs; if (FailReason != nullptr) *FailReason = Parms.FailReason; return Parms.ReturnValue; } // Function FortniteGame.FortPartyContext.GetFriendRequestStatusForPlayer // (Final, Native, Public, HasOutParams, BlueprintCallable, BlueprintPure, Const) // Parameters: // const struct FUniqueNetIdRepl& PlayerID (ConstParm, Parm, OutParm, ReferenceParm, NativeAccessSpecifierPublic) // EFortFriendRequestStatus ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) EFortFriendRequestStatus UFortPartyContext::GetFriendRequestStatusForPlayer(const struct FUniqueNetIdRepl& PlayerID) const { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("FortPartyContext", "GetFriendRequestStatusForPlayer"); Params::FortPartyContext_GetFriendRequestStatusForPlayer Parms{}; Parms.PlayerID = std::move(PlayerID); auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; UObject::ProcessEvent(Func, &Parms); Func->FunctionFlags = Flgs; return Parms.ReturnValue; } // Function FortniteGame.FortPartyContext.GetLocalPartyMemberIDs // (Final, Native, Public, HasOutParams, BlueprintCallable, BlueprintPure, Const) // Parameters: // TArray* PartyMemberIDs (Parm, OutParm, ZeroConstructor, NativeAccessSpecifierPublic) // bool bIncludeLocalPlayerID (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, NativeAccessSpecifierPublic) void UFortPartyContext::GetLocalPartyMemberIDs(TArray* PartyMemberIDs, bool bIncludeLocalPlayerID) const { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("FortPartyContext", "GetLocalPartyMemberIDs"); Params::FortPartyContext_GetLocalPartyMemberIDs Parms{}; Parms.bIncludeLocalPlayerID = bIncludeLocalPlayerID; auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; UObject::ProcessEvent(Func, &Parms); Func->FunctionFlags = Flgs; if (PartyMemberIDs != nullptr) *PartyMemberIDs = std::move(Parms.PartyMemberIDs); } // Function FortniteGame.FortPartyContext.GetLocalPartyProgression // (Final, Native, Public, BlueprintCallable, BlueprintPure, Const) // Parameters: // EFortPartyState ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) EFortPartyState UFortPartyContext::GetLocalPartyProgression() const { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("FortPartyContext", "GetLocalPartyProgression"); Params::FortPartyContext_GetLocalPartyProgression Parms{}; auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; UObject::ProcessEvent(Func, &Parms); Func->FunctionFlags = Flgs; return Parms.ReturnValue; } // Function FortniteGame.FortPartyContext.GetLocalPlayerDisplayName // (Final, Native, Public, BlueprintCallable, BlueprintPure, Const) // Parameters: // class FString ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, HasGetValueTypeHash, NativeAccessSpecifierPublic) class FString UFortPartyContext::GetLocalPlayerDisplayName() const { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("FortPartyContext", "GetLocalPlayerDisplayName"); Params::FortPartyContext_GetLocalPlayerDisplayName Parms{}; auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; UObject::ProcessEvent(Func, &Parms); Func->FunctionFlags = Flgs; return Parms.ReturnValue; } // Function FortniteGame.FortPartyContext.GetLocalPlayerTeam // (Final, Native, Public, BlueprintCallable, BlueprintPure, Const) // Parameters: // class UFortUITeamInfo* ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) class UFortUITeamInfo* UFortPartyContext::GetLocalPlayerTeam() const { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("FortPartyContext", "GetLocalPlayerTeam"); Params::FortPartyContext_GetLocalPlayerTeam Parms{}; auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; UObject::ProcessEvent(Func, &Parms); Func->FunctionFlags = Flgs; return Parms.ReturnValue; } // Function FortniteGame.FortPartyContext.GetLocalPlayerTeamMemberInfo // (Final, Native, Public, HasOutParams, BlueprintCallable, BlueprintPure, Const) // Parameters: // struct FFortTeamMemberInfo* LocalPlayerInfo (Parm, OutParm, NativeAccessSpecifierPublic) void UFortPartyContext::GetLocalPlayerTeamMemberInfo(struct FFortTeamMemberInfo* LocalPlayerInfo) const { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("FortPartyContext", "GetLocalPlayerTeamMemberInfo"); Params::FortPartyContext_GetLocalPlayerTeamMemberInfo Parms{}; auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; UObject::ProcessEvent(Func, &Parms); Func->FunctionFlags = Flgs; if (LocalPlayerInfo != nullptr) *LocalPlayerInfo = std::move(Parms.LocalPlayerInfo); } // Function FortniteGame.FortPartyContext.GetMaxTeamSizeForSelectedTheater // (Final, Native, Public, BlueprintCallable, BlueprintPure, Const) // Parameters: // int32 ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) int32 UFortPartyContext::GetMaxTeamSizeForSelectedTheater() const { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("FortPartyContext", "GetMaxTeamSizeForSelectedTheater"); Params::FortPartyContext_GetMaxTeamSizeForSelectedTheater Parms{}; auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; UObject::ProcessEvent(Func, &Parms); Func->FunctionFlags = Flgs; return Parms.ReturnValue; } // Function FortniteGame.FortPartyContext.GetNumPlayersInLocalParty // (Final, Native, Public, BlueprintCallable, BlueprintPure, Const) // Parameters: // int32 ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) int32 UFortPartyContext::GetNumPlayersInLocalParty() const { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("FortPartyContext", "GetNumPlayersInLocalParty"); Params::FortPartyContext_GetNumPlayersInLocalParty Parms{}; auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; UObject::ProcessEvent(Func, &Parms); Func->FunctionFlags = Flgs; return Parms.ReturnValue; } // Function FortniteGame.FortPartyContext.HasPendingFriendRequest // (Final, Native, Public, BlueprintCallable, BlueprintPure, Const) // Parameters: // bool ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, NativeAccessSpecifierPublic) bool UFortPartyContext::HasPendingFriendRequest() const { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("FortPartyContext", "HasPendingFriendRequest"); Params::FortPartyContext_HasPendingFriendRequest Parms{}; auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; UObject::ProcessEvent(Func, &Parms); Func->FunctionFlags = Flgs; return Parms.ReturnValue; } // Function FortniteGame.FortPartyContext.IsActiveFriend // (Final, Native, Public, HasOutParams, BlueprintCallable, BlueprintPure, Const) // Parameters: // const struct FUniqueNetIdRepl& PlayerID (ConstParm, Parm, OutParm, ReferenceParm, NativeAccessSpecifierPublic) // bool ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, NativeAccessSpecifierPublic) bool UFortPartyContext::IsActiveFriend(const struct FUniqueNetIdRepl& PlayerID) const { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("FortPartyContext", "IsActiveFriend"); Params::FortPartyContext_IsActiveFriend Parms{}; Parms.PlayerID = std::move(PlayerID); auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; UObject::ProcessEvent(Func, &Parms); Func->FunctionFlags = Flgs; return Parms.ReturnValue; } // Function FortniteGame.FortPartyContext.IsActiveFriendsListRetrieved // (Final, Native, Public, BlueprintCallable, BlueprintPure, Const) // Parameters: // bool ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, NativeAccessSpecifierPublic) bool UFortPartyContext::IsActiveFriendsListRetrieved() const { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("FortPartyContext", "IsActiveFriendsListRetrieved"); Params::FortPartyContext_IsActiveFriendsListRetrieved Parms{}; auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; UObject::ProcessEvent(Func, &Parms); Func->FunctionFlags = Flgs; return Parms.ReturnValue; } // Function FortniteGame.FortPartyContext.IsEntirePartyInFrontEnd // (Final, Native, Public, BlueprintCallable, BlueprintPure, Const) // Parameters: // bool ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, NativeAccessSpecifierPublic) bool UFortPartyContext::IsEntirePartyInFrontEnd() const { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("FortPartyContext", "IsEntirePartyInFrontEnd"); Params::FortPartyContext_IsEntirePartyInFrontEnd Parms{}; auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; UObject::ProcessEvent(Func, &Parms); Func->FunctionFlags = Flgs; return Parms.ReturnValue; } // Function FortniteGame.FortPartyContext.IsInLocalPlayersParty // (Final, Native, Public, HasOutParams, BlueprintCallable, BlueprintPure, Const) // Parameters: // const struct FUniqueNetIdRepl& PlayerID (ConstParm, Parm, OutParm, ReferenceParm, NativeAccessSpecifierPublic) // bool ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, NativeAccessSpecifierPublic) bool UFortPartyContext::IsInLocalPlayersParty(const struct FUniqueNetIdRepl& PlayerID) const { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("FortPartyContext", "IsInLocalPlayersParty"); Params::FortPartyContext_IsInLocalPlayersParty Parms{}; Parms.PlayerID = std::move(PlayerID); auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; UObject::ProcessEvent(Func, &Parms); Func->FunctionFlags = Flgs; return Parms.ReturnValue; } // Function FortniteGame.FortPartyContext.IsLocalPlayerInParty // (Final, Native, Public, BlueprintCallable, BlueprintPure, Const) // Parameters: // class UFortSocialItem* SocialItem (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) // bool ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, NativeAccessSpecifierPublic) bool UFortPartyContext::IsLocalPlayerInParty(class UFortSocialItem* SocialItem) const { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("FortPartyContext", "IsLocalPlayerInParty"); Params::FortPartyContext_IsLocalPlayerInParty Parms{}; Parms.SocialItem = SocialItem; auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; UObject::ProcessEvent(Func, &Parms); Func->FunctionFlags = Flgs; return Parms.ReturnValue; } // Function FortniteGame.FortPartyContext.IsLocalPlayerPartyLeader // (Final, Native, Public, BlueprintCallable, BlueprintPure, Const) // Parameters: // bool ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, NativeAccessSpecifierPublic) bool UFortPartyContext::IsLocalPlayerPartyLeader() const { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("FortPartyContext", "IsLocalPlayerPartyLeader"); Params::FortPartyContext_IsLocalPlayerPartyLeader Parms{}; auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; UObject::ProcessEvent(Func, &Parms); Func->FunctionFlags = Flgs; return Parms.ReturnValue; } // Function FortniteGame.FortPartyContext.ShouldShowHeroPortraits // (Final, Native, Public, BlueprintCallable, BlueprintPure, Const) // Parameters: // bool ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, NativeAccessSpecifierPublic) bool UFortPartyContext::ShouldShowHeroPortraits() const { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("FortPartyContext", "ShouldShowHeroPortraits"); Params::FortPartyContext_ShouldShowHeroPortraits Parms{}; auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; UObject::ProcessEvent(Func, &Parms); Func->FunctionFlags = Flgs; return Parms.ReturnValue; } // Function FortniteGame.FortTutorialContext.ClearTutorialHighlights // (Final, Native, Public, BlueprintCallable) void UFortTutorialContext::ClearTutorialHighlights() { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("FortTutorialContext", "ClearTutorialHighlights"); auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; UObject::ProcessEvent(Func, nullptr); Func->FunctionFlags = Flgs; } // Function FortniteGame.FortTutorialContext.DisableTutorialHighlight // (Final, Native, Public, BlueprintCallable) // Parameters: // class FName WidgetName (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) void UFortTutorialContext::DisableTutorialHighlight(class FName WidgetName) { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("FortTutorialContext", "DisableTutorialHighlight"); Params::FortTutorialContext_DisableTutorialHighlight Parms{}; Parms.WidgetName = WidgetName; auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; UObject::ProcessEvent(Func, &Parms); Func->FunctionFlags = Flgs; } // Function FortniteGame.FortTutorialContext.DisableTutorialHighlightForBang // (Final, Native, Public, BlueprintCallable) // Parameters: // EFortBangType BangType (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) void UFortTutorialContext::DisableTutorialHighlightForBang(EFortBangType BangType) { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("FortTutorialContext", "DisableTutorialHighlightForBang"); Params::FortTutorialContext_DisableTutorialHighlightForBang Parms{}; Parms.BangType = BangType; auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; UObject::ProcessEvent(Func, &Parms); Func->FunctionFlags = Flgs; } // Function FortniteGame.FortTutorialContext.EnableTutorialHighlight // (Final, Native, Public, BlueprintCallable) // Parameters: // class FName WidgetName (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) void UFortTutorialContext::EnableTutorialHighlight(class FName WidgetName) { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("FortTutorialContext", "EnableTutorialHighlight"); Params::FortTutorialContext_EnableTutorialHighlight Parms{}; Parms.WidgetName = WidgetName; auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; UObject::ProcessEvent(Func, &Parms); Func->FunctionFlags = Flgs; } // Function FortniteGame.FortTutorialContext.EnableTutorialHighlightForBang // (Final, Native, Public, BlueprintCallable) // Parameters: // EFortBangType BangType (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) void UFortTutorialContext::EnableTutorialHighlightForBang(EFortBangType BangType) { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("FortTutorialContext", "EnableTutorialHighlightForBang"); Params::FortTutorialContext_EnableTutorialHighlightForBang Parms{}; Parms.BangType = BangType; auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; UObject::ProcessEvent(Func, &Parms); Func->FunctionFlags = Flgs; } // Function FortniteGame.FortTutorialContext.HideTutorialWidget // (Final, Native, Public, BlueprintCallable) // Parameters: // class FName WidgetName (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) void UFortTutorialContext::HideTutorialWidget(class FName WidgetName) { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("FortTutorialContext", "HideTutorialWidget"); Params::FortTutorialContext_HideTutorialWidget Parms{}; Parms.WidgetName = WidgetName; auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; UObject::ProcessEvent(Func, &Parms); Func->FunctionFlags = Flgs; } // Function FortniteGame.FortTutorialContext.HideTutorialWidgetForBang // (Final, Native, Public, BlueprintCallable) // Parameters: // EFortBangType BangType (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) void UFortTutorialContext::HideTutorialWidgetForBang(EFortBangType BangType) { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("FortTutorialContext", "HideTutorialWidgetForBang"); Params::FortTutorialContext_HideTutorialWidgetForBang Parms{}; Parms.BangType = BangType; auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; UObject::ProcessEvent(Func, &Parms); Func->FunctionFlags = Flgs; } // Function FortniteGame.FortTutorialContext.SetTutorialNotificationActive // (Final, Native, Public, BlueprintCallable) // Parameters: // bool bActive (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, NativeAccessSpecifierPublic) void UFortTutorialContext::SetTutorialNotificationActive(bool bActive) { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("FortTutorialContext", "SetTutorialNotificationActive"); Params::FortTutorialContext_SetTutorialNotificationActive Parms{}; Parms.bActive = bActive; auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; UObject::ProcessEvent(Func, &Parms); Func->FunctionFlags = Flgs; } // Function FortniteGame.FortTutorialContext.SkipTutorial // (Final, Native, Public, BlueprintCallable) void UFortTutorialContext::SkipTutorial() { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("FortTutorialContext", "SkipTutorial"); auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; UObject::ProcessEvent(Func, nullptr); Func->FunctionFlags = Flgs; } // Function FortniteGame.FortTutorialContext.UnhideAllTutorialWidgets // (Final, Native, Public, BlueprintCallable) void UFortTutorialContext::UnhideAllTutorialWidgets() { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("FortTutorialContext", "UnhideAllTutorialWidgets"); auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; UObject::ProcessEvent(Func, nullptr); Func->FunctionFlags = Flgs; } // Function FortniteGame.FortTutorialContext.UnhideTutorialWidget // (Final, Native, Public, BlueprintCallable) // Parameters: // class FName WidgetName (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) void UFortTutorialContext::UnhideTutorialWidget(class FName WidgetName) { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("FortTutorialContext", "UnhideTutorialWidget"); Params::FortTutorialContext_UnhideTutorialWidget Parms{}; Parms.WidgetName = WidgetName; auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; UObject::ProcessEvent(Func, &Parms); Func->FunctionFlags = Flgs; } // Function FortniteGame.FortTutorialContext.UnhideTutorialWidgetForBang // (Final, Native, Public, BlueprintCallable) // Parameters: // EFortBangType BangType (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) void UFortTutorialContext::UnhideTutorialWidgetForBang(EFortBangType BangType) { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("FortTutorialContext", "UnhideTutorialWidgetForBang"); Params::FortTutorialContext_UnhideTutorialWidgetForBang Parms{}; Parms.BangType = BangType; auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; UObject::ProcessEvent(Func, &Parms); Func->FunctionFlags = Flgs; } // Function FortniteGame.FortTutorialContext.ShouldPromptToSkipTutorial // (Final, Native, Public, BlueprintCallable, BlueprintPure, Const) // Parameters: // bool ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, NativeAccessSpecifierPublic) bool UFortTutorialContext::ShouldPromptToSkipTutorial() const { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("FortTutorialContext", "ShouldPromptToSkipTutorial"); Params::FortTutorialContext_ShouldPromptToSkipTutorial Parms{}; auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; UObject::ProcessEvent(Func, &Parms); Func->FunctionFlags = Flgs; return Parms.ReturnValue; } // Function FortniteGame.FortQuestObjectiveInfo.GetObjectiveStatRow // (Final, Native, Public, HasOutParams, BlueprintCallable, BlueprintPure, Const) // Parameters: // struct FFortQuestObjectiveStatTableRow* OutRow (Parm, OutParm, NativeAccessSpecifierPublic) // bool ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, NativeAccessSpecifierPublic) bool UFortQuestObjectiveInfo::GetObjectiveStatRow(struct FFortQuestObjectiveStatTableRow* OutRow) const { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("FortQuestObjectiveInfo", "GetObjectiveStatRow"); Params::FortQuestObjectiveInfo_GetObjectiveStatRow Parms{}; auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; UObject::ProcessEvent(Func, &Parms); Func->FunctionFlags = Flgs; if (OutRow != nullptr) *OutRow = std::move(Parms.OutRow); return Parms.ReturnValue; } // Function FortniteGame.FortQuestObjectiveInfo.GetOwningQuest // (Final, Native, Public, BlueprintCallable, BlueprintPure, Const) // Parameters: // class UFortQuestItem* ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) class UFortQuestItem* UFortQuestObjectiveInfo::GetOwningQuest() const { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("FortQuestObjectiveInfo", "GetOwningQuest"); Params::FortQuestObjectiveInfo_GetOwningQuest Parms{}; auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; UObject::ProcessEvent(Func, &Parms); Func->FunctionFlags = Flgs; return Parms.ReturnValue; } // Function FortniteGame.FortQuestItem.GetMissionConfigData // (Final, Native, Public, BlueprintCallable) // Parameters: // const struct FGameplayTag& InBucketTag (Parm, NativeAccessSpecifierPublic) // class UFortMissionConfigData* ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) class UFortMissionConfigData* UFortQuestItem::GetMissionConfigData(const struct FGameplayTag& InBucketTag) { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("FortQuestItem", "GetMissionConfigData"); Params::FortQuestItem_GetMissionConfigData Parms{}; Parms.InBucketTag = std::move(InBucketTag); auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; UObject::ProcessEvent(Func, &Parms); Func->FunctionFlags = Flgs; return Parms.ReturnValue; } // Function FortniteGame.FortQuestItem.GetAchievedCount // (Final, Native, Public, HasOutParams, BlueprintCallable, BlueprintPure, Const) // Parameters: // int32* OutTotalAchievedCount (Parm, OutParm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) // int32* OutTotalRequiredCount (Parm, OutParm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) void UFortQuestItem::GetAchievedCount(int32* OutTotalAchievedCount, int32* OutTotalRequiredCount) const { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("FortQuestItem", "GetAchievedCount"); Params::FortQuestItem_GetAchievedCount Parms{}; auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; UObject::ProcessEvent(Func, &Parms); Func->FunctionFlags = Flgs; if (OutTotalAchievedCount != nullptr) *OutTotalAchievedCount = Parms.OutTotalAchievedCount; if (OutTotalRequiredCount != nullptr) *OutTotalRequiredCount = Parms.OutTotalRequiredCount; } // Function FortniteGame.FortQuestItem.GetObjectiveInfo // (Final, Native, Public, BlueprintCallable, BlueprintPure, Const) // Parameters: // const struct FDataTableRowHandle& ObjectiveStatHandle (Parm, NativeAccessSpecifierPublic) // class UFortQuestObjectiveInfo* ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) class UFortQuestObjectiveInfo* UFortQuestItem::GetObjectiveInfo(const struct FDataTableRowHandle& ObjectiveStatHandle) const { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("FortQuestItem", "GetObjectiveInfo"); Params::FortQuestItem_GetObjectiveInfo Parms{}; Parms.ObjectiveStatHandle = std::move(ObjectiveStatHandle); auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; UObject::ProcessEvent(Func, &Parms); Func->FunctionFlags = Flgs; return Parms.ReturnValue; } // Function FortniteGame.FortQuestItem.GetPercentageComplete // (Final, Native, Public, BlueprintCallable, BlueprintPure, Const) // Parameters: // float ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) float UFortQuestItem::GetPercentageComplete() const { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("FortQuestItem", "GetPercentageComplete"); Params::FortQuestItem_GetPercentageComplete Parms{}; auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; UObject::ProcessEvent(Func, &Parms); Func->FunctionFlags = Flgs; return Parms.ReturnValue; } // Function FortniteGame.FortQuestItem.GetPreviewRewards // (Final, Native, Public, BlueprintCallable, BlueprintPure, Const) // Parameters: // TArray ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, NativeAccessSpecifierPublic) TArray UFortQuestItem::GetPreviewRewards() const { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("FortQuestItem", "GetPreviewRewards"); Params::FortQuestItem_GetPreviewRewards Parms{}; auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; UObject::ProcessEvent(Func, &Parms); Func->FunctionFlags = Flgs; return Parms.ReturnValue; } // Function FortniteGame.FortQuestItem.GetQuestDefinitionBP // (Final, Native, Public, BlueprintCallable, BlueprintPure, Const) // Parameters: // class UFortQuestItemDefinition* ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) class UFortQuestItemDefinition* UFortQuestItem::GetQuestDefinitionBP() const { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("FortQuestItem", "GetQuestDefinitionBP"); Params::FortQuestItem_GetQuestDefinitionBP Parms{}; auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; UObject::ProcessEvent(Func, &Parms); Func->FunctionFlags = Flgs; return Parms.ReturnValue; } // Function FortniteGame.FortQuestItem.HasCompletedObjective // (Final, Native, Public, BlueprintCallable, BlueprintPure, Const) // Parameters: // const struct FDataTableRowHandle& ObjectiveStatHandle (Parm, NativeAccessSpecifierPublic) // bool ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, NativeAccessSpecifierPublic) bool UFortQuestItem::HasCompletedObjective(const struct FDataTableRowHandle& ObjectiveStatHandle) const { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("FortQuestItem", "HasCompletedObjective"); Params::FortQuestItem_HasCompletedObjective Parms{}; Parms.ObjectiveStatHandle = std::move(ObjectiveStatHandle); auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; UObject::ProcessEvent(Func, &Parms); Func->FunctionFlags = Flgs; return Parms.ReturnValue; } // Function FortniteGame.FortQuestItem.HasCompletedQuest // (Final, Native, Public, BlueprintCallable, BlueprintPure, Const) // Parameters: // bool ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, NativeAccessSpecifierPublic) bool UFortQuestItem::HasCompletedQuest() const { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("FortQuestItem", "HasCompletedQuest"); Params::FortQuestItem_HasCompletedQuest Parms{}; auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; UObject::ProcessEvent(Func, &Parms); Func->FunctionFlags = Flgs; return Parms.ReturnValue; } // Function FortniteGame.FortQuestItem.IsVisibleToUser // (Final, Native, Public, BlueprintCallable, BlueprintPure, Const) // Parameters: // bool ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, NativeAccessSpecifierPublic) bool UFortQuestItem::IsVisibleToUser() const { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("FortQuestItem", "IsVisibleToUser"); Params::FortQuestItem_IsVisibleToUser Parms{}; auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; UObject::ProcessEvent(Func, &Parms); Func->FunctionFlags = Flgs; return Parms.ReturnValue; } // Function FortniteGame.FortMcpProfileAccount.ApplyAlteration // (Net, NetReliable, NetRequest, Native, Event, Public, HasOutParams) // Parameters: // const class FString& TargetItemId (Parm, ZeroConstructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) // const class FString& AlterationItemId (Parm, ZeroConstructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) // struct FClientUrlContext* Context (Parm, OutParm, RepSkip, NativeAccessSpecifierPublic) void UFortMcpProfileAccount::ApplyAlteration(const class FString& TargetItemId, const class FString& AlterationItemId, struct FClientUrlContext* Context) { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("FortMcpProfileAccount", "ApplyAlteration"); Params::FortMcpProfileAccount_ApplyAlteration Parms{}; Parms.TargetItemId = std::move(TargetItemId); Parms.AlterationItemId = std::move(AlterationItemId); auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; UObject::ProcessEvent(Func, &Parms); Func->FunctionFlags = Flgs; if (Context != nullptr) *Context = std::move(Parms.Context); } // Function FortniteGame.FortMcpProfileAccount.AssignWorkerToBuilding // (Net, NetReliable, NetRequest, Native, Event, Public, HasOutParams) // Parameters: // const class FString& WorkerId (Parm, ZeroConstructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) // const class FString& BuildingId (Parm, ZeroConstructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) // int32 SlotIndex (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) // struct FClientUrlContext* Context (Parm, OutParm, RepSkip, NativeAccessSpecifierPublic) void UFortMcpProfileAccount::AssignWorkerToBuilding(const class FString& WorkerId, const class FString& BuildingId, int32 SlotIndex, struct FClientUrlContext* Context) { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("FortMcpProfileAccount", "AssignWorkerToBuilding"); Params::FortMcpProfileAccount_AssignWorkerToBuilding Parms{}; Parms.WorkerId = std::move(WorkerId); Parms.BuildingId = std::move(BuildingId); Parms.SlotIndex = SlotIndex; auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; UObject::ProcessEvent(Func, &Parms); Func->FunctionFlags = Flgs; if (Context != nullptr) *Context = std::move(Parms.Context); } // Function FortniteGame.FortMcpProfileAccount.AssignWorkerToBuildingBatch // (Net, NetReliable, NetRequest, Native, Event, Public, HasOutParams) // Parameters: // const TArray& WorkerIds (ConstParm, Parm, ZeroConstructor, ReferenceParm, NativeAccessSpecifierPublic) // const TArray& BuildingIds (ConstParm, Parm, ZeroConstructor, ReferenceParm, NativeAccessSpecifierPublic) // const TArray& SlotIndices (ConstParm, Parm, ZeroConstructor, ReferenceParm, NativeAccessSpecifierPublic) // struct FClientUrlContext* Context (Parm, OutParm, RepSkip, NativeAccessSpecifierPublic) void UFortMcpProfileAccount::AssignWorkerToBuildingBatch(const TArray& WorkerIds, const TArray& BuildingIds, const TArray& SlotIndices, struct FClientUrlContext* Context) { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("FortMcpProfileAccount", "AssignWorkerToBuildingBatch"); Params::FortMcpProfileAccount_AssignWorkerToBuildingBatch Parms{}; Parms.WorkerIds = std::move(WorkerIds); Parms.BuildingIds = std::move(BuildingIds); Parms.SlotIndices = std::move(SlotIndices); auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; UObject::ProcessEvent(Func, &Parms); Func->FunctionFlags = Flgs; if (Context != nullptr) *Context = std::move(Parms.Context); } // Function FortniteGame.FortMcpProfileAccount.ClaimLoginReward // (Net, NetReliable, NetRequest, Native, Event, Public, HasOutParams) // Parameters: // struct FClientUrlContext* Context (Parm, OutParm, RepSkip, NativeAccessSpecifierPublic) void UFortMcpProfileAccount::ClaimLoginReward(struct FClientUrlContext* Context) { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("FortMcpProfileAccount", "ClaimLoginReward"); Params::FortMcpProfileAccount_ClaimLoginReward Parms{}; auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; UObject::ProcessEvent(Func, &Parms); Func->FunctionFlags = Flgs; if (Context != nullptr) *Context = std::move(Parms.Context); } // Function FortniteGame.FortMcpProfileAccount.ClaimQuestReward // (Net, NetReliable, NetRequest, Native, Event, Public, HasOutParams) // Parameters: // const class FString& QuestId (Parm, ZeroConstructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) // struct FClientUrlContext* Context (Parm, OutParm, RepSkip, NativeAccessSpecifierPublic) void UFortMcpProfileAccount::ClaimQuestReward(const class FString& QuestId, struct FClientUrlContext* Context) { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("FortMcpProfileAccount", "ClaimQuestReward"); Params::FortMcpProfileAccount_ClaimQuestReward Parms{}; Parms.QuestId = std::move(QuestId); auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; UObject::ProcessEvent(Func, &Parms); Func->FunctionFlags = Flgs; if (Context != nullptr) *Context = std::move(Parms.Context); } // Function FortniteGame.FortMcpProfileAccount.ConsumeItems // (Net, NetReliable, NetRequest, Native, Event, Public, HasOutParams) // Parameters: // const TArray& ItemsToConsumeIds (ConstParm, Parm, ZeroConstructor, ReferenceParm, NativeAccessSpecifierPublic) // const TArray& ItemCountsToConsume (ConstParm, Parm, ZeroConstructor, ReferenceParm, NativeAccessSpecifierPublic) // const class FString& ConsumeReason (Parm, ZeroConstructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) // struct FDedicatedServerUrlContext* Context (Parm, OutParm, RepSkip, NativeAccessSpecifierPublic) void UFortMcpProfileAccount::ConsumeItems(const TArray& ItemsToConsumeIds, const TArray& ItemCountsToConsume, const class FString& ConsumeReason, struct FDedicatedServerUrlContext* Context) { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("FortMcpProfileAccount", "ConsumeItems"); Params::FortMcpProfileAccount_ConsumeItems Parms{}; Parms.ItemsToConsumeIds = std::move(ItemsToConsumeIds); Parms.ItemCountsToConsume = std::move(ItemCountsToConsume); Parms.ConsumeReason = std::move(ConsumeReason); auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; UObject::ProcessEvent(Func, &Parms); Func->FunctionFlags = Flgs; if (Context != nullptr) *Context = std::move(Parms.Context); } // Function FortniteGame.FortMcpProfileAccount.CreateBuilding // (Net, NetReliable, NetRequest, Native, Event, Public, HasOutParams) // Parameters: // const class FString& TemplateId (Parm, ZeroConstructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) // struct FClientUrlContext* Context (Parm, OutParm, RepSkip, NativeAccessSpecifierPublic) void UFortMcpProfileAccount::CreateBuilding(const class FString& TemplateId, struct FClientUrlContext* Context) { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("FortMcpProfileAccount", "CreateBuilding"); Params::FortMcpProfileAccount_CreateBuilding Parms{}; Parms.TemplateId = std::move(TemplateId); auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; UObject::ProcessEvent(Func, &Parms); Func->FunctionFlags = Flgs; if (Context != nullptr) *Context = std::move(Parms.Context); } // Function FortniteGame.FortMcpProfileAccount.CreateHero // (Net, NetReliable, NetRequest, Native, Event, Public, HasOutParams) // Parameters: // const class FString& HeroName (Parm, ZeroConstructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) // int32 Gender (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) // const class FString& HeroTemplateId (Parm, ZeroConstructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) // struct FClientUrlContext* Context (Parm, OutParm, RepSkip, NativeAccessSpecifierPublic) void UFortMcpProfileAccount::CreateHero(const class FString& HeroName, int32 Gender, const class FString& HeroTemplateId, struct FClientUrlContext* Context) { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("FortMcpProfileAccount", "CreateHero"); Params::FortMcpProfileAccount_CreateHero Parms{}; Parms.HeroName = std::move(HeroName); Parms.Gender = Gender; Parms.HeroTemplateId = std::move(HeroTemplateId); auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; UObject::ProcessEvent(Func, &Parms); Func->FunctionFlags = Flgs; if (Context != nullptr) *Context = std::move(Parms.Context); } // Function FortniteGame.FortMcpProfileAccount.DeleteHero // (Net, NetReliable, NetRequest, Native, Event, Public, HasOutParams) // Parameters: // const class FString& HeroId (Parm, ZeroConstructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) // struct FClientUrlContext* Context (Parm, OutParm, RepSkip, NativeAccessSpecifierPublic) void UFortMcpProfileAccount::DeleteHero(const class FString& HeroId, struct FClientUrlContext* Context) { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("FortMcpProfileAccount", "DeleteHero"); Params::FortMcpProfileAccount_DeleteHero Parms{}; Parms.HeroId = std::move(HeroId); auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; UObject::ProcessEvent(Func, &Parms); Func->FunctionFlags = Flgs; if (Context != nullptr) *Context = std::move(Parms.Context); } // Function FortniteGame.FortMcpProfileAccount.EarnScore // (Net, NetReliable, NetRequest, Native, Event, Public, HasOutParams) // Parameters: // int32 TotalScore (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) // const class FString& MatchmakingSessionId (Parm, ZeroConstructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) // const class FString& HeroId (Parm, ZeroConstructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) // bool bCriticalMatchBonus (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, NativeAccessSpecifierPublic) // struct FDedicatedServerUrlContext* Context (Parm, OutParm, RepSkip, NativeAccessSpecifierPublic) void UFortMcpProfileAccount::EarnScore(int32 TotalScore, const class FString& MatchmakingSessionId, const class FString& HeroId, bool bCriticalMatchBonus, struct FDedicatedServerUrlContext* Context) { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("FortMcpProfileAccount", "EarnScore"); Params::FortMcpProfileAccount_EarnScore Parms{}; Parms.TotalScore = TotalScore; Parms.MatchmakingSessionId = std::move(MatchmakingSessionId); Parms.HeroId = std::move(HeroId); Parms.bCriticalMatchBonus = bCriticalMatchBonus; auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; UObject::ProcessEvent(Func, &Parms); Func->FunctionFlags = Flgs; if (Context != nullptr) *Context = std::move(Parms.Context); } // Function FortniteGame.FortMcpProfileAccount.EndPrimaryMission // (Net, NetReliable, NetRequest, Native, Event, Public, HasOutParams) // Parameters: // const class FString& MatchmakingSessionId (Parm, ZeroConstructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) // const class FString& MissionName (Parm, ZeroConstructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) // const class FString& MissionStatus (Parm, ZeroConstructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) // int32 NumMissionPoints (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) // bool bCriticalMatchBonus (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, NativeAccessSpecifierPublic) // struct FDedicatedServerUrlContext* Context (Parm, OutParm, RepSkip, NativeAccessSpecifierPublic) void UFortMcpProfileAccount::EndPrimaryMission(const class FString& MatchmakingSessionId, const class FString& MissionName, const class FString& MissionStatus, int32 NumMissionPoints, bool bCriticalMatchBonus, struct FDedicatedServerUrlContext* Context) { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("FortMcpProfileAccount", "EndPrimaryMission"); Params::FortMcpProfileAccount_EndPrimaryMission Parms{}; Parms.MatchmakingSessionId = std::move(MatchmakingSessionId); Parms.MissionName = std::move(MissionName); Parms.MissionStatus = std::move(MissionStatus); Parms.NumMissionPoints = NumMissionPoints; Parms.bCriticalMatchBonus = bCriticalMatchBonus; auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; UObject::ProcessEvent(Func, &Parms); Func->FunctionFlags = Flgs; if (Context != nullptr) *Context = std::move(Parms.Context); } // Function FortniteGame.FortMcpProfileAccount.EquipCharCosmetic // (Net, NetReliable, NetRequest, Native, Event, Public, HasOutParams) // Parameters: // const class FString& CharacterId (Parm, ZeroConstructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) // const class FString& CosmeticId (Parm, ZeroConstructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) // int32 TypeId (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) // struct FClientUrlContext* Context (Parm, OutParm, RepSkip, NativeAccessSpecifierPublic) void UFortMcpProfileAccount::EquipCharCosmetic(const class FString& CharacterId, const class FString& CosmeticId, int32 TypeId, struct FClientUrlContext* Context) { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("FortMcpProfileAccount", "EquipCharCosmetic"); Params::FortMcpProfileAccount_EquipCharCosmetic Parms{}; Parms.CharacterId = std::move(CharacterId); Parms.CosmeticId = std::move(CosmeticId); Parms.TypeId = TypeId; auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; UObject::ProcessEvent(Func, &Parms); Func->FunctionFlags = Flgs; if (Context != nullptr) *Context = std::move(Parms.Context); } // Function FortniteGame.FortMcpProfileAccount.FortRerollDailyQuest // (Net, NetReliable, NetRequest, Native, Event, Public, HasOutParams) // Parameters: // const class FString& QuestId (Parm, ZeroConstructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) // struct FClientUrlContext* Context (Parm, OutParm, RepSkip, NativeAccessSpecifierPublic) void UFortMcpProfileAccount::FortRerollDailyQuest(const class FString& QuestId, struct FClientUrlContext* Context) { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("FortMcpProfileAccount", "FortRerollDailyQuest"); Params::FortMcpProfileAccount_FortRerollDailyQuest Parms{}; Parms.QuestId = std::move(QuestId); auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; UObject::ProcessEvent(Func, &Parms); Func->FunctionFlags = Flgs; if (Context != nullptr) *Context = std::move(Parms.Context); } // Function FortniteGame.FortMcpProfileAccount.MarkItemSeen // (Net, NetReliable, NetRequest, Native, Event, Public, HasOutParams) // Parameters: // const TArray& ItemIds (ConstParm, Parm, ZeroConstructor, ReferenceParm, NativeAccessSpecifierPublic) // struct FClientUrlContext* Context (Parm, OutParm, RepSkip, NativeAccessSpecifierPublic) void UFortMcpProfileAccount::MarkItemSeen(const TArray& ItemIds, struct FClientUrlContext* Context) { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("FortMcpProfileAccount", "MarkItemSeen"); Params::FortMcpProfileAccount_MarkItemSeen Parms{}; Parms.ItemIds = std::move(ItemIds); auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; UObject::ProcessEvent(Func, &Parms); Func->FunctionFlags = Flgs; if (Context != nullptr) *Context = std::move(Parms.Context); } // Function FortniteGame.FortMcpProfileAccount.MarkNewQuestNotificationSent // (Net, NetReliable, NetRequest, Native, Event, Public, HasOutParams) // Parameters: // const TArray& ItemIds (ConstParm, Parm, ZeroConstructor, ReferenceParm, NativeAccessSpecifierPublic) // struct FClientUrlContext* Context (Parm, OutParm, RepSkip, NativeAccessSpecifierPublic) void UFortMcpProfileAccount::MarkNewQuestNotificationSent(const TArray& ItemIds, struct FClientUrlContext* Context) { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("FortMcpProfileAccount", "MarkNewQuestNotificationSent"); Params::FortMcpProfileAccount_MarkNewQuestNotificationSent Parms{}; Parms.ItemIds = std::move(ItemIds); auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; UObject::ProcessEvent(Func, &Parms); Func->FunctionFlags = Flgs; if (Context != nullptr) *Context = std::move(Parms.Context); } // Function FortniteGame.FortMcpProfileAccount.OpenCardPack // (Net, NetReliable, NetRequest, Native, Event, Public, HasOutParams) // Parameters: // const class FString& CardPackItemId (Parm, ZeroConstructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) // int32 SelectionIdx (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) // struct FClientUrlContext* Context (Parm, OutParm, RepSkip, NativeAccessSpecifierPublic) void UFortMcpProfileAccount::OpenCardPack(const class FString& CardPackItemId, int32 SelectionIdx, struct FClientUrlContext* Context) { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("FortMcpProfileAccount", "OpenCardPack"); Params::FortMcpProfileAccount_OpenCardPack Parms{}; Parms.CardPackItemId = std::move(CardPackItemId); Parms.SelectionIdx = SelectionIdx; auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; UObject::ProcessEvent(Func, &Parms); Func->FunctionFlags = Flgs; if (Context != nullptr) *Context = std::move(Parms.Context); } // Function FortniteGame.FortMcpProfileAccount.QuestLogin // (Net, NetReliable, NetRequest, Native, Event, Public, HasOutParams) // Parameters: // struct FClientUrlContext* Context (Parm, OutParm, RepSkip, NativeAccessSpecifierPublic) void UFortMcpProfileAccount::QuestLogin(struct FClientUrlContext* Context) { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("FortMcpProfileAccount", "QuestLogin"); Params::FortMcpProfileAccount_QuestLogin Parms{}; auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; UObject::ProcessEvent(Func, &Parms); Func->FunctionFlags = Flgs; if (Context != nullptr) *Context = std::move(Parms.Context); } // Function FortniteGame.FortMcpProfileAccount.RecycleItem // (Net, NetReliable, NetRequest, Native, Event, Public, HasOutParams) // Parameters: // const class FString& TargetItemId (Parm, ZeroConstructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) // struct FClientUrlContext* Context (Parm, OutParm, RepSkip, NativeAccessSpecifierPublic) void UFortMcpProfileAccount::RecycleItem(const class FString& TargetItemId, struct FClientUrlContext* Context) { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("FortMcpProfileAccount", "RecycleItem"); Params::FortMcpProfileAccount_RecycleItem Parms{}; Parms.TargetItemId = std::move(TargetItemId); auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; UObject::ProcessEvent(Func, &Parms); Func->FunctionFlags = Flgs; if (Context != nullptr) *Context = std::move(Parms.Context); } // Function FortniteGame.FortMcpProfileAccount.RenameHero // (Net, NetReliable, NetRequest, Native, Event, Public, HasOutParams) // Parameters: // const class FString& HeroId (Parm, ZeroConstructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) // const class FString& NewHeroName (Parm, ZeroConstructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) // struct FClientUrlContext* Context (Parm, OutParm, RepSkip, NativeAccessSpecifierPublic) void UFortMcpProfileAccount::RenameHero(const class FString& HeroId, const class FString& NewHeroName, struct FClientUrlContext* Context) { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("FortMcpProfileAccount", "RenameHero"); Params::FortMcpProfileAccount_RenameHero Parms{}; Parms.HeroId = std::move(HeroId); Parms.NewHeroName = std::move(NewHeroName); auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; UObject::ProcessEvent(Func, &Parms); Func->FunctionFlags = Flgs; if (Context != nullptr) *Context = std::move(Parms.Context); } // Function FortniteGame.FortMcpProfileAccount.SetDefaultHero // (Net, NetReliable, NetRequest, Native, Event, Public, HasOutParams) // Parameters: // const class FString& DefaultHeroId (Parm, ZeroConstructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) // struct FClientUrlContext* Context (Parm, OutParm, RepSkip, NativeAccessSpecifierPublic) void UFortMcpProfileAccount::SetDefaultHero(const class FString& DefaultHeroId, struct FClientUrlContext* Context) { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("FortMcpProfileAccount", "SetDefaultHero"); Params::FortMcpProfileAccount_SetDefaultHero Parms{}; Parms.DefaultHeroId = std::move(DefaultHeroId); auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; UObject::ProcessEvent(Func, &Parms); Func->FunctionFlags = Flgs; if (Context != nullptr) *Context = std::move(Parms.Context); } // Function FortniteGame.FortMcpProfileAccount.SetGameplayStats // (Net, NetReliable, NetRequest, Native, Event, Public, HasOutParams) // Parameters: // const TArray&GameplayStats (ConstParm, Parm, ZeroConstructor, ReferenceParm, NativeAccessSpecifierPublic) // struct FClientUrlContext* Context (Parm, OutParm, RepSkip, NativeAccessSpecifierPublic) void UFortMcpProfileAccount::SetGameplayStats(const TArray& GameplayStats, struct FClientUrlContext* Context) { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("FortMcpProfileAccount", "SetGameplayStats"); Params::FortMcpProfileAccount_SetGameplayStats Parms{}; Parms.GameplayStats = std::move(GameplayStats); auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; UObject::ProcessEvent(Func, &Parms); Func->FunctionFlags = Flgs; if (Context != nullptr) *Context = std::move(Parms.Context); } // Function FortniteGame.FortMcpProfileAccount.SetHeroAbilities // (Net, NetReliable, NetRequest, Native, Event, Public, HasOutParams) // Parameters: // const class FString& HeroId (Parm, ZeroConstructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) // int32 PrimaryTraitAbilities (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) // int32 SecondaryTraitAbilities_Alpha (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) // int32 SecondaryTraitAbilities_Beta (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) // int32 SecondaryTraitAbilities_Gamma (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) // int32 SecondaryTraitAbilities_Delta (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) // struct FClientUrlContext* Context (Parm, OutParm, RepSkip, NativeAccessSpecifierPublic) void UFortMcpProfileAccount::SetHeroAbilities(const class FString& HeroId, int32 PrimaryTraitAbilities, int32 SecondaryTraitAbilities_Alpha, int32 SecondaryTraitAbilities_Beta, int32 SecondaryTraitAbilities_Gamma, int32 SecondaryTraitAbilities_Delta, struct FClientUrlContext* Context) { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("FortMcpProfileAccount", "SetHeroAbilities"); Params::FortMcpProfileAccount_SetHeroAbilities Parms{}; Parms.HeroId = std::move(HeroId); Parms.PrimaryTraitAbilities = PrimaryTraitAbilities; Parms.SecondaryTraitAbilities_Alpha = SecondaryTraitAbilities_Alpha; Parms.SecondaryTraitAbilities_Beta = SecondaryTraitAbilities_Beta; Parms.SecondaryTraitAbilities_Gamma = SecondaryTraitAbilities_Gamma; Parms.SecondaryTraitAbilities_Delta = SecondaryTraitAbilities_Delta; auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; UObject::ProcessEvent(Func, &Parms); Func->FunctionFlags = Flgs; if (Context != nullptr) *Context = std::move(Parms.Context); } // Function FortniteGame.FortMcpProfileAccount.SetHeroModeLoadout // (Net, NetReliable, NetRequest, Native, Event, Public, HasOutParams) // Parameters: // const class FString& HeroId (Parm, ZeroConstructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) // const struct FFortSavedModeLoadout& ModeLoadout (ConstParm, Parm, ReferenceParm, NativeAccessSpecifierPublic) // struct FClientUrlContext* Context (Parm, OutParm, RepSkip, NativeAccessSpecifierPublic) void UFortMcpProfileAccount::SetHeroModeLoadout(const class FString& HeroId, const struct FFortSavedModeLoadout& ModeLoadout, struct FClientUrlContext* Context) { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("FortMcpProfileAccount", "SetHeroModeLoadout"); Params::FortMcpProfileAccount_SetHeroModeLoadout Parms{}; Parms.HeroId = std::move(HeroId); Parms.ModeLoadout = std::move(ModeLoadout); auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; UObject::ProcessEvent(Func, &Parms); Func->FunctionFlags = Flgs; if (Context != nullptr) *Context = std::move(Parms.Context); } // Function FortniteGame.FortMcpProfileAccount.SetHomebaseMeta // (Net, NetReliable, NetRequest, Native, Event, Public, HasOutParams) // Parameters: // const class FString& TownName (Parm, ZeroConstructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) // int32 FlagPattern (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) // float FlagColor (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) // struct FClientUrlContext* Context (Parm, OutParm, RepSkip, NativeAccessSpecifierPublic) void UFortMcpProfileAccount::SetHomebaseMeta(const class FString& TownName, int32 FlagPattern, float FlagColor, struct FClientUrlContext* Context) { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("FortMcpProfileAccount", "SetHomebaseMeta"); Params::FortMcpProfileAccount_SetHomebaseMeta Parms{}; Parms.TownName = std::move(TownName); Parms.FlagPattern = FlagPattern; Parms.FlagColor = FlagColor; auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; UObject::ProcessEvent(Func, &Parms); Func->FunctionFlags = Flgs; if (Context != nullptr) *Context = std::move(Parms.Context); } // Function FortniteGame.FortMcpProfileAccount.SetModeLoadout // (Net, NetReliable, NetRequest, Native, Event, Public, HasOutParams) // Parameters: // const struct FFortSavedModeLoadout& ModeLoadout (ConstParm, Parm, ReferenceParm, NativeAccessSpecifierPublic) // const class FString& HeroId (Parm, ZeroConstructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) // const struct FFortSavedModeLoadout& HeroModeLoadout (ConstParm, Parm, ReferenceParm, NativeAccessSpecifierPublic) // struct FClientUrlContext* Context (Parm, OutParm, RepSkip, NativeAccessSpecifierPublic) void UFortMcpProfileAccount::SetModeLoadout(const struct FFortSavedModeLoadout& ModeLoadout, const class FString& HeroId, const struct FFortSavedModeLoadout& HeroModeLoadout, struct FClientUrlContext* Context) { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("FortMcpProfileAccount", "SetModeLoadout"); Params::FortMcpProfileAccount_SetModeLoadout Parms{}; Parms.ModeLoadout = std::move(ModeLoadout); Parms.HeroId = std::move(HeroId); Parms.HeroModeLoadout = std::move(HeroModeLoadout); auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; UObject::ProcessEvent(Func, &Parms); Func->FunctionFlags = Flgs; if (Context != nullptr) *Context = std::move(Parms.Context); } // Function FortniteGame.FortMcpProfileAccount.SkipTutorial // (Net, NetReliable, NetRequest, Native, Event, Public, HasOutParams) // Parameters: // struct FClientUrlContext* Context (Parm, OutParm, RepSkip, NativeAccessSpecifierPublic) void UFortMcpProfileAccount::SkipTutorial(struct FClientUrlContext* Context) { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("FortMcpProfileAccount", "SkipTutorial"); Params::FortMcpProfileAccount_SkipTutorial Parms{}; auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; UObject::ProcessEvent(Func, &Parms); Func->FunctionFlags = Flgs; if (Context != nullptr) *Context = std::move(Parms.Context); } // Function FortniteGame.FortMcpProfileAccount.UnloadWarehouse // (Net, NetReliable, NetRequest, Native, Event, Public, HasOutParams) // Parameters: // const TArray& ResourceTypes (ConstParm, Parm, ZeroConstructor, ReferenceParm, NativeAccessSpecifierPublic) // struct FClientUrlContext* Context (Parm, OutParm, RepSkip, NativeAccessSpecifierPublic) void UFortMcpProfileAccount::UnloadWarehouse(const TArray& ResourceTypes, struct FClientUrlContext* Context) { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("FortMcpProfileAccount", "UnloadWarehouse"); Params::FortMcpProfileAccount_UnloadWarehouse Parms{}; Parms.ResourceTypes = std::move(ResourceTypes); auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; UObject::ProcessEvent(Func, &Parms); Func->FunctionFlags = Flgs; if (Context != nullptr) *Context = std::move(Parms.Context); } // Function FortniteGame.FortMcpProfileAccount.UnslotAllWorkers // (Net, NetReliable, NetRequest, Native, Event, Public, HasOutParams) // Parameters: // const TArray& BuildingIds (ConstParm, Parm, ZeroConstructor, ReferenceParm, NativeAccessSpecifierPublic) // struct FClientUrlContext* Context (Parm, OutParm, RepSkip, NativeAccessSpecifierPublic) void UFortMcpProfileAccount::UnslotAllWorkers(const TArray& BuildingIds, struct FClientUrlContext* Context) { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("FortMcpProfileAccount", "UnslotAllWorkers"); Params::FortMcpProfileAccount_UnslotAllWorkers Parms{}; Parms.BuildingIds = std::move(BuildingIds); auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; UObject::ProcessEvent(Func, &Parms); Func->FunctionFlags = Flgs; if (Context != nullptr) *Context = std::move(Parms.Context); } // Function FortniteGame.FortMcpProfileAccount.UpdateBuildingLevelAndRating // (Net, NetReliable, NetRequest, Native, Event, Public, HasOutParams) // Parameters: // const class FString& BuildingId (Parm, ZeroConstructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) // int32 LastBuildingLevel (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) // int32 LastBuildingRating (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) // struct FClientUrlContext* Context (Parm, OutParm, RepSkip, NativeAccessSpecifierPublic) void UFortMcpProfileAccount::UpdateBuildingLevelAndRating(const class FString& BuildingId, int32 LastBuildingLevel, int32 LastBuildingRating, struct FClientUrlContext* Context) { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("FortMcpProfileAccount", "UpdateBuildingLevelAndRating"); Params::FortMcpProfileAccount_UpdateBuildingLevelAndRating Parms{}; Parms.BuildingId = std::move(BuildingId); Parms.LastBuildingLevel = LastBuildingLevel; Parms.LastBuildingRating = LastBuildingRating; auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; UObject::ProcessEvent(Func, &Parms); Func->FunctionFlags = Flgs; if (Context != nullptr) *Context = std::move(Parms.Context); } // Function FortniteGame.FortMcpProfileAccount.UpdateQuestClientObjectives // (Net, NetReliable, NetRequest, Native, Event, Public, HasOutParams) // Parameters: // const TArray&Advance (ConstParm, Parm, ZeroConstructor, ReferenceParm, NativeAccessSpecifierPublic) // struct FClientUrlContext* Context (Parm, OutParm, RepSkip, NativeAccessSpecifierPublic) void UFortMcpProfileAccount::UpdateQuestClientObjectives(const TArray& Advance, struct FClientUrlContext* Context) { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("FortMcpProfileAccount", "UpdateQuestClientObjectives"); Params::FortMcpProfileAccount_UpdateQuestClientObjectives Parms{}; Parms.Advance = std::move(Advance); auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; UObject::ProcessEvent(Func, &Parms); Func->FunctionFlags = Flgs; if (Context != nullptr) *Context = std::move(Parms.Context); } // Function FortniteGame.FortMcpProfileAccount.UpdateQuests // (Net, NetReliable, NetRequest, Native, Event, Public, HasOutParams) // Parameters: // const TArray&Advance (ConstParm, Parm, ZeroConstructor, ReferenceParm, NativeAccessSpecifierPublic) // struct FDedicatedServerUrlContext* Context (Parm, OutParm, RepSkip, NativeAccessSpecifierPublic) void UFortMcpProfileAccount::UpdateQuests(const TArray& Advance, struct FDedicatedServerUrlContext* Context) { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("FortMcpProfileAccount", "UpdateQuests"); Params::FortMcpProfileAccount_UpdateQuests Parms{}; Parms.Advance = std::move(Advance); auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; UObject::ProcessEvent(Func, &Parms); Func->FunctionFlags = Flgs; if (Context != nullptr) *Context = std::move(Parms.Context); } // Function FortniteGame.FortMcpProfileAccount.UpgradeBuilding // (Net, NetReliable, NetRequest, Native, Event, Public, HasOutParams) // Parameters: // const class FString& BuildingId (Parm, ZeroConstructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) // struct FClientUrlContext* Context (Parm, OutParm, RepSkip, NativeAccessSpecifierPublic) void UFortMcpProfileAccount::UpgradeBuilding(const class FString& BuildingId, struct FClientUrlContext* Context) { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("FortMcpProfileAccount", "UpgradeBuilding"); Params::FortMcpProfileAccount_UpgradeBuilding Parms{}; Parms.BuildingId = std::move(BuildingId); auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; UObject::ProcessEvent(Func, &Parms); Func->FunctionFlags = Flgs; if (Context != nullptr) *Context = std::move(Parms.Context); } // Function FortniteGame.FortMcpProfileAccount.UpgradeItem // (Net, NetReliable, NetRequest, Native, Event, Public, HasOutParams) // Parameters: // const class FString& TargetItemId (Parm, ZeroConstructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) // struct FClientUrlContext* Context (Parm, OutParm, RepSkip, NativeAccessSpecifierPublic) void UFortMcpProfileAccount::UpgradeItem(const class FString& TargetItemId, struct FClientUrlContext* Context) { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("FortMcpProfileAccount", "UpgradeItem"); Params::FortMcpProfileAccount_UpgradeItem Parms{}; Parms.TargetItemId = std::move(TargetItemId); auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; UObject::ProcessEvent(Func, &Parms); Func->FunctionFlags = Flgs; if (Context != nullptr) *Context = std::move(Parms.Context); } // Function FortniteGame.FortMcpProfileAccount.UpgradeWorker // (Net, NetReliable, NetRequest, Native, Event, Public, HasOutParams) // Parameters: // const class FString& TargetWorkerId (Parm, ZeroConstructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) // struct FClientUrlContext* Context (Parm, OutParm, RepSkip, NativeAccessSpecifierPublic) void UFortMcpProfileAccount::UpgradeWorker(const class FString& TargetWorkerId, struct FClientUrlContext* Context) { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("FortMcpProfileAccount", "UpgradeWorker"); Params::FortMcpProfileAccount_UpgradeWorker Parms{}; Parms.TargetWorkerId = std::move(TargetWorkerId); auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; UObject::ProcessEvent(Func, &Parms); Func->FunctionFlags = Flgs; if (Context != nullptr) *Context = std::move(Parms.Context); } // Function FortniteGame.FortMissionPowerPointsInterface.GetAvailabilityWeight // (Native, Public, Const) // Parameters: // float DifficultyLevel (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) // float ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) float IFortMissionPowerPointsInterface::GetAvailabilityWeight(float DifficultyLevel) const { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("FortMissionPowerPointsInterface", "GetAvailabilityWeight"); Params::FortMissionPowerPointsInterface_GetAvailabilityWeight Parms{}; Parms.DifficultyLevel = DifficultyLevel; auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; UObject::ProcessEvent(Func, &Parms); Func->FunctionFlags = Flgs; return Parms.ReturnValue; } // Function FortniteGame.FortMissionPowerPointsInterface.GetInitialRangeLerpValue // (Native, Public, Const) // Parameters: // float PointsAvailable (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) // float ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) float IFortMissionPowerPointsInterface::GetInitialRangeLerpValue(float PointsAvailable) const { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("FortMissionPowerPointsInterface", "GetInitialRangeLerpValue"); Params::FortMissionPowerPointsInterface_GetInitialRangeLerpValue Parms{}; Parms.PointsAvailable = PointsAvailable; auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; UObject::ProcessEvent(Func, &Parms); Func->FunctionFlags = Flgs; return Parms.ReturnValue; } // Function FortniteGame.FortMissionPowerPointsInterface.GetMaxRangeLerpValue // (Native, Public, Const) // Parameters: // float PointsAvailable (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) // float PreviousLerpValue (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) // float ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) float IFortMissionPowerPointsInterface::GetMaxRangeLerpValue(float PointsAvailable, float PreviousLerpValue) const { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("FortMissionPowerPointsInterface", "GetMaxRangeLerpValue"); Params::FortMissionPowerPointsInterface_GetMaxRangeLerpValue Parms{}; Parms.PointsAvailable = PointsAvailable; Parms.PreviousLerpValue = PreviousLerpValue; auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; UObject::ProcessEvent(Func, &Parms); Func->FunctionFlags = Flgs; return Parms.ReturnValue; } // Function FortniteGame.FortMissionPowerPointsInterface.GetPowerPointsCost // (Native, Public, Const) // Parameters: // float LerpValue (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) // float ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) float IFortMissionPowerPointsInterface::GetPowerPointsCost(float LerpValue) const { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("FortMissionPowerPointsInterface", "GetPowerPointsCost"); Params::FortMissionPowerPointsInterface_GetPowerPointsCost Parms{}; Parms.LerpValue = LerpValue; auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; UObject::ProcessEvent(Func, &Parms); Func->FunctionFlags = Flgs; return Parms.ReturnValue; } // Function FortniteGame.FortItemDroppedParams.BreakData // (Final, Native, Public, HasOutParams, BlueprintCallable, BlueprintPure) // Parameters: // class UFortWorldItemDefinition** _DroppedItemDefinition (Parm, OutParm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) // class AFortPlayerController** _DroppedBy (Parm, OutParm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) // int32* _AmountCollected (Parm, OutParm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) void UFortItemDroppedParams::BreakData(class UFortWorldItemDefinition** _DroppedItemDefinition, class AFortPlayerController** _DroppedBy, int32* _AmountCollected) { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("FortItemDroppedParams", "BreakData"); Params::FortItemDroppedParams_BreakData Parms{}; auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; UObject::ProcessEvent(Func, &Parms); Func->FunctionFlags = Flgs; if (_DroppedItemDefinition != nullptr) *_DroppedItemDefinition = Parms._DroppedItemDefinition; if (_DroppedBy != nullptr) *_DroppedBy = Parms._DroppedBy; if (_AmountCollected != nullptr) *_AmountCollected = Parms._AmountCollected; } // Function FortniteGame.FortItemDroppedParams.MakeData // (Final, Native, Public, HasOutParams, BlueprintCallable) // Parameters: // const class UFortWorldItemDefinition* _DroppedItemDefinition (ConstParm, Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) // class AFortPlayerController* _DroppedBy (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) // int32 _AmountCollected (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) // class UFortItemDroppedParams** ThisParam (Parm, OutParm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) void UFortItemDroppedParams::MakeData(const class UFortWorldItemDefinition* _DroppedItemDefinition, class AFortPlayerController* _DroppedBy, int32 _AmountCollected, class UFortItemDroppedParams** ThisParam) { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("FortItemDroppedParams", "MakeData"); Params::FortItemDroppedParams_MakeData Parms{}; Parms._DroppedItemDefinition = _DroppedItemDefinition; Parms._DroppedBy = _DroppedBy; Parms._AmountCollected = _AmountCollected; auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; UObject::ProcessEvent(Func, &Parms); Func->FunctionFlags = Flgs; if (ThisParam != nullptr) *ThisParam = Parms.ThisParam; } // Function FortniteGame.FortItemCraftedParams.BreakData // (Final, Native, Public, HasOutParams, BlueprintCallable, BlueprintPure) // Parameters: // class UFortSchematicItemDefinition** _SchematicDefinition (Parm, OutParm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) // class AFortPlayerController** _CraftedBy (Parm, OutParm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) // int32* _AmountCrafted (Parm, OutParm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) void UFortItemCraftedParams::BreakData(class UFortSchematicItemDefinition** _SchematicDefinition, class AFortPlayerController** _CraftedBy, int32* _AmountCrafted) { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("FortItemCraftedParams", "BreakData"); Params::FortItemCraftedParams_BreakData Parms{}; auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; UObject::ProcessEvent(Func, &Parms); Func->FunctionFlags = Flgs; if (_SchematicDefinition != nullptr) *_SchematicDefinition = Parms._SchematicDefinition; if (_CraftedBy != nullptr) *_CraftedBy = Parms._CraftedBy; if (_AmountCrafted != nullptr) *_AmountCrafted = Parms._AmountCrafted; } // Function FortniteGame.FortItemCraftedParams.MakeData // (Final, Native, Public, HasOutParams, BlueprintCallable) // Parameters: // const class UFortSchematicItemDefinition*_SchematicDefinition (ConstParm, Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) // class AFortPlayerController* _CraftedBy (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) // int32 _AmountCrafted (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) // class UFortItemCraftedParams** ThisParam (Parm, OutParm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) void UFortItemCraftedParams::MakeData(const class UFortSchematicItemDefinition* _SchematicDefinition, class AFortPlayerController* _CraftedBy, int32 _AmountCrafted, class UFortItemCraftedParams** ThisParam) { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("FortItemCraftedParams", "MakeData"); Params::FortItemCraftedParams_MakeData Parms{}; Parms._SchematicDefinition = _SchematicDefinition; Parms._CraftedBy = _CraftedBy; Parms._AmountCrafted = _AmountCrafted; auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; UObject::ProcessEvent(Func, &Parms); Func->FunctionFlags = Flgs; if (ThisParam != nullptr) *ThisParam = Parms.ThisParam; } // Function FortniteGame.FortEnemyKilledParams.BreakData // (Final, Native, Public, HasOutParams, BlueprintCallable, BlueprintPure) // Parameters: // class AFortPawn** _KilledPawn (Parm, OutParm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) // class AFortPlayerController** _KilledBy (Parm, OutParm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) void UFortEnemyKilledParams::BreakData(class AFortPawn** _KilledPawn, class AFortPlayerController** _KilledBy) { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("FortEnemyKilledParams", "BreakData"); Params::FortEnemyKilledParams_BreakData Parms{}; auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; UObject::ProcessEvent(Func, &Parms); Func->FunctionFlags = Flgs; if (_KilledPawn != nullptr) *_KilledPawn = Parms._KilledPawn; if (_KilledBy != nullptr) *_KilledBy = Parms._KilledBy; } // Function FortniteGame.FortEnemyKilledParams.MakeData // (Final, Native, Public, HasOutParams, BlueprintCallable) // Parameters: // class AFortPawn* _KilledPawn (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) // class AFortPlayerController* _KilledBy (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) // class UFortEnemyKilledParams** ThisParam (Parm, OutParm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) void UFortEnemyKilledParams::MakeData(class AFortPawn* _KilledPawn, class AFortPlayerController* _KilledBy, class UFortEnemyKilledParams** ThisParam) { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("FortEnemyKilledParams", "MakeData"); Params::FortEnemyKilledParams_MakeData Parms{}; Parms._KilledPawn = _KilledPawn; Parms._KilledBy = _KilledBy; auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; UObject::ProcessEvent(Func, &Parms); Func->FunctionFlags = Flgs; if (ThisParam != nullptr) *ThisParam = Parms.ThisParam; } // Function FortniteGame.FortEnemyDamagedParams.BreakData // (Final, Native, Public, HasOutParams, BlueprintCallable, BlueprintPure) // Parameters: // class AFortPawn** _DamagedPawn (Parm, OutParm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) // class AFortPlayerController** _DamagedBy (Parm, OutParm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) // float* _DamageAmount (Parm, OutParm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) void UFortEnemyDamagedParams::BreakData(class AFortPawn** _DamagedPawn, class AFortPlayerController** _DamagedBy, float* _DamageAmount) { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("FortEnemyDamagedParams", "BreakData"); Params::FortEnemyDamagedParams_BreakData Parms{}; auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; UObject::ProcessEvent(Func, &Parms); Func->FunctionFlags = Flgs; if (_DamagedPawn != nullptr) *_DamagedPawn = Parms._DamagedPawn; if (_DamagedBy != nullptr) *_DamagedBy = Parms._DamagedBy; if (_DamageAmount != nullptr) *_DamageAmount = Parms._DamageAmount; } // Function FortniteGame.FortEnemyDamagedParams.MakeData // (Final, Native, Public, HasOutParams, BlueprintCallable) // Parameters: // class AFortPawn* _DamagedPawn (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) // class AFortPlayerController* _DamagedBy (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) // float _DamageAmount (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) // class UFortEnemyDamagedParams** ThisParam (Parm, OutParm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) void UFortEnemyDamagedParams::MakeData(class AFortPawn* _DamagedPawn, class AFortPlayerController* _DamagedBy, float _DamageAmount, class UFortEnemyDamagedParams** ThisParam) { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("FortEnemyDamagedParams", "MakeData"); Params::FortEnemyDamagedParams_MakeData Parms{}; Parms._DamagedPawn = _DamagedPawn; Parms._DamagedBy = _DamagedBy; Parms._DamageAmount = _DamageAmount; auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; UObject::ProcessEvent(Func, &Parms); Func->FunctionFlags = Flgs; if (ThisParam != nullptr) *ThisParam = Parms.ThisParam; } // Function FortniteGame.FortNewPlayerParams.BreakData // (Final, Native, Public, HasOutParams, BlueprintCallable, BlueprintPure) // Parameters: // class AFortPlayerController** _NewPlayerController (Parm, OutParm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) void UFortNewPlayerParams::BreakData(class AFortPlayerController** _NewPlayerController) { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("FortNewPlayerParams", "BreakData"); Params::FortNewPlayerParams_BreakData Parms{}; auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; UObject::ProcessEvent(Func, &Parms); Func->FunctionFlags = Flgs; if (_NewPlayerController != nullptr) *_NewPlayerController = Parms._NewPlayerController; } // Function FortniteGame.FortNewPlayerParams.MakeData // (Final, Native, Public, HasOutParams, BlueprintCallable) // Parameters: // class AFortPlayerController* _NewPlayerController (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) // class UFortNewPlayerParams** ThisParam (Parm, OutParm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) void UFortNewPlayerParams::MakeData(class AFortPlayerController* _NewPlayerController, class UFortNewPlayerParams** ThisParam) { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("FortNewPlayerParams", "MakeData"); Params::FortNewPlayerParams_MakeData Parms{}; Parms._NewPlayerController = _NewPlayerController; auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; UObject::ProcessEvent(Func, &Parms); Func->FunctionFlags = Flgs; if (ThisParam != nullptr) *ThisParam = Parms.ThisParam; } // Function FortniteGame.FortPlayerSpawnedParams.BreakData // (Final, Native, Public, HasOutParams, BlueprintCallable, BlueprintPure) // Parameters: // class AFortPlayerController** _SpawnedPlayerController (Parm, OutParm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) void UFortPlayerSpawnedParams::BreakData(class AFortPlayerController** _SpawnedPlayerController) { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("FortPlayerSpawnedParams", "BreakData"); Params::FortPlayerSpawnedParams_BreakData Parms{}; auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; UObject::ProcessEvent(Func, &Parms); Func->FunctionFlags = Flgs; if (_SpawnedPlayerController != nullptr) *_SpawnedPlayerController = Parms._SpawnedPlayerController; } // Function FortniteGame.FortPlayerSpawnedParams.MakeData // (Final, Native, Public, HasOutParams, BlueprintCallable) // Parameters: // class AFortPlayerController* _SpawnedPlayerController (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) // class UFortPlayerSpawnedParams** ThisParam (Parm, OutParm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) void UFortPlayerSpawnedParams::MakeData(class AFortPlayerController* _SpawnedPlayerController, class UFortPlayerSpawnedParams** ThisParam) { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("FortPlayerSpawnedParams", "MakeData"); Params::FortPlayerSpawnedParams_MakeData Parms{}; Parms._SpawnedPlayerController = _SpawnedPlayerController; auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; UObject::ProcessEvent(Func, &Parms); Func->FunctionFlags = Flgs; if (ThisParam != nullptr) *ThisParam = Parms.ThisParam; } // Function FortniteGame.FortPlayerDiedParams.BreakData // (Final, Native, Public, HasOutParams, BlueprintCallable, BlueprintPure) // Parameters: // class AFortPlayerPawn** _KilledPlayer (Parm, OutParm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) // class AController** _KilledBy (Parm, OutParm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) void UFortPlayerDiedParams::BreakData(class AFortPlayerPawn** _KilledPlayer, class AController** _KilledBy) { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("FortPlayerDiedParams", "BreakData"); Params::FortPlayerDiedParams_BreakData Parms{}; auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; UObject::ProcessEvent(Func, &Parms); Func->FunctionFlags = Flgs; if (_KilledPlayer != nullptr) *_KilledPlayer = Parms._KilledPlayer; if (_KilledBy != nullptr) *_KilledBy = Parms._KilledBy; } // Function FortniteGame.FortPlayerDiedParams.MakeData // (Final, Native, Public, HasOutParams, BlueprintCallable) // Parameters: // class AFortPlayerPawn* _KilledPlayer (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) // class AController* _KilledBy (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) // class UFortPlayerDiedParams** ThisParam (Parm, OutParm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) void UFortPlayerDiedParams::MakeData(class AFortPlayerPawn* _KilledPlayer, class AController* _KilledBy, class UFortPlayerDiedParams** ThisParam) { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("FortPlayerDiedParams", "MakeData"); Params::FortPlayerDiedParams_MakeData Parms{}; Parms._KilledPlayer = _KilledPlayer; Parms._KilledBy = _KilledBy; auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; UObject::ProcessEvent(Func, &Parms); Func->FunctionFlags = Flgs; if (ThisParam != nullptr) *ThisParam = Parms.ThisParam; } // Function FortniteGame.FortDayPhaseChangeParams.BreakData // (Final, Native, Public, HasOutParams, BlueprintCallable, BlueprintPure) // Parameters: // class AFortDayNightLightingAndFog** _LightingAndFogManager (Parm, OutParm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) // EFortDayPhase* _NewDayPhase (Parm, OutParm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) void UFortDayPhaseChangeParams::BreakData(class AFortDayNightLightingAndFog** _LightingAndFogManager, EFortDayPhase* _NewDayPhase) { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("FortDayPhaseChangeParams", "BreakData"); Params::FortDayPhaseChangeParams_BreakData Parms{}; auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; UObject::ProcessEvent(Func, &Parms); Func->FunctionFlags = Flgs; if (_LightingAndFogManager != nullptr) *_LightingAndFogManager = Parms._LightingAndFogManager; if (_NewDayPhase != nullptr) *_NewDayPhase = Parms._NewDayPhase; } // Function FortniteGame.FortDayPhaseChangeParams.MakeData // (Final, Native, Public, HasOutParams, BlueprintCallable) // Parameters: // class AFortDayNightLightingAndFog* _LightingAndFogManager (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) // EFortDayPhase _NewDayPhase (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) // class UFortDayPhaseChangeParams** ThisParam (Parm, OutParm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) void UFortDayPhaseChangeParams::MakeData(class AFortDayNightLightingAndFog* _LightingAndFogManager, EFortDayPhase _NewDayPhase, class UFortDayPhaseChangeParams** ThisParam) { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("FortDayPhaseChangeParams", "MakeData"); Params::FortDayPhaseChangeParams_MakeData Parms{}; Parms._LightingAndFogManager = _LightingAndFogManager; Parms._NewDayPhase = _NewDayPhase; auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; UObject::ProcessEvent(Func, &Parms); Func->FunctionFlags = Flgs; if (ThisParam != nullptr) *ThisParam = Parms.ThisParam; } // Function FortniteGame.FortPlayerBuiltParams.BreakData // (Final, Native, Public, HasOutParams, BlueprintCallable, BlueprintPure) // Parameters: // class ABuildingActor** _Building (Parm, OutParm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) // EFortBuildingType* _BuildingType (Parm, OutParm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) // class AFortPlayerController** _Builder (Parm, OutParm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) void UFortPlayerBuiltParams::BreakData(class ABuildingActor** _Building, EFortBuildingType* _BuildingType, class AFortPlayerController** _Builder) { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("FortPlayerBuiltParams", "BreakData"); Params::FortPlayerBuiltParams_BreakData Parms{}; auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; UObject::ProcessEvent(Func, &Parms); Func->FunctionFlags = Flgs; if (_Building != nullptr) *_Building = Parms._Building; if (_BuildingType != nullptr) *_BuildingType = Parms._BuildingType; if (_Builder != nullptr) *_Builder = Parms._Builder; } // Function FortniteGame.FortPlayerBuiltParams.MakeData // (Final, Native, Public, HasOutParams, BlueprintCallable) // Parameters: // class ABuildingActor* _Building (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) // EFortBuildingType _BuildingType (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) // class AFortPlayerController* _Builder (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) // class UFortPlayerBuiltParams** ThisParam (Parm, OutParm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) void UFortPlayerBuiltParams::MakeData(class ABuildingActor* _Building, EFortBuildingType _BuildingType, class AFortPlayerController* _Builder, class UFortPlayerBuiltParams** ThisParam) { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("FortPlayerBuiltParams", "MakeData"); Params::FortPlayerBuiltParams_MakeData Parms{}; Parms._Building = _Building; Parms._BuildingType = _BuildingType; Parms._Builder = _Builder; auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; UObject::ProcessEvent(Func, &Parms); Func->FunctionFlags = Flgs; if (ThisParam != nullptr) *ThisParam = Parms.ThisParam; } // Function FortniteGame.FortBuildingDestroyedParams.BreakData // (Final, Native, Public, HasOutParams, BlueprintCallable, BlueprintPure) // Parameters: // class ABuildingActor** _Building (Parm, OutParm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) // EFortBuildingType* _BuildingType (Parm, OutParm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) // class AController** _Destroyer (Parm, OutParm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) void UFortBuildingDestroyedParams::BreakData(class ABuildingActor** _Building, EFortBuildingType* _BuildingType, class AController** _Destroyer) { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("FortBuildingDestroyedParams", "BreakData"); Params::FortBuildingDestroyedParams_BreakData Parms{}; auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; UObject::ProcessEvent(Func, &Parms); Func->FunctionFlags = Flgs; if (_Building != nullptr) *_Building = Parms._Building; if (_BuildingType != nullptr) *_BuildingType = Parms._BuildingType; if (_Destroyer != nullptr) *_Destroyer = Parms._Destroyer; } // Function FortniteGame.FortBuildingDestroyedParams.MakeData // (Final, Native, Public, HasOutParams, BlueprintCallable) // Parameters: // class ABuildingActor* _Building (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) // EFortBuildingType _BuildingType (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) // class AController* _Destroyer (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) // class UFortBuildingDestroyedParams** ThisParam (Parm, OutParm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) void UFortBuildingDestroyedParams::MakeData(class ABuildingActor* _Building, EFortBuildingType _BuildingType, class AController* _Destroyer, class UFortBuildingDestroyedParams** ThisParam) { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("FortBuildingDestroyedParams", "MakeData"); Params::FortBuildingDestroyedParams_MakeData Parms{}; Parms._Building = _Building; Parms._BuildingType = _BuildingType; Parms._Destroyer = _Destroyer; auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; UObject::ProcessEvent(Func, &Parms); Func->FunctionFlags = Flgs; if (ThisParam != nullptr) *ThisParam = Parms.ThisParam; } // Function FortniteGame.FortBuildingEditedParams.BreakData // (Final, Native, Public, HasOutParams, BlueprintCallable, BlueprintPure) // Parameters: // class ABuildingActor** _OriginalBuilding (Parm, OutParm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) // class ABuildingActor** _NewBuilding (Parm, OutParm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) // EFortBuildingType* _BuildingType (Parm, OutParm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) // class AFortPlayerController** _Editor (Parm, OutParm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) void UFortBuildingEditedParams::BreakData(class ABuildingActor** _OriginalBuilding, class ABuildingActor** _NewBuilding, EFortBuildingType* _BuildingType, class AFortPlayerController** _Editor) { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("FortBuildingEditedParams", "BreakData"); Params::FortBuildingEditedParams_BreakData Parms{}; auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; UObject::ProcessEvent(Func, &Parms); Func->FunctionFlags = Flgs; if (_OriginalBuilding != nullptr) *_OriginalBuilding = Parms._OriginalBuilding; if (_NewBuilding != nullptr) *_NewBuilding = Parms._NewBuilding; if (_BuildingType != nullptr) *_BuildingType = Parms._BuildingType; if (_Editor != nullptr) *_Editor = Parms._Editor; } // Function FortniteGame.FortBuildingEditedParams.MakeData // (Final, Native, Public, HasOutParams, BlueprintCallable) // Parameters: // class ABuildingActor* _OriginalBuilding (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) // class ABuildingActor* _NewBuilding (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) // EFortBuildingType _BuildingType (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) // class AFortPlayerController* _Editor (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) // class UFortBuildingEditedParams** ThisParam (Parm, OutParm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) void UFortBuildingEditedParams::MakeData(class ABuildingActor* _OriginalBuilding, class ABuildingActor* _NewBuilding, EFortBuildingType _BuildingType, class AFortPlayerController* _Editor, class UFortBuildingEditedParams** ThisParam) { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("FortBuildingEditedParams", "MakeData"); Params::FortBuildingEditedParams_MakeData Parms{}; Parms._OriginalBuilding = _OriginalBuilding; Parms._NewBuilding = _NewBuilding; Parms._BuildingType = _BuildingType; Parms._Editor = _Editor; auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; UObject::ProcessEvent(Func, &Parms); Func->FunctionFlags = Flgs; if (ThisParam != nullptr) *ThisParam = Parms.ThisParam; } // Function FortniteGame.FortBuildingDamagedParams.BreakData // (Final, Native, Public, HasOutParams, BlueprintCallable, BlueprintPure) // Parameters: // class ABuildingActor** _Building (Parm, OutParm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) // EFortBuildingType* _BuildingType (Parm, OutParm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) // class AController** _DamagedBy (Parm, OutParm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) // float* _DamageAmount (Parm, OutParm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) void UFortBuildingDamagedParams::BreakData(class ABuildingActor** _Building, EFortBuildingType* _BuildingType, class AController** _DamagedBy, float* _DamageAmount) { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("FortBuildingDamagedParams", "BreakData"); Params::FortBuildingDamagedParams_BreakData Parms{}; auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; UObject::ProcessEvent(Func, &Parms); Func->FunctionFlags = Flgs; if (_Building != nullptr) *_Building = Parms._Building; if (_BuildingType != nullptr) *_BuildingType = Parms._BuildingType; if (_DamagedBy != nullptr) *_DamagedBy = Parms._DamagedBy; if (_DamageAmount != nullptr) *_DamageAmount = Parms._DamageAmount; } // Function FortniteGame.FortBuildingDamagedParams.MakeData // (Final, Native, Public, HasOutParams, BlueprintCallable) // Parameters: // class ABuildingActor* _Building (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) // EFortBuildingType _BuildingType (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) // class AController* _DamagedBy (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) // float _DamageAmount (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) // class UFortBuildingDamagedParams** ThisParam (Parm, OutParm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) void UFortBuildingDamagedParams::MakeData(class ABuildingActor* _Building, EFortBuildingType _BuildingType, class AController* _DamagedBy, float _DamageAmount, class UFortBuildingDamagedParams** ThisParam) { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("FortBuildingDamagedParams", "MakeData"); Params::FortBuildingDamagedParams_MakeData Parms{}; Parms._Building = _Building; Parms._BuildingType = _BuildingType; Parms._DamagedBy = _DamagedBy; Parms._DamageAmount = _DamageAmount; auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; UObject::ProcessEvent(Func, &Parms); Func->FunctionFlags = Flgs; if (ThisParam != nullptr) *ThisParam = Parms.ThisParam; } // Function FortniteGame.FortMissionSucceededParams.BreakData // (Final, Native, Public, HasOutParams, BlueprintCallable, BlueprintPure) // Parameters: // class AFortMission** _SucceededMission (Parm, OutParm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) void UFortMissionSucceededParams::BreakData(class AFortMission** _SucceededMission) { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("FortMissionSucceededParams", "BreakData"); Params::FortMissionSucceededParams_BreakData Parms{}; auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; UObject::ProcessEvent(Func, &Parms); Func->FunctionFlags = Flgs; if (_SucceededMission != nullptr) *_SucceededMission = Parms._SucceededMission; } // Function FortniteGame.FortMissionSucceededParams.MakeData // (Final, Native, Public, HasOutParams, BlueprintCallable) // Parameters: // class AFortMission* _SucceededMission (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) // class UFortMissionSucceededParams** ThisParam (Parm, OutParm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) void UFortMissionSucceededParams::MakeData(class AFortMission* _SucceededMission, class UFortMissionSucceededParams** ThisParam) { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("FortMissionSucceededParams", "MakeData"); Params::FortMissionSucceededParams_MakeData Parms{}; Parms._SucceededMission = _SucceededMission; auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; UObject::ProcessEvent(Func, &Parms); Func->FunctionFlags = Flgs; if (ThisParam != nullptr) *ThisParam = Parms.ThisParam; } // Function FortniteGame.FortMissionFailedParams.BreakData // (Final, Native, Public, HasOutParams, BlueprintCallable, BlueprintPure) // Parameters: // class AFortMission** _FailedMission (Parm, OutParm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) void UFortMissionFailedParams::BreakData(class AFortMission** _FailedMission) { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("FortMissionFailedParams", "BreakData"); Params::FortMissionFailedParams_BreakData Parms{}; auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; UObject::ProcessEvent(Func, &Parms); Func->FunctionFlags = Flgs; if (_FailedMission != nullptr) *_FailedMission = Parms._FailedMission; } // Function FortniteGame.FortMissionFailedParams.MakeData // (Final, Native, Public, HasOutParams, BlueprintCallable) // Parameters: // class AFortMission* _FailedMission (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) // class UFortMissionFailedParams** ThisParam (Parm, OutParm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) void UFortMissionFailedParams::MakeData(class AFortMission* _FailedMission, class UFortMissionFailedParams** ThisParam) { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("FortMissionFailedParams", "MakeData"); Params::FortMissionFailedParams_MakeData Parms{}; Parms._FailedMission = _FailedMission; auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; UObject::ProcessEvent(Func, &Parms); Func->FunctionFlags = Flgs; if (ThisParam != nullptr) *ThisParam = Parms.ThisParam; } // Function FortniteGame.FortMissionNeutralCompleteParams.BreakData // (Final, Native, Public, HasOutParams, BlueprintCallable, BlueprintPure) // Parameters: // class AFortMission** _NeutrallyCompletedMission (Parm, OutParm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) void UFortMissionNeutralCompleteParams::BreakData(class AFortMission** _NeutrallyCompletedMission) { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("FortMissionNeutralCompleteParams", "BreakData"); Params::FortMissionNeutralCompleteParams_BreakData Parms{}; auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; UObject::ProcessEvent(Func, &Parms); Func->FunctionFlags = Flgs; if (_NeutrallyCompletedMission != nullptr) *_NeutrallyCompletedMission = Parms._NeutrallyCompletedMission; } // Function FortniteGame.FortMissionNeutralCompleteParams.MakeData // (Final, Native, Public, HasOutParams, BlueprintCallable) // Parameters: // class AFortMission* _NeutrallyCompletedMission (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) // class UFortMissionNeutralCompleteParams**ThisParam (Parm, OutParm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) void UFortMissionNeutralCompleteParams::MakeData(class AFortMission* _NeutrallyCompletedMission, class UFortMissionNeutralCompleteParams** ThisParam) { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("FortMissionNeutralCompleteParams", "MakeData"); Params::FortMissionNeutralCompleteParams_MakeData Parms{}; Parms._NeutrallyCompletedMission = _NeutrallyCompletedMission; auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; UObject::ProcessEvent(Func, &Parms); Func->FunctionFlags = Flgs; if (ThisParam != nullptr) *ThisParam = Parms.ThisParam; } // Function FortniteGame.FortObjectiveSucceededParams.BreakData // (Final, Native, Public, HasOutParams, BlueprintCallable, BlueprintPure) // Parameters: // class AFortObjectiveBase** _SucceededObjective (Parm, OutParm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) void UFortObjectiveSucceededParams::BreakData(class AFortObjectiveBase** _SucceededObjective) { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("FortObjectiveSucceededParams", "BreakData"); Params::FortObjectiveSucceededParams_BreakData Parms{}; auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; UObject::ProcessEvent(Func, &Parms); Func->FunctionFlags = Flgs; if (_SucceededObjective != nullptr) *_SucceededObjective = Parms._SucceededObjective; } // Function FortniteGame.FortObjectiveSucceededParams.MakeData // (Final, Native, Public, HasOutParams, BlueprintCallable) // Parameters: // class AFortObjectiveBase* _SucceededObjective (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) // class UFortObjectiveSucceededParams** ThisParam (Parm, OutParm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) void UFortObjectiveSucceededParams::MakeData(class AFortObjectiveBase* _SucceededObjective, class UFortObjectiveSucceededParams** ThisParam) { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("FortObjectiveSucceededParams", "MakeData"); Params::FortObjectiveSucceededParams_MakeData Parms{}; Parms._SucceededObjective = _SucceededObjective; auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; UObject::ProcessEvent(Func, &Parms); Func->FunctionFlags = Flgs; if (ThisParam != nullptr) *ThisParam = Parms.ThisParam; } // Function FortniteGame.FortObjectiveFailedParams.BreakData // (Final, Native, Public, HasOutParams, BlueprintCallable, BlueprintPure) // Parameters: // class AFortObjectiveBase** _FailedObjective (Parm, OutParm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) void UFortObjectiveFailedParams::BreakData(class AFortObjectiveBase** _FailedObjective) { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("FortObjectiveFailedParams", "BreakData"); Params::FortObjectiveFailedParams_BreakData Parms{}; auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; UObject::ProcessEvent(Func, &Parms); Func->FunctionFlags = Flgs; if (_FailedObjective != nullptr) *_FailedObjective = Parms._FailedObjective; } // Function FortniteGame.FortObjectiveFailedParams.MakeData // (Final, Native, Public, HasOutParams, BlueprintCallable) // Parameters: // class AFortObjectiveBase* _FailedObjective (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) // class UFortObjectiveFailedParams** ThisParam (Parm, OutParm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) void UFortObjectiveFailedParams::MakeData(class AFortObjectiveBase* _FailedObjective, class UFortObjectiveFailedParams** ThisParam) { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("FortObjectiveFailedParams", "MakeData"); Params::FortObjectiveFailedParams_MakeData Parms{}; Parms._FailedObjective = _FailedObjective; auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; UObject::ProcessEvent(Func, &Parms); Func->FunctionFlags = Flgs; if (ThisParam != nullptr) *ThisParam = Parms.ThisParam; } // Function FortniteGame.FortObjectiveNeutralCompleteParams.BreakData // (Final, Native, Public, HasOutParams, BlueprintCallable, BlueprintPure) // Parameters: // class AFortObjectiveBase** _NeutrallyCompletedObjective (Parm, OutParm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) void UFortObjectiveNeutralCompleteParams::BreakData(class AFortObjectiveBase** _NeutrallyCompletedObjective) { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("FortObjectiveNeutralCompleteParams", "BreakData"); Params::FortObjectiveNeutralCompleteParams_BreakData Parms{}; auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; UObject::ProcessEvent(Func, &Parms); Func->FunctionFlags = Flgs; if (_NeutrallyCompletedObjective != nullptr) *_NeutrallyCompletedObjective = Parms._NeutrallyCompletedObjective; } // Function FortniteGame.FortObjectiveNeutralCompleteParams.MakeData // (Final, Native, Public, HasOutParams, BlueprintCallable) // Parameters: // class AFortObjectiveBase* _NeutrallyCompletedObjective (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) // class UFortObjectiveNeutralCompleteParams**ThisParam (Parm, OutParm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) void UFortObjectiveNeutralCompleteParams::MakeData(class AFortObjectiveBase* _NeutrallyCompletedObjective, class UFortObjectiveNeutralCompleteParams** ThisParam) { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("FortObjectiveNeutralCompleteParams", "MakeData"); Params::FortObjectiveNeutralCompleteParams_MakeData Parms{}; Parms._NeutrallyCompletedObjective = _NeutrallyCompletedObjective; auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; UObject::ProcessEvent(Func, &Parms); Func->FunctionFlags = Flgs; if (ThisParam != nullptr) *ThisParam = Parms.ThisParam; } // Function FortniteGame.FortToggledCursorModeParams.BreakData // (Final, Native, Public, HasOutParams, BlueprintCallable, BlueprintPure) // Parameters: // class AFortPlayerController** _PlayerThatToggledCursorMode (Parm, OutParm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) // bool* InCursorMode (Parm, OutParm, ZeroConstructor, IsPlainOldData, NoDestructor, NativeAccessSpecifierPublic) void UFortToggledCursorModeParams::BreakData(class AFortPlayerController** _PlayerThatToggledCursorMode, bool* InCursorMode) { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("FortToggledCursorModeParams", "BreakData"); Params::FortToggledCursorModeParams_BreakData Parms{}; auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; UObject::ProcessEvent(Func, &Parms); Func->FunctionFlags = Flgs; if (_PlayerThatToggledCursorMode != nullptr) *_PlayerThatToggledCursorMode = Parms._PlayerThatToggledCursorMode; if (InCursorMode != nullptr) *InCursorMode = Parms.InCursorMode; } // Function FortniteGame.FortToggledCursorModeParams.MakeData // (Final, Native, Public, HasOutParams, BlueprintCallable) // Parameters: // class AFortPlayerController* _PlayerThatToggledCursorMode (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) // bool InCursorMode (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, NativeAccessSpecifierPublic) // class UFortToggledCursorModeParams** ThisParam (Parm, OutParm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) void UFortToggledCursorModeParams::MakeData(class AFortPlayerController* _PlayerThatToggledCursorMode, bool InCursorMode, class UFortToggledCursorModeParams** ThisParam) { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("FortToggledCursorModeParams", "MakeData"); Params::FortToggledCursorModeParams_MakeData Parms{}; Parms._PlayerThatToggledCursorMode = _PlayerThatToggledCursorMode; Parms.InCursorMode = InCursorMode; auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; UObject::ProcessEvent(Func, &Parms); Func->FunctionFlags = Flgs; if (ThisParam != nullptr) *ThisParam = Parms.ThisParam; } // Function FortniteGame.FortToggledOptionsMenuParams.BreakData // (Final, Native, Public, HasOutParams, BlueprintCallable, BlueprintPure) // Parameters: // class AFortPlayerController** _PlayerThatToggledOptionsMenu (Parm, OutParm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) // bool* Opened (Parm, OutParm, ZeroConstructor, IsPlainOldData, NoDestructor, NativeAccessSpecifierPublic) void UFortToggledOptionsMenuParams::BreakData(class AFortPlayerController** _PlayerThatToggledOptionsMenu, bool* Opened) { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("FortToggledOptionsMenuParams", "BreakData"); Params::FortToggledOptionsMenuParams_BreakData Parms{}; auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; UObject::ProcessEvent(Func, &Parms); Func->FunctionFlags = Flgs; if (_PlayerThatToggledOptionsMenu != nullptr) *_PlayerThatToggledOptionsMenu = Parms._PlayerThatToggledOptionsMenu; if (Opened != nullptr) *Opened = Parms.Opened; } // Function FortniteGame.FortToggledOptionsMenuParams.MakeData // (Final, Native, Public, HasOutParams, BlueprintCallable) // Parameters: // class AFortPlayerController* _PlayerThatToggledOptionsMenu (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) // bool Opened (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, NativeAccessSpecifierPublic) // class UFortToggledOptionsMenuParams** ThisParam (Parm, OutParm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) void UFortToggledOptionsMenuParams::MakeData(class AFortPlayerController* _PlayerThatToggledOptionsMenu, bool Opened, class UFortToggledOptionsMenuParams** ThisParam) { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("FortToggledOptionsMenuParams", "MakeData"); Params::FortToggledOptionsMenuParams_MakeData Parms{}; Parms._PlayerThatToggledOptionsMenu = _PlayerThatToggledOptionsMenu; Parms.Opened = Opened; auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; UObject::ProcessEvent(Func, &Parms); Func->FunctionFlags = Flgs; if (ThisParam != nullptr) *ThisParam = Parms.ThisParam; } // Function FortniteGame.FortToggledEditModeParams.BreakData // (Final, Native, Public, HasOutParams, BlueprintCallable, BlueprintPure) // Parameters: // class AFortPlayerController** _PlayerThatToggledEditMode (Parm, OutParm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) // bool* InEditMode (Parm, OutParm, ZeroConstructor, IsPlainOldData, NoDestructor, NativeAccessSpecifierPublic) void UFortToggledEditModeParams::BreakData(class AFortPlayerController** _PlayerThatToggledEditMode, bool* InEditMode) { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("FortToggledEditModeParams", "BreakData"); Params::FortToggledEditModeParams_BreakData Parms{}; auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; UObject::ProcessEvent(Func, &Parms); Func->FunctionFlags = Flgs; if (_PlayerThatToggledEditMode != nullptr) *_PlayerThatToggledEditMode = Parms._PlayerThatToggledEditMode; if (InEditMode != nullptr) *InEditMode = Parms.InEditMode; } // Function FortniteGame.FortToggledEditModeParams.MakeData // (Final, Native, Public, HasOutParams, BlueprintCallable) // Parameters: // class AFortPlayerController* _PlayerThatToggledEditMode (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) // bool InEditMode (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, NativeAccessSpecifierPublic) // class UFortToggledEditModeParams** ThisParam (Parm, OutParm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) void UFortToggledEditModeParams::MakeData(class AFortPlayerController* _PlayerThatToggledEditMode, bool InEditMode, class UFortToggledEditModeParams** ThisParam) { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("FortToggledEditModeParams", "MakeData"); Params::FortToggledEditModeParams_MakeData Parms{}; Parms._PlayerThatToggledEditMode = _PlayerThatToggledEditMode; Parms.InEditMode = InEditMode; auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; UObject::ProcessEvent(Func, &Parms); Func->FunctionFlags = Flgs; if (ThisParam != nullptr) *ThisParam = Parms.ThisParam; } // Function FortniteGame.FortInitializationInterface.IsGameImportant // (Native, Public) // Parameters: // bool ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, NativeAccessSpecifierPublic) bool IFortInitializationInterface::IsGameImportant() { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("FortInitializationInterface", "IsGameImportant"); Params::FortInitializationInterface_IsGameImportant Parms{}; auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; UObject::ProcessEvent(Func, &Parms); Func->FunctionFlags = Flgs; return Parms.ReturnValue; } // Function FortniteGame.FortInitializationInterface.MatchStarted // (Native, Public) void IFortInitializationInterface::MatchStarted() { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("FortInitializationInterface", "MatchStarted"); auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; UObject::ProcessEvent(Func, nullptr); Func->FunctionFlags = Flgs; } // Function FortniteGame.FortInitializationInterface.NeedsWorldReady // (Native, Public) // Parameters: // bool ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, NativeAccessSpecifierPublic) bool IFortInitializationInterface::NeedsWorldReady() { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("FortInitializationInterface", "NeedsWorldReady"); Params::FortInitializationInterface_NeedsWorldReady Parms{}; auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; UObject::ProcessEvent(Func, &Parms); Func->FunctionFlags = Flgs; return Parms.ReturnValue; } // Function FortniteGame.FortInitializationInterface.WorldReady // (Native, Public) void IFortInitializationInterface::WorldReady() { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("FortInitializationInterface", "WorldReady"); auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; UObject::ProcessEvent(Func, nullptr); Func->FunctionFlags = Flgs; } // Function FortniteGame.FortMissionState.OnMatchStarted // (BlueprintAuthorityOnly, Event, Public, BlueprintEvent) void AFortMissionState::OnMatchStarted() { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("FortMissionState", "OnMatchStarted"); UObject::ProcessEvent(Func, nullptr); } // Function FortniteGame.FortMissionState.OnWorldReady // (BlueprintAuthorityOnly, Event, Public, BlueprintEvent) void AFortMissionState::OnWorldReady() { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("FortMissionState", "OnWorldReady"); UObject::ProcessEvent(Func, nullptr); } // Function FortniteGame.FortObjectiveBase.AttemptMissionSave // (Final, BlueprintAuthorityOnly, Native, Protected, BlueprintCallable) // Parameters: // const class FString& OptionalSaveName (Parm, ZeroConstructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) void AFortObjectiveBase::AttemptMissionSave(const class FString& OptionalSaveName) { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("FortObjectiveBase", "AttemptMissionSave"); Params::FortObjectiveBase_AttemptMissionSave Parms{}; Parms.OptionalSaveName = std::move(OptionalSaveName); auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; UObject::ProcessEvent(Func, &Parms); Func->FunctionFlags = Flgs; } // Function FortniteGame.FortObjectiveBase.BlueprintHandleMissionEventNoReply // (BlueprintAuthorityOnly, Event, Protected, HasOutParams, BlueprintEvent) // Parameters: // const struct FFortMissionEvent& MissionEvent (ConstParm, Parm, OutParm, ReferenceParm, NativeAccessSpecifierPublic) void AFortObjectiveBase::BlueprintHandleMissionEventNoReply(const struct FFortMissionEvent& MissionEvent) { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("FortObjectiveBase", "BlueprintHandleMissionEventNoReply"); Params::FortObjectiveBase_BlueprintHandleMissionEventNoReply Parms{}; Parms.MissionEvent = std::move(MissionEvent); UObject::ProcessEvent(Func, &Parms); } // Function FortniteGame.FortObjectiveBase.BlueprintOnActivated // (BlueprintAuthorityOnly, Event, Protected, BlueprintEvent) // Parameters: // class AActor* InObjectiveFocus (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) // class AFortPawn* InObjectiveInstigator (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) void AFortObjectiveBase::BlueprintOnActivated(class AActor* InObjectiveFocus, class AFortPawn* InObjectiveInstigator) { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("FortObjectiveBase", "BlueprintOnActivated"); Params::FortObjectiveBase_BlueprintOnActivated Parms{}; Parms.InObjectiveFocus = InObjectiveFocus; Parms.InObjectiveInstigator = InObjectiveInstigator; UObject::ProcessEvent(Func, &Parms); } // Function FortniteGame.FortObjectiveBase.BlueprintOnObjectiveEnd // (BlueprintAuthorityOnly, Event, Protected, BlueprintEvent) // Parameters: // EFortObjectiveStatus Status (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) void AFortObjectiveBase::BlueprintOnObjectiveEnd(EFortObjectiveStatus Status) { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("FortObjectiveBase", "BlueprintOnObjectiveEnd"); Params::FortObjectiveBase_BlueprintOnObjectiveEnd Parms{}; Parms.Status = Status; UObject::ProcessEvent(Func, &Parms); } // Function FortniteGame.FortObjectiveBase.BlueprintOnStartPlaying // (BlueprintAuthorityOnly, Event, Protected, BlueprintEvent) // Parameters: // class AActor* InObjectiveFocus (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) // class AFortPawn* InObjectiveInstigator (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) void AFortObjectiveBase::BlueprintOnStartPlaying(class AActor* InObjectiveFocus, class AFortPawn* InObjectiveInstigator) { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("FortObjectiveBase", "BlueprintOnStartPlaying"); Params::FortObjectiveBase_BlueprintOnStartPlaying Parms{}; Parms.InObjectiveFocus = InObjectiveFocus; Parms.InObjectiveInstigator = InObjectiveInstigator; UObject::ProcessEvent(Func, &Parms); } // Function FortniteGame.FortObjectiveBase.BlueprintPostObjectiveLoad // (BlueprintAuthorityOnly, Event, Protected, BlueprintEvent) void AFortObjectiveBase::BlueprintPostObjectiveLoad() { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("FortObjectiveBase", "BlueprintPostObjectiveLoad"); UObject::ProcessEvent(Func, nullptr); } // Function FortniteGame.FortObjectiveBase.ClearObjectiveTimer // (Final, BlueprintAuthorityOnly, Native, Protected, BlueprintCallable) void AFortObjectiveBase::ClearObjectiveTimer() { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("FortObjectiveBase", "ClearObjectiveTimer"); auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; UObject::ProcessEvent(Func, nullptr); Func->FunctionFlags = Flgs; } // Function FortniteGame.FortObjectiveBase.DrawAttentionToUI // (Final, BlueprintAuthorityOnly, Native, Public, BlueprintCallable) void AFortObjectiveBase::DrawAttentionToUI() { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("FortObjectiveBase", "DrawAttentionToUI"); auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; UObject::ProcessEvent(Func, nullptr); Func->FunctionFlags = Flgs; } // Function FortniteGame.FortObjectiveBase.EnableTick // (Final, Native, Public, BlueprintCallable) // Parameters: // bool bEnabled (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, NativeAccessSpecifierPublic) void AFortObjectiveBase::EnableTick(bool bEnabled) { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("FortObjectiveBase", "EnableTick"); Params::FortObjectiveBase_EnableTick Parms{}; Parms.bEnabled = bEnabled; auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; UObject::ProcessEvent(Func, &Parms); Func->FunctionFlags = Flgs; } // Function FortniteGame.FortObjectiveBase.FocusParentMission // (Final, BlueprintAuthorityOnly, Native, Protected, BlueprintCallable) // Parameters: // bool bTemporaryFocus (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, NativeAccessSpecifierPublic) void AFortObjectiveBase::FocusParentMission(bool bTemporaryFocus) { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("FortObjectiveBase", "FocusParentMission"); Params::FortObjectiveBase_FocusParentMission Parms{}; Parms.bTemporaryFocus = bTemporaryFocus; auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; UObject::ProcessEvent(Func, &Parms); Func->FunctionFlags = Flgs; } // Function FortniteGame.FortObjectiveBase.GrantRewardsByTag // (Final, BlueprintAuthorityOnly, Native, Protected, BlueprintCallable) // Parameters: // const struct FGameplayTag& RewardTag (ConstParm, Parm, NativeAccessSpecifierPublic) // EFortRewardType RewardType (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) void AFortObjectiveBase::GrantRewardsByTag(const struct FGameplayTag& RewardTag, EFortRewardType RewardType) { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("FortObjectiveBase", "GrantRewardsByTag"); Params::FortObjectiveBase_GrantRewardsByTag Parms{}; Parms.RewardTag = std::move(RewardTag); Parms.RewardType = RewardType; auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; UObject::ProcessEvent(Func, &Parms); Func->FunctionFlags = Flgs; } // Function FortniteGame.FortObjectiveBase.OnMatchStarted // (BlueprintAuthorityOnly, Event, Protected, BlueprintEvent) void AFortObjectiveBase::OnMatchStarted() { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("FortObjectiveBase", "OnMatchStarted"); UObject::ProcessEvent(Func, nullptr); } // Function FortniteGame.FortObjectiveBase.OnRep_bIsObjectiveVisible // (Final, Native, Protected) void AFortObjectiveBase::OnRep_bIsObjectiveVisible() { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("FortObjectiveBase", "OnRep_bIsObjectiveVisible"); auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; UObject::ProcessEvent(Func, nullptr); Func->FunctionFlags = Flgs; } // Function FortniteGame.FortObjectiveBase.OnRep_ObjectiveStatus // (Final, Native, Protected) void AFortObjectiveBase::OnRep_ObjectiveStatus() { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("FortObjectiveBase", "OnRep_ObjectiveStatus"); auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; UObject::ProcessEvent(Func, nullptr); Func->FunctionFlags = Flgs; } // Function FortniteGame.FortObjectiveBase.OnWorldReady // (BlueprintAuthorityOnly, Event, Protected, BlueprintEvent) void AFortObjectiveBase::OnWorldReady() { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("FortObjectiveBase", "OnWorldReady"); UObject::ProcessEvent(Func, nullptr); } // Function FortniteGame.FortObjectiveBase.PauseObjectiveTimer // (Final, BlueprintAuthorityOnly, Native, Protected, BlueprintCallable) void AFortObjectiveBase::PauseObjectiveTimer() { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("FortObjectiveBase", "PauseObjectiveTimer"); auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; UObject::ProcessEvent(Func, nullptr); Func->FunctionFlags = Flgs; } // Function FortniteGame.FortObjectiveBase.PlayerStatChanged // (BlueprintAuthorityOnly, Event, Public, BlueprintEvent) // Parameters: // class AFortPlayerController* OwningPlayer (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) // class FName ChangedStat (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) // int32 NewValueZone (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) // int32 NewValueWorld (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) // int32 NewValueAccount (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) void AFortObjectiveBase::PlayerStatChanged(class AFortPlayerController* OwningPlayer, class FName ChangedStat, int32 NewValueZone, int32 NewValueWorld, int32 NewValueAccount) { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("FortObjectiveBase", "PlayerStatChanged"); Params::FortObjectiveBase_PlayerStatChanged Parms{}; Parms.OwningPlayer = OwningPlayer; Parms.ChangedStat = ChangedStat; Parms.NewValueZone = NewValueZone; Parms.NewValueWorld = NewValueWorld; Parms.NewValueAccount = NewValueAccount; UObject::ProcessEvent(Func, &Parms); } // Function FortniteGame.FortObjectiveBase.ResetObjectiveTimer // (Final, BlueprintAuthorityOnly, Native, Protected, BlueprintCallable) void AFortObjectiveBase::ResetObjectiveTimer() { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("FortObjectiveBase", "ResetObjectiveTimer"); auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; UObject::ProcessEvent(Func, nullptr); Func->FunctionFlags = Flgs; } // Function FortniteGame.FortObjectiveBase.SetObjectiveTimer // (Final, BlueprintAuthorityOnly, Native, Protected, BlueprintCallable) // Parameters: // const class FString& FunctionName (Parm, ZeroConstructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) // float TimerLength (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) // bool bStartPaused (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, NativeAccessSpecifierPublic) void AFortObjectiveBase::SetObjectiveTimer(const class FString& FunctionName, float TimerLength, bool bStartPaused) { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("FortObjectiveBase", "SetObjectiveTimer"); Params::FortObjectiveBase_SetObjectiveTimer Parms{}; Parms.FunctionName = std::move(FunctionName); Parms.TimerLength = TimerLength; Parms.bStartPaused = bStartPaused; auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; UObject::ProcessEvent(Func, &Parms); Func->FunctionFlags = Flgs; } // Function FortniteGame.FortObjectiveBase.SetUiVisibility // (Final, BlueprintAuthorityOnly, Native, Public, BlueprintCallable) // Parameters: // bool bInIsObjectiveVisible (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, NativeAccessSpecifierPublic) void AFortObjectiveBase::SetUiVisibility(bool bInIsObjectiveVisible) { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("FortObjectiveBase", "SetUiVisibility"); Params::FortObjectiveBase_SetUiVisibility Parms{}; Parms.bInIsObjectiveVisible = bInIsObjectiveVisible; auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; UObject::ProcessEvent(Func, &Parms); Func->FunctionFlags = Flgs; } // Function FortniteGame.FortObjectiveBase.StartMissionNotification // (Final, BlueprintAuthorityOnly, Native, Protected, BlueprintCallable) // Parameters: // const struct FLatentActionInfo& LatentInfo (Parm, NativeAccessSpecifierPublic) // TSubclassOfNotification (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, UObjectWrapper, HasGetValueTypeHash, NativeAccessSpecifierPublic) // class AFortPlayerController* SpecificPlayer (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) // const class FText& OverrideDisplayText (Parm, NativeAccessSpecifierPublic) // class AFortPlayerPawn* OptionalPlayerPawn1 (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) // class AFortPlayerPawn* OptionalPlayerPawn2 (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) // class FName OptionalActionName (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) // const class USoundBase* OptionalSound (ConstParm, Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) // bool bTreatAsUnique (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, NativeAccessSpecifierPublic) // bool bCancelActiveNotification (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, NativeAccessSpecifierPublic) // bool bWaitForClients (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, NativeAccessSpecifierPublic) void AFortObjectiveBase::StartMissionNotification(const struct FLatentActionInfo& LatentInfo, TSubclassOf Notification, class AFortPlayerController* SpecificPlayer, const class FText& OverrideDisplayText, class AFortPlayerPawn* OptionalPlayerPawn1, class AFortPlayerPawn* OptionalPlayerPawn2, class FName OptionalActionName, const class USoundBase* OptionalSound, bool bTreatAsUnique, bool bCancelActiveNotification, bool bWaitForClients) { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("FortObjectiveBase", "StartMissionNotification"); Params::FortObjectiveBase_StartMissionNotification Parms{}; Parms.LatentInfo = std::move(LatentInfo); Parms.Notification = Notification; Parms.SpecificPlayer = SpecificPlayer; Parms.OverrideDisplayText = std::move(OverrideDisplayText); Parms.OptionalPlayerPawn1 = OptionalPlayerPawn1; Parms.OptionalPlayerPawn2 = OptionalPlayerPawn2; Parms.OptionalActionName = OptionalActionName; Parms.OptionalSound = OptionalSound; Parms.bTreatAsUnique = bTreatAsUnique; Parms.bCancelActiveNotification = bCancelActiveNotification; Parms.bWaitForClients = bWaitForClients; auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; UObject::ProcessEvent(Func, &Parms); Func->FunctionFlags = Flgs; } // Function FortniteGame.FortObjectiveBase.StartPlayingObjective // (BlueprintAuthorityOnly, Native, Public, HasOutParams, BlueprintCallable) // Parameters: // const struct FFortMissionEvent& MissionEvent (ConstParm, Parm, OutParm, ReferenceParm, NativeAccessSpecifierPublic) // bool ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, NativeAccessSpecifierPublic) bool AFortObjectiveBase::StartPlayingObjective(const struct FFortMissionEvent& MissionEvent) { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("FortObjectiveBase", "StartPlayingObjective"); Params::FortObjectiveBase_StartPlayingObjective Parms{}; Parms.MissionEvent = std::move(MissionEvent); auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; UObject::ProcessEvent(Func, &Parms); Func->FunctionFlags = Flgs; return Parms.ReturnValue; } // Function FortniteGame.FortObjectiveBase.StopObjective // (BlueprintAuthorityOnly, Native, Protected, BlueprintCallable) // Parameters: // EFortObjectiveStatus Status (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) // const class FString& Description (Parm, ZeroConstructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) // const struct FGameplayTagContainer& CompletionTags (Parm, NativeAccessSpecifierPublic) // class UFortBadgeItemDefinition* ExtraBadgeToGrant (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) void AFortObjectiveBase::StopObjective(EFortObjectiveStatus Status, const class FString& Description, const struct FGameplayTagContainer& CompletionTags, class UFortBadgeItemDefinition* ExtraBadgeToGrant) { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("FortObjectiveBase", "StopObjective"); Params::FortObjectiveBase_StopObjective Parms{}; Parms.Status = Status; Parms.Description = std::move(Description); Parms.CompletionTags = std::move(CompletionTags); Parms.ExtraBadgeToGrant = ExtraBadgeToGrant; auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; UObject::ProcessEvent(Func, &Parms); Func->FunctionFlags = Flgs; } // Function FortniteGame.FortObjectiveBase.UnpauseObjectiveTimer // (Final, BlueprintAuthorityOnly, Native, Protected, BlueprintCallable) void AFortObjectiveBase::UnpauseObjectiveTimer() { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("FortObjectiveBase", "UnpauseObjectiveTimer"); auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; UObject::ProcessEvent(Func, nullptr); Func->FunctionFlags = Flgs; } // Function FortniteGame.FortObjectiveBase.BlueprintGetNumProgressBars // (BlueprintCosmetic, Event, Protected, BlueprintEvent, Const) // Parameters: // int32 ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) int32 AFortObjectiveBase::BlueprintGetNumProgressBars() const { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("FortObjectiveBase", "BlueprintGetNumProgressBars"); Params::FortObjectiveBase_BlueprintGetNumProgressBars Parms{}; UObject::ProcessEvent(Func, &Parms); return Parms.ReturnValue; } // Function FortniteGame.FortObjectiveBase.BlueprintGetObjectiveDisplayText // (BlueprintCosmetic, Event, Protected, BlueprintEvent, Const) // Parameters: // class FText ReturnValue (Parm, OutParm, ReturnParm, NativeAccessSpecifierPublic) class FText AFortObjectiveBase::BlueprintGetObjectiveDisplayText() const { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("FortObjectiveBase", "BlueprintGetObjectiveDisplayText"); Params::FortObjectiveBase_BlueprintGetObjectiveDisplayText Parms{}; UObject::ProcessEvent(Func, &Parms); return Parms.ReturnValue; } // Function FortniteGame.FortObjectiveBase.BlueprintGetProgressBarColor // (BlueprintCosmetic, Event, Protected, HasDefaults, BlueprintEvent, Const) // Parameters: // int32 ProgressBarIdx (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) // struct FLinearColor ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, NativeAccessSpecifierPublic) struct FLinearColor AFortObjectiveBase::BlueprintGetProgressBarColor(int32 ProgressBarIdx) const { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("FortObjectiveBase", "BlueprintGetProgressBarColor"); Params::FortObjectiveBase_BlueprintGetProgressBarColor Parms{}; Parms.ProgressBarIdx = ProgressBarIdx; UObject::ProcessEvent(Func, &Parms); return Parms.ReturnValue; } // Function FortniteGame.FortObjectiveBase.BlueprintGetProgressBarPercentage // (BlueprintCosmetic, Event, Protected, BlueprintEvent, Const) // Parameters: // int32 ProgressBarIdx (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) // float ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) float AFortObjectiveBase::BlueprintGetProgressBarPercentage(int32 ProgressBarIdx) const { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("FortObjectiveBase", "BlueprintGetProgressBarPercentage"); Params::FortObjectiveBase_BlueprintGetProgressBarPercentage Parms{}; Parms.ProgressBarIdx = ProgressBarIdx; UObject::ProcessEvent(Func, &Parms); return Parms.ReturnValue; } // Function FortniteGame.FortObjectiveBase.BlueprintGetProgressBarText // (BlueprintCosmetic, Event, Protected, BlueprintEvent, Const) // Parameters: // int32 ProgressBarIdx (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) // class FText ReturnValue (Parm, OutParm, ReturnParm, NativeAccessSpecifierPublic) class FText AFortObjectiveBase::BlueprintGetProgressBarText(int32 ProgressBarIdx) const { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("FortObjectiveBase", "BlueprintGetProgressBarText"); Params::FortObjectiveBase_BlueprintGetProgressBarText Parms{}; Parms.ProgressBarIdx = ProgressBarIdx; UObject::ProcessEvent(Func, &Parms); return Parms.ReturnValue; } // Function FortniteGame.FortObjectiveBase.BlueprintGetTimeForUI // (BlueprintCosmetic, Event, Protected, BlueprintEvent, Const) // Parameters: // float ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) float AFortObjectiveBase::BlueprintGetTimeForUI() const { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("FortObjectiveBase", "BlueprintGetTimeForUI"); Params::FortObjectiveBase_BlueprintGetTimeForUI Parms{}; UObject::ProcessEvent(Func, &Parms); return Parms.ReturnValue; } // Function FortniteGame.FortObjectiveBase.GetMissionGuid // (Final, Native, Public, HasDefaults, BlueprintCallable, BlueprintPure, Const) // Parameters: // struct FGuid ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, NativeAccessSpecifierPublic) struct FGuid AFortObjectiveBase::GetMissionGuid() const { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("FortObjectiveBase", "GetMissionGuid"); Params::FortObjectiveBase_GetMissionGuid Parms{}; auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; UObject::ProcessEvent(Func, &Parms); Func->FunctionFlags = Flgs; return Parms.ReturnValue; } // Function FortniteGame.FortObjectiveBase.GetObjectiveTimerNormalizedTime // (Final, Native, Protected, BlueprintCallable, BlueprintPure, Const) // Parameters: // float ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) float AFortObjectiveBase::GetObjectiveTimerNormalizedTime() const { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("FortObjectiveBase", "GetObjectiveTimerNormalizedTime"); Params::FortObjectiveBase_GetObjectiveTimerNormalizedTime Parms{}; auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; UObject::ProcessEvent(Func, &Parms); Func->FunctionFlags = Flgs; return Parms.ReturnValue; } // Function FortniteGame.FortObjectiveBase.GetObjectiveTimerTimeRemaining // (Final, Native, Protected, BlueprintCallable, BlueprintPure, Const) // Parameters: // float ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) float AFortObjectiveBase::GetObjectiveTimerTimeRemaining() const { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("FortObjectiveBase", "GetObjectiveTimerTimeRemaining"); Params::FortObjectiveBase_GetObjectiveTimerTimeRemaining Parms{}; auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; UObject::ProcessEvent(Func, &Parms); Func->FunctionFlags = Flgs; return Parms.ReturnValue; } // Function FortniteGame.FortObjectiveBase.IsActorRelevantToTeam // (Final, RequiredAPI, Native, Public, BlueprintCallable, BlueprintPure, Const) // Parameters: // const class AActor* Actor (ConstParm, Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) // bool ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, NativeAccessSpecifierPublic) bool AFortObjectiveBase::IsActorRelevantToTeam(const class AActor* Actor) const { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("FortObjectiveBase", "IsActorRelevantToTeam"); Params::FortObjectiveBase_IsActorRelevantToTeam Parms{}; Parms.Actor = Actor; auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; UObject::ProcessEvent(Func, &Parms); Func->FunctionFlags = Flgs; return Parms.ReturnValue; } // Function FortniteGame.FortObjectiveBase.IsObjectiveTimerPaused // (Final, Native, Protected, BlueprintCallable, BlueprintPure, Const) // Parameters: // bool ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, NativeAccessSpecifierPublic) bool AFortObjectiveBase::IsObjectiveTimerPaused() const { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("FortObjectiveBase", "IsObjectiveTimerPaused"); Params::FortObjectiveBase_IsObjectiveTimerPaused Parms{}; auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; UObject::ProcessEvent(Func, &Parms); Func->FunctionFlags = Flgs; return Parms.ReturnValue; } // Function FortniteGame.FortObjectiveBase.IsObjectiveTimerSet // (Final, Native, Protected, BlueprintCallable, BlueprintPure, Const) // Parameters: // bool ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, NativeAccessSpecifierPublic) bool AFortObjectiveBase::IsObjectiveTimerSet() const { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("FortObjectiveBase", "IsObjectiveTimerSet"); Params::FortObjectiveBase_IsObjectiveTimerSet Parms{}; auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; UObject::ProcessEvent(Func, &Parms); Func->FunctionFlags = Flgs; return Parms.ReturnValue; } // Function FortniteGame.FortObjectiveBase.IsRelevantToASpecificTeam // (Final, RequiredAPI, Native, Public, BlueprintCallable, BlueprintPure, Const) // Parameters: // bool ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, NativeAccessSpecifierPublic) bool AFortObjectiveBase::IsRelevantToASpecificTeam() const { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("FortObjectiveBase", "IsRelevantToASpecificTeam"); Params::FortObjectiveBase_IsRelevantToASpecificTeam Parms{}; auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; UObject::ProcessEvent(Func, &Parms); Func->FunctionFlags = Flgs; return Parms.ReturnValue; } // Function FortniteGame.FortObjectiveBase.IsRelevantToTeam // (Final, RequiredAPI, Native, Public, BlueprintCallable, BlueprintPure, Const) // Parameters: // EFortTeam Team (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) // bool ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, NativeAccessSpecifierPublic) bool AFortObjectiveBase::IsRelevantToTeam(EFortTeam Team) const { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("FortObjectiveBase", "IsRelevantToTeam"); Params::FortObjectiveBase_IsRelevantToTeam Parms{}; Parms.Team = Team; auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; UObject::ProcessEvent(Func, &Parms); Func->FunctionFlags = Flgs; return Parms.ReturnValue; } // Function FortniteGame.CustomCharacterPartModifier.OnDayPhaseChanged // (BlueprintCosmetic, Event, Public, BlueprintEvent) // Parameters: // EFortDayPhase CurrentDayPhase (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) // EFortDayPhase PreviousDayPhase (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) // bool bAtCreation (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, NativeAccessSpecifierPublic) void ACustomCharacterPartModifier::OnDayPhaseChanged(EFortDayPhase CurrentDayPhase, EFortDayPhase PreviousDayPhase, bool bAtCreation) { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("CustomCharacterPartModifier", "OnDayPhaseChanged"); Params::CustomCharacterPartModifier_OnDayPhaseChanged Parms{}; Parms.CurrentDayPhase = CurrentDayPhase; Parms.PreviousDayPhase = PreviousDayPhase; Parms.bAtCreation = bAtCreation; UObject::ProcessEvent(Func, &Parms); } // Function FortniteGame.CustomCharacterPartModifier.PreDestruction // (BlueprintCosmetic, Event, Public, BlueprintEvent) void ACustomCharacterPartModifier::PreDestruction() { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("CustomCharacterPartModifier", "PreDestruction"); UObject::ProcessEvent(Func, nullptr); } // Function FortniteGame.CustomCharacterPartModifier.GetAssociatedPlayerPawn // (Native, Public, BlueprintCallable, BlueprintPure, Const) // Parameters: // class AFortPlayerPawn* ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) class AFortPlayerPawn* ACustomCharacterPartModifier::GetAssociatedPlayerPawn() const { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("CustomCharacterPartModifier", "GetAssociatedPlayerPawn"); Params::CustomCharacterPartModifier_GetAssociatedPlayerPawn Parms{}; auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; UObject::ProcessEvent(Func, &Parms); Func->FunctionFlags = Flgs; return Parms.ReturnValue; } // Function FortniteGame.CustomCharacterPartModifier.GetCharacterPartType // (Native, Public, BlueprintCallable, BlueprintPure, Const) // Parameters: // const EFortCustomPartType ReturnValue (ConstParm, Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) const EFortCustomPartType ACustomCharacterPartModifier::GetCharacterPartType() const { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("CustomCharacterPartModifier", "GetCharacterPartType"); Params::CustomCharacterPartModifier_GetCharacterPartType Parms{}; auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; UObject::ProcessEvent(Func, &Parms); Func->FunctionFlags = Flgs; return Parms.ReturnValue; } // Function FortniteGame.FortInventory.HandleInventoryLocalUpdate // (Final, Native, Public) void AFortInventory::HandleInventoryLocalUpdate() { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("FortInventory", "HandleInventoryLocalUpdate"); auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; UObject::ProcessEvent(Func, nullptr); Func->FunctionFlags = Flgs; } // Function FortniteGame.FortWorldItemDefinition.CanBeDisassembled // (Final, Native, Public, BlueprintCallable, BlueprintPure, Const) // Parameters: // bool ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, NativeAccessSpecifierPublic) bool UFortWorldItemDefinition::CanBeDisassembled() const { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("FortWorldItemDefinition", "CanBeDisassembled"); Params::FortWorldItemDefinition_CanBeDisassembled Parms{}; auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; UObject::ProcessEvent(Func, &Parms); Func->FunctionFlags = Flgs; return Parms.ReturnValue; } // Function FortniteGame.FortWorldItemDefinition.GetDPSAtLevel // (Native, Public, BlueprintCallable, BlueprintPure, Const) // Parameters: // int32 ItemLevel (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) // float ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) float UFortWorldItemDefinition::GetDPSAtLevel(int32 ItemLevel) const { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("FortWorldItemDefinition", "GetDPSAtLevel"); Params::FortWorldItemDefinition_GetDPSAtLevel Parms{}; Parms.ItemLevel = ItemLevel; auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; UObject::ProcessEvent(Func, &Parms); Func->FunctionFlags = Flgs; return Parms.ReturnValue; } // Function FortniteGame.FortWorldItemDefinition.GetMaxDurability // (Native, Public, BlueprintCallable, BlueprintPure, Const) // Parameters: // int32 ItemLevel (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) // float ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) float UFortWorldItemDefinition::GetMaxDurability(int32 ItemLevel) const { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("FortWorldItemDefinition", "GetMaxDurability"); Params::FortWorldItemDefinition_GetMaxDurability Parms{}; Parms.ItemLevel = ItemLevel; auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; UObject::ProcessEvent(Func, &Parms); Func->FunctionFlags = Flgs; return Parms.ReturnValue; } // Function FortniteGame.FortSpline.AddControlPoint // (Final, Native, Public, HasOutParams, HasDefaults, BlueprintCallable) // Parameters: // const struct FVector& Point (ConstParm, Parm, OutParm, ZeroConstructor, ReferenceParm, IsPlainOldData, NoDestructor, NativeAccessSpecifierPublic) // int32 INDEX (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) void UFortSpline::AddControlPoint(const struct FVector& Point, int32 INDEX) { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("FortSpline", "AddControlPoint"); Params::FortSpline_AddControlPoint Parms{}; Parms.Point = std::move(Point); Parms.INDEX = INDEX; auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; UObject::ProcessEvent(Func, &Parms); Func->FunctionFlags = Flgs; } // Function FortniteGame.FortSpline.ClearSpline // (Final, Native, Public, BlueprintCallable) void UFortSpline::ClearSpline() { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("FortSpline", "ClearSpline"); auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; UObject::ProcessEvent(Func, nullptr); Func->FunctionFlags = Flgs; } // Function FortniteGame.FortSpline.DrawDebugSpline // (Final, Native, Public, BlueprintCallable) // Parameters: // class UObject* WorldContextObject (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) // int32 Steps (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) // float LifeTime (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) // float Thickness (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) // bool bPersistent (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, NativeAccessSpecifierPublic) // bool bJustDrawSpline (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, NativeAccessSpecifierPublic) // float BasisLength (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) void UFortSpline::DrawDebugSpline(class UObject* WorldContextObject, int32 Steps, float LifeTime, float Thickness, bool bPersistent, bool bJustDrawSpline, float BasisLength) { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("FortSpline", "DrawDebugSpline"); Params::FortSpline_DrawDebugSpline Parms{}; Parms.WorldContextObject = WorldContextObject; Parms.Steps = Steps; Parms.LifeTime = LifeTime; Parms.Thickness = Thickness; Parms.bPersistent = bPersistent; Parms.bJustDrawSpline = bJustDrawSpline; Parms.BasisLength = BasisLength; auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; UObject::ProcessEvent(Func, &Parms); Func->FunctionFlags = Flgs; } // Function FortniteGame.FortSpline.EnableConstantVelocity // (Final, Native, Public, BlueprintCallable) // Parameters: // bool ConstVelEnabled (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, NativeAccessSpecifierPublic) void UFortSpline::EnableConstantVelocity(bool ConstVelEnabled) { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("FortSpline", "EnableConstantVelocity"); Params::FortSpline_EnableConstantVelocity Parms{}; Parms.ConstVelEnabled = ConstVelEnabled; auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; UObject::ProcessEvent(Func, &Parms); Func->FunctionFlags = Flgs; } // Function FortniteGame.FortSpline.SetDuration // (Final, Native, Public, BlueprintCallable) // Parameters: // float InDuration (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) void UFortSpline::SetDuration(float InDuration) { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("FortSpline", "SetDuration"); Params::FortSpline_SetDuration Parms{}; Parms.InDuration = InDuration; auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; UObject::ProcessEvent(Func, &Parms); Func->FunctionFlags = Flgs; } // Function FortniteGame.FortSpline.SetupSpline // (Final, Native, Public, BlueprintCallable) // Parameters: // const TArray& ControlPoints (Parm, ZeroConstructor, NativeAccessSpecifierPublic) // float InDuration (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) void UFortSpline::SetupSpline(const TArray& ControlPoints, float InDuration) { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("FortSpline", "SetupSpline"); Params::FortSpline_SetupSpline Parms{}; Parms.ControlPoints = std::move(ControlPoints); Parms.InDuration = InDuration; auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; UObject::ProcessEvent(Func, &Parms); Func->FunctionFlags = Flgs; } // Function FortniteGame.FortSpline.GetBinormalFromTime // (Final, Native, Public, HasDefaults, BlueprintCallable, BlueprintPure, Const) // Parameters: // float Time (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) // struct FVector ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, NativeAccessSpecifierPublic) struct FVector UFortSpline::GetBinormalFromTime(float Time) const { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("FortSpline", "GetBinormalFromTime"); Params::FortSpline_GetBinormalFromTime Parms{}; Parms.Time = Time; auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; UObject::ProcessEvent(Func, &Parms); Func->FunctionFlags = Flgs; return Parms.ReturnValue; } // Function FortniteGame.FortSpline.GetDuration // (Final, Native, Public, BlueprintCallable, BlueprintPure, Const) // Parameters: // float ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) float UFortSpline::GetDuration() const { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("FortSpline", "GetDuration"); Params::FortSpline_GetDuration Parms{}; auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; UObject::ProcessEvent(Func, &Parms); Func->FunctionFlags = Flgs; return Parms.ReturnValue; } // Function FortniteGame.FortSpline.GetEndPoint // (Final, Native, Public, HasDefaults, BlueprintCallable, BlueprintPure, Const) // Parameters: // struct FVector ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, NativeAccessSpecifierPublic) struct FVector UFortSpline::GetEndPoint() const { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("FortSpline", "GetEndPoint"); Params::FortSpline_GetEndPoint Parms{}; auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; UObject::ProcessEvent(Func, &Parms); Func->FunctionFlags = Flgs; return Parms.ReturnValue; } // Function FortniteGame.FortSpline.GetNormalFromTime // (Final, Native, Public, HasDefaults, BlueprintCallable, BlueprintPure, Const) // Parameters: // float Time (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) // struct FVector ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, NativeAccessSpecifierPublic) struct FVector UFortSpline::GetNormalFromTime(float Time) const { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("FortSpline", "GetNormalFromTime"); Params::FortSpline_GetNormalFromTime Parms{}; Parms.Time = Time; auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; UObject::ProcessEvent(Func, &Parms); Func->FunctionFlags = Flgs; return Parms.ReturnValue; } // Function FortniteGame.FortSpline.GetNumberOfControlPoints // (Final, Native, Public, BlueprintCallable, BlueprintPure, Const) // Parameters: // int32 ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) int32 UFortSpline::GetNumberOfControlPoints() const { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("FortSpline", "GetNumberOfControlPoints"); Params::FortSpline_GetNumberOfControlPoints Parms{}; auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; UObject::ProcessEvent(Func, &Parms); Func->FunctionFlags = Flgs; return Parms.ReturnValue; } // Function FortniteGame.FortSpline.GetPositionFromTime // (Final, Native, Public, HasDefaults, BlueprintCallable, BlueprintPure, Const) // Parameters: // float Time (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) // struct FVector ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, NativeAccessSpecifierPublic) struct FVector UFortSpline::GetPositionFromTime(float Time) const { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("FortSpline", "GetPositionFromTime"); Params::FortSpline_GetPositionFromTime Parms{}; Parms.Time = Time; auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; UObject::ProcessEvent(Func, &Parms); Func->FunctionFlags = Flgs; return Parms.ReturnValue; } // Function FortniteGame.FortSpline.GetSplineLength // (Final, Native, Public, BlueprintCallable, BlueprintPure, Const) // Parameters: // float StepSize (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) // float ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) float UFortSpline::GetSplineLength(float StepSize) const { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("FortSpline", "GetSplineLength"); Params::FortSpline_GetSplineLength Parms{}; Parms.StepSize = StepSize; auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; UObject::ProcessEvent(Func, &Parms); Func->FunctionFlags = Flgs; return Parms.ReturnValue; } // Function FortniteGame.FortSpline.GetSplineLengthAtTime // (Final, Native, Public, BlueprintCallable, BlueprintPure, Const) // Parameters: // float Time (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) // float StepSize (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) // float ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) float UFortSpline::GetSplineLengthAtTime(float Time, float StepSize) const { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("FortSpline", "GetSplineLengthAtTime"); Params::FortSpline_GetSplineLengthAtTime Parms{}; Parms.Time = Time; Parms.StepSize = StepSize; auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; UObject::ProcessEvent(Func, &Parms); Func->FunctionFlags = Flgs; return Parms.ReturnValue; } // Function FortniteGame.FortSpline.GetStartPoint // (Final, Native, Public, HasDefaults, BlueprintCallable, BlueprintPure, Const) // Parameters: // struct FVector ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, NativeAccessSpecifierPublic) struct FVector UFortSpline::GetStartPoint() const { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("FortSpline", "GetStartPoint"); Params::FortSpline_GetStartPoint Parms{}; auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; UObject::ProcessEvent(Func, &Parms); Func->FunctionFlags = Flgs; return Parms.ReturnValue; } // Function FortniteGame.FortSpline.GetTangentFromTime // (Final, Native, Public, HasDefaults, BlueprintCallable, BlueprintPure, Const) // Parameters: // float Time (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) // struct FVector ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, NativeAccessSpecifierPublic) struct FVector UFortSpline::GetTangentFromTime(float Time) const { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("FortSpline", "GetTangentFromTime"); Params::FortSpline_GetTangentFromTime Parms{}; Parms.Time = Time; auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; UObject::ProcessEvent(Func, &Parms); Func->FunctionFlags = Flgs; return Parms.ReturnValue; } // Function FortniteGame.FortSpline.GetVelocityCorrectedTime // (Final, Native, Public, BlueprintCallable, BlueprintPure, Const) // Parameters: // float Time (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) // float ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) float UFortSpline::GetVelocityCorrectedTime(float Time) const { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("FortSpline", "GetVelocityCorrectedTime"); Params::FortSpline_GetVelocityCorrectedTime Parms{}; Parms.Time = Time; auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; UObject::ProcessEvent(Func, &Parms); Func->FunctionFlags = Flgs; return Parms.ReturnValue; } // Function FortniteGame.FortSpline.IsValid // (Final, Native, Public, BlueprintCallable, BlueprintPure, Const) // Parameters: // bool ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, NativeAccessSpecifierPublic) bool UFortSpline::IsValid() const { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("FortSpline", "IsValid"); Params::FortSpline_IsValid Parms{}; auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; UObject::ProcessEvent(Func, &Parms); Func->FunctionFlags = Flgs; return Parms.ReturnValue; } // Function FortniteGame.FortInteractInterface.CanInteract // (Native, Public, HasOutParams) // Parameters: // const struct FInteractionType& InteractType (ConstParm, Parm, OutParm, ReferenceParm, ContainsInstancedReference, NativeAccessSpecifierPublic) // bool ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, NativeAccessSpecifierPublic) bool IFortInteractInterface::CanInteract(const struct FInteractionType& InteractType) { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("FortInteractInterface", "CanInteract"); Params::FortInteractInterface_CanInteract Parms{}; Parms.InteractType = std::move(InteractType); auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; UObject::ProcessEvent(Func, &Parms); Func->FunctionFlags = Flgs; return Parms.ReturnValue; } // Function FortniteGame.FortInteractInterface.CanShowContextInfo // (Native, Public, HasOutParams) // Parameters: // const struct FInteractionType& InteractType (ConstParm, Parm, OutParm, ReferenceParm, ContainsInstancedReference, NativeAccessSpecifierPublic) // bool ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, NativeAccessSpecifierPublic) bool IFortInteractInterface::CanShowContextInfo(const struct FInteractionType& InteractType) { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("FortInteractInterface", "CanShowContextInfo"); Params::FortInteractInterface_CanShowContextInfo Parms{}; Parms.InteractType = std::move(InteractType); auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; UObject::ProcessEvent(Func, &Parms); Func->FunctionFlags = Flgs; return Parms.ReturnValue; } // Function FortniteGame.FortInteractInterface.GetContextInfo // (Native, Public, HasOutParams) // Parameters: // const struct FInteractionType& InteractType (ConstParm, Parm, OutParm, ReferenceParm, ContainsInstancedReference, NativeAccessSpecifierPublic) // struct FInteractContextInfo ReturnValue (Parm, OutParm, ReturnParm, ContainsInstancedReference, NativeAccessSpecifierPublic) struct FInteractContextInfo IFortInteractInterface::GetContextInfo(const struct FInteractionType& InteractType) { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("FortInteractInterface", "GetContextInfo"); Params::FortInteractInterface_GetContextInfo Parms{}; Parms.InteractType = std::move(InteractType); auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; UObject::ProcessEvent(Func, &Parms); Func->FunctionFlags = Flgs; return Parms.ReturnValue; } // Function FortniteGame.FortInteractInterface.HasDisplayWidget // (Native, Public, HasOutParams) // Parameters: // const struct FInteractionType& InteractType (ConstParm, Parm, OutParm, ReferenceParm, ContainsInstancedReference, NativeAccessSpecifierPublic) // bool ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, NativeAccessSpecifierPublic) bool IFortInteractInterface::HasDisplayWidget(const struct FInteractionType& InteractType) { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("FortInteractInterface", "HasDisplayWidget"); Params::FortInteractInterface_HasDisplayWidget Parms{}; Parms.InteractType = std::move(InteractType); auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; UObject::ProcessEvent(Func, &Parms); Func->FunctionFlags = Flgs; return Parms.ReturnValue; } // Function FortniteGame.FortInteractInterface.LocalBeginLongUse // (Native, Public) void IFortInteractInterface::LocalBeginLongUse() { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("FortInteractInterface", "LocalBeginLongUse"); auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; UObject::ProcessEvent(Func, nullptr); Func->FunctionFlags = Flgs; } // Function FortniteGame.FortInteractInterface.LocalOnAttemptInteract // (Native, Public, HasOutParams) // Parameters: // const struct FInteractionType& InteractType (ConstParm, Parm, OutParm, ReferenceParm, ContainsInstancedReference, NativeAccessSpecifierPublic) // bool ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, NativeAccessSpecifierPublic) bool IFortInteractInterface::LocalOnAttemptInteract(const struct FInteractionType& InteractType) { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("FortInteractInterface", "LocalOnAttemptInteract"); Params::FortInteractInterface_LocalOnAttemptInteract Parms{}; Parms.InteractType = std::move(InteractType); auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; UObject::ProcessEvent(Func, &Parms); Func->FunctionFlags = Flgs; return Parms.ReturnValue; } // Function FortniteGame.FortInteractInterface.LocalOnInterruptInteract // (Native, Public, HasOutParams) // Parameters: // const struct FInteractionType& InteractType (ConstParm, Parm, OutParm, ReferenceParm, ContainsInstancedReference, NativeAccessSpecifierPublic) void IFortInteractInterface::LocalOnInterruptInteract(const struct FInteractionType& InteractType) { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("FortInteractInterface", "LocalOnInterruptInteract"); Params::FortInteractInterface_LocalOnInterruptInteract Parms{}; Parms.InteractType = std::move(InteractType); auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; UObject::ProcessEvent(Func, &Parms); Func->FunctionFlags = Flgs; } // Function FortniteGame.FortInteractInterface.ServerOnAttemptInteract // (Native, Public, HasOutParams) // Parameters: // const struct FInteractionType& InteractType (ConstParm, Parm, OutParm, ReferenceParm, ContainsInstancedReference, NativeAccessSpecifierPublic) // bool ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, NativeAccessSpecifierPublic) bool IFortInteractInterface::ServerOnAttemptInteract(const struct FInteractionType& InteractType) { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("FortInteractInterface", "ServerOnAttemptInteract"); Params::FortInteractInterface_ServerOnAttemptInteract Parms{}; Parms.InteractType = std::move(InteractType); auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; UObject::ProcessEvent(Func, &Parms); Func->FunctionFlags = Flgs; return Parms.ReturnValue; } // Function FortniteGame.FortPickup.GetDisplayName // (Final, BlueprintAuthorityOnly, Native, Public, BlueprintCallable) // Parameters: // class FText ReturnValue (Parm, OutParm, ReturnParm, NativeAccessSpecifierPublic) class FText AFortPickup::GetDisplayName() { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("FortPickup", "GetDisplayName"); Params::FortPickup_GetDisplayName Parms{}; auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; UObject::ProcessEvent(Func, &Parms); Func->FunctionFlags = Flgs; return Parms.ReturnValue; } // Function FortniteGame.FortPickup.OnRep_PickupLocationData // (Native, Protected) void AFortPickup::OnRep_PickupLocationData() { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("FortPickup", "OnRep_PickupLocationData"); auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; UObject::ProcessEvent(Func, nullptr); Func->FunctionFlags = Flgs; } // Function FortniteGame.FortPickup.OnRep_PickupOwnerData // (Native, Protected) void AFortPickup::OnRep_PickupOwnerData() { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("FortPickup", "OnRep_PickupOwnerData"); auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; UObject::ProcessEvent(Func, nullptr); Func->FunctionFlags = Flgs; } // Function FortniteGame.FortPickup.OnRep_PrimaryPickupItemEntry // (Native, Protected) void AFortPickup::OnRep_PrimaryPickupItemEntry() { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("FortPickup", "OnRep_PrimaryPickupItemEntry"); auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; UObject::ProcessEvent(Func, nullptr); Func->FunctionFlags = Flgs; } // Function FortniteGame.FortPickup.TossPickup // (Final, BlueprintAuthorityOnly, Native, Public, HasDefaults, BlueprintCallable) // Parameters: // const struct FVector& FinalLocation (ConstParm, Parm, ZeroConstructor, IsPlainOldData, NoDestructor, NativeAccessSpecifierPublic) // class APawn* ItemOwner (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) // int32 OverrideMaxStackCount (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) void AFortPickup::TossPickup(const struct FVector& FinalLocation, class APawn* ItemOwner, int32 OverrideMaxStackCount) { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("FortPickup", "TossPickup"); Params::FortPickup_TossPickup Parms{}; Parms.FinalLocation = std::move(FinalLocation); Parms.ItemOwner = ItemOwner; Parms.OverrideMaxStackCount = OverrideMaxStackCount; auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; UObject::ProcessEvent(Func, &Parms); Func->FunctionFlags = Flgs; } // Function FortniteGame.FortFeedbackManager.GetAnnouncerPawn // (Final, Native, Static, Public, BlueprintCallable, BlueprintPure) // Parameters: // class UObject* WorldContextObject (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) // class AFortPawn_FeedbackAnnouncer* ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) class AFortPawn_FeedbackAnnouncer* AFortFeedbackManager::GetAnnouncerPawn(class UObject* WorldContextObject) { static class UFunction* Func = nullptr; if (Func == nullptr) Func = StaticClass()->GetFunction("FortFeedbackManager", "GetAnnouncerPawn"); Params::FortFeedbackManager_GetAnnouncerPawn Parms{}; Parms.WorldContextObject = WorldContextObject; auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; GetDefaultObj()->ProcessEvent(Func, &Parms); Func->FunctionFlags = Flgs; return Parms.ReturnValue; } // Function FortniteGame.FortFeedbackManager.GetFeedbackManager // (Final, Native, Static, Public, BlueprintCallable, BlueprintPure) // Parameters: // class UObject* WorldContextObject (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) // class AFortFeedbackManager* ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) class AFortFeedbackManager* AFortFeedbackManager::GetFeedbackManager(class UObject* WorldContextObject) { static class UFunction* Func = nullptr; if (Func == nullptr) Func = StaticClass()->GetFunction("FortFeedbackManager", "GetFeedbackManager"); Params::FortFeedbackManager_GetFeedbackManager Parms{}; Parms.WorldContextObject = WorldContextObject; auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; GetDefaultObj()->ProcessEvent(Func, &Parms); Func->FunctionFlags = Flgs; return Parms.ReturnValue; } // Function FortniteGame.FortFeedbackManager.SuppressProceduralFeedback // (Final, BlueprintAuthorityOnly, Native, Public, BlueprintCallable) // Parameters: // const TArray& ControllersToSuppress (Parm, ZeroConstructor, NativeAccessSpecifierPublic) void AFortFeedbackManager::SuppressProceduralFeedback(const TArray& ControllersToSuppress) { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("FortFeedbackManager", "SuppressProceduralFeedback"); Params::FortFeedbackManager_SuppressProceduralFeedback Parms{}; Parms.ControllersToSuppress = std::move(ControllersToSuppress); auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; UObject::ProcessEvent(Func, &Parms); Func->FunctionFlags = Flgs; } // Function FortniteGame.FortAbilityTask_SpawnProjectileAndWait.SpawnProjectileAndWait // (Final, Native, Static, Public, HasOutParams, HasDefaults, BlueprintCallable) // Parameters: // class UObject* WorldContextObject (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) // TSubclassOf Class_0 (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, UObjectWrapper, HasGetValueTypeHash, NativeAccessSpecifierPublic) // class AActor* RequestedBy_0 (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) // const struct FVector& SpawnLocation_0 (ConstParm, Parm, OutParm, ZeroConstructor, ReferenceParm, IsPlainOldData, NoDestructor, NativeAccessSpecifierPublic) // const struct FRotator& SpawnRotation_0 (ConstParm, Parm, OutParm, ZeroConstructor, ReferenceParm, IsPlainOldData, NoDestructor, NativeAccessSpecifierPublic) // const struct FRotator& SpawnDirection_0 (ConstParm, Parm, OutParm, ZeroConstructor, ReferenceParm, IsPlainOldData, NoDestructor, NativeAccessSpecifierPublic) // float InitialSpeed_0 (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) // const struct FFortGameplayEffectContainerSpec&EffectContainerSpecToApplyOnHit_0 (Parm, NativeAccessSpecifierPublic) // const struct FFortGameplayEffectContainerSpec&EffectContainerSpecToApplyOnExplode_0 (Parm, NativeAccessSpecifierPublic) // float GravityScale_0 (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) // class AActor* HomingTarget_0 (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) // class UFortAbilityTask_SpawnProjectileAndWait*ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) class UFortAbilityTask_SpawnProjectileAndWait* UFortAbilityTask_SpawnProjectileAndWait::SpawnProjectileAndWait(class UObject* WorldContextObject, TSubclassOf Class_0, class AActor* RequestedBy_0, const struct FVector& SpawnLocation_0, const struct FRotator& SpawnRotation_0, const struct FRotator& SpawnDirection_0, float InitialSpeed_0, const struct FFortGameplayEffectContainerSpec& EffectContainerSpecToApplyOnHit_0, const struct FFortGameplayEffectContainerSpec& EffectContainerSpecToApplyOnExplode_0, float GravityScale_0, class AActor* HomingTarget_0) { static class UFunction* Func = nullptr; if (Func == nullptr) Func = StaticClass()->GetFunction("FortAbilityTask_SpawnProjectileAndWait", "SpawnProjectileAndWait"); Params::FortAbilityTask_SpawnProjectileAndWait_SpawnProjectileAndWait Parms{}; Parms.WorldContextObject = WorldContextObject; Parms.Class_0 = Class_0; Parms.RequestedBy_0 = RequestedBy_0; Parms.SpawnLocation_0 = std::move(SpawnLocation_0); Parms.SpawnRotation_0 = std::move(SpawnRotation_0); Parms.SpawnDirection_0 = std::move(SpawnDirection_0); Parms.InitialSpeed_0 = InitialSpeed_0; Parms.EffectContainerSpecToApplyOnHit_0 = std::move(EffectContainerSpecToApplyOnHit_0); Parms.EffectContainerSpecToApplyOnExplode_0 = std::move(EffectContainerSpecToApplyOnExplode_0); Parms.GravityScale_0 = GravityScale_0; Parms.HomingTarget_0 = HomingTarget_0; auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; GetDefaultObj()->ProcessEvent(Func, &Parms); Func->FunctionFlags = Flgs; return Parms.ReturnValue; } // Function FortniteGame.FortAbilityTask_SpawnProjectileAndWait.BeginSpawningActor // (Final, Native, Public, HasOutParams, BlueprintCallable) // Parameters: // class UObject* WorldContextObject (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) // TSubclassOf Class_0 (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, UObjectWrapper, HasGetValueTypeHash, NativeAccessSpecifierPublic) // class AFortProjectileBase** SpawnedActor (Parm, OutParm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) // bool ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, NativeAccessSpecifierPublic) bool UFortAbilityTask_SpawnProjectileAndWait::BeginSpawningActor(class UObject* WorldContextObject, TSubclassOf Class_0, class AFortProjectileBase** SpawnedActor) { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("FortAbilityTask_SpawnProjectileAndWait", "BeginSpawningActor"); Params::FortAbilityTask_SpawnProjectileAndWait_BeginSpawningActor Parms{}; Parms.WorldContextObject = WorldContextObject; Parms.Class_0 = Class_0; auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; UObject::ProcessEvent(Func, &Parms); Func->FunctionFlags = Flgs; if (SpawnedActor != nullptr) *SpawnedActor = Parms.SpawnedActor; return Parms.ReturnValue; } // Function FortniteGame.FortAbilityTask_SpawnProjectileAndWait.FinishSpawningActor // (Final, Native, Public, BlueprintCallable) // Parameters: // class UObject* WorldContextObject (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) // class AFortProjectileBase* SpawnedActor (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) void UFortAbilityTask_SpawnProjectileAndWait::FinishSpawningActor(class UObject* WorldContextObject, class AFortProjectileBase* SpawnedActor) { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("FortAbilityTask_SpawnProjectileAndWait", "FinishSpawningActor"); Params::FortAbilityTask_SpawnProjectileAndWait_FinishSpawningActor Parms{}; Parms.WorldContextObject = WorldContextObject; Parms.SpawnedActor = SpawnedActor; auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; UObject::ProcessEvent(Func, &Parms); Func->FunctionFlags = Flgs; } // Function FortniteGame.FortAbilityTask_SpawnProjectileAndWait.OnProjectileDestroyed // (Final, Native, Public) void UFortAbilityTask_SpawnProjectileAndWait::OnProjectileDestroyed() { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("FortAbilityTask_SpawnProjectileAndWait", "OnProjectileDestroyed"); auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; UObject::ProcessEvent(Func, nullptr); Func->FunctionFlags = Flgs; } // Function FortniteGame.FortAIEncounterInfoOwnerInterface.GetEncounterInfo // (Native, Public, BlueprintCallable, BlueprintPure, Const) // Parameters: // class UFortAIEncounterInfo* ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) class UFortAIEncounterInfo* IFortAIEncounterInfoOwnerInterface::GetEncounterInfo() const { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("FortAIEncounterInfoOwnerInterface", "GetEncounterInfo"); Params::FortAIEncounterInfoOwnerInterface_GetEncounterInfo Parms{}; auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; UObject::ProcessEvent(Func, &Parms); Func->FunctionFlags = Flgs; return Parms.ReturnValue; } // Function FortniteGame.FortTeamActorInterface.GetTeam // (Native, Public, Const) // Parameters: // EFortTeam ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) EFortTeam IFortTeamActorInterface::GetTeam() const { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("FortTeamActorInterface", "GetTeam"); Params::FortTeamActorInterface_GetTeam Parms{}; auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; UObject::ProcessEvent(Func, &Parms); Func->FunctionFlags = Flgs; return Parms.ReturnValue; } // Function FortniteGame.FortAIGoalProvider.InitializeGoalProvider // (Native, Public, BlueprintCallable) // Parameters: // class UWorld* ContextWorld (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) // class UFortAIAssignment* Assignment (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) // bool ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, NativeAccessSpecifierPublic) bool UFortAIGoalProvider::InitializeGoalProvider(class UWorld* ContextWorld, class UFortAIAssignment* Assignment) { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("FortAIGoalProvider", "InitializeGoalProvider"); Params::FortAIGoalProvider_InitializeGoalProvider Parms{}; Parms.ContextWorld = ContextWorld; Parms.Assignment = Assignment; auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; UObject::ProcessEvent(Func, &Parms); Func->FunctionFlags = Flgs; return Parms.ReturnValue; } // Function FortniteGame.FortAIGoalProvider.UpdateGoals // (Native, Public, BlueprintCallable) void UFortAIGoalProvider::UpdateGoals() { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("FortAIGoalProvider", "UpdateGoals"); auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; UObject::ProcessEvent(Func, nullptr); Func->FunctionFlags = Flgs; } // Function FortniteGame.FortAIGoalProvider.GetEncounterInfo // (Native, Public, BlueprintCallable, BlueprintPure, Const) // Parameters: // class UFortAIEncounterInfo* ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) class UFortAIEncounterInfo* UFortAIGoalProvider::GetEncounterInfo() const { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("FortAIGoalProvider", "GetEncounterInfo"); Params::FortAIGoalProvider_GetEncounterInfo Parms{}; auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; UObject::ProcessEvent(Func, &Parms); Func->FunctionFlags = Flgs; return Parms.ReturnValue; } // Function FortniteGame.FortTargetSelectionInterface.GetTargetingTransform // (Native, Public, HasDefaults, BlueprintCallable, BlueprintPure, Const) // Parameters: // EFortAbilityTargetingSource Source (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) // class UFortGameplayAbility* SourceAbility (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) // struct FTransform ReturnValue (Parm, OutParm, ReturnParm, IsPlainOldData, NoDestructor, NativeAccessSpecifierPublic) struct FTransform IFortTargetSelectionInterface::GetTargetingTransform(EFortAbilityTargetingSource Source, class UFortGameplayAbility* SourceAbility) const { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("FortTargetSelectionInterface", "GetTargetingTransform"); Params::FortTargetSelectionInterface_GetTargetingTransform Parms{}; Parms.Source = Source; Parms.SourceAbility = SourceAbility; auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; UObject::ProcessEvent(Func, &Parms); Func->FunctionFlags = Flgs; return Parms.ReturnValue; } // Function FortniteGame.FortAbilityTask_PlayMontageWaitTarget.PlayMontageInfoAndWaitForTrigger // (Final, Native, Static, Public, HasOutParams, BlueprintCallable) // Parameters: // class UObject* WorldContextObject (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) // class FName TaskInstanceName (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) // const struct FFortGameplayAbilityMontageInfo&MontageInfo_0 (ConstParm, Parm, OutParm, ReferenceParm, NativeAccessSpecifierPublic) // class UFortAbilityTask_PlayMontageWaitTarget*ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) class UFortAbilityTask_PlayMontageWaitTarget* UFortAbilityTask_PlayMontageWaitTarget::PlayMontageInfoAndWaitForTrigger(class UObject* WorldContextObject, class FName TaskInstanceName, const struct FFortGameplayAbilityMontageInfo& MontageInfo_0) { static class UFunction* Func = nullptr; if (Func == nullptr) Func = StaticClass()->GetFunction("FortAbilityTask_PlayMontageWaitTarget", "PlayMontageInfoAndWaitForTrigger"); Params::FortAbilityTask_PlayMontageWaitTarget_PlayMontageInfoAndWaitForTrigger Parms{}; Parms.WorldContextObject = WorldContextObject; Parms.TaskInstanceName = TaskInstanceName; Parms.MontageInfo_0 = std::move(MontageInfo_0); auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; GetDefaultObj()->ProcessEvent(Func, &Parms); Func->FunctionFlags = Flgs; return Parms.ReturnValue; } // Function FortniteGame.FortAbilityTask_PlayMontageWaitTarget.PlayMontageWaitTarget // (Final, Native, Static, Public, BlueprintCallable) // Parameters: // class UObject* WorldContextObject (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) // class FName TaskInstanceName (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) // class UAnimMontage* MontageToPlay (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) // float AnimPlayRate (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) // EFortGameplayAbilityMontageSectionToPlaySectionToPlay (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) // class FName OverrideSection (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) // float AnimRootMotionTranslationScale (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) // class UFortAbilityTask_PlayMontageWaitTarget*ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) class UFortAbilityTask_PlayMontageWaitTarget* UFortAbilityTask_PlayMontageWaitTarget::PlayMontageWaitTarget(class UObject* WorldContextObject, class FName TaskInstanceName, class UAnimMontage* MontageToPlay, float AnimPlayRate, EFortGameplayAbilityMontageSectionToPlay SectionToPlay, class FName OverrideSection, float AnimRootMotionTranslationScale) { static class UFunction* Func = nullptr; if (Func == nullptr) Func = StaticClass()->GetFunction("FortAbilityTask_PlayMontageWaitTarget", "PlayMontageWaitTarget"); Params::FortAbilityTask_PlayMontageWaitTarget_PlayMontageWaitTarget Parms{}; Parms.WorldContextObject = WorldContextObject; Parms.TaskInstanceName = TaskInstanceName; Parms.MontageToPlay = MontageToPlay; Parms.AnimPlayRate = AnimPlayRate; Parms.SectionToPlay = SectionToPlay; Parms.OverrideSection = OverrideSection; Parms.AnimRootMotionTranslationScale = AnimRootMotionTranslationScale; auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; GetDefaultObj()->ProcessEvent(Func, &Parms); Func->FunctionFlags = Flgs; return Parms.ReturnValue; } // Function FortniteGame.FortAbilityTask_PlayMontageWaitTarget.PlayMontageWithCharPartsWait // (Final, Native, Static, Public, BlueprintCallable) // Parameters: // class UObject* WorldContextObject (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) // class FName TaskInstanceName (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) // class UAnimMontage* MontageToPlay (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) // const TArray&CharacterPartMontages (Parm, ZeroConstructor, NativeAccessSpecifierPublic) // float AnimPlayRate (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) // EFortGameplayAbilityMontageSectionToPlaySectionToPlay (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) // class FName OverrideSection (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) // float AnimRootMotionTranslationScale (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) // class UFortAbilityTask_PlayMontageWaitTarget*ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) class UFortAbilityTask_PlayMontageWaitTarget* UFortAbilityTask_PlayMontageWaitTarget::PlayMontageWithCharPartsWait(class UObject* WorldContextObject, class FName TaskInstanceName, class UAnimMontage* MontageToPlay, const TArray& CharacterPartMontages, float AnimPlayRate, EFortGameplayAbilityMontageSectionToPlay SectionToPlay, class FName OverrideSection, float AnimRootMotionTranslationScale) { static class UFunction* Func = nullptr; if (Func == nullptr) Func = StaticClass()->GetFunction("FortAbilityTask_PlayMontageWaitTarget", "PlayMontageWithCharPartsWait"); Params::FortAbilityTask_PlayMontageWaitTarget_PlayMontageWithCharPartsWait Parms{}; Parms.WorldContextObject = WorldContextObject; Parms.TaskInstanceName = TaskInstanceName; Parms.MontageToPlay = MontageToPlay; Parms.CharacterPartMontages = std::move(CharacterPartMontages); Parms.AnimPlayRate = AnimPlayRate; Parms.SectionToPlay = SectionToPlay; Parms.OverrideSection = OverrideSection; Parms.AnimRootMotionTranslationScale = AnimRootMotionTranslationScale; auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; GetDefaultObj()->ProcessEvent(Func, &Parms); Func->FunctionFlags = Flgs; return Parms.ReturnValue; } // Function FortniteGame.FortAbilityTask_PlayMontageWaitTarget.OnTargetDataCancelledCallback // (Final, Native, Public) void UFortAbilityTask_PlayMontageWaitTarget::OnTargetDataCancelledCallback() { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("FortAbilityTask_PlayMontageWaitTarget", "OnTargetDataCancelledCallback"); auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; UObject::ProcessEvent(Func, nullptr); Func->FunctionFlags = Flgs; } // Function FortniteGame.FortAbilityTask_PlayMontageWaitTarget.OnTargetDataReadyCallback // (Final, Native, Public, HasOutParams) // Parameters: // const struct FGameplayAbilityTargetDataHandle&TargetData (ConstParm, Parm, OutParm, ReferenceParm, NativeAccessSpecifierPublic) // const struct FGameplayTag& ApplicationTag (Parm, NativeAccessSpecifierPublic) void UFortAbilityTask_PlayMontageWaitTarget::OnTargetDataReadyCallback(const struct FGameplayAbilityTargetDataHandle& TargetData, const struct FGameplayTag& ApplicationTag) { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("FortAbilityTask_PlayMontageWaitTarget", "OnTargetDataReadyCallback"); Params::FortAbilityTask_PlayMontageWaitTarget_OnTargetDataReadyCallback Parms{}; Parms.TargetData = std::move(TargetData); Parms.ApplicationTag = std::move(ApplicationTag); auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; UObject::ProcessEvent(Func, &Parms); Func->FunctionFlags = Flgs; } // Function FortniteGame.FortPawn.AlignRotationTo4WaysHitReaction // (Final, Native, Public, HasOutParams, HasDefaults, BlueprintCallable) // Parameters: // const struct FVector& HitDirection (ConstParm, Parm, OutParm, ZeroConstructor, ReferenceParm, IsPlainOldData, NoDestructor, NativeAccessSpecifierPublic) // float FrontOffset (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) // float BackOffset (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) // float LeftOffset (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) // float RightOffset (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) void AFortPawn::AlignRotationTo4WaysHitReaction(const struct FVector& HitDirection, float FrontOffset, float BackOffset, float LeftOffset, float RightOffset) { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("FortPawn", "AlignRotationTo4WaysHitReaction"); Params::FortPawn_AlignRotationTo4WaysHitReaction Parms{}; Parms.HitDirection = std::move(HitDirection); Parms.FrontOffset = FrontOffset; Parms.BackOffset = BackOffset; Parms.LeftOffset = LeftOffset; Parms.RightOffset = RightOffset; auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; UObject::ProcessEvent(Func, &Parms); Func->FunctionFlags = Flgs; } // Function FortniteGame.FortPawn.AlignRotationToHitDirection // (Final, Native, Public, HasOutParams, HasDefaults, BlueprintCallable) // Parameters: // const struct FVector& HitDirection (ConstParm, Parm, OutParm, ZeroConstructor, ReferenceParm, IsPlainOldData, NoDestructor, NativeAccessSpecifierPublic) void AFortPawn::AlignRotationToHitDirection(const struct FVector& HitDirection) { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("FortPawn", "AlignRotationToHitDirection"); Params::FortPawn_AlignRotationToHitDirection Parms{}; Parms.HitDirection = std::move(HitDirection); auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; UObject::ProcessEvent(Func, &Parms); Func->FunctionFlags = Flgs; } // Function FortniteGame.FortPawn.AnimMontage_LocalJumpToSectionName // (Final, Native, Public, BlueprintCallable) // Parameters: // class FName SectionName (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) // bool ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, NativeAccessSpecifierPublic) bool AFortPawn::AnimMontage_LocalJumpToSectionName(class FName SectionName) { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("FortPawn", "AnimMontage_LocalJumpToSectionName"); Params::FortPawn_AnimMontage_LocalJumpToSectionName Parms{}; Parms.SectionName = SectionName; auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; UObject::ProcessEvent(Func, &Parms); Func->FunctionFlags = Flgs; return Parms.ReturnValue; } // Function FortniteGame.FortPawn.AnimMontage_LocalSetNextSectionName // (Final, Native, Public, BlueprintCallable) // Parameters: // class UAnimMontage* AnimMontage (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) // class FName SectionName (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) // class FName NextSectionName (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) void AFortPawn::AnimMontage_LocalSetNextSectionName(class UAnimMontage* AnimMontage, class FName SectionName, class FName NextSectionName) { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("FortPawn", "AnimMontage_LocalSetNextSectionName"); Params::FortPawn_AnimMontage_LocalSetNextSectionName Parms{}; Parms.AnimMontage = AnimMontage; Parms.SectionName = SectionName; Parms.NextSectionName = NextSectionName; auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; UObject::ProcessEvent(Func, &Parms); Func->FunctionFlags = Flgs; } // Function FortniteGame.FortPawn.ApplyKnockback // (Final, BlueprintAuthorityOnly, Native, Public, HasDefaults, BlueprintCallable) // Parameters: // float KnockbackMagnitude (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) // float KnockbackZAngle (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) // const struct FVector& ImpulseDir (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, NativeAccessSpecifierPublic) void AFortPawn::ApplyKnockback(float KnockbackMagnitude, float KnockbackZAngle, const struct FVector& ImpulseDir) { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("FortPawn", "ApplyKnockback"); Params::FortPawn_ApplyKnockback Parms{}; Parms.KnockbackMagnitude = KnockbackMagnitude; Parms.KnockbackZAngle = KnockbackZAngle; Parms.ImpulseDir = std::move(ImpulseDir); auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; UObject::ProcessEvent(Func, &Parms); Func->FunctionFlags = Flgs; } // Function FortniteGame.FortPawn.AttachAssetToSocket // (Final, Native, Public, HasOutParams, BlueprintCallable) // Parameters: // const struct FAssetAttachment& InAttachment (ConstParm, Parm, OutParm, ReferenceParm, ContainsInstancedReference, NativeAccessSpecifierPublic) void AFortPawn::AttachAssetToSocket(const struct FAssetAttachment& InAttachment) { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("FortPawn", "AttachAssetToSocket"); Params::FortPawn_AttachAssetToSocket Parms{}; Parms.InAttachment = std::move(InAttachment); auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; UObject::ProcessEvent(Func, &Parms); Func->FunctionFlags = Flgs; } // Function FortniteGame.FortPawn.ClientInternalEquipWeapon // (Final, Net, NetReliable, Native, Event, Private, NetClient) // Parameters: // class AFortWeapon* Weap (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) void AFortPawn::ClientInternalEquipWeapon(class AFortWeapon* Weap) { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("FortPawn", "ClientInternalEquipWeapon"); Params::FortPawn_ClientInternalEquipWeapon Parms{}; Parms.Weap = Weap; auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; UObject::ProcessEvent(Func, &Parms); Func->FunctionFlags = Flgs; } // Function FortniteGame.FortPawn.DetachAssetFromSocket // (Final, Native, Public, BlueprintCallable) // Parameters: // class FName SocketName (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) void AFortPawn::DetachAssetFromSocket(class FName SocketName) { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("FortPawn", "DetachAssetFromSocket"); Params::FortPawn_DetachAssetFromSocket Parms{}; Parms.SocketName = SocketName; auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; UObject::ProcessEvent(Func, &Parms); Func->FunctionFlags = Flgs; } // Function FortniteGame.FortPawn.DoFatalDamage // (Final, BlueprintAuthorityOnly, Native, Public, BlueprintCallable) // Parameters: // class UAbilitySystemComponent* KillerAbilitySystemComponent (Parm, ZeroConstructor, InstancedReference, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) void AFortPawn::DoFatalDamage(class UAbilitySystemComponent* KillerAbilitySystemComponent) { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("FortPawn", "DoFatalDamage"); Params::FortPawn_DoFatalDamage Parms{}; Parms.KillerAbilitySystemComponent = KillerAbilitySystemComponent; auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; UObject::ProcessEvent(Func, &Parms); Func->FunctionFlags = Flgs; } // Function FortniteGame.FortPawn.ForceKill // (Final, BlueprintAuthorityOnly, Native, Public, BlueprintCallable) // Parameters: // const struct FGameplayTag& DeathReason (Parm, NativeAccessSpecifierPublic) // class AController* KillerController (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) // class AActor* KillerActor (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) void AFortPawn::ForceKill(const struct FGameplayTag& DeathReason, class AController* KillerController, class AActor* KillerActor) { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("FortPawn", "ForceKill"); Params::FortPawn_ForceKill Parms{}; Parms.DeathReason = std::move(DeathReason); Parms.KillerController = KillerController; Parms.KillerActor = KillerActor; auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; UObject::ProcessEvent(Func, &Parms); Func->FunctionFlags = Flgs; } // Function FortniteGame.FortPawn.GameplayCue // (Native, Protected) // Parameters: // EGameplayCueEvent EventType (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) // const struct FGameplayCueParameters& Parameters (Parm, NativeAccessSpecifierPublic) void AFortPawn::GameplayCue(EGameplayCueEvent EventType, const struct FGameplayCueParameters& Parameters) { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("FortPawn", "GameplayCue"); Params::FortPawn_GameplayCue Parms{}; Parms.EventType = EventType; Parms.Parameters = std::move(Parameters); auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; UObject::ProcessEvent(Func, &Parms); Func->FunctionFlags = Flgs; } // Function FortniteGame.FortPawn.GameplayCue_Damage // (Native, Protected, BlueprintCallable) // Parameters: // EGameplayCueEvent EventType (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) // const struct FGameplayCueParameters& Parameters (Parm, NativeAccessSpecifierPublic) void AFortPawn::GameplayCue_Damage(EGameplayCueEvent EventType, const struct FGameplayCueParameters& Parameters) { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("FortPawn", "GameplayCue_Damage"); Params::FortPawn_GameplayCue_Damage Parms{}; Parms.EventType = EventType; Parms.Parameters = std::move(Parameters); auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; UObject::ProcessEvent(Func, &Parms); Func->FunctionFlags = Flgs; } // Function FortniteGame.FortPawn.GameplayCue_InstantDeath // (Native, Protected) // Parameters: // EGameplayCueEvent EventType (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) // const struct FGameplayCueParameters& Parameters (Parm, NativeAccessSpecifierPublic) void AFortPawn::GameplayCue_InstantDeath(EGameplayCueEvent EventType, const struct FGameplayCueParameters& Parameters) { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("FortPawn", "GameplayCue_InstantDeath"); Params::FortPawn_GameplayCue_InstantDeath Parms{}; Parms.EventType = EventType; Parms.Parameters = std::move(Parameters); auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; UObject::ProcessEvent(Func, &Parms); Func->FunctionFlags = Flgs; } // Function FortniteGame.FortPawn.GetAssetSkeletalMeshComponentAttachment // (Final, Native, Public, BlueprintCallable) // Parameters: // class FName SocketName (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) // class USkeletalMeshComponent* ReturnValue (ExportObject, Parm, OutParm, ZeroConstructor, ReturnParm, InstancedReference, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) class USkeletalMeshComponent* AFortPawn::GetAssetSkeletalMeshComponentAttachment(class FName SocketName) { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("FortPawn", "GetAssetSkeletalMeshComponentAttachment"); Params::FortPawn_GetAssetSkeletalMeshComponentAttachment Parms{}; Parms.SocketName = SocketName; auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; UObject::ProcessEvent(Func, &Parms); Func->FunctionFlags = Flgs; return Parms.ReturnValue; } // Function FortniteGame.FortPawn.GetAssetStaticMeshComponentAttachment // (Final, Native, Public, BlueprintCallable) // Parameters: // class FName SocketName (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) // class UStaticMeshComponent* ReturnValue (ExportObject, Parm, OutParm, ZeroConstructor, ReturnParm, InstancedReference, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) class UStaticMeshComponent* AFortPawn::GetAssetStaticMeshComponentAttachment(class FName SocketName) { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("FortPawn", "GetAssetStaticMeshComponentAttachment"); Params::FortPawn_GetAssetStaticMeshComponentAttachment Parms{}; Parms.SocketName = SocketName; auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; UObject::ProcessEvent(Func, &Parms); Func->FunctionFlags = Flgs; return Parms.ReturnValue; } // Function FortniteGame.FortPawn.GetCurrentFeedbackDuration // (Final, Native, Public, BlueprintCallable, BlueprintPure) // Parameters: // float ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) float AFortPawn::GetCurrentFeedbackDuration() { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("FortPawn", "GetCurrentFeedbackDuration"); Params::FortPawn_GetCurrentFeedbackDuration Parms{}; auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; UObject::ProcessEvent(Func, &Parms); Func->FunctionFlags = Flgs; return Parms.ReturnValue; } // Function FortniteGame.FortPawn.GetCurrentMontageSectionTimeLeft // (Final, Native, Public, BlueprintCallable) // Parameters: // float ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) float AFortPawn::GetCurrentMontageSectionTimeLeft() { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("FortPawn", "GetCurrentMontageSectionTimeLeft"); Params::FortPawn_GetCurrentMontageSectionTimeLeft Parms{}; auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; UObject::ProcessEvent(Func, &Parms); Func->FunctionFlags = Flgs; return Parms.ReturnValue; } // Function FortniteGame.FortPawn.GetFeedbackAudioComponent // (Final, BlueprintAuthorityOnly, Native, Public, BlueprintCallable) // Parameters: // class UAudioComponent* ReturnValue (ExportObject, Parm, OutParm, ZeroConstructor, ReturnParm, InstancedReference, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) class UAudioComponent* AFortPawn::GetFeedbackAudioComponent() { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("FortPawn", "GetFeedbackAudioComponent"); Params::FortPawn_GetFeedbackAudioComponent Parms{}; auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; UObject::ProcessEvent(Func, &Parms); Func->FunctionFlags = Flgs; return Parms.ReturnValue; } // Function FortniteGame.FortPawn.GetHealthPercent // (Native, Public) // Parameters: // float ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) float AFortPawn::GetHealthPercent() { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("FortPawn", "GetHealthPercent"); Params::FortPawn_GetHealthPercent Parms{}; auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; UObject::ProcessEvent(Func, &Parms); Func->FunctionFlags = Flgs; return Parms.ReturnValue; } // Function FortniteGame.FortPawn.GetMyMovementBaseActor // (Final, Native, Public, BlueprintCallable) // Parameters: // class AActor* ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) class AActor* AFortPawn::GetMyMovementBaseActor() { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("FortPawn", "GetMyMovementBaseActor"); Params::FortPawn_GetMyMovementBaseActor Parms{}; auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; UObject::ProcessEvent(Func, &Parms); Func->FunctionFlags = Flgs; return Parms.ReturnValue; } // Function FortniteGame.FortPawn.GetPawnMID // (Final, Native, Public, BlueprintCallable) // Parameters: // int32 ElementIndex (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) // class UMaterialInstanceDynamic* ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) class UMaterialInstanceDynamic* AFortPawn::GetPawnMID(int32 ElementIndex) { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("FortPawn", "GetPawnMID"); Params::FortPawn_GetPawnMID Parms{}; Parms.ElementIndex = ElementIndex; auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; UObject::ProcessEvent(Func, &Parms); Func->FunctionFlags = Flgs; return Parms.ReturnValue; } // Function FortniteGame.FortPawn.HandleIsDying // (Native, Public) void AFortPawn::HandleIsDying() { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("FortPawn", "HandleIsDying"); auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; UObject::ProcessEvent(Func, nullptr); Func->FunctionFlags = Flgs; } // Function FortniteGame.FortPawn.HandleIsHiddenForDeath // (Native, Public) void AFortPawn::HandleIsHiddenForDeath() { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("FortPawn", "HandleIsHiddenForDeath"); auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; UObject::ProcessEvent(Func, nullptr); Func->FunctionFlags = Flgs; } // Function FortniteGame.FortPawn.HideBodyOnDeath // (Native, Public, BlueprintCallable) void AFortPawn::HideBodyOnDeath() { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("FortPawn", "HideBodyOnDeath"); auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; UObject::ProcessEvent(Func, nullptr); Func->FunctionFlags = Flgs; } // Function FortniteGame.FortPawn.HoldAnimationFrames // (Final, Native, Public, BlueprintCallable) // Parameters: // float StartTime (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) // float HoldTime (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) void AFortPawn::HoldAnimationFrames(float StartTime, float HoldTime) { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("FortPawn", "HoldAnimationFrames"); Params::FortPawn_HoldAnimationFrames Parms{}; Parms.StartTime = StartTime; Parms.HoldTime = HoldTime; auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; UObject::ProcessEvent(Func, &Parms); Func->FunctionFlags = Flgs; } // Function FortniteGame.FortPawn.InitializeDeathHitSocket // (Final, Native, Public, HasDefaults, BlueprintCallable) // Parameters: // const struct FVector& WorldLocation (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, NativeAccessSpecifierPublic) // const struct FVector& WorldNormal (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, NativeAccessSpecifierPublic) void AFortPawn::InitializeDeathHitSocket(const struct FVector& WorldLocation, const struct FVector& WorldNormal) { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("FortPawn", "InitializeDeathHitSocket"); Params::FortPawn_InitializeDeathHitSocket Parms{}; Parms.WorldLocation = std::move(WorldLocation); Parms.WorldNormal = std::move(WorldNormal); auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; UObject::ProcessEvent(Func, &Parms); Func->FunctionFlags = Flgs; } // Function FortniteGame.FortPawn.OnBaseChanged // (Event, Public, BlueprintEvent) // Parameters: // class AActor* NewBase (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) void AFortPawn::OnBaseChanged(class AActor* NewBase) { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("FortPawn", "OnBaseChanged"); Params::FortPawn_OnBaseChanged Parms{}; Parms.NewBase = NewBase; UObject::ProcessEvent(Func, &Parms); } // Function FortniteGame.FortPawn.OnBumpPushedPawn // (Event, Public, BlueprintEvent) // Parameters: // class AFortPawn* InstigatedBy (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) // float PushTimeLeft (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) void AFortPawn::OnBumpPushedPawn(class AFortPawn* InstigatedBy, float PushTimeLeft) { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("FortPawn", "OnBumpPushedPawn"); Params::FortPawn_OnBumpPushedPawn Parms{}; Parms.InstigatedBy = InstigatedBy; Parms.PushTimeLeft = PushTimeLeft; UObject::ProcessEvent(Func, &Parms); } // Function FortniteGame.FortPawn.OnDamagePlayEffects // (BlueprintCosmetic, Event, Public, HasOutParams, HasDefaults, BlueprintEvent) // Parameters: // float Damage (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) // const struct FGameplayTagContainer& DamageTags (ConstParm, Parm, OutParm, ReferenceParm, NativeAccessSpecifierPublic) // const struct FVector& Momentum (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, NativeAccessSpecifierPublic) // const struct FHitResult& HitInfo (ConstParm, Parm, OutParm, ReferenceParm, ContainsInstancedReference, NativeAccessSpecifierPublic) // class AFortPawn* InstigatedBy (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) // class AActor* DamageCauser (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) // const struct FGameplayEffectContextHandle&EffectContext (Parm, NativeAccessSpecifierPublic) void AFortPawn::OnDamagePlayEffects(float Damage, const struct FGameplayTagContainer& DamageTags, const struct FVector& Momentum, const struct FHitResult& HitInfo, class AFortPawn* InstigatedBy, class AActor* DamageCauser, const struct FGameplayEffectContextHandle& EffectContext) { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("FortPawn", "OnDamagePlayEffects"); Params::FortPawn_OnDamagePlayEffects Parms{}; Parms.Damage = Damage; Parms.DamageTags = std::move(DamageTags); Parms.Momentum = std::move(Momentum); Parms.HitInfo = std::move(HitInfo); Parms.InstigatedBy = InstigatedBy; Parms.DamageCauser = DamageCauser; Parms.EffectContext = std::move(EffectContext); UObject::ProcessEvent(Func, &Parms); } // Function FortniteGame.FortPawn.OnDamageServer // (BlueprintAuthorityOnly, Event, Public, HasOutParams, HasDefaults, BlueprintEvent) // Parameters: // float Damage (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) // const struct FGameplayTagContainer& DamageTags (ConstParm, Parm, OutParm, ReferenceParm, NativeAccessSpecifierPublic) // const struct FVector& Momentum (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, NativeAccessSpecifierPublic) // const struct FHitResult& HitInfo (ConstParm, Parm, OutParm, ReferenceParm, ContainsInstancedReference, NativeAccessSpecifierPublic) // class AController* InstigatedBy (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) // class AActor* DamageCauser (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) // const struct FGameplayEffectContextHandle&EffectContext (Parm, NativeAccessSpecifierPublic) void AFortPawn::OnDamageServer(float Damage, const struct FGameplayTagContainer& DamageTags, const struct FVector& Momentum, const struct FHitResult& HitInfo, class AController* InstigatedBy, class AActor* DamageCauser, const struct FGameplayEffectContextHandle& EffectContext) { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("FortPawn", "OnDamageServer"); Params::FortPawn_OnDamageServer Parms{}; Parms.Damage = Damage; Parms.DamageTags = std::move(DamageTags); Parms.Momentum = std::move(Momentum); Parms.HitInfo = std::move(HitInfo); Parms.InstigatedBy = InstigatedBy; Parms.DamageCauser = DamageCauser; Parms.EffectContext = std::move(EffectContext); UObject::ProcessEvent(Func, &Parms); } // Function FortniteGame.FortPawn.OnDamageZoneStatusChanged // (Event, Public, BlueprintEvent) // Parameters: // EFortDamageZone Zone (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) // bool bStatus (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, NativeAccessSpecifierPublic) void AFortPawn::OnDamageZoneStatusChanged(EFortDamageZone Zone, bool bStatus) { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("FortPawn", "OnDamageZoneStatusChanged"); Params::FortPawn_OnDamageZoneStatusChanged Parms{}; Parms.Zone = Zone; Parms.bStatus = bStatus; UObject::ProcessEvent(Func, &Parms); } // Function FortniteGame.FortPawn.OnDeathPlayEffects // (BlueprintCosmetic, Event, Public, HasOutParams, HasDefaults, BlueprintEvent) // Parameters: // float Damage (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) // const struct FGameplayTagContainer& DamageTags (ConstParm, Parm, OutParm, ReferenceParm, NativeAccessSpecifierPublic) // const struct FVector& Momentum (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, NativeAccessSpecifierPublic) // const struct FHitResult& HitInfo (ConstParm, Parm, OutParm, ReferenceParm, ContainsInstancedReference, NativeAccessSpecifierPublic) // class AFortPawn* InstigatedBy (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) // class AActor* DamageCauser (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) // const struct FGameplayEffectContextHandle&EffectContext (Parm, NativeAccessSpecifierPublic) void AFortPawn::OnDeathPlayEffects(float Damage, const struct FGameplayTagContainer& DamageTags, const struct FVector& Momentum, const struct FHitResult& HitInfo, class AFortPawn* InstigatedBy, class AActor* DamageCauser, const struct FGameplayEffectContextHandle& EffectContext) { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("FortPawn", "OnDeathPlayEffects"); Params::FortPawn_OnDeathPlayEffects Parms{}; Parms.Damage = Damage; Parms.DamageTags = std::move(DamageTags); Parms.Momentum = std::move(Momentum); Parms.HitInfo = std::move(HitInfo); Parms.InstigatedBy = InstigatedBy; Parms.DamageCauser = DamageCauser; Parms.EffectContext = std::move(EffectContext); UObject::ProcessEvent(Func, &Parms); } // Function FortniteGame.FortPawn.OnDeathServer // (BlueprintAuthorityOnly, Event, Public, HasOutParams, HasDefaults, BlueprintEvent) // Parameters: // float Damage (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) // const struct FGameplayTagContainer& DamageTags (ConstParm, Parm, OutParm, ReferenceParm, NativeAccessSpecifierPublic) // const struct FVector& Momentum (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, NativeAccessSpecifierPublic) // const struct FHitResult& HitInfo (ConstParm, Parm, OutParm, ReferenceParm, ContainsInstancedReference, NativeAccessSpecifierPublic) // class AController* InstigatedBy (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) // class AActor* DamageCauser (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) // const struct FGameplayEffectContextHandle&EffectContext (Parm, NativeAccessSpecifierPublic) void AFortPawn::OnDeathServer(float Damage, const struct FGameplayTagContainer& DamageTags, const struct FVector& Momentum, const struct FHitResult& HitInfo, class AController* InstigatedBy, class AActor* DamageCauser, const struct FGameplayEffectContextHandle& EffectContext) { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("FortPawn", "OnDeathServer"); Params::FortPawn_OnDeathServer Parms{}; Parms.Damage = Damage; Parms.DamageTags = std::move(DamageTags); Parms.Momentum = std::move(Momentum); Parms.HitInfo = std::move(HitInfo); Parms.InstigatedBy = InstigatedBy; Parms.DamageCauser = DamageCauser; Parms.EffectContext = std::move(EffectContext); UObject::ProcessEvent(Func, &Parms); } // Function FortniteGame.FortPawn.OnMontageEnded // (Final, Native, Protected) // Parameters: // class UAnimMontage* Montage (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) // bool bInterrupted (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, NativeAccessSpecifierPublic) void AFortPawn::OnMontageEnded(class UAnimMontage* Montage, bool bInterrupted) { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("FortPawn", "OnMontageEnded"); Params::FortPawn_OnMontageEnded Parms{}; Parms.Montage = Montage; Parms.bInterrupted = bInterrupted; auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; UObject::ProcessEvent(Func, &Parms); Func->FunctionFlags = Flgs; } // Function FortniteGame.FortPawn.OnMontageStarted // (Final, Native, Protected) // Parameters: // class UAnimMontage* Montage (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) void AFortPawn::OnMontageStarted(class UAnimMontage* Montage) { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("FortPawn", "OnMontageStarted"); Params::FortPawn_OnMontageStarted Parms{}; Parms.Montage = Montage; auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; UObject::ProcessEvent(Func, &Parms); Func->FunctionFlags = Flgs; } // Function FortniteGame.FortPawn.OnRep_bWeaponHolstered // (Final, Native, Public) void AFortPawn::OnRep_bWeaponHolstered() { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("FortPawn", "OnRep_bWeaponHolstered"); auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; UObject::ProcessEvent(Func, nullptr); Func->FunctionFlags = Flgs; } // Function FortniteGame.FortPawn.OnRep_CurrentWeapon // (Native, Public) void AFortPawn::OnRep_CurrentWeapon() { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("FortPawn", "OnRep_CurrentWeapon"); auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; UObject::ProcessEvent(Func, nullptr); Func->FunctionFlags = Flgs; } // Function FortniteGame.FortPawn.OnRep_DamageZoneActiveBitMask // (Final, Native, Public) void AFortPawn::OnRep_DamageZoneActiveBitMask() { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("FortPawn", "OnRep_DamageZoneActiveBitMask"); auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; UObject::ProcessEvent(Func, nullptr); Func->FunctionFlags = Flgs; } // Function FortniteGame.FortPawn.OnRep_PawnUniqueID // (Final, Native, Public) void AFortPawn::OnRep_PawnUniqueID() { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("FortPawn", "OnRep_PawnUniqueID"); auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; UObject::ProcessEvent(Func, nullptr); Func->FunctionFlags = Flgs; } // Function FortniteGame.FortPawn.OnRep_PushMomentum // (Final, Native, Private) void AFortPawn::OnRep_PushMomentum() { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("FortPawn", "OnRep_PushMomentum"); auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; UObject::ProcessEvent(Func, nullptr); Func->FunctionFlags = Flgs; } // Function FortniteGame.FortPawn.OnRep_VocalChords // (Native, Public) void AFortPawn::OnRep_VocalChords() { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("FortPawn", "OnRep_VocalChords"); auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; UObject::ProcessEvent(Func, nullptr); Func->FunctionFlags = Flgs; } // Function FortniteGame.FortPawn.OnStunned // (BlueprintAuthorityOnly, Event, Public, BlueprintCallable, BlueprintEvent) void AFortPawn::OnStunned() { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("FortPawn", "OnStunned"); UObject::ProcessEvent(Func, nullptr); } // Function FortniteGame.FortPawn.OnStunnedEffectBegin // (BlueprintCosmetic, Event, Public, BlueprintCallable, BlueprintEvent) void AFortPawn::OnStunnedEffectBegin() { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("FortPawn", "OnStunnedEffectBegin"); UObject::ProcessEvent(Func, nullptr); } // Function FortniteGame.FortPawn.OnStunnedEffectEnd // (BlueprintCosmetic, Event, Public, BlueprintCallable, BlueprintEvent) void AFortPawn::OnStunnedEffectEnd() { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("FortPawn", "OnStunnedEffectEnd"); UObject::ProcessEvent(Func, nullptr); } // Function FortniteGame.FortPawn.OnWeaponEquipped // (Event, Public, BlueprintEvent) // Parameters: // class AFortWeapon* NewWeapon (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) // class AFortWeapon* PrevWeapon (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) void AFortPawn::OnWeaponEquipped(class AFortWeapon* NewWeapon, class AFortWeapon* PrevWeapon) { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("FortPawn", "OnWeaponEquipped"); Params::FortPawn_OnWeaponEquipped Parms{}; Parms.NewWeapon = NewWeapon; Parms.PrevWeapon = PrevWeapon; UObject::ProcessEvent(Func, &Parms); } // Function FortniteGame.FortPawn.PawnUniqueIDSet // (Event, Public, BlueprintEvent) void AFortPawn::PawnUniqueIDSet() { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("FortPawn", "PawnUniqueIDSet"); UObject::ProcessEvent(Func, nullptr); } // Function FortniteGame.FortPawn.PickUpActor // (BlueprintAuthorityOnly, Native, Public, BlueprintCallable) // Parameters: // class AActor* PickupTarget (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) // class UFortDecoItemDefinition* PlacementDecoItemDefinition (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) // bool ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, NativeAccessSpecifierPublic) bool AFortPawn::PickUpActor(class AActor* PickupTarget, class UFortDecoItemDefinition* PlacementDecoItemDefinition) { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("FortPawn", "PickUpActor"); Params::FortPawn_PickUpActor Parms{}; Parms.PickupTarget = PickupTarget; Parms.PlacementDecoItemDefinition = PlacementDecoItemDefinition; auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; UObject::ProcessEvent(Func, &Parms); Func->FunctionFlags = Flgs; return Parms.ReturnValue; } // Function FortniteGame.FortPawn.PlayFootStepSound // (Native, Public, BlueprintCallable) // Parameters: // int32 FootDown (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) void AFortPawn::PlayFootStepSound(int32 FootDown) { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("FortPawn", "PlayFootStepSound"); Params::FortPawn_PlayFootStepSound Parms{}; Parms.FootDown = FootDown; auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; UObject::ProcessEvent(Func, &Parms); Func->FunctionFlags = Flgs; } // Function FortniteGame.FortPawn.PlayHitReactionAdditiveCringe // (Final, BlueprintCosmetic, Native, Public, BlueprintCallable) void AFortPawn::PlayHitReactionAdditiveCringe() { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("FortPawn", "PlayHitReactionAdditiveCringe"); auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; UObject::ProcessEvent(Func, nullptr); Func->FunctionFlags = Flgs; } // Function FortniteGame.FortPawn.PlayLocalAnimMontage // (Final, Native, Public, BlueprintCallable) // Parameters: // class UAnimMontage* NewAnimMontage (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) // float InPlayRate (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) // class FName StartSectionName (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) // float ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) float AFortPawn::PlayLocalAnimMontage(class UAnimMontage* NewAnimMontage, float InPlayRate, class FName StartSectionName) { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("FortPawn", "PlayLocalAnimMontage"); Params::FortPawn_PlayLocalAnimMontage Parms{}; Parms.NewAnimMontage = NewAnimMontage; Parms.InPlayRate = InPlayRate; Parms.StartSectionName = StartSectionName; auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; UObject::ProcessEvent(Func, &Parms); Func->FunctionFlags = Flgs; return Parms.ReturnValue; } // Function FortniteGame.FortPawn.PlaySound // (Net, Native, Event, Public, NetClient) // Parameters: // class USoundBase* Sound (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) // float VolumeMultiplier (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) // float PitchMultiplier (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) void AFortPawn::PlaySound(class USoundBase* Sound, float VolumeMultiplier, float PitchMultiplier) { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("FortPawn", "PlaySound"); Params::FortPawn_PlaySound Parms{}; Parms.Sound = Sound; Parms.VolumeMultiplier = VolumeMultiplier; Parms.PitchMultiplier = PitchMultiplier; auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; UObject::ProcessEvent(Func, &Parms); Func->FunctionFlags = Flgs; } // Function FortniteGame.FortPawn.PrototypeCharacterMovement // (Final, Native, Public, HasDefaults, BlueprintCallable) // Parameters: // EMovementMode MovementMode (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) // const struct FVector& LaunchVelocity (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, NativeAccessSpecifierPublic) void AFortPawn::PrototypeCharacterMovement(EMovementMode MovementMode, const struct FVector& LaunchVelocity) { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("FortPawn", "PrototypeCharacterMovement"); Params::FortPawn_PrototypeCharacterMovement Parms{}; Parms.MovementMode = MovementMode; Parms.LaunchVelocity = std::move(LaunchVelocity); auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; UObject::ProcessEvent(Func, &Parms); Func->FunctionFlags = Flgs; } // Function FortniteGame.FortPawn.ServerInternalEquipWeapon // (Final, Net, NetReliable, Native, Event, Private, NetServer, NetValidate) // Parameters: // class AFortWeapon* Weap (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) void AFortPawn::ServerInternalEquipWeapon(class AFortWeapon* Weap) { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("FortPawn", "ServerInternalEquipWeapon"); Params::FortPawn_ServerInternalEquipWeapon Parms{}; Parms.Weap = Weap; auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; UObject::ProcessEvent(Func, &Parms); Func->FunctionFlags = Flgs; } // Function FortniteGame.FortPawn.ServerTeleportNearLocation // (Net, NetReliable, Native, Event, Public, NetServer, HasDefaults, NetValidate) // Parameters: // const struct FVector& ActorLocation (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, NativeAccessSpecifierPublic) void AFortPawn::ServerTeleportNearLocation(const struct FVector& ActorLocation) { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("FortPawn", "ServerTeleportNearLocation"); Params::FortPawn_ServerTeleportNearLocation Parms{}; Parms.ActorLocation = std::move(ActorLocation); auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; UObject::ProcessEvent(Func, &Parms); Func->FunctionFlags = Flgs; } // Function FortniteGame.FortPawn.SetDamageZoneActiveStatus // (Final, BlueprintAuthorityOnly, Native, Public, BlueprintCallable) // Parameters: // EFortDamageZone Zone (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) // bool bActive (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, NativeAccessSpecifierPublic) void AFortPawn::SetDamageZoneActiveStatus(EFortDamageZone Zone, bool bActive) { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("FortPawn", "SetDamageZoneActiveStatus"); Params::FortPawn_SetDamageZoneActiveStatus Parms{}; Parms.Zone = Zone; Parms.bActive = bActive; auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; UObject::ProcessEvent(Func, &Parms); Func->FunctionFlags = Flgs; } // Function FortniteGame.FortPawn.SetFNameBasedOnHitDirection // (Final, Native, Public, HasOutParams, HasDefaults, BlueprintCallable) // Parameters: // const struct FVector& HitDirection (ConstParm, Parm, OutParm, ZeroConstructor, ReferenceParm, IsPlainOldData, NoDestructor, NativeAccessSpecifierPublic) // class FName* NameResult (Parm, OutParm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) // class FName NameFront (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) // class FName NameBack (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) // class FName NameLeft (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) // class FName NameRight (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) void AFortPawn::SetFNameBasedOnHitDirection(const struct FVector& HitDirection, class FName* NameResult, class FName NameFront, class FName NameBack, class FName NameLeft, class FName NameRight) { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("FortPawn", "SetFNameBasedOnHitDirection"); Params::FortPawn_SetFNameBasedOnHitDirection Parms{}; Parms.HitDirection = std::move(HitDirection); Parms.NameFront = NameFront; Parms.NameBack = NameBack; Parms.NameLeft = NameLeft; Parms.NameRight = NameRight; auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; UObject::ProcessEvent(Func, &Parms); Func->FunctionFlags = Flgs; if (NameResult != nullptr) *NameResult = Parms.NameResult; } // Function FortniteGame.FortPawn.SetHealth // (Final, RequiredAPI, Native, Public, BlueprintCallable) // Parameters: // float NewHealthVal (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) void AFortPawn::SetHealth(float NewHealthVal) { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("FortPawn", "SetHealth"); Params::FortPawn_SetHealth Parms{}; Parms.NewHealthVal = NewHealthVal; auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; UObject::ProcessEvent(Func, &Parms); Func->FunctionFlags = Flgs; } // Function FortniteGame.FortPawn.SetHolsterWeapon // (Final, Native, Public, BlueprintCallable) // Parameters: // bool bHolster (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, NativeAccessSpecifierPublic) void AFortPawn::SetHolsterWeapon(bool bHolster) { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("FortPawn", "SetHolsterWeapon"); Params::FortPawn_SetHolsterWeapon Parms{}; Parms.bHolster = bHolster; auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; UObject::ProcessEvent(Func, &Parms); Func->FunctionFlags = Flgs; } // Function FortniteGame.FortPawn.SetPawnAndControlRotation // (Final, Native, Public, HasDefaults, BlueprintCallable) // Parameters: // const struct FRotator& NewRotation (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, NativeAccessSpecifierPublic) void AFortPawn::SetPawnAndControlRotation(const struct FRotator& NewRotation) { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("FortPawn", "SetPawnAndControlRotation"); Params::FortPawn_SetPawnAndControlRotation Parms{}; Parms.NewRotation = std::move(NewRotation); auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; UObject::ProcessEvent(Func, &Parms); Func->FunctionFlags = Flgs; } // Function FortniteGame.FortPawn.SetPawnVisibility // (Final, Native, Public, BlueprintCallable) // Parameters: // bool bNewHidden (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, NativeAccessSpecifierPublic) void AFortPawn::SetPawnVisibility(bool bNewHidden) { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("FortPawn", "SetPawnVisibility"); Params::FortPawn_SetPawnVisibility Parms{}; Parms.bNewHidden = bNewHidden; auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; UObject::ProcessEvent(Func, &Parms); Func->FunctionFlags = Flgs; } // Function FortniteGame.FortPawn.StartPushMomentum // (Final, Native, Public, HasDefaults, BlueprintCallable) // Parameters: // const struct FVector& NewPushMomentum (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, NativeAccessSpecifierPublic) // float Duration (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) void AFortPawn::StartPushMomentum(const struct FVector& NewPushMomentum, float Duration) { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("FortPawn", "StartPushMomentum"); Params::FortPawn_StartPushMomentum Parms{}; Parms.NewPushMomentum = std::move(NewPushMomentum); Parms.Duration = Duration; auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; UObject::ProcessEvent(Func, &Parms); Func->FunctionFlags = Flgs; } // Function FortniteGame.FortPawn.StealFromActor // (BlueprintAuthorityOnly, Native, Public, BlueprintCallable) // Parameters: // class AFortPawn* PawnToStealFrom (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) // bool ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, NativeAccessSpecifierPublic) bool AFortPawn::StealFromActor(class AFortPawn* PawnToStealFrom) { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("FortPawn", "StealFromActor"); Params::FortPawn_StealFromActor Parms{}; Parms.PawnToStealFrom = PawnToStealFrom; auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; UObject::ProcessEvent(Func, &Parms); Func->FunctionFlags = Flgs; return Parms.ReturnValue; } // Function FortniteGame.FortPawn.StopPushMomentum // (Final, Native, Public, BlueprintCallable) void AFortPawn::StopPushMomentum() { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("FortPawn", "StopPushMomentum"); auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; UObject::ProcessEvent(Func, nullptr); Func->FunctionFlags = Flgs; } // Function FortniteGame.FortPawn.TriggerFeedbackEvent // (Final, BlueprintAuthorityOnly, Native, Public, BlueprintCallable) // Parameters: // class FName EventName (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) // class AFortPawn* InstigatorPawn (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) // class AFortPawn* Recipient (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) // float OverriddenDelay (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) void AFortPawn::TriggerFeedbackEvent(class FName EventName, class AFortPawn* InstigatorPawn, class AFortPawn* Recipient, float OverriddenDelay) { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("FortPawn", "TriggerFeedbackEvent"); Params::FortPawn_TriggerFeedbackEvent Parms{}; Parms.EventName = EventName; Parms.InstigatorPawn = InstigatorPawn; Parms.Recipient = Recipient; Parms.OverriddenDelay = OverriddenDelay; auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; UObject::ProcessEvent(Func, &Parms); Func->FunctionFlags = Flgs; } // Function FortniteGame.FortPawn.GetAbilityDecisionWindowTriggerTag // (Final, Native, Public, BlueprintCallable, BlueprintPure, Const) // Parameters: // bool bPrimaryInput (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, NativeAccessSpecifierPublic) // struct FGameplayTag ReturnValue (Parm, OutParm, ReturnParm, NativeAccessSpecifierPublic) struct FGameplayTag AFortPawn::GetAbilityDecisionWindowTriggerTag(bool bPrimaryInput) const { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("FortPawn", "GetAbilityDecisionWindowTriggerTag"); Params::FortPawn_GetAbilityDecisionWindowTriggerTag Parms{}; Parms.bPrimaryInput = bPrimaryInput; auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; UObject::ProcessEvent(Func, &Parms); Func->FunctionFlags = Flgs; return Parms.ReturnValue; } // Function FortniteGame.FortPawn.GetDamageZone // (Final, Native, Public, BlueprintCallable, BlueprintPure, Const) // Parameters: // class FName BoneName (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) // EFortDamageZone ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) EFortDamageZone AFortPawn::GetDamageZone(class FName BoneName) const { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("FortPawn", "GetDamageZone"); Params::FortPawn_GetDamageZone Parms{}; Parms.BoneName = BoneName; auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; UObject::ProcessEvent(Func, &Parms); Func->FunctionFlags = Flgs; return Parms.ReturnValue; } // Function FortniteGame.FortPawn.GetDefaultTargetingOrigin // (Native, Public, HasDefaults, BlueprintCallable, BlueprintPure, Const) // Parameters: // struct FVector ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, NativeAccessSpecifierPublic) struct FVector AFortPawn::GetDefaultTargetingOrigin() const { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("FortPawn", "GetDefaultTargetingOrigin"); Params::FortPawn_GetDefaultTargetingOrigin Parms{}; auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; UObject::ProcessEvent(Func, &Parms); Func->FunctionFlags = Flgs; return Parms.ReturnValue; } // Function FortniteGame.FortPawn.GetDefaultTargetingRotation // (Native, Public, HasDefaults, BlueprintCallable, BlueprintPure, Const) // Parameters: // struct FRotator ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, NativeAccessSpecifierPublic) struct FRotator AFortPawn::GetDefaultTargetingRotation() const { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("FortPawn", "GetDefaultTargetingRotation"); Params::FortPawn_GetDefaultTargetingRotation Parms{}; auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; UObject::ProcessEvent(Func, &Parms); Func->FunctionFlags = Flgs; return Parms.ReturnValue; } // Function FortniteGame.FortPawn.GetEncounterInfo // (Native, Public, BlueprintCallable, BlueprintPure, Const) // Parameters: // class UFortAIEncounterInfo* ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) class UFortAIEncounterInfo* AFortPawn::GetEncounterInfo() const { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("FortPawn", "GetEncounterInfo"); Params::FortPawn_GetEncounterInfo Parms{}; auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; UObject::ProcessEvent(Func, &Parms); Func->FunctionFlags = Flgs; return Parms.ReturnValue; } // Function FortniteGame.FortPawn.GetHealth // (Final, RequiredAPI, Native, Public, BlueprintCallable, BlueprintPure, Const) // Parameters: // float ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) float AFortPawn::GetHealth() const { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("FortPawn", "GetHealth"); Params::FortPawn_GetHealth Parms{}; auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; UObject::ProcessEvent(Func, &Parms); Func->FunctionFlags = Flgs; return Parms.ReturnValue; } // Function FortniteGame.FortPawn.GetMaxHealth // (Native, Public, BlueprintCallable, BlueprintPure, Const) // Parameters: // float ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) float AFortPawn::GetMaxHealth() const { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("FortPawn", "GetMaxHealth"); Params::FortPawn_GetMaxHealth Parms{}; auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; UObject::ProcessEvent(Func, &Parms); Func->FunctionFlags = Flgs; return Parms.ReturnValue; } // Function FortniteGame.FortPawn.GetMaxShield // (Final, RequiredAPI, Native, Public, BlueprintCallable, BlueprintPure, Const) // Parameters: // float ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) float AFortPawn::GetMaxShield() const { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("FortPawn", "GetMaxShield"); Params::FortPawn_GetMaxShield Parms{}; auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; UObject::ProcessEvent(Func, &Parms); Func->FunctionFlags = Flgs; return Parms.ReturnValue; } // Function FortniteGame.FortPawn.GetMeleeComboCounter // (Final, Native, Public, BlueprintCallable, BlueprintPure, Const) // Parameters: // int32 ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) int32 AFortPawn::GetMeleeComboCounter() const { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("FortPawn", "GetMeleeComboCounter"); Params::FortPawn_GetMeleeComboCounter Parms{}; auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; UObject::ProcessEvent(Func, &Parms); Func->FunctionFlags = Flgs; return Parms.ReturnValue; } // Function FortniteGame.FortPawn.GetMeleeRange // (Final, Native, Public, BlueprintCallable, BlueprintPure, Const) // Parameters: // float ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) float AFortPawn::GetMeleeRange() const { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("FortPawn", "GetMeleeRange"); Params::FortPawn_GetMeleeRange Parms{}; auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; UObject::ProcessEvent(Func, &Parms); Func->FunctionFlags = Flgs; return Parms.ReturnValue; } // Function FortniteGame.FortPawn.GetMeleeReticleStrikeAngle // (Final, Native, Public, BlueprintCallable, BlueprintPure, Const) // Parameters: // bool bPrimaryInput (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, NativeAccessSpecifierPublic) // float ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) float AFortPawn::GetMeleeReticleStrikeAngle(bool bPrimaryInput) const { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("FortPawn", "GetMeleeReticleStrikeAngle"); Params::FortPawn_GetMeleeReticleStrikeAngle Parms{}; Parms.bPrimaryInput = bPrimaryInput; auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; UObject::ProcessEvent(Func, &Parms); Func->FunctionFlags = Flgs; return Parms.ReturnValue; } // Function FortniteGame.FortPawn.GetMovementPredictionPosition // (Final, Native, Public, HasDefaults, BlueprintCallable, BlueprintPure, Const) // Parameters: // float PredictionDeltaTime (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) // struct FVector ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, NativeAccessSpecifierPublic) struct FVector AFortPawn::GetMovementPredictionPosition(float PredictionDeltaTime) const { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("FortPawn", "GetMovementPredictionPosition"); Params::FortPawn_GetMovementPredictionPosition Parms{}; Parms.PredictionDeltaTime = PredictionDeltaTime; auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; UObject::ProcessEvent(Func, &Parms); Func->FunctionFlags = Flgs; return Parms.ReturnValue; } // Function FortniteGame.FortPawn.GetShield // (Final, RequiredAPI, Native, Public, BlueprintCallable, BlueprintPure, Const) // Parameters: // float ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) float AFortPawn::GetShield() const { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("FortPawn", "GetShield"); Params::FortPawn_GetShield Parms{}; auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; UObject::ProcessEvent(Func, &Parms); Func->FunctionFlags = Flgs; return Parms.ReturnValue; } // Function FortniteGame.FortPawn.GetSphericalHitDirection // (Final, Native, Public, HasOutParams, HasDefaults, BlueprintCallable, BlueprintPure, Const) // Parameters: // const struct FVector& HitDirection (ConstParm, Parm, OutParm, ZeroConstructor, ReferenceParm, IsPlainOldData, NoDestructor, NativeAccessSpecifierPublic) // float* Azimuth (Parm, OutParm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) // float* Elevation (Parm, OutParm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) void AFortPawn::GetSphericalHitDirection(const struct FVector& HitDirection, float* Azimuth, float* Elevation) const { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("FortPawn", "GetSphericalHitDirection"); Params::FortPawn_GetSphericalHitDirection Parms{}; Parms.HitDirection = std::move(HitDirection); auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; UObject::ProcessEvent(Func, &Parms); Func->FunctionFlags = Flgs; if (Azimuth != nullptr) *Azimuth = Parms.Azimuth; if (Elevation != nullptr) *Elevation = Parms.Elevation; } // Function FortniteGame.FortPawn.GetTargetingTransform // (Native, Public, HasDefaults, BlueprintCallable, BlueprintPure, Const) // Parameters: // EFortAbilityTargetingSource Source (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) // class UFortGameplayAbility* SourceAbility (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) // struct FTransform ReturnValue (Parm, OutParm, ReturnParm, IsPlainOldData, NoDestructor, NativeAccessSpecifierPublic) struct FTransform AFortPawn::GetTargetingTransform(EFortAbilityTargetingSource Source, class UFortGameplayAbility* SourceAbility) const { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("FortPawn", "GetTargetingTransform"); Params::FortPawn_GetTargetingTransform Parms{}; Parms.Source = Source; Parms.SourceAbility = SourceAbility; auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; UObject::ProcessEvent(Func, &Parms); Func->FunctionFlags = Flgs; return Parms.ReturnValue; } // Function FortniteGame.FortPawn.HasCurrentMontage // (Final, Native, Public, BlueprintCallable, BlueprintPure, Const) // Parameters: // bool ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, NativeAccessSpecifierPublic) bool AFortPawn::HasCurrentMontage() const { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("FortPawn", "HasCurrentMontage"); Params::FortPawn_HasCurrentMontage Parms{}; auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; UObject::ProcessEvent(Func, &Parms); Func->FunctionFlags = Flgs; return Parms.ReturnValue; } // Function FortniteGame.FortPawn.IsDamageZoneActive // (Final, Native, Public, BlueprintCallable, BlueprintPure, Const) // Parameters: // EFortDamageZone Zone (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) // bool ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, NativeAccessSpecifierPublic) bool AFortPawn::IsDamageZoneActive(EFortDamageZone Zone) const { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("FortPawn", "IsDamageZoneActive"); Params::FortPawn_IsDamageZoneActive Parms{}; Parms.Zone = Zone; auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; UObject::ProcessEvent(Func, &Parms); Func->FunctionFlags = Flgs; return Parms.ReturnValue; } // Function FortniteGame.FortPawn.IsDead // (Final, RequiredAPI, Native, Public, BlueprintCallable, BlueprintPure, Const) // Parameters: // bool ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, NativeAccessSpecifierPublic) bool AFortPawn::IsDead() const { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("FortPawn", "IsDead"); Params::FortPawn_IsDead Parms{}; auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; UObject::ProcessEvent(Func, &Parms); Func->FunctionFlags = Flgs; return Parms.ReturnValue; } // Function FortniteGame.FortPawn.IsFrontalHit // (Final, Native, Public, HasOutParams, HasDefaults, BlueprintCallable, BlueprintPure, Const) // Parameters: // const struct FVector& HitDirection (ConstParm, Parm, OutParm, ZeroConstructor, ReferenceParm, IsPlainOldData, NoDestructor, NativeAccessSpecifierPublic) // bool ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, NativeAccessSpecifierPublic) bool AFortPawn::IsFrontalHit(const struct FVector& HitDirection) const { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("FortPawn", "IsFrontalHit"); Params::FortPawn_IsFrontalHit Parms{}; Parms.HitDirection = std::move(HitDirection); auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; UObject::ProcessEvent(Func, &Parms); Func->FunctionFlags = Flgs; return Parms.ReturnValue; } // Function FortniteGame.FortPawn.IsWeaponHolstered // (Final, Native, Public, BlueprintCallable, BlueprintPure, Const) // Parameters: // bool ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, NativeAccessSpecifierPublic) bool AFortPawn::IsWeaponHolstered() const { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("FortPawn", "IsWeaponHolstered"); Params::FortPawn_IsWeaponHolstered Parms{}; auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; UObject::ProcessEvent(Func, &Parms); Func->FunctionFlags = Flgs; return Parms.ReturnValue; } // Function FortniteGame.FortCarriedObjectHolderInterface.OnCarriedObjectAttach // (Native, Public) // Parameters: // class AActor* AttachedObject (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) void IFortCarriedObjectHolderInterface::OnCarriedObjectAttach(class AActor* AttachedObject) { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("FortCarriedObjectHolderInterface", "OnCarriedObjectAttach"); Params::FortCarriedObjectHolderInterface_OnCarriedObjectAttach Parms{}; Parms.AttachedObject = AttachedObject; auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; UObject::ProcessEvent(Func, &Parms); Func->FunctionFlags = Flgs; } // Function FortniteGame.FortCarriedObjectHolderInterface.OnCarriedObjectDetach // (Native, Public) // Parameters: // class AActor* DetachedObject (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) void IFortCarriedObjectHolderInterface::OnCarriedObjectDetach(class AActor* DetachedObject) { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("FortCarriedObjectHolderInterface", "OnCarriedObjectDetach"); Params::FortCarriedObjectHolderInterface_OnCarriedObjectDetach Parms{}; Parms.DetachedObject = DetachedObject; auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; UObject::ProcessEvent(Func, &Parms); Func->FunctionFlags = Flgs; } // Function FortniteGame.FortCarriedObjectHolderInterface.CanHoldObject // (Native, Public, Const) // Parameters: // class AActor* CarriableObject (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) // bool ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, NativeAccessSpecifierPublic) bool IFortCarriedObjectHolderInterface::CanHoldObject(class AActor* CarriableObject) const { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("FortCarriedObjectHolderInterface", "CanHoldObject"); Params::FortCarriedObjectHolderInterface_CanHoldObject Parms{}; Parms.CarriableObject = CarriableObject; auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; UObject::ProcessEvent(Func, &Parms); Func->FunctionFlags = Flgs; return Parms.ReturnValue; } // Function FortniteGame.FortCarriedObjectHolderInterface.GetAttachmentComponent // (Native, Public, Const) // Parameters: // class FName SocketName (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) // class USceneComponent* ReturnValue (ExportObject, Parm, OutParm, ZeroConstructor, ReturnParm, InstancedReference, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) class USceneComponent* IFortCarriedObjectHolderInterface::GetAttachmentComponent(class FName SocketName) const { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("FortCarriedObjectHolderInterface", "GetAttachmentComponent"); Params::FortCarriedObjectHolderInterface_GetAttachmentComponent Parms{}; Parms.SocketName = SocketName; auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; UObject::ProcessEvent(Func, &Parms); Func->FunctionFlags = Flgs; return Parms.ReturnValue; } // Function FortniteGame.FortCarriedObjectHolderInterface.GetCarriedObjectAttachmentInfo // (Native, Public, HasOutParams, Const) // Parameters: // struct FCarriedObjectAttachmentInfo* OutAttachInfo (Parm, OutParm, NativeAccessSpecifierPublic) void IFortCarriedObjectHolderInterface::GetCarriedObjectAttachmentInfo(struct FCarriedObjectAttachmentInfo* OutAttachInfo) const { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("FortCarriedObjectHolderInterface", "GetCarriedObjectAttachmentInfo"); Params::FortCarriedObjectHolderInterface_GetCarriedObjectAttachmentInfo Parms{}; auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; UObject::ProcessEvent(Func, &Parms); Func->FunctionFlags = Flgs; if (OutAttachInfo != nullptr) *OutAttachInfo = std::move(Parms.OutAttachInfo); } // Function FortniteGame.FortAIDirector.ShouldSpawnGuardians // (Final, Native, Static, Public, BlueprintCallable) // Parameters: // bool ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, NativeAccessSpecifierPublic) bool AFortAIDirector::ShouldSpawnGuardians() { static class UFunction* Func = nullptr; if (Func == nullptr) Func = StaticClass()->GetFunction("FortAIDirector", "ShouldSpawnGuardians"); Params::FortAIDirector_ShouldSpawnGuardians Parms{}; auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; GetDefaultObj()->ProcessEvent(Func, &Parms); Func->FunctionFlags = Flgs; return Parms.ReturnValue; } // Function FortniteGame.FortAIDirector.Activate // (BlueprintAuthorityOnly, Native, Public, BlueprintCallable) void AFortAIDirector::Activate() { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("FortAIDirector", "Activate"); auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; UObject::ProcessEvent(Func, nullptr); Func->FunctionFlags = Flgs; } // Function FortniteGame.FortAIDirector.Deactivate // (BlueprintAuthorityOnly, Native, Public, BlueprintCallable) void AFortAIDirector::Deactivate() { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("FortAIDirector", "Deactivate"); auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; UObject::ProcessEvent(Func, nullptr); Func->FunctionFlags = Flgs; } // Function FortniteGame.FortAIDirector.GetClosestRift // (BlueprintAuthorityOnly, Native, Public, HasDefaults, BlueprintCallable) // Parameters: // const struct FVector& TestPosition (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, NativeAccessSpecifierPublic) // float MinDistance (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) // float MaxDistance (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) // class ABuildingRift* ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) class ABuildingRift* AFortAIDirector::GetClosestRift(const struct FVector& TestPosition, float MinDistance, float MaxDistance) { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("FortAIDirector", "GetClosestRift"); Params::FortAIDirector_GetClosestRift Parms{}; Parms.TestPosition = std::move(TestPosition); Parms.MinDistance = MinDistance; Parms.MaxDistance = MaxDistance; auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; UObject::ProcessEvent(Func, &Parms); Func->FunctionFlags = Flgs; return Parms.ReturnValue; } // Function FortniteGame.FortAIDirector.GetNumPlayers // (BlueprintAuthorityOnly, Native, Public, BlueprintCallable) // Parameters: // int32 ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) int32 AFortAIDirector::GetNumPlayers() { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("FortAIDirector", "GetNumPlayers"); Params::FortAIDirector_GetNumPlayers Parms{}; auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; UObject::ProcessEvent(Func, &Parms); Func->FunctionFlags = Flgs; return Parms.ReturnValue; } // Function FortniteGame.FortAIDirector.OnDayPhaseChanged // (Native, Public) // Parameters: // EFortDayPhase CurrentDayPhase (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) // EFortDayPhase PreviousDayPhase (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) // bool bAtCreation (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, NativeAccessSpecifierPublic) void AFortAIDirector::OnDayPhaseChanged(EFortDayPhase CurrentDayPhase, EFortDayPhase PreviousDayPhase, bool bAtCreation) { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("FortAIDirector", "OnDayPhaseChanged"); Params::FortAIDirector_OnDayPhaseChanged Parms{}; Parms.CurrentDayPhase = CurrentDayPhase; Parms.PreviousDayPhase = PreviousDayPhase; Parms.bAtCreation = bAtCreation; auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; UObject::ProcessEvent(Func, &Parms); Func->FunctionFlags = Flgs; } // Function FortniteGame.FortAIDirector.OnDirectorDeactivated // (BlueprintAuthorityOnly, Event, Public, BlueprintEvent) void AFortAIDirector::OnDirectorDeactivated() { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("FortAIDirector", "OnDirectorDeactivated"); UObject::ProcessEvent(Func, nullptr); } // Function FortniteGame.FortAIDirector.OnFadeStarted // (Event, Public, BlueprintEvent) void AFortAIDirector::OnFadeStarted() { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("FortAIDirector", "OnFadeStarted"); UObject::ProcessEvent(Func, nullptr); } // Function FortniteGame.FortAIDirector.OnPawnDied // (BlueprintAuthorityOnly, Event, Public, BlueprintEvent) // Parameters: // class AFortAIPawn* KilledPawn (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) void AFortAIDirector::OnPawnDied(class AFortAIPawn* KilledPawn) { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("FortAIDirector", "OnPawnDied"); Params::FortAIDirector_OnPawnDied Parms{}; Parms.KilledPawn = KilledPawn; UObject::ProcessEvent(Func, &Parms); } // Function FortniteGame.FortAIDirector.OnPeakStarted // (Event, Public, BlueprintEvent) void AFortAIDirector::OnPeakStarted() { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("FortAIDirector", "OnPeakStarted"); UObject::ProcessEvent(Func, nullptr); } // Function FortniteGame.FortAIDirector.OnPlayerDied // (BlueprintAuthorityOnly, Event, Public, BlueprintEvent) // Parameters: // class AFortPlayerPawn* PlayerPawn (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) void AFortAIDirector::OnPlayerDied(class AFortPlayerPawn* PlayerPawn) { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("FortAIDirector", "OnPlayerDied"); Params::FortAIDirector_OnPlayerDied Parms{}; Parms.PlayerPawn = PlayerPawn; UObject::ProcessEvent(Func, &Parms); } // Function FortniteGame.FortAIDirector.OnPlayerSpawn // (BlueprintAuthorityOnly, Event, Public, BlueprintEvent) // Parameters: // class AFortPlayerPawn* PlayerPawn (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) void AFortAIDirector::OnPlayerSpawn(class AFortPlayerPawn* PlayerPawn) { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("FortAIDirector", "OnPlayerSpawn"); Params::FortAIDirector_OnPlayerSpawn Parms{}; Parms.PlayerPawn = PlayerPawn; UObject::ProcessEvent(Func, &Parms); } // Function FortniteGame.FortAIDirector.OnRampStarted // (Event, Public, BlueprintEvent) void AFortAIDirector::OnRampStarted() { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("FortAIDirector", "OnRampStarted"); UObject::ProcessEvent(Func, nullptr); } // Function FortniteGame.FortAIDirector.OnReadyToSpawnGuardians // (BlueprintAuthorityOnly, Native, Event, Public, HasOutParams, BlueprintEvent) // Parameters: // const TArray&BuildingContainersToGuard (ConstParm, Parm, OutParm, ZeroConstructor, ReferenceParm, NativeAccessSpecifierPublic) void AFortAIDirector::OnReadyToSpawnGuardians(const TArray& BuildingContainersToGuard) { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("FortAIDirector", "OnReadyToSpawnGuardians"); Params::FortAIDirector_OnReadyToSpawnGuardians Parms{}; Parms.BuildingContainersToGuard = std::move(BuildingContainersToGuard); auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; UObject::ProcessEvent(Func, &Parms); Func->FunctionFlags = Flgs; } // Function FortniteGame.FortAIDirector.OnRestStarted // (Event, Public, BlueprintEvent) void AFortAIDirector::OnRestStarted() { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("FortAIDirector", "OnRestStarted"); UObject::ProcessEvent(Func, nullptr); } // Function FortniteGame.FortAIDirector.OnStartSpawningPATrolls // (Event, Public, BlueprintEvent) void AFortAIDirector::OnStartSpawningPATrolls() { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("FortAIDirector", "OnStartSpawningPATrolls"); UObject::ProcessEvent(Func, nullptr); } // Function FortniteGame.FortAIDirector.OnStopSpawningPATrolls // (Event, Public, BlueprintEvent) void AFortAIDirector::OnStopSpawningPATrolls() { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("FortAIDirector", "OnStopSpawningPATrolls"); UObject::ProcessEvent(Func, nullptr); } // Function FortniteGame.FortAIDirector.PostDayPhaseChanged // (BlueprintAuthorityOnly, Event, Public, BlueprintEvent) // Parameters: // EFortDayPhase CurrentDayPhase (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) // EFortDayPhase PreviousDayPhase (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) // bool bAtCreation (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, NativeAccessSpecifierPublic) void AFortAIDirector::PostDayPhaseChanged(EFortDayPhase CurrentDayPhase, EFortDayPhase PreviousDayPhase, bool bAtCreation) { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("FortAIDirector", "PostDayPhaseChanged"); Params::FortAIDirector_PostDayPhaseChanged Parms{}; Parms.CurrentDayPhase = CurrentDayPhase; Parms.PreviousDayPhase = PreviousDayPhase; Parms.bAtCreation = bAtCreation; UObject::ProcessEvent(Func, &Parms); } // Function FortniteGame.FortAIDirector.ReceivePawnSpawned // (BlueprintAuthorityOnly, Event, Public, BlueprintEvent) // Parameters: // class AFortPawn* SpawnedPawn (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) void AFortAIDirector::ReceivePawnSpawned(class AFortPawn* SpawnedPawn) { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("FortAIDirector", "ReceivePawnSpawned"); Params::FortAIDirector_ReceivePawnSpawned Parms{}; Parms.SpawnedPawn = SpawnedPawn; UObject::ProcessEvent(Func, &Parms); } // Function FortniteGame.FortAIDirector.RegisterPatrolWard // (Final, Native, Public, BlueprintCallable) // Parameters: // TScriptInterfacePatrolWard (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, UObjectWrapper, NativeAccessSpecifierPublic) void AFortAIDirector::RegisterPatrolWard(TScriptInterface PatrolWard) { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("FortAIDirector", "RegisterPatrolWard"); Params::FortAIDirector_RegisterPatrolWard Parms{}; Parms.PatrolWard = PatrolWard; auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; UObject::ProcessEvent(Func, &Parms); Func->FunctionFlags = Flgs; } // Function FortniteGame.FortAIDirector.UnregisterPatrolWard // (Final, Native, Public, BlueprintCallable) // Parameters: // TScriptInterfacePatrolWard (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, UObjectWrapper, NativeAccessSpecifierPublic) void AFortAIDirector::UnregisterPatrolWard(TScriptInterface PatrolWard) { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("FortAIDirector", "UnregisterPatrolWard"); Params::FortAIDirector_UnregisterPatrolWard Parms{}; Parms.PatrolWard = PatrolWard; auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; UObject::ProcessEvent(Func, &Parms); Func->FunctionFlags = Flgs; } // Function FortniteGame.FortAIDirector.IsAnyActiveEncounterRelevantToPlayer // (Final, Native, Public, BlueprintCallable, BlueprintPure, Const) // Parameters: // class AFortPlayerPawn* Player (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) // bool ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, NativeAccessSpecifierPublic) bool AFortAIDirector::IsAnyActiveEncounterRelevantToPlayer(class AFortPlayerPawn* Player) const { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("FortAIDirector", "IsAnyActiveEncounterRelevantToPlayer"); Params::FortAIDirector_IsAnyActiveEncounterRelevantToPlayer Parms{}; Parms.Player = Player; auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; UObject::ProcessEvent(Func, &Parms); Func->FunctionFlags = Flgs; return Parms.ReturnValue; } // Function FortniteGame.FortAIDirector.IsAnyAIRelevantToPlayer // (Final, Native, Public, BlueprintCallable, BlueprintPure, Const) // Parameters: // class AFortPlayerPawn* Player (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) // bool ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, NativeAccessSpecifierPublic) bool AFortAIDirector::IsAnyAIRelevantToPlayer(class AFortPlayerPawn* Player) const { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("FortAIDirector", "IsAnyAIRelevantToPlayer"); Params::FortAIDirector_IsAnyAIRelevantToPlayer Parms{}; Parms.Player = Player; auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; UObject::ProcessEvent(Func, &Parms); Func->FunctionFlags = Flgs; return Parms.ReturnValue; } // Function FortniteGame.FortAIDirector.IsAnyEncounterGoalWithinDistanceOfPoint // (Final, Native, Public, HasOutParams, HasDefaults, BlueprintCallable, BlueprintPure, Const) // Parameters: // const struct FVector& Point (ConstParm, Parm, OutParm, ZeroConstructor, ReferenceParm, IsPlainOldData, NoDestructor, NativeAccessSpecifierPublic) // float Distance (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) // bool bOnlyActiveEncounters (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, NativeAccessSpecifierPublic) // bool ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, NativeAccessSpecifierPublic) bool AFortAIDirector::IsAnyEncounterGoalWithinDistanceOfPoint(const struct FVector& Point, float Distance, bool bOnlyActiveEncounters) const { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("FortAIDirector", "IsAnyEncounterGoalWithinDistanceOfPoint"); Params::FortAIDirector_IsAnyEncounterGoalWithinDistanceOfPoint Parms{}; Parms.Point = std::move(Point); Parms.Distance = Distance; Parms.bOnlyActiveEncounters = bOnlyActiveEncounters; auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; UObject::ProcessEvent(Func, &Parms); Func->FunctionFlags = Flgs; return Parms.ReturnValue; } // Function FortniteGame.FortAIDirector.IsLineTooCloseToPatrolWards // (Final, Native, Public, HasOutParams, HasDefaults, BlueprintCallable, BlueprintPure, Const) // Parameters: // const struct FVector& LineStart (ConstParm, Parm, OutParm, ZeroConstructor, ReferenceParm, IsPlainOldData, NoDestructor, NativeAccessSpecifierPublic) // const struct FVector& LineEnd (ConstParm, Parm, OutParm, ZeroConstructor, ReferenceParm, IsPlainOldData, NoDestructor, NativeAccessSpecifierPublic) // bool ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, NativeAccessSpecifierPublic) bool AFortAIDirector::IsLineTooCloseToPatrolWards(const struct FVector& LineStart, const struct FVector& LineEnd) const { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("FortAIDirector", "IsLineTooCloseToPatrolWards"); Params::FortAIDirector_IsLineTooCloseToPatrolWards Parms{}; Parms.LineStart = std::move(LineStart); Parms.LineEnd = std::move(LineEnd); auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; UObject::ProcessEvent(Func, &Parms); Func->FunctionFlags = Flgs; return Parms.ReturnValue; } // Function FortniteGame.FortAIDirector.IsPointTooCloseToPatrolWards // (Final, Native, Public, HasOutParams, HasDefaults, BlueprintCallable, BlueprintPure, Const) // Parameters: // const struct FVector& Point (ConstParm, Parm, OutParm, ZeroConstructor, ReferenceParm, IsPlainOldData, NoDestructor, NativeAccessSpecifierPublic) // const EWardAffectType WardEffectTypeFilter (ConstParm, Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) // bool ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, NativeAccessSpecifierPublic) bool AFortAIDirector::IsPointTooCloseToPatrolWards(const struct FVector& Point, const EWardAffectType WardEffectTypeFilter) const { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("FortAIDirector", "IsPointTooCloseToPatrolWards"); Params::FortAIDirector_IsPointTooCloseToPatrolWards Parms{}; Parms.Point = std::move(Point); Parms.WardEffectTypeFilter = WardEffectTypeFilter; auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; UObject::ProcessEvent(Func, &Parms); Func->FunctionFlags = Flgs; return Parms.ReturnValue; } // Function FortniteGame.FortHealthSet.OnRep_CurrentShield // (Final, Native, Public) void UFortHealthSet::OnRep_CurrentShield() { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("FortHealthSet", "OnRep_CurrentShield"); auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; UObject::ProcessEvent(Func, nullptr); Func->FunctionFlags = Flgs; } // Function FortniteGame.FortHealthSet.OnRep_Health // (Final, Native, Public) void UFortHealthSet::OnRep_Health() { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("FortHealthSet", "OnRep_Health"); auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; UObject::ProcessEvent(Func, nullptr); Func->FunctionFlags = Flgs; } // Function FortniteGame.FortHealthSet.OnRep_MaxHealth // (Final, Native, Public) void UFortHealthSet::OnRep_MaxHealth() { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("FortHealthSet", "OnRep_MaxHealth"); auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; UObject::ProcessEvent(Func, nullptr); Func->FunctionFlags = Flgs; } // Function FortniteGame.FortHealthSet.OnRep_Shield // (Final, Native, Public) void UFortHealthSet::OnRep_Shield() { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("FortHealthSet", "OnRep_Shield"); auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; UObject::ProcessEvent(Func, nullptr); Func->FunctionFlags = Flgs; } // Function FortniteGame.FortAIPawn.GetGroundSpeedForUrgency // (Final, Native, Static, Public, BlueprintCallable, BlueprintPure) // Parameters: // class AFortAIPawn* FortAIPawn (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) // EFortMovementUrgency Urgency (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) // float ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) float AFortAIPawn::GetGroundSpeedForUrgency(class AFortAIPawn* FortAIPawn, EFortMovementUrgency Urgency) { static class UFunction* Func = nullptr; if (Func == nullptr) Func = StaticClass()->GetFunction("FortAIPawn", "GetGroundSpeedForUrgency"); Params::FortAIPawn_GetGroundSpeedForUrgency Parms{}; Parms.FortAIPawn = FortAIPawn; Parms.Urgency = Urgency; auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; GetDefaultObj()->ProcessEvent(Func, &Parms); Func->FunctionFlags = Flgs; return Parms.ReturnValue; } // Function FortniteGame.FortAIPawn.GetMovementStyle // (Final, Native, Static, Public, BlueprintCallable, BlueprintPure) // Parameters: // const class AFortAIPawn* FortAIPawn (ConstParm, Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) // EFortMovementStyle ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) EFortMovementStyle AFortAIPawn::GetMovementStyle(const class AFortAIPawn* FortAIPawn) { static class UFunction* Func = nullptr; if (Func == nullptr) Func = StaticClass()->GetFunction("FortAIPawn", "GetMovementStyle"); Params::FortAIPawn_GetMovementStyle Parms{}; Parms.FortAIPawn = FortAIPawn; auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; GetDefaultObj()->ProcessEvent(Func, &Parms); Func->FunctionFlags = Flgs; return Parms.ReturnValue; } // Function FortniteGame.FortAIPawn.GetMovementUrgency // (Final, Native, Static, Public, BlueprintCallable, BlueprintPure) // Parameters: // class AFortAIPawn* FortAIPawn (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) // EFortMovementUrgency ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) EFortMovementUrgency AFortAIPawn::GetMovementUrgency(class AFortAIPawn* FortAIPawn) { static class UFunction* Func = nullptr; if (Func == nullptr) Func = StaticClass()->GetFunction("FortAIPawn", "GetMovementUrgency"); Params::FortAIPawn_GetMovementUrgency Parms{}; Parms.FortAIPawn = FortAIPawn; auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; GetDefaultObj()->ProcessEvent(Func, &Parms); Func->FunctionFlags = Flgs; return Parms.ReturnValue; } // Function FortniteGame.FortAIPawn.AddFortAbilitySet // (Final, Native, Public, BlueprintCallable) // Parameters: // class UFortAbilitySet* FortAbilitySet (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) void AFortAIPawn::AddFortAbilitySet(class UFortAbilitySet* FortAbilitySet) { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("FortAIPawn", "AddFortAbilitySet"); Params::FortAIPawn_AddFortAbilitySet Parms{}; Parms.FortAbilitySet = FortAbilitySet; auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; UObject::ProcessEvent(Func, &Parms); Func->FunctionFlags = Flgs; } // Function FortniteGame.FortAIPawn.BroadcastSpawnFromRift // (Final, Native, Public) void AFortAIPawn::BroadcastSpawnFromRift() { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("FortAIPawn", "BroadcastSpawnFromRift"); auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; UObject::ProcessEvent(Func, nullptr); Func->FunctionFlags = Flgs; } // Function FortniteGame.FortAIPawn.DestroyStolenItem // (Final, Native, Public, BlueprintCallable) void AFortAIPawn::DestroyStolenItem() { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("FortAIPawn", "DestroyStolenItem"); auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; UObject::ProcessEvent(Func, nullptr); Func->FunctionFlags = Flgs; } // Function FortniteGame.FortAIPawn.DetermineFailedToReachGoalState // (Final, Native, Public, BlueprintCallable) void AFortAIPawn::DetermineFailedToReachGoalState() { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("FortAIPawn", "DetermineFailedToReachGoalState"); auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; UObject::ProcessEvent(Func, nullptr); Func->FunctionFlags = Flgs; } // Function FortniteGame.FortAIPawn.DetermineProximateState // (Final, Native, Public, BlueprintCallable) void AFortAIPawn::DetermineProximateState() { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("FortAIPawn", "DetermineProximateState"); auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; UObject::ProcessEvent(Func, nullptr); Func->FunctionFlags = Flgs; } // Function FortniteGame.FortAIPawn.DetermineReachedGoalState // (Final, Native, Public, BlueprintCallable) void AFortAIPawn::DetermineReachedGoalState() { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("FortAIPawn", "DetermineReachedGoalState"); auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; UObject::ProcessEvent(Func, nullptr); Func->FunctionFlags = Flgs; } // Function FortniteGame.FortAIPawn.DropStolenItem // (Final, Native, Public, BlueprintCallable) void AFortAIPawn::DropStolenItem() { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("FortAIPawn", "DropStolenItem"); auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; UObject::ProcessEvent(Func, nullptr); Func->FunctionFlags = Flgs; } // Function FortniteGame.FortAIPawn.FailsafeKill // (Final, Native, Public, BlueprintCallable) void AFortAIPawn::FailsafeKill() { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("FortAIPawn", "FailsafeKill"); auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; UObject::ProcessEvent(Func, nullptr); Func->FunctionFlags = Flgs; } // Function FortniteGame.FortAIPawn.FinishSpawning // (Final, Native, Public) void AFortAIPawn::FinishSpawning() { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("FortAIPawn", "FinishSpawning"); auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; UObject::ProcessEvent(Func, nullptr); Func->FunctionFlags = Flgs; } // Function FortniteGame.FortAIPawn.HandleFailedToReachGoalState // (Event, Public, BlueprintEvent) // Parameters: // const class AActor* GoalActor (ConstParm, Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) void AFortAIPawn::HandleFailedToReachGoalState(const class AActor* GoalActor) { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("FortAIPawn", "HandleFailedToReachGoalState"); Params::FortAIPawn_HandleFailedToReachGoalState Parms{}; Parms.GoalActor = GoalActor; UObject::ProcessEvent(Func, &Parms); } // Function FortniteGame.FortAIPawn.HandleReachedGoalState // (Event, Public, BlueprintEvent) // Parameters: // const class AActor* GoalActor (ConstParm, Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) void AFortAIPawn::HandleReachedGoalState(const class AActor* GoalActor) { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("FortAIPawn", "HandleReachedGoalState"); Params::FortAIPawn_HandleReachedGoalState Parms{}; Parms.GoalActor = GoalActor; UObject::ProcessEvent(Func, &Parms); } // Function FortniteGame.FortAIPawn.HasStolenItem // (Final, Native, Public, BlueprintCallable, BlueprintPure) // Parameters: // bool ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, NativeAccessSpecifierPublic) bool AFortAIPawn::HasStolenItem() { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("FortAIPawn", "HasStolenItem"); Params::FortAIPawn_HasStolenItem Parms{}; auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; UObject::ProcessEvent(Func, &Parms); Func->FunctionFlags = Flgs; return Parms.ReturnValue; } // Function FortniteGame.FortAIPawn.IsValidNavigationLocation // (Final, BlueprintAuthorityOnly, Native, Public, HasDefaults, BlueprintCallable) // Parameters: // const struct FVector& Location (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, NativeAccessSpecifierPublic) // bool ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, NativeAccessSpecifierPublic) bool AFortAIPawn::IsValidNavigationLocation(const struct FVector& Location) { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("FortAIPawn", "IsValidNavigationLocation"); Params::FortAIPawn_IsValidNavigationLocation Parms{}; Parms.Location = std::move(Location); auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; UObject::ProcessEvent(Func, &Parms); Func->FunctionFlags = Flgs; return Parms.ReturnValue; } // Function FortniteGame.FortAIPawn.OnBeginSleepEffects // (BlueprintCosmetic, Event, Public, BlueprintEvent) void AFortAIPawn::OnBeginSleepEffects() { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("FortAIPawn", "OnBeginSleepEffects"); UObject::ProcessEvent(Func, nullptr); } // Function FortniteGame.FortAIPawn.OnDetermineProximateState // (Event, Public, BlueprintEvent) // Parameters: // const class AActor* GoalActor (ConstParm, Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) void AFortAIPawn::OnDetermineProximateState(const class AActor* GoalActor) { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("FortAIPawn", "OnDetermineProximateState"); Params::FortAIPawn_OnDetermineProximateState Parms{}; Parms.GoalActor = GoalActor; UObject::ProcessEvent(Func, &Parms); } // Function FortniteGame.FortAIPawn.OnEndSleepEffects // (BlueprintCosmetic, Event, Public, BlueprintEvent) void AFortAIPawn::OnEndSleepEffects() { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("FortAIPawn", "OnEndSleepEffects"); UObject::ProcessEvent(Func, nullptr); } // Function FortniteGame.FortAIPawn.OnForceSpawnEffectCompletion // (BlueprintCosmetic, Event, Public, BlueprintEvent) void AFortAIPawn::OnForceSpawnEffectCompletion() { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("FortAIPawn", "OnForceSpawnEffectCompletion"); UObject::ProcessEvent(Func, nullptr); } // Function FortniteGame.FortAIPawn.OnRep_bIsSleeping // (Final, Native, Protected) void AFortAIPawn::OnRep_bIsSleeping() { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("FortAIPawn", "OnRep_bIsSleeping"); auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; UObject::ProcessEvent(Func, nullptr); Func->FunctionFlags = Flgs; } // Function FortniteGame.FortAIPawn.OnRep_CurrentFortAILODLevel // (Final, Native, Public) void AFortAIPawn::OnRep_CurrentFortAILODLevel() { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("FortAIPawn", "OnRep_CurrentFortAILODLevel"); auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; UObject::ProcessEvent(Func, nullptr); Func->FunctionFlags = Flgs; } // Function FortniteGame.FortAIPawn.OnRep_FinishSpawning // (Final, Native, Public) void AFortAIPawn::OnRep_FinishSpawning() { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("FortAIPawn", "OnRep_FinishSpawning"); auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; UObject::ProcessEvent(Func, nullptr); Func->FunctionFlags = Flgs; } // Function FortniteGame.FortAIPawn.OnSleepingAIsFloorBuildingActorDied // (Final, Native, Public, HasDefaults) // Parameters: // class AActor* DamagedActor (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) // float Damage (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) // class AController* InstigatedBy (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) // class AActor* DamageCauser (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) // const struct FVector& HitLocation (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, NativeAccessSpecifierPublic) // class UPrimitiveComponent* FHitComponent (Parm, ZeroConstructor, InstancedReference, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) // class FName BoneName (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) // const struct FVector& Momentum (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, NativeAccessSpecifierPublic) void AFortAIPawn::OnSleepingAIsFloorBuildingActorDied(class AActor* DamagedActor, float Damage, class AController* InstigatedBy, class AActor* DamageCauser, const struct FVector& HitLocation, class UPrimitiveComponent* FHitComponent, class FName BoneName, const struct FVector& Momentum) { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("FortAIPawn", "OnSleepingAIsFloorBuildingActorDied"); Params::FortAIPawn_OnSleepingAIsFloorBuildingActorDied Parms{}; Parms.DamagedActor = DamagedActor; Parms.Damage = Damage; Parms.InstigatedBy = InstigatedBy; Parms.DamageCauser = DamageCauser; Parms.HitLocation = std::move(HitLocation); Parms.FHitComponent = FHitComponent; Parms.BoneName = BoneName; Parms.Momentum = std::move(Momentum); auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; UObject::ProcessEvent(Func, &Parms); Func->FunctionFlags = Flgs; } // Function FortniteGame.FortAIPawn.OnSpawnedFromRift // (BlueprintCosmetic, Event, Public, BlueprintEvent) void AFortAIPawn::OnSpawnedFromRift() { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("FortAIPawn", "OnSpawnedFromRift"); UObject::ProcessEvent(Func, nullptr); } // Function FortniteGame.FortAIPawn.SetAIType // (Final, Native, Public, BlueprintCallable) // Parameters: // EFortressAIType InAIType (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) void AFortAIPawn::SetAIType(EFortressAIType InAIType) { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("FortAIPawn", "SetAIType"); Params::FortAIPawn_SetAIType Parms{}; Parms.InAIType = InAIType; auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; UObject::ProcessEvent(Func, &Parms); Func->FunctionFlags = Flgs; } // Function FortniteGame.FortAIPawn.SetEncounterInfo // (Final, Native, Public, BlueprintCallable) // Parameters: // class UFortAIEncounterInfo* InEncounterInfo (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) void AFortAIPawn::SetEncounterInfo(class UFortAIEncounterInfo* InEncounterInfo) { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("FortAIPawn", "SetEncounterInfo"); Params::FortAIPawn_SetEncounterInfo Parms{}; Parms.InEncounterInfo = InEncounterInfo; auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; UObject::ProcessEvent(Func, &Parms); Func->FunctionFlags = Flgs; } // Function FortniteGame.FortAIPawn.SetEyeColor // (BlueprintAuthorityOnly, Native, Public, HasDefaults, BlueprintCallable) // Parameters: // const struct FLinearColor& NewEyeColor (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, NativeAccessSpecifierPublic) // float NewEyeBrightness (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) void AFortAIPawn::SetEyeColor(const struct FLinearColor& NewEyeColor, float NewEyeBrightness) { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("FortAIPawn", "SetEyeColor"); Params::FortAIPawn_SetEyeColor Parms{}; Parms.NewEyeColor = std::move(NewEyeColor); Parms.NewEyeBrightness = NewEyeBrightness; auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; UObject::ProcessEvent(Func, &Parms); Func->FunctionFlags = Flgs; } // Function FortniteGame.FortAIPawn.SetIsCharging // (BlueprintAuthorityOnly, Native, Public, BlueprintCallable) // Parameters: // bool bNewIsCharging (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, NativeAccessSpecifierPublic) void AFortAIPawn::SetIsCharging(bool bNewIsCharging) { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("FortAIPawn", "SetIsCharging"); Params::FortAIPawn_SetIsCharging Parms{}; Parms.bNewIsCharging = bNewIsCharging; auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; UObject::ProcessEvent(Func, &Parms); Func->FunctionFlags = Flgs; } // Function FortniteGame.FortAIPawn.SetMovementUrgency // (Native, Public, BlueprintCallable) // Parameters: // EFortMovementUrgency Urgency (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) void AFortAIPawn::SetMovementUrgency(EFortMovementUrgency Urgency) { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("FortAIPawn", "SetMovementUrgency"); Params::FortAIPawn_SetMovementUrgency Parms{}; Parms.Urgency = Urgency; auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; UObject::ProcessEvent(Func, &Parms); Func->FunctionFlags = Flgs; } // Function FortniteGame.FortAIPawn.SetRequiresNormalLOD // (Final, Native, Public, BlueprintCallable) // Parameters: // bool bRequiresNormalLOD_0 (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, NativeAccessSpecifierPublic) void AFortAIPawn::SetRequiresNormalLOD(bool bRequiresNormalLOD_0) { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("FortAIPawn", "SetRequiresNormalLOD"); Params::FortAIPawn_SetRequiresNormalLOD Parms{}; Parms.bRequiresNormalLOD_0 = bRequiresNormalLOD_0; auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; UObject::ProcessEvent(Func, &Parms); Func->FunctionFlags = Flgs; } // Function FortniteGame.FortAIPawn.SetSkinColor // (BlueprintAuthorityOnly, Native, Public, HasDefaults, BlueprintCallable) // Parameters: // const struct FLinearColor& NewSkinColor (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, NativeAccessSpecifierPublic) // float NewSkinBrightness (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) void AFortAIPawn::SetSkinColor(const struct FLinearColor& NewSkinColor, float NewSkinBrightness) { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("FortAIPawn", "SetSkinColor"); Params::FortAIPawn_SetSkinColor Parms{}; Parms.NewSkinColor = std::move(NewSkinColor); Parms.NewSkinBrightness = NewSkinBrightness; auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; UObject::ProcessEvent(Func, &Parms); Func->FunctionFlags = Flgs; } // Function FortniteGame.FortAIPawn.StartMovingAndThinking // (Final, Native, Public) void AFortAIPawn::StartMovingAndThinking() { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("FortAIPawn", "StartMovingAndThinking"); auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; UObject::ProcessEvent(Func, nullptr); Func->FunctionFlags = Flgs; } // Function FortniteGame.FortAIPawn.TurnOnSleepingOptimizations // (Final, Native, Public, BlueprintCallable) void AFortAIPawn::TurnOnSleepingOptimizations() { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("FortAIPawn", "TurnOnSleepingOptimizations"); auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; UObject::ProcessEvent(Func, nullptr); Func->FunctionFlags = Flgs; } // Function FortniteGame.FortAIPawn.CanOpenDoors // (Final, Native, Public, BlueprintCallable, BlueprintPure, Const) // Parameters: // bool ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, NativeAccessSpecifierPublic) bool AFortAIPawn::CanOpenDoors() const { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("FortAIPawn", "CanOpenDoors"); Params::FortAIPawn_CanOpenDoors Parms{}; auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; UObject::ProcessEvent(Func, &Parms); Func->FunctionFlags = Flgs; return Parms.ReturnValue; } // Function FortniteGame.FortAIPawn.GetImpactPhysicalSurfaceEffect // (Final, Native, Public, HasOutParams, BlueprintCallable, BlueprintPure, Const) // Parameters: // const struct FHitResult& Impact (ConstParm, Parm, OutParm, ReferenceParm, ContainsInstancedReference, NativeAccessSpecifierPublic) // class UParticleSystem* ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) class UParticleSystem* AFortAIPawn::GetImpactPhysicalSurfaceEffect(const struct FHitResult& Impact) const { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("FortAIPawn", "GetImpactPhysicalSurfaceEffect"); Params::FortAIPawn_GetImpactPhysicalSurfaceEffect Parms{}; Parms.Impact = std::move(Impact); auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; UObject::ProcessEvent(Func, &Parms); Func->FunctionFlags = Flgs; return Parms.ReturnValue; } // Function FortniteGame.FortAIPawn.GetImpactPhysicalSurfaceSound // (Final, Native, Public, HasOutParams, BlueprintCallable, BlueprintPure, Const) // Parameters: // const struct FHitResult& Impact (ConstParm, Parm, OutParm, ReferenceParm, ContainsInstancedReference, NativeAccessSpecifierPublic) // class USoundBase* ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) class USoundBase* AFortAIPawn::GetImpactPhysicalSurfaceSound(const struct FHitResult& Impact) const { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("FortAIPawn", "GetImpactPhysicalSurfaceSound"); Params::FortAIPawn_GetImpactPhysicalSurfaceSound Parms{}; Parms.Impact = std::move(Impact); auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; UObject::ProcessEvent(Func, &Parms); Func->FunctionFlags = Flgs; return Parms.ReturnValue; } // Function FortniteGame.FortAIPawn.GetLocalWildcardAsFloat // (Final, Native, Public, BlueprintCallable, BlueprintPure, Const) // Parameters: // const struct FFortLocalWildcardData& Data (Parm, NativeAccessSpecifierPublic) // float ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) float AFortAIPawn::GetLocalWildcardAsFloat(const struct FFortLocalWildcardData& Data) const { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("FortAIPawn", "GetLocalWildcardAsFloat"); Params::FortAIPawn_GetLocalWildcardAsFloat Parms{}; Parms.Data = std::move(Data); auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; UObject::ProcessEvent(Func, &Parms); Func->FunctionFlags = Flgs; return Parms.ReturnValue; } // Function FortniteGame.FortAIPawn.GetLocalWildcardAsInt // (Final, Native, Public, BlueprintCallable, BlueprintPure, Const) // Parameters: // const struct FFortLocalWildcardData& Data (Parm, NativeAccessSpecifierPublic) // int32 ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) int32 AFortAIPawn::GetLocalWildcardAsInt(const struct FFortLocalWildcardData& Data) const { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("FortAIPawn", "GetLocalWildcardAsInt"); Params::FortAIPawn_GetLocalWildcardAsInt Parms{}; Parms.Data = std::move(Data); auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; UObject::ProcessEvent(Func, &Parms); Func->FunctionFlags = Flgs; return Parms.ReturnValue; } // Function FortniteGame.FortAIPawn.GetProximityNotifyDistXY // (Final, Native, Public, BlueprintCallable, BlueprintPure, Const) // Parameters: // float ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) float AFortAIPawn::GetProximityNotifyDistXY() const { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("FortAIPawn", "GetProximityNotifyDistXY"); Params::FortAIPawn_GetProximityNotifyDistXY Parms{}; auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; UObject::ProcessEvent(Func, &Parms); Func->FunctionFlags = Flgs; return Parms.ReturnValue; } // Function FortniteGame.FortAIPawn.GetSpawnLocation // (Final, BlueprintAuthorityOnly, Native, Public, HasDefaults, BlueprintCallable, BlueprintPure, Const) // Parameters: // struct FVector ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, NativeAccessSpecifierPublic) struct FVector AFortAIPawn::GetSpawnLocation() const { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("FortAIPawn", "GetSpawnLocation"); Params::FortAIPawn_GetSpawnLocation Parms{}; auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; UObject::ProcessEvent(Func, &Parms); Func->FunctionFlags = Flgs; return Parms.ReturnValue; } // Function FortniteGame.FortAIPawn.GetSpawnRotation // (Final, BlueprintAuthorityOnly, Native, Public, HasDefaults, BlueprintCallable, BlueprintPure, Const) // Parameters: // struct FRotator ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, NativeAccessSpecifierPublic) struct FRotator AFortAIPawn::GetSpawnRotation() const { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("FortAIPawn", "GetSpawnRotation"); Params::FortAIPawn_GetSpawnRotation Parms{}; auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; UObject::ProcessEvent(Func, &Parms); Func->FunctionFlags = Flgs; return Parms.ReturnValue; } // Function FortniteGame.FortAIPawn.GetTimeSinceLastHit // (Final, BlueprintAuthorityOnly, Native, Public, BlueprintCallable, BlueprintPure, Const) // Parameters: // float ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) float AFortAIPawn::GetTimeSinceLastHit() const { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("FortAIPawn", "GetTimeSinceLastHit"); Params::FortAIPawn_GetTimeSinceLastHit Parms{}; auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; UObject::ProcessEvent(Func, &Parms); Func->FunctionFlags = Flgs; return Parms.ReturnValue; } // Function FortniteGame.FortAIPawn.GetWildcardDataAsFloat // (Final, Native, Public, BlueprintCallable, BlueprintPure, Const) // Parameters: // const struct FFortWildcardData& Data (Parm, NativeAccessSpecifierPublic) // float ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) float AFortAIPawn::GetWildcardDataAsFloat(const struct FFortWildcardData& Data) const { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("FortAIPawn", "GetWildcardDataAsFloat"); Params::FortAIPawn_GetWildcardDataAsFloat Parms{}; Parms.Data = std::move(Data); auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; UObject::ProcessEvent(Func, &Parms); Func->FunctionFlags = Flgs; return Parms.ReturnValue; } // Function FortniteGame.FortAIPawn.GetWildcardDataAsInt // (Final, Native, Public, BlueprintCallable, BlueprintPure, Const) // Parameters: // const struct FFortWildcardData& Data (Parm, NativeAccessSpecifierPublic) // int32 ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) int32 AFortAIPawn::GetWildcardDataAsInt(const struct FFortWildcardData& Data) const { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("FortAIPawn", "GetWildcardDataAsInt"); Params::FortAIPawn_GetWildcardDataAsInt Parms{}; Parms.Data = std::move(Data); auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; UObject::ProcessEvent(Func, &Parms); Func->FunctionFlags = Flgs; return Parms.ReturnValue; } // Function FortniteGame.FortAIPawn.ShouldPauseAfterMelee // (Final, Native, Public, BlueprintCallable, BlueprintPure, Const) // Parameters: // bool ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, NativeAccessSpecifierPublic) bool AFortAIPawn::ShouldPauseAfterMelee() const { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("FortAIPawn", "ShouldPauseAfterMelee"); Params::FortAIPawn_ShouldPauseAfterMelee Parms{}; auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; UObject::ProcessEvent(Func, &Parms); Func->FunctionFlags = Flgs; return Parms.ReturnValue; } // Function FortniteGame.FortAIPawn.ShouldPerformMeleeLungeAttacks // (Final, Native, Public, BlueprintCallable, BlueprintPure, Const) // Parameters: // bool ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, NativeAccessSpecifierPublic) bool AFortAIPawn::ShouldPerformMeleeLungeAttacks() const { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("FortAIPawn", "ShouldPerformMeleeLungeAttacks"); Params::FortAIPawn_ShouldPerformMeleeLungeAttacks Parms{}; auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; UObject::ProcessEvent(Func, &Parms); Func->FunctionFlags = Flgs; return Parms.ReturnValue; } // Function FortniteGame.FortAIPawn.ShouldStopOnMelee // (Final, Native, Public, BlueprintCallable, BlueprintPure, Const) // Parameters: // bool ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, NativeAccessSpecifierPublic) bool AFortAIPawn::ShouldStopOnMelee() const { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("FortAIPawn", "ShouldStopOnMelee"); Params::FortAIPawn_ShouldStopOnMelee Parms{}; auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; UObject::ProcessEvent(Func, &Parms); Func->FunctionFlags = Flgs; return Parms.ReturnValue; } // Function FortniteGame.FortHealthRegenInterface.GetHealthRegenDelayGameplayEffect // (Native, Public, BlueprintCallable, BlueprintPure, Const) // Parameters: // class UGameplayEffect* ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) class UGameplayEffect* IFortHealthRegenInterface::GetHealthRegenDelayGameplayEffect() const { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("FortHealthRegenInterface", "GetHealthRegenDelayGameplayEffect"); Params::FortHealthRegenInterface_GetHealthRegenDelayGameplayEffect Parms{}; auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; UObject::ProcessEvent(Func, &Parms); Func->FunctionFlags = Flgs; return Parms.ReturnValue; } // Function FortniteGame.FortHealthRegenInterface.GetHealthRegenGameplayEffect // (Native, Public, BlueprintCallable, BlueprintPure, Const) // Parameters: // class UGameplayEffect* ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) class UGameplayEffect* IFortHealthRegenInterface::GetHealthRegenGameplayEffect() const { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("FortHealthRegenInterface", "GetHealthRegenGameplayEffect"); Params::FortHealthRegenInterface_GetHealthRegenGameplayEffect Parms{}; auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; UObject::ProcessEvent(Func, &Parms); Func->FunctionFlags = Flgs; return Parms.ReturnValue; } // Function FortniteGame.FortHealthRegenInterface.GetHealthRegenGameplayEffectClass // (Native, Public, BlueprintCallable, BlueprintPure, Const) // Parameters: // TSubclassOf ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, UObjectWrapper, HasGetValueTypeHash, NativeAccessSpecifierPublic) TSubclassOf IFortHealthRegenInterface::GetHealthRegenGameplayEffectClass() const { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("FortHealthRegenInterface", "GetHealthRegenGameplayEffectClass"); Params::FortHealthRegenInterface_GetHealthRegenGameplayEffectClass Parms{}; auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; UObject::ProcessEvent(Func, &Parms); Func->FunctionFlags = Flgs; return Parms.ReturnValue; } // Function FortniteGame.FortHealthRegenInterface.GetShieldRegenDelayGameplayEffect // (Native, Public, BlueprintCallable, BlueprintPure, Const) // Parameters: // class UGameplayEffect* ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) class UGameplayEffect* IFortHealthRegenInterface::GetShieldRegenDelayGameplayEffect() const { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("FortHealthRegenInterface", "GetShieldRegenDelayGameplayEffect"); Params::FortHealthRegenInterface_GetShieldRegenDelayGameplayEffect Parms{}; auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; UObject::ProcessEvent(Func, &Parms); Func->FunctionFlags = Flgs; return Parms.ReturnValue; } // Function FortniteGame.FortHealthRegenInterface.GetShieldRegenGameplayEffect // (Native, Public, BlueprintCallable, BlueprintPure, Const) // Parameters: // class UGameplayEffect* ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) class UGameplayEffect* IFortHealthRegenInterface::GetShieldRegenGameplayEffect() const { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("FortHealthRegenInterface", "GetShieldRegenGameplayEffect"); Params::FortHealthRegenInterface_GetShieldRegenGameplayEffect Parms{}; auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; UObject::ProcessEvent(Func, &Parms); Func->FunctionFlags = Flgs; return Parms.ReturnValue; } // Function FortniteGame.FortHealthRegenInterface.GetShieldRegenGameplayEffectClass // (Native, Public, BlueprintCallable, BlueprintPure, Const) // Parameters: // TSubclassOf ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, UObjectWrapper, HasGetValueTypeHash, NativeAccessSpecifierPublic) TSubclassOf IFortHealthRegenInterface::GetShieldRegenGameplayEffectClass() const { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("FortHealthRegenInterface", "GetShieldRegenGameplayEffectClass"); Params::FortHealthRegenInterface_GetShieldRegenGameplayEffectClass Parms{}; auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; UObject::ProcessEvent(Func, &Parms); Func->FunctionFlags = Flgs; return Parms.ReturnValue; } // Function FortniteGame.FortPlayerPawn.CanPredictJumpApex // (Final, Native, Public, BlueprintCallable) // Parameters: // bool ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, NativeAccessSpecifierPublic) bool AFortPlayerPawn::CanPredictJumpApex() { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("FortPlayerPawn", "CanPredictJumpApex"); Params::FortPlayerPawn_CanPredictJumpApex Parms{}; auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; UObject::ProcessEvent(Func, &Parms); Func->FunctionFlags = Flgs; return Parms.ReturnValue; } // Function FortniteGame.FortPlayerPawn.ClientNotifyAbilityFailed // (Net, Native, Event, Public, NetClient) // Parameters: // const class UGameplayAbility* FailedAbility (ConstParm, Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) // const struct FGameplayTagContainer& FailedReason (ConstParm, Parm, ReferenceParm, NativeAccessSpecifierPublic) void AFortPlayerPawn::ClientNotifyAbilityFailed(const class UGameplayAbility* FailedAbility, const struct FGameplayTagContainer& FailedReason) { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("FortPlayerPawn", "ClientNotifyAbilityFailed"); Params::FortPlayerPawn_ClientNotifyAbilityFailed Parms{}; Parms.FailedAbility = FailedAbility; Parms.FailedReason = std::move(FailedReason); auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; UObject::ProcessEvent(Func, &Parms); Func->FunctionFlags = Flgs; } // Function FortniteGame.FortPlayerPawn.CycleNextOutfit // (Final, Exec, Native, Private) void AFortPlayerPawn::CycleNextOutfit() { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("FortPlayerPawn", "CycleNextOutfit"); auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; UObject::ProcessEvent(Func, nullptr); Func->FunctionFlags = Flgs; } // Function FortniteGame.FortPlayerPawn.CyclePreviousOutfit // (Final, Exec, Native, Private) void AFortPlayerPawn::CyclePreviousOutfit() { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("FortPlayerPawn", "CyclePreviousOutfit"); auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; UObject::ProcessEvent(Func, nullptr); Func->FunctionFlags = Flgs; } // Function FortniteGame.FortPlayerPawn.GetNavLocation // (Final, Native, Public, HasDefaults, BlueprintCallable, BlueprintPure) // Parameters: // struct FVector ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, NativeAccessSpecifierPublic) struct FVector AFortPlayerPawn::GetNavLocation() { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("FortPlayerPawn", "GetNavLocation"); Params::FortPlayerPawn_GetNavLocation Parms{}; auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; UObject::ProcessEvent(Func, &Parms); Func->FunctionFlags = Flgs; return Parms.ReturnValue; } // Function FortniteGame.FortPlayerPawn.HandleInStasis // (Final, Native, Public) void AFortPlayerPawn::HandleInStasis() { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("FortPlayerPawn", "HandleInStasis"); auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; UObject::ProcessEvent(Func, nullptr); Func->FunctionFlags = Flgs; } // Function FortniteGame.FortPlayerPawn.InternalServerSetTargeting // (Final, Net, NetReliable, Native, Event, Private, NetServer, NetValidate) // Parameters: // bool bNewTargeting (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, NativeAccessSpecifierPublic) void AFortPlayerPawn::InternalServerSetTargeting(bool bNewTargeting) { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("FortPlayerPawn", "InternalServerSetTargeting"); Params::FortPlayerPawn_InternalServerSetTargeting Parms{}; Parms.bNewTargeting = bNewTargeting; auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; UObject::ProcessEvent(Func, &Parms); Func->FunctionFlags = Flgs; } // Function FortniteGame.FortPlayerPawn.OnCharacterPartsReinitialized // (Event, Protected, BlueprintEvent) void AFortPlayerPawn::OnCharacterPartsReinitialized() { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("FortPlayerPawn", "OnCharacterPartsReinitialized"); UObject::ProcessEvent(Func, nullptr); } // Function FortniteGame.FortPlayerPawn.OnCoolDownEnded // (Event, Public, BlueprintEvent) void AFortPlayerPawn::OnCoolDownEnded() { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("FortPlayerPawn", "OnCoolDownEnded"); UObject::ProcessEvent(Func, nullptr); } // Function FortniteGame.FortPlayerPawn.OnCoolDownStarted // (Event, Public, BlueprintEvent) void AFortPlayerPawn::OnCoolDownStarted() { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("FortPlayerPawn", "OnCoolDownStarted"); UObject::ProcessEvent(Func, nullptr); } // Function FortniteGame.FortPlayerPawn.OnRep_CharPartAnimMontageInfo // (Final, Native, Private) void AFortPlayerPawn::OnRep_CharPartAnimMontageInfo() { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("FortPlayerPawn", "OnRep_CharPartAnimMontageInfo"); auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; UObject::ProcessEvent(Func, nullptr); Func->FunctionFlags = Flgs; } // Function FortniteGame.FortPlayerPawn.RandomizeCharacter // (Final, Exec, Native, Private) // Parameters: // const class FString& GenderString (Parm, ZeroConstructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) void AFortPlayerPawn::RandomizeCharacter(const class FString& GenderString) { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("FortPlayerPawn", "RandomizeCharacter"); Params::FortPlayerPawn_RandomizeCharacter Parms{}; Parms.GenderString = std::move(GenderString); auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; UObject::ProcessEvent(Func, &Parms); Func->FunctionFlags = Flgs; } // Function FortniteGame.FortPlayerPawn.RandomizeOutfit // (Final, Exec, Native, Private) // Parameters: // const class FString& GenderString (Parm, ZeroConstructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) void AFortPlayerPawn::RandomizeOutfit(const class FString& GenderString) { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("FortPlayerPawn", "RandomizeOutfit"); Params::FortPlayerPawn_RandomizeOutfit Parms{}; Parms.GenderString = std::move(GenderString); auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; UObject::ProcessEvent(Func, &Parms); Func->FunctionFlags = Flgs; } // Function FortniteGame.FortPlayerPawn.ServerChooseGender // (Net, NetReliable, Native, Event, Public, NetServer, NetValidate) // Parameters: // EFortCustomGender Gender (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) void AFortPlayerPawn::ServerChooseGender(EFortCustomGender Gender) { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("FortPlayerPawn", "ServerChooseGender"); Params::FortPlayerPawn_ServerChooseGender Parms{}; Parms.Gender = Gender; auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; UObject::ProcessEvent(Func, &Parms); Func->FunctionFlags = Flgs; } // Function FortniteGame.FortPlayerPawn.ServerChoosePart // (Net, NetReliable, Native, Event, Public, NetServer, NetValidate) // Parameters: // EFortCustomPartType Part (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) // class UCustomCharacterPart* ChosenCharacterPart (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) void AFortPlayerPawn::ServerChoosePart(EFortCustomPartType Part, class UCustomCharacterPart* ChosenCharacterPart) { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("FortPlayerPawn", "ServerChoosePart"); Params::FortPlayerPawn_ServerChoosePart Parms{}; Parms.Part = Part; Parms.ChosenCharacterPart = ChosenCharacterPart; auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; UObject::ProcessEvent(Func, &Parms); Func->FunctionFlags = Flgs; } // Function FortniteGame.FortPlayerPawn.ServerCycleAccessoryColorSwatch // (Net, NetReliable, Native, Event, Public, NetServer, NetValidate) // Parameters: // EFortCustomPartType Part (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) // bool bNext (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, NativeAccessSpecifierPublic) void AFortPlayerPawn::ServerCycleAccessoryColorSwatch(EFortCustomPartType Part, bool bNext) { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("FortPlayerPawn", "ServerCycleAccessoryColorSwatch"); Params::FortPlayerPawn_ServerCycleAccessoryColorSwatch Parms{}; Parms.Part = Part; Parms.bNext = bNext; auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; UObject::ProcessEvent(Func, &Parms); Func->FunctionFlags = Flgs; } // Function FortniteGame.FortPlayerPawn.ServerCycleColorSwatch // (Net, NetReliable, Native, Event, Public, NetServer, NetValidate) // Parameters: // EColorSwatchType SwatchType (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) // bool bNext (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, NativeAccessSpecifierPublic) void AFortPlayerPawn::ServerCycleColorSwatch(EColorSwatchType SwatchType, bool bNext) { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("FortPlayerPawn", "ServerCycleColorSwatch"); Params::FortPlayerPawn_ServerCycleColorSwatch Parms{}; Parms.SwatchType = SwatchType; Parms.bNext = bNext; auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; UObject::ProcessEvent(Func, &Parms); Func->FunctionFlags = Flgs; } // Function FortniteGame.FortPlayerPawn.ServerCycleOutfit // (Net, NetReliable, Native, Event, Public, NetServer, NetValidate) // Parameters: // bool bNextOutfit (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, NativeAccessSpecifierPublic) void AFortPlayerPawn::ServerCycleOutfit(bool bNextOutfit) { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("FortPlayerPawn", "ServerCycleOutfit"); Params::FortPlayerPawn_ServerCycleOutfit Parms{}; Parms.bNextOutfit = bNextOutfit; auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; UObject::ProcessEvent(Func, &Parms); Func->FunctionFlags = Flgs; } // Function FortniteGame.FortPlayerPawn.ServerCyclePart // (Net, NetReliable, Native, Event, Public, NetServer, NetValidate) // Parameters: // EFortCustomPartType Part (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) // bool bNextPart (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, NativeAccessSpecifierPublic) void AFortPlayerPawn::ServerCyclePart(EFortCustomPartType Part, bool bNextPart) { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("FortPlayerPawn", "ServerCyclePart"); Params::FortPlayerPawn_ServerCyclePart Parms{}; Parms.Part = Part; Parms.bNextPart = bNextPart; auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; UObject::ProcessEvent(Func, &Parms); Func->FunctionFlags = Flgs; } // Function FortniteGame.FortPlayerPawn.ServerHandlePickup // (Net, NetReliable, Native, Event, Public, NetServer, HasDefaults, NetValidate) // Parameters: // class AFortPickup* Pickup (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) // float InFlyTime (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) // const struct FVector& InStartDirection (ConstParm, Parm, ZeroConstructor, IsPlainOldData, NoDestructor, NativeAccessSpecifierPublic) // bool bPlayPickupSound (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, NativeAccessSpecifierPublic) void AFortPlayerPawn::ServerHandlePickup(class AFortPickup* Pickup, float InFlyTime, const struct FVector& InStartDirection, bool bPlayPickupSound) { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("FortPlayerPawn", "ServerHandlePickup"); Params::FortPlayerPawn_ServerHandlePickup Parms{}; Parms.Pickup = Pickup; Parms.InFlyTime = InFlyTime; Parms.InStartDirection = std::move(InStartDirection); Parms.bPlayPickupSound = bPlayPickupSound; auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; UObject::ProcessEvent(Func, &Parms); Func->FunctionFlags = Flgs; } // Function FortniteGame.FortPlayerPawn.ServerPlayDeniedByCoolDown // (Net, Native, Event, Public, NetServer, NetValidate) void AFortPlayerPawn::ServerPlayDeniedByCoolDown() { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("FortPlayerPawn", "ServerPlayDeniedByCoolDown"); auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; UObject::ProcessEvent(Func, nullptr); Func->FunctionFlags = Flgs; } // Function FortniteGame.FortPlayerPawn.ServerRootMotionInterruptNotifyStopMontage // (Final, Net, NetReliable, Native, Event, Private, NetServer, NetValidate) // Parameters: // class UAnimMontage* MontageToStop (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) void AFortPlayerPawn::ServerRootMotionInterruptNotifyStopMontage(class UAnimMontage* MontageToStop) { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("FortPlayerPawn", "ServerRootMotionInterruptNotifyStopMontage"); Params::FortPlayerPawn_ServerRootMotionInterruptNotifyStopMontage Parms{}; Parms.MontageToStop = MontageToStop; auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; UObject::ProcessEvent(Func, &Parms); Func->FunctionFlags = Flgs; } // Function FortniteGame.FortPlayerPawn.ServerToggleBodyType // (Net, NetReliable, Native, Event, Public, NetServer, NetValidate) void AFortPlayerPawn::ServerToggleBodyType() { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("FortPlayerPawn", "ServerToggleBodyType"); auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; UObject::ProcessEvent(Func, nullptr); Func->FunctionFlags = Flgs; } // Function FortniteGame.FortPlayerPawn.ServerToggleGender // (Net, NetReliable, Native, Event, Public, NetServer, NetValidate) void AFortPlayerPawn::ServerToggleGender() { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("FortPlayerPawn", "ServerToggleGender"); auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; UObject::ProcessEvent(Func, nullptr); Func->FunctionFlags = Flgs; } // Function FortniteGame.FortPlayerPawn.SetFirstPersonCamera // (Event, Public, BlueprintEvent) // Parameters: // bool bNewUseFirstPersonCamera (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, NativeAccessSpecifierPublic) void AFortPlayerPawn::SetFirstPersonCamera(bool bNewUseFirstPersonCamera) { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("FortPlayerPawn", "SetFirstPersonCamera"); Params::FortPlayerPawn_SetFirstPersonCamera Parms{}; Parms.bNewUseFirstPersonCamera = bNewUseFirstPersonCamera; UObject::ProcessEvent(Func, &Parms); } // Function FortniteGame.FortPlayerPawn.SetHomeActor // (Final, BlueprintAuthorityOnly, Native, Public, BlueprintCallable) // Parameters: // class AActor* NewActor (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) void AFortPlayerPawn::SetHomeActor(class AActor* NewActor) { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("FortPlayerPawn", "SetHomeActor"); Params::FortPlayerPawn_SetHomeActor Parms{}; Parms.NewActor = NewActor; auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; UObject::ProcessEvent(Func, &Parms); Func->FunctionFlags = Flgs; } // Function FortniteGame.FortPlayerPawn.SetVectorParameterValueForAllCharacterParts // (Native, Public, HasDefaults, BlueprintCallable) // Parameters: // class FName ParameterName (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) // const struct FLinearColor& Value (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, NativeAccessSpecifierPublic) void AFortPlayerPawn::SetVectorParameterValueForAllCharacterParts(class FName ParameterName, const struct FLinearColor& Value) { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("FortPlayerPawn", "SetVectorParameterValueForAllCharacterParts"); Params::FortPlayerPawn_SetVectorParameterValueForAllCharacterParts Parms{}; Parms.ParameterName = ParameterName; Parms.Value = std::move(Value); auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; UObject::ProcessEvent(Func, &Parms); Func->FunctionFlags = Flgs; } // Function FortniteGame.FortPlayerPawn.SetVectorParameterValueForBodyParts // (Native, Public, HasDefaults, BlueprintCallable) // Parameters: // class FName ParameterName (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) // const struct FLinearColor& Value (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, NativeAccessSpecifierPublic) void AFortPlayerPawn::SetVectorParameterValueForBodyParts(class FName ParameterName, const struct FLinearColor& Value) { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("FortPlayerPawn", "SetVectorParameterValueForBodyParts"); Params::FortPlayerPawn_SetVectorParameterValueForBodyParts Parms{}; Parms.ParameterName = ParameterName; Parms.Value = std::move(Value); auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; UObject::ProcessEvent(Func, &Parms); Func->FunctionFlags = Flgs; } // Function FortniteGame.FortPlayerPawn.SwitchToNextPart // (Final, Exec, Native, Private) // Parameters: // const class FString& PartName (Parm, ZeroConstructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) void AFortPlayerPawn::SwitchToNextPart(const class FString& PartName) { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("FortPlayerPawn", "SwitchToNextPart"); Params::FortPlayerPawn_SwitchToNextPart Parms{}; Parms.PartName = std::move(PartName); auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; UObject::ProcessEvent(Func, &Parms); Func->FunctionFlags = Flgs; } // Function FortniteGame.FortPlayerPawn.SwitchToPreviousPart // (Final, Exec, Native, Private) // Parameters: // const class FString& PartName (Parm, ZeroConstructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) void AFortPlayerPawn::SwitchToPreviousPart(const class FString& PartName) { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("FortPlayerPawn", "SwitchToPreviousPart"); Params::FortPlayerPawn_SwitchToPreviousPart Parms{}; Parms.PartName = std::move(PartName); auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; UObject::ProcessEvent(Func, &Parms); Func->FunctionFlags = Flgs; } // Function FortniteGame.FortPlayerPawn.ToggleBodyType // (Final, Exec, Native, Public) void AFortPlayerPawn::ToggleBodyType() { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("FortPlayerPawn", "ToggleBodyType"); auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; UObject::ProcessEvent(Func, nullptr); Func->FunctionFlags = Flgs; } // Function FortniteGame.FortPlayerPawn.ToggleGender // (Final, Exec, Native, Public) void AFortPlayerPawn::ToggleGender() { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("FortPlayerPawn", "ToggleGender"); auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; UObject::ProcessEvent(Func, nullptr); Func->FunctionFlags = Flgs; } // Function FortniteGame.FortPlayerPawn.DefaultTimeToJumpApex // (Final, Native, Public, BlueprintCallable, BlueprintPure, Const) // Parameters: // float ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) float AFortPlayerPawn::DefaultTimeToJumpApex() const { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("FortPlayerPawn", "DefaultTimeToJumpApex"); Params::FortPlayerPawn_DefaultTimeToJumpApex Parms{}; auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; UObject::ProcessEvent(Func, &Parms); Func->FunctionFlags = Flgs; return Parms.ReturnValue; } // Function FortniteGame.FortPlayerPawn.GetCharacterBodyType // (Final, Native, Public, BlueprintCallable, BlueprintPure, Const) // Parameters: // EFortCustomBodyType ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) EFortCustomBodyType AFortPlayerPawn::GetCharacterBodyType() const { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("FortPlayerPawn", "GetCharacterBodyType"); Params::FortPlayerPawn_GetCharacterBodyType Parms{}; auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; UObject::ProcessEvent(Func, &Parms); Func->FunctionFlags = Flgs; return Parms.ReturnValue; } // Function FortniteGame.FortPlayerPawn.GetCharacterGender // (Final, Native, Public, BlueprintCallable, BlueprintPure, Const) // Parameters: // EFortCustomGender ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) EFortCustomGender AFortPlayerPawn::GetCharacterGender() const { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("FortPlayerPawn", "GetCharacterGender"); Params::FortPlayerPawn_GetCharacterGender Parms{}; auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; UObject::ProcessEvent(Func, &Parms); Func->FunctionFlags = Flgs; return Parms.ReturnValue; } // Function FortniteGame.FortPlayerPawn.GetGender // (Final, Native, Public, HasOutParams, BlueprintCallable, BlueprintPure, Const) // Parameters: // bool* IsMale (Parm, OutParm, ZeroConstructor, IsPlainOldData, NoDestructor, NativeAccessSpecifierPublic) // bool* IsFemale (Parm, OutParm, ZeroConstructor, IsPlainOldData, NoDestructor, NativeAccessSpecifierPublic) void AFortPlayerPawn::GetGender(bool* IsMale, bool* IsFemale) const { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("FortPlayerPawn", "GetGender"); Params::FortPlayerPawn_GetGender Parms{}; auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; UObject::ProcessEvent(Func, &Parms); Func->FunctionFlags = Flgs; if (IsMale != nullptr) *IsMale = Parms.IsMale; if (IsFemale != nullptr) *IsFemale = Parms.IsFemale; } // Function FortniteGame.FortPlayerPawn.GetHomeActor // (Final, Native, Public, BlueprintCallable, BlueprintPure, Const) // Parameters: // class AActor* ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) class AActor* AFortPlayerPawn::GetHomeActor() const { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("FortPlayerPawn", "GetHomeActor"); Params::FortPlayerPawn_GetHomeActor Parms{}; auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; UObject::ProcessEvent(Func, &Parms); Func->FunctionFlags = Flgs; return Parms.ReturnValue; } // Function FortniteGame.FortPlayerPawn.GetJumpZ // (Final, Native, Public, BlueprintCallable, BlueprintPure, Const) // Parameters: // float ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) float AFortPlayerPawn::GetJumpZ() const { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("FortPlayerPawn", "GetJumpZ"); Params::FortPlayerPawn_GetJumpZ Parms{}; auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; UObject::ProcessEvent(Func, &Parms); Func->FunctionFlags = Flgs; return Parms.ReturnValue; } // Function FortniteGame.FortPlayerPawn.GetMaxStamina // (Final, Native, Public, BlueprintCallable, BlueprintPure, Const) // Parameters: // float ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) float AFortPlayerPawn::GetMaxStamina() const { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("FortPlayerPawn", "GetMaxStamina"); Params::FortPlayerPawn_GetMaxStamina Parms{}; auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; UObject::ProcessEvent(Func, &Parms); Func->FunctionFlags = Flgs; return Parms.ReturnValue; } // Function FortniteGame.FortPlayerPawn.GetPercentageOutfitComplete // (Final, Native, Public, BlueprintCallable, BlueprintPure, Const) // Parameters: // EFortCustomPartType Part (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) // float ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) float AFortPlayerPawn::GetPercentageOutfitComplete(EFortCustomPartType Part) const { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("FortPlayerPawn", "GetPercentageOutfitComplete"); Params::FortPlayerPawn_GetPercentageOutfitComplete Parms{}; Parms.Part = Part; auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; UObject::ProcessEvent(Func, &Parms); Func->FunctionFlags = Flgs; return Parms.ReturnValue; } // Function FortniteGame.FortPlayerPawn.GetSkeletalMeshForPartType // (Native, Public, BlueprintCallable, BlueprintPure, Const) // Parameters: // EFortCustomPartType PartType (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) // class USkeletalMeshComponent* ReturnValue (ExportObject, Parm, OutParm, ZeroConstructor, ReturnParm, InstancedReference, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) class USkeletalMeshComponent* AFortPlayerPawn::GetSkeletalMeshForPartType(EFortCustomPartType PartType) const { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("FortPlayerPawn", "GetSkeletalMeshForPartType"); Params::FortPlayerPawn_GetSkeletalMeshForPartType Parms{}; Parms.PartType = PartType; auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; UObject::ProcessEvent(Func, &Parms); Func->FunctionFlags = Flgs; return Parms.ReturnValue; } // Function FortniteGame.FortPlayerPawn.GetStamina // (Final, Native, Public, BlueprintCallable, BlueprintPure, Const) // Parameters: // float ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) float AFortPlayerPawn::GetStamina() const { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("FortPlayerPawn", "GetStamina"); Params::FortPlayerPawn_GetStamina Parms{}; auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; UObject::ProcessEvent(Func, &Parms); Func->FunctionFlags = Flgs; return Parms.ReturnValue; } // Function FortniteGame.FortPlayerPawn.IsSprinting // (Final, Native, Public, BlueprintCallable, BlueprintPure, Const) // Parameters: // bool ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, NativeAccessSpecifierPublic) bool AFortPlayerPawn::IsSprinting() const { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("FortPlayerPawn", "IsSprinting"); Params::FortPlayerPawn_IsSprinting Parms{}; auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; UObject::ProcessEvent(Func, &Parms); Func->FunctionFlags = Flgs; return Parms.ReturnValue; } // Function FortniteGame.FortPlayerPawn.ListCharacterParts // (Final, Exec, Native, Private, Const) // Parameters: // const class FString& GenderAndOrPartString (Parm, ZeroConstructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) void AFortPlayerPawn::ListCharacterParts(const class FString& GenderAndOrPartString) const { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("FortPlayerPawn", "ListCharacterParts"); Params::FortPlayerPawn_ListCharacterParts Parms{}; Parms.GenderAndOrPartString = std::move(GenderAndOrPartString); auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; UObject::ProcessEvent(Func, &Parms); Func->FunctionFlags = Flgs; } // Function FortniteGame.FortPlayerPawn.PartOutfitIsComplete // (Final, Native, Public, BlueprintCallable, BlueprintPure, Const) // Parameters: // EFortCustomPartType Part (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) // bool ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, NativeAccessSpecifierPublic) bool AFortPlayerPawn::PartOutfitIsComplete(EFortCustomPartType Part) const { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("FortPlayerPawn", "PartOutfitIsComplete"); Params::FortPlayerPawn_PartOutfitIsComplete Parms{}; Parms.Part = Part; auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; UObject::ProcessEvent(Func, &Parms); Func->FunctionFlags = Flgs; return Parms.ReturnValue; } // Function FortniteGame.FortPlayerPawn.TimeFromJumpApex // (Final, Native, Public, BlueprintCallable, BlueprintPure, Const) // Parameters: // float ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) float AFortPlayerPawn::TimeFromJumpApex() const { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("FortPlayerPawn", "TimeFromJumpApex"); Params::FortPlayerPawn_TimeFromJumpApex Parms{}; auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; UObject::ProcessEvent(Func, &Parms); Func->FunctionFlags = Flgs; return Parms.ReturnValue; } // Function FortniteGame.FortPlayerState.GetCurrentPawn // (Native, Public, BlueprintCallable) // Parameters: // class AFortPlayerPawn* ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) class AFortPlayerPawn* AFortPlayerState::GetCurrentPawn() { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("FortPlayerState", "GetCurrentPawn"); Params::FortPlayerState_GetCurrentPawn Parms{}; auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; UObject::ProcessEvent(Func, &Parms); Func->FunctionFlags = Flgs; return Parms.ReturnValue; } // Function FortniteGame.FortPlayerState.OnRep_AccessoryColorSwatches // (Final, Native, Protected) void AFortPlayerState::OnRep_AccessoryColorSwatches() { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("FortPlayerState", "OnRep_AccessoryColorSwatches"); auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; UObject::ProcessEvent(Func, nullptr); Func->FunctionFlags = Flgs; } // Function FortniteGame.FortPlayerState.OnRep_CharacterColorSwatches // (Final, Native, Protected) void AFortPlayerState::OnRep_CharacterColorSwatches() { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("FortPlayerState", "OnRep_CharacterColorSwatches"); auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; UObject::ProcessEvent(Func, nullptr); Func->FunctionFlags = Flgs; } // Function FortniteGame.FortPlayerState.OnRep_CharacterParts // (Final, Native, Protected) void AFortPlayerState::OnRep_CharacterParts() { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("FortPlayerState", "OnRep_CharacterParts"); auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; UObject::ProcessEvent(Func, nullptr); Func->FunctionFlags = Flgs; } // Function FortniteGame.FortPlayerState.OnRep_CurrentCharXP // (Final, Native, Protected) void AFortPlayerState::OnRep_CurrentCharXP() { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("FortPlayerState", "OnRep_CurrentCharXP"); auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; UObject::ProcessEvent(Func, nullptr); Func->FunctionFlags = Flgs; } // Function FortniteGame.FortPlayerState.OnRep_HeroID // (Final, Native, Protected) void AFortPlayerState::OnRep_HeroID() { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("FortPlayerState", "OnRep_HeroID"); auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; UObject::ProcessEvent(Func, nullptr); Func->FunctionFlags = Flgs; } // Function FortniteGame.FortPlayerState.OnRep_HeroType // (Final, Native, Protected) void AFortPlayerState::OnRep_HeroType() { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("FortPlayerState", "OnRep_HeroType"); auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; UObject::ProcessEvent(Func, nullptr); Func->FunctionFlags = Flgs; } // Function FortniteGame.FortPlayerState.OnRep_HomeActor // (Native, Protected) // Parameters: // class AActor* OldHomeActor (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) void AFortPlayerState::OnRep_HomeActor(class AActor* OldHomeActor) { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("FortPlayerState", "OnRep_HomeActor"); Params::FortPlayerState_OnRep_HomeActor Parms{}; Parms.OldHomeActor = OldHomeActor; auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; UObject::ProcessEvent(Func, &Parms); Func->FunctionFlags = Flgs; } // Function FortniteGame.FortPlayerState.OnRep_PartyOwner // (Final, Native, Protected) void AFortPlayerState::OnRep_PartyOwner() { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("FortPlayerState", "OnRep_PartyOwner"); auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; UObject::ProcessEvent(Func, nullptr); Func->FunctionFlags = Flgs; } // Function FortniteGame.FortPlayerState.OnRep_PlayerName // (Native, Protected) void AFortPlayerState::OnRep_PlayerName() { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("FortPlayerState", "OnRep_PlayerName"); auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; UObject::ProcessEvent(Func, nullptr); Func->FunctionFlags = Flgs; } // Function FortniteGame.FortPlayerState.OnRep_PlayerTeam // (Native, Protected) void AFortPlayerState::OnRep_PlayerTeam() { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("FortPlayerState", "OnRep_PlayerTeam"); auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; UObject::ProcessEvent(Func, nullptr); Func->FunctionFlags = Flgs; } // Function FortniteGame.FortPlayerState.OnRep_ScoreStatChanged // (Native, Protected) void AFortPlayerState::OnRep_ScoreStatChanged() { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("FortPlayerState", "OnRep_ScoreStatChanged"); auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; UObject::ProcessEvent(Func, nullptr); Func->FunctionFlags = Flgs; } // Function FortniteGame.FortPlayerState.OnRep_SessionOwner // (Final, Native, Protected) void AFortPlayerState::OnRep_SessionOwner() { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("FortPlayerState", "OnRep_SessionOwner"); auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; UObject::ProcessEvent(Func, nullptr); Func->FunctionFlags = Flgs; } // Function FortniteGame.FortPlayerState.GetPlayerAttributesProxyActor // (Final, Native, Public, BlueprintCallable, BlueprintPure, Const) // Parameters: // class AFortPlayerAttributesProxyActor* ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) class AFortPlayerAttributesProxyActor* AFortPlayerState::GetPlayerAttributesProxyActor() const { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("FortPlayerState", "GetPlayerAttributesProxyActor"); Params::FortPlayerState_GetPlayerAttributesProxyActor Parms{}; auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; UObject::ProcessEvent(Func, &Parms); Func->FunctionFlags = Flgs; return Parms.ReturnValue; } // Function FortniteGame.FortPlayerState.GetUniqueID // (Final, Native, Public, BlueprintCallable, BlueprintPure, Const) // Parameters: // struct FUniqueNetIdRepl ReturnValue (Parm, OutParm, ReturnParm, NativeAccessSpecifierPublic) struct FUniqueNetIdRepl AFortPlayerState::GetUniqueID() const { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("FortPlayerState", "GetUniqueID"); Params::FortPlayerState_GetUniqueID Parms{}; auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; UObject::ProcessEvent(Func, &Parms); Func->FunctionFlags = Flgs; return Parms.ReturnValue; } // Function FortniteGame.MyTownManager.RegisterSlotCamera // (Final, Native, Public, BlueprintCallable) // Parameters: // int32 MapSlotId (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) // class UCameraComponent* InCameraComponent (Parm, ZeroConstructor, InstancedReference, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) void UMyTownManager::RegisterSlotCamera(int32 MapSlotId, class UCameraComponent* InCameraComponent) { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("MyTownManager", "RegisterSlotCamera"); Params::MyTownManager_RegisterSlotCamera Parms{}; Parms.MapSlotId = MapSlotId; Parms.InCameraComponent = InCameraComponent; auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; UObject::ProcessEvent(Func, &Parms); Func->FunctionFlags = Flgs; } // Function FortniteGame.HomeBaseContext.GetStaticSetBonusData // (Final, Native, Static, Public, HasOutParams, BlueprintCallable, BlueprintPure) // Parameters: // const struct FGameplayTag& InSetBonusTag (ConstParm, Parm, OutParm, ReferenceParm, NativeAccessSpecifierPublic) // const EFortBrushSize InBrushSize (ConstParm, Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) // int32* OutRequiredWorkersCount (Parm, OutParm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) // class FText* OutSetBonusName (Parm, OutParm, NativeAccessSpecifierPublic) // struct FSlateBrush* OutBrush (Parm, OutParm, NativeAccessSpecifierPublic) void UHomeBaseContext::GetStaticSetBonusData(const struct FGameplayTag& InSetBonusTag, const EFortBrushSize InBrushSize, int32* OutRequiredWorkersCount, class FText* OutSetBonusName, struct FSlateBrush* OutBrush) { static class UFunction* Func = nullptr; if (Func == nullptr) Func = StaticClass()->GetFunction("HomeBaseContext", "GetStaticSetBonusData"); Params::HomeBaseContext_GetStaticSetBonusData Parms{}; Parms.InSetBonusTag = std::move(InSetBonusTag); Parms.InBrushSize = InBrushSize; auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; GetDefaultObj()->ProcessEvent(Func, &Parms); Func->FunctionFlags = Flgs; if (OutRequiredWorkersCount != nullptr) *OutRequiredWorkersCount = Parms.OutRequiredWorkersCount; if (OutSetBonusName != nullptr) *OutSetBonusName = std::move(Parms.OutSetBonusName); if (OutBrush != nullptr) *OutBrush = std::move(Parms.OutBrush); } // Function FortniteGame.HomeBaseContext.AutoSlotAllWorkers // (Final, Native, Public, BlueprintCallable) void UHomeBaseContext::AutoSlotAllWorkers() { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("HomeBaseContext", "AutoSlotAllWorkers"); auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; UObject::ProcessEvent(Func, nullptr); Func->FunctionFlags = Flgs; } // Function FortniteGame.HomeBaseContext.BeginWorkerPreview // (Final, Native, Public, BlueprintCallable) // Parameters: // const class UFortWorker* WorkerItem (ConstParm, Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) // const class UHomeBaseMainBuilding* BuildingToOccupy (ConstParm, Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) // const int32 WorkerSlotToOccupy (ConstParm, Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) void UHomeBaseContext::BeginWorkerPreview(const class UFortWorker* WorkerItem, const class UHomeBaseMainBuilding* BuildingToOccupy, const int32 WorkerSlotToOccupy) { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("HomeBaseContext", "BeginWorkerPreview"); Params::HomeBaseContext_BeginWorkerPreview Parms{}; Parms.WorkerItem = WorkerItem; Parms.BuildingToOccupy = BuildingToOccupy; Parms.WorkerSlotToOccupy = WorkerSlotToOccupy; auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; UObject::ProcessEvent(Func, &Parms); Func->FunctionFlags = Flgs; } // Function FortniteGame.HomeBaseContext.EndWorkerPreview // (Final, Native, Public, BlueprintCallable) void UHomeBaseContext::EndWorkerPreview() { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("HomeBaseContext", "EndWorkerPreview"); auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; UObject::ProcessEvent(Func, nullptr); Func->FunctionFlags = Flgs; } // Function FortniteGame.HomeBaseContext.GetWorkerRatingAtLevelForBuilding // (Final, Native, Public, BlueprintCallable, BlueprintPure) // Parameters: // const class UFortWorker* WorkerItem (ConstParm, Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) // const int32 WorkerLevel (ConstParm, Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) // const class UHomeBaseMainBuilding* Building (ConstParm, Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) // int32 ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) int32 UHomeBaseContext::GetWorkerRatingAtLevelForBuilding(const class UFortWorker* WorkerItem, const int32 WorkerLevel, const class UHomeBaseMainBuilding* Building) { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("HomeBaseContext", "GetWorkerRatingAtLevelForBuilding"); Params::HomeBaseContext_GetWorkerRatingAtLevelForBuilding Parms{}; Parms.WorkerItem = WorkerItem; Parms.WorkerLevel = WorkerLevel; Parms.Building = Building; auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; UObject::ProcessEvent(Func, &Parms); Func->FunctionFlags = Flgs; return Parms.ReturnValue; } // Function FortniteGame.HomeBaseContext.RequestCloseBuildingPanel // (Final, Native, Public, BlueprintCallable) void UHomeBaseContext::RequestCloseBuildingPanel() { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("HomeBaseContext", "RequestCloseBuildingPanel"); auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; UObject::ProcessEvent(Func, nullptr); Func->FunctionFlags = Flgs; } // Function FortniteGame.HomeBaseContext.RequestCloseOverview // (Final, Native, Public, BlueprintCallable) void UHomeBaseContext::RequestCloseOverview() { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("HomeBaseContext", "RequestCloseOverview"); auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; UObject::ProcessEvent(Func, nullptr); Func->FunctionFlags = Flgs; } // Function FortniteGame.HomeBaseContext.RequestOpenBuildingPanel // (Final, Native, Public, BlueprintCallable) // Parameters: // const class UHomeBaseMainBuilding* Building (ConstParm, Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) void UHomeBaseContext::RequestOpenBuildingPanel(const class UHomeBaseMainBuilding* Building) { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("HomeBaseContext", "RequestOpenBuildingPanel"); Params::HomeBaseContext_RequestOpenBuildingPanel Parms{}; Parms.Building = Building; auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; UObject::ProcessEvent(Func, &Parms); Func->FunctionFlags = Flgs; } // Function FortniteGame.HomeBaseContext.RequestOpenOverview // (Final, Native, Public, BlueprintCallable) void UHomeBaseContext::RequestOpenOverview() { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("HomeBaseContext", "RequestOpenOverview"); auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; UObject::ProcessEvent(Func, nullptr); Func->FunctionFlags = Flgs; } // Function FortniteGame.HomeBaseContext.ShouldShowBang // (Final, Native, Public, BlueprintCallable, BlueprintPure) // Parameters: // const class UHomeBaseBuilding* Building (ConstParm, Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) // bool ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, NativeAccessSpecifierPublic) bool UHomeBaseContext::ShouldShowBang(const class UHomeBaseBuilding* Building) { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("HomeBaseContext", "ShouldShowBang"); Params::HomeBaseContext_ShouldShowBang Parms{}; Parms.Building = Building; auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; UObject::ProcessEvent(Func, &Parms); Func->FunctionFlags = Flgs; return Parms.ReturnValue; } // Function FortniteGame.HomeBaseContext.UnslotAllWorkers // (Final, Native, Public, BlueprintCallable) void UHomeBaseContext::UnslotAllWorkers() { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("HomeBaseContext", "UnslotAllWorkers"); auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; UObject::ProcessEvent(Func, nullptr); Func->FunctionFlags = Flgs; } // Function FortniteGame.HomeBaseContext.GetAccountLevel // (Final, Native, Public, BlueprintCallable, BlueprintPure, Const) // Parameters: // int32 ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) int32 UHomeBaseContext::GetAccountLevel() const { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("HomeBaseContext", "GetAccountLevel"); Params::HomeBaseContext_GetAccountLevel Parms{}; auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; UObject::ProcessEvent(Func, &Parms); Func->FunctionFlags = Flgs; return Parms.ReturnValue; } // Function FortniteGame.HomeBaseContext.GetAllBuildings // (Final, Native, Public, BlueprintCallable, BlueprintPure, Const) // Parameters: // TArray ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, NativeAccessSpecifierPublic) TArray UHomeBaseContext::GetAllBuildings() const { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("HomeBaseContext", "GetAllBuildings"); Params::HomeBaseContext_GetAllBuildings Parms{}; auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; UObject::ProcessEvent(Func, &Parms); Func->FunctionFlags = Flgs; return Parms.ReturnValue; } // Function FortniteGame.HomeBaseContext.GetBuilding // (Final, Native, Public, BlueprintCallable, BlueprintPure, Const) // Parameters: // const class FString& TemplateId (Parm, ZeroConstructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) // class UHomeBaseMainBuilding* ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) class UHomeBaseMainBuilding* UHomeBaseContext::GetBuilding(const class FString& TemplateId) const { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("HomeBaseContext", "GetBuilding"); Params::HomeBaseContext_GetBuilding Parms{}; Parms.TemplateId = std::move(TemplateId); auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; UObject::ProcessEvent(Func, &Parms); Func->FunctionFlags = Flgs; return Parms.ReturnValue; } // Function FortniteGame.HomeBaseContext.GetBuildingBonusDescriptionsForSetBonus // (Final, Native, Public, HasOutParams, BlueprintCallable, BlueprintPure, Const) // Parameters: // const struct FGameplayTag& SetBonusTag (ConstParm, Parm, OutParm, ReferenceParm, NativeAccessSpecifierPublic) // TArrayReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, NativeAccessSpecifierPublic) TArray UHomeBaseContext::GetBuildingBonusDescriptionsForSetBonus(const struct FGameplayTag& SetBonusTag) const { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("HomeBaseContext", "GetBuildingBonusDescriptionsForSetBonus"); Params::HomeBaseContext_GetBuildingBonusDescriptionsForSetBonus Parms{}; Parms.SetBonusTag = std::move(SetBonusTag); auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; UObject::ProcessEvent(Func, &Parms); Func->FunctionFlags = Flgs; return Parms.ReturnValue; } // Function FortniteGame.HomeBaseContext.GetBuildingTemplateIdFromInstanceId // (Final, Native, Public, BlueprintCallable, BlueprintPure, Const) // Parameters: // const class FString& InstanceId (Parm, ZeroConstructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) // class FString ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, HasGetValueTypeHash, NativeAccessSpecifierPublic) class FString UHomeBaseContext::GetBuildingTemplateIdFromInstanceId(const class FString& InstanceId) const { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("HomeBaseContext", "GetBuildingTemplateIdFromInstanceId"); Params::HomeBaseContext_GetBuildingTemplateIdFromInstanceId Parms{}; Parms.InstanceId = std::move(InstanceId); auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; UObject::ProcessEvent(Func, &Parms); Func->FunctionFlags = Flgs; return Parms.ReturnValue; } // Function FortniteGame.HomeBaseContext.GetHomeBaseData // (Final, Native, Public, BlueprintCallable, BlueprintPure, Const) // Parameters: // class UMyTownData* ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) class UMyTownData* UHomeBaseContext::GetHomeBaseData() const { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("HomeBaseContext", "GetHomeBaseData"); Params::HomeBaseContext_GetHomeBaseData Parms{}; auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; UObject::ProcessEvent(Func, &Parms); Func->FunctionFlags = Flgs; return Parms.ReturnValue; } // Function FortniteGame.HomeBaseContext.GetWorkerPreviewStatus // (Final, Native, Public, HasOutParams, BlueprintCallable, BlueprintPure, Const) // Parameters: // bool* OutIsPreviewing (Parm, OutParm, ZeroConstructor, IsPlainOldData, NoDestructor, NativeAccessSpecifierPublic) // class UFortWorker** OutWorker (Parm, OutParm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) // bool* OutMatchesPersonality (Parm, OutParm, ZeroConstructor, IsPlainOldData, NoDestructor, NativeAccessSpecifierPublic) // bool* OutMatchesBuildingType (Parm, OutParm, ZeroConstructor, IsPlainOldData, NoDestructor, NativeAccessSpecifierPublic) // struct FWorkerSetBonusState* OutSetBonusState (Parm, OutParm, NativeAccessSpecifierPublic) void UHomeBaseContext::GetWorkerPreviewStatus(bool* OutIsPreviewing, class UFortWorker** OutWorker, bool* OutMatchesPersonality, bool* OutMatchesBuildingType, struct FWorkerSetBonusState* OutSetBonusState) const { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("HomeBaseContext", "GetWorkerPreviewStatus"); Params::HomeBaseContext_GetWorkerPreviewStatus Parms{}; auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; UObject::ProcessEvent(Func, &Parms); Func->FunctionFlags = Flgs; if (OutIsPreviewing != nullptr) *OutIsPreviewing = Parms.OutIsPreviewing; if (OutWorker != nullptr) *OutWorker = Parms.OutWorker; if (OutMatchesPersonality != nullptr) *OutMatchesPersonality = Parms.OutMatchesPersonality; if (OutMatchesBuildingType != nullptr) *OutMatchesBuildingType = Parms.OutMatchesBuildingType; if (OutSetBonusState != nullptr) *OutSetBonusState = std::move(Parms.OutSetBonusState); } // Function FortniteGame.HomeBaseContext.GetWorkerSetBonusStates // (Final, Native, Public, HasOutParams, BlueprintCallable, BlueprintPure, Const) // Parameters: // const TArray& Workers (ConstParm, Parm, OutParm, ZeroConstructor, ReferenceParm, NativeAccessSpecifierPublic) // TArray ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, NativeAccessSpecifierPublic) TArray UHomeBaseContext::GetWorkerSetBonusStates(const TArray& Workers) const { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("HomeBaseContext", "GetWorkerSetBonusStates"); Params::HomeBaseContext_GetWorkerSetBonusStates Parms{}; Parms.Workers = std::move(Workers); auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; UObject::ProcessEvent(Func, &Parms); Func->FunctionFlags = Flgs; return Parms.ReturnValue; } // Function FortniteGame.HomeBaseContext.GetWorkerSlottingPreviewState // (Final, Native, Public, HasOutParams, BlueprintCallable, BlueprintPure, Const) // Parameters: // class UFortWorker** OutWorkerItem (Parm, OutParm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) // class UHomeBaseMainBuilding** OutHostBuilding (Parm, OutParm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) // int32* OutSlotIndex (Parm, OutParm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) void UHomeBaseContext::GetWorkerSlottingPreviewState(class UFortWorker** OutWorkerItem, class UHomeBaseMainBuilding** OutHostBuilding, int32* OutSlotIndex) const { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("HomeBaseContext", "GetWorkerSlottingPreviewState"); Params::HomeBaseContext_GetWorkerSlottingPreviewState Parms{}; auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; UObject::ProcessEvent(Func, &Parms); Func->FunctionFlags = Flgs; if (OutWorkerItem != nullptr) *OutWorkerItem = Parms.OutWorkerItem; if (OutHostBuilding != nullptr) *OutHostBuilding = Parms.OutHostBuilding; if (OutSlotIndex != nullptr) *OutSlotIndex = Parms.OutSlotIndex; } // Function FortniteGame.HomeBaseContext.IsBuildingPanelOpen // (Final, Native, Public, BlueprintCallable, BlueprintPure, Const) // Parameters: // bool ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, NativeAccessSpecifierPublic) bool UHomeBaseContext::IsBuildingPanelOpen() const { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("HomeBaseContext", "IsBuildingPanelOpen"); Params::HomeBaseContext_IsBuildingPanelOpen Parms{}; auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; UObject::ProcessEvent(Func, &Parms); Func->FunctionFlags = Flgs; return Parms.ReturnValue; } // Function FortniteGame.HomeBaseContext.IsPreviewingWorkerSlotting // (Final, Native, Public, BlueprintCallable, BlueprintPure, Const) // Parameters: // bool ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, NativeAccessSpecifierPublic) bool UHomeBaseContext::IsPreviewingWorkerSlotting() const { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("HomeBaseContext", "IsPreviewingWorkerSlotting"); Params::HomeBaseContext_IsPreviewingWorkerSlotting Parms{}; auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; UObject::ProcessEvent(Func, &Parms); Func->FunctionFlags = Flgs; return Parms.ReturnValue; } // Function FortniteGame.HomeBaseContext.NotifyBuildingPanelClosed // (Final, Native, Public, BlueprintCallable, Const) void UHomeBaseContext::NotifyBuildingPanelClosed() const { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("HomeBaseContext", "NotifyBuildingPanelClosed"); auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; UObject::ProcessEvent(Func, nullptr); Func->FunctionFlags = Flgs; } // Function FortniteGame.HomeBaseContext.NotifyBuildingPanelOpened // (Final, Native, Public, BlueprintCallable, Const) // Parameters: // const class UHomeBaseMainBuilding* Building (ConstParm, Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) void UHomeBaseContext::NotifyBuildingPanelOpened(const class UHomeBaseMainBuilding* Building) const { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("HomeBaseContext", "NotifyBuildingPanelOpened"); Params::HomeBaseContext_NotifyBuildingPanelOpened Parms{}; Parms.Building = Building; auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; UObject::ProcessEvent(Func, &Parms); Func->FunctionFlags = Flgs; } // Function FortniteGame.BlueprintContextLibrary.GetContext // (Final, BlueprintCosmetic, Native, Static, Public, BlueprintCallable, BlueprintPure) // Parameters: // class UObject* ContextObject (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) // TSubclassOfClass_0 (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, UObjectWrapper, HasGetValueTypeHash, NativeAccessSpecifierPublic) // class UBlueprintContextBase* ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) class UBlueprintContextBase* UBlueprintContextLibrary::GetContext(class UObject* ContextObject, TSubclassOf Class_0) { static class UFunction* Func = nullptr; if (Func == nullptr) Func = StaticClass()->GetFunction("BlueprintContextLibrary", "GetContext"); Params::BlueprintContextLibrary_GetContext Parms{}; Parms.ContextObject = ContextObject; Parms.Class_0 = Class_0; auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; GetDefaultObj()->ProcessEvent(Func, &Parms); Func->FunctionFlags = Flgs; return Parms.ReturnValue; } // Function FortniteGame.FortSpawnableByPlacementSystemInterface.GetMission // (Native, Public, BlueprintCallable, BlueprintPure, Const) // Parameters: // class AFortMission* ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) class AFortMission* IFortSpawnableByPlacementSystemInterface::GetMission() const { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("FortSpawnableByPlacementSystemInterface", "GetMission"); Params::FortSpawnableByPlacementSystemInterface_GetMission Parms{}; auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; UObject::ProcessEvent(Func, &Parms); Func->FunctionFlags = Flgs; return Parms.ReturnValue; } // Function FortniteGame.FortSpawnableByPlacementSystemInterface.GetMissionGuid // (Native, Public, HasDefaults, BlueprintCallable, BlueprintPure, Const) // Parameters: // struct FGuid ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, NativeAccessSpecifierPublic) struct FGuid IFortSpawnableByPlacementSystemInterface::GetMissionGuid() const { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("FortSpawnableByPlacementSystemInterface", "GetMissionGuid"); Params::FortSpawnableByPlacementSystemInterface_GetMissionGuid Parms{}; auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; UObject::ProcessEvent(Func, &Parms); Func->FunctionFlags = Flgs; return Parms.ReturnValue; } // Function FortniteGame.BuildingActor.BlueprintOnBeginInteract // (BlueprintCosmetic, Event, Public, BlueprintEvent) void ABuildingActor::BlueprintOnBeginInteract() { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("BuildingActor", "BlueprintOnBeginInteract"); UObject::ProcessEvent(Func, nullptr); } // Function FortniteGame.BuildingActor.BlueprintOnInteract // (BlueprintAuthorityOnly, Event, Public, BlueprintEvent) // Parameters: // const class AFortPawn* InteractingPawn (ConstParm, Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) void ABuildingActor::BlueprintOnInteract(const class AFortPawn* InteractingPawn) { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("BuildingActor", "BlueprintOnInteract"); Params::BuildingActor_BlueprintOnInteract Parms{}; Parms.InteractingPawn = InteractingPawn; UObject::ProcessEvent(Func, &Parms); } // Function FortniteGame.BuildingActor.CustomStateChanged // (Event, Public, BlueprintEvent) void ABuildingActor::CustomStateChanged() { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("BuildingActor", "CustomStateChanged"); UObject::ProcessEvent(Func, nullptr); } // Function FortniteGame.BuildingActor.GameplayCue_Damage // (Native, Protected) // Parameters: // EGameplayCueEvent EventType (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) // const struct FGameplayCueParameters& Parameters (Parm, NativeAccessSpecifierPublic) void ABuildingActor::GameplayCue_Damage(EGameplayCueEvent EventType, const struct FGameplayCueParameters& Parameters) { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("BuildingActor", "GameplayCue_Damage"); Params::BuildingActor_GameplayCue_Damage Parms{}; Parms.EventType = EventType; Parms.Parameters = std::move(Parameters); auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; UObject::ProcessEvent(Func, &Parms); Func->FunctionFlags = Flgs; } // Function FortniteGame.BuildingActor.GameplayCue_Healing // (Native, Protected) // Parameters: // EGameplayCueEvent EventType (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) // const struct FGameplayCueParameters& Parameters (Parm, NativeAccessSpecifierPublic) void ABuildingActor::GameplayCue_Healing(EGameplayCueEvent EventType, const struct FGameplayCueParameters& Parameters) { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("BuildingActor", "GameplayCue_Healing"); Params::BuildingActor_GameplayCue_Healing Parms{}; Parms.EventType = EventType; Parms.Parameters = std::move(Parameters); auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; UObject::ProcessEvent(Func, &Parms); Func->FunctionFlags = Flgs; } // Function FortniteGame.BuildingActor.GameplayCue_InstantDeath // (Native, Protected) // Parameters: // EGameplayCueEvent EventType (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) // const struct FGameplayCueParameters& Parameters (Parm, NativeAccessSpecifierPublic) void ABuildingActor::GameplayCue_InstantDeath(EGameplayCueEvent EventType, const struct FGameplayCueParameters& Parameters) { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("BuildingActor", "GameplayCue_InstantDeath"); Params::BuildingActor_GameplayCue_InstantDeath Parms{}; Parms.EventType = EventType; Parms.Parameters = std::move(Parameters); auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; UObject::ProcessEvent(Func, &Parms); Func->FunctionFlags = Flgs; } // Function FortniteGame.BuildingActor.HandleDestroyed // (Native, Protected) void ABuildingActor::HandleDestroyed() { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("BuildingActor", "HandleDestroyed"); auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; UObject::ProcessEvent(Func, nullptr); Func->FunctionFlags = Flgs; } // Function FortniteGame.BuildingActor.InitializeKismetSpawnedBuildingActor // (BlueprintAuthorityOnly, Native, Public, BlueprintCallable) // Parameters: // class ABuildingActor* BuildingOwner (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) // class AFortPlayerController* SpawningController (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) void ABuildingActor::InitializeKismetSpawnedBuildingActor(class ABuildingActor* BuildingOwner, class AFortPlayerController* SpawningController) { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("BuildingActor", "InitializeKismetSpawnedBuildingActor"); Params::BuildingActor_InitializeKismetSpawnedBuildingActor Parms{}; Parms.BuildingOwner = BuildingOwner; Parms.SpawningController = SpawningController; auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; UObject::ProcessEvent(Func, &Parms); Func->FunctionFlags = Flgs; } // Function FortniteGame.BuildingActor.OnBuildingActorInitialized // (BlueprintAuthorityOnly, Native, Event, Public, BlueprintEvent) // Parameters: // EFortBuildingInitializationReason InitializationReason (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) // EFortBuildingPersistentState BuildingPersistentState (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) void ABuildingActor::OnBuildingActorInitialized(EFortBuildingInitializationReason InitializationReason, EFortBuildingPersistentState BuildingPersistentState) { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("BuildingActor", "OnBuildingActorInitialized"); Params::BuildingActor_OnBuildingActorInitialized Parms{}; Parms.InitializationReason = InitializationReason; Parms.BuildingPersistentState = BuildingPersistentState; auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; UObject::ProcessEvent(Func, &Parms); Func->FunctionFlags = Flgs; } // Function FortniteGame.BuildingActor.OnDamagePlayEffects // (BlueprintCosmetic, Event, Public, HasOutParams, HasDefaults, BlueprintEvent) // Parameters: // float Damage (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) // const struct FGameplayTagContainer& DamageTags (ConstParm, Parm, OutParm, ReferenceParm, NativeAccessSpecifierPublic) // const struct FVector& Momentum (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, NativeAccessSpecifierPublic) // const struct FHitResult& HitInfo (ConstParm, Parm, OutParm, ReferenceParm, ContainsInstancedReference, NativeAccessSpecifierPublic) // class AFortPawn* InstigatedBy (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) // class AActor* DamageCauser (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) // const struct FGameplayEffectContextHandle&EffectContext (Parm, NativeAccessSpecifierPublic) void ABuildingActor::OnDamagePlayEffects(float Damage, const struct FGameplayTagContainer& DamageTags, const struct FVector& Momentum, const struct FHitResult& HitInfo, class AFortPawn* InstigatedBy, class AActor* DamageCauser, const struct FGameplayEffectContextHandle& EffectContext) { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("BuildingActor", "OnDamagePlayEffects"); Params::BuildingActor_OnDamagePlayEffects Parms{}; Parms.Damage = Damage; Parms.DamageTags = std::move(DamageTags); Parms.Momentum = std::move(Momentum); Parms.HitInfo = std::move(HitInfo); Parms.InstigatedBy = InstigatedBy; Parms.DamageCauser = DamageCauser; Parms.EffectContext = std::move(EffectContext); UObject::ProcessEvent(Func, &Parms); } // Function FortniteGame.BuildingActor.OnDamageServer // (BlueprintAuthorityOnly, Event, Public, HasOutParams, HasDefaults, BlueprintEvent) // Parameters: // float Damage (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) // const struct FGameplayTagContainer& DamageTags (ConstParm, Parm, OutParm, ReferenceParm, NativeAccessSpecifierPublic) // const struct FVector& Momentum (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, NativeAccessSpecifierPublic) // const struct FHitResult& HitInfo (ConstParm, Parm, OutParm, ReferenceParm, ContainsInstancedReference, NativeAccessSpecifierPublic) // class AController* InstigatedBy (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) // class AActor* DamageCauser (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) // const struct FGameplayEffectContextHandle&EffectContext (Parm, NativeAccessSpecifierPublic) void ABuildingActor::OnDamageServer(float Damage, const struct FGameplayTagContainer& DamageTags, const struct FVector& Momentum, const struct FHitResult& HitInfo, class AController* InstigatedBy, class AActor* DamageCauser, const struct FGameplayEffectContextHandle& EffectContext) { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("BuildingActor", "OnDamageServer"); Params::BuildingActor_OnDamageServer Parms{}; Parms.Damage = Damage; Parms.DamageTags = std::move(DamageTags); Parms.Momentum = std::move(Momentum); Parms.HitInfo = std::move(HitInfo); Parms.InstigatedBy = InstigatedBy; Parms.DamageCauser = DamageCauser; Parms.EffectContext = std::move(EffectContext); UObject::ProcessEvent(Func, &Parms); } // Function FortniteGame.BuildingActor.OnDayPhaseChanged // (Native, Event, Public, BlueprintEvent) // Parameters: // EFortDayPhase CurrentDayPhase (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) // EFortDayPhase PreviousDayPhase (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) // bool bAtCreation (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, NativeAccessSpecifierPublic) void ABuildingActor::OnDayPhaseChanged(EFortDayPhase CurrentDayPhase, EFortDayPhase PreviousDayPhase, bool bAtCreation) { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("BuildingActor", "OnDayPhaseChanged"); Params::BuildingActor_OnDayPhaseChanged Parms{}; Parms.CurrentDayPhase = CurrentDayPhase; Parms.PreviousDayPhase = PreviousDayPhase; Parms.bAtCreation = bAtCreation; auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; UObject::ProcessEvent(Func, &Parms); Func->FunctionFlags = Flgs; } // Function FortniteGame.BuildingActor.OnDeathPlayEffects // (BlueprintCosmetic, Event, Public, HasOutParams, HasDefaults, BlueprintEvent) // Parameters: // float Damage (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) // const struct FGameplayTagContainer& DamageTags (ConstParm, Parm, OutParm, ReferenceParm, NativeAccessSpecifierPublic) // const struct FVector& Momentum (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, NativeAccessSpecifierPublic) // const struct FHitResult& HitInfo (ConstParm, Parm, OutParm, ReferenceParm, ContainsInstancedReference, NativeAccessSpecifierPublic) // class AFortPawn* InstigatedBy (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) // class AActor* DamageCauser (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) // const struct FGameplayEffectContextHandle&EffectContext (Parm, NativeAccessSpecifierPublic) void ABuildingActor::OnDeathPlayEffects(float Damage, const struct FGameplayTagContainer& DamageTags, const struct FVector& Momentum, const struct FHitResult& HitInfo, class AFortPawn* InstigatedBy, class AActor* DamageCauser, const struct FGameplayEffectContextHandle& EffectContext) { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("BuildingActor", "OnDeathPlayEffects"); Params::BuildingActor_OnDeathPlayEffects Parms{}; Parms.Damage = Damage; Parms.DamageTags = std::move(DamageTags); Parms.Momentum = std::move(Momentum); Parms.HitInfo = std::move(HitInfo); Parms.InstigatedBy = InstigatedBy; Parms.DamageCauser = DamageCauser; Parms.EffectContext = std::move(EffectContext); UObject::ProcessEvent(Func, &Parms); } // Function FortniteGame.BuildingActor.OnDeathServer // (BlueprintAuthorityOnly, Event, Public, HasOutParams, HasDefaults, BlueprintEvent) // Parameters: // float Damage (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) // const struct FGameplayTagContainer& DamageTags (ConstParm, Parm, OutParm, ReferenceParm, NativeAccessSpecifierPublic) // const struct FVector& Momentum (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, NativeAccessSpecifierPublic) // const struct FHitResult& HitInfo (ConstParm, Parm, OutParm, ReferenceParm, ContainsInstancedReference, NativeAccessSpecifierPublic) // class AController* InstigatedBy (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) // class AActor* DamageCauser (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) // const struct FGameplayEffectContextHandle&EffectContext (Parm, NativeAccessSpecifierPublic) void ABuildingActor::OnDeathServer(float Damage, const struct FGameplayTagContainer& DamageTags, const struct FVector& Momentum, const struct FHitResult& HitInfo, class AController* InstigatedBy, class AActor* DamageCauser, const struct FGameplayEffectContextHandle& EffectContext) { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("BuildingActor", "OnDeathServer"); Params::BuildingActor_OnDeathServer Parms{}; Parms.Damage = Damage; Parms.DamageTags = std::move(DamageTags); Parms.Momentum = std::move(Momentum); Parms.HitInfo = std::move(HitInfo); Parms.InstigatedBy = InstigatedBy; Parms.DamageCauser = DamageCauser; Parms.EffectContext = std::move(EffectContext); UObject::ProcessEvent(Func, &Parms); } // Function FortniteGame.BuildingActor.OnMatchStarted // (Event, Public, BlueprintEvent) void ABuildingActor::OnMatchStarted() { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("BuildingActor", "OnMatchStarted"); UObject::ProcessEvent(Func, nullptr); } // Function FortniteGame.BuildingActor.OnRep_CurrentBuildingLevel // (Native, Protected) void ABuildingActor::OnRep_CurrentBuildingLevel() { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("BuildingActor", "OnRep_CurrentBuildingLevel"); auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; UObject::ProcessEvent(Func, nullptr); Func->FunctionFlags = Flgs; } // Function FortniteGame.BuildingActor.OnRep_CustomState // (Native, Protected) void ABuildingActor::OnRep_CustomState() { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("BuildingActor", "OnRep_CustomState"); auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; UObject::ProcessEvent(Func, nullptr); Func->FunctionFlags = Flgs; } // Function FortniteGame.BuildingActor.OnWorldReady // (Event, Public, BlueprintEvent) void ABuildingActor::OnWorldReady() { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("BuildingActor", "OnWorldReady"); UObject::ProcessEvent(Func, nullptr); } // Function FortniteGame.BuildingActor.PlacedByPlacementTool // (Native, Event, Public, BlueprintEvent) void ABuildingActor::PlacedByPlacementTool() { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("BuildingActor", "PlacedByPlacementTool"); auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; UObject::ProcessEvent(Func, nullptr); Func->FunctionFlags = Flgs; } // Function FortniteGame.BuildingActor.SetCanExportNavigationObstacle // (Final, Native, Public, BlueprintCallable) // Parameters: // bool InCanExportNavigationObstacle (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, NativeAccessSpecifierPublic) void ABuildingActor::SetCanExportNavigationObstacle(bool InCanExportNavigationObstacle) { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("BuildingActor", "SetCanExportNavigationObstacle"); Params::BuildingActor_SetCanExportNavigationObstacle Parms{}; Parms.InCanExportNavigationObstacle = InCanExportNavigationObstacle; auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; UObject::ProcessEvent(Func, &Parms); Func->FunctionFlags = Flgs; } // Function FortniteGame.BuildingActor.SetCustomState // (BlueprintAuthorityOnly, Native, Public, BlueprintCallable) // Parameters: // const class FString& NewState (Parm, ZeroConstructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) void ABuildingActor::SetCustomState(const class FString& NewState) { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("BuildingActor", "SetCustomState"); Params::BuildingActor_SetCustomState Parms{}; Parms.NewState = std::move(NewState); auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; UObject::ProcessEvent(Func, &Parms); Func->FunctionFlags = Flgs; } // Function FortniteGame.BuildingActor.SetNavigationModifier // (Final, Native, Public, BlueprintCallable) // Parameters: // bool bEnableModifier (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, NativeAccessSpecifierPublic) void ABuildingActor::SetNavigationModifier(bool bEnableModifier) { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("BuildingActor", "SetNavigationModifier"); Params::BuildingActor_SetNavigationModifier Parms{}; Parms.bEnableModifier = bEnableModifier; auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; UObject::ProcessEvent(Func, &Parms); Func->FunctionFlags = Flgs; } // Function FortniteGame.BuildingActor.ShouldDie // (BlueprintAuthorityOnly, Native, Event, Public, BlueprintEvent) // Parameters: // float Damage (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) // class AController* EventInstigator (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) // class AActor* DamageCauser (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) // bool ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, NativeAccessSpecifierPublic) bool ABuildingActor::ShouldDie(float Damage, class AController* EventInstigator, class AActor* DamageCauser) { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("BuildingActor", "ShouldDie"); Params::BuildingActor_ShouldDie Parms{}; Parms.Damage = Damage; Parms.EventInstigator = EventInstigator; Parms.DamageCauser = DamageCauser; auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; UObject::ProcessEvent(Func, &Parms); Func->FunctionFlags = Flgs; return Parms.ReturnValue; } // Function FortniteGame.BuildingActor.SilentDie // (BlueprintAuthorityOnly, Native, Public, BlueprintCallable) void ABuildingActor::SilentDie() { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("BuildingActor", "SilentDie"); auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; UObject::ProcessEvent(Func, nullptr); Func->FunctionFlags = Flgs; } // Function FortniteGame.BuildingActor.BlueprintCanInteract // (Event, Public, BlueprintCallable, BlueprintEvent, BlueprintPure, Const) // Parameters: // const class AFortPawn* InteractingPawn (ConstParm, Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) // bool ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, NativeAccessSpecifierPublic) bool ABuildingActor::BlueprintCanInteract(const class AFortPawn* InteractingPawn) const { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("BuildingActor", "BlueprintCanInteract"); Params::BuildingActor_BlueprintCanInteract Parms{}; Parms.InteractingPawn = InteractingPawn; UObject::ProcessEvent(Func, &Parms); return Parms.ReturnValue; } // Function FortniteGame.BuildingActor.BlueprintGetFailedInteractionString // (Event, Public, BlueprintEvent, Const) // Parameters: // const class AFortPawn* InteractingPawn (ConstParm, Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) // class FText ReturnValue (Parm, OutParm, ReturnParm, NativeAccessSpecifierPublic) class FText ABuildingActor::BlueprintGetFailedInteractionString(const class AFortPawn* InteractingPawn) const { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("BuildingActor", "BlueprintGetFailedInteractionString"); Params::BuildingActor_BlueprintGetFailedInteractionString Parms{}; Parms.InteractingPawn = InteractingPawn; UObject::ProcessEvent(Func, &Parms); return Parms.ReturnValue; } // Function FortniteGame.BuildingActor.BlueprintGetInteractionString // (Event, Public, BlueprintEvent, Const) // Parameters: // const class AFortPawn* InteractingPawn (ConstParm, Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) // class FText ReturnValue (Parm, OutParm, ReturnParm, NativeAccessSpecifierPublic) class FText ABuildingActor::BlueprintGetInteractionString(const class AFortPawn* InteractingPawn) const { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("BuildingActor", "BlueprintGetInteractionString"); Params::BuildingActor_BlueprintGetInteractionString Parms{}; Parms.InteractingPawn = InteractingPawn; UObject::ProcessEvent(Func, &Parms); return Parms.ReturnValue; } // Function FortniteGame.BuildingActor.GetCentroid // (Native, Public, HasDefaults, BlueprintCallable, BlueprintPure, Const) // Parameters: // struct FVector ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, NativeAccessSpecifierPublic) struct FVector ABuildingActor::GetCentroid() const { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("BuildingActor", "GetCentroid"); Params::BuildingActor_GetCentroid Parms{}; auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; UObject::ProcessEvent(Func, &Parms); Func->FunctionFlags = Flgs; return Parms.ReturnValue; } // Function FortniteGame.BuildingActor.GetCurrentBuildingLevel // (Native, Public, BlueprintCallable, BlueprintPure, Const) // Parameters: // int32 ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) int32 ABuildingActor::GetCurrentBuildingLevel() const { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("BuildingActor", "GetCurrentBuildingLevel"); Params::BuildingActor_GetCurrentBuildingLevel Parms{}; auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; UObject::ProcessEvent(Func, &Parms); Func->FunctionFlags = Flgs; return Parms.ReturnValue; } // Function FortniteGame.BuildingActor.GetCustomState // (Native, Public, BlueprintCallable, BlueprintPure, Const) // Parameters: // class FString ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, HasGetValueTypeHash, NativeAccessSpecifierPublic) class FString ABuildingActor::GetCustomState() const { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("BuildingActor", "GetCustomState"); Params::BuildingActor_GetCustomState Parms{}; auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; UObject::ProcessEvent(Func, &Parms); Func->FunctionFlags = Flgs; return Parms.ReturnValue; } // Function FortniteGame.BuildingActor.GetHealth // (Final, Native, Public, BlueprintCallable, BlueprintPure, Const) // Parameters: // float ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) float ABuildingActor::GetHealth() const { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("BuildingActor", "GetHealth"); Params::BuildingActor_GetHealth Parms{}; auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; UObject::ProcessEvent(Func, &Parms); Func->FunctionFlags = Flgs; return Parms.ReturnValue; } // Function FortniteGame.BuildingActor.GetHealthPercent // (Final, Native, Public, BlueprintCallable, BlueprintPure, Const) // Parameters: // float ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) float ABuildingActor::GetHealthPercent() const { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("BuildingActor", "GetHealthPercent"); Params::BuildingActor_GetHealthPercent Parms{}; auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; UObject::ProcessEvent(Func, &Parms); Func->FunctionFlags = Flgs; return Parms.ReturnValue; } // Function FortniteGame.BuildingActor.GetMaxHealth // (Final, Native, Public, BlueprintCallable, BlueprintPure, Const) // Parameters: // float ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) float ABuildingActor::GetMaxHealth() const { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("BuildingActor", "GetMaxHealth"); Params::BuildingActor_GetMaxHealth Parms{}; auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; UObject::ProcessEvent(Func, &Parms); Func->FunctionFlags = Flgs; return Parms.ReturnValue; } // Function FortniteGame.BuildingActor.GetMissingHealth // (Final, Native, Public, BlueprintCallable, BlueprintPure, Const) // Parameters: // float ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) float ABuildingActor::GetMissingHealth() const { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("BuildingActor", "GetMissingHealth"); Params::BuildingActor_GetMissingHealth Parms{}; auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; UObject::ProcessEvent(Func, &Parms); Func->FunctionFlags = Flgs; return Parms.ReturnValue; } // Function FortniteGame.BuildingActor.GetOwningController // (Final, BlueprintAuthorityOnly, Native, Public, BlueprintCallable, BlueprintPure, Const) // Parameters: // class AController* ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) class AController* ABuildingActor::GetOwningController() const { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("BuildingActor", "GetOwningController"); Params::BuildingActor_GetOwningController Parms{}; auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; UObject::ProcessEvent(Func, &Parms); Func->FunctionFlags = Flgs; return Parms.ReturnValue; } // Function FortniteGame.BuildingActor.GetOwningPlayerState // (Final, Native, Public, BlueprintCallable, BlueprintPure, Const) // Parameters: // class AFortPlayerState* ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) class AFortPlayerState* ABuildingActor::GetOwningPlayerState() const { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("BuildingActor", "GetOwningPlayerState"); Params::BuildingActor_GetOwningPlayerState Parms{}; auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; UObject::ProcessEvent(Func, &Parms); Func->FunctionFlags = Flgs; return Parms.ReturnValue; } // Function FortniteGame.BuildingActor.HasHealthLeft // (Final, Native, Public, BlueprintCallable, BlueprintPure, Const) // Parameters: // bool ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, NativeAccessSpecifierPublic) bool ABuildingActor::HasHealthLeft() const { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("BuildingActor", "HasHealthLeft"); Params::BuildingActor_HasHealthLeft Parms{}; auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; UObject::ProcessEvent(Func, &Parms); Func->FunctionFlags = Flgs; return Parms.ReturnValue; } // Function FortniteGame.BuildingActor.IsAcceptablePositionForPlacement // (Native, Event, Public, HasOutParams, HasDefaults, BlueprintCallable, BlueprintEvent, BlueprintPure, Const) // Parameters: // const struct FVector& InLocation (ConstParm, Parm, OutParm, ZeroConstructor, ReferenceParm, IsPlainOldData, NoDestructor, NativeAccessSpecifierPublic) // const struct FRotator& InRotation (ConstParm, Parm, OutParm, ZeroConstructor, ReferenceParm, IsPlainOldData, NoDestructor, NativeAccessSpecifierPublic) // class AFortDecoTool* DecoTool (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) // bool bIsCDO (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, NativeAccessSpecifierPublic) // class FText* OutFailureReason (Parm, OutParm, NativeAccessSpecifierPublic) // bool ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, NativeAccessSpecifierPublic) bool ABuildingActor::IsAcceptablePositionForPlacement(const struct FVector& InLocation, const struct FRotator& InRotation, class AFortDecoTool* DecoTool, bool bIsCDO, class FText* OutFailureReason) const { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("BuildingActor", "IsAcceptablePositionForPlacement"); Params::BuildingActor_IsAcceptablePositionForPlacement Parms{}; Parms.InLocation = std::move(InLocation); Parms.InRotation = std::move(InRotation); Parms.DecoTool = DecoTool; Parms.bIsCDO = bIsCDO; auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; UObject::ProcessEvent(Func, &Parms); Func->FunctionFlags = Flgs; if (OutFailureReason != nullptr) *OutFailureReason = std::move(Parms.OutFailureReason); return Parms.ReturnValue; } // Function FortniteGame.BuildingActor.IsDamaged // (Final, Native, Public, BlueprintCallable, BlueprintPure, Const) // Parameters: // bool ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, NativeAccessSpecifierPublic) bool ABuildingActor::IsDamaged() const { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("BuildingActor", "IsDamaged"); Params::BuildingActor_IsDamaged Parms{}; auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; UObject::ProcessEvent(Func, &Parms); Func->FunctionFlags = Flgs; return Parms.ReturnValue; } // Function FortniteGame.BuildingActor.IsPlayerBuilt // (Final, Native, Public, BlueprintCallable, BlueprintPure, Const) // Parameters: // bool ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, NativeAccessSpecifierPublic) bool ABuildingActor::IsPlayerBuilt() const { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("BuildingActor", "IsPlayerBuilt"); Params::BuildingActor_IsPlayerBuilt Parms{}; auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; UObject::ProcessEvent(Func, &Parms); Func->FunctionFlags = Flgs; return Parms.ReturnValue; } // Function FortniteGame.BuildingActor.UseDefaultHealthBar // (Native, Event, Public, BlueprintEvent, Const) // Parameters: // bool ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, NativeAccessSpecifierPublic) bool ABuildingActor::UseDefaultHealthBar() const { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("BuildingActor", "UseDefaultHealthBar"); Params::BuildingActor_UseDefaultHealthBar Parms{}; auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; UObject::ProcessEvent(Func, &Parms); Func->FunctionFlags = Flgs; return Parms.ReturnValue; } // Function FortniteGame.FortAIEncounterRiftManager.GetAssociatedMission // (Final, Native, Public, BlueprintCallable, BlueprintPure, Const) // Parameters: // class AFortMission* ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) class AFortMission* UFortAIEncounterRiftManager::GetAssociatedMission() const { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("FortAIEncounterRiftManager", "GetAssociatedMission"); Params::FortAIEncounterRiftManager_GetAssociatedMission Parms{}; auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; UObject::ProcessEvent(Func, &Parms); Func->FunctionFlags = Flgs; return Parms.ReturnValue; } // Function FortniteGame.BuildingGameplayActor.DisableAbilityDeliveryInfo // (Final, BlueprintAuthorityOnly, Native, Public, BlueprintCallable) // Parameters: // const struct FGameplayTag& BucketTag (Parm, NativeAccessSpecifierPublic) void ABuildingGameplayActor::DisableAbilityDeliveryInfo(const struct FGameplayTag& BucketTag) { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("BuildingGameplayActor", "DisableAbilityDeliveryInfo"); Params::BuildingGameplayActor_DisableAbilityDeliveryInfo Parms{}; Parms.BucketTag = std::move(BucketTag); auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; UObject::ProcessEvent(Func, &Parms); Func->FunctionFlags = Flgs; } // Function FortniteGame.BuildingGameplayActor.EnableAbilityDeliveryInfo // (Final, BlueprintAuthorityOnly, Native, Public, BlueprintCallable) // Parameters: // const struct FGameplayTag& BucketTag (Parm, NativeAccessSpecifierPublic) void ABuildingGameplayActor::EnableAbilityDeliveryInfo(const struct FGameplayTag& BucketTag) { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("BuildingGameplayActor", "EnableAbilityDeliveryInfo"); Params::BuildingGameplayActor_EnableAbilityDeliveryInfo Parms{}; Parms.BucketTag = std::move(BucketTag); auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; UObject::ProcessEvent(Func, &Parms); Func->FunctionFlags = Flgs; } // Function FortniteGame.BuildingGameplayActor.K2_AddGameplayCue // (Native, Public, BlueprintCallable) // Parameters: // const struct FGameplayTag& GameplayCueTag (Parm, NativeAccessSpecifierPublic) // const struct FGameplayEffectContextHandle&Context (Parm, NativeAccessSpecifierPublic) void ABuildingGameplayActor::K2_AddGameplayCue(const struct FGameplayTag& GameplayCueTag, const struct FGameplayEffectContextHandle& Context) { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("BuildingGameplayActor", "K2_AddGameplayCue"); Params::BuildingGameplayActor_K2_AddGameplayCue Parms{}; Parms.GameplayCueTag = std::move(GameplayCueTag); Parms.Context = std::move(Context); auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; UObject::ProcessEvent(Func, &Parms); Func->FunctionFlags = Flgs; } // Function FortniteGame.BuildingGameplayActor.K2_ExecuteGameplayCue // (Native, Public, BlueprintCallable) // Parameters: // const struct FGameplayTag& GameplayCueTag (Parm, NativeAccessSpecifierPublic) // const struct FGameplayEffectContextHandle&Context (Parm, NativeAccessSpecifierPublic) void ABuildingGameplayActor::K2_ExecuteGameplayCue(const struct FGameplayTag& GameplayCueTag, const struct FGameplayEffectContextHandle& Context) { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("BuildingGameplayActor", "K2_ExecuteGameplayCue"); Params::BuildingGameplayActor_K2_ExecuteGameplayCue Parms{}; Parms.GameplayCueTag = std::move(GameplayCueTag); Parms.Context = std::move(Context); auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; UObject::ProcessEvent(Func, &Parms); Func->FunctionFlags = Flgs; } // Function FortniteGame.BuildingGameplayActor.K2_ExecuteGameplayCueWithParams // (Native, Public, HasOutParams, BlueprintCallable) // Parameters: // const struct FGameplayTag& GameplayCueTag (Parm, NativeAccessSpecifierPublic) // const struct FGameplayCueParameters& GameplayCueParameters (ConstParm, Parm, OutParm, ReferenceParm, NativeAccessSpecifierPublic) void ABuildingGameplayActor::K2_ExecuteGameplayCueWithParams(const struct FGameplayTag& GameplayCueTag, const struct FGameplayCueParameters& GameplayCueParameters) { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("BuildingGameplayActor", "K2_ExecuteGameplayCueWithParams"); Params::BuildingGameplayActor_K2_ExecuteGameplayCueWithParams Parms{}; Parms.GameplayCueTag = std::move(GameplayCueTag); Parms.GameplayCueParameters = std::move(GameplayCueParameters); auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; UObject::ProcessEvent(Func, &Parms); Func->FunctionFlags = Flgs; } // Function FortniteGame.BuildingGameplayActor.K2_RemoveGameplayCue // (Native, Public, BlueprintCallable) // Parameters: // const struct FGameplayTag& GameplayCueTag (Parm, NativeAccessSpecifierPublic) void ABuildingGameplayActor::K2_RemoveGameplayCue(const struct FGameplayTag& GameplayCueTag) { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("BuildingGameplayActor", "K2_RemoveGameplayCue"); Params::BuildingGameplayActor_K2_RemoveGameplayCue Parms{}; Parms.GameplayCueTag = std::move(GameplayCueTag); auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; UObject::ProcessEvent(Func, &Parms); Func->FunctionFlags = Flgs; } // Function FortniteGame.BuildingGameplayActor.SetIgnoreInstigatorCollision // (Final, Native, Public, BlueprintCallable) // Parameters: // bool bShouldIgnore (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, NativeAccessSpecifierPublic) void ABuildingGameplayActor::SetIgnoreInstigatorCollision(bool bShouldIgnore) { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("BuildingGameplayActor", "SetIgnoreInstigatorCollision"); Params::BuildingGameplayActor_SetIgnoreInstigatorCollision Parms{}; Parms.bShouldIgnore = bShouldIgnore; auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; UObject::ProcessEvent(Func, &Parms); Func->FunctionFlags = Flgs; } // Function FortniteGame.BuildingGameplayActor.SetInitialVelocity // (Final, Native, Public, HasOutParams, HasDefaults, BlueprintCallable) // Parameters: // const struct FVector& InitialVelocity (ConstParm, Parm, OutParm, ZeroConstructor, ReferenceParm, IsPlainOldData, NoDestructor, NativeAccessSpecifierPublic) void ABuildingGameplayActor::SetInitialVelocity(const struct FVector& InitialVelocity) { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("BuildingGameplayActor", "SetInitialVelocity"); Params::BuildingGameplayActor_SetInitialVelocity Parms{}; Parms.InitialVelocity = std::move(InitialVelocity); auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; UObject::ProcessEvent(Func, &Parms); Func->FunctionFlags = Flgs; } // Function FortniteGame.BuildingGameplayActor.GetTargetingSourceTransform // (Native, Event, Public, HasDefaults, BlueprintCallable, BlueprintEvent, BlueprintPure, Const) // Parameters: // EFortAbilityTargetingSource Source (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) // struct FTransform ReturnValue (Parm, OutParm, ReturnParm, IsPlainOldData, NoDestructor, NativeAccessSpecifierPublic) struct FTransform ABuildingGameplayActor::GetTargetingSourceTransform(EFortAbilityTargetingSource Source) const { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("BuildingGameplayActor", "GetTargetingSourceTransform"); Params::BuildingGameplayActor_GetTargetingSourceTransform Parms{}; Parms.Source = Source; auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; UObject::ProcessEvent(Func, &Parms); Func->FunctionFlags = Flgs; return Parms.ReturnValue; } // Function FortniteGame.BuildingCapturePointActor.OnCapturePointActiveStateChange // (Native, Event, Public, BlueprintEvent) // Parameters: // bool bInActive (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, NativeAccessSpecifierPublic) void ABuildingCapturePointActor::OnCapturePointActiveStateChange(bool bInActive) { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("BuildingCapturePointActor", "OnCapturePointActiveStateChange"); Params::BuildingCapturePointActor_OnCapturePointActiveStateChange Parms{}; Parms.bInActive = bInActive; auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; UObject::ProcessEvent(Func, &Parms); Func->FunctionFlags = Flgs; } // Function FortniteGame.BuildingCapturePointActor.OnCapturePointLockStateChange // (Native, Event, Public, BlueprintEvent) // Parameters: // bool bInLocked (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, NativeAccessSpecifierPublic) void ABuildingCapturePointActor::OnCapturePointLockStateChange(bool bInLocked) { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("BuildingCapturePointActor", "OnCapturePointLockStateChange"); Params::BuildingCapturePointActor_OnCapturePointLockStateChange Parms{}; Parms.bInLocked = bInLocked; auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; UObject::ProcessEvent(Func, &Parms); Func->FunctionFlags = Flgs; } // Function FortniteGame.BuildingCapturePointActor.OnCapturePointStateChange // (Native, Event, Public, BlueprintEvent) // Parameters: // ECaptureState InState (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) // EFortTeam InTeam (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) void ABuildingCapturePointActor::OnCapturePointStateChange(ECaptureState InState, EFortTeam InTeam) { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("BuildingCapturePointActor", "OnCapturePointStateChange"); Params::BuildingCapturePointActor_OnCapturePointStateChange Parms{}; Parms.InState = InState; Parms.InTeam = InTeam; auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; UObject::ProcessEvent(Func, &Parms); Func->FunctionFlags = Flgs; } // Function FortniteGame.BuildingCapturePointActor.OnEnterCapturePoint // (Final, Native, Protected, HasOutParams) // Parameters: // class AActor* OtherActor (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) // class UPrimitiveComponent* OtherComp (Parm, ZeroConstructor, InstancedReference, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) // int32 OtherBodyIndex (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) // bool bFromSweep (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, NativeAccessSpecifierPublic) // const struct FHitResult& SweepResult (ConstParm, Parm, OutParm, ReferenceParm, ContainsInstancedReference, NativeAccessSpecifierPublic) void ABuildingCapturePointActor::OnEnterCapturePoint(class AActor* OtherActor, class UPrimitiveComponent* OtherComp, int32 OtherBodyIndex, bool bFromSweep, const struct FHitResult& SweepResult) { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("BuildingCapturePointActor", "OnEnterCapturePoint"); Params::BuildingCapturePointActor_OnEnterCapturePoint Parms{}; Parms.OtherActor = OtherActor; Parms.OtherComp = OtherComp; Parms.OtherBodyIndex = OtherBodyIndex; Parms.bFromSweep = bFromSweep; Parms.SweepResult = std::move(SweepResult); auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; UObject::ProcessEvent(Func, &Parms); Func->FunctionFlags = Flgs; } // Function FortniteGame.BuildingCapturePointActor.OnLeaveCapturePoint // (Final, Native, Protected) // Parameters: // class AActor* OtherActor (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) // class UPrimitiveComponent* OtherComp (Parm, ZeroConstructor, InstancedReference, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) // int32 OtherBodyIndex (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) void ABuildingCapturePointActor::OnLeaveCapturePoint(class AActor* OtherActor, class UPrimitiveComponent* OtherComp, int32 OtherBodyIndex) { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("BuildingCapturePointActor", "OnLeaveCapturePoint"); Params::BuildingCapturePointActor_OnLeaveCapturePoint Parms{}; Parms.OtherActor = OtherActor; Parms.OtherComp = OtherComp; Parms.OtherBodyIndex = OtherBodyIndex; auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; UObject::ProcessEvent(Func, &Parms); Func->FunctionFlags = Flgs; } // Function FortniteGame.BuildingCapturePointActor.OnRep_bActivated // (Final, Native, Protected) void ABuildingCapturePointActor::OnRep_bActivated() { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("BuildingCapturePointActor", "OnRep_bActivated"); auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; UObject::ProcessEvent(Func, nullptr); Func->FunctionFlags = Flgs; } // Function FortniteGame.BuildingCapturePointActor.OnRep_bLocked // (Final, Native, Protected) void ABuildingCapturePointActor::OnRep_bLocked() { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("BuildingCapturePointActor", "OnRep_bLocked"); auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; UObject::ProcessEvent(Func, nullptr); Func->FunctionFlags = Flgs; } // Function FortniteGame.BuildingCapturePointActor.OnRep_CaptureState // (Final, Native, Protected) void ABuildingCapturePointActor::OnRep_CaptureState() { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("BuildingCapturePointActor", "OnRep_CaptureState"); auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; UObject::ProcessEvent(Func, nullptr); Func->FunctionFlags = Flgs; } // Function FortniteGame.BuildingCapturePointActor.OnRep_ReplicatedCapturePercentage // (Final, Native, Protected) void ABuildingCapturePointActor::OnRep_ReplicatedCapturePercentage() { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("BuildingCapturePointActor", "OnRep_ReplicatedCapturePercentage"); auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; UObject::ProcessEvent(Func, nullptr); Func->FunctionFlags = Flgs; } // Function FortniteGame.BuildingCapturePointActor.SetActivatedState // (Final, Native, Public, BlueprintCallable) // Parameters: // bool bInActivated (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, NativeAccessSpecifierPublic) void ABuildingCapturePointActor::SetActivatedState(bool bInActivated) { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("BuildingCapturePointActor", "SetActivatedState"); Params::BuildingCapturePointActor_SetActivatedState Parms{}; Parms.bInActivated = bInActivated; auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; UObject::ProcessEvent(Func, &Parms); Func->FunctionFlags = Flgs; } // Function FortniteGame.BuildingCapturePointActor.GetCaptureState // (Final, Native, Public, BlueprintCallable, BlueprintPure, Const) // Parameters: // ECaptureState ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) ECaptureState ABuildingCapturePointActor::GetCaptureState() const { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("BuildingCapturePointActor", "GetCaptureState"); Params::BuildingCapturePointActor_GetCaptureState Parms{}; auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; UObject::ProcessEvent(Func, &Parms); Func->FunctionFlags = Flgs; return Parms.ReturnValue; } // Function FortniteGame.BuildingFlagSpawn.OnCarriedObjectAttachedEvent // (Native, Event, Public, BlueprintEvent) void ABuildingFlagSpawn::OnCarriedObjectAttachedEvent() { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("BuildingFlagSpawn", "OnCarriedObjectAttachedEvent"); auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; UObject::ProcessEvent(Func, nullptr); Func->FunctionFlags = Flgs; } // Function FortniteGame.BuildingFlagSpawn.OnCarriedObjectDetachedEvent // (Native, Event, Public, BlueprintEvent) void ABuildingFlagSpawn::OnCarriedObjectDetachedEvent() { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("BuildingFlagSpawn", "OnCarriedObjectDetachedEvent"); auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; UObject::ProcessEvent(Func, nullptr); Func->FunctionFlags = Flgs; } // Function FortniteGame.BuildingFlagSpawn.SpawnCarriedObject // (Final, BlueprintAuthorityOnly, Native, Public, BlueprintCallable) void ABuildingFlagSpawn::SpawnCarriedObject() { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("BuildingFlagSpawn", "SpawnCarriedObject"); auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; UObject::ProcessEvent(Func, nullptr); Func->FunctionFlags = Flgs; } // Function FortniteGame.BuildingFlagSpawn.IsSpawnedObjectAwayFromBase // (Final, Native, Public, BlueprintCallable, BlueprintPure, Const) // Parameters: // bool ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, NativeAccessSpecifierPublic) bool ABuildingFlagSpawn::IsSpawnedObjectAwayFromBase() const { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("BuildingFlagSpawn", "IsSpawnedObjectAwayFromBase"); Params::BuildingFlagSpawn_IsSpawnedObjectAwayFromBase Parms{}; auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; UObject::ProcessEvent(Func, &Parms); Func->FunctionFlags = Flgs; return Parms.ReturnValue; } // Function FortniteGame.BuildingItemCollectorActor.GetNumberOfTeamCaptures // (Final, Native, Public, BlueprintCallable) // Parameters: // EFortTeam InTeam (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) // int32 ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) int32 ABuildingItemCollectorActor::GetNumberOfTeamCaptures(EFortTeam InTeam) { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("BuildingItemCollectorActor", "GetNumberOfTeamCaptures"); Params::BuildingItemCollectorActor_GetNumberOfTeamCaptures Parms{}; Parms.InTeam = InTeam; auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; UObject::ProcessEvent(Func, &Parms); Func->FunctionFlags = Flgs; return Parms.ReturnValue; } // Function FortniteGame.BuildingItemCollectorActor.GetTeamDepositAmount // (Final, Native, Public, BlueprintCallable) // Parameters: // EFortTeam InTeam (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) // int32 ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) int32 ABuildingItemCollectorActor::GetTeamDepositAmount(EFortTeam InTeam) { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("BuildingItemCollectorActor", "GetTeamDepositAmount"); Params::BuildingItemCollectorActor_GetTeamDepositAmount Parms{}; Parms.InTeam = InTeam; auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; UObject::ProcessEvent(Func, &Parms); Func->FunctionFlags = Flgs; return Parms.ReturnValue; } // Function FortniteGame.BuildingItemCollectorActor.GetTeamDepositGoal // (Final, Native, Public, BlueprintCallable) // Parameters: // EFortTeam InTeam (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) // int32 ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) int32 ABuildingItemCollectorActor::GetTeamDepositGoal(EFortTeam InTeam) { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("BuildingItemCollectorActor", "GetTeamDepositGoal"); Params::BuildingItemCollectorActor_GetTeamDepositGoal Parms{}; Parms.InTeam = InTeam; auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; UObject::ProcessEvent(Func, &Parms); Func->FunctionFlags = Flgs; return Parms.ReturnValue; } // Function FortniteGame.BuildingItemCollectorActor.GetTeamReachedGoalCount // (Final, BlueprintAuthorityOnly, Native, Public, BlueprintCallable) // Parameters: // EFortTeam InTeam (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) // int32 ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) int32 ABuildingItemCollectorActor::GetTeamReachedGoalCount(EFortTeam InTeam) { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("BuildingItemCollectorActor", "GetTeamReachedGoalCount"); Params::BuildingItemCollectorActor_GetTeamReachedGoalCount Parms{}; Parms.InTeam = InTeam; auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; UObject::ProcessEvent(Func, &Parms); Func->FunctionFlags = Flgs; return Parms.ReturnValue; } // Function FortniteGame.BuildingItemCollectorActor.OnItemCollectorStateChanged // (Native, Event, Public, BlueprintEvent) // Parameters: // EFortItemCollectorState InItemCollectorState (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) void ABuildingItemCollectorActor::OnItemCollectorStateChanged(EFortItemCollectorState InItemCollectorState) { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("BuildingItemCollectorActor", "OnItemCollectorStateChanged"); Params::BuildingItemCollectorActor_OnItemCollectorStateChanged Parms{}; Parms.InItemCollectorState = InItemCollectorState; auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; UObject::ProcessEvent(Func, &Parms); Func->FunctionFlags = Flgs; } // Function FortniteGame.BuildingItemCollectorActor.OnRep_ControllingTeam // (Final, Native, Protected) void ABuildingItemCollectorActor::OnRep_ControllingTeam() { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("BuildingItemCollectorActor", "OnRep_ControllingTeam"); auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; UObject::ProcessEvent(Func, nullptr); Func->FunctionFlags = Flgs; } // Function FortniteGame.BuildingItemCollectorActor.OnRep_ItemCollectorState // (Final, Native, Protected) void ABuildingItemCollectorActor::OnRep_ItemCollectorState() { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("BuildingItemCollectorActor", "OnRep_ItemCollectorState"); auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; UObject::ProcessEvent(Func, nullptr); Func->FunctionFlags = Flgs; } // Function FortniteGame.BuildingItemCollectorActor.OnRep_TeamDepositAmounts // (Final, Native, Protected) void ABuildingItemCollectorActor::OnRep_TeamDepositAmounts() { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("BuildingItemCollectorActor", "OnRep_TeamDepositAmounts"); auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; UObject::ProcessEvent(Func, nullptr); Func->FunctionFlags = Flgs; } // Function FortniteGame.BuildingItemCollectorActor.OnRep_TeamDepositGoals // (Final, Native, Protected) void ABuildingItemCollectorActor::OnRep_TeamDepositGoals() { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("BuildingItemCollectorActor", "OnRep_TeamDepositGoals"); auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; UObject::ProcessEvent(Func, nullptr); Func->FunctionFlags = Flgs; } // Function FortniteGame.BuildingItemCollectorActor.OnTeamReachedDepositGoal // (Native, Event, Public, BlueprintEvent) // Parameters: // EFortTeam InControllingTeam (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) void ABuildingItemCollectorActor::OnTeamReachedDepositGoal(EFortTeam InControllingTeam) { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("BuildingItemCollectorActor", "OnTeamReachedDepositGoal"); Params::BuildingItemCollectorActor_OnTeamReachedDepositGoal Parms{}; Parms.InControllingTeam = InControllingTeam; auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; UObject::ProcessEvent(Func, &Parms); Func->FunctionFlags = Flgs; } // Function FortniteGame.BuildingItemCollectorActor.SetItemCollectorState // (Final, BlueprintAuthorityOnly, Native, Public, BlueprintCallable) // Parameters: // EFortItemCollectorState InItemCollectorState (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) void ABuildingItemCollectorActor::SetItemCollectorState(EFortItemCollectorState InItemCollectorState) { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("BuildingItemCollectorActor", "SetItemCollectorState"); Params::BuildingItemCollectorActor_SetItemCollectorState Parms{}; Parms.InItemCollectorState = InItemCollectorState; auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; UObject::ProcessEvent(Func, &Parms); Func->FunctionFlags = Flgs; } // Function FortniteGame.BuildingItemCollectorActor.UpdateTeamDepositValues // (Native, Event, Public, HasOutParams, BlueprintEvent) // Parameters: // const TArray& DepositAmounts (ConstParm, Parm, OutParm, ZeroConstructor, ReferenceParm, NativeAccessSpecifierPublic) // const TArray& DepositGoals (ConstParm, Parm, OutParm, ZeroConstructor, ReferenceParm, NativeAccessSpecifierPublic) void ABuildingItemCollectorActor::UpdateTeamDepositValues(const TArray& DepositAmounts, const TArray& DepositGoals) { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("BuildingItemCollectorActor", "UpdateTeamDepositValues"); Params::BuildingItemCollectorActor_UpdateTeamDepositValues Parms{}; Parms.DepositAmounts = std::move(DepositAmounts); Parms.DepositGoals = std::move(DepositGoals); auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; UObject::ProcessEvent(Func, &Parms); Func->FunctionFlags = Flgs; } // Function FortniteGame.FortAIGoalManager.AddGoalsToWorldAssignment // (Final, Native, Static, Public, HasOutParams, BlueprintCallable) // Parameters: // class UObject* WorldContextObject (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) // const struct FFortAIAssignmentIdentifier&AssignmentIdentifier (ConstParm, Parm, OutParm, ReferenceParm, NativeAccessSpecifierPublic) // const TArray& GoalInfos (ConstParm, Parm, OutParm, ZeroConstructor, ReferenceParm, NativeAccessSpecifierPublic) void AFortAIGoalManager::AddGoalsToWorldAssignment(class UObject* WorldContextObject, const struct FFortAIAssignmentIdentifier& AssignmentIdentifier, const TArray& GoalInfos) { static class UFunction* Func = nullptr; if (Func == nullptr) Func = StaticClass()->GetFunction("FortAIGoalManager", "AddGoalsToWorldAssignment"); Params::FortAIGoalManager_AddGoalsToWorldAssignment Parms{}; Parms.WorldContextObject = WorldContextObject; Parms.AssignmentIdentifier = std::move(AssignmentIdentifier); Parms.GoalInfos = std::move(GoalInfos); auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; GetDefaultObj()->ProcessEvent(Func, &Parms); Func->FunctionFlags = Flgs; } // Function FortniteGame.FortAIGoalManager.AddGoalToWorldAssignment // (Final, Native, Static, Public, HasOutParams, BlueprintCallable) // Parameters: // class UObject* WorldContextObject (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) // const struct FFortAIAssignmentIdentifier&AssignmentIdentifier (ConstParm, Parm, OutParm, ReferenceParm, NativeAccessSpecifierPublic) // const struct FFortAIGoalInfo& GoalInfo (ConstParm, Parm, OutParm, ReferenceParm, NativeAccessSpecifierPublic) void AFortAIGoalManager::AddGoalToWorldAssignment(class UObject* WorldContextObject, const struct FFortAIAssignmentIdentifier& AssignmentIdentifier, const struct FFortAIGoalInfo& GoalInfo) { static class UFunction* Func = nullptr; if (Func == nullptr) Func = StaticClass()->GetFunction("FortAIGoalManager", "AddGoalToWorldAssignment"); Params::FortAIGoalManager_AddGoalToWorldAssignment Parms{}; Parms.WorldContextObject = WorldContextObject; Parms.AssignmentIdentifier = std::move(AssignmentIdentifier); Parms.GoalInfo = std::move(GoalInfo); auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; GetDefaultObj()->ProcessEvent(Func, &Parms); Func->FunctionFlags = Flgs; } // Function FortniteGame.FortAIGoalManager.CreateWorldAssignment // (Final, Native, Static, Public, HasOutParams, BlueprintCallable) // Parameters: // class UObject* WorldContextObject (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) // const struct FFortAIAssignmentIdentifier&WorldAssignmentIdentifier (Parm, NativeAccessSpecifierPublic) // class UFortAIAssignmentSettings* AssignmentSettings (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) // TSubclassOf GoalProvider (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, UObjectWrapper, HasGetValueTypeHash, NativeAccessSpecifierPublic) // struct FFortAIAssignmentIdentifier* AssignmentIdentifier (Parm, OutParm, NativeAccessSpecifierPublic) // EAssignmentCreationResult* CreationResult (Parm, OutParm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) void AFortAIGoalManager::CreateWorldAssignment(class UObject* WorldContextObject, const struct FFortAIAssignmentIdentifier& WorldAssignmentIdentifier, class UFortAIAssignmentSettings* AssignmentSettings, TSubclassOf GoalProvider, struct FFortAIAssignmentIdentifier* AssignmentIdentifier, EAssignmentCreationResult* CreationResult) { static class UFunction* Func = nullptr; if (Func == nullptr) Func = StaticClass()->GetFunction("FortAIGoalManager", "CreateWorldAssignment"); Params::FortAIGoalManager_CreateWorldAssignment Parms{}; Parms.WorldContextObject = WorldContextObject; Parms.WorldAssignmentIdentifier = std::move(WorldAssignmentIdentifier); Parms.AssignmentSettings = AssignmentSettings; Parms.GoalProvider = GoalProvider; auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; GetDefaultObj()->ProcessEvent(Func, &Parms); Func->FunctionFlags = Flgs; if (AssignmentIdentifier != nullptr) *AssignmentIdentifier = std::move(Parms.AssignmentIdentifier); if (CreationResult != nullptr) *CreationResult = Parms.CreationResult; } // Function FortniteGame.FortAIGoalManager.MakeGoalFromActor // (Final, Native, Static, Public, HasOutParams, BlueprintCallable) // Parameters: // struct FFortAIGoalInfo* Goal (Parm, OutParm, NativeAccessSpecifierPublic) // const class UObject* WorldContextObject (ConstParm, Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) // const class AActor*& GoalActor (ConstParm, Parm, OutParm, ZeroConstructor, ReferenceParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) // bool bActorAlwaysPerceived (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, NativeAccessSpecifierPublic) // bool bGoalActorAllowsUndermining (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, NativeAccessSpecifierPublic) void AFortAIGoalManager::MakeGoalFromActor(struct FFortAIGoalInfo* Goal, const class UObject* WorldContextObject, const class AActor*& GoalActor, bool bActorAlwaysPerceived, bool bGoalActorAllowsUndermining) { static class UFunction* Func = nullptr; if (Func == nullptr) Func = StaticClass()->GetFunction("FortAIGoalManager", "MakeGoalFromActor"); Params::FortAIGoalManager_MakeGoalFromActor Parms{}; Parms.WorldContextObject = WorldContextObject; Parms.GoalActor = GoalActor; Parms.bActorAlwaysPerceived = bActorAlwaysPerceived; Parms.bGoalActorAllowsUndermining = bGoalActorAllowsUndermining; auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; GetDefaultObj()->ProcessEvent(Func, &Parms); Func->FunctionFlags = Flgs; if (Goal != nullptr) *Goal = std::move(Parms.Goal); } // Function FortniteGame.FortAIGoalManager.MakeGoalFromLocation // (Final, Native, Static, Public, HasOutParams, HasDefaults, BlueprintCallable) // Parameters: // struct FFortAIGoalInfo* Goal (Parm, OutParm, NativeAccessSpecifierPublic) // const class UObject* WorldContextObject (ConstParm, Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) // const struct FVector& GoalLocation (ConstParm, Parm, OutParm, ZeroConstructor, ReferenceParm, IsPlainOldData, NoDestructor, NativeAccessSpecifierPublic) void AFortAIGoalManager::MakeGoalFromLocation(struct FFortAIGoalInfo* Goal, const class UObject* WorldContextObject, const struct FVector& GoalLocation) { static class UFunction* Func = nullptr; if (Func == nullptr) Func = StaticClass()->GetFunction("FortAIGoalManager", "MakeGoalFromLocation"); Params::FortAIGoalManager_MakeGoalFromLocation Parms{}; Parms.WorldContextObject = WorldContextObject; Parms.GoalLocation = std::move(GoalLocation); auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; GetDefaultObj()->ProcessEvent(Func, &Parms); Func->FunctionFlags = Flgs; if (Goal != nullptr) *Goal = std::move(Parms.Goal); } // Function FortniteGame.FortAIGoalManager.MakeGoalsFromActors // (Final, Native, Static, Public, HasOutParams, BlueprintCallable) // Parameters: // TArray* Goals (Parm, OutParm, ZeroConstructor, NativeAccessSpecifierPublic) // const class UObject* WorldContextObject (ConstParm, Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) // const TArray& GoalActors (ConstParm, Parm, OutParm, ZeroConstructor, ReferenceParm, NativeAccessSpecifierPublic) // bool bActorsAlwaysPerceived (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, NativeAccessSpecifierPublic) // bool bGoalActorsAllowUndermining (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, NativeAccessSpecifierPublic) void AFortAIGoalManager::MakeGoalsFromActors(TArray* Goals, const class UObject* WorldContextObject, const TArray& GoalActors, bool bActorsAlwaysPerceived, bool bGoalActorsAllowUndermining) { static class UFunction* Func = nullptr; if (Func == nullptr) Func = StaticClass()->GetFunction("FortAIGoalManager", "MakeGoalsFromActors"); Params::FortAIGoalManager_MakeGoalsFromActors Parms{}; Parms.WorldContextObject = WorldContextObject; Parms.GoalActors = std::move(GoalActors); Parms.bActorsAlwaysPerceived = bActorsAlwaysPerceived; Parms.bGoalActorsAllowUndermining = bGoalActorsAllowUndermining; auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; GetDefaultObj()->ProcessEvent(Func, &Parms); Func->FunctionFlags = Flgs; if (Goals != nullptr) *Goals = std::move(Parms.Goals); } // Function FortniteGame.FortAIGoalManager.MakeGoalsFromLocations // (Final, Native, Static, Public, HasOutParams, BlueprintCallable) // Parameters: // TArray* Goals (Parm, OutParm, ZeroConstructor, NativeAccessSpecifierPublic) // const class UObject* WorldContextObject (ConstParm, Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) // const TArray& GoalLocations (ConstParm, Parm, OutParm, ZeroConstructor, ReferenceParm, NativeAccessSpecifierPublic) void AFortAIGoalManager::MakeGoalsFromLocations(TArray* Goals, const class UObject* WorldContextObject, const TArray& GoalLocations) { static class UFunction* Func = nullptr; if (Func == nullptr) Func = StaticClass()->GetFunction("FortAIGoalManager", "MakeGoalsFromLocations"); Params::FortAIGoalManager_MakeGoalsFromLocations Parms{}; Parms.WorldContextObject = WorldContextObject; Parms.GoalLocations = std::move(GoalLocations); auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; GetDefaultObj()->ProcessEvent(Func, &Parms); Func->FunctionFlags = Flgs; if (Goals != nullptr) *Goals = std::move(Parms.Goals); } // Function FortniteGame.FortAIGoalManager.MakeGoalsFromLocationsAndActor // (Final, Native, Static, Public, HasOutParams, BlueprintCallable) // Parameters: // TArray* Goals (Parm, OutParm, ZeroConstructor, NativeAccessSpecifierPublic) // const class UObject* WorldContextObject (ConstParm, Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) // const TArray& GoalLocations (ConstParm, Parm, OutParm, ZeroConstructor, ReferenceParm, NativeAccessSpecifierPublic) // const class AActor* GoalActor (ConstParm, Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) void AFortAIGoalManager::MakeGoalsFromLocationsAndActor(TArray* Goals, const class UObject* WorldContextObject, const TArray& GoalLocations, const class AActor* GoalActor) { static class UFunction* Func = nullptr; if (Func == nullptr) Func = StaticClass()->GetFunction("FortAIGoalManager", "MakeGoalsFromLocationsAndActor"); Params::FortAIGoalManager_MakeGoalsFromLocationsAndActor Parms{}; Parms.WorldContextObject = WorldContextObject; Parms.GoalLocations = std::move(GoalLocations); Parms.GoalActor = GoalActor; auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; GetDefaultObj()->ProcessEvent(Func, &Parms); Func->FunctionFlags = Flgs; if (Goals != nullptr) *Goals = std::move(Parms.Goals); } // Function FortniteGame.FortAIGoalManager.RemoveGoalFromWorldAssignment // (Final, Native, Static, Public, HasOutParams, BlueprintCallable) // Parameters: // class UObject* WorldContextObject (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) // const struct FFortAIAssignmentIdentifier&AssignmentIdentifier (ConstParm, Parm, OutParm, ReferenceParm, NativeAccessSpecifierPublic) // const struct FFortAIGoalInfo& GoalInfo (ConstParm, Parm, OutParm, ReferenceParm, NativeAccessSpecifierPublic) void AFortAIGoalManager::RemoveGoalFromWorldAssignment(class UObject* WorldContextObject, const struct FFortAIAssignmentIdentifier& AssignmentIdentifier, const struct FFortAIGoalInfo& GoalInfo) { static class UFunction* Func = nullptr; if (Func == nullptr) Func = StaticClass()->GetFunction("FortAIGoalManager", "RemoveGoalFromWorldAssignment"); Params::FortAIGoalManager_RemoveGoalFromWorldAssignment Parms{}; Parms.WorldContextObject = WorldContextObject; Parms.AssignmentIdentifier = std::move(AssignmentIdentifier); Parms.GoalInfo = std::move(GoalInfo); auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; GetDefaultObj()->ProcessEvent(Func, &Parms); Func->FunctionFlags = Flgs; } // Function FortniteGame.FortAIGoalManager.RemoveGoalsFromWorldAssignment // (Final, Native, Static, Public, HasOutParams, BlueprintCallable) // Parameters: // class UObject* WorldContextObject (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) // const struct FFortAIAssignmentIdentifier&AssignmentIdentifier (ConstParm, Parm, OutParm, ReferenceParm, NativeAccessSpecifierPublic) // const TArray& GoalInfos (ConstParm, Parm, OutParm, ZeroConstructor, ReferenceParm, NativeAccessSpecifierPublic) void AFortAIGoalManager::RemoveGoalsFromWorldAssignment(class UObject* WorldContextObject, const struct FFortAIAssignmentIdentifier& AssignmentIdentifier, const TArray& GoalInfos) { static class UFunction* Func = nullptr; if (Func == nullptr) Func = StaticClass()->GetFunction("FortAIGoalManager", "RemoveGoalsFromWorldAssignment"); Params::FortAIGoalManager_RemoveGoalsFromWorldAssignment Parms{}; Parms.WorldContextObject = WorldContextObject; Parms.AssignmentIdentifier = std::move(AssignmentIdentifier); Parms.GoalInfos = std::move(GoalInfos); auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; GetDefaultObj()->ProcessEvent(Func, &Parms); Func->FunctionFlags = Flgs; } // Function FortniteGame.FortAIGoalManager.RemoveWorldAssignment // (Final, Native, Static, Public, BlueprintCallable) // Parameters: // const class UObject* WorldContextObject (ConstParm, Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) // const struct FFortAIAssignmentIdentifier&AssignmentIdentifier (Parm, NativeAccessSpecifierPublic) void AFortAIGoalManager::RemoveWorldAssignment(const class UObject* WorldContextObject, const struct FFortAIAssignmentIdentifier& AssignmentIdentifier) { static class UFunction* Func = nullptr; if (Func == nullptr) Func = StaticClass()->GetFunction("FortAIGoalManager", "RemoveWorldAssignment"); Params::FortAIGoalManager_RemoveWorldAssignment Parms{}; Parms.WorldContextObject = WorldContextObject; Parms.AssignmentIdentifier = std::move(AssignmentIdentifier); auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; GetDefaultObj()->ProcessEvent(Func, &Parms); Func->FunctionFlags = Flgs; } // Function FortniteGame.FortAIGoalManager.AddGoal // (Final, Native, Public, BlueprintCallable) // Parameters: // class AActor* GoalActor (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) // class UFortAIAssignmentSettings* GoalSettings (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) void AFortAIGoalManager::AddGoal(class AActor* GoalActor, class UFortAIAssignmentSettings* GoalSettings) { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("FortAIGoalManager", "AddGoal"); Params::FortAIGoalManager_AddGoal Parms{}; Parms.GoalActor = GoalActor; Parms.GoalSettings = GoalSettings; auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; UObject::ProcessEvent(Func, &Parms); Func->FunctionFlags = Flgs; } // Function FortniteGame.FortAIGoalManager.AddGoalActorToAssignment // (Final, Native, Public, BlueprintCallable) // Parameters: // class UFortAIAssignment* Assignment (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) // class AActor* GoalActor (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) void AFortAIGoalManager::AddGoalActorToAssignment(class UFortAIAssignment* Assignment, class AActor* GoalActor) { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("FortAIGoalManager", "AddGoalActorToAssignment"); Params::FortAIGoalManager_AddGoalActorToAssignment Parms{}; Parms.Assignment = Assignment; Parms.GoalActor = GoalActor; auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; UObject::ProcessEvent(Func, &Parms); Func->FunctionFlags = Flgs; } // Function FortniteGame.FortAIGoalManager.AddWorldAssignment // (Final, Native, Public, BlueprintCallable) // Parameters: // class UFortAIAssignmentSettings* AssignmentSettings (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) // class AActor* GoalActor (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) // class UFortAIAssignment* ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) class UFortAIAssignment* AFortAIGoalManager::AddWorldAssignment(class UFortAIAssignmentSettings* AssignmentSettings, class AActor* GoalActor) { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("FortAIGoalManager", "AddWorldAssignment"); Params::FortAIGoalManager_AddWorldAssignment Parms{}; Parms.AssignmentSettings = AssignmentSettings; Parms.GoalActor = GoalActor; auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; UObject::ProcessEvent(Func, &Parms); Func->FunctionFlags = Flgs; return Parms.ReturnValue; } // Function FortniteGame.SBAGrantedBuildingGameplayActor.GetOwnerStrategicBuildingActor // (Final, BlueprintAuthorityOnly, Native, Public, BlueprintCallable, BlueprintPure, Const) // Parameters: // class AStrategicBuildingActor* ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) class AStrategicBuildingActor* ASBAGrantedBuildingGameplayActor::GetOwnerStrategicBuildingActor() const { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("SBAGrantedBuildingGameplayActor", "GetOwnerStrategicBuildingActor"); Params::SBAGrantedBuildingGameplayActor_GetOwnerStrategicBuildingActor Parms{}; auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; UObject::ProcessEvent(Func, &Parms); Func->FunctionFlags = Flgs; return Parms.ReturnValue; } // Function FortniteGame.StrategicBuildingActor.ApplyProximityPulseEffects // (Native, Protected) void AStrategicBuildingActor::ApplyProximityPulseEffects() { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("StrategicBuildingActor", "ApplyProximityPulseEffects"); auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; UObject::ProcessEvent(Func, nullptr); Func->FunctionFlags = Flgs; } // Function FortniteGame.StrategicBuildingActor.AttemptIncrementLevelUnlockProgress // (BlueprintAuthorityOnly, Native, Public, BlueprintCallable) // Parameters: // int32 InLevel (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) // float InProgressDelta (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) // bool ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, NativeAccessSpecifierPublic) bool AStrategicBuildingActor::AttemptIncrementLevelUnlockProgress(int32 InLevel, float InProgressDelta) { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("StrategicBuildingActor", "AttemptIncrementLevelUnlockProgress"); Params::StrategicBuildingActor_AttemptIncrementLevelUnlockProgress Parms{}; Parms.InLevel = InLevel; Parms.InProgressDelta = InProgressDelta; auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; UObject::ProcessEvent(Func, &Parms); Func->FunctionFlags = Flgs; return Parms.ReturnValue; } // Function FortniteGame.StrategicBuildingActor.GiveItemFromStrategicBuildingToPlayer // (BlueprintAuthorityOnly, Native, Public, BlueprintCallable) // Parameters: // class AFortPlayerController* PlayerController (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) // const class UFortWorldItemDefinition* ItemDefinition (ConstParm, Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) // int32 NumberToGive (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) void AStrategicBuildingActor::GiveItemFromStrategicBuildingToPlayer(class AFortPlayerController* PlayerController, const class UFortWorldItemDefinition* ItemDefinition, int32 NumberToGive) { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("StrategicBuildingActor", "GiveItemFromStrategicBuildingToPlayer"); Params::StrategicBuildingActor_GiveItemFromStrategicBuildingToPlayer Parms{}; Parms.PlayerController = PlayerController; Parms.ItemDefinition = ItemDefinition; Parms.NumberToGive = NumberToGive; auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; UObject::ProcessEvent(Func, &Parms); Func->FunctionFlags = Flgs; } // Function FortniteGame.StrategicBuildingActor.OnActiveStatusChanged // (Native, Event, Protected, BlueprintEvent) // Parameters: // bool bNewActiveStatus (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, NativeAccessSpecifierPublic) void AStrategicBuildingActor::OnActiveStatusChanged(bool bNewActiveStatus) { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("StrategicBuildingActor", "OnActiveStatusChanged"); Params::StrategicBuildingActor_OnActiveStatusChanged Parms{}; Parms.bNewActiveStatus = bNewActiveStatus; auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; UObject::ProcessEvent(Func, &Parms); Func->FunctionFlags = Flgs; } // Function FortniteGame.StrategicBuildingActor.OnConstructionEndedPlayEffects // (BlueprintCosmetic, Native, Event, Protected, BlueprintEvent) // Parameters: // int32 ConstructionLevel (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) void AStrategicBuildingActor::OnConstructionEndedPlayEffects(int32 ConstructionLevel) { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("StrategicBuildingActor", "OnConstructionEndedPlayEffects"); Params::StrategicBuildingActor_OnConstructionEndedPlayEffects Parms{}; Parms.ConstructionLevel = ConstructionLevel; auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; UObject::ProcessEvent(Func, &Parms); Func->FunctionFlags = Flgs; } // Function FortniteGame.StrategicBuildingActor.OnConstructionStartedPlayEffects // (BlueprintCosmetic, Native, Event, Protected, BlueprintEvent) // Parameters: // float ServerStartTime (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) // float ServerEndTime (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) // float CurrentServerTime (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) // float ElapsedPct (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) // int32 ConstructionLvl (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) void AStrategicBuildingActor::OnConstructionStartedPlayEffects(float ServerStartTime, float ServerEndTime, float CurrentServerTime, float ElapsedPct, int32 ConstructionLvl) { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("StrategicBuildingActor", "OnConstructionStartedPlayEffects"); Params::StrategicBuildingActor_OnConstructionStartedPlayEffects Parms{}; Parms.ServerStartTime = ServerStartTime; Parms.ServerEndTime = ServerEndTime; Parms.CurrentServerTime = CurrentServerTime; Parms.ElapsedPct = ElapsedPct; Parms.ConstructionLvl = ConstructionLvl; auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; UObject::ProcessEvent(Func, &Parms); Func->FunctionFlags = Flgs; } // Function FortniteGame.StrategicBuildingActor.OnConstructionTickPlayEffects // (BlueprintCosmetic, Native, Event, Protected, BlueprintEvent) // Parameters: // float DeltaTime (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) // float ElapsedPct (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) // int32 ConstructionLvl (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) void AStrategicBuildingActor::OnConstructionTickPlayEffects(float DeltaTime, float ElapsedPct, int32 ConstructionLvl) { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("StrategicBuildingActor", "OnConstructionTickPlayEffects"); Params::StrategicBuildingActor_OnConstructionTickPlayEffects Parms{}; Parms.DeltaTime = DeltaTime; Parms.ElapsedPct = ElapsedPct; Parms.ConstructionLvl = ConstructionLvl; auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; UObject::ProcessEvent(Func, &Parms); Func->FunctionFlags = Flgs; } // Function FortniteGame.StrategicBuildingActor.OnRep_bIsActive // (Native, Protected) void AStrategicBuildingActor::OnRep_bIsActive() { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("StrategicBuildingActor", "OnRep_bIsActive"); auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; UObject::ProcessEvent(Func, nullptr); Func->FunctionFlags = Flgs; } // Function FortniteGame.StrategicBuildingActor.OnRep_ConstructionProgress // (Native, Protected) void AStrategicBuildingActor::OnRep_ConstructionProgress() { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("StrategicBuildingActor", "OnRep_ConstructionProgress"); auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; UObject::ProcessEvent(Func, nullptr); Func->FunctionFlags = Flgs; } // Function FortniteGame.StrategicBuildingActor.ProcessDeferredTouchActors // (Native, Protected) void AStrategicBuildingActor::ProcessDeferredTouchActors() { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("StrategicBuildingActor", "ProcessDeferredTouchActors"); auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; UObject::ProcessEvent(Func, nullptr); Func->FunctionFlags = Flgs; } // Function FortniteGame.StrategicBuildingActor.SetupIndicators // (Native, Protected) void AStrategicBuildingActor::SetupIndicators() { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("StrategicBuildingActor", "SetupIndicators"); auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; UObject::ProcessEvent(Func, nullptr); Func->FunctionFlags = Flgs; } // Function FortniteGame.StrategicBuildingActor.SetupVisibilityComponent // (Native, Protected) void AStrategicBuildingActor::SetupVisibilityComponent() { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("StrategicBuildingActor", "SetupVisibilityComponent"); auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; UObject::ProcessEvent(Func, nullptr); Func->FunctionFlags = Flgs; } // Function FortniteGame.StrategicBuildingActor.GetCurrentLevelUnlockProgress // (Native, Public, BlueprintCallable, BlueprintPure, Const) // Parameters: // int32 InLevel (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) // float ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) float AStrategicBuildingActor::GetCurrentLevelUnlockProgress(int32 InLevel) const { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("StrategicBuildingActor", "GetCurrentLevelUnlockProgress"); Params::StrategicBuildingActor_GetCurrentLevelUnlockProgress Parms{}; Parms.InLevel = InLevel; auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; UObject::ProcessEvent(Func, &Parms); Func->FunctionFlags = Flgs; return Parms.ReturnValue; } // Function FortniteGame.StrategicBuildingActor.GetDeathEffectsLocation // (Native, Event, Protected, HasDefaults, BlueprintCallable, BlueprintEvent, BlueprintPure, Const) // Parameters: // struct FVector ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, NativeAccessSpecifierPublic) struct FVector AStrategicBuildingActor::GetDeathEffectsLocation() const { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("StrategicBuildingActor", "GetDeathEffectsLocation"); Params::StrategicBuildingActor_GetDeathEffectsLocation Parms{}; auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; UObject::ProcessEvent(Func, &Parms); Func->FunctionFlags = Flgs; return Parms.ReturnValue; } // Function FortniteGame.StrategicBuildingActor.GetDeathEffectsRotation // (Native, Event, Protected, HasDefaults, BlueprintCallable, BlueprintEvent, BlueprintPure, Const) // Parameters: // struct FRotator ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, NativeAccessSpecifierPublic) struct FRotator AStrategicBuildingActor::GetDeathEffectsRotation() const { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("StrategicBuildingActor", "GetDeathEffectsRotation"); Params::StrategicBuildingActor_GetDeathEffectsRotation Parms{}; auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; UObject::ProcessEvent(Func, &Parms); Func->FunctionFlags = Flgs; return Parms.ReturnValue; } // Function FortniteGame.StrategicBuildingActor.GetDeathEffectsScale // (Native, Event, Protected, HasDefaults, BlueprintCallable, BlueprintEvent, BlueprintPure, Const) // Parameters: // struct FVector ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, NativeAccessSpecifierPublic) struct FVector AStrategicBuildingActor::GetDeathEffectsScale() const { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("StrategicBuildingActor", "GetDeathEffectsScale"); Params::StrategicBuildingActor_GetDeathEffectsScale Parms{}; auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; UObject::ProcessEvent(Func, &Parms); Func->FunctionFlags = Flgs; return Parms.ReturnValue; } // Function FortniteGame.StrategicBuildingActor.GetMaxLevelUnlockProgress // (Native, Public, BlueprintCallable, BlueprintPure, Const) // Parameters: // int32 InLevel (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) // float ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) float AStrategicBuildingActor::GetMaxLevelUnlockProgress(int32 InLevel) const { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("StrategicBuildingActor", "GetMaxLevelUnlockProgress"); Params::StrategicBuildingActor_GetMaxLevelUnlockProgress Parms{}; Parms.InLevel = InLevel; auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; UObject::ProcessEvent(Func, &Parms); Func->FunctionFlags = Flgs; return Parms.ReturnValue; } // Function FortniteGame.StrategicBuildingActor.IsActive // (Native, Public, BlueprintCallable, BlueprintPure, Const) // Parameters: // bool ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, NativeAccessSpecifierPublic) bool AStrategicBuildingActor::IsActive() const { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("StrategicBuildingActor", "IsActive"); Params::StrategicBuildingActor_IsActive Parms{}; auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; UObject::ProcessEvent(Func, &Parms); Func->FunctionFlags = Flgs; return Parms.ReturnValue; } // Function FortniteGame.FortPvPBaseCornerstone.OnInvincibilityChanged // (Native, Event, Protected, BlueprintEvent) // Parameters: // bool bIsInvincible (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, NativeAccessSpecifierPublic) void AFortPvPBaseCornerstone::OnInvincibilityChanged(bool bIsInvincible) { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("FortPvPBaseCornerstone", "OnInvincibilityChanged"); Params::FortPvPBaseCornerstone_OnInvincibilityChanged Parms{}; Parms.bIsInvincible = bIsInvincible; auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; UObject::ProcessEvent(Func, &Parms); Func->FunctionFlags = Flgs; } // Function FortniteGame.FortPvPBaseCornerstone.OnRep_bInvincible // (Final, Native, Protected) void AFortPvPBaseCornerstone::OnRep_bInvincible() { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("FortPvPBaseCornerstone", "OnRep_bInvincible"); auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; UObject::ProcessEvent(Func, nullptr); Func->FunctionFlags = Flgs; } // Function FortniteGame.FortPvPBaseCornerstone.SetInvincibility // (Final, BlueprintAuthorityOnly, Native, Public, BlueprintCallable) // Parameters: // bool bInInvincible (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, NativeAccessSpecifierPublic) void AFortPvPBaseCornerstone::SetInvincibility(bool bInInvincible) { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("FortPvPBaseCornerstone", "SetInvincibility"); Params::FortPvPBaseCornerstone_SetInvincibility Parms{}; Parms.bInInvincible = bInInvincible; auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; UObject::ProcessEvent(Func, &Parms); Func->FunctionFlags = Flgs; } // Function FortniteGame.BuildingRift.BroadcastRiftSpawningAI // (Net, Native, Event, NetMulticast, Public) void ABuildingRift::BroadcastRiftSpawningAI() { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("BuildingRift", "BroadcastRiftSpawningAI"); auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; UObject::ProcessEvent(Func, nullptr); Func->FunctionFlags = Flgs; } // Function FortniteGame.BuildingRift.OnActivated // (BlueprintCosmetic, Event, Public, BlueprintEvent) void ABuildingRift::OnActivated() { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("BuildingRift", "OnActivated"); UObject::ProcessEvent(Func, nullptr); } // Function FortniteGame.BuildingRift.OnDeactivated // (BlueprintCosmetic, Event, Public, BlueprintEvent) void ABuildingRift::OnDeactivated() { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("BuildingRift", "OnDeactivated"); UObject::ProcessEvent(Func, nullptr); } // Function FortniteGame.BuildingRift.OnPlaced // (BlueprintCosmetic, Event, Public, BlueprintEvent) void ABuildingRift::OnPlaced() { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("BuildingRift", "OnPlaced"); UObject::ProcessEvent(Func, nullptr); } // Function FortniteGame.BuildingRift.OnReceiveSpawnedAIPawn // (BlueprintCosmetic, Event, Public, BlueprintEvent) // Parameters: // class AFortAIPawn* SpawnedAI (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) void ABuildingRift::OnReceiveSpawnedAIPawn(class AFortAIPawn* SpawnedAI) { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("BuildingRift", "OnReceiveSpawnedAIPawn"); Params::BuildingRift_OnReceiveSpawnedAIPawn Parms{}; Parms.SpawnedAI = SpawnedAI; UObject::ProcessEvent(Func, &Parms); } // Function FortniteGame.BuildingRift.OnRemoved // (BlueprintCosmetic, Event, Public, BlueprintEvent) void ABuildingRift::OnRemoved() { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("BuildingRift", "OnRemoved"); UObject::ProcessEvent(Func, nullptr); } // Function FortniteGame.BuildingRift.OnRep_RiftIsActive // (Final, Native, Public) void ABuildingRift::OnRep_RiftIsActive() { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("BuildingRift", "OnRep_RiftIsActive"); auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; UObject::ProcessEvent(Func, nullptr); Func->FunctionFlags = Flgs; } // Function FortniteGame.BuildingRift.OnRep_RiftIsVisible // (Final, Native, Public) void ABuildingRift::OnRep_RiftIsVisible() { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("BuildingRift", "OnRep_RiftIsVisible"); auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; UObject::ProcessEvent(Func, nullptr); Func->FunctionFlags = Flgs; } // Function FortniteGame.BuildingRift.OnSpawnAI // (BlueprintCosmetic, Event, Public, BlueprintEvent) void ABuildingRift::OnSpawnAI() { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("BuildingRift", "OnSpawnAI"); UObject::ProcessEvent(Func, nullptr); } // Function FortniteGame.FortCrackEffect.NetFadeOut // (Net, NetReliable, Native, Event, NetMulticast, Public) void AFortCrackEffect::NetFadeOut() { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("FortCrackEffect", "NetFadeOut"); auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; UObject::ProcessEvent(Func, nullptr); Func->FunctionFlags = Flgs; } // Function FortniteGame.FortCrackEffect.NetOnHitCrack // (Net, NetReliable, Native, Event, NetMulticast, Public) void AFortCrackEffect::NetOnHitCrack() { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("FortCrackEffect", "NetOnHitCrack"); auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; UObject::ProcessEvent(Func, nullptr); Func->FunctionFlags = Flgs; } // Function FortniteGame.FortCrackEffect.OnBounceAnimationUpdate // (BlueprintCosmetic, Event, Public, BlueprintEvent) // Parameters: // const struct FFortBounceData& BounceData (Parm, NativeAccessSpecifierPublic) void AFortCrackEffect::OnBounceAnimationUpdate(const struct FFortBounceData& BounceData) { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("FortCrackEffect", "OnBounceAnimationUpdate"); Params::FortCrackEffect_OnBounceAnimationUpdate Parms{}; Parms.BounceData = std::move(BounceData); UObject::ProcessEvent(Func, &Parms); } // Function FortniteGame.FortCrackEffect.OnFadeOut // (Event, Public, BlueprintEvent) void AFortCrackEffect::OnFadeOut() { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("FortCrackEffect", "OnFadeOut"); UObject::ProcessEvent(Func, nullptr); } // Function FortniteGame.FortCrackEffect.OnHitCrack // (Event, Public, BlueprintEvent) void AFortCrackEffect::OnHitCrack() { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("FortCrackEffect", "OnHitCrack"); UObject::ProcessEvent(Func, nullptr); } // Function FortniteGame.FortCrackEffect.OnRep_HitNormal // (Native, Public) void AFortCrackEffect::OnRep_HitNormal() { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("FortCrackEffect", "OnRep_HitNormal"); auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; UObject::ProcessEvent(Func, nullptr); Func->FunctionFlags = Flgs; } // Function FortniteGame.FortCrackEffect.OnRep_PhysicalSurfaceType // (Native, Public) void AFortCrackEffect::OnRep_PhysicalSurfaceType() { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("FortCrackEffect", "OnRep_PhysicalSurfaceType"); auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; UObject::ProcessEvent(Func, nullptr); Func->FunctionFlags = Flgs; } // Function FortniteGame.FortCrackEffect.OnStartDirectionEffect // (Event, Public, BlueprintEvent) void AFortCrackEffect::OnStartDirectionEffect() { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("FortCrackEffect", "OnStartDirectionEffect"); UObject::ProcessEvent(Func, nullptr); } // Function FortniteGame.FortCrackEffect.HasStartingPosition // (Native, Public, BlueprintCallable, BlueprintPure, Const) // Parameters: // bool ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, NativeAccessSpecifierPublic) bool AFortCrackEffect::HasStartingPosition() const { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("FortCrackEffect", "HasStartingPosition"); Params::FortCrackEffect_HasStartingPosition Parms{}; auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; UObject::ProcessEvent(Func, &Parms); Func->FunctionFlags = Flgs; return Parms.ReturnValue; } // Function FortniteGame.FortAIEncounterTargetInterface.GetObjectiveCompletionPercentage // (Event, Public, BlueprintEvent) // Parameters: // float ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) float IFortAIEncounterTargetInterface::GetObjectiveCompletionPercentage() { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("FortAIEncounterTargetInterface", "GetObjectiveCompletionPercentage"); Params::FortAIEncounterTargetInterface_GetObjectiveCompletionPercentage Parms{}; UObject::ProcessEvent(Func, &Parms); return Parms.ReturnValue; } // Function FortniteGame.FortAIEncounterTargetInterface.IsFloatingTarget // (Event, Public, BlueprintEvent) // Parameters: // bool ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, NativeAccessSpecifierPublic) bool IFortAIEncounterTargetInterface::IsFloatingTarget() { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("FortAIEncounterTargetInterface", "IsFloatingTarget"); Params::FortAIEncounterTargetInterface_IsFloatingTarget Parms{}; UObject::ProcessEvent(Func, &Parms); return Parms.ReturnValue; } // Function FortniteGame.FortAttachToActorInterface.GetActorAttachedTo // (Native, Public, BlueprintCallable, BlueprintPure, Const) // Parameters: // class AActor* ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) class AActor* IFortAttachToActorInterface::GetActorAttachedTo() const { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("FortAttachToActorInterface", "GetActorAttachedTo"); Params::FortAttachToActorInterface_GetActorAttachedTo Parms{}; auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; UObject::ProcessEvent(Func, &Parms); Func->FunctionFlags = Flgs; return Parms.ReturnValue; } // Function FortniteGame.BuildingSMActor.AttachBuildingActorToMe // (Native, Public, BlueprintCallable) // Parameters: // class ABuildingSMActor* ActorToAttach (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) // bool bForceAttachment (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, NativeAccessSpecifierPublic) void ABuildingSMActor::AttachBuildingActorToMe(class ABuildingSMActor* ActorToAttach, bool bForceAttachment) { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("BuildingSMActor", "AttachBuildingActorToMe"); Params::BuildingSMActor_AttachBuildingActorToMe Parms{}; Parms.ActorToAttach = ActorToAttach; Parms.bForceAttachment = bForceAttachment; auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; UObject::ProcessEvent(Func, &Parms); Func->FunctionFlags = Flgs; } // Function FortniteGame.BuildingSMActor.BlueprintAttemptBuildingUpgrade // (Final, BlueprintAuthorityOnly, Native, Public, BlueprintCallable) // Parameters: // class AFortPlayerController* PC (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) // int32 UpgradeLevelDelta (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) void ABuildingSMActor::BlueprintAttemptBuildingUpgrade(class AFortPlayerController* PC, int32 UpgradeLevelDelta) { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("BuildingSMActor", "BlueprintAttemptBuildingUpgrade"); Params::BuildingSMActor_BlueprintAttemptBuildingUpgrade Parms{}; Parms.PC = PC; Parms.UpgradeLevelDelta = UpgradeLevelDelta; auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; UObject::ProcessEvent(Func, &Parms); Func->FunctionFlags = Flgs; } // Function FortniteGame.BuildingSMActor.BlueprintOnStructurallyUnstable // (Native, Event, Protected, BlueprintEvent) void ABuildingSMActor::BlueprintOnStructurallyUnstable() { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("BuildingSMActor", "BlueprintOnStructurallyUnstable"); auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; UObject::ProcessEvent(Func, nullptr); Func->FunctionFlags = Flgs; } // Function FortniteGame.BuildingSMActor.DetachBuildingActorFromMe // (Native, Public, BlueprintCallable) // Parameters: // class ABuildingSMActor* ActorToAttach (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) // bool bBeingDestroyed (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, NativeAccessSpecifierPublic) void ABuildingSMActor::DetachBuildingActorFromMe(class ABuildingSMActor* ActorToAttach, bool bBeingDestroyed) { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("BuildingSMActor", "DetachBuildingActorFromMe"); Params::BuildingSMActor_DetachBuildingActorFromMe Parms{}; Parms.ActorToAttach = ActorToAttach; Parms.bBeingDestroyed = bBeingDestroyed; auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; UObject::ProcessEvent(Func, &Parms); Func->FunctionFlags = Flgs; } // Function FortniteGame.BuildingSMActor.ForceIntoStructuralGridDuringRuntime // (Net, NetReliable, Native, Event, NetMulticast, Public, BlueprintCallable) void ABuildingSMActor::ForceIntoStructuralGridDuringRuntime() { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("BuildingSMActor", "ForceIntoStructuralGridDuringRuntime"); auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; UObject::ProcessEvent(Func, nullptr); Func->FunctionFlags = Flgs; } // Function FortniteGame.BuildingSMActor.GetAnimatingMID // (Native, Public, BlueprintCallable) // Parameters: // int32 ElementIndex (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) // class UMaterialInstanceDynamic* ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) class UMaterialInstanceDynamic* ABuildingSMActor::GetAnimatingMID(int32 ElementIndex) { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("BuildingSMActor", "GetAnimatingMID"); Params::BuildingSMActor_GetAnimatingMID Parms{}; Parms.ElementIndex = ElementIndex; auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; UObject::ProcessEvent(Func, &Parms); Func->FunctionFlags = Flgs; return Parms.ReturnValue; } // Function FortniteGame.BuildingSMActor.MulticastPlayFullHealthEffects // (Net, Native, Event, NetMulticast, Protected, BlueprintCallable) void ABuildingSMActor::MulticastPlayFullHealthEffects() { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("BuildingSMActor", "MulticastPlayFullHealthEffects"); auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; UObject::ProcessEvent(Func, nullptr); Func->FunctionFlags = Flgs; } // Function FortniteGame.BuildingSMActor.OnAttachToBuilding // (Event, Public, BlueprintEvent) // Parameters: // class ABuildingSMActor* AttachedToBuilding (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) void ABuildingSMActor::OnAttachToBuilding(class ABuildingSMActor* AttachedToBuilding) { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("BuildingSMActor", "OnAttachToBuilding"); Params::BuildingSMActor_OnAttachToBuilding Parms{}; Parms.AttachedToBuilding = AttachedToBuilding; UObject::ProcessEvent(Func, &Parms); } // Function FortniteGame.BuildingSMActor.OnBounceAnimationUpdate // (BlueprintCosmetic, Event, Public, BlueprintEvent) // Parameters: // const struct FFortBounceData& Data (Parm, NativeAccessSpecifierPublic) void ABuildingSMActor::OnBounceAnimationUpdate(const struct FFortBounceData& Data) { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("BuildingSMActor", "OnBounceAnimationUpdate"); Params::BuildingSMActor_OnBounceAnimationUpdate Parms{}; Parms.Data = std::move(Data); UObject::ProcessEvent(Func, &Parms); } // Function FortniteGame.BuildingSMActor.OnDetachFromBuilding // (Event, Public, BlueprintEvent) // Parameters: // class ABuildingSMActor* AttachedToBuilding (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) // bool bBeingDestroyed (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, NativeAccessSpecifierPublic) void ABuildingSMActor::OnDetachFromBuilding(class ABuildingSMActor* AttachedToBuilding, bool bBeingDestroyed) { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("BuildingSMActor", "OnDetachFromBuilding"); Params::BuildingSMActor_OnDetachFromBuilding Parms{}; Parms.AttachedToBuilding = AttachedToBuilding; Parms.bBeingDestroyed = bBeingDestroyed; UObject::ProcessEvent(Func, &Parms); } // Function FortniteGame.BuildingSMActor.OnDynamicShrinkAndDestroyEffectFinished // (Native, Protected) void ABuildingSMActor::OnDynamicShrinkAndDestroyEffectFinished() { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("BuildingSMActor", "OnDynamicShrinkAndDestroyEffectFinished"); auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; UObject::ProcessEvent(Func, nullptr); Func->FunctionFlags = Flgs; } // Function FortniteGame.BuildingSMActor.OnLODOverrideEffectFinished // (Native, Protected) void ABuildingSMActor::OnLODOverrideEffectFinished() { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("BuildingSMActor", "OnLODOverrideEffectFinished"); auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; UObject::ProcessEvent(Func, nullptr); Func->FunctionFlags = Flgs; } // Function FortniteGame.BuildingSMActor.OnRep_bCollisionBlockedByPawns // (Native, Protected) void ABuildingSMActor::OnRep_bCollisionBlockedByPawns() { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("BuildingSMActor", "OnRep_bCollisionBlockedByPawns"); auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; UObject::ProcessEvent(Func, nullptr); Func->FunctionFlags = Flgs; } // Function FortniteGame.BuildingSMActor.OnRep_bDoDynamicShrinkAndDestroyEffect // (Native, Protected) void ABuildingSMActor::OnRep_bDoDynamicShrinkAndDestroyEffect() { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("BuildingSMActor", "OnRep_bDoDynamicShrinkAndDestroyEffect"); auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; UObject::ProcessEvent(Func, nullptr); Func->FunctionFlags = Flgs; } // Function FortniteGame.BuildingSMActor.OnRep_bRequiresDynamicLODEffect // (Native, Protected) void ABuildingSMActor::OnRep_bRequiresDynamicLODEffect() { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("BuildingSMActor", "OnRep_bRequiresDynamicLODEffect"); auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; UObject::ProcessEvent(Func, nullptr); Func->FunctionFlags = Flgs; } // Function FortniteGame.BuildingSMActor.OnRep_BuildingReplacementType // (Native, Protected) void ABuildingSMActor::OnRep_BuildingReplacementType() { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("BuildingSMActor", "OnRep_BuildingReplacementType"); auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; UObject::ProcessEvent(Func, nullptr); Func->FunctionFlags = Flgs; } // Function FortniteGame.BuildingSMActor.OnRep_bUnderConstruction // (Native, Protected) void ABuildingSMActor::OnRep_bUnderConstruction() { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("BuildingSMActor", "OnRep_bUnderConstruction"); auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; UObject::ProcessEvent(Func, nullptr); Func->FunctionFlags = Flgs; } // Function FortniteGame.BuildingSMActor.OnRep_bUnderRepair // (Native, Protected) void ABuildingSMActor::OnRep_bUnderRepair() { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("BuildingSMActor", "OnRep_bUnderRepair"); auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; UObject::ProcessEvent(Func, nullptr); Func->FunctionFlags = Flgs; } // Function FortniteGame.BuildingSMActor.OnRep_EditingPlayer // (Native, Protected) void ABuildingSMActor::OnRep_EditingPlayer() { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("BuildingSMActor", "OnRep_EditingPlayer"); auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; UObject::ProcessEvent(Func, nullptr); Func->FunctionFlags = Flgs; } // Function FortniteGame.BuildingSMActor.OnRep_MetaData // (Native, Protected) void ABuildingSMActor::OnRep_MetaData() { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("BuildingSMActor", "OnRep_MetaData"); auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; UObject::ProcessEvent(Func, nullptr); Func->FunctionFlags = Flgs; } // Function FortniteGame.BuildingSMActor.OnRep_ReplicatedDrawScale3D // (Native, Protected) void ABuildingSMActor::OnRep_ReplicatedDrawScale3D() { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("BuildingSMActor", "OnRep_ReplicatedDrawScale3D"); auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; UObject::ProcessEvent(Func, nullptr); Func->FunctionFlags = Flgs; } // Function FortniteGame.BuildingSMActor.OnRep_ReplicatedMIC // (Native, Protected) void ABuildingSMActor::OnRep_ReplicatedMIC() { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("BuildingSMActor", "OnRep_ReplicatedMIC"); auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; UObject::ProcessEvent(Func, nullptr); Func->FunctionFlags = Flgs; } // Function FortniteGame.BuildingSMActor.OnRep_ResourceType // (Native, Protected) // Parameters: // EFortResourceType OldType (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) void ABuildingSMActor::OnRep_ResourceType(EFortResourceType OldType) { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("BuildingSMActor", "OnRep_ResourceType"); Params::BuildingSMActor_OnRep_ResourceType Parms{}; Parms.OldType = OldType; auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; UObject::ProcessEvent(Func, &Parms); Func->FunctionFlags = Flgs; } // Function FortniteGame.BuildingSMActor.OnRep_WeakSpotPositions // (Native, Protected) void ABuildingSMActor::OnRep_WeakSpotPositions() { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("BuildingSMActor", "OnRep_WeakSpotPositions"); auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; UObject::ProcessEvent(Func, nullptr); Func->FunctionFlags = Flgs; } // Function FortniteGame.BuildingSMActor.OnRepairStarted // (Event, Public, BlueprintEvent) void ABuildingSMActor::OnRepairStarted() { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("BuildingSMActor", "OnRepairStarted"); UObject::ProcessEvent(Func, nullptr); } // Function FortniteGame.BuildingSMActor.RepairBuilding // (BlueprintAuthorityOnly, Native, Public, BlueprintCallable) // Parameters: // class AFortPlayerController* RepairingController (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) void ABuildingSMActor::RepairBuilding(class AFortPlayerController* RepairingController) { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("BuildingSMActor", "RepairBuilding"); Params::BuildingSMActor_RepairBuilding Parms{}; Parms.RepairingController = RepairingController; auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; UObject::ProcessEvent(Func, &Parms); Func->FunctionFlags = Flgs; } // Function FortniteGame.BuildingSMActor.UpdateDynamicShrinkAndDestroyEffectt // (Native, Protected) // Parameters: // float CurveValue (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) void ABuildingSMActor::UpdateDynamicShrinkAndDestroyEffectt(float CurveValue) { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("BuildingSMActor", "UpdateDynamicShrinkAndDestroyEffectt"); Params::BuildingSMActor_UpdateDynamicShrinkAndDestroyEffectt Parms{}; Parms.CurveValue = CurveValue; auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; UObject::ProcessEvent(Func, &Parms); Func->FunctionFlags = Flgs; } // Function FortniteGame.BuildingSMActor.UpdateLODOverrideEffect // (Native, Protected) // Parameters: // float CurveValue (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) void ABuildingSMActor::UpdateLODOverrideEffect(float CurveValue) { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("BuildingSMActor", "UpdateLODOverrideEffect"); Params::BuildingSMActor_UpdateLODOverrideEffect Parms{}; Parms.CurveValue = CurveValue; auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; UObject::ProcessEvent(Func, &Parms); Func->FunctionFlags = Flgs; } // Function FortniteGame.BuildingSMActor.UpdateRepairMaterialAnim // (Native, Protected) // Parameters: // float CurveValue (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) void ABuildingSMActor::UpdateRepairMaterialAnim(float CurveValue) { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("BuildingSMActor", "UpdateRepairMaterialAnim"); Params::BuildingSMActor_UpdateRepairMaterialAnim Parms{}; Parms.CurveValue = CurveValue; auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; UObject::ProcessEvent(Func, &Parms); Func->FunctionFlags = Flgs; } // Function FortniteGame.BuildingSMActor.GetBuildingMeshComponent // (Final, Native, Public, BlueprintCallable, BlueprintPure, Const) // Parameters: // class UStaticMeshComponent* ReturnValue (ExportObject, Parm, OutParm, ZeroConstructor, ReturnParm, InstancedReference, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) class UStaticMeshComponent* ABuildingSMActor::GetBuildingMeshComponent() const { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("BuildingSMActor", "GetBuildingMeshComponent"); Params::BuildingSMActor_GetBuildingMeshComponent Parms{}; auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; UObject::ProcessEvent(Func, &Parms); Func->FunctionFlags = Flgs; return Parms.ReturnValue; } // Function FortniteGame.BuildingSMActor.GetLogicalBuildingIndex // (BlueprintAuthorityOnly, Native, Public, BlueprintCallable, BlueprintPure, Const) // Parameters: // int32 ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) int32 ABuildingSMActor::GetLogicalBuildingIndex() const { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("BuildingSMActor", "GetLogicalBuildingIndex"); Params::BuildingSMActor_GetLogicalBuildingIndex Parms{}; auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; UObject::ProcessEvent(Func, &Parms); Func->FunctionFlags = Flgs; return Parms.ReturnValue; } // Function FortniteGame.BuildingSMActor.HasDestructionLoot // (Final, Native, Public, BlueprintCallable, BlueprintPure, Const) // Parameters: // bool ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, NativeAccessSpecifierPublic) bool ABuildingSMActor::HasDestructionLoot() const { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("BuildingSMActor", "HasDestructionLoot"); Params::BuildingSMActor_HasDestructionLoot Parms{}; auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; UObject::ProcessEvent(Func, &Parms); Func->FunctionFlags = Flgs; return Parms.ReturnValue; } // Function FortniteGame.BuildingSMActor.IsStructurallySupported // (Native, Public, BlueprintCallable, BlueprintPure, Const) // Parameters: // bool ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, NativeAccessSpecifierPublic) bool ABuildingSMActor::IsStructurallySupported() const { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("BuildingSMActor", "IsStructurallySupported"); Params::BuildingSMActor_IsStructurallySupported Parms{}; auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; UObject::ProcessEvent(Func, &Parms); Func->FunctionFlags = Flgs; return Parms.ReturnValue; } // Function FortniteGame.BuildingContainer.BounceContainer // (Native, Public) void ABuildingContainer::BounceContainer() { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("BuildingContainer", "BounceContainer"); auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; UObject::ProcessEvent(Func, nullptr); Func->FunctionFlags = Flgs; } // Function FortniteGame.BuildingContainer.GetLootTier // (Final, Native, Public, BlueprintCallable) // Parameters: // int32 ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) int32 ABuildingContainer::GetLootTier() { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("BuildingContainer", "GetLootTier"); Params::BuildingContainer_GetLootTier Parms{}; auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; UObject::ProcessEvent(Func, &Parms); Func->FunctionFlags = Flgs; return Parms.ReturnValue; } // Function FortniteGame.BuildingContainer.OnBeginSearch // (Event, Public, BlueprintEvent) void ABuildingContainer::OnBeginSearch() { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("BuildingContainer", "OnBeginSearch"); UObject::ProcessEvent(Func, nullptr); } // Function FortniteGame.BuildingContainer.OnLoot // (Event, Public, BlueprintEvent) void ABuildingContainer::OnLoot() { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("BuildingContainer", "OnLoot"); UObject::ProcessEvent(Func, nullptr); } // Function FortniteGame.BuildingContainer.OnLootRepeat // (Event, Public, BlueprintEvent) void ABuildingContainer::OnLootRepeat() { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("BuildingContainer", "OnLootRepeat"); UObject::ProcessEvent(Func, nullptr); } // Function FortniteGame.BuildingContainer.OnLootReset // (Event, Public, BlueprintEvent) void ABuildingContainer::OnLootReset() { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("BuildingContainer", "OnLootReset"); UObject::ProcessEvent(Func, nullptr); } // Function FortniteGame.BuildingContainer.OnRaiseTreasure // (Event, Public, BlueprintEvent) void ABuildingContainer::OnRaiseTreasure() { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("BuildingContainer", "OnRaiseTreasure"); UObject::ProcessEvent(Func, nullptr); } // Function FortniteGame.BuildingContainer.OnRep_bAlreadySearched // (Native, Public) void ABuildingContainer::OnRep_bAlreadySearched() { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("BuildingContainer", "OnRep_bAlreadySearched"); auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; UObject::ProcessEvent(Func, nullptr); Func->FunctionFlags = Flgs; } // Function FortniteGame.BuildingContainer.OnSearchInterrupted // (Event, Public, BlueprintEvent) void ABuildingContainer::OnSearchInterrupted() { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("BuildingContainer", "OnSearchInterrupted"); UObject::ProcessEvent(Func, nullptr); } // Function FortniteGame.BuildingContainer.OnSetSearched // (Event, Public, BlueprintEvent) void ABuildingContainer::OnSetSearched() { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("BuildingContainer", "OnSetSearched"); UObject::ProcessEvent(Func, nullptr); } // Function FortniteGame.BuildingContainer.RaiseTreasure // (Final, Native, Public, BlueprintCallable) void ABuildingContainer::RaiseTreasure() { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("BuildingContainer", "RaiseTreasure"); auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; UObject::ProcessEvent(Func, nullptr); Func->FunctionFlags = Flgs; } // Function FortniteGame.KeepItemContainer.GetContainerNameAndLevelKey // (Final, BlueprintAuthorityOnly, Native, Public, BlueprintCallable) // Parameters: // class FName ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) class FName AKeepItemContainer::GetContainerNameAndLevelKey() { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("KeepItemContainer", "GetContainerNameAndLevelKey"); Params::KeepItemContainer_GetContainerNameAndLevelKey Parms{}; auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; UObject::ProcessEvent(Func, &Parms); Func->FunctionFlags = Flgs; return Parms.ReturnValue; } // Function FortniteGame.KeepItemContainer.InitializeContainer // (Final, BlueprintAuthorityOnly, Native, Public, BlueprintCallable) // Parameters: // int32 InitUpgradeLevel (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) void AKeepItemContainer::InitializeContainer(int32 InitUpgradeLevel) { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("KeepItemContainer", "InitializeContainer"); Params::KeepItemContainer_InitializeContainer Parms{}; Parms.InitUpgradeLevel = InitUpgradeLevel; auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; UObject::ProcessEvent(Func, &Parms); Func->FunctionFlags = Flgs; } // Function FortniteGame.KeepItemContainer.OnRep_HostUpgradeLevel // (Final, Native, Public) void AKeepItemContainer::OnRep_HostUpgradeLevel() { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("KeepItemContainer", "OnRep_HostUpgradeLevel"); auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; UObject::ProcessEvent(Func, nullptr); Func->FunctionFlags = Flgs; } // Function FortniteGame.KeepItemContainer.OnRep_SearchedBy // (Final, Native, Protected) void AKeepItemContainer::OnRep_SearchedBy() { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("KeepItemContainer", "OnRep_SearchedBy"); auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; UObject::ProcessEvent(Func, nullptr); Func->FunctionFlags = Flgs; } // Function FortniteGame.KeepItemContainer.ResetContainer // (Final, BlueprintAuthorityOnly, Native, Public, BlueprintCallable) // Parameters: // class AFortPlayerController* FortPC (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) void AKeepItemContainer::ResetContainer(class AFortPlayerController* FortPC) { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("KeepItemContainer", "ResetContainer"); Params::KeepItemContainer_ResetContainer Parms{}; Parms.FortPC = FortPC; auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; UObject::ProcessEvent(Func, &Parms); Func->FunctionFlags = Flgs; } // Function FortniteGame.KeepItemContainer.RestoreLoot // (BlueprintAuthorityOnly, Native, Public, BlueprintCallable) void AKeepItemContainer::RestoreLoot() { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("KeepItemContainer", "RestoreLoot"); auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; UObject::ProcessEvent(Func, nullptr); Func->FunctionFlags = Flgs; } // Function FortniteGame.KeepItemContainer.GetLootTierOverride // (Native, Event, Public, BlueprintCallable, BlueprintEvent, BlueprintPure, Const) // Parameters: // int32 ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) int32 AKeepItemContainer::GetLootTierOverride() const { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("KeepItemContainer", "GetLootTierOverride"); Params::KeepItemContainer_GetLootTierOverride Parms{}; auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; UObject::ProcessEvent(Func, &Parms); Func->FunctionFlags = Flgs; return Parms.ReturnValue; } // Function FortniteGame.BuildingFloor.IsBalcony // (Final, Native, Public, BlueprintCallable, BlueprintPure, Const) // Parameters: // bool ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, NativeAccessSpecifierPublic) bool ABuildingFloor::IsBalcony() const { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("BuildingFloor", "IsBalcony"); Params::BuildingFloor_IsBalcony Parms{}; auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; UObject::ProcessEvent(Func, &Parms); Func->FunctionFlags = Flgs; return Parms.ReturnValue; } // Function FortniteGame.BuildingFoundation.OnRep_LevelToStream // (Native, Protected) void ABuildingFoundation::OnRep_LevelToStream() { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("BuildingFoundation", "OnRep_LevelToStream"); auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; UObject::ProcessEvent(Func, nullptr); Func->FunctionFlags = Flgs; } // Function FortniteGame.FortConstructorBASE.GetBuildingActorsInBase // (Final, BlueprintAuthorityOnly, Native, Public, BlueprintCallable) // Parameters: // TArray ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, NativeAccessSpecifierPublic) TArray AFortConstructorBASE::GetBuildingActorsInBase() { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("FortConstructorBASE", "GetBuildingActorsInBase"); Params::FortConstructorBASE_GetBuildingActorsInBase Parms{}; auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; UObject::ProcessEvent(Func, &Parms); Func->FunctionFlags = Flgs; return Parms.ReturnValue; } // Function FortniteGame.FortConstructorBASE.OnBaseCollisionTouched // (Final, Native, Private, HasOutParams) // Parameters: // class AActor* OtherActor (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) // class UPrimitiveComponent* OtherComp (Parm, ZeroConstructor, InstancedReference, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) // int32 OtherBodyIndex (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) // bool bFromSweep (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, NativeAccessSpecifierPublic) // const struct FHitResult& SweepResult (ConstParm, Parm, OutParm, ReferenceParm, ContainsInstancedReference, NativeAccessSpecifierPublic) void AFortConstructorBASE::OnBaseCollisionTouched(class AActor* OtherActor, class UPrimitiveComponent* OtherComp, int32 OtherBodyIndex, bool bFromSweep, const struct FHitResult& SweepResult) { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("FortConstructorBASE", "OnBaseCollisionTouched"); Params::FortConstructorBASE_OnBaseCollisionTouched Parms{}; Parms.OtherActor = OtherActor; Parms.OtherComp = OtherComp; Parms.OtherBodyIndex = OtherBodyIndex; Parms.bFromSweep = bFromSweep; Parms.SweepResult = std::move(SweepResult); auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; UObject::ProcessEvent(Func, &Parms); Func->FunctionFlags = Flgs; } // Function FortniteGame.FortConstructorBASE.OnBaseCollisionUnTouched // (Final, Native, Private) // Parameters: // class AActor* OtherActor (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) // class UPrimitiveComponent* OtherComp (Parm, ZeroConstructor, InstancedReference, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) // int32 OtherBodyIndex (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) void AFortConstructorBASE::OnBaseCollisionUnTouched(class AActor* OtherActor, class UPrimitiveComponent* OtherComp, int32 OtherBodyIndex) { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("FortConstructorBASE", "OnBaseCollisionUnTouched"); Params::FortConstructorBASE_OnBaseCollisionUnTouched Parms{}; Parms.OtherActor = OtherActor; Parms.OtherComp = OtherComp; Parms.OtherBodyIndex = OtherBodyIndex; auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; UObject::ProcessEvent(Func, &Parms); Func->FunctionFlags = Flgs; } // Function FortniteGame.FortConstructorBASE.OnBasePawnDestroyed // (Final, Native, Private) // Parameters: // class AFortPawn* Pawn (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) void AFortConstructorBASE::OnBasePawnDestroyed(class AFortPawn* Pawn) { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("FortConstructorBASE", "OnBasePawnDestroyed"); Params::FortConstructorBASE_OnBasePawnDestroyed Parms{}; Parms.Pawn = Pawn; auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; UObject::ProcessEvent(Func, &Parms); Func->FunctionFlags = Flgs; } // Function FortniteGame.FortConstructorBASE.OnBasePawnDied // (Final, Native, Private, HasDefaults) // Parameters: // float Damage (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) // class AController* InstigatedBy (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) // class AActor* DamageCauser (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) // const struct FVector& HitLocation (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, NativeAccessSpecifierPublic) // class UPrimitiveComponent* FHitComponent (Parm, ZeroConstructor, InstancedReference, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) // class FName BoneName (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) // const struct FVector& Momentum (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, NativeAccessSpecifierPublic) // class AFortPawn* Pawn (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) void AFortConstructorBASE::OnBasePawnDied(float Damage, class AController* InstigatedBy, class AActor* DamageCauser, const struct FVector& HitLocation, class UPrimitiveComponent* FHitComponent, class FName BoneName, const struct FVector& Momentum, class AFortPawn* Pawn) { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("FortConstructorBASE", "OnBasePawnDied"); Params::FortConstructorBASE_OnBasePawnDied Parms{}; Parms.Damage = Damage; Parms.InstigatedBy = InstigatedBy; Parms.DamageCauser = DamageCauser; Parms.HitLocation = std::move(HitLocation); Parms.FHitComponent = FHitComponent; Parms.BoneName = BoneName; Parms.Momentum = std::move(Momentum); Parms.Pawn = Pawn; auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; UObject::ProcessEvent(Func, &Parms); Func->FunctionFlags = Flgs; } // Function FortniteGame.FortConstructorBASE.OnPawnAddedToBase // (BlueprintAuthorityOnly, Event, Public, BlueprintEvent) // Parameters: // class AFortPawn* Pawn (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) void AFortConstructorBASE::OnPawnAddedToBase(class AFortPawn* Pawn) { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("FortConstructorBASE", "OnPawnAddedToBase"); Params::FortConstructorBASE_OnPawnAddedToBase Parms{}; Parms.Pawn = Pawn; UObject::ProcessEvent(Func, &Parms); } // Function FortniteGame.FortConstructorBASE.OnPawnRemovedFromBase // (BlueprintAuthorityOnly, Event, Public, BlueprintEvent) // Parameters: // class AFortPawn* Pawn (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) void AFortConstructorBASE::OnPawnRemovedFromBase(class AFortPawn* Pawn) { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("FortConstructorBASE", "OnPawnRemovedFromBase"); Params::FortConstructorBASE_OnPawnRemovedFromBase Parms{}; Parms.Pawn = Pawn; UObject::ProcessEvent(Func, &Parms); } // Function FortniteGame.FortConstructorBASE.OnPlaced // (BlueprintAuthorityOnly, Event, Public, BlueprintEvent) // Parameters: // class UAbilitySystemComponent* InstigatorAbilitySystemComponent (Parm, ZeroConstructor, InstancedReference, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) void AFortConstructorBASE::OnPlaced(class UAbilitySystemComponent* InstigatorAbilitySystemComponent) { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("FortConstructorBASE", "OnPlaced"); Params::FortConstructorBASE_OnPlaced Parms{}; Parms.InstigatorAbilitySystemComponent = InstigatorAbilitySystemComponent; UObject::ProcessEvent(Func, &Parms); } // Function FortniteGame.FortConstructorBASE.OnRep_ReplicatedAffectedNeighbors // (Final, Native, Private) void AFortConstructorBASE::OnRep_ReplicatedAffectedNeighbors() { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("FortConstructorBASE", "OnRep_ReplicatedAffectedNeighbors"); auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; UObject::ProcessEvent(Func, nullptr); Func->FunctionFlags = Flgs; } // Function FortniteGame.FortConstructorBASE.StartBuildingActorVisuals // (BlueprintCosmetic, Event, Public, BlueprintEvent) // Parameters: // class ABuildingSMActor* BuildingActor (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) // class UStaticMeshComponent* EffectMeshComp (Parm, ZeroConstructor, InstancedReference, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) void AFortConstructorBASE::StartBuildingActorVisuals(class ABuildingSMActor* BuildingActor, class UStaticMeshComponent* EffectMeshComp) { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("FortConstructorBASE", "StartBuildingActorVisuals"); Params::FortConstructorBASE_StartBuildingActorVisuals Parms{}; Parms.BuildingActor = BuildingActor; Parms.EffectMeshComp = EffectMeshComp; UObject::ProcessEvent(Func, &Parms); } // Function FortniteGame.FortConstructorBASE.StopBuildingActorVisuals // (BlueprintCosmetic, Event, Public, BlueprintEvent) // Parameters: // class ABuildingSMActor* BuildingActor (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) // class UStaticMeshComponent* EffectMeshComp (Parm, ZeroConstructor, InstancedReference, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) void AFortConstructorBASE::StopBuildingActorVisuals(class ABuildingSMActor* BuildingActor, class UStaticMeshComponent* EffectMeshComp) { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("FortConstructorBASE", "StopBuildingActorVisuals"); Params::FortConstructorBASE_StopBuildingActorVisuals Parms{}; Parms.BuildingActor = BuildingActor; Parms.EffectMeshComp = EffectMeshComp; UObject::ProcessEvent(Func, &Parms); } // Function FortniteGame.FortConstructorBASE.AddToEffectList // (Final, BlueprintAuthorityOnly, Native, Public, HasOutParams, BlueprintCallable, BlueprintPure, Const) // Parameters: // TArray* EffectList (Parm, OutParm, ZeroConstructor, NativeAccessSpecifierPublic) // TSubclassOf Effect (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, UObjectWrapper, HasGetValueTypeHash, NativeAccessSpecifierPublic) void AFortConstructorBASE::AddToEffectList(TArray* EffectList, TSubclassOf Effect) const { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("FortConstructorBASE", "AddToEffectList"); Params::FortConstructorBASE_AddToEffectList Parms{}; Parms.Effect = Effect; auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; UObject::ProcessEvent(Func, &Parms); Func->FunctionFlags = Flgs; if (EffectList != nullptr) *EffectList = std::move(Parms.EffectList); } // Function FortniteGame.FortConstructorBASE.AddToEffectListWithLevelOverride // (Final, BlueprintAuthorityOnly, Native, Public, HasOutParams, BlueprintCallable, BlueprintPure, Const) // Parameters: // TArray* EffectList (Parm, OutParm, ZeroConstructor, NativeAccessSpecifierPublic) // TSubclassOf Effect (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, UObjectWrapper, HasGetValueTypeHash, NativeAccessSpecifierPublic) // int32 Level (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) void AFortConstructorBASE::AddToEffectListWithLevelOverride(TArray* EffectList, TSubclassOf Effect, int32 Level) const { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("FortConstructorBASE", "AddToEffectListWithLevelOverride"); Params::FortConstructorBASE_AddToEffectListWithLevelOverride Parms{}; Parms.Effect = Effect; Parms.Level = Level; auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; UObject::ProcessEvent(Func, &Parms); Func->FunctionFlags = Flgs; if (EffectList != nullptr) *EffectList = std::move(Parms.EffectList); } // Function FortniteGame.FortTrack.GetOutgoingNeighborFromSpline // (Final, Native, Public, HasOutParams, BlueprintCallable) // Parameters: // class USplineComponent* InSpline (Parm, ZeroConstructor, InstancedReference, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) // bool InReverseDirection (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, NativeAccessSpecifierPublic) // class AFortTrack** OutNeighbor (Parm, OutParm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) void AFortTrack::GetOutgoingNeighborFromSpline(class USplineComponent* InSpline, bool InReverseDirection, class AFortTrack** OutNeighbor) { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("FortTrack", "GetOutgoingNeighborFromSpline"); Params::FortTrack_GetOutgoingNeighborFromSpline Parms{}; Parms.InSpline = InSpline; Parms.InReverseDirection = InReverseDirection; auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; UObject::ProcessEvent(Func, &Parms); Func->FunctionFlags = Flgs; if (OutNeighbor != nullptr) *OutNeighbor = Parms.OutNeighbor; } // Function FortniteGame.FortTrack.GetPathDistanceToTrack // (Final, Native, Public, BlueprintCallable) // Parameters: // class AFortTrack* TargetTrack (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) // class USplineComponent* InCurrentSpline (Parm, ZeroConstructor, InstancedReference, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) // float CurrentDistanceAlongSpline (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) // bool InReverseDirection (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, NativeAccessSpecifierPublic) // float ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) float AFortTrack::GetPathDistanceToTrack(class AFortTrack* TargetTrack, class USplineComponent* InCurrentSpline, float CurrentDistanceAlongSpline, bool InReverseDirection) { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("FortTrack", "GetPathDistanceToTrack"); Params::FortTrack_GetPathDistanceToTrack Parms{}; Parms.TargetTrack = TargetTrack; Parms.InCurrentSpline = InCurrentSpline; Parms.CurrentDistanceAlongSpline = CurrentDistanceAlongSpline; Parms.InReverseDirection = InReverseDirection; auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; UObject::ProcessEvent(Func, &Parms); Func->FunctionFlags = Flgs; return Parms.ReturnValue; } // Function FortniteGame.FortTrack.GetSplineFromIncomingNeighbor // (Final, Native, Public, HasOutParams, BlueprintCallable) // Parameters: // class AFortTrack* InNeighbor (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) // class USplineComponent** OutSpline (Parm, OutParm, ZeroConstructor, InstancedReference, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) // bool* OutReverseDirection (Parm, OutParm, ZeroConstructor, IsPlainOldData, NoDestructor, NativeAccessSpecifierPublic) void AFortTrack::GetSplineFromIncomingNeighbor(class AFortTrack* InNeighbor, class USplineComponent** OutSpline, bool* OutReverseDirection) { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("FortTrack", "GetSplineFromIncomingNeighbor"); Params::FortTrack_GetSplineFromIncomingNeighbor Parms{}; Parms.InNeighbor = InNeighbor; auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; UObject::ProcessEvent(Func, &Parms); Func->FunctionFlags = Flgs; if (OutSpline != nullptr) *OutSpline = Parms.OutSpline; if (OutReverseDirection != nullptr) *OutReverseDirection = Parms.OutReverseDirection; } // Function FortniteGame.FortTrack.GetSplineFromPositionAndOrientation // (Final, Native, Public, HasOutParams, HasDefaults, BlueprintCallable) // Parameters: // const struct FVector& InLocation (ConstParm, Parm, OutParm, ZeroConstructor, ReferenceParm, IsPlainOldData, NoDestructor, NativeAccessSpecifierPublic) // const struct FRotator& InRotation (ConstParm, Parm, OutParm, ZeroConstructor, ReferenceParm, IsPlainOldData, NoDestructor, NativeAccessSpecifierPublic) // class USplineComponent** OutSpline (Parm, OutParm, ZeroConstructor, InstancedReference, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) // float* OutDistanceAlongSpline (Parm, OutParm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) // bool* OutReverseDirection (Parm, OutParm, ZeroConstructor, IsPlainOldData, NoDestructor, NativeAccessSpecifierPublic) void AFortTrack::GetSplineFromPositionAndOrientation(const struct FVector& InLocation, const struct FRotator& InRotation, class USplineComponent** OutSpline, float* OutDistanceAlongSpline, bool* OutReverseDirection) { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("FortTrack", "GetSplineFromPositionAndOrientation"); Params::FortTrack_GetSplineFromPositionAndOrientation Parms{}; Parms.InLocation = std::move(InLocation); Parms.InRotation = std::move(InRotation); auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; UObject::ProcessEvent(Func, &Parms); Func->FunctionFlags = Flgs; if (OutSpline != nullptr) *OutSpline = Parms.OutSpline; if (OutDistanceAlongSpline != nullptr) *OutDistanceAlongSpline = Parms.OutDistanceAlongSpline; if (OutReverseDirection != nullptr) *OutReverseDirection = Parms.OutReverseDirection; } // Function FortniteGame.FortTrack.InitializeTrack // (Final, Native, Public, BlueprintCallable) // Parameters: // class UStaticMeshComponent* InTrackMeshComp1 (Parm, ZeroConstructor, InstancedReference, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) // class UStaticMeshComponent* InTrackMeshComp2 (Parm, ZeroConstructor, InstancedReference, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) // class USplineComponent* InSplineComp1 (Parm, ZeroConstructor, InstancedReference, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) // class USplineComponent* InSplineComp2 (Parm, ZeroConstructor, InstancedReference, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) // class USceneComponent* InSwitchCompBase (Parm, ZeroConstructor, InstancedReference, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) // class UPrimitiveComponent* InSwitchComp (Parm, ZeroConstructor, InstancedReference, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) void AFortTrack::InitializeTrack(class UStaticMeshComponent* InTrackMeshComp1, class UStaticMeshComponent* InTrackMeshComp2, class USplineComponent* InSplineComp1, class USplineComponent* InSplineComp2, class USceneComponent* InSwitchCompBase, class UPrimitiveComponent* InSwitchComp) { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("FortTrack", "InitializeTrack"); Params::FortTrack_InitializeTrack Parms{}; Parms.InTrackMeshComp1 = InTrackMeshComp1; Parms.InTrackMeshComp2 = InTrackMeshComp2; Parms.InSplineComp1 = InSplineComp1; Parms.InSplineComp2 = InSplineComp2; Parms.InSwitchCompBase = InSwitchCompBase; Parms.InSwitchComp = InSwitchComp; auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; UObject::ProcessEvent(Func, &Parms); Func->FunctionFlags = Flgs; } // Function FortniteGame.FortTrack.IsConnectedToTrack // (Final, Native, Public, BlueprintCallable) // Parameters: // class AFortTrack* TargetTrack (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) // bool ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, NativeAccessSpecifierPublic) bool AFortTrack::IsConnectedToTrack(class AFortTrack* TargetTrack) { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("FortTrack", "IsConnectedToTrack"); Params::FortTrack_IsConnectedToTrack Parms{}; Parms.TargetTrack = TargetTrack; auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; UObject::ProcessEvent(Func, &Parms); Func->FunctionFlags = Flgs; return Parms.ReturnValue; } // Function FortniteGame.FortTrack.IsConnectedToTrackList // (Final, Native, Public, HasOutParams, BlueprintCallable) // Parameters: // const TArray& TargetTracks (ConstParm, Parm, OutParm, ZeroConstructor, ReferenceParm, NativeAccessSpecifierPublic) // bool ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, NativeAccessSpecifierPublic) bool AFortTrack::IsConnectedToTrackList(const TArray& TargetTracks) { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("FortTrack", "IsConnectedToTrackList"); Params::FortTrack_IsConnectedToTrackList Parms{}; Parms.TargetTracks = std::move(TargetTracks); auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; UObject::ProcessEvent(Func, &Parms); Func->FunctionFlags = Flgs; return Parms.ReturnValue; } // Function FortniteGame.FortTrack.OnConfigurationChanged // (BlueprintCosmetic, Event, Public, BlueprintEvent) // Parameters: // int32 NewConfigurationIdx (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) // int32 OldConfigurationIdx (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) void AFortTrack::OnConfigurationChanged(int32 NewConfigurationIdx, int32 OldConfigurationIdx) { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("FortTrack", "OnConfigurationChanged"); Params::FortTrack_OnConfigurationChanged Parms{}; Parms.NewConfigurationIdx = NewConfigurationIdx; Parms.OldConfigurationIdx = OldConfigurationIdx; UObject::ProcessEvent(Func, &Parms); } // Function FortniteGame.FortTrack.OnRep_ConfigurationIdx // (Native, Protected) void AFortTrack::OnRep_ConfigurationIdx() { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("FortTrack", "OnRep_ConfigurationIdx"); auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; UObject::ProcessEvent(Func, nullptr); Func->FunctionFlags = Flgs; } // Function FortniteGame.FortTrack.OnRep_SwitchState // (Native, Protected) void AFortTrack::OnRep_SwitchState() { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("FortTrack", "OnRep_SwitchState"); auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; UObject::ProcessEvent(Func, nullptr); Func->FunctionFlags = Flgs; } // Function FortniteGame.FortTrack.OnSwitchStateChanged // (BlueprintCosmetic, Event, Public, BlueprintEvent) // Parameters: // int32 NewSwitchState (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) // int32 OldSwitchState (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) // int32 NumSwitchStates (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) void AFortTrack::OnSwitchStateChanged(int32 NewSwitchState, int32 OldSwitchState, int32 NumSwitchStates) { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("FortTrack", "OnSwitchStateChanged"); Params::FortTrack_OnSwitchStateChanged Parms{}; Parms.NewSwitchState = NewSwitchState; Parms.OldSwitchState = OldSwitchState; Parms.NumSwitchStates = NumSwitchStates; UObject::ProcessEvent(Func, &Parms); } // Function FortniteGame.OutpostStructureBase.OnOutpostOwnerStructureLevelChanged // (Event, Public, BlueprintEvent) void AOutpostStructureBase::OnOutpostOwnerStructureLevelChanged() { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("OutpostStructureBase", "OnOutpostOwnerStructureLevelChanged"); UObject::ProcessEvent(Func, nullptr); } // Function FortniteGame.OutpostStructureBase.OnRep_OutpostOwnerStructureLevel // (Final, Native, Public) void AOutpostStructureBase::OnRep_OutpostOwnerStructureLevel() { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("OutpostStructureBase", "OnRep_OutpostOwnerStructureLevel"); auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; UObject::ProcessEvent(Func, nullptr); Func->FunctionFlags = Flgs; } // Function FortniteGame.OutpostStructureBase.GetOutpostOwnerStructureLevel // (Final, Native, Public, BlueprintCallable, BlueprintPure, Const) // Parameters: // int32 ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) int32 AOutpostStructureBase::GetOutpostOwnerStructureLevel() const { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("OutpostStructureBase", "GetOutpostOwnerStructureLevel"); Params::OutpostStructureBase_GetOutpostOwnerStructureLevel Parms{}; auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; UObject::ProcessEvent(Func, &Parms); Func->FunctionFlags = Flgs; return Parms.ReturnValue; } // Function FortniteGame.BuildingOutpostCraftingTable.Activate // (Final, Native, Public, BlueprintCallable) // Parameters: // class AFortPlayerControllerOutpost* InPC (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) void ABuildingOutpostCraftingTable::Activate(class AFortPlayerControllerOutpost* InPC) { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("BuildingOutpostCraftingTable", "Activate"); Params::BuildingOutpostCraftingTable_Activate Parms{}; Parms.InPC = InPC; auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; UObject::ProcessEvent(Func, &Parms); Func->FunctionFlags = Flgs; } // Function FortniteGame.BuildingOutpostCraftingTable.Deactivate // (Final, Native, Public, BlueprintCallable) // Parameters: // class AFortPlayerControllerOutpost* InPC (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) void ABuildingOutpostCraftingTable::Deactivate(class AFortPlayerControllerOutpost* InPC) { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("BuildingOutpostCraftingTable", "Deactivate"); Params::BuildingOutpostCraftingTable_Deactivate Parms{}; Parms.InPC = InPC; auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; UObject::ProcessEvent(Func, &Parms); Func->FunctionFlags = Flgs; } // Function FortniteGame.BuildingOutpostCraftingTable.CanActivate // (Final, Native, Public, BlueprintCallable, BlueprintPure, Const) // Parameters: // class AFortPlayerControllerOutpost* InPC (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) // bool ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, NativeAccessSpecifierPublic) bool ABuildingOutpostCraftingTable::CanActivate(class AFortPlayerControllerOutpost* InPC) const { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("BuildingOutpostCraftingTable", "CanActivate"); Params::BuildingOutpostCraftingTable_CanActivate Parms{}; Parms.InPC = InPC; auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; UObject::ProcessEvent(Func, &Parms); Func->FunctionFlags = Flgs; return Parms.ReturnValue; } // Function FortniteGame.BuildingOutpostCraftingTable.GetActivationCost // (Final, Native, Public, HasOutParams, BlueprintCallable, BlueprintPure, Const) // Parameters: // class AFortPlayerControllerOutpost* InPC (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) // TArray* OutWorldItems (Parm, OutParm, ZeroConstructor, NativeAccessSpecifierPublic) void ABuildingOutpostCraftingTable::GetActivationCost(class AFortPlayerControllerOutpost* InPC, TArray* OutWorldItems) const { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("BuildingOutpostCraftingTable", "GetActivationCost"); Params::BuildingOutpostCraftingTable_GetActivationCost Parms{}; Parms.InPC = InPC; auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; UObject::ProcessEvent(Func, &Parms); Func->FunctionFlags = Flgs; if (OutWorldItems != nullptr) *OutWorldItems = std::move(Parms.OutWorldItems); } // Function FortniteGame.BuildingOutpostCraftingTable.GetNumberOfItemsPerActivation // (Final, Native, Public, BlueprintCallable, BlueprintPure, Const) // Parameters: // class AFortPlayerControllerOutpost* InPC (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) // int32 ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) int32 ABuildingOutpostCraftingTable::GetNumberOfItemsPerActivation(class AFortPlayerControllerOutpost* InPC) const { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("BuildingOutpostCraftingTable", "GetNumberOfItemsPerActivation"); Params::BuildingOutpostCraftingTable_GetNumberOfItemsPerActivation Parms{}; Parms.InPC = InPC; auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; UObject::ProcessEvent(Func, &Parms); Func->FunctionFlags = Flgs; return Parms.ReturnValue; } // Function FortniteGame.BuildingOutpostCraftingTable.GetNumberOfItemsRemaining // (Final, Native, Public, BlueprintCallable, BlueprintPure, Const) // Parameters: // class AFortPlayerControllerOutpost* InPC (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) // int32 ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) int32 ABuildingOutpostCraftingTable::GetNumberOfItemsRemaining(class AFortPlayerControllerOutpost* InPC) const { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("BuildingOutpostCraftingTable", "GetNumberOfItemsRemaining"); Params::BuildingOutpostCraftingTable_GetNumberOfItemsRemaining Parms{}; Parms.InPC = InPC; auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; UObject::ProcessEvent(Func, &Parms); Func->FunctionFlags = Flgs; return Parms.ReturnValue; } // Function FortniteGame.BuildingOutpostCraftingTable.IsActive // (Final, Native, Public, BlueprintCallable, BlueprintPure, Const) // Parameters: // class AFortPlayerControllerOutpost* InPC (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) // bool ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, NativeAccessSpecifierPublic) bool ABuildingOutpostCraftingTable::IsActive(class AFortPlayerControllerOutpost* InPC) const { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("BuildingOutpostCraftingTable", "IsActive"); Params::BuildingOutpostCraftingTable_IsActive Parms{}; Parms.InPC = InPC; auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; UObject::ProcessEvent(Func, &Parms); Func->FunctionFlags = Flgs; return Parms.ReturnValue; } // Function FortniteGame.BuildingOutpostFabricator.AbortDisintegration // (Final, Native, Public, BlueprintCallable) // Parameters: // class AFortPlayerControllerOutpost* FortPC (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) void ABuildingOutpostFabricator::AbortDisintegration(class AFortPlayerControllerOutpost* FortPC) { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("BuildingOutpostFabricator", "AbortDisintegration"); Params::BuildingOutpostFabricator_AbortDisintegration Parms{}; Parms.FortPC = FortPC; auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; UObject::ProcessEvent(Func, &Parms); Func->FunctionFlags = Flgs; } // Function FortniteGame.BuildingOutpostFabricator.CanDisintegrateItem // (Final, Native, Public, BlueprintCallable) // Parameters: // class AFortPlayerControllerOutpost* FortPC (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) // class UFortWorldItem* Item (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) // int32 Count (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) // int32 ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) int32 ABuildingOutpostFabricator::CanDisintegrateItem(class AFortPlayerControllerOutpost* FortPC, class UFortWorldItem* Item, int32 Count) { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("BuildingOutpostFabricator", "CanDisintegrateItem"); Params::BuildingOutpostFabricator_CanDisintegrateItem Parms{}; Parms.FortPC = FortPC; Parms.Item = Item; Parms.Count = Count; auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; UObject::ProcessEvent(Func, &Parms); Func->FunctionFlags = Flgs; return Parms.ReturnValue; } // Function FortniteGame.BuildingOutpostFabricator.DisintegrateItem // (Final, Native, Public, BlueprintCallable) // Parameters: // class AFortPlayerControllerOutpost* FortPC (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) // class UFortWorldItem* Item (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) // int32 Count (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) void ABuildingOutpostFabricator::DisintegrateItem(class AFortPlayerControllerOutpost* FortPC, class UFortWorldItem* Item, int32 Count) { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("BuildingOutpostFabricator", "DisintegrateItem"); Params::BuildingOutpostFabricator_DisintegrateItem Parms{}; Parms.FortPC = FortPC; Parms.Item = Item; Parms.Count = Count; auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; UObject::ProcessEvent(Func, &Parms); Func->FunctionFlags = Flgs; } // Function FortniteGame.BuildingOutpostFabricator.FabricateItem // (Final, Native, Public, BlueprintCallable) // Parameters: // class AFortPlayerControllerOutpost* FortPC (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) // class UFortWorldItemDefinition* ItemDef (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) void ABuildingOutpostFabricator::FabricateItem(class AFortPlayerControllerOutpost* FortPC, class UFortWorldItemDefinition* ItemDef) { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("BuildingOutpostFabricator", "FabricateItem"); Params::BuildingOutpostFabricator_FabricateItem Parms{}; Parms.FortPC = FortPC; Parms.ItemDef = ItemDef; auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; UObject::ProcessEvent(Func, &Parms); Func->FunctionFlags = Flgs; } // Function FortniteGame.BuildingOutpostFabricator.GetAvailableRecipes // (Final, Native, Public, BlueprintCallable, BlueprintPure, Const) // Parameters: // class AFortPlayerControllerOutpost* FortPC (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) // EFortInventoryFilter InventoryFilter (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) // const class FString& SearchFilter (Parm, ZeroConstructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) // TArray ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, NativeAccessSpecifierPublic) TArray ABuildingOutpostFabricator::GetAvailableRecipes(class AFortPlayerControllerOutpost* FortPC, EFortInventoryFilter InventoryFilter, const class FString& SearchFilter) const { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("BuildingOutpostFabricator", "GetAvailableRecipes"); Params::BuildingOutpostFabricator_GetAvailableRecipes Parms{}; Parms.FortPC = FortPC; Parms.InventoryFilter = InventoryFilter; Parms.SearchFilter = std::move(SearchFilter); auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; UObject::ProcessEvent(Func, &Parms); Func->FunctionFlags = Flgs; return Parms.ReturnValue; } // Function FortniteGame.BuildingOutpostFabricator.GetDisintegrationDurationInSeconds // (Final, Native, Public, BlueprintCallable, BlueprintPure, Const) // Parameters: // class AFortPlayerControllerOutpost* FortPC (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) // int32 ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) int32 ABuildingOutpostFabricator::GetDisintegrationDurationInSeconds(class AFortPlayerControllerOutpost* FortPC) const { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("BuildingOutpostFabricator", "GetDisintegrationDurationInSeconds"); Params::BuildingOutpostFabricator_GetDisintegrationDurationInSeconds Parms{}; Parms.FortPC = FortPC; auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; UObject::ProcessEvent(Func, &Parms); Func->FunctionFlags = Flgs; return Parms.ReturnValue; } // Function FortniteGame.BuildingOutpostFabricator.GetDisintegrationDurationInSecondsForItem // (Final, Native, Public, BlueprintCallable, BlueprintPure, Const) // Parameters: // class UFortWorldItem* Item (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) // int32 Count (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) // int32 ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) int32 ABuildingOutpostFabricator::GetDisintegrationDurationInSecondsForItem(class UFortWorldItem* Item, int32 Count) const { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("BuildingOutpostFabricator", "GetDisintegrationDurationInSecondsForItem"); Params::BuildingOutpostFabricator_GetDisintegrationDurationInSecondsForItem Parms{}; Parms.Item = Item; Parms.Count = Count; auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; UObject::ProcessEvent(Func, &Parms); Func->FunctionFlags = Flgs; return Parms.ReturnValue; } // Function FortniteGame.BuildingOutpostFabricator.GetDisintegrationMinutesRemaining // (Final, Native, Public, BlueprintCallable, BlueprintPure, Const) // Parameters: // class AFortPlayerControllerOutpost* FortPC (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) // int32 ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) int32 ABuildingOutpostFabricator::GetDisintegrationMinutesRemaining(class AFortPlayerControllerOutpost* FortPC) const { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("BuildingOutpostFabricator", "GetDisintegrationMinutesRemaining"); Params::BuildingOutpostFabricator_GetDisintegrationMinutesRemaining Parms{}; Parms.FortPC = FortPC; auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; UObject::ProcessEvent(Func, &Parms); Func->FunctionFlags = Flgs; return Parms.ReturnValue; } // Function FortniteGame.BuildingOutpostFabricator.GetDisintegrationSecondsRemaining // (Final, Native, Public, BlueprintCallable, BlueprintPure, Const) // Parameters: // class AFortPlayerControllerOutpost* FortPC (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) // int32 ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) int32 ABuildingOutpostFabricator::GetDisintegrationSecondsRemaining(class AFortPlayerControllerOutpost* FortPC) const { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("BuildingOutpostFabricator", "GetDisintegrationSecondsRemaining"); Params::BuildingOutpostFabricator_GetDisintegrationSecondsRemaining Parms{}; Parms.FortPC = FortPC; auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; UObject::ProcessEvent(Func, &Parms); Func->FunctionFlags = Flgs; return Parms.ReturnValue; } // Function FortniteGame.BuildingOutpostFabricator.GetDisintegrationStartTime // (Final, Native, Public, HasDefaults, BlueprintCallable, BlueprintPure, Const) // Parameters: // class AFortPlayerControllerOutpost* FortPC (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) // struct FDateTime ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, NativeAccessSpecifierPublic) struct FDateTime ABuildingOutpostFabricator::GetDisintegrationStartTime(class AFortPlayerControllerOutpost* FortPC) const { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("BuildingOutpostFabricator", "GetDisintegrationStartTime"); Params::BuildingOutpostFabricator_GetDisintegrationStartTime Parms{}; Parms.FortPC = FortPC; auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; UObject::ProcessEvent(Func, &Parms); Func->FunctionFlags = Flgs; return Parms.ReturnValue; } // Function FortniteGame.BuildingOutpostFabricator.GetGooFromDisintegrationAmount // (Final, Native, Public, BlueprintCallable, BlueprintPure, Const) // Parameters: // const class UFortWorldItem* Item (ConstParm, Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) // int32 ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) int32 ABuildingOutpostFabricator::GetGooFromDisintegrationAmount(const class UFortWorldItem* Item) const { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("BuildingOutpostFabricator", "GetGooFromDisintegrationAmount"); Params::BuildingOutpostFabricator_GetGooFromDisintegrationAmount Parms{}; Parms.Item = Item; auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; UObject::ProcessEvent(Func, &Parms); Func->FunctionFlags = Flgs; return Parms.ReturnValue; } // Function FortniteGame.BuildingOutpostFabricator.GetGooToFabricateAmount // (Final, Native, Public, BlueprintCallable, BlueprintPure, Const) // Parameters: // const class UFortWorldItem* Item (ConstParm, Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) // int32 ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) int32 ABuildingOutpostFabricator::GetGooToFabricateAmount(const class UFortWorldItem* Item) const { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("BuildingOutpostFabricator", "GetGooToFabricateAmount"); Params::BuildingOutpostFabricator_GetGooToFabricateAmount Parms{}; Parms.Item = Item; auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; UObject::ProcessEvent(Func, &Parms); Func->FunctionFlags = Flgs; return Parms.ReturnValue; } // Function FortniteGame.BuildingOutpostFabricator.GetIncomingGooAmount // (Final, Native, Public, BlueprintCallable, BlueprintPure, Const) // Parameters: // class AFortPlayerControllerOutpost* FortPC (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) // int32 ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) int32 ABuildingOutpostFabricator::GetIncomingGooAmount(class AFortPlayerControllerOutpost* FortPC) const { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("BuildingOutpostFabricator", "GetIncomingGooAmount"); Params::BuildingOutpostFabricator_GetIncomingGooAmount Parms{}; Parms.FortPC = FortPC; auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; UObject::ProcessEvent(Func, &Parms); Func->FunctionFlags = Flgs; return Parms.ReturnValue; } // Function FortniteGame.BuildingOutpostFabricator.GetIncomingGooAmountProgress // (Final, Native, Public, BlueprintCallable, BlueprintPure, Const) // Parameters: // class AFortPlayerControllerOutpost* FortPC (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) // int32 ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) int32 ABuildingOutpostFabricator::GetIncomingGooAmountProgress(class AFortPlayerControllerOutpost* FortPC) const { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("BuildingOutpostFabricator", "GetIncomingGooAmountProgress"); Params::BuildingOutpostFabricator_GetIncomingGooAmountProgress Parms{}; Parms.FortPC = FortPC; auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; UObject::ProcessEvent(Func, &Parms); Func->FunctionFlags = Flgs; return Parms.ReturnValue; } // Function FortniteGame.BuildingOutpostFabricator.GetMaxGooCapacity // (Final, Native, Public, BlueprintCallable, BlueprintPure, Const) // Parameters: // class AFortPlayerControllerOutpost* FortPC (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) // int32 ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) int32 ABuildingOutpostFabricator::GetMaxGooCapacity(class AFortPlayerControllerOutpost* FortPC) const { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("BuildingOutpostFabricator", "GetMaxGooCapacity"); Params::BuildingOutpostFabricator_GetMaxGooCapacity Parms{}; Parms.FortPC = FortPC; auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; UObject::ProcessEvent(Func, &Parms); Func->FunctionFlags = Flgs; return Parms.ReturnValue; } // Function FortniteGame.BuildingOutpostFabricator.GetPlayerItems // (Final, Native, Public, BlueprintCallable, BlueprintPure, Const) // Parameters: // class AFortPlayerControllerOutpost* FortPC (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) // EFortInventoryFilter InventoryFilter (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) // const class FString& SearchFilter (Parm, ZeroConstructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) // TArray ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, NativeAccessSpecifierPublic) TArray ABuildingOutpostFabricator::GetPlayerItems(class AFortPlayerControllerOutpost* FortPC, EFortInventoryFilter InventoryFilter, const class FString& SearchFilter) const { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("BuildingOutpostFabricator", "GetPlayerItems"); Params::BuildingOutpostFabricator_GetPlayerItems Parms{}; Parms.FortPC = FortPC; Parms.InventoryFilter = InventoryFilter; Parms.SearchFilter = std::move(SearchFilter); auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; UObject::ProcessEvent(Func, &Parms); Func->FunctionFlags = Flgs; return Parms.ReturnValue; } // Function FortniteGame.BuildingOutpostFabricator.GetStoredGooAmount // (Final, Native, Public, BlueprintCallable, BlueprintPure, Const) // Parameters: // class AFortPlayerControllerOutpost* FortPC (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) // int32 ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) int32 ABuildingOutpostFabricator::GetStoredGooAmount(class AFortPlayerControllerOutpost* FortPC) const { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("BuildingOutpostFabricator", "GetStoredGooAmount"); Params::BuildingOutpostFabricator_GetStoredGooAmount Parms{}; Parms.FortPC = FortPC; auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; UObject::ProcessEvent(Func, &Parms); Func->FunctionFlags = Flgs; return Parms.ReturnValue; } // Function FortniteGame.BuildingOutpostFabricator.IsDisintegrating // (Final, Native, Public, BlueprintCallable, BlueprintPure, Const) // Parameters: // class AFortPlayerControllerOutpost* FortPC (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) // bool ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, NativeAccessSpecifierPublic) bool ABuildingOutpostFabricator::IsDisintegrating(class AFortPlayerControllerOutpost* FortPC) const { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("BuildingOutpostFabricator", "IsDisintegrating"); Params::BuildingOutpostFabricator_IsDisintegrating Parms{}; Parms.FortPC = FortPC; auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; UObject::ProcessEvent(Func, &Parms); Func->FunctionFlags = Flgs; return Parms.ReturnValue; } // Function FortniteGame.FortWeapon.ApplyTempWeaponMaterialOverride // (Final, Native, Public, BlueprintCallable) // Parameters: // class UMaterialInterface* MaterialOverride (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) void AFortWeapon::ApplyTempWeaponMaterialOverride(class UMaterialInterface* MaterialOverride) { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("FortWeapon", "ApplyTempWeaponMaterialOverride"); Params::FortWeapon_ApplyTempWeaponMaterialOverride Parms{}; Parms.MaterialOverride = MaterialOverride; auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; UObject::ProcessEvent(Func, &Parms); Func->FunctionFlags = Flgs; } // Function FortniteGame.FortWeapon.ClientGivenTo // (Net, NetReliable, Native, Event, Protected, NetClient) // Parameters: // class APawn* P (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) void AFortWeapon::ClientGivenTo(class APawn* P) { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("FortWeapon", "ClientGivenTo"); Params::FortWeapon_ClientGivenTo Parms{}; Parms.P = P; auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; UObject::ProcessEvent(Func, &Parms); Func->FunctionFlags = Flgs; } // Function FortniteGame.FortWeapon.ClientReportShotFlags // (Net, NetReliable, Native, Event, Protected, NetClient) // Parameters: // uint32 ShotFlags (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) // int32 ShotIndex (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) void AFortWeapon::ClientReportShotFlags(uint32 ShotFlags, int32 ShotIndex) { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("FortWeapon", "ClientReportShotFlags"); Params::FortWeapon_ClientReportShotFlags Parms{}; Parms.ShotFlags = ShotFlags; Parms.ShotIndex = ShotIndex; auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; UObject::ProcessEvent(Func, &Parms); Func->FunctionFlags = Flgs; } // Function FortniteGame.FortWeapon.DetermineReticleColor // (Native, Public, HasDefaults, BlueprintCallable) // Parameters: // struct FColor ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, NativeAccessSpecifierPublic) struct FColor AFortWeapon::DetermineReticleColor() { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("FortWeapon", "DetermineReticleColor"); Params::FortWeapon_DetermineReticleColor Parms{}; auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; UObject::ProcessEvent(Func, &Parms); Func->FunctionFlags = Flgs; return Parms.ReturnValue; } // Function FortniteGame.FortWeapon.GameplayCue_Impact // (Native, Protected) // Parameters: // EGameplayCueEvent EventType (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) // const struct FGameplayCueParameters& Parameters (Parm, NativeAccessSpecifierPublic) void AFortWeapon::GameplayCue_Impact(EGameplayCueEvent EventType, const struct FGameplayCueParameters& Parameters) { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("FortWeapon", "GameplayCue_Impact"); Params::FortWeapon_GameplayCue_Impact Parms{}; Parms.EventType = EventType; Parms.Parameters = std::move(Parameters); auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; UObject::ProcessEvent(Func, &Parms); Func->FunctionFlags = Flgs; } // Function FortniteGame.FortWeapon.GameplayCue_Weapons_Activation // (Native, Protected) // Parameters: // EGameplayCueEvent EventType (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) // const struct FGameplayCueParameters& Parameters (Parm, NativeAccessSpecifierPublic) void AFortWeapon::GameplayCue_Weapons_Activation(EGameplayCueEvent EventType, const struct FGameplayCueParameters& Parameters) { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("FortWeapon", "GameplayCue_Weapons_Activation"); Params::FortWeapon_GameplayCue_Weapons_Activation Parms{}; Parms.EventType = EventType; Parms.Parameters = std::move(Parameters); auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; UObject::ProcessEvent(Func, &Parms); Func->FunctionFlags = Flgs; } // Function FortniteGame.FortWeapon.GameplayCue_Weapons_ChargeUp // (Native, Protected) // Parameters: // EGameplayCueEvent EventType (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) // const struct FGameplayCueParameters& Parameters (Parm, NativeAccessSpecifierPublic) void AFortWeapon::GameplayCue_Weapons_ChargeUp(EGameplayCueEvent EventType, const struct FGameplayCueParameters& Parameters) { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("FortWeapon", "GameplayCue_Weapons_ChargeUp"); Params::FortWeapon_GameplayCue_Weapons_ChargeUp Parms{}; Parms.EventType = EventType; Parms.Parameters = std::move(Parameters); auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; UObject::ProcessEvent(Func, &Parms); Func->FunctionFlags = Flgs; } // Function FortniteGame.FortWeapon.GetActiveAlterations // (Final, Native, Protected, HasOutParams, BlueprintCallable) // Parameters: // TArray*outActiveAlterations (Parm, OutParm, ZeroConstructor, NativeAccessSpecifierPublic) void AFortWeapon::GetActiveAlterations(TArray* outActiveAlterations) { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("FortWeapon", "GetActiveAlterations"); Params::FortWeapon_GetActiveAlterations Parms{}; auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; UObject::ProcessEvent(Func, &Parms); Func->FunctionFlags = Flgs; if (outActiveAlterations != nullptr) *outActiveAlterations = std::move(Parms.outActiveAlterations); } // Function FortniteGame.FortWeapon.K2_OnUnEquip // (Event, Public, BlueprintEvent) void AFortWeapon::K2_OnUnEquip() { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("FortWeapon", "K2_OnUnEquip"); UObject::ProcessEvent(Func, nullptr); } // Function FortniteGame.FortWeapon.OnAmmoCountChanged // (BlueprintCosmetic, Event, Protected, BlueprintEvent) void AFortWeapon::OnAmmoCountChanged() { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("FortWeapon", "OnAmmoCountChanged"); UObject::ProcessEvent(Func, nullptr); } // Function FortniteGame.FortWeapon.OnEndCharge // (Event, Protected, BlueprintEvent) void AFortWeapon::OnEndCharge() { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("FortWeapon", "OnEndCharge"); UObject::ProcessEvent(Func, nullptr); } // Function FortniteGame.FortWeapon.OnEquippedWeaponDestory // (BlueprintCosmetic, Event, Protected, BlueprintEvent) void AFortWeapon::OnEquippedWeaponDestory() { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("FortWeapon", "OnEquippedWeaponDestory"); UObject::ProcessEvent(Func, nullptr); } // Function FortniteGame.FortWeapon.OnEquippedWeaponDestroyWrapper // (Net, NetReliable, Native, Event, NetMulticast, Protected) void AFortWeapon::OnEquippedWeaponDestroyWrapper() { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("FortWeapon", "OnEquippedWeaponDestroyWrapper"); auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; UObject::ProcessEvent(Func, nullptr); Func->FunctionFlags = Flgs; } // Function FortniteGame.FortWeapon.OnInitAlteration // (Event, Protected, BlueprintEvent) // Parameters: // class UFortAlterationItemDefinition* NewAlteration (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) void AFortWeapon::OnInitAlteration(class UFortAlterationItemDefinition* NewAlteration) { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("FortWeapon", "OnInitAlteration"); Params::FortWeapon_OnInitAlteration Parms{}; Parms.NewAlteration = NewAlteration; UObject::ProcessEvent(Func, &Parms); } // Function FortniteGame.FortWeapon.OnInitCosmeticAlterations // (Event, Protected, BlueprintEvent) // Parameters: // const struct FFortCosmeticModification& CosmeticMod (Parm, NativeAccessSpecifierPublic) // class UMaterialInstanceDynamic* DynamicMaterialInstance (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) void AFortWeapon::OnInitCosmeticAlterations(const struct FFortCosmeticModification& CosmeticMod, class UMaterialInstanceDynamic* DynamicMaterialInstance) { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("FortWeapon", "OnInitCosmeticAlterations"); Params::FortWeapon_OnInitCosmeticAlterations Parms{}; Parms.CosmeticMod = std::move(CosmeticMod); Parms.DynamicMaterialInstance = DynamicMaterialInstance; UObject::ProcessEvent(Func, &Parms); } // Function FortniteGame.FortWeapon.OnOutOfAmmoFire // (BlueprintCosmetic, Event, Protected, BlueprintEvent) void AFortWeapon::OnOutOfAmmoFire() { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("FortWeapon", "OnOutOfAmmoFire"); UObject::ProcessEvent(Func, nullptr); } // Function FortniteGame.FortWeapon.OnPawnMontageStarted // (Final, Native, Public) // Parameters: // class UAnimMontage* PawnMontage (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) void AFortWeapon::OnPawnMontageStarted(class UAnimMontage* PawnMontage) { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("FortWeapon", "OnPawnMontageStarted"); Params::FortWeapon_OnPawnMontageStarted Parms{}; Parms.PawnMontage = PawnMontage; auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; UObject::ProcessEvent(Func, &Parms); Func->FunctionFlags = Flgs; } // Function FortniteGame.FortWeapon.OnPlayImpactFX // (Event, Protected, HasOutParams, BlueprintEvent) // Parameters: // const struct FHitResult& HitResult (ConstParm, Parm, OutParm, ReferenceParm, ContainsInstancedReference, NativeAccessSpecifierPublic) // EPhysicalSurface ImpactPhysicalSurface (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) // class UParticleSystemComponent* SpawnedPSC (Parm, ZeroConstructor, InstancedReference, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) void AFortWeapon::OnPlayImpactFX(const struct FHitResult& HitResult, EPhysicalSurface ImpactPhysicalSurface, class UParticleSystemComponent* SpawnedPSC) { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("FortWeapon", "OnPlayImpactFX"); Params::FortWeapon_OnPlayImpactFX Parms{}; Parms.HitResult = std::move(HitResult); Parms.ImpactPhysicalSurface = ImpactPhysicalSurface; Parms.SpawnedPSC = SpawnedPSC; UObject::ProcessEvent(Func, &Parms); } // Function FortniteGame.FortWeapon.OnPlayReloadFX // (BlueprintCosmetic, Event, Protected, BlueprintEvent) // Parameters: // EFortReloadFXState ReloadStage (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) void AFortWeapon::OnPlayReloadFX(EFortReloadFXState ReloadStage) { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("FortWeapon", "OnPlayReloadFX"); Params::FortWeapon_OnPlayReloadFX Parms{}; Parms.ReloadStage = ReloadStage; UObject::ProcessEvent(Func, &Parms); } // Function FortniteGame.FortWeapon.OnPlayWeaponFireFX // (BlueprintCosmetic, Event, Protected, BlueprintEvent) // Parameters: // bool bPersistentFire (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, NativeAccessSpecifierPublic) void AFortWeapon::OnPlayWeaponFireFX(bool bPersistentFire) { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("FortWeapon", "OnPlayWeaponFireFX"); Params::FortWeapon_OnPlayWeaponFireFX Parms{}; Parms.bPersistentFire = bPersistentFire; UObject::ProcessEvent(Func, &Parms); } // Function FortniteGame.FortWeapon.OnReachedMaxCharge // (Event, Protected, BlueprintEvent) void AFortWeapon::OnReachedMaxCharge() { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("FortWeapon", "OnReachedMaxCharge"); UObject::ProcessEvent(Func, nullptr); } // Function FortniteGame.FortWeapon.OnReachedMinCharge // (Event, Protected, BlueprintEvent) void AFortWeapon::OnReachedMinCharge() { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("FortWeapon", "OnReachedMinCharge"); UObject::ProcessEvent(Func, nullptr); } // Function FortniteGame.FortWeapon.OnRep_AmmoCount // (Native, Protected) void AFortWeapon::OnRep_AmmoCount() { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("FortWeapon", "OnRep_AmmoCount"); auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; UObject::ProcessEvent(Func, nullptr); Func->FunctionFlags = Flgs; } // Function FortniteGame.FortWeapon.OnRep_ReplicatedAppliedAlterations // (Native, Protected) void AFortWeapon::OnRep_ReplicatedAppliedAlterations() { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("FortWeapon", "OnRep_ReplicatedAppliedAlterations"); auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; UObject::ProcessEvent(Func, nullptr); Func->FunctionFlags = Flgs; } // Function FortniteGame.FortWeapon.OnRep_ReplicatedWeaponData // (Native, Protected) void AFortWeapon::OnRep_ReplicatedWeaponData() { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("FortWeapon", "OnRep_ReplicatedWeaponData"); auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; UObject::ProcessEvent(Func, nullptr); Func->FunctionFlags = Flgs; } // Function FortniteGame.FortWeapon.OnSetTargeting // (Event, Public, BlueprintEvent) // Parameters: // bool bNewIsTargeting (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, NativeAccessSpecifierPublic) void AFortWeapon::OnSetTargeting(bool bNewIsTargeting) { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("FortWeapon", "OnSetTargeting"); Params::FortWeapon_OnSetTargeting Parms{}; Parms.bNewIsTargeting = bNewIsTargeting; UObject::ProcessEvent(Func, &Parms); } // Function FortniteGame.FortWeapon.OnStartCharge // (Event, Protected, BlueprintEvent) void AFortWeapon::OnStartCharge() { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("FortWeapon", "OnStartCharge"); UObject::ProcessEvent(Func, nullptr); } // Function FortniteGame.FortWeapon.OnStopWeaponFireFX // (BlueprintCosmetic, Event, Protected, BlueprintEvent) void AFortWeapon::OnStopWeaponFireFX() { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("FortWeapon", "OnStopWeaponFireFX"); UObject::ProcessEvent(Func, nullptr); } // Function FortniteGame.FortWeapon.OnWeaponAttached // (Event, Public, BlueprintEvent) void AFortWeapon::OnWeaponAttached() { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("FortWeapon", "OnWeaponAttached"); UObject::ProcessEvent(Func, nullptr); } // Function FortniteGame.FortWeapon.OnWeaponVisibilityChanged // (Event, Protected, BlueprintEvent) // Parameters: // bool bVisible (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, NativeAccessSpecifierPublic) void AFortWeapon::OnWeaponVisibilityChanged(bool bVisible) { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("FortWeapon", "OnWeaponVisibilityChanged"); Params::FortWeapon_OnWeaponVisibilityChanged Parms{}; Parms.bVisible = bVisible; UObject::ProcessEvent(Func, &Parms); } // Function FortniteGame.FortWeapon.PlayNativeImpactFX // (Native, Protected, HasOutParams, BlueprintCallable) // Parameters: // const struct FHitResult& HitResult (ConstParm, Parm, OutParm, ReferenceParm, ContainsInstancedReference, NativeAccessSpecifierPublic) // const struct FGameplayCueParameters& GameplayCueParameters (ConstParm, Parm, OutParm, ReferenceParm, NativeAccessSpecifierPublic) void AFortWeapon::PlayNativeImpactFX(const struct FHitResult& HitResult, const struct FGameplayCueParameters& GameplayCueParameters) { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("FortWeapon", "PlayNativeImpactFX"); Params::FortWeapon_PlayNativeImpactFX Parms{}; Parms.HitResult = std::move(HitResult); Parms.GameplayCueParameters = std::move(GameplayCueParameters); auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; UObject::ProcessEvent(Func, &Parms); Func->FunctionFlags = Flgs; } // Function FortniteGame.FortWeapon.PlayReloadFX // (BlueprintCosmetic, Native, Public, BlueprintCallable) // Parameters: // EFortReloadFXState ReloadStage (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) void AFortWeapon::PlayReloadFX(EFortReloadFXState ReloadStage) { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("FortWeapon", "PlayReloadFX"); Params::FortWeapon_PlayReloadFX Parms{}; Parms.ReloadStage = ReloadStage; auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; UObject::ProcessEvent(Func, &Parms); Func->FunctionFlags = Flgs; } // Function FortniteGame.FortWeapon.PlayWeaponFireFX // (BlueprintCosmetic, Native, Public, BlueprintCallable) // Parameters: // bool bSecondaryFire (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, NativeAccessSpecifierPublic) void AFortWeapon::PlayWeaponFireFX(bool bSecondaryFire) { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("FortWeapon", "PlayWeaponFireFX"); Params::FortWeapon_PlayWeaponFireFX Parms{}; Parms.bSecondaryFire = bSecondaryFire; auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; UObject::ProcessEvent(Func, &Parms); Func->FunctionFlags = Flgs; } // Function FortniteGame.FortWeapon.ResetTempWeaponMaterialOverride // (Final, Native, Public, BlueprintCallable) void AFortWeapon::ResetTempWeaponMaterialOverride() { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("FortWeapon", "ResetTempWeaponMaterialOverride"); auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; UObject::ProcessEvent(Func, nullptr); Func->FunctionFlags = Flgs; } // Function FortniteGame.FortWeapon.ServerResetShotReport // (Net, NetReliable, Native, Event, Protected, NetServer, NetValidate) void AFortWeapon::ServerResetShotReport() { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("FortWeapon", "ServerResetShotReport"); auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; UObject::ProcessEvent(Func, nullptr); Func->FunctionFlags = Flgs; } // Function FortniteGame.FortWeapon.ServerStartCharge // (Net, NetReliable, Native, Event, Protected, NetServer, NetValidate) void AFortWeapon::ServerStartCharge() { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("FortWeapon", "ServerStartCharge"); auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; UObject::ProcessEvent(Func, nullptr); Func->FunctionFlags = Flgs; } // Function FortniteGame.FortWeapon.SetShouldDrawNativeReticle // (Final, Native, Protected, BlueprintCallable) // Parameters: // bool bInShouldDrawReticle (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, NativeAccessSpecifierPublic) void AFortWeapon::SetShouldDrawNativeReticle(bool bInShouldDrawReticle) { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("FortWeapon", "SetShouldDrawNativeReticle"); Params::FortWeapon_SetShouldDrawNativeReticle Parms{}; Parms.bInShouldDrawReticle = bInShouldDrawReticle; auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; UObject::ProcessEvent(Func, &Parms); Func->FunctionFlags = Flgs; } // Function FortniteGame.FortWeapon.SetWeaponVisibility // (Final, Native, Public, BlueprintCallable) // Parameters: // bool bDesiredVisibility (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, NativeAccessSpecifierPublic) // bool bForceUpdate (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, NativeAccessSpecifierPublic) void AFortWeapon::SetWeaponVisibility(bool bDesiredVisibility, bool bForceUpdate) { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("FortWeapon", "SetWeaponVisibility"); Params::FortWeapon_SetWeaponVisibility Parms{}; Parms.bDesiredVisibility = bDesiredVisibility; Parms.bForceUpdate = bForceUpdate; auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; UObject::ProcessEvent(Func, &Parms); Func->FunctionFlags = Flgs; } // Function FortniteGame.FortWeapon.StopWeaponFireFX // (BlueprintCosmetic, Native, Public, BlueprintCallable) void AFortWeapon::StopWeaponFireFX() { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("FortWeapon", "StopWeaponFireFX"); auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; UObject::ProcessEvent(Func, nullptr); Func->FunctionFlags = Flgs; } // Function FortniteGame.FortWeapon.UseWeaponDurability // (Final, Native, Public, BlueprintCallable) // Parameters: // float DurabilityScale (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) void AFortWeapon::UseWeaponDurability(float DurabilityScale) { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("FortWeapon", "UseWeaponDurability"); Params::FortWeapon_UseWeaponDurability Parms{}; Parms.DurabilityScale = DurabilityScale; auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; UObject::ProcessEvent(Func, &Parms); Func->FunctionFlags = Flgs; } // Function FortniteGame.FortWeapon.GetAlterations // (Native, Public, BlueprintCallable, BlueprintPure, Const) // Parameters: // TArrayReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, NativeAccessSpecifierPublic) TArray AFortWeapon::GetAlterations() const { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("FortWeapon", "GetAlterations"); Params::FortWeapon_GetAlterations Parms{}; auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; UObject::ProcessEvent(Func, &Parms); Func->FunctionFlags = Flgs; return Parms.ReturnValue; } // Function FortniteGame.FortWeapon.GetBulletsPerClip // (Final, Native, Public, BlueprintCallable, BlueprintPure, Const) // Parameters: // int32 ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) int32 AFortWeapon::GetBulletsPerClip() const { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("FortWeapon", "GetBulletsPerClip"); Params::FortWeapon_GetBulletsPerClip Parms{}; auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; UObject::ProcessEvent(Func, &Parms); Func->FunctionFlags = Flgs; return Parms.ReturnValue; } // Function FortniteGame.FortWeapon.GetChargePercent // (Final, Native, Public, BlueprintCallable, BlueprintPure, Const) // Parameters: // float ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) float AFortWeapon::GetChargePercent() const { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("FortWeapon", "GetChargePercent"); Params::FortWeapon_GetChargePercent Parms{}; auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; UObject::ProcessEvent(Func, &Parms); Func->FunctionFlags = Flgs; return Parms.ReturnValue; } // Function FortniteGame.FortWeapon.GetCoreAnimation // (Final, Native, Public, BlueprintCallable, BlueprintPure, Const) // Parameters: // EFortWeaponCoreAnimation ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) EFortWeaponCoreAnimation AFortWeapon::GetCoreAnimation() const { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("FortWeapon", "GetCoreAnimation"); Params::FortWeapon_GetCoreAnimation Parms{}; auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; UObject::ProcessEvent(Func, &Parms); Func->FunctionFlags = Flgs; return Parms.ReturnValue; } // Function FortniteGame.FortWeapon.GetCurrentMaxChargePercent // (Final, Native, Public, BlueprintCallable, BlueprintPure, Const) // Parameters: // float ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) float AFortWeapon::GetCurrentMaxChargePercent() const { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("FortWeapon", "GetCurrentMaxChargePercent"); Params::FortWeapon_GetCurrentMaxChargePercent Parms{}; auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; UObject::ProcessEvent(Func, &Parms); Func->FunctionFlags = Flgs; return Parms.ReturnValue; } // Function FortniteGame.FortWeapon.GetDamageStartLocation // (Native, Public, HasOutParams, HasDefaults, BlueprintCallable, BlueprintPure, Const) // Parameters: // struct FVector* AimDir (Parm, OutParm, ZeroConstructor, IsPlainOldData, NoDestructor, NativeAccessSpecifierPublic) // struct FVector ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, NativeAccessSpecifierPublic) struct FVector AFortWeapon::GetDamageStartLocation(struct FVector* AimDir) const { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("FortWeapon", "GetDamageStartLocation"); Params::FortWeapon_GetDamageStartLocation Parms{}; auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; UObject::ProcessEvent(Func, &Parms); Func->FunctionFlags = Flgs; if (AimDir != nullptr) *AimDir = std::move(Parms.AimDir); return Parms.ReturnValue; } // Function FortniteGame.FortWeapon.GetLocalMagazineAmmoCount // (Native, Public, BlueprintCallable, BlueprintPure, Const) // Parameters: // int32 ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) int32 AFortWeapon::GetLocalMagazineAmmoCount() const { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("FortWeapon", "GetLocalMagazineAmmoCount"); Params::FortWeapon_GetLocalMagazineAmmoCount Parms{}; auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; UObject::ProcessEvent(Func, &Parms); Func->FunctionFlags = Flgs; return Parms.ReturnValue; } // Function FortniteGame.FortWeapon.GetLocalRemainingAmmo // (Native, Public, BlueprintCallable, BlueprintPure, Const) // Parameters: // int32 ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) int32 AFortWeapon::GetLocalRemainingAmmo() const { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("FortWeapon", "GetLocalRemainingAmmo"); Params::FortWeapon_GetLocalRemainingAmmo Parms{}; auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; UObject::ProcessEvent(Func, &Parms); Func->FunctionFlags = Flgs; return Parms.ReturnValue; } // Function FortniteGame.FortWeapon.GetMagazineAmmoCount // (Native, Public, BlueprintCallable, BlueprintPure, Const) // Parameters: // int32 ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) int32 AFortWeapon::GetMagazineAmmoCount() const { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("FortWeapon", "GetMagazineAmmoCount"); Params::FortWeapon_GetMagazineAmmoCount Parms{}; auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; UObject::ProcessEvent(Func, &Parms); Func->FunctionFlags = Flgs; return Parms.ReturnValue; } // Function FortniteGame.FortWeapon.GetRange // (Native, Protected, BlueprintCallable, BlueprintPure, Const) // Parameters: // float ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) float AFortWeapon::GetRange() const { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("FortWeapon", "GetRange"); Params::FortWeapon_GetRange Parms{}; auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; UObject::ProcessEvent(Func, &Parms); Func->FunctionFlags = Flgs; return Parms.ReturnValue; } // Function FortniteGame.FortWeapon.GetReloadProgress // (Native, Public, BlueprintCallable, BlueprintPure, Const) // Parameters: // float ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) float AFortWeapon::GetReloadProgress() const { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("FortWeapon", "GetReloadProgress"); Params::FortWeapon_GetReloadProgress Parms{}; auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; UObject::ProcessEvent(Func, &Parms); Func->FunctionFlags = Flgs; return Parms.ReturnValue; } // Function FortniteGame.FortWeapon.GetReloadTime // (Native, Public, BlueprintCallable, BlueprintPure, Const) // Parameters: // float ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) float AFortWeapon::GetReloadTime() const { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("FortWeapon", "GetReloadTime"); Params::FortWeapon_GetReloadTime Parms{}; auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; UObject::ProcessEvent(Func, &Parms); Func->FunctionFlags = Flgs; return Parms.ReturnValue; } // Function FortniteGame.FortWeapon.GetRemainingAmmo // (Native, Public, BlueprintCallable, BlueprintPure, Const) // Parameters: // int32 ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) int32 AFortWeapon::GetRemainingAmmo() const { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("FortWeapon", "GetRemainingAmmo"); Params::FortWeapon_GetRemainingAmmo Parms{}; auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; UObject::ProcessEvent(Func, &Parms); Func->FunctionFlags = Flgs; return Parms.ReturnValue; } // Function FortniteGame.FortWeapon.GetReticleColor // (Native, Public, HasDefaults, BlueprintCallable, BlueprintPure, Const) // Parameters: // struct FColor ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, NativeAccessSpecifierPublic) struct FColor AFortWeapon::GetReticleColor() const { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("FortWeapon", "GetReticleColor"); Params::FortWeapon_GetReticleColor Parms{}; auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; UObject::ProcessEvent(Func, &Parms); Func->FunctionFlags = Flgs; return Parms.ReturnValue; } // Function FortniteGame.FortWeapon.IsReloading // (Native, Public, BlueprintCallable, BlueprintPure, Const) // Parameters: // bool ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, NativeAccessSpecifierPublic) bool AFortWeapon::IsReloading() const { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("FortWeapon", "IsReloading"); Params::FortWeapon_IsReloading Parms{}; auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; UObject::ProcessEvent(Func, &Parms); Func->FunctionFlags = Flgs; return Parms.ReturnValue; } // Function FortniteGame.FortDecoTool.OnCarriedActorDestroyed // (Final, Native, Private) void AFortDecoTool::OnCarriedActorDestroyed() { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("FortDecoTool", "OnCarriedActorDestroyed"); auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; UObject::ProcessEvent(Func, nullptr); Func->FunctionFlags = Flgs; } // Function FortniteGame.FortDecoTool.OnRep_CarriedActor // (Final, Native, Protected) void AFortDecoTool::OnRep_CarriedActor() { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("FortDecoTool", "OnRep_CarriedActor"); auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; UObject::ProcessEvent(Func, nullptr); Func->FunctionFlags = Flgs; } // Function FortniteGame.FortDecoTool.OnRep_ItemDefinition // (Final, Native, Protected) void AFortDecoTool::OnRep_ItemDefinition() { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("FortDecoTool", "OnRep_ItemDefinition"); auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; UObject::ProcessEvent(Func, nullptr); Func->FunctionFlags = Flgs; } // Function FortniteGame.FortDecoTool.ServerSpawnDeco // (Net, NetReliable, Native, Event, Protected, NetServer, HasDefaults, NetValidate) // Parameters: // const struct FVector& Location (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, NativeAccessSpecifierPublic) // const struct FRotator& Rotation (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, NativeAccessSpecifierPublic) // class ABuildingSMActor* AttachedActor (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) void AFortDecoTool::ServerSpawnDeco(const struct FVector& Location, const struct FRotator& Rotation, class ABuildingSMActor* AttachedActor) { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("FortDecoTool", "ServerSpawnDeco"); Params::FortDecoTool_ServerSpawnDeco Parms{}; Parms.Location = std::move(Location); Parms.Rotation = std::move(Rotation); Parms.AttachedActor = AttachedActor; auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; UObject::ProcessEvent(Func, &Parms); Func->FunctionFlags = Flgs; } // Function FortniteGame.BuildingOutpostStorageVault.MoveItemFromStorage // (Final, Native, Public, BlueprintCallable) // Parameters: // class AFortPlayerControllerOutpost* Player (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) // class UFortWorldItem* Item (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) // int32 Count (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) void ABuildingOutpostStorageVault::MoveItemFromStorage(class AFortPlayerControllerOutpost* Player, class UFortWorldItem* Item, int32 Count) { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("BuildingOutpostStorageVault", "MoveItemFromStorage"); Params::BuildingOutpostStorageVault_MoveItemFromStorage Parms{}; Parms.Player = Player; Parms.Item = Item; Parms.Count = Count; auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; UObject::ProcessEvent(Func, &Parms); Func->FunctionFlags = Flgs; } // Function FortniteGame.BuildingOutpostStorageVault.MoveItemToStorage // (Final, Native, Public, BlueprintCallable) // Parameters: // class AFortPlayerControllerOutpost* Player (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) // class UFortWorldItem* Item (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) // int32 Count (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) void ABuildingOutpostStorageVault::MoveItemToStorage(class AFortPlayerControllerOutpost* Player, class UFortWorldItem* Item, int32 Count) { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("BuildingOutpostStorageVault", "MoveItemToStorage"); Params::BuildingOutpostStorageVault_MoveItemToStorage Parms{}; Parms.Player = Player; Parms.Item = Item; Parms.Count = Count; auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; UObject::ProcessEvent(Func, &Parms); Func->FunctionFlags = Flgs; } // Function FortniteGame.BuildingOutpostStorageVault.GetMaxSlotsNum // (Final, Native, Public, BlueprintCallable, BlueprintPure, Const) // Parameters: // class AFortPlayerControllerOutpost* Player (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) // int32 ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) int32 ABuildingOutpostStorageVault::GetMaxSlotsNum(class AFortPlayerControllerOutpost* Player) const { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("BuildingOutpostStorageVault", "GetMaxSlotsNum"); Params::BuildingOutpostStorageVault_GetMaxSlotsNum Parms{}; Parms.Player = Player; auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; UObject::ProcessEvent(Func, &Parms); Func->FunctionFlags = Flgs; return Parms.ReturnValue; } // Function FortniteGame.BuildingOutpostStorageVault.GetOccupiedSlotsNum // (Final, Native, Public, BlueprintCallable, BlueprintPure, Const) // Parameters: // class AFortPlayerControllerOutpost* Player (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) // int32 ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) int32 ABuildingOutpostStorageVault::GetOccupiedSlotsNum(class AFortPlayerControllerOutpost* Player) const { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("BuildingOutpostStorageVault", "GetOccupiedSlotsNum"); Params::BuildingOutpostStorageVault_GetOccupiedSlotsNum Parms{}; Parms.Player = Player; auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; UObject::ProcessEvent(Func, &Parms); Func->FunctionFlags = Flgs; return Parms.ReturnValue; } // Function FortniteGame.BuildingOutpostStorageVault.GetPlayerItems // (Final, Native, Public, BlueprintCallable, BlueprintPure, Const) // Parameters: // class AFortPlayerControllerOutpost* Player (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) // EFortInventoryFilter InventoryFilter (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) // const class FString& SearchFilter (Parm, ZeroConstructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) // TArray ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, NativeAccessSpecifierPublic) TArray ABuildingOutpostStorageVault::GetPlayerItems(class AFortPlayerControllerOutpost* Player, EFortInventoryFilter InventoryFilter, const class FString& SearchFilter) const { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("BuildingOutpostStorageVault", "GetPlayerItems"); Params::BuildingOutpostStorageVault_GetPlayerItems Parms{}; Parms.Player = Player; Parms.InventoryFilter = InventoryFilter; Parms.SearchFilter = std::move(SearchFilter); auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; UObject::ProcessEvent(Func, &Parms); Func->FunctionFlags = Flgs; return Parms.ReturnValue; } // Function FortniteGame.BuildingOutpostStorageVault.GetStoredItems // (Final, Native, Public, BlueprintCallable, BlueprintPure, Const) // Parameters: // class AFortPlayerControllerOutpost* Player (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) // EFortInventoryFilter InventoryFilter (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) // const class FString& SearchFilter (Parm, ZeroConstructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) // TArray ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, NativeAccessSpecifierPublic) TArray ABuildingOutpostStorageVault::GetStoredItems(class AFortPlayerControllerOutpost* Player, EFortInventoryFilter InventoryFilter, const class FString& SearchFilter) const { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("BuildingOutpostStorageVault", "GetStoredItems"); Params::BuildingOutpostStorageVault_GetStoredItems Parms{}; Parms.Player = Player; Parms.InventoryFilter = InventoryFilter; Parms.SearchFilter = std::move(SearchFilter); auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; UObject::ProcessEvent(Func, &Parms); Func->FunctionFlags = Flgs; return Parms.ReturnValue; } // Function FortniteGame.FortGameState.HandleSharedInventoryUpdate // (Native, Protected) void AFortGameState::HandleSharedInventoryUpdate() { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("FortGameState", "HandleSharedInventoryUpdate"); auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; UObject::ProcessEvent(Func, nullptr); Func->FunctionFlags = Flgs; } // Function FortniteGame.FortGameState.OnRep_CurrentWUID // (Native, Protected) void AFortGameState::OnRep_CurrentWUID() { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("FortGameState", "OnRep_CurrentWUID"); auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; UObject::ProcessEvent(Func, nullptr); Func->FunctionFlags = Flgs; } // Function FortniteGame.FortGameState.OnRep_DayPhaseHandler // (Native, Protected) void AFortGameState::OnRep_DayPhaseHandler() { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("FortGameState", "OnRep_DayPhaseHandler"); auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; UObject::ProcessEvent(Func, nullptr); Func->FunctionFlags = Flgs; } // Function FortniteGame.FortGameState.OnRep_FeedbackManager // (Final, Native, Protected) void AFortGameState::OnRep_FeedbackManager() { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("FortGameState", "OnRep_FeedbackManager"); auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; UObject::ProcessEvent(Func, nullptr); Func->FunctionFlags = Flgs; } // Function FortniteGame.FortGameState.OnRep_GameplayState // (Native, Protected) void AFortGameState::OnRep_GameplayState() { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("FortGameState", "OnRep_GameplayState"); auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; UObject::ProcessEvent(Func, nullptr); Func->FunctionFlags = Flgs; } // Function FortniteGame.FortGameState.OnRep_MissionManager // (Final, Native, Protected) void AFortGameState::OnRep_MissionManager() { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("FortGameState", "OnRep_MissionManager"); auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; UObject::ProcessEvent(Func, nullptr); Func->FunctionFlags = Flgs; } // Function FortniteGame.FortGameState.OnRep_WorldManager // (Native, Protected) void AFortGameState::OnRep_WorldManager() { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("FortGameState", "OnRep_WorldManager"); auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; UObject::ProcessEvent(Func, nullptr); Func->FunctionFlags = Flgs; } // Function FortniteGame.FortGameState.GetDayPhaseHandler // (Final, BlueprintAuthorityOnly, Native, Public, BlueprintCallable, BlueprintPure, Const) // Parameters: // class AFortDayNightLightingAndFog* ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) class AFortDayNightLightingAndFog* AFortGameState::GetDayPhaseHandler() const { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("FortGameState", "GetDayPhaseHandler"); Params::FortGameState_GetDayPhaseHandler Parms{}; auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; UObject::ProcessEvent(Func, &Parms); Func->FunctionFlags = Flgs; return Parms.ReturnValue; } // Function FortniteGame.BuildingOutpostStormshieldUpgrade.BlueprintOnBuilt // (Event, Public, BlueprintEvent) void ABuildingOutpostStormshieldUpgrade::BlueprintOnBuilt() { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("BuildingOutpostStormshieldUpgrade", "BlueprintOnBuilt"); UObject::ProcessEvent(Func, nullptr); } // Function FortniteGame.BuildingOutpostStormshieldUpgrade.BlueprintOnDefended // (Event, Public, BlueprintEvent) void ABuildingOutpostStormshieldUpgrade::BlueprintOnDefended() { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("BuildingOutpostStormshieldUpgrade", "BlueprintOnDefended"); UObject::ProcessEvent(Func, nullptr); } // Function FortniteGame.BuildingOutpostStormshieldUpgrade.Build // (Final, Native, Public, BlueprintCallable) // Parameters: // class AFortPlayerControllerOutpost* InBuildingPlayer (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) void ABuildingOutpostStormshieldUpgrade::Build(class AFortPlayerControllerOutpost* InBuildingPlayer) { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("BuildingOutpostStormshieldUpgrade", "Build"); Params::BuildingOutpostStormshieldUpgrade_Build Parms{}; Parms.InBuildingPlayer = InBuildingPlayer; auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; UObject::ProcessEvent(Func, &Parms); Func->FunctionFlags = Flgs; } // Function FortniteGame.BuildingOutpostStormshieldUpgrade.EmergencySetBuildFlag // (Final, BlueprintAuthorityOnly, Native, Public, BlueprintCallable) // Parameters: // bool bNewBuild (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, NativeAccessSpecifierPublic) void ABuildingOutpostStormshieldUpgrade::EmergencySetBuildFlag(bool bNewBuild) { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("BuildingOutpostStormshieldUpgrade", "EmergencySetBuildFlag"); Params::BuildingOutpostStormshieldUpgrade_EmergencySetBuildFlag Parms{}; Parms.bNewBuild = bNewBuild; auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; UObject::ProcessEvent(Func, &Parms); Func->FunctionFlags = Flgs; } // Function FortniteGame.BuildingOutpostStormshieldUpgrade.OnRep_bBuilt // (Final, Native, Public) void ABuildingOutpostStormshieldUpgrade::OnRep_bBuilt() { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("BuildingOutpostStormshieldUpgrade", "OnRep_bBuilt"); auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; UObject::ProcessEvent(Func, nullptr); Func->FunctionFlags = Flgs; } // Function FortniteGame.BuildingOutpostStormshieldUpgrade.OnRep_bDefended // (Final, Native, Public) void ABuildingOutpostStormshieldUpgrade::OnRep_bDefended() { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("BuildingOutpostStormshieldUpgrade", "OnRep_bDefended"); auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; UObject::ProcessEvent(Func, nullptr); Func->FunctionFlags = Flgs; } // Function FortniteGame.BuildingOutpostStormshieldUpgrade.WasDefended // (Final, Native, Public, BlueprintCallable) void ABuildingOutpostStormshieldUpgrade::WasDefended() { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("BuildingOutpostStormshieldUpgrade", "WasDefended"); auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; UObject::ProcessEvent(Func, nullptr); Func->FunctionFlags = Flgs; } // Function FortniteGame.BuildingOutpostStormshieldUpgrade.CanBuild // (Final, Native, Public, BlueprintCallable, BlueprintPure, Const) // Parameters: // class AFortPlayerControllerOutpost* InBuildingPlayer (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) // bool bLog (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, NativeAccessSpecifierPublic) // bool ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, NativeAccessSpecifierPublic) bool ABuildingOutpostStormshieldUpgrade::CanBuild(class AFortPlayerControllerOutpost* InBuildingPlayer, bool bLog) const { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("BuildingOutpostStormshieldUpgrade", "CanBuild"); Params::BuildingOutpostStormshieldUpgrade_CanBuild Parms{}; Parms.InBuildingPlayer = InBuildingPlayer; Parms.bLog = bLog; auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; UObject::ProcessEvent(Func, &Parms); Func->FunctionFlags = Flgs; return Parms.ReturnValue; } // Function FortniteGame.FortPlayerAttrSet.OnRep_ItemRegenMaxStack // (Final, Native, Public) void UFortPlayerAttrSet::OnRep_ItemRegenMaxStack() { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("FortPlayerAttrSet", "OnRep_ItemRegenMaxStack"); auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; UObject::ProcessEvent(Func, nullptr); Func->FunctionFlags = Flgs; } // Function FortniteGame.FortPlayerAttrSet.OnRep_MaxStamina // (Final, Native, Public) void UFortPlayerAttrSet::OnRep_MaxStamina() { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("FortPlayerAttrSet", "OnRep_MaxStamina"); auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; UObject::ProcessEvent(Func, nullptr); Func->FunctionFlags = Flgs; } // Function FortniteGame.FortPlayerAttrSet.OnRep_SprintCost // (Final, Native, Public) void UFortPlayerAttrSet::OnRep_SprintCost() { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("FortPlayerAttrSet", "OnRep_SprintCost"); auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; UObject::ProcessEvent(Func, nullptr); Func->FunctionFlags = Flgs; } // Function FortniteGame.FortPlayerAttrSet.OnRep_Stamina // (Final, Native, Public) void UFortPlayerAttrSet::OnRep_Stamina() { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("FortPlayerAttrSet", "OnRep_Stamina"); auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; UObject::ProcessEvent(Func, nullptr); Func->FunctionFlags = Flgs; } // Function FortniteGame.FortPlayerAttrSet.OnRep_StaminaCost // (Final, Native, Public) void UFortPlayerAttrSet::OnRep_StaminaCost() { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("FortPlayerAttrSet", "OnRep_StaminaCost"); auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; UObject::ProcessEvent(Func, nullptr); Func->FunctionFlags = Flgs; } // Function FortniteGame.FortPlayerAttrSet.OnRep_StaminaRegenDelay // (Final, Native, Public) void UFortPlayerAttrSet::OnRep_StaminaRegenDelay() { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("FortPlayerAttrSet", "OnRep_StaminaRegenDelay"); auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; UObject::ProcessEvent(Func, nullptr); Func->FunctionFlags = Flgs; } // Function FortniteGame.FortPlayerAttrSet.OnRep_StaminaRegenRate // (Final, Native, Public) void UFortPlayerAttrSet::OnRep_StaminaRegenRate() { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("FortPlayerAttrSet", "OnRep_StaminaRegenRate"); auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; UObject::ProcessEvent(Func, nullptr); Func->FunctionFlags = Flgs; } // Function FortniteGame.FortPlayerAttrSet.OnRep_WeaponRateOfFire // (Final, Native, Public) void UFortPlayerAttrSet::OnRep_WeaponRateOfFire() { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("FortPlayerAttrSet", "OnRep_WeaponRateOfFire"); auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; UObject::ProcessEvent(Func, nullptr); Func->FunctionFlags = Flgs; } // Function FortniteGame.FortPlayerAttrSet.OnRep_WeaponReloadSpeed // (Final, Native, Public) void UFortPlayerAttrSet::OnRep_WeaponReloadSpeed() { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("FortPlayerAttrSet", "OnRep_WeaponReloadSpeed"); auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; UObject::ProcessEvent(Func, nullptr); Func->FunctionFlags = Flgs; } // Function FortniteGame.FortTooltip.GetNumericValue // (Native, Public, HasOutParams, BlueprintCallable, BlueprintPure, Const) // Parameters: // const class UObject* ObjectToDescribe (ConstParm, Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) // const struct FGameplayTag& Tag (ConstParm, Parm, OutParm, ReferenceParm, NativeAccessSpecifierPublic) // const class UFortTooltipContext* Context (ConstParm, Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) // const class FName& Token (ConstParm, Parm, OutParm, ZeroConstructor, ReferenceParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) // float* OutVal (Parm, OutParm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) // bool ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, NativeAccessSpecifierPublic) bool UFortTooltip::GetNumericValue(const class UObject* ObjectToDescribe, const struct FGameplayTag& Tag, const class UFortTooltipContext* Context, const class FName& Token, float* OutVal) const { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("FortTooltip", "GetNumericValue"); Params::FortTooltip_GetNumericValue Parms{}; Parms.ObjectToDescribe = ObjectToDescribe; Parms.Tag = std::move(Tag); Parms.Context = Context; Parms.Token = Token; auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; UObject::ProcessEvent(Func, &Parms); Func->FunctionFlags = Flgs; if (OutVal != nullptr) *OutVal = Parms.OutVal; return Parms.ReturnValue; } // Function FortniteGame.FortTooltip.GetNumericValueInternal // (Native, Event, Protected, HasOutParams, BlueprintEvent, Const) // Parameters: // const class UObject* ObjectToDescribe (ConstParm, Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) // const struct FGameplayTag& Tag (ConstParm, Parm, OutParm, ReferenceParm, NativeAccessSpecifierPublic) // const class UFortTooltipContext* Context (ConstParm, Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) // const class FName& Token (ConstParm, Parm, OutParm, ZeroConstructor, ReferenceParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) // float* OutVal (Parm, OutParm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) // bool ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, NativeAccessSpecifierPublic) bool UFortTooltip::GetNumericValueInternal(const class UObject* ObjectToDescribe, const struct FGameplayTag& Tag, const class UFortTooltipContext* Context, const class FName& Token, float* OutVal) const { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("FortTooltip", "GetNumericValueInternal"); Params::FortTooltip_GetNumericValueInternal Parms{}; Parms.ObjectToDescribe = ObjectToDescribe; Parms.Tag = std::move(Tag); Parms.Context = Context; Parms.Token = Token; auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; UObject::ProcessEvent(Func, &Parms); Func->FunctionFlags = Flgs; if (OutVal != nullptr) *OutVal = Parms.OutVal; return Parms.ReturnValue; } // Function FortniteGame.FortTooltip.GetTextForToken // (Native, Public, HasOutParams, BlueprintCallable, BlueprintPure, Const) // Parameters: // const class UObject* ObjectToDescribe (ConstParm, Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) // const struct FGameplayTag& Tag (ConstParm, Parm, OutParm, ReferenceParm, NativeAccessSpecifierPublic) // const class UFortTooltipContext* Context (ConstParm, Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) // const class FName& Token (ConstParm, Parm, OutParm, ZeroConstructor, ReferenceParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) // class FText* OutText (Parm, OutParm, NativeAccessSpecifierPublic) // bool ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, NativeAccessSpecifierPublic) bool UFortTooltip::GetTextForToken(const class UObject* ObjectToDescribe, const struct FGameplayTag& Tag, const class UFortTooltipContext* Context, const class FName& Token, class FText* OutText) const { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("FortTooltip", "GetTextForToken"); Params::FortTooltip_GetTextForToken Parms{}; Parms.ObjectToDescribe = ObjectToDescribe; Parms.Tag = std::move(Tag); Parms.Context = Context; Parms.Token = Token; auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; UObject::ProcessEvent(Func, &Parms); Func->FunctionFlags = Flgs; if (OutText != nullptr) *OutText = std::move(Parms.OutText); return Parms.ReturnValue; } // Function FortniteGame.FortTooltip.GetTextForTokenInternal // (Native, Event, Protected, HasOutParams, BlueprintEvent, Const) // Parameters: // const class UObject* ObjectToDescribe (ConstParm, Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) // const struct FGameplayTag& Tag (ConstParm, Parm, OutParm, ReferenceParm, NativeAccessSpecifierPublic) // const class UFortTooltipContext* Context (ConstParm, Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) // const class FName& Token (ConstParm, Parm, OutParm, ZeroConstructor, ReferenceParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) // class FText* OutText (Parm, OutParm, NativeAccessSpecifierPublic) // bool ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, NativeAccessSpecifierPublic) bool UFortTooltip::GetTextForTokenInternal(const class UObject* ObjectToDescribe, const struct FGameplayTag& Tag, const class UFortTooltipContext* Context, const class FName& Token, class FText* OutText) const { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("FortTooltip", "GetTextForTokenInternal"); Params::FortTooltip_GetTextForTokenInternal Parms{}; Parms.ObjectToDescribe = ObjectToDescribe; Parms.Tag = std::move(Tag); Parms.Context = Context; Parms.Token = Token; auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; UObject::ProcessEvent(Func, &Parms); Func->FunctionFlags = Flgs; if (OutText != nullptr) *OutText = std::move(Parms.OutText); return Parms.ReturnValue; } // Function FortniteGame.FortTooltip.GetTokenizedDescriptionText // (Native, Public, HasOutParams, BlueprintCallable, BlueprintPure, Const) // Parameters: // const class UObject* ObjectToDescribe (ConstParm, Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) // const struct FGameplayTag& Tag (ConstParm, Parm, OutParm, ReferenceParm, NativeAccessSpecifierPublic) // const class UFortTooltipContext* Context (ConstParm, Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) // class FText* OutDescription (Parm, OutParm, NativeAccessSpecifierPublic) // bool ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, NativeAccessSpecifierPublic) bool UFortTooltip::GetTokenizedDescriptionText(const class UObject* ObjectToDescribe, const struct FGameplayTag& Tag, const class UFortTooltipContext* Context, class FText* OutDescription) const { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("FortTooltip", "GetTokenizedDescriptionText"); Params::FortTooltip_GetTokenizedDescriptionText Parms{}; Parms.ObjectToDescribe = ObjectToDescribe; Parms.Tag = std::move(Tag); Parms.Context = Context; auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; UObject::ProcessEvent(Func, &Parms); Func->FunctionFlags = Flgs; if (OutDescription != nullptr) *OutDescription = std::move(Parms.OutDescription); return Parms.ReturnValue; } // Function FortniteGame.FortTooltip.GetTokenizedDescriptionTextInternal // (Native, Event, Protected, HasOutParams, BlueprintEvent, Const) // Parameters: // const class UObject* ObjectToDescribe (ConstParm, Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) // const struct FGameplayTag& Tag (ConstParm, Parm, OutParm, ReferenceParm, NativeAccessSpecifierPublic) // const class UFortTooltipContext* Context (ConstParm, Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) // class FText* OutDescription (Parm, OutParm, NativeAccessSpecifierPublic) // bool ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, NativeAccessSpecifierPublic) bool UFortTooltip::GetTokenizedDescriptionTextInternal(const class UObject* ObjectToDescribe, const struct FGameplayTag& Tag, const class UFortTooltipContext* Context, class FText* OutDescription) const { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("FortTooltip", "GetTokenizedDescriptionTextInternal"); Params::FortTooltip_GetTokenizedDescriptionTextInternal Parms{}; Parms.ObjectToDescribe = ObjectToDescribe; Parms.Tag = std::move(Tag); Parms.Context = Context; auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; UObject::ProcessEvent(Func, &Parms); Func->FunctionFlags = Flgs; if (OutDescription != nullptr) *OutDescription = std::move(Parms.OutDescription); return Parms.ReturnValue; } // Function FortniteGame.FortItemDefinitionTooltip.GetTextForToken // (Native, Public, HasOutParams, BlueprintCallable, BlueprintPure, Const) // Parameters: // const class UObject* ObjectToDescribe (ConstParm, Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) // const struct FGameplayTag& Tag (ConstParm, Parm, OutParm, ReferenceParm, NativeAccessSpecifierPublic) // const class UFortTooltipContext* Context (ConstParm, Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) // const class FName& Token (ConstParm, Parm, OutParm, ZeroConstructor, ReferenceParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) // class FText* OutText (Parm, OutParm, NativeAccessSpecifierPublic) // bool ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, NativeAccessSpecifierPublic) bool UFortItemDefinitionTooltip::GetTextForToken(const class UObject* ObjectToDescribe, const struct FGameplayTag& Tag, const class UFortTooltipContext* Context, const class FName& Token, class FText* OutText) const { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("FortItemDefinitionTooltip", "GetTextForToken"); Params::FortItemDefinitionTooltip_GetTextForToken Parms{}; Parms.ObjectToDescribe = ObjectToDescribe; Parms.Tag = std::move(Tag); Parms.Context = Context; Parms.Token = Token; auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; UObject::ProcessEvent(Func, &Parms); Func->FunctionFlags = Flgs; if (OutText != nullptr) *OutText = std::move(Parms.OutText); return Parms.ReturnValue; } // Function FortniteGame.FortItemDefinitionTooltip.GetTokenizedDescriptionText // (Native, Public, HasOutParams, BlueprintCallable, BlueprintPure, Const) // Parameters: // const class UObject* ObjectToDescribe (ConstParm, Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) // const struct FGameplayTag& Tag (ConstParm, Parm, OutParm, ReferenceParm, NativeAccessSpecifierPublic) // const class UFortTooltipContext* Context (ConstParm, Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) // class FText* OutDescription (Parm, OutParm, NativeAccessSpecifierPublic) // bool ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, NativeAccessSpecifierPublic) bool UFortItemDefinitionTooltip::GetTokenizedDescriptionText(const class UObject* ObjectToDescribe, const struct FGameplayTag& Tag, const class UFortTooltipContext* Context, class FText* OutDescription) const { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("FortItemDefinitionTooltip", "GetTokenizedDescriptionText"); Params::FortItemDefinitionTooltip_GetTokenizedDescriptionText Parms{}; Parms.ObjectToDescribe = ObjectToDescribe; Parms.Tag = std::move(Tag); Parms.Context = Context; auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; UObject::ProcessEvent(Func, &Parms); Func->FunctionFlags = Flgs; if (OutDescription != nullptr) *OutDescription = std::move(Parms.OutDescription); return Parms.ReturnValue; } // Function FortniteGame.FortWorldItemDefinitionTooltip.GetTextForToken // (Native, Public, HasOutParams, BlueprintCallable, BlueprintPure, Const) // Parameters: // const class UObject* ObjectToDescribe (ConstParm, Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) // const struct FGameplayTag& Tag (ConstParm, Parm, OutParm, ReferenceParm, NativeAccessSpecifierPublic) // const class UFortTooltipContext* Context (ConstParm, Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) // const class FName& Token (ConstParm, Parm, OutParm, ZeroConstructor, ReferenceParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) // class FText* OutText (Parm, OutParm, NativeAccessSpecifierPublic) // bool ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, NativeAccessSpecifierPublic) bool UFortWorldItemDefinitionTooltip::GetTextForToken(const class UObject* ObjectToDescribe, const struct FGameplayTag& Tag, const class UFortTooltipContext* Context, const class FName& Token, class FText* OutText) const { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("FortWorldItemDefinitionTooltip", "GetTextForToken"); Params::FortWorldItemDefinitionTooltip_GetTextForToken Parms{}; Parms.ObjectToDescribe = ObjectToDescribe; Parms.Tag = std::move(Tag); Parms.Context = Context; Parms.Token = Token; auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; UObject::ProcessEvent(Func, &Parms); Func->FunctionFlags = Flgs; if (OutText != nullptr) *OutText = std::move(Parms.OutText); return Parms.ReturnValue; } // Function FortniteGame.FortWorldItemDefinitionTooltip.GetTokenizedDescriptionText // (Native, Public, HasOutParams, BlueprintCallable, BlueprintPure, Const) // Parameters: // const class UObject* ObjectToDescribe (ConstParm, Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) // const struct FGameplayTag& Tag (ConstParm, Parm, OutParm, ReferenceParm, NativeAccessSpecifierPublic) // const class UFortTooltipContext* Context (ConstParm, Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) // class FText* OutDescription (Parm, OutParm, NativeAccessSpecifierPublic) // bool ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, NativeAccessSpecifierPublic) bool UFortWorldItemDefinitionTooltip::GetTokenizedDescriptionText(const class UObject* ObjectToDescribe, const struct FGameplayTag& Tag, const class UFortTooltipContext* Context, class FText* OutDescription) const { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("FortWorldItemDefinitionTooltip", "GetTokenizedDescriptionText"); Params::FortWorldItemDefinitionTooltip_GetTokenizedDescriptionText Parms{}; Parms.ObjectToDescribe = ObjectToDescribe; Parms.Tag = std::move(Tag); Parms.Context = Context; auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; UObject::ProcessEvent(Func, &Parms); Func->FunctionFlags = Flgs; if (OutDescription != nullptr) *OutDescription = std::move(Parms.OutDescription); return Parms.ReturnValue; } // Function FortniteGame.BuildingTrap.AddDamageComponent // (Final, Native, Public, BlueprintCallable) // Parameters: // class UPrimitiveComponent* DamageComponent (Parm, ZeroConstructor, InstancedReference, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) void ABuildingTrap::AddDamageComponent(class UPrimitiveComponent* DamageComponent) { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("BuildingTrap", "AddDamageComponent"); Params::BuildingTrap_AddDamageComponent Parms{}; Parms.DamageComponent = DamageComponent; auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; UObject::ProcessEvent(Func, &Parms); Func->FunctionFlags = Flgs; } // Function FortniteGame.BuildingTrap.AddTriggerComponent // (Final, Native, Public, BlueprintCallable) // Parameters: // class UPrimitiveComponent* TriggerComponent (Parm, ZeroConstructor, InstancedReference, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) void ABuildingTrap::AddTriggerComponent(class UPrimitiveComponent* TriggerComponent) { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("BuildingTrap", "AddTriggerComponent"); Params::BuildingTrap_AddTriggerComponent Parms{}; Parms.TriggerComponent = TriggerComponent; auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; UObject::ProcessEvent(Func, &Parms); Func->FunctionFlags = Flgs; } // Function FortniteGame.BuildingTrap.AttemptRetrigger // (Native, Public, BlueprintCallable) // Parameters: // float Seconds (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) void ABuildingTrap::AttemptRetrigger(float Seconds) { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("BuildingTrap", "AttemptRetrigger"); Params::BuildingTrap_AttemptRetrigger Parms{}; Parms.Seconds = Seconds; auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; UObject::ProcessEvent(Func, &Parms); Func->FunctionFlags = Flgs; } // Function FortniteGame.BuildingTrap.FinishTrigger // (Native, Public, BlueprintCallable) void ABuildingTrap::FinishTrigger() { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("BuildingTrap", "FinishTrigger"); auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; UObject::ProcessEvent(Func, nullptr); Func->FunctionFlags = Flgs; } // Function FortniteGame.BuildingTrap.GetArmTime // (Final, Native, Public, BlueprintCallable, BlueprintPure) // Parameters: // float ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) float ABuildingTrap::GetArmTime() { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("BuildingTrap", "GetArmTime"); Params::BuildingTrap_GetArmTime Parms{}; auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; UObject::ProcessEvent(Func, &Parms); Func->FunctionFlags = Flgs; return Parms.ReturnValue; } // Function FortniteGame.BuildingTrap.GetBuildTime // (Final, Native, Public, BlueprintCallable, BlueprintPure) // Parameters: // float ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) float ABuildingTrap::GetBuildTime() { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("BuildingTrap", "GetBuildTime"); Params::BuildingTrap_GetBuildTime Parms{}; auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; UObject::ProcessEvent(Func, &Parms); Func->FunctionFlags = Flgs; return Parms.ReturnValue; } // Function FortniteGame.BuildingTrap.GetCenter // (Native, Public, HasDefaults, BlueprintCallable, BlueprintPure) // Parameters: // struct FVector ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, NativeAccessSpecifierPublic) struct FVector ABuildingTrap::GetCenter() { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("BuildingTrap", "GetCenter"); Params::BuildingTrap_GetCenter Parms{}; auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; UObject::ProcessEvent(Func, &Parms); Func->FunctionFlags = Flgs; return Parms.ReturnValue; } // Function FortniteGame.BuildingTrap.GetReloadTime // (Final, Native, Public, BlueprintCallable, BlueprintPure) // Parameters: // float ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) float ABuildingTrap::GetReloadTime() { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("BuildingTrap", "GetReloadTime"); Params::BuildingTrap_GetReloadTime Parms{}; auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; UObject::ProcessEvent(Func, &Parms); Func->FunctionFlags = Flgs; return Parms.ReturnValue; } // Function FortniteGame.BuildingTrap.OnDestroy // (BlueprintCosmetic, Event, Public, BlueprintEvent) void ABuildingTrap::OnDestroy() { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("BuildingTrap", "OnDestroy"); UObject::ProcessEvent(Func, nullptr); } // Function FortniteGame.BuildingTrap.OnFinishedBuilding // (Event, Public, BlueprintEvent) void ABuildingTrap::OnFinishedBuilding() { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("BuildingTrap", "OnFinishedBuilding"); UObject::ProcessEvent(Func, nullptr); } // Function FortniteGame.BuildingTrap.OnInitAlteration // (Event, Protected, BlueprintEvent) // Parameters: // class UFortAlterationItemDefinition* NewAlteration (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) void ABuildingTrap::OnInitAlteration(class UFortAlterationItemDefinition* NewAlteration) { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("BuildingTrap", "OnInitAlteration"); Params::BuildingTrap_OnInitAlteration Parms{}; Parms.NewAlteration = NewAlteration; UObject::ProcessEvent(Func, &Parms); } // Function FortniteGame.BuildingTrap.OnInitCosmeticAlterations // (Event, Protected, BlueprintEvent) // Parameters: // const struct FFortCosmeticModification& CosmeticMod (Parm, NativeAccessSpecifierPublic) void ABuildingTrap::OnInitCosmeticAlterations(const struct FFortCosmeticModification& CosmeticMod) { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("BuildingTrap", "OnInitCosmeticAlterations"); Params::BuildingTrap_OnInitCosmeticAlterations Parms{}; Parms.CosmeticMod = std::move(CosmeticMod); UObject::ProcessEvent(Func, &Parms); } // Function FortniteGame.BuildingTrap.OnOutOfDurability // (BlueprintCosmetic, Event, Public, BlueprintEvent) void ABuildingTrap::OnOutOfDurability() { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("BuildingTrap", "OnOutOfDurability"); UObject::ProcessEvent(Func, nullptr); } // Function FortniteGame.BuildingTrap.OnPlaced // (Event, Public, BlueprintEvent) void ABuildingTrap::OnPlaced() { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("BuildingTrap", "OnPlaced"); UObject::ProcessEvent(Func, nullptr); } // Function FortniteGame.BuildingTrap.OnReloadBegin // (BlueprintCosmetic, Event, Public, BlueprintEvent) void ABuildingTrap::OnReloadBegin() { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("BuildingTrap", "OnReloadBegin"); UObject::ProcessEvent(Func, nullptr); } // Function FortniteGame.BuildingTrap.OnReloadEnd // (BlueprintCosmetic, Event, Public, BlueprintEvent) void ABuildingTrap::OnReloadEnd() { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("BuildingTrap", "OnReloadEnd"); UObject::ProcessEvent(Func, nullptr); } // Function FortniteGame.BuildingTrap.OnRep_AttachedTo // (Native, Protected) void ABuildingTrap::OnRep_AttachedTo() { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("BuildingTrap", "OnRep_AttachedTo"); auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; UObject::ProcessEvent(Func, nullptr); Func->FunctionFlags = Flgs; } // Function FortniteGame.BuildingTrap.OnRep_ReplicatedAppliedAlterations // (Native, Protected) void ABuildingTrap::OnRep_ReplicatedAppliedAlterations() { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("BuildingTrap", "OnRep_ReplicatedAppliedAlterations"); auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; UObject::ProcessEvent(Func, nullptr); Func->FunctionFlags = Flgs; } // Function FortniteGame.BuildingTrap.OnTriggerTouch // (Native, Protected, HasOutParams) // Parameters: // class AActor* OtherActor (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) // class UPrimitiveComponent* OtherComp (Parm, ZeroConstructor, InstancedReference, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) // int32 OtherBodyIndex (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) // bool bFromSweep (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, NativeAccessSpecifierPublic) // const struct FHitResult& SweepResult (ConstParm, Parm, OutParm, ReferenceParm, ContainsInstancedReference, NativeAccessSpecifierPublic) void ABuildingTrap::OnTriggerTouch(class AActor* OtherActor, class UPrimitiveComponent* OtherComp, int32 OtherBodyIndex, bool bFromSweep, const struct FHitResult& SweepResult) { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("BuildingTrap", "OnTriggerTouch"); Params::BuildingTrap_OnTriggerTouch Parms{}; Parms.OtherActor = OtherActor; Parms.OtherComp = OtherComp; Parms.OtherBodyIndex = OtherBodyIndex; Parms.bFromSweep = bFromSweep; Parms.SweepResult = std::move(SweepResult); auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; UObject::ProcessEvent(Func, &Parms); Func->FunctionFlags = Flgs; } // Function FortniteGame.BuildingTrap.TriggerIfAppropriate // (BlueprintAuthorityOnly, Native, Protected, BlueprintCallable) void ABuildingTrap::TriggerIfAppropriate() { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("BuildingTrap", "TriggerIfAppropriate"); auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; UObject::ProcessEvent(Func, nullptr); Func->FunctionFlags = Flgs; } // Function FortniteGame.BuildingTrap.BP_ShouldTrigger // (Native, Event, Protected, HasOutParams, BlueprintEvent, Const) // Parameters: // const TArray& TouchingActors (ConstParm, Parm, OutParm, ZeroConstructor, ReferenceParm, NativeAccessSpecifierPublic) // bool ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, NativeAccessSpecifierPublic) bool ABuildingTrap::BP_ShouldTrigger(const TArray& TouchingActors) const { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("BuildingTrap", "BP_ShouldTrigger"); Params::BuildingTrap_BP_ShouldTrigger Parms{}; Parms.TouchingActors = std::move(TouchingActors); auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; UObject::ProcessEvent(Func, &Parms); Func->FunctionFlags = Flgs; return Parms.ReturnValue; } // Function FortniteGame.BuildingTrap.GetAlterations // (Native, Public, BlueprintCallable, BlueprintPure, Const) // Parameters: // TArrayReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, NativeAccessSpecifierPublic) TArray ABuildingTrap::GetAlterations() const { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("BuildingTrap", "GetAlterations"); Params::BuildingTrap_GetAlterations Parms{}; auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; UObject::ProcessEvent(Func, &Parms); Func->FunctionFlags = Flgs; return Parms.ReturnValue; } // Function FortniteGame.BuildingTrap.GetBuildingAttachedTo // (Final, Native, Public, BlueprintCallable, BlueprintPure, Const) // Parameters: // class ABuildingSMActor* ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) class ABuildingSMActor* ABuildingTrap::GetBuildingAttachedTo() const { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("BuildingTrap", "GetBuildingAttachedTo"); Params::BuildingTrap_GetBuildingAttachedTo Parms{}; auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; UObject::ProcessEvent(Func, &Parms); Func->FunctionFlags = Flgs; return Parms.ReturnValue; } // Function FortniteGame.BuildingTrap.GetDamageDelay // (Native, Public, BlueprintCallable, BlueprintPure, Const) // Parameters: // float ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) float ABuildingTrap::GetDamageDelay() const { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("BuildingTrap", "GetDamageDelay"); Params::BuildingTrap_GetDamageDelay Parms{}; auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; UObject::ProcessEvent(Func, &Parms); Func->FunctionFlags = Flgs; return Parms.ReturnValue; } // Function FortniteGame.BuildingTrap.GetDurabilityPercent // (Native, Public, BlueprintCallable, BlueprintPure, Const) // Parameters: // float ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) float ABuildingTrap::GetDurabilityPercent() const { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("BuildingTrap", "GetDurabilityPercent"); Params::BuildingTrap_GetDurabilityPercent Parms{}; auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; UObject::ProcessEvent(Func, &Parms); Func->FunctionFlags = Flgs; return Parms.ReturnValue; } // Function FortniteGame.BuildingTrap.GetFireDelay // (Native, Public, BlueprintCallable, BlueprintPure, Const) // Parameters: // float ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) float ABuildingTrap::GetFireDelay() const { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("BuildingTrap", "GetFireDelay"); Params::BuildingTrap_GetFireDelay Parms{}; auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; UObject::ProcessEvent(Func, &Parms); Func->FunctionFlags = Flgs; return Parms.ReturnValue; } // Function FortniteGame.BuildingTrap.GetFireLocationAndRotation // (Event, Public, HasDefaults, BlueprintCallable, BlueprintEvent, BlueprintPure, Const) // Parameters: // struct FTransform ReturnValue (Parm, OutParm, ReturnParm, IsPlainOldData, NoDestructor, NativeAccessSpecifierPublic) struct FTransform ABuildingTrap::GetFireLocationAndRotation() const { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("BuildingTrap", "GetFireLocationAndRotation"); Params::BuildingTrap_GetFireLocationAndRotation Parms{}; UObject::ProcessEvent(Func, &Parms); return Parms.ReturnValue; } // Function FortniteGame.BuildingTrap.GetMaxDurability // (Native, Public, BlueprintCallable, BlueprintPure, Const) // Parameters: // float ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) float ABuildingTrap::GetMaxDurability() const { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("BuildingTrap", "GetMaxDurability"); Params::BuildingTrap_GetMaxDurability Parms{}; auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; UObject::ProcessEvent(Func, &Parms); Func->FunctionFlags = Flgs; return Parms.ReturnValue; } // Function FortniteGame.BuildingTrap.GetTouchingDamageTargets // (Native, Public, HasOutParams, BlueprintCallable, BlueprintPure, Const) // Parameters: // const struct FFortTargetFilter& Filter (ConstParm, Parm, OutParm, ReferenceParm, NativeAccessSpecifierPublic) // TArray ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, NativeAccessSpecifierPublic) TArray ABuildingTrap::GetTouchingDamageTargets(const struct FFortTargetFilter& Filter) const { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("BuildingTrap", "GetTouchingDamageTargets"); Params::BuildingTrap_GetTouchingDamageTargets Parms{}; Parms.Filter = std::move(Filter); auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; UObject::ProcessEvent(Func, &Parms); Func->FunctionFlags = Flgs; return Parms.ReturnValue; } // Function FortniteGame.BuildingTrap.GetTrapLevel // (Native, Public, BlueprintCallable, BlueprintPure, Const) // Parameters: // int32 ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) int32 ABuildingTrap::GetTrapLevel() const { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("BuildingTrap", "GetTrapLevel"); Params::BuildingTrap_GetTrapLevel Parms{}; auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; UObject::ProcessEvent(Func, &Parms); Func->FunctionFlags = Flgs; return Parms.ReturnValue; } // Function FortniteGame.BuildingTrap.HasDurability // (Native, Public, BlueprintCallable, BlueprintPure, Const) // Parameters: // bool ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, NativeAccessSpecifierPublic) bool ABuildingTrap::HasDurability() const { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("BuildingTrap", "HasDurability"); Params::BuildingTrap_HasDurability Parms{}; auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; UObject::ProcessEvent(Func, &Parms); Func->FunctionFlags = Flgs; return Parms.ReturnValue; } // Function FortniteGame.FortWeaponRanged.GetBulletShellFXTemplate // (Final, Native, Protected, BlueprintCallable) // Parameters: // class UParticleSystem* ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) class UParticleSystem* AFortWeaponRanged::GetBulletShellFXTemplate() { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("FortWeaponRanged", "GetBulletShellFXTemplate"); Params::FortWeaponRanged_GetBulletShellFXTemplate Parms{}; auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; UObject::ProcessEvent(Func, &Parms); Func->FunctionFlags = Flgs; return Parms.ReturnValue; } // Function FortniteGame.FortWeaponRanged.ShouldSpawnBulletShellFX // (Final, Native, Protected, BlueprintCallable) // Parameters: // bool ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, NativeAccessSpecifierPublic) bool AFortWeaponRanged::ShouldSpawnBulletShellFX() { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("FortWeaponRanged", "ShouldSpawnBulletShellFX"); Params::FortWeaponRanged_ShouldSpawnBulletShellFX Parms{}; auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; UObject::ProcessEvent(Func, &Parms); Func->FunctionFlags = Flgs; return Parms.ReturnValue; } // Function FortniteGame.FortWeaponRanged.GetMuzzleLocation // (Native, Event, Public, HasDefaults, BlueprintCallable, BlueprintEvent, BlueprintPure, Const) // Parameters: // struct FVector ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, NativeAccessSpecifierPublic) struct FVector AFortWeaponRanged::GetMuzzleLocation() const { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("FortWeaponRanged", "GetMuzzleLocation"); Params::FortWeaponRanged_GetMuzzleLocation Parms{}; auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; UObject::ProcessEvent(Func, &Parms); Func->FunctionFlags = Flgs; return Parms.ReturnValue; } // Function FortniteGame.FortWeaponRanged.GetMuzzleSocketTransform // (Final, Native, Public, HasDefaults, BlueprintCallable, BlueprintPure, Const) // Parameters: // struct FTransform ReturnValue (Parm, OutParm, ReturnParm, IsPlainOldData, NoDestructor, NativeAccessSpecifierPublic) struct FTransform AFortWeaponRanged::GetMuzzleSocketTransform() const { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("FortWeaponRanged", "GetMuzzleSocketTransform"); Params::FortWeaponRanged_GetMuzzleSocketTransform Parms{}; auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; UObject::ProcessEvent(Func, &Parms); Func->FunctionFlags = Flgs; return Parms.ReturnValue; } // Function FortniteGame.FortWeaponRanged.GetTimeToNextFire // (Final, Native, Public, BlueprintCallable, BlueprintPure, Const) // Parameters: // float ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) float AFortWeaponRanged::GetTimeToNextFire() const { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("FortWeaponRanged", "GetTimeToNextFire"); Params::FortWeaponRanged_GetTimeToNextFire Parms{}; auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; UObject::ProcessEvent(Func, &Parms); Func->FunctionFlags = Flgs; return Parms.ReturnValue; } // Function FortniteGame.FortWeaponRanged.ShouldDisplayAmmoCounter // (Final, Native, Public, BlueprintCallable, BlueprintPure, Const) // Parameters: // bool ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, NativeAccessSpecifierPublic) bool AFortWeaponRanged::ShouldDisplayAmmoCounter() const { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("FortWeaponRanged", "ShouldDisplayAmmoCounter"); Params::FortWeaponRanged_ShouldDisplayAmmoCounter Parms{}; auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; UObject::ProcessEvent(Func, &Parms); Func->FunctionFlags = Flgs; return Parms.ReturnValue; } // Function FortniteGame.FortWeap_WannaGun.OnRep_LastHitActorClass // (Final, Native, Private) void AFortWeap_WannaGun::OnRep_LastHitActorClass() { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("FortWeap_WannaGun", "OnRep_LastHitActorClass"); auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; UObject::ProcessEvent(Func, nullptr); Func->FunctionFlags = Flgs; } // Function FortniteGame.BuildingWall.OnRep_bDoorCollisionDisabled // (Native, Protected) void ABuildingWall::OnRep_bDoorCollisionDisabled() { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("BuildingWall", "OnRep_bDoorCollisionDisabled"); auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; UObject::ProcessEvent(Func, nullptr); Func->FunctionFlags = Flgs; } // Function FortniteGame.BuildingWall.OnRep_bDoorOpen // (Native, Protected) void ABuildingWall::OnRep_bDoorOpen() { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("BuildingWall", "OnRep_bDoorOpen"); auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; UObject::ProcessEvent(Func, nullptr); Func->FunctionFlags = Flgs; } // Function FortniteGame.KeepHeartBase.AssociateWithTheMission // (Final, BlueprintAuthorityOnly, Native, Public, BlueprintCallable) // Parameters: // class AFortMission* KeepMission (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) void AKeepHeartBase::AssociateWithTheMission(class AFortMission* KeepMission) { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("KeepHeartBase", "AssociateWithTheMission"); Params::KeepHeartBase_AssociateWithTheMission Parms{}; Parms.KeepMission = KeepMission; auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; UObject::ProcessEvent(Func, &Parms); Func->FunctionFlags = Flgs; } // Function FortniteGame.KeepHeartBase.IsKeepLoaded // (Final, BlueprintAuthorityOnly, Native, Public, BlueprintCallable) // Parameters: // bool ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, NativeAccessSpecifierPublic) bool AKeepHeartBase::IsKeepLoaded() { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("KeepHeartBase", "IsKeepLoaded"); Params::KeepHeartBase_IsKeepLoaded Parms{}; auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; UObject::ProcessEvent(Func, &Parms); Func->FunctionFlags = Flgs; return Parms.ReturnValue; } // Function FortniteGame.KeepHeartBase.IsKeepOwner // (Final, Native, Public, BlueprintCallable) // Parameters: // const class AFortPlayerController* FortPC (ConstParm, Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) // bool ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, NativeAccessSpecifierPublic) bool AKeepHeartBase::IsKeepOwner(const class AFortPlayerController* FortPC) { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("KeepHeartBase", "IsKeepOwner"); Params::KeepHeartBase_IsKeepOwner Parms{}; Parms.FortPC = FortPC; auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; UObject::ProcessEvent(Func, &Parms); Func->FunctionFlags = Flgs; return Parms.ReturnValue; } // Function FortniteGame.KeepHeartBase.LoadUserKeep // (Final, BlueprintAuthorityOnly, Native, Public, BlueprintCallable) // Parameters: // class AFortPlayerController* FortPC (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) void AKeepHeartBase::LoadUserKeep(class AFortPlayerController* FortPC) { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("KeepHeartBase", "LoadUserKeep"); Params::KeepHeartBase_LoadUserKeep Parms{}; Parms.FortPC = FortPC; auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; UObject::ProcessEvent(Func, &Parms); Func->FunctionFlags = Flgs; } // Function FortniteGame.KeepHeartBase.ResetUserKeep // (Final, BlueprintAuthorityOnly, Native, Public, BlueprintCallable) // Parameters: // class AFortPlayerController* FortPC (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) // bool ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, NativeAccessSpecifierPublic) bool AKeepHeartBase::ResetUserKeep(class AFortPlayerController* FortPC) { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("KeepHeartBase", "ResetUserKeep"); Params::KeepHeartBase_ResetUserKeep Parms{}; Parms.FortPC = FortPC; auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; UObject::ProcessEvent(Func, &Parms); Func->FunctionFlags = Flgs; return Parms.ReturnValue; } // Function FortniteGame.KeepHeartBase.SaveUserKeep // (Final, BlueprintAuthorityOnly, Native, Public, BlueprintCallable) // Parameters: // class AFortPlayerController* FortPC (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) // bool ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, NativeAccessSpecifierPublic) bool AKeepHeartBase::SaveUserKeep(class AFortPlayerController* FortPC) { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("KeepHeartBase", "SaveUserKeep"); Params::KeepHeartBase_SaveUserKeep Parms{}; Parms.FortPC = FortPC; auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; UObject::ProcessEvent(Func, &Parms); Func->FunctionFlags = Flgs; return Parms.ReturnValue; } // Function FortniteGame.KeepHeartBase.SetAllowLooting // (BlueprintAuthorityOnly, Native, Public, BlueprintCallable) // Parameters: // bool bAllowed (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, NativeAccessSpecifierPublic) void AKeepHeartBase::SetAllowLooting(bool bAllowed) { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("KeepHeartBase", "SetAllowLooting"); Params::KeepHeartBase_SetAllowLooting Parms{}; Parms.bAllowed = bAllowed; auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; UObject::ProcessEvent(Func, &Parms); Func->FunctionFlags = Flgs; } // Function FortniteGame.FortKeepEventInfo.GetWave // (Final, Native, Public, BlueprintCallable) // Parameters: // int32 INDEX (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) // const struct FKeepEventWaveData ReturnValue (ConstParm, Parm, OutParm, ReturnParm, ReferenceParm, NativeAccessSpecifierPublic) const struct FKeepEventWaveData UFortKeepEventInfo::GetWave(int32 INDEX) { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("FortKeepEventInfo", "GetWave"); Params::FortKeepEventInfo_GetWave Parms{}; Parms.INDEX = INDEX; auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; UObject::ProcessEvent(Func, &Parms); Func->FunctionFlags = Flgs; return Parms.ReturnValue; } // Function FortniteGame.FortKeepEventInfo.NumberOfWaves // (Final, Native, Public, BlueprintCallable) // Parameters: // int32 ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) int32 UFortKeepEventInfo::NumberOfWaves() { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("FortKeepEventInfo", "NumberOfWaves"); Params::FortKeepEventInfo_NumberOfWaves Parms{}; auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; UObject::ProcessEvent(Func, &Parms); Func->FunctionFlags = Flgs; return Parms.ReturnValue; } // Function FortniteGame.FortKeepEventList.GetEvent // (Final, Native, Public, BlueprintCallable) // Parameters: // int32 Idx (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) // struct FKeepEventInfo ReturnValue (Parm, OutParm, ReturnParm, NativeAccessSpecifierPublic) struct FKeepEventInfo UFortKeepEventList::GetEvent(int32 Idx) { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("FortKeepEventList", "GetEvent"); Params::FortKeepEventList_GetEvent Parms{}; Parms.Idx = Idx; auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; UObject::ProcessEvent(Func, &Parms); Func->FunctionFlags = Flgs; return Parms.ReturnValue; } // Function FortniteGame.FortKeepEventList.GetEventDescription // (Final, Native, Public, BlueprintCallable) // Parameters: // int32 Idx (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) // class FText ReturnValue (Parm, OutParm, ReturnParm, NativeAccessSpecifierPublic) class FText UFortKeepEventList::GetEventDescription(int32 Idx) { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("FortKeepEventList", "GetEventDescription"); Params::FortKeepEventList_GetEventDescription Parms{}; Parms.Idx = Idx; auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; UObject::ProcessEvent(Func, &Parms); Func->FunctionFlags = Flgs; return Parms.ReturnValue; } // Function FortniteGame.FortKeepDefenseManager.GetEventDescriptionFromTheList // (Final, BlueprintAuthorityOnly, Native, Public, BlueprintCallable) // Parameters: // class UFortKeepEventList* EventList (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) // int32 EventNumber (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) // class FText ReturnValue (Parm, OutParm, ReturnParm, NativeAccessSpecifierPublic) class FText AFortKeepDefenseManager::GetEventDescriptionFromTheList(class UFortKeepEventList* EventList, int32 EventNumber) { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("FortKeepDefenseManager", "GetEventDescriptionFromTheList"); Params::FortKeepDefenseManager_GetEventDescriptionFromTheList Parms{}; Parms.EventList = EventList; Parms.EventNumber = EventNumber; auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; UObject::ProcessEvent(Func, &Parms); Func->FunctionFlags = Flgs; return Parms.ReturnValue; } // Function FortniteGame.FortKeepDefenseManager.GetNumberAliveEnemies // (Final, BlueprintAuthorityOnly, Native, Public, BlueprintCallable) // Parameters: // int32 ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) int32 AFortKeepDefenseManager::GetNumberAliveEnemies() { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("FortKeepDefenseManager", "GetNumberAliveEnemies"); Params::FortKeepDefenseManager_GetNumberAliveEnemies Parms{}; auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; UObject::ProcessEvent(Func, &Parms); Func->FunctionFlags = Flgs; return Parms.ReturnValue; } // Function FortniteGame.FortKeepDefenseManager.GetWaveDescription // (Final, BlueprintAuthorityOnly, Native, Public, BlueprintCallable) // Parameters: // class FText ReturnValue (Parm, OutParm, ReturnParm, NativeAccessSpecifierPublic) class FText AFortKeepDefenseManager::GetWaveDescription() { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("FortKeepDefenseManager", "GetWaveDescription"); Params::FortKeepDefenseManager_GetWaveDescription Parms{}; auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; UObject::ProcessEvent(Func, &Parms); Func->FunctionFlags = Flgs; return Parms.ReturnValue; } // Function FortniteGame.FortKeepDefenseManager.GoToNextWave // (Final, BlueprintAuthorityOnly, Native, Public, BlueprintCallable) void AFortKeepDefenseManager::GoToNextWave() { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("FortKeepDefenseManager", "GoToNextWave"); auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; UObject::ProcessEvent(Func, nullptr); Func->FunctionFlags = Flgs; } // Function FortniteGame.FortKeepDefenseManager.SkipWarmup // (Final, BlueprintAuthorityOnly, Native, Public, BlueprintCallable) void AFortKeepDefenseManager::SkipWarmup() { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("FortKeepDefenseManager", "SkipWarmup"); auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; UObject::ProcessEvent(Func, nullptr); Func->FunctionFlags = Flgs; } // Function FortniteGame.FortKeepDefenseManager.StartAIEncounter // (Final, BlueprintAuthorityOnly, Native, Public, BlueprintCallable) // Parameters: // TSubclassOf EncounterTemplate (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, UObjectWrapper, HasGetValueTypeHash, NativeAccessSpecifierPublic) // class AActor* TargetActor (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) // class UFortAISpawnGroupProgressionInfo* SpawnGroupProgressionInfo (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) // int32 ActivationDelay (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) // int32 EncounterDifficultyLevel (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) // float AliveMultiplier (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) // class UFortAIEncounterInfo* ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) class UFortAIEncounterInfo* AFortKeepDefenseManager::StartAIEncounter(TSubclassOf EncounterTemplate, class AActor* TargetActor, class UFortAISpawnGroupProgressionInfo* SpawnGroupProgressionInfo, int32 ActivationDelay, int32 EncounterDifficultyLevel, float AliveMultiplier) { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("FortKeepDefenseManager", "StartAIEncounter"); Params::FortKeepDefenseManager_StartAIEncounter Parms{}; Parms.EncounterTemplate = EncounterTemplate; Parms.TargetActor = TargetActor; Parms.SpawnGroupProgressionInfo = SpawnGroupProgressionInfo; Parms.ActivationDelay = ActivationDelay; Parms.EncounterDifficultyLevel = EncounterDifficultyLevel; Parms.AliveMultiplier = AliveMultiplier; auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; UObject::ProcessEvent(Func, &Parms); Func->FunctionFlags = Flgs; return Parms.ReturnValue; } // Function FortniteGame.FortKeepDefenseManager.StartEvent // (Final, BlueprintAuthorityOnly, Native, Public, BlueprintCallable) // Parameters: // class UFortKeepEventInfo* EventTemplate (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) // int32 DifficultyLevelOffset (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) void AFortKeepDefenseManager::StartEvent(class UFortKeepEventInfo* EventTemplate, int32 DifficultyLevelOffset) { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("FortKeepDefenseManager", "StartEvent"); Params::FortKeepDefenseManager_StartEvent Parms{}; Parms.EventTemplate = EventTemplate; Parms.DifficultyLevelOffset = DifficultyLevelOffset; auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; UObject::ProcessEvent(Func, &Parms); Func->FunctionFlags = Flgs; } // Function FortniteGame.FortKeepDefenseManager.StartEventFromList // (Final, BlueprintAuthorityOnly, Native, Public, BlueprintCallable) // Parameters: // class UFortKeepEventList* EventList (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) // int32 EventNumber (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) void AFortKeepDefenseManager::StartEventFromList(class UFortKeepEventList* EventList, int32 EventNumber) { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("FortKeepDefenseManager", "StartEventFromList"); Params::FortKeepDefenseManager_StartEventFromList Parms{}; Parms.EventList = EventList; Parms.EventNumber = EventNumber; auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; UObject::ProcessEvent(Func, &Parms); Func->FunctionFlags = Flgs; } // Function FortniteGame.FortKeepDefenseManager.StopEvent // (Final, BlueprintAuthorityOnly, Native, Public, BlueprintCallable) void AFortKeepDefenseManager::StopEvent() { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("FortKeepDefenseManager", "StopEvent"); auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; UObject::ProcessEvent(Func, nullptr); Func->FunctionFlags = Flgs; } // Function FortniteGame.MyTownBuildingActor.ApplyPreferredDisplayState // (Final, Native, Public) void AMyTownBuildingActor::ApplyPreferredDisplayState() { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("MyTownBuildingActor", "ApplyPreferredDisplayState"); auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; UObject::ProcessEvent(Func, nullptr); Func->FunctionFlags = Flgs; } // Function FortniteGame.MyTownBuildingActor.CreateUMGCollectWidget // (Final, Native, Protected, BlueprintCallable) // Parameters: // class UNativeWidgetHost* InNativeWidgetHost (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) // bool ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, NativeAccessSpecifierPublic) bool AMyTownBuildingActor::CreateUMGCollectWidget(class UNativeWidgetHost* InNativeWidgetHost) { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("MyTownBuildingActor", "CreateUMGCollectWidget"); Params::MyTownBuildingActor_CreateUMGCollectWidget Parms{}; Parms.InNativeWidgetHost = InNativeWidgetHost; auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; UObject::ProcessEvent(Func, &Parms); Func->FunctionFlags = Flgs; return Parms.ReturnValue; } // Function FortniteGame.MyTownBuildingActor.OnBuildingClicked // (Final, Native, Public) void AMyTownBuildingActor::OnBuildingClicked() { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("MyTownBuildingActor", "OnBuildingClicked"); auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; UObject::ProcessEvent(Func, nullptr); Func->FunctionFlags = Flgs; } // Function FortniteGame.MyTownBuildingActor.OnMouseOverBegin // (Final, Native, Protected) void AMyTownBuildingActor::OnMouseOverBegin() { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("MyTownBuildingActor", "OnMouseOverBegin"); auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; UObject::ProcessEvent(Func, nullptr); Func->FunctionFlags = Flgs; } // Function FortniteGame.MyTownBuildingActor.OnMouseOverEnd // (Final, Native, Protected) void AMyTownBuildingActor::OnMouseOverEnd() { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("MyTownBuildingActor", "OnMouseOverEnd"); auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; UObject::ProcessEvent(Func, nullptr); Func->FunctionFlags = Flgs; } // Function FortniteGame.MyTownBuildingActor.OnMyTownBuildingCustomDisplayChanged // (Event, Public, BlueprintEvent) // Parameters: // EMyTownBuildingActorDisplayState NewDisplayState (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) void AMyTownBuildingActor::OnMyTownBuildingCustomDisplayChanged(EMyTownBuildingActorDisplayState NewDisplayState) { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("MyTownBuildingActor", "OnMyTownBuildingCustomDisplayChanged"); Params::MyTownBuildingActor_OnMyTownBuildingCustomDisplayChanged Parms{}; Parms.NewDisplayState = NewDisplayState; UObject::ProcessEvent(Func, &Parms); } // Function FortniteGame.MyTownBuildingActor.SetBuildingTemplateId // (Final, Native, Public, BlueprintCallable) // Parameters: // const class FString& InBuildingTemplateId (Parm, ZeroConstructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) void AMyTownBuildingActor::SetBuildingTemplateId(const class FString& InBuildingTemplateId) { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("MyTownBuildingActor", "SetBuildingTemplateId"); Params::MyTownBuildingActor_SetBuildingTemplateId Parms{}; Parms.InBuildingTemplateId = std::move(InBuildingTemplateId); auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; UObject::ProcessEvent(Func, &Parms); Func->FunctionFlags = Flgs; } // Function FortniteGame.MyTownBuildingActor.SetCustomDisplayState // (Final, RequiredAPI, Native, Public, BlueprintCallable) // Parameters: // EMyTownBuildingActorDisplayState NewDisplayState (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) void AMyTownBuildingActor::SetCustomDisplayState(EMyTownBuildingActorDisplayState NewDisplayState) { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("MyTownBuildingActor", "SetCustomDisplayState"); Params::MyTownBuildingActor_SetCustomDisplayState Parms{}; Parms.NewDisplayState = NewDisplayState; auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; UObject::ProcessEvent(Func, &Parms); Func->FunctionFlags = Flgs; } // Function FortniteGame.MyTownBuildingActor.ShouldShowBang // (Final, Native, Public, BlueprintCallable) // Parameters: // bool ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, NativeAccessSpecifierPublic) bool AMyTownBuildingActor::ShouldShowBang() { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("MyTownBuildingActor", "ShouldShowBang"); Params::MyTownBuildingActor_ShouldShowBang Parms{}; auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; UObject::ProcessEvent(Func, &Parms); Func->FunctionFlags = Flgs; return Parms.ReturnValue; } // Function FortniteGame.MyTownBuildingActor.GetCustomDisplayActors // (RequiredAPI, Native, Event, Public, BlueprintCallable, BlueprintEvent, BlueprintPure, Const) // Parameters: // TArray ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, NativeAccessSpecifierPublic) TArray AMyTownBuildingActor::GetCustomDisplayActors() const { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("MyTownBuildingActor", "GetCustomDisplayActors"); Params::MyTownBuildingActor_GetCustomDisplayActors Parms{}; auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; UObject::ProcessEvent(Func, &Parms); Func->FunctionFlags = Flgs; return Parms.ReturnValue; } // Function FortniteGame.MyTownBuildingActor.GetCustomDisplayState // (Final, RequiredAPI, Native, Public, BlueprintCallable, BlueprintPure, Const) // Parameters: // EMyTownBuildingActorDisplayState ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) EMyTownBuildingActorDisplayState AMyTownBuildingActor::GetCustomDisplayState() const { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("MyTownBuildingActor", "GetCustomDisplayState"); Params::MyTownBuildingActor_GetCustomDisplayState Parms{}; auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; UObject::ProcessEvent(Func, &Parms); Func->FunctionFlags = Flgs; return Parms.ReturnValue; } // Function FortniteGame.FortGameStateZone.GetUIMapManager // (Final, Native, Public, BlueprintCallable) // Parameters: // class AFortInGameMapManager* ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) class AFortInGameMapManager* AFortGameStateZone::GetUIMapManager() { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("FortGameStateZone", "GetUIMapManager"); Params::FortGameStateZone_GetUIMapManager Parms{}; auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; UObject::ProcessEvent(Func, &Parms); Func->FunctionFlags = Flgs; return Parms.ReturnValue; } // Function FortniteGame.FortGameStateZone.OnRep_PlayerStructuresChanged // (Native, Public) void AFortGameStateZone::OnRep_PlayerStructuresChanged() { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("FortGameStateZone", "OnRep_PlayerStructuresChanged"); auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; UObject::ProcessEvent(Func, nullptr); Func->FunctionFlags = Flgs; } // Function FortniteGame.FortGameStateZone.OnRep_TheaterNameUpdated // (Final, Native, Protected) void AFortGameStateZone::OnRep_TheaterNameUpdated() { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("FortGameStateZone", "OnRep_TheaterNameUpdated"); auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; UObject::ProcessEvent(Func, nullptr); Func->FunctionFlags = Flgs; } // Function FortniteGame.FortGameStateZone.OnRep_UIMapManager // (Final, Native, Protected) void AFortGameStateZone::OnRep_UIMapManager() { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("FortGameStateZone", "OnRep_UIMapManager"); auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; UObject::ProcessEvent(Func, nullptr); Func->FunctionFlags = Flgs; } // Function FortniteGame.FortGameStateZone.ServerFireAIDirectorEvent // (Net, NetReliable, Native, Event, Public, NetServer, NetValidate) // Parameters: // EFortAIDirectorEvent Event (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) // class UObject* EventSource (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) // class UObject* EventTarget (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) // float EventMultiplier (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) void AFortGameStateZone::ServerFireAIDirectorEvent(EFortAIDirectorEvent Event, class UObject* EventSource, class UObject* EventTarget, float EventMultiplier) { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("FortGameStateZone", "ServerFireAIDirectorEvent"); Params::FortGameStateZone_ServerFireAIDirectorEvent Parms{}; Parms.Event = Event; Parms.EventSource = EventSource; Parms.EventTarget = EventTarget; Parms.EventMultiplier = EventMultiplier; auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; UObject::ProcessEvent(Func, &Parms); Func->FunctionFlags = Flgs; } // Function FortniteGame.FortGameStateZone.GetGameDifficulty // (Final, Native, Public, BlueprintCallable, BlueprintPure, Const) // Parameters: // float ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) float AFortGameStateZone::GetGameDifficulty() const { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("FortGameStateZone", "GetGameDifficulty"); Params::FortGameStateZone_GetGameDifficulty Parms{}; auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; UObject::ProcessEvent(Func, &Parms); Func->FunctionFlags = Flgs; return Parms.ReturnValue; } // Function FortniteGame.FortGameStateOutpost.SetGameDifficultyRow // (Final, BlueprintAuthorityOnly, Native, Public, HasOutParams, BlueprintCallable) // Parameters: // const struct FDataTableRowHandle& GameDifficultyInfo (ConstParm, Parm, OutParm, ReferenceParm, NativeAccessSpecifierPublic) void AFortGameStateOutpost::SetGameDifficultyRow(const struct FDataTableRowHandle& GameDifficultyInfo) { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("FortGameStateOutpost", "SetGameDifficultyRow"); Params::FortGameStateOutpost_SetGameDifficultyRow Parms{}; Parms.GameDifficultyInfo = std::move(GameDifficultyInfo); auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; UObject::ProcessEvent(Func, &Parms); Func->FunctionFlags = Flgs; } // Function FortniteGame.KeepHeart.DelayedVoteSuccess // (Final, Native, Public) void AKeepHeart::DelayedVoteSuccess() { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("KeepHeart", "DelayedVoteSuccess"); auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; UObject::ProcessEvent(Func, nullptr); Func->FunctionFlags = Flgs; } // Function FortniteGame.KeepHeart.DestroyNonPermaniteStructures // (Final, BlueprintAuthorityOnly, Native, Public, BlueprintCallable) // Parameters: // bool ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, NativeAccessSpecifierPublic) bool AKeepHeart::DestroyNonPermaniteStructures() { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("KeepHeart", "DestroyNonPermaniteStructures"); Params::KeepHeart_DestroyNonPermaniteStructures Parms{}; auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; UObject::ProcessEvent(Func, &Parms); Func->FunctionFlags = Flgs; return Parms.ReturnValue; } // Function FortniteGame.KeepHeart.GetAveragePermaniteLevel // (Final, Native, Public, BlueprintCallable) // Parameters: // float ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) float AKeepHeart::GetAveragePermaniteLevel() { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("KeepHeart", "GetAveragePermaniteLevel"); Params::KeepHeart_GetAveragePermaniteLevel Parms{}; auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; UObject::ProcessEvent(Func, &Parms); Func->FunctionFlags = Flgs; return Parms.ReturnValue; } // Function FortniteGame.KeepHeart.GetPermaniteStructureLimit // (Final, Native, Public, BlueprintCallable) // Parameters: // int32 ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) int32 AKeepHeart::GetPermaniteStructureLimit() { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("KeepHeart", "GetPermaniteStructureLimit"); Params::KeepHeart_GetPermaniteStructureLimit Parms{}; auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; UObject::ProcessEvent(Func, &Parms); Func->FunctionFlags = Flgs; return Parms.ReturnValue; } // Function FortniteGame.KeepHeart.GetPermaniteStructureNumber // (Final, Native, Public, BlueprintCallable) // Parameters: // int32 ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) int32 AKeepHeart::GetPermaniteStructureNumber() { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("KeepHeart", "GetPermaniteStructureNumber"); Params::KeepHeart_GetPermaniteStructureNumber Parms{}; auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; UObject::ProcessEvent(Func, &Parms); Func->FunctionFlags = Flgs; return Parms.ReturnValue; } // Function FortniteGame.KeepHeart.GetUpgradeAllPermaniteCost // (Final, Native, Public, BlueprintCallable) // Parameters: // class AFortPlayerController* FortPC (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) // bool bQuickUpgrade (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, NativeAccessSpecifierPublic) // int32 ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) int32 AKeepHeart::GetUpgradeAllPermaniteCost(class AFortPlayerController* FortPC, bool bQuickUpgrade) { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("KeepHeart", "GetUpgradeAllPermaniteCost"); Params::KeepHeart_GetUpgradeAllPermaniteCost Parms{}; Parms.FortPC = FortPC; Parms.bQuickUpgrade = bQuickUpgrade; auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; UObject::ProcessEvent(Func, &Parms); Func->FunctionFlags = Flgs; return Parms.ReturnValue; } // Function FortniteGame.KeepHeart.GetWorldStreamingInProgress // (Final, BlueprintAuthorityOnly, Native, Public, BlueprintCallable) // Parameters: // float ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) float AKeepHeart::GetWorldStreamingInProgress() { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("KeepHeart", "GetWorldStreamingInProgress"); Params::KeepHeart_GetWorldStreamingInProgress Parms{}; auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; UObject::ProcessEvent(Func, &Parms); Func->FunctionFlags = Flgs; return Parms.ReturnValue; } // Function FortniteGame.KeepHeart.HandleVoteComplete // (Final, Native, Public) // Parameters: // bool bResult (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, NativeAccessSpecifierPublic) void AKeepHeart::HandleVoteComplete(bool bResult) { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("KeepHeart", "HandleVoteComplete"); Params::KeepHeart_HandleVoteComplete Parms{}; Parms.bResult = bResult; auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; UObject::ProcessEvent(Func, &Parms); Func->FunctionFlags = Flgs; } // Function FortniteGame.KeepHeart.IsWorldStreamedIn // (Final, BlueprintAuthorityOnly, Native, Public, BlueprintCallable) // Parameters: // bool ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, NativeAccessSpecifierPublic) bool AKeepHeart::IsWorldStreamedIn() { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("KeepHeart", "IsWorldStreamedIn"); Params::KeepHeart_IsWorldStreamedIn Parms{}; auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; UObject::ProcessEvent(Func, &Parms); Func->FunctionFlags = Flgs; return Parms.ReturnValue; } // Function FortniteGame.KeepHeart.IsWorldStreamingIn // (Final, BlueprintAuthorityOnly, Native, Public, BlueprintCallable) // Parameters: // bool ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, NativeAccessSpecifierPublic) bool AKeepHeart::IsWorldStreamingIn() { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("KeepHeart", "IsWorldStreamingIn"); Params::KeepHeart_IsWorldStreamingIn Parms{}; auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; UObject::ProcessEvent(Func, &Parms); Func->FunctionFlags = Flgs; return Parms.ReturnValue; } // Function FortniteGame.KeepHeart.NotifyEncounterEnded // (Final, BlueprintAuthorityOnly, Native, Public, BlueprintCallable) // Parameters: // class UFortAIEncounterInfo* EndedEncounter (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) void AKeepHeart::NotifyEncounterEnded(class UFortAIEncounterInfo* EndedEncounter) { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("KeepHeart", "NotifyEncounterEnded"); Params::KeepHeart_NotifyEncounterEnded Parms{}; Parms.EndedEncounter = EndedEncounter; auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; UObject::ProcessEvent(Func, &Parms); Func->FunctionFlags = Flgs; } // Function FortniteGame.KeepHeart.NotifyEncounterStarted // (Final, BlueprintAuthorityOnly, Native, Public, BlueprintCallable) // Parameters: // class UFortAIEncounterInfo* StartedEncounter (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) void AKeepHeart::NotifyEncounterStarted(class UFortAIEncounterInfo* StartedEncounter) { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("KeepHeart", "NotifyEncounterStarted"); Params::KeepHeart_NotifyEncounterStarted Parms{}; Parms.StartedEncounter = StartedEncounter; auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; UObject::ProcessEvent(Func, &Parms); Func->FunctionFlags = Flgs; } // Function FortniteGame.KeepHeart.OnDefenseLevelChanged // (Final, BlueprintAuthorityOnly, Native, Public, BlueprintCallable) void AKeepHeart::OnDefenseLevelChanged() { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("KeepHeart", "OnDefenseLevelChanged"); auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; UObject::ProcessEvent(Func, nullptr); Func->FunctionFlags = Flgs; } // Function FortniteGame.KeepHeart.OnVoteComplete // (BlueprintAuthorityOnly, Event, Public, BlueprintEvent) // Parameters: // bool bResult (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, NativeAccessSpecifierPublic) void AKeepHeart::OnVoteComplete(bool bResult) { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("KeepHeart", "OnVoteComplete"); Params::KeepHeart_OnVoteComplete Parms{}; Parms.bResult = bResult; UObject::ProcessEvent(Func, &Parms); } // Function FortniteGame.KeepHeart.OnWorldStreamedIn // (BlueprintAuthorityOnly, Event, Public, BlueprintEvent) void AKeepHeart::OnWorldStreamedIn() { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("KeepHeart", "OnWorldStreamedIn"); UObject::ProcessEvent(Func, nullptr); } // Function FortniteGame.KeepHeart.ResetContainers // (Final, BlueprintAuthorityOnly, Native, Public, BlueprintCallable) void AKeepHeart::ResetContainers() { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("KeepHeart", "ResetContainers"); auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; UObject::ProcessEvent(Func, nullptr); Func->FunctionFlags = Flgs; } // Function FortniteGame.KeepHeart.RestoreContainers // (Final, BlueprintAuthorityOnly, Native, Public, BlueprintCallable) void AKeepHeart::RestoreContainers() { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("KeepHeart", "RestoreContainers"); auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; UObject::ProcessEvent(Func, nullptr); Func->FunctionFlags = Flgs; } // Function FortniteGame.KeepHeart.RestoreKeepHealth // (Final, BlueprintAuthorityOnly, Native, Public, BlueprintCallable) void AKeepHeart::RestoreKeepHealth() { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("KeepHeart", "RestoreKeepHealth"); auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; UObject::ProcessEvent(Func, nullptr); Func->FunctionFlags = Flgs; } // Function FortniteGame.KeepHeart.SetPermaniteAvailability // (Final, BlueprintAuthorityOnly, Native, Public, BlueprintCallable) // Parameters: // bool bAvailable (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, NativeAccessSpecifierPublic) void AKeepHeart::SetPermaniteAvailability(bool bAvailable) { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("KeepHeart", "SetPermaniteAvailability"); Params::KeepHeart_SetPermaniteAvailability Parms{}; Parms.bAvailable = bAvailable; auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; UObject::ProcessEvent(Func, &Parms); Func->FunctionFlags = Flgs; } // Function FortniteGame.KeepHeart.StartVote // (Final, BlueprintAuthorityOnly, Native, Public, BlueprintCallable) // Parameters: // const class FText& VoteText (Parm, NativeAccessSpecifierPublic) // const class FText& YesText (Parm, NativeAccessSpecifierPublic) // const class FText& NoText (Parm, NativeAccessSpecifierPublic) // float PercentageToPass (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) // bool bSkipIfOnePlayerOnly (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, NativeAccessSpecifierPublic) void AKeepHeart::StartVote(const class FText& VoteText, const class FText& YesText, const class FText& NoText, float PercentageToPass, bool bSkipIfOnePlayerOnly) { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("KeepHeart", "StartVote"); Params::KeepHeart_StartVote Parms{}; Parms.VoteText = std::move(VoteText); Parms.YesText = std::move(YesText); Parms.NoText = std::move(NoText); Parms.PercentageToPass = PercentageToPass; Parms.bSkipIfOnePlayerOnly = bSkipIfOnePlayerOnly; auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; UObject::ProcessEvent(Func, &Parms); Func->FunctionFlags = Flgs; } // Function FortniteGame.KeepHeart.StreamInWorld // (Final, BlueprintAuthorityOnly, Native, Public, BlueprintCallable) void AKeepHeart::StreamInWorld() { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("KeepHeart", "StreamInWorld"); auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; UObject::ProcessEvent(Func, nullptr); Func->FunctionFlags = Flgs; } // Function FortniteGame.KeepHeart.StreamOutWorld // (Final, BlueprintAuthorityOnly, Native, Public, BlueprintCallable) void AKeepHeart::StreamOutWorld() { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("KeepHeart", "StreamOutWorld"); auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; UObject::ProcessEvent(Func, nullptr); Func->FunctionFlags = Flgs; } // Function FortniteGame.KeepHeart.UpgradeAllPermaniteStructures // (Final, BlueprintAuthorityOnly, Native, Public, BlueprintCallable) // Parameters: // class AFortPlayerController* FortPC (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) // bool bQuickUpgrade (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, NativeAccessSpecifierPublic) // bool ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, NativeAccessSpecifierPublic) bool AKeepHeart::UpgradeAllPermaniteStructures(class AFortPlayerController* FortPC, bool bQuickUpgrade) { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("KeepHeart", "UpgradeAllPermaniteStructures"); Params::KeepHeart_UpgradeAllPermaniteStructures Parms{}; Parms.FortPC = FortPC; Parms.bQuickUpgrade = bQuickUpgrade; auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; UObject::ProcessEvent(Func, &Parms); Func->FunctionFlags = Flgs; return Parms.ReturnValue; } // Function FortniteGame.KeepHeart.GetDefenseLevel // (Event, Public, BlueprintEvent, Const) // Parameters: // int32 ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) int32 AKeepHeart::GetDefenseLevel() const { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("KeepHeart", "GetDefenseLevel"); Params::KeepHeart_GetDefenseLevel Parms{}; UObject::ProcessEvent(Func, &Parms); return Parms.ReturnValue; } // Function FortniteGame.KeepHeart.IsDefenseActive // (Event, Public, BlueprintEvent, Const) // Parameters: // bool ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, NativeAccessSpecifierPublic) bool AKeepHeart::IsDefenseActive() const { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("KeepHeart", "IsDefenseActive"); Params::KeepHeart_IsDefenseActive Parms{}; UObject::ProcessEvent(Func, &Parms); return Parms.ReturnValue; } // Function FortniteGame.ManorHeart.TravelToNewWorld // (Final, BlueprintAuthorityOnly, Native, Public, BlueprintCallable) // Parameters: // class UFortTheaterInfo* NewTheater (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) void AManorHeart::TravelToNewWorld(class UFortTheaterInfo* NewTheater) { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("ManorHeart", "TravelToNewWorld"); Params::ManorHeart_TravelToNewWorld Parms{}; Parms.NewTheater = NewTheater; auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; UObject::ProcessEvent(Func, &Parms); Func->FunctionFlags = Flgs; } // Function FortniteGame.FortHealthBarComponent.OnRep_DisplayText // (Final, Native, Protected) void UFortHealthBarComponent::OnRep_DisplayText() { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("FortHealthBarComponent", "OnRep_DisplayText"); auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; UObject::ProcessEvent(Func, nullptr); Func->FunctionFlags = Flgs; } // Function FortniteGame.FortHealthBarComponent.OnRep_IsVisible // (Final, Native, Protected) void UFortHealthBarComponent::OnRep_IsVisible() { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("FortHealthBarComponent", "OnRep_IsVisible"); auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; UObject::ProcessEvent(Func, nullptr); Func->FunctionFlags = Flgs; } // Function FortniteGame.FortHealthBarComponent.SetHealthBarDisplayText // (Final, BlueprintAuthorityOnly, Native, Public, BlueprintCallable) // Parameters: // const class FText& NewDisplayText (Parm, NativeAccessSpecifierPublic) void UFortHealthBarComponent::SetHealthBarDisplayText(const class FText& NewDisplayText) { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("FortHealthBarComponent", "SetHealthBarDisplayText"); Params::FortHealthBarComponent_SetHealthBarDisplayText Parms{}; Parms.NewDisplayText = std::move(NewDisplayText); auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; UObject::ProcessEvent(Func, &Parms); Func->FunctionFlags = Flgs; } // Function FortniteGame.FortHealthBarComponent.SetHealthBarVisibility // (Final, BlueprintAuthorityOnly, Native, Public, BlueprintCallable) // Parameters: // bool bNewVisibleState (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, NativeAccessSpecifierPublic) void UFortHealthBarComponent::SetHealthBarVisibility(bool bNewVisibleState) { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("FortHealthBarComponent", "SetHealthBarVisibility"); Params::FortHealthBarComponent_SetHealthBarVisibility Parms{}; Parms.bNewVisibleState = bNewVisibleState; auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; UObject::ProcessEvent(Func, &Parms); Func->FunctionFlags = Flgs; } // Function FortniteGame.FortHealthBarComponent.SetHealthBarWidgetVisibility // (Final, Native, Public, BlueprintCallable) // Parameters: // bool bIsVisible (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, NativeAccessSpecifierPublic) void UFortHealthBarComponent::SetHealthBarWidgetVisibility(bool bIsVisible) { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("FortHealthBarComponent", "SetHealthBarWidgetVisibility"); Params::FortHealthBarComponent_SetHealthBarWidgetVisibility Parms{}; Parms.bIsVisible = bIsVisible; auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; UObject::ProcessEvent(Func, &Parms); Func->FunctionFlags = Flgs; } // Function FortniteGame.VelocityGridData.AddPoint // (Final, Native, Public, HasDefaults, BlueprintCallable) // Parameters: // const struct FVector& SplinePoint (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, NativeAccessSpecifierPublic) // float PointEnvelope (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) // float PointStrength (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) void UVelocityGridData::AddPoint(const struct FVector& SplinePoint, float PointEnvelope, float PointStrength) { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("VelocityGridData", "AddPoint"); Params::VelocityGridData_AddPoint Parms{}; Parms.SplinePoint = std::move(SplinePoint); Parms.PointEnvelope = PointEnvelope; Parms.PointStrength = PointStrength; auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; UObject::ProcessEvent(Func, &Parms); Func->FunctionFlags = Flgs; } // Function FortniteGame.VelocityGridData.RebuildData // (Final, Native, Public, BlueprintCallable) void UVelocityGridData::RebuildData() { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("VelocityGridData", "RebuildData"); auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; UObject::ProcessEvent(Func, nullptr); Func->FunctionFlags = Flgs; } // Function FortniteGame.FortGameplayTagVolumeInterface.ApplyTags // (Native, Public) void IFortGameplayTagVolumeInterface::ApplyTags() { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("FortGameplayTagVolumeInterface", "ApplyTags"); auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; UObject::ProcessEvent(Func, nullptr); Func->FunctionFlags = Flgs; } // Function FortniteGame.WorldMapPinManager.CreateWorldMapPin // (Event, Protected, BlueprintEvent) // Parameters: // int32 TheaterIndex (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) // class AWorldMapPin* ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) class AWorldMapPin* AWorldMapPinManager::CreateWorldMapPin(int32 TheaterIndex) { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("WorldMapPinManager", "CreateWorldMapPin"); Params::WorldMapPinManager_CreateWorldMapPin Parms{}; Parms.TheaterIndex = TheaterIndex; UObject::ProcessEvent(Func, &Parms); return Parms.ReturnValue; } // Function FortniteGame.BuildingConnectivityComponent.Connect // (Final, BlueprintAuthorityOnly, Native, Public, HasOutParams, BlueprintCallable) // Parameters: // const struct FFortConnectionData& NewConnection (ConstParm, Parm, OutParm, ReferenceParm, NativeAccessSpecifierPublic) void UBuildingConnectivityComponent::Connect(const struct FFortConnectionData& NewConnection) { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("BuildingConnectivityComponent", "Connect"); Params::BuildingConnectivityComponent_Connect Parms{}; Parms.NewConnection = std::move(NewConnection); auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; UObject::ProcessEvent(Func, &Parms); Func->FunctionFlags = Flgs; } // Function FortniteGame.BuildingConnectivityComponent.Disconnect // (Final, BlueprintAuthorityOnly, Native, Public, HasOutParams, BlueprintCallable) // Parameters: // const struct FFortConnectionData& NewDisconnection (ConstParm, Parm, OutParm, ReferenceParm, NativeAccessSpecifierPublic) void UBuildingConnectivityComponent::Disconnect(const struct FFortConnectionData& NewDisconnection) { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("BuildingConnectivityComponent", "Disconnect"); Params::BuildingConnectivityComponent_Disconnect Parms{}; Parms.NewDisconnection = std::move(NewDisconnection); auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; UObject::ProcessEvent(Func, &Parms); Func->FunctionFlags = Flgs; } // Function FortniteGame.BuildingConnectivityComponent.DisconnectAll // (Final, BlueprintAuthorityOnly, Native, Public, BlueprintCallable) void UBuildingConnectivityComponent::DisconnectAll() { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("BuildingConnectivityComponent", "DisconnectAll"); auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; UObject::ProcessEvent(Func, nullptr); Func->FunctionFlags = Flgs; } // Function FortniteGame.BuildingConnectivityComponent.DrawDebugData // (Final, BlueprintCosmetic, Native, Public, BlueprintCallable) void UBuildingConnectivityComponent::DrawDebugData() { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("BuildingConnectivityComponent", "DrawDebugData"); auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; UObject::ProcessEvent(Func, nullptr); Func->FunctionFlags = Flgs; } // Function FortniteGame.BuildingConnectivityComponent.K2_IsPowered // (Final, Native, Public, BlueprintCallable, BlueprintPure) // Parameters: // bool ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, NativeAccessSpecifierPublic) bool UBuildingConnectivityComponent::K2_IsPowered() { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("BuildingConnectivityComponent", "K2_IsPowered"); Params::BuildingConnectivityComponent_K2_IsPowered Parms{}; auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; UObject::ProcessEvent(Func, &Parms); Func->FunctionFlags = Flgs; return Parms.ReturnValue; } // Function FortniteGame.BuildingConnectivityComponent.OnPlaced // (BlueprintAuthorityOnly, Native, Public, BlueprintCallable) void UBuildingConnectivityComponent::OnPlaced() { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("BuildingConnectivityComponent", "OnPlaced"); auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; UObject::ProcessEvent(Func, nullptr); Func->FunctionFlags = Flgs; } // Function FortniteGame.BuildingConnectivityComponent.OnRep_bIsPowered // (Native, Protected) void UBuildingConnectivityComponent::OnRep_bIsPowered() { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("BuildingConnectivityComponent", "OnRep_bIsPowered"); auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; UObject::ProcessEvent(Func, nullptr); Func->FunctionFlags = Flgs; } // Function FortniteGame.BuildingConnectivityComponent.OnRep_bIsProvidingPower // (Native, Protected) void UBuildingConnectivityComponent::OnRep_bIsProvidingPower() { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("BuildingConnectivityComponent", "OnRep_bIsProvidingPower"); auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; UObject::ProcessEvent(Func, nullptr); Func->FunctionFlags = Flgs; } // Function FortniteGame.BuildingConnectivityComponent.OnRep_Connections // (Native, Protected) void UBuildingConnectivityComponent::OnRep_Connections() { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("BuildingConnectivityComponent", "OnRep_Connections"); auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; UObject::ProcessEvent(Func, nullptr); Func->FunctionFlags = Flgs; } // Function FortniteGame.BuildingConnectivityComponent.SetAllowConnections // (Final, BlueprintAuthorityOnly, Native, Public, BlueprintCallable) // Parameters: // bool bInAllowConnections (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, NativeAccessSpecifierPublic) void UBuildingConnectivityComponent::SetAllowConnections(bool bInAllowConnections) { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("BuildingConnectivityComponent", "SetAllowConnections"); Params::BuildingConnectivityComponent_SetAllowConnections Parms{}; Parms.bInAllowConnections = bInAllowConnections; auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; UObject::ProcessEvent(Func, &Parms); Func->FunctionFlags = Flgs; } // Function FortniteGame.BuildingConnectivityComponent.SetIsProvidingPower // (Final, BlueprintAuthorityOnly, Native, Public, BlueprintCallable) // Parameters: // bool bNewIsProvidingPower (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, NativeAccessSpecifierPublic) void UBuildingConnectivityComponent::SetIsProvidingPower(bool bNewIsProvidingPower) { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("BuildingConnectivityComponent", "SetIsProvidingPower"); Params::BuildingConnectivityComponent_SetIsProvidingPower Parms{}; Parms.bNewIsProvidingPower = bNewIsProvidingPower; auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; UObject::ProcessEvent(Func, &Parms); Func->FunctionFlags = Flgs; } // Function FortniteGame.BuildingConnectivityComponent.CanConnectTo // (Final, Native, Public, BlueprintCallable, BlueprintPure, Const) // Parameters: // class ABuildingSMActor* TestActor (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) // bool ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, NativeAccessSpecifierPublic) bool UBuildingConnectivityComponent::CanConnectTo(class ABuildingSMActor* TestActor) const { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("BuildingConnectivityComponent", "CanConnectTo"); Params::BuildingConnectivityComponent_CanConnectTo Parms{}; Parms.TestActor = TestActor; auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; UObject::ProcessEvent(Func, &Parms); Func->FunctionFlags = Flgs; return Parms.ReturnValue; } // Function FortniteGame.BuildingConnectivityComponent.IsConnectedTo // (Final, Native, Public, BlueprintCallable, BlueprintPure, Const) // Parameters: // class ABuildingSMActor* TestActor (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) // bool ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, NativeAccessSpecifierPublic) bool UBuildingConnectivityComponent::IsConnectedTo(class ABuildingSMActor* TestActor) const { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("BuildingConnectivityComponent", "IsConnectedTo"); Params::BuildingConnectivityComponent_IsConnectedTo Parms{}; Parms.TestActor = TestActor; auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; UObject::ProcessEvent(Func, &Parms); Func->FunctionFlags = Flgs; return Parms.ReturnValue; } // Function FortniteGame.BuildingConnectivityEffect.OnConnect // (Event, Public, HasOutParams, HasDefaults, BlueprintEvent) // Parameters: // const struct FTransform& T1 (ConstParm, Parm, OutParm, ReferenceParm, IsPlainOldData, NoDestructor, NativeAccessSpecifierPublic) // const struct FTransform& T2 (ConstParm, Parm, OutParm, ReferenceParm, IsPlainOldData, NoDestructor, NativeAccessSpecifierPublic) void ABuildingConnectivityEffect::OnConnect(const struct FTransform& T1, const struct FTransform& T2) { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("BuildingConnectivityEffect", "OnConnect"); Params::BuildingConnectivityEffect_OnConnect Parms{}; Parms.T1 = std::move(T1); Parms.T2 = std::move(T2); UObject::ProcessEvent(Func, &Parms); } // Function FortniteGame.BuildingConnectivityEffect.OnDisconnect // (Event, Public, BlueprintEvent) void ABuildingConnectivityEffect::OnDisconnect() { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("BuildingConnectivityEffect", "OnDisconnect"); UObject::ProcessEvent(Func, nullptr); } // Function FortniteGame.FortInGameMapManager.ApplyShowFlags // (Final, Native, Static, Public, BlueprintCallable) // Parameters: // class USceneCaptureComponent* SceneCaptureComponent (Parm, ZeroConstructor, InstancedReference, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) void AFortInGameMapManager::ApplyShowFlags(class USceneCaptureComponent* SceneCaptureComponent) { static class UFunction* Func = nullptr; if (Func == nullptr) Func = StaticClass()->GetFunction("FortInGameMapManager", "ApplyShowFlags"); Params::FortInGameMapManager_ApplyShowFlags Parms{}; Parms.SceneCaptureComponent = SceneCaptureComponent; auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; GetDefaultObj()->ProcessEvent(Func, &Parms); Func->FunctionFlags = Flgs; } // Function FortniteGame.FortInGameMapManager.PaintOnFog // (Final, Native, Public, HasOutParams, HasDefaults, BlueprintCallable) // Parameters: // const struct FVector& WorldCoords (ConstParm, Parm, OutParm, ZeroConstructor, ReferenceParm, IsPlainOldData, NoDestructor, NativeAccessSpecifierPublic) void AFortInGameMapManager::PaintOnFog(const struct FVector& WorldCoords) { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("FortInGameMapManager", "PaintOnFog"); Params::FortInGameMapManager_PaintOnFog Parms{}; Parms.WorldCoords = std::move(WorldCoords); auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; UObject::ProcessEvent(Func, &Parms); Func->FunctionFlags = Flgs; } // Function FortniteGame.HomeBaseBuilding.ClearBang // (Final, Native, Public, BlueprintCallable) void UHomeBaseBuilding::ClearBang() { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("HomeBaseBuilding", "ClearBang"); auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; UObject::ProcessEvent(Func, nullptr); Func->FunctionFlags = Flgs; } // Function FortniteGame.HomeBaseBuilding.OnBuildingChangedInternal // (Final, Native, Private) // Parameters: // bool bItemChanged (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, NativeAccessSpecifierPublic) // bool bAmmoChanged (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, NativeAccessSpecifierPublic) // bool bIngredientsChanged (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, NativeAccessSpecifierPublic) void UHomeBaseBuilding::OnBuildingChangedInternal(bool bItemChanged, bool bAmmoChanged, bool bIngredientsChanged) { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("HomeBaseBuilding", "OnBuildingChangedInternal"); Params::HomeBaseBuilding_OnBuildingChangedInternal Parms{}; Parms.bItemChanged = bItemChanged; Parms.bAmmoChanged = bAmmoChanged; Parms.bIngredientsChanged = bIngredientsChanged; auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; UObject::ProcessEvent(Func, &Parms); Func->FunctionFlags = Flgs; } // Function FortniteGame.HomeBaseBuilding.Upgrade // (Final, Native, Public, BlueprintCallable) void UHomeBaseBuilding::Upgrade() { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("HomeBaseBuilding", "Upgrade"); auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; UObject::ProcessEvent(Func, nullptr); Func->FunctionFlags = Flgs; } // Function FortniteGame.HomeBaseBuilding.GetAbilityKitForLevel // (Final, Native, Public, BlueprintCallable, BlueprintPure, Const) // Parameters: // int32 InLevel (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) // class UFortAbilityKit* ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) class UFortAbilityKit* UHomeBaseBuilding::GetAbilityKitForLevel(int32 InLevel) const { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("HomeBaseBuilding", "GetAbilityKitForLevel"); Params::HomeBaseBuilding_GetAbilityKitForLevel Parms{}; Parms.InLevel = InLevel; auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; UObject::ProcessEvent(Func, &Parms); Func->FunctionFlags = Flgs; return Parms.ReturnValue; } // Function FortniteGame.HomeBaseBuilding.GetAbilityKits // (Final, Native, Public, HasOutParams, BlueprintCallable, BlueprintPure, Const) // Parameters: // TArray* AbilityKits (Parm, OutParm, ZeroConstructor, NativeAccessSpecifierPublic) void UHomeBaseBuilding::GetAbilityKits(TArray* AbilityKits) const { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("HomeBaseBuilding", "GetAbilityKits"); Params::HomeBaseBuilding_GetAbilityKits Parms{}; auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; UObject::ProcessEvent(Func, &Parms); Func->FunctionFlags = Flgs; if (AbilityKits != nullptr) *AbilityKits = std::move(Parms.AbilityKits); } // Function FortniteGame.HomeBaseBuilding.GetCurrentBonuses // (Final, Native, Public, BlueprintCallable, BlueprintPure, Const) // Parameters: // TArrayReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, NativeAccessSpecifierPublic) TArray UHomeBaseBuilding::GetCurrentBonuses() const { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("HomeBaseBuilding", "GetCurrentBonuses"); Params::HomeBaseBuilding_GetCurrentBonuses Parms{}; auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; UObject::ProcessEvent(Func, &Parms); Func->FunctionFlags = Flgs; return Parms.ReturnValue; } // Function FortniteGame.HomeBaseBuilding.GetItem // (Final, Native, Public, BlueprintCallable, BlueprintPure, Const) // Parameters: // class UMyTownBuildingItem* ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) class UMyTownBuildingItem* UHomeBaseBuilding::GetItem() const { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("HomeBaseBuilding", "GetItem"); Params::HomeBaseBuilding_GetItem Parms{}; auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; UObject::ProcessEvent(Func, &Parms); Func->FunctionFlags = Flgs; return Parms.ReturnValue; } // Function FortniteGame.HomeBaseBuilding.GetMaxLevelBonuses // (Final, Native, Public, BlueprintCallable, BlueprintPure, Const) // Parameters: // TArrayReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, NativeAccessSpecifierPublic) TArray UHomeBaseBuilding::GetMaxLevelBonuses() const { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("HomeBaseBuilding", "GetMaxLevelBonuses"); Params::HomeBaseBuilding_GetMaxLevelBonuses Parms{}; auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; UObject::ProcessEvent(Func, &Parms); Func->FunctionFlags = Flgs; return Parms.ReturnValue; } // Function FortniteGame.HomeBaseBuilding.GetNextBonuses // (Final, Native, Public, BlueprintCallable, BlueprintPure, Const) // Parameters: // TArrayReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, NativeAccessSpecifierPublic) TArray UHomeBaseBuilding::GetNextBonuses() const { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("HomeBaseBuilding", "GetNextBonuses"); Params::HomeBaseBuilding_GetNextBonuses Parms{}; auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; UObject::ProcessEvent(Func, &Parms); Func->FunctionFlags = Flgs; return Parms.ReturnValue; } // Function FortniteGame.HomeBaseBuilding.GetTeammatesRatingAddition // (Final, Native, Public, HasOutParams, BlueprintCallable, BlueprintPure, Const) // Parameters: // const struct FUniqueNetIdRepl& TeammatesAccountId (ConstParm, Parm, OutParm, ReferenceParm, NativeAccessSpecifierPublic) // int32 ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) int32 UHomeBaseBuilding::GetTeammatesRatingAddition(const struct FUniqueNetIdRepl& TeammatesAccountId) const { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("HomeBaseBuilding", "GetTeammatesRatingAddition"); Params::HomeBaseBuilding_GetTeammatesRatingAddition Parms{}; Parms.TeammatesAccountId = std::move(TeammatesAccountId); auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; UObject::ProcessEvent(Func, &Parms); Func->FunctionFlags = Flgs; return Parms.ReturnValue; } // Function FortniteGame.HomeBaseBuilding.GetUpgradeRequirements // (Final, Native, Public, BlueprintCallable, BlueprintPure, Const) // Parameters: // struct FBuildingUpgradeRequirementsForLevelReturnValue (Parm, OutParm, ReturnParm, NativeAccessSpecifierPublic) struct FBuildingUpgradeRequirementsForLevel UHomeBaseBuilding::GetUpgradeRequirements() const { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("HomeBaseBuilding", "GetUpgradeRequirements"); Params::HomeBaseBuilding_GetUpgradeRequirements Parms{}; auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; UObject::ProcessEvent(Func, &Parms); Func->FunctionFlags = Flgs; return Parms.ReturnValue; } // Function FortniteGame.HomeBaseBuilding.ShouldShowBang // (Final, Native, Public, BlueprintCallable, BlueprintPure, Const) // Parameters: // bool ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, NativeAccessSpecifierPublic) bool UHomeBaseBuilding::ShouldShowBang() const { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("HomeBaseBuilding", "ShouldShowBang"); Params::HomeBaseBuilding_ShouldShowBang Parms{}; auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; UObject::ProcessEvent(Func, &Parms); Func->FunctionFlags = Flgs; return Parms.ReturnValue; } // Function FortniteGame.HomeBaseMainBuilding.OnBuildingGameplayEffectsChanged // (Final, Native, Private) void UHomeBaseMainBuilding::OnBuildingGameplayEffectsChanged() { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("HomeBaseMainBuilding", "OnBuildingGameplayEffectsChanged"); auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; UObject::ProcessEvent(Func, nullptr); Func->FunctionFlags = Flgs; } // Function FortniteGame.HomeBaseMainBuilding.OnSubBuildingChanged // (Final, Native, Private) void UHomeBaseMainBuilding::OnSubBuildingChanged() { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("HomeBaseMainBuilding", "OnSubBuildingChanged"); auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; UObject::ProcessEvent(Func, nullptr); Func->FunctionFlags = Flgs; } // Function FortniteGame.HomeBaseMainBuilding.OnWorkersChangedInternal // (Final, Native, Private) void UHomeBaseMainBuilding::OnWorkersChangedInternal() { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("HomeBaseMainBuilding", "OnWorkersChangedInternal"); auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; UObject::ProcessEvent(Func, nullptr); Func->FunctionFlags = Flgs; } // Function FortniteGame.HomeBaseMainBuilding.GetEffects // (Final, Native, Public, BlueprintCallable, BlueprintPure, Const) // Parameters: // TArrayReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, NativeAccessSpecifierPublic) TArray UHomeBaseMainBuilding::GetEffects() const { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("HomeBaseMainBuilding", "GetEffects"); Params::HomeBaseMainBuilding_GetEffects Parms{}; auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; UObject::ProcessEvent(Func, &Parms); Func->FunctionFlags = Flgs; return Parms.ReturnValue; } // Function FortniteGame.HomeBaseMainBuilding.ShouldShow // (Final, Native, Public, BlueprintCallable, BlueprintPure, Const) // Parameters: // bool ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, NativeAccessSpecifierPublic) bool UHomeBaseMainBuilding::ShouldShow() const { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("HomeBaseMainBuilding", "ShouldShow"); Params::HomeBaseMainBuilding_ShouldShow Parms{}; auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; UObject::ProcessEvent(Func, &Parms); Func->FunctionFlags = Flgs; return Parms.ReturnValue; } // Function FortniteGame.BuildingEditModeSupport.OnSuccessfulMatchInteractComplete // (Native, Public) void UBuildingEditModeSupport::OnSuccessfulMatchInteractComplete() { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("BuildingEditModeSupport", "OnSuccessfulMatchInteractComplete"); auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; UObject::ProcessEvent(Func, nullptr); Func->FunctionFlags = Flgs; } // Function FortniteGame.BuildingEditModeSupport.OnSuccessfulMatchInteractParamUpdate // (Native, Public) // Parameters: // float NewInteractParamVal (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) void UBuildingEditModeSupport::OnSuccessfulMatchInteractParamUpdate(float NewInteractParamVal) { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("BuildingEditModeSupport", "OnSuccessfulMatchInteractParamUpdate"); Params::BuildingEditModeSupport_OnSuccessfulMatchInteractParamUpdate Parms{}; Parms.NewInteractParamVal = NewInteractParamVal; auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; UObject::ProcessEvent(Func, &Parms); Func->FunctionFlags = Flgs; } // Function FortniteGame.BuildingStructuralSupportSystem.GetBestBuildingTarget // (Final, Native, Public, HasOutParams, BlueprintCallable) // Parameters: // class AActor* ObjectiveActor (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) // class AActor* AttackerActor (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) // const struct FBuildingValueRules& ValueRules (ConstParm, Parm, OutParm, ReferenceParm, NativeAccessSpecifierPublic) // class ABuildingSMActor* ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) class ABuildingSMActor* UBuildingStructuralSupportSystem::GetBestBuildingTarget(class AActor* ObjectiveActor, class AActor* AttackerActor, const struct FBuildingValueRules& ValueRules) { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("BuildingStructuralSupportSystem", "GetBestBuildingTarget"); Params::BuildingStructuralSupportSystem_GetBestBuildingTarget Parms{}; Parms.ObjectiveActor = ObjectiveActor; Parms.AttackerActor = AttackerActor; Parms.ValueRules = std::move(ValueRules); auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; UObject::ProcessEvent(Func, &Parms); Func->FunctionFlags = Flgs; return Parms.ReturnValue; } // Function FortniteGame.BuildingStructuralSupportSystem.GetLogicalBuildingGroundSupportedActors // (Final, BlueprintAuthorityOnly, Native, Public, HasOutParams, BlueprintCallable) // Parameters: // int32 LogicalIndex (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) // TArray* LogicalBuildingGroundSupportedActors (Parm, OutParm, ZeroConstructor, NativeAccessSpecifierPublic) void UBuildingStructuralSupportSystem::GetLogicalBuildingGroundSupportedActors(int32 LogicalIndex, TArray* LogicalBuildingGroundSupportedActors) { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("BuildingStructuralSupportSystem", "GetLogicalBuildingGroundSupportedActors"); Params::BuildingStructuralSupportSystem_GetLogicalBuildingGroundSupportedActors Parms{}; Parms.LogicalIndex = LogicalIndex; auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; UObject::ProcessEvent(Func, &Parms); Func->FunctionFlags = Flgs; if (LogicalBuildingGroundSupportedActors != nullptr) *LogicalBuildingGroundSupportedActors = std::move(Parms.LogicalBuildingGroundSupportedActors); } // Function FortniteGame.BuildingStructuralSupportSystem.K2_GetLogicalBuildingActors // (Final, BlueprintAuthorityOnly, Native, Public, HasOutParams, BlueprintCallable) // Parameters: // int32 LogicalIdx (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) // TArray* LogicalBuildingActors (Parm, OutParm, ZeroConstructor, NativeAccessSpecifierPublic) void UBuildingStructuralSupportSystem::K2_GetLogicalBuildingActors(int32 LogicalIdx, TArray* LogicalBuildingActors) { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("BuildingStructuralSupportSystem", "K2_GetLogicalBuildingActors"); Params::BuildingStructuralSupportSystem_K2_GetLogicalBuildingActors Parms{}; Parms.LogicalIdx = LogicalIdx; auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; UObject::ProcessEvent(Func, &Parms); Func->FunctionFlags = Flgs; if (LogicalBuildingActors != nullptr) *LogicalBuildingActors = std::move(Parms.LogicalBuildingActors); } // Function FortniteGame.BuildingStructuralSupportSystem.MakeBuildingValueRules // (Final, Native, Public, BlueprintCallable, BlueprintPure, Const) // Parameters: // int32 CellsAbove (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) // int32 CellsBelow (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) // int32 CellHorizontalRadius (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) // float DistanceFromObjectiveWeight (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) // float AttackWeight (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) // float StructuralWeight (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) // float TrapWeight (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) // struct FBuildingValueRules ReturnValue (Parm, OutParm, ReturnParm, NativeAccessSpecifierPublic) struct FBuildingValueRules UBuildingStructuralSupportSystem::MakeBuildingValueRules(int32 CellsAbove, int32 CellsBelow, int32 CellHorizontalRadius, float DistanceFromObjectiveWeight, float AttackWeight, float StructuralWeight, float TrapWeight) const { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("BuildingStructuralSupportSystem", "MakeBuildingValueRules"); Params::BuildingStructuralSupportSystem_MakeBuildingValueRules Parms{}; Parms.CellsAbove = CellsAbove; Parms.CellsBelow = CellsBelow; Parms.CellHorizontalRadius = CellHorizontalRadius; Parms.DistanceFromObjectiveWeight = DistanceFromObjectiveWeight; Parms.AttackWeight = AttackWeight; Parms.StructuralWeight = StructuralWeight; Parms.TrapWeight = TrapWeight; auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; UObject::ProcessEvent(Func, &Parms); Func->FunctionFlags = Flgs; return Parms.ReturnValue; } // Function FortniteGame.FortAlterableItem.GetNumberOfSlotsForAlterationType // (Final, Native, Public, BlueprintCallable, BlueprintPure, Const) // Parameters: // EFortAlteration AlterationType (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) // int32 ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) int32 UFortAlterableItem::GetNumberOfSlotsForAlterationType(EFortAlteration AlterationType) const { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("FortAlterableItem", "GetNumberOfSlotsForAlterationType"); Params::FortAlterableItem_GetNumberOfSlotsForAlterationType Parms{}; Parms.AlterationType = AlterationType; auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; UObject::ProcessEvent(Func, &Parms); Func->FunctionFlags = Flgs; return Parms.ReturnValue; } // Function FortniteGame.FortSchematicItem.GetRequiredTeamLevelToCraft // (Final, Native, Public, BlueprintCallable, BlueprintPure, Const) // Parameters: // int32 ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) int32 UFortSchematicItem::GetRequiredTeamLevelToCraft() const { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("FortSchematicItem", "GetRequiredTeamLevelToCraft"); Params::FortSchematicItem_GetRequiredTeamLevelToCraft Parms{}; auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; UObject::ProcessEvent(Func, &Parms); Func->FunctionFlags = Flgs; return Parms.ReturnValue; } // Function FortniteGame.FortSchematicItem.GetSchematicQuantityProduced // (Final, Native, Public, BlueprintCallable, BlueprintPure, Const) // Parameters: // int32 ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) int32 UFortSchematicItem::GetSchematicQuantityProduced() const { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("FortSchematicItem", "GetSchematicQuantityProduced"); Params::FortSchematicItem_GetSchematicQuantityProduced Parms{}; auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; UObject::ProcessEvent(Func, &Parms); Func->FunctionFlags = Flgs; return Parms.ReturnValue; } // Function FortniteGame.FortSchematicItem.GetSchematicRequirements // (Final, Native, Public, HasOutParams, BlueprintCallable, BlueprintPure, Const) // Parameters: // TArray* Requirements (Parm, OutParm, ZeroConstructor, NativeAccessSpecifierPublic) void UFortSchematicItem::GetSchematicRequirements(TArray* Requirements) const { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("FortSchematicItem", "GetSchematicRequirements"); Params::FortSchematicItem_GetSchematicRequirements Parms{}; auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; UObject::ProcessEvent(Func, &Parms); Func->FunctionFlags = Flgs; if (Requirements != nullptr) *Requirements = std::move(Parms.Requirements); } // Function FortniteGame.BuildingTurretComponent.AttemptSetCurrentTarget // (BlueprintAuthorityOnly, Native, Public, BlueprintCallable) // Parameters: // class AActor* NewTarget (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) // bool ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, NativeAccessSpecifierPublic) bool UBuildingTurretComponent::AttemptSetCurrentTarget(class AActor* NewTarget) { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("BuildingTurretComponent", "AttemptSetCurrentTarget"); Params::BuildingTurretComponent_AttemptSetCurrentTarget Parms{}; Parms.NewTarget = NewTarget; auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; UObject::ProcessEvent(Func, &Parms); Func->FunctionFlags = Flgs; return Parms.ReturnValue; } // Function FortniteGame.BuildingTurretComponent.OnFiringTimer // (Native, Protected) void UBuildingTurretComponent::OnFiringTimer() { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("BuildingTurretComponent", "OnFiringTimer"); auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; UObject::ProcessEvent(Func, nullptr); Func->FunctionFlags = Flgs; } // Function FortniteGame.BuildingTurretComponent.OnPerformTargetValidation // (Native, Protected) void UBuildingTurretComponent::OnPerformTargetValidation() { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("BuildingTurretComponent", "OnPerformTargetValidation"); auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; UObject::ProcessEvent(Func, nullptr); Func->FunctionFlags = Flgs; } // Function FortniteGame.BuildingTurretComponent.OnRep_CurrentTarget // (Native, Protected) // Parameters: // class AActor* OldTarget (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) void UBuildingTurretComponent::OnRep_CurrentTarget(class AActor* OldTarget) { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("BuildingTurretComponent", "OnRep_CurrentTarget"); Params::BuildingTurretComponent_OnRep_CurrentTarget Parms{}; Parms.OldTarget = OldTarget; auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; UObject::ProcessEvent(Func, &Parms); Func->FunctionFlags = Flgs; } // Function FortniteGame.BuildingTurretComponent.OnTargetingBeginOverlap // (Native, Protected, HasOutParams) // Parameters: // class AActor* OtherActor (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) // class UPrimitiveComponent* OtherComp (Parm, ZeroConstructor, InstancedReference, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) // int32 OtherBodyIndex (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) // bool bFromSweep (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, NativeAccessSpecifierPublic) // const struct FHitResult& SweepResult (ConstParm, Parm, OutParm, ReferenceParm, ContainsInstancedReference, NativeAccessSpecifierPublic) void UBuildingTurretComponent::OnTargetingBeginOverlap(class AActor* OtherActor, class UPrimitiveComponent* OtherComp, int32 OtherBodyIndex, bool bFromSweep, const struct FHitResult& SweepResult) { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("BuildingTurretComponent", "OnTargetingBeginOverlap"); Params::BuildingTurretComponent_OnTargetingBeginOverlap Parms{}; Parms.OtherActor = OtherActor; Parms.OtherComp = OtherComp; Parms.OtherBodyIndex = OtherBodyIndex; Parms.bFromSweep = bFromSweep; Parms.SweepResult = std::move(SweepResult); auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; UObject::ProcessEvent(Func, &Parms); Func->FunctionFlags = Flgs; } // Function FortniteGame.BuildingTurretComponent.OnTargetingEndOverlap // (Native, Protected) // Parameters: // class AActor* OtherActor (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) // class UPrimitiveComponent* OtherComp (Parm, ZeroConstructor, InstancedReference, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) // int32 OtherBodyIndex (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) void UBuildingTurretComponent::OnTargetingEndOverlap(class AActor* OtherActor, class UPrimitiveComponent* OtherComp, int32 OtherBodyIndex) { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("BuildingTurretComponent", "OnTargetingEndOverlap"); Params::BuildingTurretComponent_OnTargetingEndOverlap Parms{}; Parms.OtherActor = OtherActor; Parms.OtherComp = OtherComp; Parms.OtherBodyIndex = OtherBodyIndex; auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; UObject::ProcessEvent(Func, &Parms); Func->FunctionFlags = Flgs; } // Function FortniteGame.BuildingTurretComponent.SetTargetingOverlapComponent // (BlueprintAuthorityOnly, Native, Public, BlueprintCallable) // Parameters: // class UPrimitiveComponent* NewTargetingOverlapComponent (Parm, ZeroConstructor, InstancedReference, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) void UBuildingTurretComponent::SetTargetingOverlapComponent(class UPrimitiveComponent* NewTargetingOverlapComponent) { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("BuildingTurretComponent", "SetTargetingOverlapComponent"); Params::BuildingTurretComponent_SetTargetingOverlapComponent Parms{}; Parms.NewTargetingOverlapComponent = NewTargetingOverlapComponent; auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; UObject::ProcessEvent(Func, &Parms); Func->FunctionFlags = Flgs; } // Function FortniteGame.BuildingTurretComponent.ChooseBestTarget // (Native, Event, Protected, HasOutParams, BlueprintEvent, Const) // Parameters: // TArray& InOutPotentialTargets (Parm, OutParm, ZeroConstructor, ReferenceParm, NativeAccessSpecifierPublic) // class AActor* ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) class AActor* UBuildingTurretComponent::ChooseBestTarget(TArray& InOutPotentialTargets) const { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("BuildingTurretComponent", "ChooseBestTarget"); Params::BuildingTurretComponent_ChooseBestTarget Parms{}; Parms.InOutPotentialTargets = std::move(InOutPotentialTargets); auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; UObject::ProcessEvent(Func, &Parms); Func->FunctionFlags = Flgs; InOutPotentialTargets = std::move(Parms.InOutPotentialTargets); return Parms.ReturnValue; } // Function FortniteGame.BuildingTurretComponent.IsValidTarget // (Native, Event, Public, BlueprintCallable, BlueprintEvent, BlueprintPure, Const) // Parameters: // class AActor* InTarget (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) // bool ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, NativeAccessSpecifierPublic) bool UBuildingTurretComponent::IsValidTarget(class AActor* InTarget) const { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("BuildingTurretComponent", "IsValidTarget"); Params::BuildingTurretComponent_IsValidTarget Parms{}; Parms.InTarget = InTarget; auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; UObject::ProcessEvent(Func, &Parms); Func->FunctionFlags = Flgs; return Parms.ReturnValue; } // Function FortniteGame.BuildingTurretComponent_MOBA.OnAllyHarmed // (BlueprintAuthorityOnly, Native, Public, BlueprintCallable) // Parameters: // class AActor* InAllyActor (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) // class AActor* InHarmingActor (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) void UBuildingTurretComponent_MOBA::OnAllyHarmed(class AActor* InAllyActor, class AActor* InHarmingActor) { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("BuildingTurretComponent_MOBA", "OnAllyHarmed"); Params::BuildingTurretComponent_MOBA_OnAllyHarmed Parms{}; Parms.InAllyActor = InAllyActor; Parms.InHarmingActor = InHarmingActor; auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; UObject::ProcessEvent(Func, &Parms); Func->FunctionFlags = Flgs; } // Function FortniteGame.CustomCharacterPartAnimInstance.OnDayPhaseChanged // (Event, Public, BlueprintEvent) // Parameters: // EFortDayPhase CurrentDayPhase (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) // EFortDayPhase PreviousDayPhase (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) // bool bAtCreation (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, NativeAccessSpecifierPublic) void UCustomCharacterPartAnimInstance::OnDayPhaseChanged(EFortDayPhase CurrentDayPhase, EFortDayPhase PreviousDayPhase, bool bAtCreation) { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("CustomCharacterPartAnimInstance", "OnDayPhaseChanged"); Params::CustomCharacterPartAnimInstance_OnDayPhaseChanged Parms{}; Parms.CurrentDayPhase = CurrentDayPhase; Parms.PreviousDayPhase = PreviousDayPhase; Parms.bAtCreation = bAtCreation; UObject::ProcessEvent(Func, &Parms); } // Function FortniteGame.CustomCharacterPartAnimInstance.PreDestruction // (Event, Public, BlueprintEvent) void UCustomCharacterPartAnimInstance::PreDestruction() { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("CustomCharacterPartAnimInstance", "PreDestruction"); UObject::ProcessEvent(Func, nullptr); } // Function FortniteGame.CustomCharacterPartAnimInstance.GetAssociatedPlayerPawn // (Native, Public, BlueprintCallable, BlueprintPure, Const) // Parameters: // class AFortPlayerPawn* ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) class AFortPlayerPawn* UCustomCharacterPartAnimInstance::GetAssociatedPlayerPawn() const { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("CustomCharacterPartAnimInstance", "GetAssociatedPlayerPawn"); Params::CustomCharacterPartAnimInstance_GetAssociatedPlayerPawn Parms{}; auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; UObject::ProcessEvent(Func, &Parms); Func->FunctionFlags = Flgs; return Parms.ReturnValue; } // Function FortniteGame.CustomCharacterPartAnimInstance.GetCharacterPartType // (Native, Public, BlueprintCallable, BlueprintPure, Const) // Parameters: // const EFortCustomPartType ReturnValue (ConstParm, Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) const EFortCustomPartType UCustomCharacterPartAnimInstance::GetCharacterPartType() const { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("CustomCharacterPartAnimInstance", "GetCharacterPartType"); Params::CustomCharacterPartAnimInstance_GetCharacterPartType Parms{}; auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; UObject::ProcessEvent(Func, &Parms); Func->FunctionFlags = Flgs; return Parms.ReturnValue; } // Function FortniteGame.CustomCharacterPartAnimInstance.GetOwnerSkeletalMeshComponent // (Final, Native, Public, BlueprintCallable, BlueprintPure, Const) // Parameters: // class USkeletalMeshComponent* ReturnValue (ExportObject, Parm, OutParm, ZeroConstructor, ReturnParm, InstancedReference, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) class USkeletalMeshComponent* UCustomCharacterPartAnimInstance::GetOwnerSkeletalMeshComponent() const { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("CustomCharacterPartAnimInstance", "GetOwnerSkeletalMeshComponent"); Params::CustomCharacterPartAnimInstance_GetOwnerSkeletalMeshComponent Parms{}; auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; UObject::ProcessEvent(Func, &Parms); Func->FunctionFlags = Flgs; return Parms.ReturnValue; } // Function FortniteGame.CustomCharacterPartAnimInstance.GetPartSkeletalMeshComponent // (Final, Native, Public, BlueprintCallable, BlueprintPure, Const) // Parameters: // class USkeletalMeshComponent* ReturnValue (ExportObject, Parm, OutParm, ZeroConstructor, ReturnParm, InstancedReference, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) class USkeletalMeshComponent* UCustomCharacterPartAnimInstance::GetPartSkeletalMeshComponent() const { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("CustomCharacterPartAnimInstance", "GetPartSkeletalMeshComponent"); Params::CustomCharacterPartAnimInstance_GetPartSkeletalMeshComponent Parms{}; auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; UObject::ProcessEvent(Func, &Parms); Func->FunctionFlags = Flgs; return Parms.ReturnValue; } // Function FortniteGame.FortSchematicItemDefinition.GetCraftingTime // (Final, Native, Public, BlueprintCallable, BlueprintPure, Const) // Parameters: // int32 Level (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) // float ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) float UFortSchematicItemDefinition::GetCraftingTime(int32 Level) const { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("FortSchematicItemDefinition", "GetCraftingTime"); Params::FortSchematicItemDefinition_GetCraftingTime Parms{}; Parms.Level = Level; auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; UObject::ProcessEvent(Func, &Parms); Func->FunctionFlags = Flgs; return Parms.ReturnValue; } // Function FortniteGame.FortSchematicItemDefinition.GetCraftingTimeForCharacter // (Final, Native, Public, BlueprintCallable, BlueprintPure, Const) // Parameters: // int32 Level (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) // const class AFortPlayerPawn* FortPawn (ConstParm, Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) // float ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) float UFortSchematicItemDefinition::GetCraftingTimeForCharacter(int32 Level, const class AFortPlayerPawn* FortPawn) const { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("FortSchematicItemDefinition", "GetCraftingTimeForCharacter"); Params::FortSchematicItemDefinition_GetCraftingTimeForCharacter Parms{}; Parms.Level = Level; Parms.FortPawn = FortPawn; auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; UObject::ProcessEvent(Func, &Parms); Func->FunctionFlags = Flgs; return Parms.ReturnValue; } // Function FortniteGame.FortAbilitySystemComponent.NetMulticast_RefreshActiveGameplayEffectCueEvents // (Net, Native, Event, NetMulticast, Public) void UFortAbilitySystemComponent::NetMulticast_RefreshActiveGameplayEffectCueEvents() { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("FortAbilitySystemComponent", "NetMulticast_RefreshActiveGameplayEffectCueEvents"); auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; UObject::ProcessEvent(Func, nullptr); Func->FunctionFlags = Flgs; } // Function FortniteGame.FortAbilitySystemComponent.FindAttributeInformation // (Final, RequiredAPI, Native, Public, BlueprintCallable, BlueprintPure, Const) // Parameters: // const class FString& AttributeName (ConstParm, Parm, ZeroConstructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) // struct FAttributeInfo ReturnValue (Parm, OutParm, ReturnParm, NativeAccessSpecifierPublic) struct FAttributeInfo UFortAbilitySystemComponent::FindAttributeInformation(const class FString& AttributeName) const { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("FortAbilitySystemComponent", "FindAttributeInformation"); Params::FortAbilitySystemComponent_FindAttributeInformation Parms{}; Parms.AttributeName = std::move(AttributeName); auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; UObject::ProcessEvent(Func, &Parms); Func->FunctionFlags = Flgs; return Parms.ReturnValue; } // Function FortniteGame.FortAbilitySystemComponent.GetAttributeMagnitude // (Final, RequiredAPI, Native, Public, BlueprintCallable, BlueprintPure, Const) // Parameters: // const struct FAttributeInfo& Info (ConstParm, Parm, NativeAccessSpecifierPublic) // float ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) float UFortAbilitySystemComponent::GetAttributeMagnitude(const struct FAttributeInfo& Info) const { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("FortAbilitySystemComponent", "GetAttributeMagnitude"); Params::FortAbilitySystemComponent_GetAttributeMagnitude Parms{}; Parms.Info = std::move(Info); auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; UObject::ProcessEvent(Func, &Parms); Func->FunctionFlags = Flgs; return Parms.ReturnValue; } // Function FortniteGame.FortAbilitySystemComponent.HasActiveAbilityWithAnyMatchingTag // (Final, Native, Public, BlueprintCallable, BlueprintPure, Const) // Parameters: // const struct FGameplayTagContainer& Tags (Parm, NativeAccessSpecifierPublic) // bool ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, NativeAccessSpecifierPublic) bool UFortAbilitySystemComponent::HasActiveAbilityWithAnyMatchingTag(const struct FGameplayTagContainer& Tags) const { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("FortAbilitySystemComponent", "HasActiveAbilityWithAnyMatchingTag"); Params::FortAbilitySystemComponent_HasActiveAbilityWithAnyMatchingTag Parms{}; Parms.Tags = std::move(Tags); auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; UObject::ProcessEvent(Func, &Parms); Func->FunctionFlags = Flgs; return Parms.ReturnValue; } // Function FortniteGame.FortAbilityTask_CommitAccountCosts.CommitAccountCosts // (Final, Native, Static, Public, BlueprintCallable) // Parameters: // class UObject* WorldContextObject (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) // class UFortAbilityTask_CommitAccountCosts*ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) class UFortAbilityTask_CommitAccountCosts* UFortAbilityTask_CommitAccountCosts::CommitAccountCosts(class UObject* WorldContextObject) { static class UFunction* Func = nullptr; if (Func == nullptr) Func = StaticClass()->GetFunction("FortAbilityTask_CommitAccountCosts", "CommitAccountCosts"); Params::FortAbilityTask_CommitAccountCosts_CommitAccountCosts Parms{}; Parms.WorldContextObject = WorldContextObject; auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; GetDefaultObj()->ProcessEvent(Func, &Parms); Func->FunctionFlags = Flgs; return Parms.ReturnValue; } // Function FortniteGame.FortPlayerControllerFrontEnd.SkipTutorial // (Final, Exec, Native, Public) void AFortPlayerControllerFrontEnd::SkipTutorial() { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("FortPlayerControllerFrontEnd", "SkipTutorial"); auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; UObject::ProcessEvent(Func, nullptr); Func->FunctionFlags = Flgs; } // Function FortniteGame.FortPlayerControllerZone.ClientNotifyFogOfWarReplicationStart // (Net, NetReliable, Native, Event, Public, NetClient) void AFortPlayerControllerZone::ClientNotifyFogOfWarReplicationStart() { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("FortPlayerControllerZone", "ClientNotifyFogOfWarReplicationStart"); auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; UObject::ProcessEvent(Func, nullptr); Func->FunctionFlags = Flgs; } // Function FortniteGame.FortPlayerControllerZone.ClientOnPawnDied // (Net, NetReliable, Native, Event, Public, NetClient) // Parameters: // const struct FFortPlayerDeathReport& DeathReport (Parm, NativeAccessSpecifierPublic) void AFortPlayerControllerZone::ClientOnPawnDied(const struct FFortPlayerDeathReport& DeathReport) { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("FortPlayerControllerZone", "ClientOnPawnDied"); Params::FortPlayerControllerZone_ClientOnPawnDied Parms{}; Parms.DeathReport = std::move(DeathReport); auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; UObject::ProcessEvent(Func, &Parms); Func->FunctionFlags = Flgs; } // Function FortniteGame.FortPlayerControllerZone.ClientReceiveFogOfWarBunch // (Net, NetReliable, Native, Event, Public, NetClient) // Parameters: // int32 Offset (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) // int32 TotalSize (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) // const TArray& BunchData (ConstParm, Parm, ZeroConstructor, ReferenceParm, NativeAccessSpecifierPublic) void AFortPlayerControllerZone::ClientReceiveFogOfWarBunch(int32 Offset, int32 TotalSize, const TArray& BunchData) { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("FortPlayerControllerZone", "ClientReceiveFogOfWarBunch"); Params::FortPlayerControllerZone_ClientReceiveFogOfWarBunch Parms{}; Parms.Offset = Offset; Parms.TotalSize = TotalSize; Parms.BunchData = std::move(BunchData); auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; UObject::ProcessEvent(Func, &Parms); Func->FunctionFlags = Flgs; } // Function FortniteGame.FortPlayerControllerZone.ServerRequestFogOfWarBunch // (Net, NetReliable, Native, Event, Public, NetServer, NetValidate) // Parameters: // int32 Offset (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) void AFortPlayerControllerZone::ServerRequestFogOfWarBunch(int32 Offset) { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("FortPlayerControllerZone", "ServerRequestFogOfWarBunch"); Params::FortPlayerControllerZone_ServerRequestFogOfWarBunch Parms{}; Parms.Offset = Offset; auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; UObject::ProcessEvent(Func, &Parms); Func->FunctionFlags = Flgs; } // Function FortniteGame.FortPlayerControllerPvP.ClientReceiveKillNotification // (Net, Native, Event, Public, NetClient) // Parameters: // class AFortPlayerStateZone* Killer (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) // class AFortPlayerStateZone* Killed (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) void AFortPlayerControllerPvP::ClientReceiveKillNotification(class AFortPlayerStateZone* Killer, class AFortPlayerStateZone* Killed) { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("FortPlayerControllerPvP", "ClientReceiveKillNotification"); Params::FortPlayerControllerPvP_ClientReceiveKillNotification Parms{}; Parms.Killer = Killer; Parms.Killed = Killed; auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; UObject::ProcessEvent(Func, &Parms); Func->FunctionFlags = Flgs; } // Function FortniteGame.FortPlayerControllerPvP.ClientShowGameOverWidget // (Net, NetReliable, Native, Event, Public, NetClient) // Parameters: // EFortPvPGameResult GameResult (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) void AFortPlayerControllerPvP::ClientShowGameOverWidget(EFortPvPGameResult GameResult) { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("FortPlayerControllerPvP", "ClientShowGameOverWidget"); Params::FortPlayerControllerPvP_ClientShowGameOverWidget Parms{}; Parms.GameResult = GameResult; auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; UObject::ProcessEvent(Func, &Parms); Func->FunctionFlags = Flgs; } // Function FortniteGame.FortFrontEndCameraManager.SetCamera // (Final, Native, Public, BlueprintCallable) // Parameters: // EFrontEndCamera NewCamera (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) void AFortFrontEndCameraManager::SetCamera(EFrontEndCamera NewCamera) { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("FortFrontEndCameraManager", "SetCamera"); Params::FortFrontEndCameraManager_SetCamera Parms{}; Parms.NewCamera = NewCamera; auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; UObject::ProcessEvent(Func, &Parms); Func->FunctionFlags = Flgs; } // Function FortniteGame.FortFrontEndCameraManager.GetCamera // (Final, Native, Public, BlueprintCallable, BlueprintPure, Const) // Parameters: // EFrontEndCamera ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) EFrontEndCamera AFortFrontEndCameraManager::GetCamera() const { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("FortFrontEndCameraManager", "GetCamera"); Params::FortFrontEndCameraManager_GetCamera Parms{}; auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; UObject::ProcessEvent(Func, &Parms); Func->FunctionFlags = Flgs; return Parms.ReturnValue; } // Function FortniteGame.FortFrontEndCameraManager.GetCameraActor // (Final, Native, Public, BlueprintCallable, BlueprintPure, Const) // Parameters: // class AFortCameraBase* ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) class AFortCameraBase* AFortFrontEndCameraManager::GetCameraActor() const { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("FortFrontEndCameraManager", "GetCameraActor"); Params::FortFrontEndCameraManager_GetCameraActor Parms{}; auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; UObject::ProcessEvent(Func, &Parms); Func->FunctionFlags = Flgs; return Parms.ReturnValue; } // Function FortniteGame.FortAbilityTask_DirectedMovement.DirectedMovement // (Final, Native, Static, Public, HasDefaults, BlueprintCallable) // Parameters: // class UObject* WorldContextObject (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) // const struct FVector& MovementDirection (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, NativeAccessSpecifierPublic) // EFortDirectedMovementSpace MovementSpaceType (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) // float MovementDistance_0 (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) // float MovementDuration (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) // float IdealDistance (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) // bool ModifyZ (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, NativeAccessSpecifierPublic) // bool bCancelOnFalling_0 (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, NativeAccessSpecifierPublic) // class UFortAbilityTask_DirectedMovement*ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) class UFortAbilityTask_DirectedMovement* UFortAbilityTask_DirectedMovement::DirectedMovement(class UObject* WorldContextObject, const struct FVector& MovementDirection, EFortDirectedMovementSpace MovementSpaceType, float MovementDistance_0, float MovementDuration, float IdealDistance, bool ModifyZ, bool bCancelOnFalling_0) { static class UFunction* Func = nullptr; if (Func == nullptr) Func = StaticClass()->GetFunction("FortAbilityTask_DirectedMovement", "DirectedMovement"); Params::FortAbilityTask_DirectedMovement_DirectedMovement Parms{}; Parms.WorldContextObject = WorldContextObject; Parms.MovementDirection = std::move(MovementDirection); Parms.MovementSpaceType = MovementSpaceType; Parms.MovementDistance_0 = MovementDistance_0; Parms.MovementDuration = MovementDuration; Parms.IdealDistance = IdealDistance; Parms.ModifyZ = ModifyZ; Parms.bCancelOnFalling_0 = bCancelOnFalling_0; auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; GetDefaultObj()->ProcessEvent(Func, &Parms); Func->FunctionFlags = Flgs; return Parms.ReturnValue; } // Function FortniteGame.FortAbilityTask_DirectedMovement.DirectedMovementToActor // (Final, Native, Static, Public, BlueprintCallable) // Parameters: // class UObject* WorldContextObject (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) // class AActor* TargetActor (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) // float MaxMovementDistance (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) // float MovementDuration (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) // float IdealDistance (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) // bool ModifyZ (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, NativeAccessSpecifierPublic) // bool bCancelOnFalling_0 (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, NativeAccessSpecifierPublic) // class UFortAbilityTask_DirectedMovement*ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) class UFortAbilityTask_DirectedMovement* UFortAbilityTask_DirectedMovement::DirectedMovementToActor(class UObject* WorldContextObject, class AActor* TargetActor, float MaxMovementDistance, float MovementDuration, float IdealDistance, bool ModifyZ, bool bCancelOnFalling_0) { static class UFunction* Func = nullptr; if (Func == nullptr) Func = StaticClass()->GetFunction("FortAbilityTask_DirectedMovement", "DirectedMovementToActor"); Params::FortAbilityTask_DirectedMovement_DirectedMovementToActor Parms{}; Parms.WorldContextObject = WorldContextObject; Parms.TargetActor = TargetActor; Parms.MaxMovementDistance = MaxMovementDistance; Parms.MovementDuration = MovementDuration; Parms.IdealDistance = IdealDistance; Parms.ModifyZ = ModifyZ; Parms.bCancelOnFalling_0 = bCancelOnFalling_0; auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; GetDefaultObj()->ProcessEvent(Func, &Parms); Func->FunctionFlags = Flgs; return Parms.ReturnValue; } // Function FortniteGame.FortAbilityTask_DirectedMovement.DirectedMovementToComponent // (Final, Native, Static, Public, BlueprintCallable) // Parameters: // class UObject* WorldContextObject (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) // class USceneComponent* TargetComponent_0 (Parm, ZeroConstructor, InstancedReference, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) // float MaxMovementDistance (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) // float MovementDuration (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) // float IdealDistance (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) // bool ModifyZ (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, NativeAccessSpecifierPublic) // bool bCancelOnFalling_0 (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, NativeAccessSpecifierPublic) // class UFortAbilityTask_DirectedMovement*ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) class UFortAbilityTask_DirectedMovement* UFortAbilityTask_DirectedMovement::DirectedMovementToComponent(class UObject* WorldContextObject, class USceneComponent* TargetComponent_0, float MaxMovementDistance, float MovementDuration, float IdealDistance, bool ModifyZ, bool bCancelOnFalling_0) { static class UFunction* Func = nullptr; if (Func == nullptr) Func = StaticClass()->GetFunction("FortAbilityTask_DirectedMovement", "DirectedMovementToComponent"); Params::FortAbilityTask_DirectedMovement_DirectedMovementToComponent Parms{}; Parms.WorldContextObject = WorldContextObject; Parms.TargetComponent_0 = TargetComponent_0; Parms.MaxMovementDistance = MaxMovementDistance; Parms.MovementDuration = MovementDuration; Parms.IdealDistance = IdealDistance; Parms.ModifyZ = ModifyZ; Parms.bCancelOnFalling_0 = bCancelOnFalling_0; auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; GetDefaultObj()->ProcessEvent(Func, &Parms); Func->FunctionFlags = Flgs; return Parms.ReturnValue; } // Function FortniteGame.FortAbilityTask_DirectedMovement.DirectedMovementToLocation // (Final, Native, Static, Public, HasDefaults, BlueprintCallable) // Parameters: // class UObject* WorldContextObject (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) // const struct FVector& MovementTargetLocation (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, NativeAccessSpecifierPublic) // EFortDirectedMovementSpace MovementSpaceType (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) // float MovementDuration (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) // float CloseEnoughDistance (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) // bool ModifyZ (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, NativeAccessSpecifierPublic) // bool bCancelOnFalling_0 (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, NativeAccessSpecifierPublic) // class UFortAbilityTask_DirectedMovement*ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) class UFortAbilityTask_DirectedMovement* UFortAbilityTask_DirectedMovement::DirectedMovementToLocation(class UObject* WorldContextObject, const struct FVector& MovementTargetLocation, EFortDirectedMovementSpace MovementSpaceType, float MovementDuration, float CloseEnoughDistance, bool ModifyZ, bool bCancelOnFalling_0) { static class UFunction* Func = nullptr; if (Func == nullptr) Func = StaticClass()->GetFunction("FortAbilityTask_DirectedMovement", "DirectedMovementToLocation"); Params::FortAbilityTask_DirectedMovement_DirectedMovementToLocation Parms{}; Parms.WorldContextObject = WorldContextObject; Parms.MovementTargetLocation = std::move(MovementTargetLocation); Parms.MovementSpaceType = MovementSpaceType; Parms.MovementDuration = MovementDuration; Parms.CloseEnoughDistance = CloseEnoughDistance; Parms.ModifyZ = ModifyZ; Parms.bCancelOnFalling_0 = bCancelOnFalling_0; auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; GetDefaultObj()->ProcessEvent(Func, &Parms); Func->FunctionFlags = Flgs; return Parms.ReturnValue; } // Function FortniteGame.FortAbilityTask_MoveAI.CreateMoveAITask // (Final, Native, Static, Public, HasDefaults, BlueprintCallable) // Parameters: // class UObject* WorldContextObject (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) // class FName TaskInstanceName (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) // class AActor* MoveActor (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) // const struct FVector& MoveLocation (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, NativeAccessSpecifierPublic) // EPawnActionMoveMode MoveMode (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) // EPathObstacleAction PathObstacleAction (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) // bool bStopAtEnd (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, AdvancedDisplay, NativeAccessSpecifierPublic) // bool bFinishOnPlayerCollision (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, AdvancedDisplay, NativeAccessSpecifierPublic) // float AcceptableRadius (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) // TSubclassOf PushBumpedPawnClass (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, UObjectWrapper, HasGetValueTypeHash, NativeAccessSpecifierPublic) // class UFortAbilityTask_MoveAI* ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) class UFortAbilityTask_MoveAI* UFortAbilityTask_MoveAI::CreateMoveAITask(class UObject* WorldContextObject, class FName TaskInstanceName, class AActor* MoveActor, const struct FVector& MoveLocation, EPawnActionMoveMode MoveMode, EPathObstacleAction PathObstacleAction, bool bStopAtEnd, bool bFinishOnPlayerCollision, float AcceptableRadius, TSubclassOf PushBumpedPawnClass) { static class UFunction* Func = nullptr; if (Func == nullptr) Func = StaticClass()->GetFunction("FortAbilityTask_MoveAI", "CreateMoveAITask"); Params::FortAbilityTask_MoveAI_CreateMoveAITask Parms{}; Parms.WorldContextObject = WorldContextObject; Parms.TaskInstanceName = TaskInstanceName; Parms.MoveActor = MoveActor; Parms.MoveLocation = std::move(MoveLocation); Parms.MoveMode = MoveMode; Parms.PathObstacleAction = PathObstacleAction; Parms.bStopAtEnd = bStopAtEnd; Parms.bFinishOnPlayerCollision = bFinishOnPlayerCollision; Parms.AcceptableRadius = AcceptableRadius; Parms.PushBumpedPawnClass = PushBumpedPawnClass; auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; GetDefaultObj()->ProcessEvent(Func, &Parms); Func->FunctionFlags = Flgs; return Parms.ReturnValue; } // Function FortniteGame.FortPlayerControllerManor.ClientOpenManorPortalUnlockMenu // (Net, NetReliable, Native, Event, Public, NetClient, BlueprintCallable) // Parameters: // class AManorPortal* ManorPortal (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) void AFortPlayerControllerManor::ClientOpenManorPortalUnlockMenu(class AManorPortal* ManorPortal) { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("FortPlayerControllerManor", "ClientOpenManorPortalUnlockMenu"); Params::FortPlayerControllerManor_ClientOpenManorPortalUnlockMenu Parms{}; Parms.ManorPortal = ManorPortal; auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; UObject::ProcessEvent(Func, &Parms); Func->FunctionFlags = Flgs; } // Function FortniteGame.FortPlayerControllerManor.ServerOnManorChoiceCompleted // (Net, NetReliable, Native, Event, Public, NetServer, NetValidate) // Parameters: // int32 ChosenItem (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) void AFortPlayerControllerManor::ServerOnManorChoiceCompleted(int32 ChosenItem) { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("FortPlayerControllerManor", "ServerOnManorChoiceCompleted"); Params::FortPlayerControllerManor_ServerOnManorChoiceCompleted Parms{}; Parms.ChosenItem = ChosenItem; auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; UObject::ProcessEvent(Func, &Parms); Func->FunctionFlags = Flgs; } // Function FortniteGame.FortPlayerControllerManor.ServerOnUnlockPortalComplete // (Net, NetReliable, Native, Event, Public, NetServer, NetValidate) // Parameters: // class AManorPortal* ManorPortal (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) void AFortPlayerControllerManor::ServerOnUnlockPortalComplete(class AManorPortal* ManorPortal) { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("FortPlayerControllerManor", "ServerOnUnlockPortalComplete"); Params::FortPlayerControllerManor_ServerOnUnlockPortalComplete Parms{}; Parms.ManorPortal = ManorPortal; auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; UObject::ProcessEvent(Func, &Parms); Func->FunctionFlags = Flgs; } // Function FortniteGame.FortAbilityTask_WaitTargetSelection.WaitTargetSelection // (Final, Native, Static, Public, BlueprintCallable) // Parameters: // class UObject* WorldContextObject (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) // class FName TaskInstanceName (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) // const struct FGameplayTag& InApplicationTag (Parm, NativeAccessSpecifierPublic) // bool bForceTargetingOnServer_0 (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, NativeAccessSpecifierPublic) // class UFortAbilityTask_WaitTargetSelection*ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) class UFortAbilityTask_WaitTargetSelection* UFortAbilityTask_WaitTargetSelection::WaitTargetSelection(class UObject* WorldContextObject, class FName TaskInstanceName, const struct FGameplayTag& InApplicationTag, bool bForceTargetingOnServer_0) { static class UFunction* Func = nullptr; if (Func == nullptr) Func = StaticClass()->GetFunction("FortAbilityTask_WaitTargetSelection", "WaitTargetSelection"); Params::FortAbilityTask_WaitTargetSelection_WaitTargetSelection Parms{}; Parms.WorldContextObject = WorldContextObject; Parms.TaskInstanceName = TaskInstanceName; Parms.InApplicationTag = std::move(InApplicationTag); Parms.bForceTargetingOnServer_0 = bForceTargetingOnServer_0; auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; GetDefaultObj()->ProcessEvent(Func, &Parms); Func->FunctionFlags = Flgs; return Parms.ReturnValue; } // Function FortniteGame.FortAbilityTask_WaitTargetSelection.OnTargetDataCancelledCallback // (Final, Native, Public) void UFortAbilityTask_WaitTargetSelection::OnTargetDataCancelledCallback() { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("FortAbilityTask_WaitTargetSelection", "OnTargetDataCancelledCallback"); auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; UObject::ProcessEvent(Func, nullptr); Func->FunctionFlags = Flgs; } // Function FortniteGame.FortAbilityTask_WaitTargetSelection.OnTargetDataReadyCallback // (Final, Native, Public, HasOutParams) // Parameters: // const struct FGameplayAbilityTargetDataHandle&TargetData (ConstParm, Parm, OutParm, ReferenceParm, NativeAccessSpecifierPublic) // const struct FGameplayTag& ApplicationTag (Parm, NativeAccessSpecifierPublic) void UFortAbilityTask_WaitTargetSelection::OnTargetDataReadyCallback(const struct FGameplayAbilityTargetDataHandle& TargetData, const struct FGameplayTag& ApplicationTag) { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("FortAbilityTask_WaitTargetSelection", "OnTargetDataReadyCallback"); Params::FortAbilityTask_WaitTargetSelection_OnTargetDataReadyCallback Parms{}; Parms.TargetData = std::move(TargetData); Parms.ApplicationTag = std::move(ApplicationTag); auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; UObject::ProcessEvent(Func, &Parms); Func->FunctionFlags = Flgs; } // Function FortniteGame.FortAbilityTask_SetNextMontageSectionAndWait.SetNextMontageSectionAndWait // (Final, Native, Static, Public, BlueprintCallable) // Parameters: // class UObject* WorldContextObject (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) // class UAnimMontage* PlayingMontage (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) // class FName NextMontageSection (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) // class UFortAbilityTask_SetNextMontageSectionAndWait*ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) class UFortAbilityTask_SetNextMontageSectionAndWait* UFortAbilityTask_SetNextMontageSectionAndWait::SetNextMontageSectionAndWait(class UObject* WorldContextObject, class UAnimMontage* PlayingMontage, class FName NextMontageSection) { static class UFunction* Func = nullptr; if (Func == nullptr) Func = StaticClass()->GetFunction("FortAbilityTask_SetNextMontageSectionAndWait", "SetNextMontageSectionAndWait"); Params::FortAbilityTask_SetNextMontageSectionAndWait_SetNextMontageSectionAndWait Parms{}; Parms.WorldContextObject = WorldContextObject; Parms.PlayingMontage = PlayingMontage; Parms.NextMontageSection = NextMontageSection; auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; GetDefaultObj()->ProcessEvent(Func, &Parms); Func->FunctionFlags = Flgs; return Parms.ReturnValue; } // Function FortniteGame.FortAbilityTask_SetNextMontageSectionAndWait.OnMontageBlendingOut // (Final, Native, Public) // Parameters: // class UAnimMontage* Montage (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) // bool bInterrupted (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, NativeAccessSpecifierPublic) void UFortAbilityTask_SetNextMontageSectionAndWait::OnMontageBlendingOut(class UAnimMontage* Montage, bool bInterrupted) { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("FortAbilityTask_SetNextMontageSectionAndWait", "OnMontageBlendingOut"); Params::FortAbilityTask_SetNextMontageSectionAndWait_OnMontageBlendingOut Parms{}; Parms.Montage = Montage; Parms.bInterrupted = bInterrupted; auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; UObject::ProcessEvent(Func, &Parms); Func->FunctionFlags = Flgs; } // Function FortniteGame.FortMissionLibrary.CreateDynamicBuildingDeconstructor // (Final, BlueprintAuthorityOnly, Native, Static, Public, HasDefaults, BlueprintCallable) // Parameters: // class UObject* WorldContextObject (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) // const struct FVector& Origin (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, NativeAccessSpecifierPublic) // const struct FVector& BoxExtent (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, NativeAccessSpecifierPublic) // bool bIgnoreMissionActors (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, NativeAccessSpecifierPublic) // bool bShrinkAndDestroy (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, NativeAccessSpecifierPublic) void UFortMissionLibrary::CreateDynamicBuildingDeconstructor(class UObject* WorldContextObject, const struct FVector& Origin, const struct FVector& BoxExtent, bool bIgnoreMissionActors, bool bShrinkAndDestroy) { static class UFunction* Func = nullptr; if (Func == nullptr) Func = StaticClass()->GetFunction("FortMissionLibrary", "CreateDynamicBuildingDeconstructor"); Params::FortMissionLibrary_CreateDynamicBuildingDeconstructor Parms{}; Parms.WorldContextObject = WorldContextObject; Parms.Origin = std::move(Origin); Parms.BoxExtent = std::move(BoxExtent); Parms.bIgnoreMissionActors = bIgnoreMissionActors; Parms.bShrinkAndDestroy = bShrinkAndDestroy; auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; GetDefaultObj()->ProcessEvent(Func, &Parms); Func->FunctionFlags = Flgs; } // Function FortniteGame.FortMissionLibrary.CreateMissionEvent // (Final, BlueprintAuthorityOnly, Native, Static, Public, HasDefaults, BlueprintCallable, BlueprintPure) // Parameters: // class UObject* WorldContextObject (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) // class FName EventType (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) // const struct FGuid& MissionGuid (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, NativeAccessSpecifierPublic) // const struct FGameplayTagContainer& ObjectiveHandle (Parm, NativeAccessSpecifierPublic) // class UFortMissionEventParams* Params_0 (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) // bool DO_NOT_USE_THIS_OR_VARIABLES_BELOW (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, NativeAccessSpecifierPublic) // class UObject* EventFocus (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) // class UDataAsset* EventContent (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) // class AActor* EventInstigator (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) // int32 GenericInt (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) // float GenericFloat (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) // const class FText& GenericText (Parm, NativeAccessSpecifierPublic) // const struct FGameplayTagContainer& GameplayTags (ConstParm, Parm, NativeAccessSpecifierPublic) // struct FFortMissionEvent ReturnValue (Parm, OutParm, ReturnParm, NativeAccessSpecifierPublic) struct FFortMissionEvent UFortMissionLibrary::CreateMissionEvent(class UObject* WorldContextObject, class FName EventType, const struct FGuid& MissionGuid, const struct FGameplayTagContainer& ObjectiveHandle, class UFortMissionEventParams* Params_0, bool DO_NOT_USE_THIS_OR_VARIABLES_BELOW, class UObject* EventFocus, class UDataAsset* EventContent, class AActor* EventInstigator, int32 GenericInt, float GenericFloat, const class FText& GenericText, const struct FGameplayTagContainer& GameplayTags) { static class UFunction* Func = nullptr; if (Func == nullptr) Func = StaticClass()->GetFunction("FortMissionLibrary", "CreateMissionEvent"); Params::FortMissionLibrary_CreateMissionEvent Parms{}; Parms.WorldContextObject = WorldContextObject; Parms.EventType = EventType; Parms.MissionGuid = std::move(MissionGuid); Parms.ObjectiveHandle = std::move(ObjectiveHandle); Parms.Params_0 = Params_0; Parms.DO_NOT_USE_THIS_OR_VARIABLES_BELOW = DO_NOT_USE_THIS_OR_VARIABLES_BELOW; Parms.EventFocus = EventFocus; Parms.EventContent = EventContent; Parms.EventInstigator = EventInstigator; Parms.GenericInt = GenericInt; Parms.GenericFloat = GenericFloat; Parms.GenericText = std::move(GenericText); Parms.GameplayTags = std::move(GameplayTags); auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; GetDefaultObj()->ProcessEvent(Func, &Parms); Func->FunctionFlags = Flgs; return Parms.ReturnValue; } // Function FortniteGame.FortMissionLibrary.ExecuteMissionEvent // (Final, BlueprintAuthorityOnly, Native, Static, Public, HasDefaults, BlueprintCallable) // Parameters: // class UObject* WorldContextObject (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) // class FName EventType (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) // const struct FGuid& MissionGuid (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, NativeAccessSpecifierPublic) // const struct FGameplayTagContainer& ObjectiveHandle (Parm, NativeAccessSpecifierPublic) // class UFortMissionEventParams* Params_0 (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) // bool DO_NOT_USE_THIS_OR_VARIABLES_BELOW (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, NativeAccessSpecifierPublic) // class UObject* EventFocus (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) // class UDataAsset* EventContent (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) // class AActor* EventInstigator (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) // int32 GenericInt (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) // float GenericFloat (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) // const class FText& GenericText (Parm, NativeAccessSpecifierPublic) // const struct FGameplayTagContainer& GameplayTags (ConstParm, Parm, NativeAccessSpecifierPublic) void UFortMissionLibrary::ExecuteMissionEvent(class UObject* WorldContextObject, class FName EventType, const struct FGuid& MissionGuid, const struct FGameplayTagContainer& ObjectiveHandle, class UFortMissionEventParams* Params_0, bool DO_NOT_USE_THIS_OR_VARIABLES_BELOW, class UObject* EventFocus, class UDataAsset* EventContent, class AActor* EventInstigator, int32 GenericInt, float GenericFloat, const class FText& GenericText, const struct FGameplayTagContainer& GameplayTags) { static class UFunction* Func = nullptr; if (Func == nullptr) Func = StaticClass()->GetFunction("FortMissionLibrary", "ExecuteMissionEvent"); Params::FortMissionLibrary_ExecuteMissionEvent Parms{}; Parms.WorldContextObject = WorldContextObject; Parms.EventType = EventType; Parms.MissionGuid = std::move(MissionGuid); Parms.ObjectiveHandle = std::move(ObjectiveHandle); Parms.Params_0 = Params_0; Parms.DO_NOT_USE_THIS_OR_VARIABLES_BELOW = DO_NOT_USE_THIS_OR_VARIABLES_BELOW; Parms.EventFocus = EventFocus; Parms.EventContent = EventContent; Parms.EventInstigator = EventInstigator; Parms.GenericInt = GenericInt; Parms.GenericFloat = GenericFloat; Parms.GenericText = std::move(GenericText); Parms.GameplayTags = std::move(GameplayTags); auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; GetDefaultObj()->ProcessEvent(Func, &Parms); Func->FunctionFlags = Flgs; } // Function FortniteGame.FortMissionLibrary.ExecuteMissionEventEx // (Final, BlueprintAuthorityOnly, Native, Static, Public, HasDefaults, BlueprintCallable) // Parameters: // class UObject* WorldContextObject (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) // const struct FFortMissionEventName& EventType (Parm, NativeAccessSpecifierPublic) // const struct FGuid& MissionGuid (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, NativeAccessSpecifierPublic) // const struct FGameplayTagContainer& ObjectiveHandle (Parm, NativeAccessSpecifierPublic) // class UFortMissionEventParams* Params_0 (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) // bool DO_NOT_USE_THIS_OR_VARIABLES_BELOW (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, NativeAccessSpecifierPublic) // class UObject* EventFocus (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) // class UDataAsset* EventContent (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) // class AActor* EventInstigator (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) // int32 GenericInt (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) // float GenericFloat (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) // const class FText& GenericText (Parm, NativeAccessSpecifierPublic) // const struct FGameplayTagContainer& GameplayTags (ConstParm, Parm, NativeAccessSpecifierPublic) void UFortMissionLibrary::ExecuteMissionEventEx(class UObject* WorldContextObject, const struct FFortMissionEventName& EventType, const struct FGuid& MissionGuid, const struct FGameplayTagContainer& ObjectiveHandle, class UFortMissionEventParams* Params_0, bool DO_NOT_USE_THIS_OR_VARIABLES_BELOW, class UObject* EventFocus, class UDataAsset* EventContent, class AActor* EventInstigator, int32 GenericInt, float GenericFloat, const class FText& GenericText, const struct FGameplayTagContainer& GameplayTags) { static class UFunction* Func = nullptr; if (Func == nullptr) Func = StaticClass()->GetFunction("FortMissionLibrary", "ExecuteMissionEventEx"); Params::FortMissionLibrary_ExecuteMissionEventEx Parms{}; Parms.WorldContextObject = WorldContextObject; Parms.EventType = std::move(EventType); Parms.MissionGuid = std::move(MissionGuid); Parms.ObjectiveHandle = std::move(ObjectiveHandle); Parms.Params_0 = Params_0; Parms.DO_NOT_USE_THIS_OR_VARIABLES_BELOW = DO_NOT_USE_THIS_OR_VARIABLES_BELOW; Parms.EventFocus = EventFocus; Parms.EventContent = EventContent; Parms.EventInstigator = EventInstigator; Parms.GenericInt = GenericInt; Parms.GenericFloat = GenericFloat; Parms.GenericText = std::move(GenericText); Parms.GameplayTags = std::move(GameplayTags); auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; GetDefaultObj()->ProcessEvent(Func, &Parms); Func->FunctionFlags = Flgs; } // Function FortniteGame.FortMissionLibrary.FindActorsWithTags // (Final, BlueprintAuthorityOnly, Native, Static, Public, HasOutParams, BlueprintCallable) // Parameters: // class UObject* WorldContextObject (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) // const struct FGameplayTagContainer& Tags (ConstParm, Parm, OutParm, ReferenceParm, NativeAccessSpecifierPublic) // TArray ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, NativeAccessSpecifierPublic) TArray UFortMissionLibrary::FindActorsWithTags(class UObject* WorldContextObject, const struct FGameplayTagContainer& Tags) { static class UFunction* Func = nullptr; if (Func == nullptr) Func = StaticClass()->GetFunction("FortMissionLibrary", "FindActorsWithTags"); Params::FortMissionLibrary_FindActorsWithTags Parms{}; Parms.WorldContextObject = WorldContextObject; Parms.Tags = std::move(Tags); auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; GetDefaultObj()->ProcessEvent(Func, &Parms); Func->FunctionFlags = Flgs; return Parms.ReturnValue; } // Function FortniteGame.FortMissionLibrary.FindOriginatingPlacementActor // (Final, BlueprintAuthorityOnly, Native, Static, Public, BlueprintCallable) // Parameters: // class ABuildingActor* BuildingActor (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) // class AFortPlacementActor* ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) class AFortPlacementActor* UFortMissionLibrary::FindOriginatingPlacementActor(class ABuildingActor* BuildingActor) { static class UFunction* Func = nullptr; if (Func == nullptr) Func = StaticClass()->GetFunction("FortMissionLibrary", "FindOriginatingPlacementActor"); Params::FortMissionLibrary_FindOriginatingPlacementActor Parms{}; Parms.BuildingActor = BuildingActor; auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; GetDefaultObj()->ProcessEvent(Func, &Parms); Func->FunctionFlags = Flgs; return Parms.ReturnValue; } // Function FortniteGame.FortMissionLibrary.GetAllLoadedMissions // (Final, Native, Static, Public, BlueprintCallable) // Parameters: // class UObject* WorldContextObject (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) // TArray ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, NativeAccessSpecifierPublic) TArray UFortMissionLibrary::GetAllLoadedMissions(class UObject* WorldContextObject) { static class UFunction* Func = nullptr; if (Func == nullptr) Func = StaticClass()->GetFunction("FortMissionLibrary", "GetAllLoadedMissions"); Params::FortMissionLibrary_GetAllLoadedMissions Parms{}; Parms.WorldContextObject = WorldContextObject; auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; GetDefaultObj()->ProcessEvent(Func, &Parms); Func->FunctionFlags = Flgs; return Parms.ReturnValue; } // Function FortniteGame.FortMissionLibrary.GetBluGloManager // (Final, Native, Static, Public, BlueprintCallable) // Parameters: // class UObject* WorldContextObject (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) // class AFortBluGloManager* ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) class AFortBluGloManager* UFortMissionLibrary::GetBluGloManager(class UObject* WorldContextObject) { static class UFunction* Func = nullptr; if (Func == nullptr) Func = StaticClass()->GetFunction("FortMissionLibrary", "GetBluGloManager"); Params::FortMissionLibrary_GetBluGloManager Parms{}; Parms.WorldContextObject = WorldContextObject; auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; GetDefaultObj()->ProcessEvent(Func, &Parms); Func->FunctionFlags = Flgs; return Parms.ReturnValue; } // Function FortniteGame.FortMissionLibrary.GetMissionFromGuid // (Final, Native, Static, Public, HasOutParams, HasDefaults, BlueprintCallable) // Parameters: // class UObject* WorldContextObject (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) // const struct FGuid& MissionGuid (ConstParm, Parm, OutParm, ZeroConstructor, ReferenceParm, IsPlainOldData, NoDestructor, NativeAccessSpecifierPublic) // class AFortMission* ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) class AFortMission* UFortMissionLibrary::GetMissionFromGuid(class UObject* WorldContextObject, const struct FGuid& MissionGuid) { static class UFunction* Func = nullptr; if (Func == nullptr) Func = StaticClass()->GetFunction("FortMissionLibrary", "GetMissionFromGuid"); Params::FortMissionLibrary_GetMissionFromGuid Parms{}; Parms.WorldContextObject = WorldContextObject; Parms.MissionGuid = std::move(MissionGuid); auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; GetDefaultObj()->ProcessEvent(Func, &Parms); Func->FunctionFlags = Flgs; return Parms.ReturnValue; } // Function FortniteGame.FortMissionLibrary.GiveMissionRewardsToPlayer // (Final, BlueprintAuthorityOnly, Native, Static, Public, HasDefaults, BlueprintCallable) // Parameters: // class UObject* WorldContextObject (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) // const struct FGuid& EventGuid (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, NativeAccessSpecifierPublic) // class AFortPlayerController* PlayerController (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) // const class FText& TitleText (Parm, NativeAccessSpecifierPublic) // const class FText& DescriptionText (Parm, NativeAccessSpecifierPublic) // class FName LootTierGroup (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) // int32 LootTier (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) // float RewardDisplayTime (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) void UFortMissionLibrary::GiveMissionRewardsToPlayer(class UObject* WorldContextObject, const struct FGuid& EventGuid, class AFortPlayerController* PlayerController, const class FText& TitleText, const class FText& DescriptionText, class FName LootTierGroup, int32 LootTier, float RewardDisplayTime) { static class UFunction* Func = nullptr; if (Func == nullptr) Func = StaticClass()->GetFunction("FortMissionLibrary", "GiveMissionRewardsToPlayer"); Params::FortMissionLibrary_GiveMissionRewardsToPlayer Parms{}; Parms.WorldContextObject = WorldContextObject; Parms.EventGuid = std::move(EventGuid); Parms.PlayerController = PlayerController; Parms.TitleText = std::move(TitleText); Parms.DescriptionText = std::move(DescriptionText); Parms.LootTierGroup = LootTierGroup; Parms.LootTier = LootTier; Parms.RewardDisplayTime = RewardDisplayTime; auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; GetDefaultObj()->ProcessEvent(Func, &Parms); Func->FunctionFlags = Flgs; } // Function FortniteGame.FortMissionLibrary.GiveMissionRewardsToPlayerAsPickups // (Final, BlueprintAuthorityOnly, Native, Static, Public, HasDefaults, BlueprintCallable) // Parameters: // class UObject* WorldContextObject (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) // const struct FGuid& MissionGuid (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, NativeAccessSpecifierPublic) // class AFortPlayerController* PlayerController (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) // const struct FVector& StartPosition (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, NativeAccessSpecifierPublic) // float Radius (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) // class FName LootTierGroup (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) // int32 LootTier (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) void UFortMissionLibrary::GiveMissionRewardsToPlayerAsPickups(class UObject* WorldContextObject, const struct FGuid& MissionGuid, class AFortPlayerController* PlayerController, const struct FVector& StartPosition, float Radius, class FName LootTierGroup, int32 LootTier) { static class UFunction* Func = nullptr; if (Func == nullptr) Func = StaticClass()->GetFunction("FortMissionLibrary", "GiveMissionRewardsToPlayerAsPickups"); Params::FortMissionLibrary_GiveMissionRewardsToPlayerAsPickups Parms{}; Parms.WorldContextObject = WorldContextObject; Parms.MissionGuid = std::move(MissionGuid); Parms.PlayerController = PlayerController; Parms.StartPosition = std::move(StartPosition); Parms.Radius = Radius; Parms.LootTierGroup = LootTierGroup; Parms.LootTier = LootTier; auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; GetDefaultObj()->ProcessEvent(Func, &Parms); Func->FunctionFlags = Flgs; } // Function FortniteGame.FortMissionLibrary.GiveMissionSchematicItemDirectlyToPlayer // (Final, BlueprintAuthorityOnly, Native, Static, Public, HasDefaults, BlueprintCallable) // Parameters: // class UObject* WorldContextObject (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) // class AFortPlayerController* TargetPlayer (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) // const struct FGuid& MissionGuid (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, NativeAccessSpecifierPublic) // class UFortSchematicItemDefinition* SchematicDefinition (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) // bool ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, NativeAccessSpecifierPublic) bool UFortMissionLibrary::GiveMissionSchematicItemDirectlyToPlayer(class UObject* WorldContextObject, class AFortPlayerController* TargetPlayer, const struct FGuid& MissionGuid, class UFortSchematicItemDefinition* SchematicDefinition) { static class UFunction* Func = nullptr; if (Func == nullptr) Func = StaticClass()->GetFunction("FortMissionLibrary", "GiveMissionSchematicItemDirectlyToPlayer"); Params::FortMissionLibrary_GiveMissionSchematicItemDirectlyToPlayer Parms{}; Parms.WorldContextObject = WorldContextObject; Parms.TargetPlayer = TargetPlayer; Parms.MissionGuid = std::move(MissionGuid); Parms.SchematicDefinition = SchematicDefinition; auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; GetDefaultObj()->ProcessEvent(Func, &Parms); Func->FunctionFlags = Flgs; return Parms.ReturnValue; } // Function FortniteGame.FortMissionLibrary.HasTags // (Final, BlueprintAuthorityOnly, Native, Static, Public, HasOutParams, BlueprintCallable) // Parameters: // const struct FGameplayTagContainer& ContainerToCheck (ConstParm, Parm, OutParm, ReferenceParm, NativeAccessSpecifierPublic) // const struct FGameplayTagContainer& TagsToCheck (ConstParm, Parm, OutParm, ReferenceParm, NativeAccessSpecifierPublic) // bool bRequireAll (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, NativeAccessSpecifierPublic) // bool bCountEmptyAsMatch (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, NativeAccessSpecifierPublic) // bool ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, NativeAccessSpecifierPublic) bool UFortMissionLibrary::HasTags(const struct FGameplayTagContainer& ContainerToCheck, const struct FGameplayTagContainer& TagsToCheck, bool bRequireAll, bool bCountEmptyAsMatch) { static class UFunction* Func = nullptr; if (Func == nullptr) Func = StaticClass()->GetFunction("FortMissionLibrary", "HasTags"); Params::FortMissionLibrary_HasTags Parms{}; Parms.ContainerToCheck = std::move(ContainerToCheck); Parms.TagsToCheck = std::move(TagsToCheck); Parms.bRequireAll = bRequireAll; Parms.bCountEmptyAsMatch = bCountEmptyAsMatch; auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; GetDefaultObj()->ProcessEvent(Func, &Parms); Func->FunctionFlags = Flgs; return Parms.ReturnValue; } // Function FortniteGame.FortMissionLibrary.IsUsingNewMissionGeneration // (Final, BlueprintAuthorityOnly, Native, Static, Public, BlueprintCallable) // Parameters: // class UObject* WorldContextObject (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) // bool ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, NativeAccessSpecifierPublic) bool UFortMissionLibrary::IsUsingNewMissionGeneration(class UObject* WorldContextObject) { static class UFunction* Func = nullptr; if (Func == nullptr) Func = StaticClass()->GetFunction("FortMissionLibrary", "IsUsingNewMissionGeneration"); Params::FortMissionLibrary_IsUsingNewMissionGeneration Parms{}; Parms.WorldContextObject = WorldContextObject; auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; GetDefaultObj()->ProcessEvent(Func, &Parms); Func->FunctionFlags = Flgs; return Parms.ReturnValue; } // Function FortniteGame.FortMissionLibrary.LoadMission // (Final, BlueprintAuthorityOnly, Native, Static, Public, BlueprintCallable) // Parameters: // class UObject* WorldContextObject (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) // class UFortMissionInfo* MissionInfo (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) void UFortMissionLibrary::LoadMission(class UObject* WorldContextObject, class UFortMissionInfo* MissionInfo) { static class UFunction* Func = nullptr; if (Func == nullptr) Func = StaticClass()->GetFunction("FortMissionLibrary", "LoadMission"); Params::FortMissionLibrary_LoadMission Parms{}; Parms.WorldContextObject = WorldContextObject; Parms.MissionInfo = MissionInfo; auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; GetDefaultObj()->ProcessEvent(Func, &Parms); Func->FunctionFlags = Flgs; } // Function FortniteGame.FortMissionLibrary.NumBluGloFromPlayerPawn // (Final, Native, Static, Public, BlueprintCallable) // Parameters: // class AFortPlayerPawn* PlayerPawn (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) // int32 ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) int32 UFortMissionLibrary::NumBluGloFromPlayerPawn(class AFortPlayerPawn* PlayerPawn) { static class UFunction* Func = nullptr; if (Func == nullptr) Func = StaticClass()->GetFunction("FortMissionLibrary", "NumBluGloFromPlayerPawn"); Params::FortMissionLibrary_NumBluGloFromPlayerPawn Parms{}; Parms.PlayerPawn = PlayerPawn; auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; GetDefaultObj()->ProcessEvent(Func, &Parms); Func->FunctionFlags = Flgs; return Parms.ReturnValue; } // Function FortniteGame.FortMissionLibrary.NumBluGloFromPlayerState // (Final, Native, Static, Public, BlueprintCallable) // Parameters: // class AFortPlayerStateZone* PlayerState (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) // int32 ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) int32 UFortMissionLibrary::NumBluGloFromPlayerState(class AFortPlayerStateZone* PlayerState) { static class UFunction* Func = nullptr; if (Func == nullptr) Func = StaticClass()->GetFunction("FortMissionLibrary", "NumBluGloFromPlayerState"); Params::FortMissionLibrary_NumBluGloFromPlayerState Parms{}; Parms.PlayerState = PlayerState; auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; GetDefaultObj()->ProcessEvent(Func, &Parms); Func->FunctionFlags = Flgs; return Parms.ReturnValue; } // Function FortniteGame.FortMissionLibrary.PingMinimap // (Final, BlueprintAuthorityOnly, Native, Static, Public, HasDefaults, BlueprintCallable) // Parameters: // class UObject* WorldContextObject (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) // const struct FVector& WorldLocation (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, NativeAccessSpecifierPublic) // const struct FLinearColor& PingColor (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, NativeAccessSpecifierPublic) void UFortMissionLibrary::PingMinimap(class UObject* WorldContextObject, const struct FVector& WorldLocation, const struct FLinearColor& PingColor) { static class UFunction* Func = nullptr; if (Func == nullptr) Func = StaticClass()->GetFunction("FortMissionLibrary", "PingMinimap"); Params::FortMissionLibrary_PingMinimap Parms{}; Parms.WorldContextObject = WorldContextObject; Parms.WorldLocation = std::move(WorldLocation); Parms.PingColor = std::move(PingColor); auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; GetDefaultObj()->ProcessEvent(Func, &Parms); Func->FunctionFlags = Flgs; } // Function FortniteGame.FortMissionLibrary.PollActorsInVolume // (Final, BlueprintAuthorityOnly, Native, Static, Public, BlueprintCallable) // Parameters: // class UObject* WorldContextObject (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) // class UBoxComponent* VolumeBoxComponent (Parm, ZeroConstructor, InstancedReference, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) // EPollActorsInVolumeTypes PollBuildingTypes (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) // TSubclassOf ActorClassToPoll (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, UObjectWrapper, HasGetValueTypeHash, NativeAccessSpecifierPublic) // int32 ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) int32 UFortMissionLibrary::PollActorsInVolume(class UObject* WorldContextObject, class UBoxComponent* VolumeBoxComponent, EPollActorsInVolumeTypes PollBuildingTypes, TSubclassOf ActorClassToPoll) { static class UFunction* Func = nullptr; if (Func == nullptr) Func = StaticClass()->GetFunction("FortMissionLibrary", "PollActorsInVolume"); Params::FortMissionLibrary_PollActorsInVolume Parms{}; Parms.WorldContextObject = WorldContextObject; Parms.VolumeBoxComponent = VolumeBoxComponent; Parms.PollBuildingTypes = PollBuildingTypes; Parms.ActorClassToPoll = ActorClassToPoll; auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; GetDefaultObj()->ProcessEvent(Func, &Parms); Func->FunctionFlags = Flgs; return Parms.ReturnValue; } // Function FortniteGame.FortMissionLibrary.RegisterForMissionEvents // (Final, BlueprintAuthorityOnly, Native, Static, Public, HasDefaults, BlueprintCallable) // Parameters: // class AActor* ActorToRegister (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) // const struct FGuid& MissionGuid (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, NativeAccessSpecifierPublic) // bool ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, NativeAccessSpecifierPublic) bool UFortMissionLibrary::RegisterForMissionEvents(class AActor* ActorToRegister, const struct FGuid& MissionGuid) { static class UFunction* Func = nullptr; if (Func == nullptr) Func = StaticClass()->GetFunction("FortMissionLibrary", "RegisterForMissionEvents"); Params::FortMissionLibrary_RegisterForMissionEvents Parms{}; Parms.ActorToRegister = ActorToRegister; Parms.MissionGuid = std::move(MissionGuid); auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; GetDefaultObj()->ProcessEvent(Func, &Parms); Func->FunctionFlags = Flgs; return Parms.ReturnValue; } // Function FortniteGame.FortMissionLibrary.RegisterMissionInfoUIActor // (Final, BlueprintAuthorityOnly, Native, Static, Public, HasDefaults, BlueprintCallable) // Parameters: // class AActor* AttachmentActor (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) // const struct FGuid& MissionGuid (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, NativeAccessSpecifierPublic) // const struct FVector& AttachementOffset (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, NativeAccessSpecifierPublic) // float MaxVisibleDistance (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) void UFortMissionLibrary::RegisterMissionInfoUIActor(class AActor* AttachmentActor, const struct FGuid& MissionGuid, const struct FVector& AttachementOffset, float MaxVisibleDistance) { static class UFunction* Func = nullptr; if (Func == nullptr) Func = StaticClass()->GetFunction("FortMissionLibrary", "RegisterMissionInfoUIActor"); Params::FortMissionLibrary_RegisterMissionInfoUIActor Parms{}; Parms.AttachmentActor = AttachmentActor; Parms.MissionGuid = std::move(MissionGuid); Parms.AttachementOffset = std::move(AttachementOffset); Parms.MaxVisibleDistance = MaxVisibleDistance; auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; GetDefaultObj()->ProcessEvent(Func, &Parms); Func->FunctionFlags = Flgs; } // Function FortniteGame.FortMissionLibrary.SetOnlinePresenceDoNotDisturb // (Final, BlueprintAuthorityOnly, Native, Static, Public, BlueprintCallable) // Parameters: // class UObject* WorldContextObject (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) // bool bDoNotDisturb (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, NativeAccessSpecifierPublic) // class AFortPlayerController* SpecificPlayer (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) void UFortMissionLibrary::SetOnlinePresenceDoNotDisturb(class UObject* WorldContextObject, bool bDoNotDisturb, class AFortPlayerController* SpecificPlayer) { static class UFunction* Func = nullptr; if (Func == nullptr) Func = StaticClass()->GetFunction("FortMissionLibrary", "SetOnlinePresenceDoNotDisturb"); Params::FortMissionLibrary_SetOnlinePresenceDoNotDisturb Parms{}; Parms.WorldContextObject = WorldContextObject; Parms.bDoNotDisturb = bDoNotDisturb; Parms.SpecificPlayer = SpecificPlayer; auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; GetDefaultObj()->ProcessEvent(Func, &Parms); Func->FunctionFlags = Flgs; } // Function FortniteGame.FortMissionLibrary.ShouldUseAlternateAIDirectorBalance // (Final, BlueprintAuthorityOnly, Native, Static, Public, BlueprintCallable) // Parameters: // bool ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, NativeAccessSpecifierPublic) bool UFortMissionLibrary::ShouldUseAlternateAIDirectorBalance() { static class UFunction* Func = nullptr; if (Func == nullptr) Func = StaticClass()->GetFunction("FortMissionLibrary", "ShouldUseAlternateAIDirectorBalance"); Params::FortMissionLibrary_ShouldUseAlternateAIDirectorBalance Parms{}; auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; GetDefaultObj()->ProcessEvent(Func, &Parms); Func->FunctionFlags = Flgs; return Parms.ReturnValue; } // Function FortniteGame.FortMissionLibrary.SpawnAtPlacementActorsHelper // (Final, BlueprintAuthorityOnly, Native, Static, Public, HasOutParams, BlueprintCallable) // Parameters: // class UObject* WorldContextObject (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) // class UClass* Entries (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) // bool* bSucceeded (Parm, OutParm, ZeroConstructor, IsPlainOldData, NoDestructor, NativeAccessSpecifierPublic) // TArray ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, NativeAccessSpecifierPublic) TArray UFortMissionLibrary::SpawnAtPlacementActorsHelper(class UObject* WorldContextObject, class UClass* Entries, bool* bSucceeded) { static class UFunction* Func = nullptr; if (Func == nullptr) Func = StaticClass()->GetFunction("FortMissionLibrary", "SpawnAtPlacementActorsHelper"); Params::FortMissionLibrary_SpawnAtPlacementActorsHelper Parms{}; Parms.WorldContextObject = WorldContextObject; Parms.Entries = Entries; auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; GetDefaultObj()->ProcessEvent(Func, &Parms); Func->FunctionFlags = Flgs; if (bSucceeded != nullptr) *bSucceeded = Parms.bSucceeded; return Parms.ReturnValue; } // Function FortniteGame.FortMissionLibrary.SpawnBuildingActorAtTransform // (Final, BlueprintAuthorityOnly, Native, Static, Public, HasOutParams, HasDefaults, BlueprintCallable) // Parameters: // class UObject* WorldContextObject (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) // const struct FGuid& MissionGuid (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, NativeAccessSpecifierPublic) // TSubclassOf BuildingClass (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, UObjectWrapper, HasGetValueTypeHash, NativeAccessSpecifierPublic) // const struct FTransform& Transform (ConstParm, Parm, OutParm, ReferenceParm, IsPlainOldData, NoDestructor, NativeAccessSpecifierPublic) // class ABuildingActor* ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) class ABuildingActor* UFortMissionLibrary::SpawnBuildingActorAtTransform(class UObject* WorldContextObject, const struct FGuid& MissionGuid, TSubclassOf BuildingClass, const struct FTransform& Transform) { static class UFunction* Func = nullptr; if (Func == nullptr) Func = StaticClass()->GetFunction("FortMissionLibrary", "SpawnBuildingActorAtTransform"); Params::FortMissionLibrary_SpawnBuildingActorAtTransform Parms{}; Parms.WorldContextObject = WorldContextObject; Parms.MissionGuid = std::move(MissionGuid); Parms.BuildingClass = BuildingClass; Parms.Transform = std::move(Transform); auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; GetDefaultObj()->ProcessEvent(Func, &Parms); Func->FunctionFlags = Flgs; return Parms.ReturnValue; } // Function FortniteGame.FortMissionLibrary.SpawnMissionItemPickup // (Final, Native, Static, Public, HasDefaults) // Parameters: // class UObject* WorldContextObject (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) // const struct FGuid& MissionGuid (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, NativeAccessSpecifierPublic) // class UFortMissionItemDefinition* MissionItemDefinition (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) // const struct FVector& StartPosition (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, NativeAccessSpecifierPublic) // class AFortPawn* TargetPawn (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) // class AFortPickup* ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) class AFortPickup* UFortMissionLibrary::SpawnMissionItemPickup(class UObject* WorldContextObject, const struct FGuid& MissionGuid, class UFortMissionItemDefinition* MissionItemDefinition, const struct FVector& StartPosition, class AFortPawn* TargetPawn) { static class UFunction* Func = nullptr; if (Func == nullptr) Func = StaticClass()->GetFunction("FortMissionLibrary", "SpawnMissionItemPickup"); Params::FortMissionLibrary_SpawnMissionItemPickup Parms{}; Parms.WorldContextObject = WorldContextObject; Parms.MissionGuid = std::move(MissionGuid); Parms.MissionItemDefinition = MissionItemDefinition; Parms.StartPosition = std::move(StartPosition); Parms.TargetPawn = TargetPawn; auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; GetDefaultObj()->ProcessEvent(Func, &Parms); Func->FunctionFlags = Flgs; return Parms.ReturnValue; } // Function FortniteGame.FortMissionLibrary.SpawnMissionItemPickupInWorld // (Final, BlueprintAuthorityOnly, Native, Static, Public, HasDefaults, BlueprintCallable) // Parameters: // class UObject* WorldContextObject (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) // const struct FGuid& MissionGuid (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, NativeAccessSpecifierPublic) // class UFortWorldItemDefinition* ItemDefinition (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) // int32 NumberToSpawn (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) // const struct FVector& Position (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, NativeAccessSpecifierPublic) // const struct FVector& Direction (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, NativeAccessSpecifierPublic) // int32 OverrideMaxStackCount (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) // class AFortPickup* ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) class AFortPickup* UFortMissionLibrary::SpawnMissionItemPickupInWorld(class UObject* WorldContextObject, const struct FGuid& MissionGuid, class UFortWorldItemDefinition* ItemDefinition, int32 NumberToSpawn, const struct FVector& Position, const struct FVector& Direction, int32 OverrideMaxStackCount) { static class UFunction* Func = nullptr; if (Func == nullptr) Func = StaticClass()->GetFunction("FortMissionLibrary", "SpawnMissionItemPickupInWorld"); Params::FortMissionLibrary_SpawnMissionItemPickupInWorld Parms{}; Parms.WorldContextObject = WorldContextObject; Parms.MissionGuid = std::move(MissionGuid); Parms.ItemDefinition = ItemDefinition; Parms.NumberToSpawn = NumberToSpawn; Parms.Position = std::move(Position); Parms.Direction = std::move(Direction); Parms.OverrideMaxStackCount = OverrideMaxStackCount; auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; GetDefaultObj()->ProcessEvent(Func, &Parms); Func->FunctionFlags = Flgs; return Parms.ReturnValue; } // Function FortniteGame.FortMissionLibrary.StartAIEncounter // (Final, BlueprintAuthorityOnly, Native, Static, Public, HasOutParams, BlueprintCallable) // Parameters: // class UObject* WorldContextObject (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) // class FString* AssociatedMissionName (Parm, OutParm, ZeroConstructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) // TSubclassOf EncounterTemplate (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, UObjectWrapper, HasGetValueTypeHash, NativeAccessSpecifierPublic) // class AActor* TargetActor (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) // const struct FGameplayTagContainer& InjectedTags (Parm, NativeAccessSpecifierPublic) // const struct FFortEncounterSettings& EncounterSettings (Parm, NativeAccessSpecifierPublic) // int32 ActivationDelay (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) // class UFortAIEncounterInfo* ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) class UFortAIEncounterInfo* UFortMissionLibrary::StartAIEncounter(class UObject* WorldContextObject, class FString* AssociatedMissionName, TSubclassOf EncounterTemplate, class AActor* TargetActor, const struct FGameplayTagContainer& InjectedTags, const struct FFortEncounterSettings& EncounterSettings, int32 ActivationDelay) { static class UFunction* Func = nullptr; if (Func == nullptr) Func = StaticClass()->GetFunction("FortMissionLibrary", "StartAIEncounter"); Params::FortMissionLibrary_StartAIEncounter Parms{}; Parms.WorldContextObject = WorldContextObject; Parms.EncounterTemplate = EncounterTemplate; Parms.TargetActor = TargetActor; Parms.InjectedTags = std::move(InjectedTags); Parms.EncounterSettings = std::move(EncounterSettings); Parms.ActivationDelay = ActivationDelay; auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; GetDefaultObj()->ProcessEvent(Func, &Parms); Func->FunctionFlags = Flgs; if (AssociatedMissionName != nullptr) *AssociatedMissionName = std::move(Parms.AssociatedMissionName); return Parms.ReturnValue; } // Function FortniteGame.FortMissionLibrary.StartAIEncounterWithEnvironmentQuery // (Final, BlueprintAuthorityOnly, Native, Static, Public, HasOutParams, BlueprintCallable) // Parameters: // class UObject* WorldContextObject (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) // class FString* AssociatedMissionName (Parm, OutParm, ZeroConstructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) // TSubclassOf EncounterTemplate (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, UObjectWrapper, HasGetValueTypeHash, NativeAccessSpecifierPublic) // class AActor* TargetActor (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) // const struct FEncounterEnvironmentQueryInfo&EnvironmentQueryInfo (Parm, NativeAccessSpecifierPublic) // class AActor* QueryActor (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) // const struct FGameplayTagContainer& InjectedTags (Parm, NativeAccessSpecifierPublic) // const struct FFortEncounterSettings& EncounterSettings (Parm, NativeAccessSpecifierPublic) // int32 ActivationDelay (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) // class UFortAIEncounterInfo* ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) class UFortAIEncounterInfo* UFortMissionLibrary::StartAIEncounterWithEnvironmentQuery(class UObject* WorldContextObject, class FString* AssociatedMissionName, TSubclassOf EncounterTemplate, class AActor* TargetActor, const struct FEncounterEnvironmentQueryInfo& EnvironmentQueryInfo, class AActor* QueryActor, const struct FGameplayTagContainer& InjectedTags, const struct FFortEncounterSettings& EncounterSettings, int32 ActivationDelay) { static class UFunction* Func = nullptr; if (Func == nullptr) Func = StaticClass()->GetFunction("FortMissionLibrary", "StartAIEncounterWithEnvironmentQuery"); Params::FortMissionLibrary_StartAIEncounterWithEnvironmentQuery Parms{}; Parms.WorldContextObject = WorldContextObject; Parms.EncounterTemplate = EncounterTemplate; Parms.TargetActor = TargetActor; Parms.EnvironmentQueryInfo = std::move(EnvironmentQueryInfo); Parms.QueryActor = QueryActor; Parms.InjectedTags = std::move(InjectedTags); Parms.EncounterSettings = std::move(EncounterSettings); Parms.ActivationDelay = ActivationDelay; auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; GetDefaultObj()->ProcessEvent(Func, &Parms); Func->FunctionFlags = Flgs; if (AssociatedMissionName != nullptr) *AssociatedMissionName = std::move(Parms.AssociatedMissionName); return Parms.ReturnValue; } // Function FortniteGame.FortMissionLibrary.StartNotification // (Final, BlueprintAuthorityOnly, Native, Static, Public, BlueprintCallable) // Parameters: // class UObject* WorldContextObject (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) // const struct FLatentActionInfo& LatentInfo (Parm, NativeAccessSpecifierPublic) // TSubclassOfNotification (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, AdvancedDisplay, UObjectWrapper, HasGetValueTypeHash, NativeAccessSpecifierPublic) // class AFortPlayerController* SpecificPlayer (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, AdvancedDisplay, HasGetValueTypeHash, NativeAccessSpecifierPublic) // const class FText& OverrideTitleText (Parm, AdvancedDisplay, NativeAccessSpecifierPublic) // const class FText& OverrideDisplayText (Parm, NativeAccessSpecifierPublic) // float OverrideDisplayTime (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) // class AFortPlayerPawn* OptionalPlayerPawn1 (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, AdvancedDisplay, HasGetValueTypeHash, NativeAccessSpecifierPublic) // class AFortPlayerPawn* OptionalPlayerPawn2 (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, AdvancedDisplay, HasGetValueTypeHash, NativeAccessSpecifierPublic) // class FName OptionalActionName (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, AdvancedDisplay, HasGetValueTypeHash, NativeAccessSpecifierPublic) // const class USoundBase* OptionalSound (ConstParm, Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) // bool bPlaySoundAsFeedback (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, NativeAccessSpecifierPublic) // bool bTreatAsUnique (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, NativeAccessSpecifierPublic) // bool bCancelActiveNotification (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, AdvancedDisplay, NativeAccessSpecifierPublic) // bool bWaitForClients (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, NativeAccessSpecifierPublic) void UFortMissionLibrary::StartNotification(class UObject* WorldContextObject, const struct FLatentActionInfo& LatentInfo, TSubclassOf Notification, class AFortPlayerController* SpecificPlayer, const class FText& OverrideTitleText, const class FText& OverrideDisplayText, float OverrideDisplayTime, class AFortPlayerPawn* OptionalPlayerPawn1, class AFortPlayerPawn* OptionalPlayerPawn2, class FName OptionalActionName, const class USoundBase* OptionalSound, bool bPlaySoundAsFeedback, bool bTreatAsUnique, bool bCancelActiveNotification, bool bWaitForClients) { static class UFunction* Func = nullptr; if (Func == nullptr) Func = StaticClass()->GetFunction("FortMissionLibrary", "StartNotification"); Params::FortMissionLibrary_StartNotification Parms{}; Parms.WorldContextObject = WorldContextObject; Parms.LatentInfo = std::move(LatentInfo); Parms.Notification = Notification; Parms.SpecificPlayer = SpecificPlayer; Parms.OverrideTitleText = std::move(OverrideTitleText); Parms.OverrideDisplayText = std::move(OverrideDisplayText); Parms.OverrideDisplayTime = OverrideDisplayTime; Parms.OptionalPlayerPawn1 = OptionalPlayerPawn1; Parms.OptionalPlayerPawn2 = OptionalPlayerPawn2; Parms.OptionalActionName = OptionalActionName; Parms.OptionalSound = OptionalSound; Parms.bPlaySoundAsFeedback = bPlaySoundAsFeedback; Parms.bTreatAsUnique = bTreatAsUnique; Parms.bCancelActiveNotification = bCancelActiveNotification; Parms.bWaitForClients = bWaitForClients; auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; GetDefaultObj()->ProcessEvent(Func, &Parms); Func->FunctionFlags = Flgs; } // Function FortniteGame.FortMissionLibrary.StartPlayingMission // (Final, BlueprintAuthorityOnly, Native, Static, Public, HasOutParams, HasDefaults, BlueprintCallable) // Parameters: // class UObject* WorldContextObject (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) // const struct FGuid& MissionGuid (ConstParm, Parm, OutParm, ZeroConstructor, ReferenceParm, IsPlainOldData, NoDestructor, NativeAccessSpecifierPublic) // class UFortMissionEventParams* Params_0 (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) // class UObject* EventFocus (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) // class UDataAsset* EventContent (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) // class AActor* EventInstigator (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) // int32 GenericInt (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) // float GenericFloat (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) // const class FText& GenericText (Parm, NativeAccessSpecifierPublic) // const struct FGameplayTagContainer& GameplayTags (ConstParm, Parm, NativeAccessSpecifierPublic) void UFortMissionLibrary::StartPlayingMission(class UObject* WorldContextObject, const struct FGuid& MissionGuid, class UFortMissionEventParams* Params_0, class UObject* EventFocus, class UDataAsset* EventContent, class AActor* EventInstigator, int32 GenericInt, float GenericFloat, const class FText& GenericText, const struct FGameplayTagContainer& GameplayTags) { static class UFunction* Func = nullptr; if (Func == nullptr) Func = StaticClass()->GetFunction("FortMissionLibrary", "StartPlayingMission"); Params::FortMissionLibrary_StartPlayingMission Parms{}; Parms.WorldContextObject = WorldContextObject; Parms.MissionGuid = std::move(MissionGuid); Parms.Params_0 = Params_0; Parms.EventFocus = EventFocus; Parms.EventContent = EventContent; Parms.EventInstigator = EventInstigator; Parms.GenericInt = GenericInt; Parms.GenericFloat = GenericFloat; Parms.GenericText = std::move(GenericText); Parms.GameplayTags = std::move(GameplayTags); auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; GetDefaultObj()->ProcessEvent(Func, &Parms); Func->FunctionFlags = Flgs; } // Function FortniteGame.FortMissionLibrary.StartTutorialNotification // (Final, BlueprintAuthorityOnly, Native, Static, Public, BlueprintCallable) // Parameters: // class UObject* WorldContextObject (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) // const struct FLatentActionInfo& LatentInfo (Parm, NativeAccessSpecifierPublic) // TSubclassOfNotification (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, UObjectWrapper, HasGetValueTypeHash, NativeAccessSpecifierPublic) // class AFortPlayerController* SpecificPlayer (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) // class AFortPlayerPawn* OptionalPlayerPawn1 (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) // class AFortPlayerPawn* OptionalPlayerPawn2 (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) // const class FText& OverrideTitleText (Parm, NativeAccessSpecifierPublic) // const class FText& OverrideDisplayText (Parm, NativeAccessSpecifierPublic) // const class FText& OverrideSystemText (Parm, NativeAccessSpecifierPublic) // const class FText& OverrideNameText (Parm, NativeAccessSpecifierPublic) // float OverrideDisplayTime (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) // bool bOverrideButtonEnabled (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, NativeAccessSpecifierPublic) // bool bOverrideLightboxEnabled (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, NativeAccessSpecifierPublic) // bool bOverrideLightboxDisableInputOnly (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, NativeAccessSpecifierPublic) // EVerticalAlignment OverrideVAlign (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) // EHorizontalAlignment OverrideHAlign (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) // const struct FMargin& OverridePadding (Parm, NativeAccessSpecifierPublic) // const class USoundBase* OptionalSound (ConstParm, Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) // bool bWaitForClients (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, NativeAccessSpecifierPublic) void UFortMissionLibrary::StartTutorialNotification(class UObject* WorldContextObject, const struct FLatentActionInfo& LatentInfo, TSubclassOf Notification, class AFortPlayerController* SpecificPlayer, class AFortPlayerPawn* OptionalPlayerPawn1, class AFortPlayerPawn* OptionalPlayerPawn2, const class FText& OverrideTitleText, const class FText& OverrideDisplayText, const class FText& OverrideSystemText, const class FText& OverrideNameText, float OverrideDisplayTime, bool bOverrideButtonEnabled, bool bOverrideLightboxEnabled, bool bOverrideLightboxDisableInputOnly, EVerticalAlignment OverrideVAlign, EHorizontalAlignment OverrideHAlign, const struct FMargin& OverridePadding, const class USoundBase* OptionalSound, bool bWaitForClients) { static class UFunction* Func = nullptr; if (Func == nullptr) Func = StaticClass()->GetFunction("FortMissionLibrary", "StartTutorialNotification"); Params::FortMissionLibrary_StartTutorialNotification Parms{}; Parms.WorldContextObject = WorldContextObject; Parms.LatentInfo = std::move(LatentInfo); Parms.Notification = Notification; Parms.SpecificPlayer = SpecificPlayer; Parms.OptionalPlayerPawn1 = OptionalPlayerPawn1; Parms.OptionalPlayerPawn2 = OptionalPlayerPawn2; Parms.OverrideTitleText = std::move(OverrideTitleText); Parms.OverrideDisplayText = std::move(OverrideDisplayText); Parms.OverrideSystemText = std::move(OverrideSystemText); Parms.OverrideNameText = std::move(OverrideNameText); Parms.OverrideDisplayTime = OverrideDisplayTime; Parms.bOverrideButtonEnabled = bOverrideButtonEnabled; Parms.bOverrideLightboxEnabled = bOverrideLightboxEnabled; Parms.bOverrideLightboxDisableInputOnly = bOverrideLightboxDisableInputOnly; Parms.OverrideVAlign = OverrideVAlign; Parms.OverrideHAlign = OverrideHAlign; Parms.OverridePadding = std::move(OverridePadding); Parms.OptionalSound = OptionalSound; Parms.bWaitForClients = bWaitForClients; auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; GetDefaultObj()->ProcessEvent(Func, &Parms); Func->FunctionFlags = Flgs; } // Function FortniteGame.FortMissionLibrary.StopAIEncounter // (Final, BlueprintAuthorityOnly, Native, Static, Public, BlueprintCallable) // Parameters: // class UObject* WorldContextObject (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) // class UFortAIEncounterInfo* ActiveEncounter (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) void UFortMissionLibrary::StopAIEncounter(class UObject* WorldContextObject, class UFortAIEncounterInfo* ActiveEncounter) { static class UFunction* Func = nullptr; if (Func == nullptr) Func = StaticClass()->GetFunction("FortMissionLibrary", "StopAIEncounter"); Params::FortMissionLibrary_StopAIEncounter Parms{}; Parms.WorldContextObject = WorldContextObject; Parms.ActiveEncounter = ActiveEncounter; auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; GetDefaultObj()->ProcessEvent(Func, &Parms); Func->FunctionFlags = Flgs; } // Function FortniteGame.FortMissionLibrary.StopAIEncounterAgainstActor // (Final, BlueprintAuthorityOnly, Native, Static, Public, BlueprintCallable) // Parameters: // class UObject* WorldContextObject (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) // class AActor* TargetActor (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) void UFortMissionLibrary::StopAIEncounterAgainstActor(class UObject* WorldContextObject, class AActor* TargetActor) { static class UFunction* Func = nullptr; if (Func == nullptr) Func = StaticClass()->GetFunction("FortMissionLibrary", "StopAIEncounterAgainstActor"); Params::FortMissionLibrary_StopAIEncounterAgainstActor Parms{}; Parms.WorldContextObject = WorldContextObject; Parms.TargetActor = TargetActor; auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; GetDefaultObj()->ProcessEvent(Func, &Parms); Func->FunctionFlags = Flgs; } // Function FortniteGame.FortMissionLibrary.TeleportPawnNearLocation // (Final, BlueprintAuthorityOnly, Native, Static, Public, HasDefaults, BlueprintCallable) // Parameters: // class AFortPawn* Pawn (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) // const struct FVector& DestLocation (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, NativeAccessSpecifierPublic) void UFortMissionLibrary::TeleportPawnNearLocation(class AFortPawn* Pawn, const struct FVector& DestLocation) { static class UFunction* Func = nullptr; if (Func == nullptr) Func = StaticClass()->GetFunction("FortMissionLibrary", "TeleportPawnNearLocation"); Params::FortMissionLibrary_TeleportPawnNearLocation Parms{}; Parms.Pawn = Pawn; Parms.DestLocation = std::move(DestLocation); auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; GetDefaultObj()->ProcessEvent(Func, &Parms); Func->FunctionFlags = Flgs; } // Function FortniteGame.FortMissionLibrary.TeleportPlayerPawn // (Final, BlueprintAuthorityOnly, Native, Static, Public, HasDefaults, BlueprintCallable) // Parameters: // class AFortPlayerPawn* PlayerPawn (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) // const struct FVector& DestLocation (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, NativeAccessSpecifierPublic) // const struct FRotator& DestRotation (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, NativeAccessSpecifierPublic) void UFortMissionLibrary::TeleportPlayerPawn(class AFortPlayerPawn* PlayerPawn, const struct FVector& DestLocation, const struct FRotator& DestRotation) { static class UFunction* Func = nullptr; if (Func == nullptr) Func = StaticClass()->GetFunction("FortMissionLibrary", "TeleportPlayerPawn"); Params::FortMissionLibrary_TeleportPlayerPawn Parms{}; Parms.PlayerPawn = PlayerPawn; Parms.DestLocation = std::move(DestLocation); Parms.DestRotation = std::move(DestRotation); auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; GetDefaultObj()->ProcessEvent(Func, &Parms); Func->FunctionFlags = Flgs; } // Function FortniteGame.FortMissionLibrary.UnregisterForMissionEvents // (Final, BlueprintAuthorityOnly, Native, Static, Public, HasDefaults, BlueprintCallable) // Parameters: // class AActor* ActorToUnregister (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) // const struct FGuid& MissionGuid (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, NativeAccessSpecifierPublic) // bool ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, NativeAccessSpecifierPublic) bool UFortMissionLibrary::UnregisterForMissionEvents(class AActor* ActorToUnregister, const struct FGuid& MissionGuid) { static class UFunction* Func = nullptr; if (Func == nullptr) Func = StaticClass()->GetFunction("FortMissionLibrary", "UnregisterForMissionEvents"); Params::FortMissionLibrary_UnregisterForMissionEvents Parms{}; Parms.ActorToUnregister = ActorToUnregister; Parms.MissionGuid = std::move(MissionGuid); auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; GetDefaultObj()->ProcessEvent(Func, &Parms); Func->FunctionFlags = Flgs; return Parms.ReturnValue; } // Function FortniteGame.FortAIController.IsIgnoringProximity // (Final, Native, Static, Public, BlueprintCallable, BlueprintPure) // Parameters: // class AFortAIController* FortAIController (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) // bool ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, NativeAccessSpecifierPublic) bool AFortAIController::IsIgnoringProximity(class AFortAIController* FortAIController) { static class UFunction* Func = nullptr; if (Func == nullptr) Func = StaticClass()->GetFunction("FortAIController", "IsIgnoringProximity"); Params::FortAIController_IsIgnoringProximity Parms{}; Parms.FortAIController = FortAIController; auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; GetDefaultObj()->ProcessEvent(Func, &Parms); Func->FunctionFlags = Flgs; return Parms.ReturnValue; } // Function FortniteGame.FortAIController.CreateBuildingActor // (Final, Native, Public, HasDefaults, BlueprintCallable) // Parameters: // TSubclassOf BuildingClass (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, UObjectWrapper, HasGetValueTypeHash, NativeAccessSpecifierPublic) // const struct FVector& BuildLoc (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, NativeAccessSpecifierPublic) // const struct FRotator& BuildRot (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, NativeAccessSpecifierPublic) // bool bMirrored (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, NativeAccessSpecifierPublic) // bool ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, NativeAccessSpecifierPublic) bool AFortAIController::CreateBuildingActor(TSubclassOf BuildingClass, const struct FVector& BuildLoc, const struct FRotator& BuildRot, bool bMirrored) { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("FortAIController", "CreateBuildingActor"); Params::FortAIController_CreateBuildingActor Parms{}; Parms.BuildingClass = BuildingClass; Parms.BuildLoc = std::move(BuildLoc); Parms.BuildRot = std::move(BuildRot); Parms.bMirrored = bMirrored; auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; UObject::ProcessEvent(Func, &Parms); Func->FunctionFlags = Flgs; return Parms.ReturnValue; } // Function FortniteGame.FortAIController.GetBestKnownActorLocation // (Final, Native, Public, HasOutParams, HasDefaults, BlueprintCallable) // Parameters: // class AActor* ActorInQuestion (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) // float* LastStimulusAge (Parm, OutParm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) // struct FVector ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, NativeAccessSpecifierPublic) struct FVector AFortAIController::GetBestKnownActorLocation(class AActor* ActorInQuestion, float* LastStimulusAge) { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("FortAIController", "GetBestKnownActorLocation"); Params::FortAIController_GetBestKnownActorLocation Parms{}; Parms.ActorInQuestion = ActorInQuestion; auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; UObject::ProcessEvent(Func, &Parms); Func->FunctionFlags = Flgs; if (LastStimulusAge != nullptr) *LastStimulusAge = Parms.LastStimulusAge; return Parms.ReturnValue; } // Function FortniteGame.FortAIController.GetClosestSupportingBuildingActor // (Final, Native, Public, BlueprintCallable) // Parameters: // class ABuildingSMActor* BuildingSMActor (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) // class ABuildingSMActor* ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) class ABuildingSMActor* AFortAIController::GetClosestSupportingBuildingActor(class ABuildingSMActor* BuildingSMActor) { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("FortAIController", "GetClosestSupportingBuildingActor"); Params::FortAIController_GetClosestSupportingBuildingActor Parms{}; Parms.BuildingSMActor = BuildingSMActor; auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; UObject::ProcessEvent(Func, &Parms); Func->FunctionFlags = Flgs; return Parms.ReturnValue; } // Function FortniteGame.FortAIController.GetTargetActor // (Final, Native, Public, BlueprintCallable) // Parameters: // class AActor* ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) class AActor* AFortAIController::GetTargetActor() { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("FortAIController", "GetTargetActor"); Params::FortAIController_GetTargetActor Parms{}; auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; UObject::ProcessEvent(Func, &Parms); Func->FunctionFlags = Flgs; return Parms.ReturnValue; } // Function FortniteGame.FortAIController.IgnoreProximityForDuration // (Native, Public, BlueprintCallable) // Parameters: // float DurationToIgnore (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) void AFortAIController::IgnoreProximityForDuration(float DurationToIgnore) { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("FortAIController", "IgnoreProximityForDuration"); Params::FortAIController_IgnoreProximityForDuration Parms{}; Parms.DurationToIgnore = DurationToIgnore; auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; UObject::ProcessEvent(Func, &Parms); Func->FunctionFlags = Flgs; } // Function FortniteGame.FortAIController.IsAllowedToSleep // (Final, Native, Public, BlueprintCallable) // Parameters: // bool ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, NativeAccessSpecifierPublic) bool AFortAIController::IsAllowedToSleep() { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("FortAIController", "IsAllowedToSleep"); Params::FortAIController_IsAllowedToSleep Parms{}; auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; UObject::ProcessEvent(Func, &Parms); Func->FunctionFlags = Flgs; return Parms.ReturnValue; } // Function FortniteGame.FortAIController.LockBehaviorResource // (Final, Native, Public, BlueprintCallable) void AFortAIController::LockBehaviorResource() { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("FortAIController", "LockBehaviorResource"); auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; UObject::ProcessEvent(Func, nullptr); Func->FunctionFlags = Flgs; } // Function FortniteGame.FortAIController.LockMovementResource // (Final, Native, Public, BlueprintCallable) void AFortAIController::LockMovementResource() { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("FortAIController", "LockMovementResource"); auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; UObject::ProcessEvent(Func, nullptr); Func->FunctionFlags = Flgs; } // Function FortniteGame.FortAIController.OnBuildingActorGoalDestroyed // (Final, Native, Public) void AFortAIController::OnBuildingActorGoalDestroyed() { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("FortAIController", "OnBuildingActorGoalDestroyed"); auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; UObject::ProcessEvent(Func, nullptr); Func->FunctionFlags = Flgs; } // Function FortniteGame.FortAIController.SendAnimNotification // (Native, Public, BlueprintCallable) // Parameters: // const class FString& EventName (Parm, ZeroConstructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) void AFortAIController::SendAnimNotification(const class FString& EventName) { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("FortAIController", "SendAnimNotification"); Params::FortAIController_SendAnimNotification Parms{}; Parms.EventName = std::move(EventName); auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; UObject::ProcessEvent(Func, &Parms); Func->FunctionFlags = Flgs; } // Function FortniteGame.FortAIController.SetAlwaysGameplayRelevant // (Final, Native, Public, BlueprintCallable) // Parameters: // bool bInAlwaysGameplayRelevant (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, NativeAccessSpecifierPublic) void AFortAIController::SetAlwaysGameplayRelevant(bool bInAlwaysGameplayRelevant) { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("FortAIController", "SetAlwaysGameplayRelevant"); Params::FortAIController_SetAlwaysGameplayRelevant Parms{}; Parms.bInAlwaysGameplayRelevant = bInAlwaysGameplayRelevant; auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; UObject::ProcessEvent(Func, &Parms); Func->FunctionFlags = Flgs; } // Function FortniteGame.FortAIController.SetGoalActor // (Final, Native, Public, BlueprintCallable) // Parameters: // class AActor* InActor (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) // bool bLocationAlwaysKnown (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, NativeAccessSpecifierPublic) void AFortAIController::SetGoalActor(class AActor* InActor, bool bLocationAlwaysKnown) { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("FortAIController", "SetGoalActor"); Params::FortAIController_SetGoalActor Parms{}; Parms.InActor = InActor; Parms.bLocationAlwaysKnown = bLocationAlwaysKnown; auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; UObject::ProcessEvent(Func, &Parms); Func->FunctionFlags = Flgs; } // Function FortniteGame.FortAIController.SetIsSleeping // (Final, Native, Public, BlueprintCallable) // Parameters: // bool bNewSleepStatus (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, NativeAccessSpecifierPublic) void AFortAIController::SetIsSleeping(bool bNewSleepStatus) { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("FortAIController", "SetIsSleeping"); Params::FortAIController_SetIsSleeping Parms{}; Parms.bNewSleepStatus = bNewSleepStatus; auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; UObject::ProcessEvent(Func, &Parms); Func->FunctionFlags = Flgs; } // Function FortniteGame.FortAIController.SetPawnAIType // (Final, Native, Public, BlueprintCallable) // Parameters: // EFortressAIType NewAIType (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) // class AActor* SpawnSpot (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) void AFortAIController::SetPawnAIType(EFortressAIType NewAIType, class AActor* SpawnSpot) { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("FortAIController", "SetPawnAIType"); Params::FortAIController_SetPawnAIType Parms{}; Parms.NewAIType = NewAIType; Parms.SpawnSpot = SpawnSpot; auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; UObject::ProcessEvent(Func, &Parms); Func->FunctionFlags = Flgs; } // Function FortniteGame.FortAIController.SetTeam // (Final, Native, Public, BlueprintCallable) // Parameters: // EFortTeam InTeam (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) void AFortAIController::SetTeam(EFortTeam InTeam) { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("FortAIController", "SetTeam"); Params::FortAIController_SetTeam Parms{}; Parms.InTeam = InTeam; auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; UObject::ProcessEvent(Func, &Parms); Func->FunctionFlags = Flgs; } // Function FortniteGame.FortAIController.SetupCustomVIM // (Final, Native, Public, BlueprintCallable) // Parameters: // class UClass* VIM (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) void AFortAIController::SetupCustomVIM(class UClass* VIM) { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("FortAIController", "SetupCustomVIM"); Params::FortAIController_SetupCustomVIM Parms{}; Parms.VIM = VIM; auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; UObject::ProcessEvent(Func, &Parms); Func->FunctionFlags = Flgs; } // Function FortniteGame.FortAIController.UnlockBehaviorResource // (Final, Native, Public, BlueprintCallable) void AFortAIController::UnlockBehaviorResource() { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("FortAIController", "UnlockBehaviorResource"); auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; UObject::ProcessEvent(Func, nullptr); Func->FunctionFlags = Flgs; } // Function FortniteGame.FortAIController.UnlockMovementResource // (Final, Native, Public, BlueprintCallable) void AFortAIController::UnlockMovementResource() { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("FortAIController", "UnlockMovementResource"); auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; UObject::ProcessEvent(Func, nullptr); Func->FunctionFlags = Flgs; } // Function FortniteGame.FortAIController.UnregisterForGoalDetection // (Final, Native, Public, BlueprintCallable) void AFortAIController::UnregisterForGoalDetection() { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("FortAIController", "UnregisterForGoalDetection"); auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; UObject::ProcessEvent(Func, nullptr); Func->FunctionFlags = Flgs; } // Function FortniteGame.FortAIController.WakeUp // (Final, Native, Public, BlueprintCallable) void AFortAIController::WakeUp() { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("FortAIController", "WakeUp"); auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; UObject::ProcessEvent(Func, nullptr); Func->FunctionFlags = Flgs; } // Function FortniteGame.FortAIController.GetGoalActor // (Final, Native, Public, BlueprintCallable, BlueprintPure, Const) // Parameters: // class AActor* ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) class AActor* AFortAIController::GetGoalActor() const { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("FortAIController", "GetGoalActor"); Params::FortAIController_GetGoalActor Parms{}; auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; UObject::ProcessEvent(Func, &Parms); Func->FunctionFlags = Flgs; return Parms.ReturnValue; } // Function FortniteGame.FortMcpProfileWorld.AbortDisintegration // (Net, NetReliable, NetRequest, Native, Event, Public, HasOutParams) // Parameters: // struct FDedicatedServerUrlContext* Context (Parm, OutParm, RepSkip, NativeAccessSpecifierPublic) void UFortMcpProfileWorld::AbortDisintegration(struct FDedicatedServerUrlContext* Context) { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("FortMcpProfileWorld", "AbortDisintegration"); Params::FortMcpProfileWorld_AbortDisintegration Parms{}; auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; UObject::ProcessEvent(Func, &Parms); Func->FunctionFlags = Flgs; if (Context != nullptr) *Context = std::move(Parms.Context); } // Function FortniteGame.FortMcpProfileWorld.BatchUpdateInventory // (Net, NetReliable, NetRequest, Native, Event, Protected, HasOutParams) // Parameters: // const struct FMcpProfileChangeRequest& BatchUpdate (Parm, NativeAccessSpecifierPublic) // struct FDedicatedServerUrlContext* Context (Parm, OutParm, RepSkip, NativeAccessSpecifierPublic) void UFortMcpProfileWorld::BatchUpdateInventory(const struct FMcpProfileChangeRequest& BatchUpdate, struct FDedicatedServerUrlContext* Context) { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("FortMcpProfileWorld", "BatchUpdateInventory"); Params::FortMcpProfileWorld_BatchUpdateInventory Parms{}; Parms.BatchUpdate = std::move(BatchUpdate); auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; UObject::ProcessEvent(Func, &Parms); Func->FunctionFlags = Flgs; if (Context != nullptr) *Context = std::move(Parms.Context); } // Function FortniteGame.FortMcpProfileWorld.CreateOrUpgradeOutpostItem // (Net, NetReliable, NetRequest, Native, Event, Public, HasOutParams) // Parameters: // const class FString& TemplateId (Parm, ZeroConstructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) // struct FDedicatedServerUrlContext* Context (Parm, OutParm, RepSkip, NativeAccessSpecifierPublic) void UFortMcpProfileWorld::CreateOrUpgradeOutpostItem(const class FString& TemplateId, struct FDedicatedServerUrlContext* Context) { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("FortMcpProfileWorld", "CreateOrUpgradeOutpostItem"); Params::FortMcpProfileWorld_CreateOrUpgradeOutpostItem Parms{}; Parms.TemplateId = std::move(TemplateId); auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; UObject::ProcessEvent(Func, &Parms); Func->FunctionFlags = Flgs; if (Context != nullptr) *Context = std::move(Parms.Context); } // Function FortniteGame.FortMcpProfileWorld.DepositPostResources // (Net, NetReliable, NetRequest, Native, Event, Public, HasOutParams) // Parameters: // const TArray& itemsToDepositIds (ConstParm, Parm, ZeroConstructor, ReferenceParm, NativeAccessSpecifierPublic) // const TArray& itemCountsToDeposit (ConstParm, Parm, ZeroConstructor, ReferenceParm, NativeAccessSpecifierPublic) // struct FDedicatedServerUrlContext* Context (Parm, OutParm, RepSkip, NativeAccessSpecifierPublic) void UFortMcpProfileWorld::DepositPostResources(const TArray& itemsToDepositIds, const TArray& itemCountsToDeposit, struct FDedicatedServerUrlContext* Context) { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("FortMcpProfileWorld", "DepositPostResources"); Params::FortMcpProfileWorld_DepositPostResources Parms{}; Parms.itemsToDepositIds = std::move(itemsToDepositIds); Parms.itemCountsToDeposit = std::move(itemCountsToDeposit); auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; UObject::ProcessEvent(Func, &Parms); Func->FunctionFlags = Flgs; if (Context != nullptr) *Context = std::move(Parms.Context); } // Function FortniteGame.FortMcpProfileWorld.DisintegrateItems // (Net, NetReliable, NetRequest, Native, Event, Public, HasOutParams) // Parameters: // const TArray& itemsToDisintegrateIds (ConstParm, Parm, ZeroConstructor, ReferenceParm, NativeAccessSpecifierPublic) // const TArray& itemCountsToDisintegrate (ConstParm, Parm, ZeroConstructor, ReferenceParm, NativeAccessSpecifierPublic) // struct FDedicatedServerUrlContext* Context (Parm, OutParm, RepSkip, NativeAccessSpecifierPublic) void UFortMcpProfileWorld::DisintegrateItems(const TArray& itemsToDisintegrateIds, const TArray& itemCountsToDisintegrate, struct FDedicatedServerUrlContext* Context) { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("FortMcpProfileWorld", "DisintegrateItems"); Params::FortMcpProfileWorld_DisintegrateItems Parms{}; Parms.itemsToDisintegrateIds = std::move(itemsToDisintegrateIds); Parms.itemCountsToDisintegrate = std::move(itemCountsToDisintegrate); auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; UObject::ProcessEvent(Func, &Parms); Func->FunctionFlags = Flgs; if (Context != nullptr) *Context = std::move(Parms.Context); } // Function FortniteGame.FortMcpProfileWorld.FabricateItem // (Net, NetReliable, NetRequest, Native, Event, Public, HasOutParams) // Parameters: // const class FString& TemplateId (Parm, ZeroConstructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) // struct FDedicatedServerUrlContext* Context (Parm, OutParm, RepSkip, NativeAccessSpecifierPublic) void UFortMcpProfileWorld::FabricateItem(const class FString& TemplateId, struct FDedicatedServerUrlContext* Context) { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("FortMcpProfileWorld", "FabricateItem"); Params::FortMcpProfileWorld_FabricateItem Parms{}; Parms.TemplateId = std::move(TemplateId); auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; UObject::ProcessEvent(Func, &Parms); Func->FunctionFlags = Flgs; if (Context != nullptr) *Context = std::move(Parms.Context); } // Function FortniteGame.FortMcpProfileWorld.IncreaseOutpostPrestige // (Net, NetReliable, NetRequest, Native, Event, Public, HasOutParams) // Parameters: // struct FDedicatedServerUrlContext* Context (Parm, OutParm, RepSkip, NativeAccessSpecifierPublic) void UFortMcpProfileWorld::IncreaseOutpostPrestige(struct FDedicatedServerUrlContext* Context) { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("FortMcpProfileWorld", "IncreaseOutpostPrestige"); Params::FortMcpProfileWorld_IncreaseOutpostPrestige Parms{}; auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; UObject::ProcessEvent(Func, &Parms); Func->FunctionFlags = Flgs; if (Context != nullptr) *Context = std::move(Parms.Context); } // Function FortniteGame.FortMcpProfileWorld.InitializeTheater // (Net, NetReliable, NetRequest, Native, Event, Protected, HasOutParams) // Parameters: // const class FString& TheaterGuid (Parm, ZeroConstructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) // struct FDedicatedServerUrlContext* Context (Parm, OutParm, RepSkip, NativeAccessSpecifierPublic) void UFortMcpProfileWorld::InitializeTheater(const class FString& TheaterGuid, struct FDedicatedServerUrlContext* Context) { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("FortMcpProfileWorld", "InitializeTheater"); Params::FortMcpProfileWorld_InitializeTheater Parms{}; Parms.TheaterGuid = std::move(TheaterGuid); auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; UObject::ProcessEvent(Func, &Parms); Func->FunctionFlags = Flgs; if (Context != nullptr) *Context = std::move(Parms.Context); } // Function FortniteGame.FortMcpProfileWorld.MarkOutpostDefended // (Net, NetReliable, NetRequest, Native, Event, Public, HasOutParams) // Parameters: // struct FDedicatedServerUrlContext* Context (Parm, OutParm, RepSkip, NativeAccessSpecifierPublic) void UFortMcpProfileWorld::MarkOutpostDefended(struct FDedicatedServerUrlContext* Context) { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("FortMcpProfileWorld", "MarkOutpostDefended"); Params::FortMcpProfileWorld_MarkOutpostDefended Parms{}; auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; UObject::ProcessEvent(Func, &Parms); Func->FunctionFlags = Flgs; if (Context != nullptr) *Context = std::move(Parms.Context); } // Function FortniteGame.FortMission.SpawnAtPlacementActorsAsArray // (Final, BlueprintAuthorityOnly, Native, Static, Public, HasOutParams, BlueprintCallable) // Parameters: // class AFortMission* Mission (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) // bool* bSucceeded (Parm, OutParm, ZeroConstructor, IsPlainOldData, NoDestructor, NativeAccessSpecifierPublic) // TArray ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, NativeAccessSpecifierPublic) TArray AFortMission::SpawnAtPlacementActorsAsArray(class AFortMission* Mission, bool* bSucceeded) { static class UFunction* Func = nullptr; if (Func == nullptr) Func = StaticClass()->GetFunction("FortMission", "SpawnAtPlacementActorsAsArray"); Params::FortMission_SpawnAtPlacementActorsAsArray Parms{}; Parms.Mission = Mission; auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; GetDefaultObj()->ProcessEvent(Func, &Parms); Func->FunctionFlags = Flgs; if (bSucceeded != nullptr) *bSucceeded = Parms.bSucceeded; return Parms.ReturnValue; } // Function FortniteGame.FortMission.AddGoalsToAssignment // (Final, Native, Public, HasOutParams, BlueprintCallable) // Parameters: // class UFortAIAssignment* Assignment (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) // const TArray& GoalInfos (ConstParm, Parm, OutParm, ZeroConstructor, ReferenceParm, NativeAccessSpecifierPublic) void AFortMission::AddGoalsToAssignment(class UFortAIAssignment* Assignment, const TArray& GoalInfos) { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("FortMission", "AddGoalsToAssignment"); Params::FortMission_AddGoalsToAssignment Parms{}; Parms.Assignment = Assignment; Parms.GoalInfos = std::move(GoalInfos); auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; UObject::ProcessEvent(Func, &Parms); Func->FunctionFlags = Flgs; } // Function FortniteGame.FortMission.AddGoalsToEncounterAssignment // (Final, Native, Public, HasOutParams, BlueprintCallable) // Parameters: // const struct FFortAIAssignmentIdentifier&AssignmentIdentifier (Parm, NativeAccessSpecifierPublic) // const class UFortAIEncounterInfo*& Encounter (ConstParm, Parm, OutParm, ZeroConstructor, ReferenceParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) // const TArray& GoalInfos (ConstParm, Parm, OutParm, ZeroConstructor, ReferenceParm, NativeAccessSpecifierPublic) void AFortMission::AddGoalsToEncounterAssignment(const struct FFortAIAssignmentIdentifier& AssignmentIdentifier, const class UFortAIEncounterInfo*& Encounter, const TArray& GoalInfos) { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("FortMission", "AddGoalsToEncounterAssignment"); Params::FortMission_AddGoalsToEncounterAssignment Parms{}; Parms.AssignmentIdentifier = std::move(AssignmentIdentifier); Parms.Encounter = Encounter; Parms.GoalInfos = std::move(GoalInfos); auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; UObject::ProcessEvent(Func, &Parms); Func->FunctionFlags = Flgs; } // Function FortniteGame.FortMission.AddGoalToAssignment // (Final, Native, Public, HasOutParams, BlueprintCallable) // Parameters: // class UFortAIAssignment* Assignment (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) // const struct FFortAIGoalInfo& GoalInfo (ConstParm, Parm, OutParm, ReferenceParm, NativeAccessSpecifierPublic) void AFortMission::AddGoalToAssignment(class UFortAIAssignment* Assignment, const struct FFortAIGoalInfo& GoalInfo) { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("FortMission", "AddGoalToAssignment"); Params::FortMission_AddGoalToAssignment Parms{}; Parms.Assignment = Assignment; Parms.GoalInfo = std::move(GoalInfo); auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; UObject::ProcessEvent(Func, &Parms); Func->FunctionFlags = Flgs; } // Function FortniteGame.FortMission.AddGoalToEncounterAssignment // (Final, Native, Public, HasOutParams, BlueprintCallable) // Parameters: // const struct FFortAIAssignmentIdentifier&AssignmentIdentifier (Parm, NativeAccessSpecifierPublic) // const class UFortAIEncounterInfo*& Encounter (ConstParm, Parm, OutParm, ZeroConstructor, ReferenceParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) // const struct FFortAIGoalInfo& GoalInfo (ConstParm, Parm, OutParm, ReferenceParm, NativeAccessSpecifierPublic) void AFortMission::AddGoalToEncounterAssignment(const struct FFortAIAssignmentIdentifier& AssignmentIdentifier, const class UFortAIEncounterInfo*& Encounter, const struct FFortAIGoalInfo& GoalInfo) { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("FortMission", "AddGoalToEncounterAssignment"); Params::FortMission_AddGoalToEncounterAssignment Parms{}; Parms.AssignmentIdentifier = std::move(AssignmentIdentifier); Parms.Encounter = Encounter; Parms.GoalInfo = std::move(GoalInfo); auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; UObject::ProcessEvent(Func, &Parms); Func->FunctionFlags = Flgs; } // Function FortniteGame.FortMission.AttemptMissionSave // (Final, BlueprintAuthorityOnly, Native, Public, BlueprintCallable) // Parameters: // const class FString& OptionalSaveName (Parm, ZeroConstructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) void AFortMission::AttemptMissionSave(const class FString& OptionalSaveName) { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("FortMission", "AttemptMissionSave"); Params::FortMission_AttemptMissionSave Parms{}; Parms.OptionalSaveName = std::move(OptionalSaveName); auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; UObject::ProcessEvent(Func, &Parms); Func->FunctionFlags = Flgs; } // Function FortniteGame.FortMission.BlueprintCustomHandleMissionEvent // (BlueprintAuthorityOnly, Event, Public, HasOutParams, HasDefaults, BlueprintEvent) // Parameters: // const struct FGuid& MissionGuid_0 (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, NativeAccessSpecifierPublic) // const struct FGameplayTagContainer& ObjectiveHandle (Parm, NativeAccessSpecifierPublic) // class UFortMissionEventParams* Params_0 (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) // bool DO_NOT_USE_THIS_OR_VARIABLES_BELOW (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, NativeAccessSpecifierPublic) // class UObject* EventFocus (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) // const class UDataAsset* EventContent (ConstParm, Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) // class AActor* EventInstigator (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) // int32 GenericInt (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) // float GenericFloat (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) // const class FText& GenericText (ConstParm, Parm, OutParm, ReferenceParm, NativeAccessSpecifierPublic) // const struct FGameplayTagContainer& GameplayTags (Parm, NativeAccessSpecifierPublic) // const struct FFortMissionEvent& MissionEvent (ConstParm, Parm, OutParm, ReferenceParm, NativeAccessSpecifierPublic) void AFortMission::BlueprintCustomHandleMissionEvent(const struct FGuid& MissionGuid_0, const struct FGameplayTagContainer& ObjectiveHandle, class UFortMissionEventParams* Params_0, bool DO_NOT_USE_THIS_OR_VARIABLES_BELOW, class UObject* EventFocus, const class UDataAsset* EventContent, class AActor* EventInstigator, int32 GenericInt, float GenericFloat, const class FText& GenericText, const struct FGameplayTagContainer& GameplayTags, const struct FFortMissionEvent& MissionEvent) { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("FortMission", "BlueprintCustomHandleMissionEvent"); Params::FortMission_BlueprintCustomHandleMissionEvent Parms{}; Parms.MissionGuid_0 = std::move(MissionGuid_0); Parms.ObjectiveHandle = std::move(ObjectiveHandle); Parms.Params_0 = Params_0; Parms.DO_NOT_USE_THIS_OR_VARIABLES_BELOW = DO_NOT_USE_THIS_OR_VARIABLES_BELOW; Parms.EventFocus = EventFocus; Parms.EventContent = EventContent; Parms.EventInstigator = EventInstigator; Parms.GenericInt = GenericInt; Parms.GenericFloat = GenericFloat; Parms.GenericText = std::move(GenericText); Parms.GameplayTags = std::move(GameplayTags); Parms.MissionEvent = std::move(MissionEvent); UObject::ProcessEvent(Func, &Parms); } // Function FortniteGame.FortMission.BlueprintHandleMissionEventNoReply // (BlueprintAuthorityOnly, Event, Public, HasOutParams, BlueprintEvent) // Parameters: // const struct FFortMissionEvent& MissionEvent (ConstParm, Parm, OutParm, ReferenceParm, NativeAccessSpecifierPublic) void AFortMission::BlueprintHandleMissionEventNoReply(const struct FFortMissionEvent& MissionEvent) { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("FortMission", "BlueprintHandleMissionEventNoReply"); Params::FortMission_BlueprintHandleMissionEventNoReply Parms{}; Parms.MissionEvent = std::move(MissionEvent); UObject::ProcessEvent(Func, &Parms); } // Function FortniteGame.FortMission.BlueprintOnActivated // (BlueprintAuthorityOnly, Event, Public, HasOutParams, BlueprintEvent) // Parameters: // const struct FFortMissionEvent& MissionEvent (ConstParm, Parm, OutParm, ReferenceParm, NativeAccessSpecifierPublic) void AFortMission::BlueprintOnActivated(const struct FFortMissionEvent& MissionEvent) { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("FortMission", "BlueprintOnActivated"); Params::FortMission_BlueprintOnActivated Parms{}; Parms.MissionEvent = std::move(MissionEvent); UObject::ProcessEvent(Func, &Parms); } // Function FortniteGame.FortMission.BlueprintOnMissionEnd // (BlueprintAuthorityOnly, Event, Public, BlueprintEvent) // Parameters: // EFortMissionStatus Status (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) void AFortMission::BlueprintOnMissionEnd(EFortMissionStatus Status) { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("FortMission", "BlueprintOnMissionEnd"); Params::FortMission_BlueprintOnMissionEnd Parms{}; Parms.Status = Status; UObject::ProcessEvent(Func, &Parms); } // Function FortniteGame.FortMission.BlueprintOnStartPlaying // (BlueprintAuthorityOnly, Event, Public, HasOutParams, BlueprintEvent) // Parameters: // const struct FFortMissionEvent& MissionEvent (ConstParm, Parm, OutParm, ReferenceParm, NativeAccessSpecifierPublic) void AFortMission::BlueprintOnStartPlaying(const struct FFortMissionEvent& MissionEvent) { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("FortMission", "BlueprintOnStartPlaying"); Params::FortMission_BlueprintOnStartPlaying Parms{}; Parms.MissionEvent = std::move(MissionEvent); UObject::ProcessEvent(Func, &Parms); } // Function FortniteGame.FortMission.BlueprintPostMissionLoad // (BlueprintAuthorityOnly, Event, Protected, BlueprintEvent) void AFortMission::BlueprintPostMissionLoad() { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("FortMission", "BlueprintPostMissionLoad"); UObject::ProcessEvent(Func, nullptr); } // Function FortniteGame.FortMission.ChooseRandomReward // (Final, BlueprintAuthorityOnly, Native, Public, BlueprintCallable, BlueprintPure) // Parameters: // struct FFortMissionWeightedReward ReturnValue (Parm, OutParm, ReturnParm, NativeAccessSpecifierPublic) struct FFortMissionWeightedReward AFortMission::ChooseRandomReward() { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("FortMission", "ChooseRandomReward"); Params::FortMission_ChooseRandomReward Parms{}; auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; UObject::ProcessEvent(Func, &Parms); Func->FunctionFlags = Flgs; return Parms.ReturnValue; } // Function FortniteGame.FortMission.CreateEncounterAssignment // (Final, Native, Public, HasOutParams, BlueprintCallable) // Parameters: // const struct FGameplayTagContainer& AssignmentTags (ConstParm, Parm, OutParm, ReferenceParm, NativeAccessSpecifierPublic) // const class UFortAIEncounterInfo*& Encounter (ConstParm, Parm, OutParm, ZeroConstructor, ReferenceParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) // class UFortAIAssignmentSettings* AssignmentSettings (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) // TSubclassOf GoalProvider (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, UObjectWrapper, HasGetValueTypeHash, NativeAccessSpecifierPublic) // struct FFortAIAssignmentIdentifier* AssignmentIdentifier (Parm, OutParm, NativeAccessSpecifierPublic) // EAssignmentCreationResult ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) EAssignmentCreationResult AFortMission::CreateEncounterAssignment(const struct FGameplayTagContainer& AssignmentTags, const class UFortAIEncounterInfo*& Encounter, class UFortAIAssignmentSettings* AssignmentSettings, TSubclassOf GoalProvider, struct FFortAIAssignmentIdentifier* AssignmentIdentifier) { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("FortMission", "CreateEncounterAssignment"); Params::FortMission_CreateEncounterAssignment Parms{}; Parms.AssignmentTags = std::move(AssignmentTags); Parms.Encounter = Encounter; Parms.AssignmentSettings = AssignmentSettings; Parms.GoalProvider = GoalProvider; auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; UObject::ProcessEvent(Func, &Parms); Func->FunctionFlags = Flgs; if (AssignmentIdentifier != nullptr) *AssignmentIdentifier = std::move(Parms.AssignmentIdentifier); return Parms.ReturnValue; } // Function FortniteGame.FortMission.CreateEncounterSequence // (Final, BlueprintAuthorityOnly, Native, Public, HasOutParams, BlueprintCallable) // Parameters: // const struct FGameplayTagContainer& SequenceTags (ConstParm, Parm, OutParm, ReferenceParm, NativeAccessSpecifierPublic) // class UFortAIEncounterSequence* ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) class UFortAIEncounterSequence* AFortMission::CreateEncounterSequence(const struct FGameplayTagContainer& SequenceTags) { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("FortMission", "CreateEncounterSequence"); Params::FortMission_CreateEncounterSequence Parms{}; Parms.SequenceTags = std::move(SequenceTags); auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; UObject::ProcessEvent(Func, &Parms); Func->FunctionFlags = Flgs; return Parms.ReturnValue; } // Function FortniteGame.FortMission.FindGoalLocationsForEncounterAssignment // (Final, Native, Public, HasOutParams, BlueprintCallable) // Parameters: // const struct FFortAIAssignmentIdentifier&AssignmentIdentifier (ConstParm, Parm, OutParm, ReferenceParm, NativeAccessSpecifierPublic) // const class UFortAIEncounterInfo*& Encounter (ConstParm, Parm, OutParm, ZeroConstructor, ReferenceParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) // TArray* OutGoalLocations (Parm, OutParm, ZeroConstructor, NativeAccessSpecifierPublic) void AFortMission::FindGoalLocationsForEncounterAssignment(const struct FFortAIAssignmentIdentifier& AssignmentIdentifier, const class UFortAIEncounterInfo*& Encounter, TArray* OutGoalLocations) { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("FortMission", "FindGoalLocationsForEncounterAssignment"); Params::FortMission_FindGoalLocationsForEncounterAssignment Parms{}; Parms.AssignmentIdentifier = std::move(AssignmentIdentifier); Parms.Encounter = Encounter; auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; UObject::ProcessEvent(Func, &Parms); Func->FunctionFlags = Flgs; if (OutGoalLocations != nullptr) *OutGoalLocations = std::move(Parms.OutGoalLocations); } // Function FortniteGame.FortMission.FocusThisMission // (Final, BlueprintAuthorityOnly, Native, Public, BlueprintCallable) // Parameters: // bool bTemporaryFocus (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, NativeAccessSpecifierPublic) void AFortMission::FocusThisMission(bool bTemporaryFocus) { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("FortMission", "FocusThisMission"); Params::FortMission_FocusThisMission Parms{}; Parms.bTemporaryFocus = bTemporaryFocus; auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; UObject::ProcessEvent(Func, &Parms); Func->FunctionFlags = Flgs; } // Function FortniteGame.FortMission.GetConfigData // (Final, BlueprintAuthorityOnly, Native, Public, BlueprintCallable) // Parameters: // const struct FGameplayTag& InBucketTag (Parm, NativeAccessSpecifierPublic) // class UFortMissionConfigData* ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) class UFortMissionConfigData* AFortMission::GetConfigData(const struct FGameplayTag& InBucketTag) { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("FortMission", "GetConfigData"); Params::FortMission_GetConfigData Parms{}; Parms.InBucketTag = std::move(InBucketTag); auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; UObject::ProcessEvent(Func, &Parms); Func->FunctionFlags = Flgs; return Parms.ReturnValue; } // Function FortniteGame.FortMission.GrantRewardsByTag // (Final, BlueprintAuthorityOnly, Native, Public, BlueprintCallable) // Parameters: // const struct FGameplayTag& RewardTag (ConstParm, Parm, NativeAccessSpecifierPublic) // EFortRewardType RewardType (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) void AFortMission::GrantRewardsByTag(const struct FGameplayTag& RewardTag, EFortRewardType RewardType) { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("FortMission", "GrantRewardsByTag"); Params::FortMission_GrantRewardsByTag Parms{}; Parms.RewardTag = std::move(RewardTag); Parms.RewardType = RewardType; auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; UObject::ProcessEvent(Func, &Parms); Func->FunctionFlags = Flgs; } // Function FortniteGame.FortMission.OnMatchStarted // (BlueprintAuthorityOnly, Event, Public, BlueprintEvent) void AFortMission::OnMatchStarted() { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("FortMission", "OnMatchStarted"); UObject::ProcessEvent(Func, nullptr); } // Function FortniteGame.FortMission.OnRep_bIsMissionVisible // (Native, Protected) void AFortMission::OnRep_bIsMissionVisible() { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("FortMission", "OnRep_bIsMissionVisible"); auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; UObject::ProcessEvent(Func, nullptr); Func->FunctionFlags = Flgs; } // Function FortniteGame.FortMission.OnRep_UIIndex // (Native, Protected) void AFortMission::OnRep_UIIndex() { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("FortMission", "OnRep_UIIndex"); auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; UObject::ProcessEvent(Func, nullptr); Func->FunctionFlags = Flgs; } // Function FortniteGame.FortMission.OnWorldReady // (BlueprintAuthorityOnly, Event, Public, BlueprintEvent) void AFortMission::OnWorldReady() { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("FortMission", "OnWorldReady"); UObject::ProcessEvent(Func, nullptr); } // Function FortniteGame.FortMission.RemoveEncounterAssignment // (Final, Native, Public, HasOutParams, BlueprintCallable) // Parameters: // const struct FFortAIAssignmentIdentifier&AssignmentIdentifier (Parm, NativeAccessSpecifierPublic) // const class UFortAIEncounterInfo*& Encounter (ConstParm, Parm, OutParm, ZeroConstructor, ReferenceParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) void AFortMission::RemoveEncounterAssignment(const struct FFortAIAssignmentIdentifier& AssignmentIdentifier, const class UFortAIEncounterInfo*& Encounter) { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("FortMission", "RemoveEncounterAssignment"); Params::FortMission_RemoveEncounterAssignment Parms{}; Parms.AssignmentIdentifier = std::move(AssignmentIdentifier); Parms.Encounter = Encounter; auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; UObject::ProcessEvent(Func, &Parms); Func->FunctionFlags = Flgs; } // Function FortniteGame.FortMission.RemoveGoalFromEncounterAssignment // (Final, Native, Public, HasOutParams, BlueprintCallable) // Parameters: // const struct FFortAIAssignmentIdentifier&AssignmentIdentifier (Parm, NativeAccessSpecifierPublic) // const class UFortAIEncounterInfo*& Encounter (ConstParm, Parm, OutParm, ZeroConstructor, ReferenceParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) // const struct FFortAIGoalInfo& GoalInfo (ConstParm, Parm, OutParm, ReferenceParm, NativeAccessSpecifierPublic) void AFortMission::RemoveGoalFromEncounterAssignment(const struct FFortAIAssignmentIdentifier& AssignmentIdentifier, const class UFortAIEncounterInfo*& Encounter, const struct FFortAIGoalInfo& GoalInfo) { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("FortMission", "RemoveGoalFromEncounterAssignment"); Params::FortMission_RemoveGoalFromEncounterAssignment Parms{}; Parms.AssignmentIdentifier = std::move(AssignmentIdentifier); Parms.Encounter = Encounter; Parms.GoalInfo = std::move(GoalInfo); auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; UObject::ProcessEvent(Func, &Parms); Func->FunctionFlags = Flgs; } // Function FortniteGame.FortMission.RemoveGoalsFromEncounterAssignment // (Final, Native, Public, HasOutParams, BlueprintCallable) // Parameters: // const struct FFortAIAssignmentIdentifier&AssignmentIdentifier (Parm, NativeAccessSpecifierPublic) // const class UFortAIEncounterInfo*& Encounter (ConstParm, Parm, OutParm, ZeroConstructor, ReferenceParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) // const TArray& GoalInfos (ConstParm, Parm, OutParm, ZeroConstructor, ReferenceParm, NativeAccessSpecifierPublic) void AFortMission::RemoveGoalsFromEncounterAssignment(const struct FFortAIAssignmentIdentifier& AssignmentIdentifier, const class UFortAIEncounterInfo*& Encounter, const TArray& GoalInfos) { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("FortMission", "RemoveGoalsFromEncounterAssignment"); Params::FortMission_RemoveGoalsFromEncounterAssignment Parms{}; Parms.AssignmentIdentifier = std::move(AssignmentIdentifier); Parms.Encounter = Encounter; Parms.GoalInfos = std::move(GoalInfos); auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; UObject::ProcessEvent(Func, &Parms); Func->FunctionFlags = Flgs; } // Function FortniteGame.FortMission.SetToSilentDestroy // (Final, BlueprintAuthorityOnly, Native, Public, BlueprintCallable) void AFortMission::SetToSilentDestroy() { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("FortMission", "SetToSilentDestroy"); auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; UObject::ProcessEvent(Func, nullptr); Func->FunctionFlags = Flgs; } // Function FortniteGame.FortMission.SetUiVisibility // (Final, BlueprintAuthorityOnly, Native, Public, BlueprintCallable) // Parameters: // bool bInIsMissionVisible (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, NativeAccessSpecifierPublic) void AFortMission::SetUiVisibility(bool bInIsMissionVisible) { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("FortMission", "SetUiVisibility"); Params::FortMission_SetUiVisibility Parms{}; Parms.bInIsMissionVisible = bInIsMissionVisible; auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; UObject::ProcessEvent(Func, &Parms); Func->FunctionFlags = Flgs; } // Function FortniteGame.FortMission.StartMissionAIEncounter // (Final, BlueprintAuthorityOnly, Native, Public, HasOutParams, BlueprintCallable) // Parameters: // TSubclassOf EncounterTemplate (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, UObjectWrapper, HasGetValueTypeHash, NativeAccessSpecifierPublic) // const TArray& TargetActors (ConstParm, Parm, OutParm, ZeroConstructor, ReferenceParm, NativeAccessSpecifierPublic) // class UFortAIAssignmentSettings* AssignmentSettings (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) // const struct FEncounterEnvironmentQueryInfo&EnvironmentQueryInfo (Parm, NativeAccessSpecifierPublic) // class AActor* QueryActor (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) // const struct FGameplayTagContainer& InjectedTags (Parm, NativeAccessSpecifierPublic) // const struct FFortEncounterSettings& EncounterSettings (Parm, NativeAccessSpecifierPublic) // int32 ActivationDelay (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) // class UFortAIEncounterInfo* ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) class UFortAIEncounterInfo* AFortMission::StartMissionAIEncounter(TSubclassOf EncounterTemplate, const TArray& TargetActors, class UFortAIAssignmentSettings* AssignmentSettings, const struct FEncounterEnvironmentQueryInfo& EnvironmentQueryInfo, class AActor* QueryActor, const struct FGameplayTagContainer& InjectedTags, const struct FFortEncounterSettings& EncounterSettings, int32 ActivationDelay) { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("FortMission", "StartMissionAIEncounter"); Params::FortMission_StartMissionAIEncounter Parms{}; Parms.EncounterTemplate = EncounterTemplate; Parms.TargetActors = std::move(TargetActors); Parms.AssignmentSettings = AssignmentSettings; Parms.EnvironmentQueryInfo = std::move(EnvironmentQueryInfo); Parms.QueryActor = QueryActor; Parms.InjectedTags = std::move(InjectedTags); Parms.EncounterSettings = std::move(EncounterSettings); Parms.ActivationDelay = ActivationDelay; auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; UObject::ProcessEvent(Func, &Parms); Func->FunctionFlags = Flgs; return Parms.ReturnValue; } // Function FortniteGame.FortMission.StartMissionAIEncounterFromGeneratedProfile // (Final, BlueprintAuthorityOnly, Native, Public, HasOutParams, BlueprintCallable) // Parameters: // int32 GeneratedEncounterProfileIndex (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) // const TArray& TargetActors (ConstParm, Parm, OutParm, ZeroConstructor, ReferenceParm, NativeAccessSpecifierPublic) // class UFortAIAssignmentSettings* AssignmentSettings (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) // const struct FEncounterEnvironmentQueryInfo&EnvironmentQueryInfo (Parm, NativeAccessSpecifierPublic) // class AActor* QueryActor (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) // const struct FGameplayTagContainer& InjectedTags (Parm, NativeAccessSpecifierPublic) // const struct FFortEncounterSettings& EncounterSettings (Parm, NativeAccessSpecifierPublic) // int32 ActivationDelay (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) // class UFortAIEncounterInfo* ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) class UFortAIEncounterInfo* AFortMission::StartMissionAIEncounterFromGeneratedProfile(int32 GeneratedEncounterProfileIndex, const TArray& TargetActors, class UFortAIAssignmentSettings* AssignmentSettings, const struct FEncounterEnvironmentQueryInfo& EnvironmentQueryInfo, class AActor* QueryActor, const struct FGameplayTagContainer& InjectedTags, const struct FFortEncounterSettings& EncounterSettings, int32 ActivationDelay) { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("FortMission", "StartMissionAIEncounterFromGeneratedProfile"); Params::FortMission_StartMissionAIEncounterFromGeneratedProfile Parms{}; Parms.GeneratedEncounterProfileIndex = GeneratedEncounterProfileIndex; Parms.TargetActors = std::move(TargetActors); Parms.AssignmentSettings = AssignmentSettings; Parms.EnvironmentQueryInfo = std::move(EnvironmentQueryInfo); Parms.QueryActor = QueryActor; Parms.InjectedTags = std::move(InjectedTags); Parms.EncounterSettings = std::move(EncounterSettings); Parms.ActivationDelay = ActivationDelay; auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; UObject::ProcessEvent(Func, &Parms); Func->FunctionFlags = Flgs; return Parms.ReturnValue; } // Function FortniteGame.FortMission.StartMissionNotification // (Final, BlueprintAuthorityOnly, Native, Public, BlueprintCallable) // Parameters: // const struct FLatentActionInfo& LatentInfo (Parm, NativeAccessSpecifierPublic) // TSubclassOfNotification (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, UObjectWrapper, HasGetValueTypeHash, NativeAccessSpecifierPublic) // class AFortPlayerController* SpecificPlayer (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) // const class FText& OverrideDisplayText (Parm, NativeAccessSpecifierPublic) // class AFortPlayerPawn* OptionalPlayerPawn1 (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) // class AFortPlayerPawn* OptionalPlayerPawn2 (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) // class FName OptionalActionName (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) // const class USoundBase* OptionalSound (ConstParm, Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) // bool bTreatAsUnique (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, NativeAccessSpecifierPublic) // bool bCancelActiveNotification (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, NativeAccessSpecifierPublic) // bool bWaitForClients (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, NativeAccessSpecifierPublic) void AFortMission::StartMissionNotification(const struct FLatentActionInfo& LatentInfo, TSubclassOf Notification, class AFortPlayerController* SpecificPlayer, const class FText& OverrideDisplayText, class AFortPlayerPawn* OptionalPlayerPawn1, class AFortPlayerPawn* OptionalPlayerPawn2, class FName OptionalActionName, const class USoundBase* OptionalSound, bool bTreatAsUnique, bool bCancelActiveNotification, bool bWaitForClients) { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("FortMission", "StartMissionNotification"); Params::FortMission_StartMissionNotification Parms{}; Parms.LatentInfo = std::move(LatentInfo); Parms.Notification = Notification; Parms.SpecificPlayer = SpecificPlayer; Parms.OverrideDisplayText = std::move(OverrideDisplayText); Parms.OptionalPlayerPawn1 = OptionalPlayerPawn1; Parms.OptionalPlayerPawn2 = OptionalPlayerPawn2; Parms.OptionalActionName = OptionalActionName; Parms.OptionalSound = OptionalSound; Parms.bTreatAsUnique = bTreatAsUnique; Parms.bCancelActiveNotification = bCancelActiveNotification; Parms.bWaitForClients = bWaitForClients; auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; UObject::ProcessEvent(Func, &Parms); Func->FunctionFlags = Flgs; } // Function FortniteGame.FortMission.StopEncounterSequence // (Final, BlueprintAuthorityOnly, Native, Public, BlueprintCallable) // Parameters: // class UFortAIEncounterSequence* SequenceToStop (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) void AFortMission::StopEncounterSequence(class UFortAIEncounterSequence* SequenceToStop) { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("FortMission", "StopEncounterSequence"); Params::FortMission_StopEncounterSequence Parms{}; Parms.SequenceToStop = SequenceToStop; auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; UObject::ProcessEvent(Func, &Parms); Func->FunctionFlags = Flgs; } // Function FortniteGame.FortMission.StopMissionAIEncounter // (Final, BlueprintAuthorityOnly, Native, Public, BlueprintCallable) // Parameters: // class UFortAIEncounterInfo* EncounterToStop (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) void AFortMission::StopMissionAIEncounter(class UFortAIEncounterInfo* EncounterToStop) { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("FortMission", "StopMissionAIEncounter"); Params::FortMission_StopMissionAIEncounter Parms{}; Parms.EncounterToStop = EncounterToStop; auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; UObject::ProcessEvent(Func, &Parms); Func->FunctionFlags = Flgs; } // Function FortniteGame.FortMission.GetBuildingDamageLootTier // (Final, BlueprintAuthorityOnly, Native, Public, BlueprintCallable, BlueprintPure, Const) // Parameters: // class AFortPlayerController* PlayerController (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) // int32 ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) int32 AFortMission::GetBuildingDamageLootTier(class AFortPlayerController* PlayerController) const { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("FortMission", "GetBuildingDamageLootTier"); Params::FortMission_GetBuildingDamageLootTier Parms{}; Parms.PlayerController = PlayerController; auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; UObject::ProcessEvent(Func, &Parms); Func->FunctionFlags = Flgs; return Parms.ReturnValue; } // Function FortniteGame.FortMission.GetCurrentBluGloRewards // (Native, Event, Public, BlueprintCallable, BlueprintEvent, BlueprintPure, Const) // Parameters: // int32 ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) int32 AFortMission::GetCurrentBluGloRewards() const { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("FortMission", "GetCurrentBluGloRewards"); Params::FortMission_GetCurrentBluGloRewards Parms{}; auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; UObject::ProcessEvent(Func, &Parms); Func->FunctionFlags = Flgs; return Parms.ReturnValue; } // Function FortniteGame.FortMission.GetDefaultAssignmentForEncounter // (Final, Native, Public, HasOutParams, BlueprintCallable, BlueprintPure, Const) // Parameters: // class UFortAIEncounterInfo* Encounter (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) // class UFortAIAssignment** DefaultAssignment (Parm, OutParm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) void AFortMission::GetDefaultAssignmentForEncounter(class UFortAIEncounterInfo* Encounter, class UFortAIAssignment** DefaultAssignment) const { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("FortMission", "GetDefaultAssignmentForEncounter"); Params::FortMission_GetDefaultAssignmentForEncounter Parms{}; Parms.Encounter = Encounter; auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; UObject::ProcessEvent(Func, &Parms); Func->FunctionFlags = Flgs; if (DefaultAssignment != nullptr) *DefaultAssignment = Parms.DefaultAssignment; } // Function FortniteGame.FortMission.GetExpectedCompletionTime // (Native, Event, Public, BlueprintCallable, BlueprintEvent, BlueprintPure, Const) // Parameters: // float ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) float AFortMission::GetExpectedCompletionTime() const { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("FortMission", "GetExpectedCompletionTime"); Params::FortMission_GetExpectedCompletionTime Parms{}; auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; UObject::ProcessEvent(Func, &Parms); Func->FunctionFlags = Flgs; return Parms.ReturnValue; } // Function FortniteGame.FortMission.GetMissionFortPlayerControllers // (Final, BlueprintAuthorityOnly, Native, Public, BlueprintCallable, BlueprintPure, Const) // Parameters: // TArray ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, NativeAccessSpecifierPublic) TArray AFortMission::GetMissionFortPlayerControllers() const { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("FortMission", "GetMissionFortPlayerControllers"); Params::FortMission_GetMissionFortPlayerControllers Parms{}; auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; UObject::ProcessEvent(Func, &Parms); Func->FunctionFlags = Flgs; return Parms.ReturnValue; } // Function FortniteGame.FortMission.GetMissionGuid // (Final, Native, Public, HasDefaults, BlueprintCallable, BlueprintPure, Const) // Parameters: // struct FGuid ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, NativeAccessSpecifierPublic) struct FGuid AFortMission::GetMissionGuid() const { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("FortMission", "GetMissionGuid"); Params::FortMission_GetMissionGuid Parms{}; auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; UObject::ProcessEvent(Func, &Parms); Func->FunctionFlags = Flgs; return Parms.ReturnValue; } // Function FortniteGame.FortMission.GetObjectiveByHandle // (Final, Native, Public, BlueprintCallable, BlueprintPure, Const) // Parameters: // const struct FGameplayTagContainer& ObjectiveHandle (Parm, NativeAccessSpecifierPublic) // class AFortObjectiveBase* ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) class AFortObjectiveBase* AFortMission::GetObjectiveByHandle(const struct FGameplayTagContainer& ObjectiveHandle) const { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("FortMission", "GetObjectiveByHandle"); Params::FortMission_GetObjectiveByHandle Parms{}; Parms.ObjectiveHandle = std::move(ObjectiveHandle); auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; UObject::ProcessEvent(Func, &Parms); Func->FunctionFlags = Flgs; return Parms.ReturnValue; } // Function FortniteGame.FortMission.GetObjectiveStatusByHandle // (Final, Native, Public, BlueprintCallable, BlueprintPure, Const) // Parameters: // const struct FGameplayTagContainer& ObjectiveHandle (Parm, NativeAccessSpecifierPublic) // EFortObjectiveStatus ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) EFortObjectiveStatus AFortMission::GetObjectiveStatusByHandle(const struct FGameplayTagContainer& ObjectiveHandle) const { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("FortMission", "GetObjectiveStatusByHandle"); Params::FortMission_GetObjectiveStatusByHandle Parms{}; Parms.ObjectiveHandle = std::move(ObjectiveHandle); auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; UObject::ProcessEvent(Func, &Parms); Func->FunctionFlags = Flgs; return Parms.ReturnValue; } // Function FortniteGame.FortMission.GetPawnDamageLootTier // (Final, BlueprintAuthorityOnly, Native, Public, BlueprintCallable, BlueprintPure, Const) // Parameters: // class AFortPlayerController* PlayerController (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) // int32 ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) int32 AFortMission::GetPawnDamageLootTier(class AFortPlayerController* PlayerController) const { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("FortMission", "GetPawnDamageLootTier"); Params::FortMission_GetPawnDamageLootTier Parms{}; Parms.PlayerController = PlayerController; auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; UObject::ProcessEvent(Func, &Parms); Func->FunctionFlags = Flgs; return Parms.ReturnValue; } // Function FortniteGame.FortMission.GetPlayerBuildingDamage // (Final, BlueprintAuthorityOnly, Native, Public, BlueprintCallable, BlueprintPure, Const) // Parameters: // class AFortPlayerController* PlayerController (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) // float ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) float AFortMission::GetPlayerBuildingDamage(class AFortPlayerController* PlayerController) const { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("FortMission", "GetPlayerBuildingDamage"); Params::FortMission_GetPlayerBuildingDamage Parms{}; Parms.PlayerController = PlayerController; auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; UObject::ProcessEvent(Func, &Parms); Func->FunctionFlags = Flgs; return Parms.ReturnValue; } // Function FortniteGame.FortMission.GetPlayerPawnDamage // (Final, BlueprintAuthorityOnly, Native, Public, BlueprintCallable, BlueprintPure, Const) // Parameters: // class AFortPlayerController* PlayerController (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) // float ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) float AFortMission::GetPlayerPawnDamage(class AFortPlayerController* PlayerController) const { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("FortMission", "GetPlayerPawnDamage"); Params::FortMission_GetPlayerPawnDamage Parms{}; Parms.PlayerController = PlayerController; auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; UObject::ProcessEvent(Func, &Parms); Func->FunctionFlags = Flgs; return Parms.ReturnValue; } // Function FortniteGame.FortPvPMission_EnemyBaseDestruction.GetCornerstoneForTeam // (Final, Native, Public, BlueprintCallable, BlueprintPure) // Parameters: // EFortTeam InTeam (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) // class AFortPvPBaseCornerstone* ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) class AFortPvPBaseCornerstone* AFortPvPMission_EnemyBaseDestruction::GetCornerstoneForTeam(EFortTeam InTeam) { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("FortPvPMission_EnemyBaseDestruction", "GetCornerstoneForTeam"); Params::FortPvPMission_EnemyBaseDestruction_GetCornerstoneForTeam Parms{}; Parms.InTeam = InTeam; auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; UObject::ProcessEvent(Func, &Parms); Func->FunctionFlags = Flgs; return Parms.ReturnValue; } // Function FortniteGame.FortPatrolWardInterface.GetAffectingDistance // (BlueprintAuthorityOnly, Event, Public, BlueprintEvent, Const) // Parameters: // float ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) float IFortPatrolWardInterface::GetAffectingDistance() const { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("FortPatrolWardInterface", "GetAffectingDistance"); Params::FortPatrolWardInterface_GetAffectingDistance Parms{}; UObject::ProcessEvent(Func, &Parms); return Parms.ReturnValue; } // Function FortniteGame.FortPatrolWardInterface.GetAffectingType // (BlueprintAuthorityOnly, Event, Public, BlueprintEvent, Const) // Parameters: // EWardAffectType ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) EWardAffectType IFortPatrolWardInterface::GetAffectingType() const { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("FortPatrolWardInterface", "GetAffectingType"); Params::FortPatrolWardInterface_GetAffectingType Parms{}; UObject::ProcessEvent(Func, &Parms); return Parms.ReturnValue; } // Function FortniteGame.FortAIDirectorDataManager.TriggerEvent // (Native, Public, HasOutParams) // Parameters: // const struct FFortAIDirectorEvent& TriggeredEvent (ConstParm, Parm, OutParm, ReferenceParm, NativeAccessSpecifierPublic) void AFortAIDirectorDataManager::TriggerEvent(const struct FFortAIDirectorEvent& TriggeredEvent) { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("FortAIDirectorDataManager", "TriggerEvent"); Params::FortAIDirectorDataManager_TriggerEvent Parms{}; Parms.TriggeredEvent = std::move(TriggeredEvent); auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; UObject::ProcessEvent(Func, &Parms); Func->FunctionFlags = Flgs; } // Function FortniteGame.FortAIDirectorDataManager.GetAIDirectorFactorValue // (Final, Native, Public, BlueprintCallable, BlueprintPure, Const) // Parameters: // EFortAIDirectorFactor AIDirectorFactor (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) // float ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) float AFortAIDirectorDataManager::GetAIDirectorFactorValue(EFortAIDirectorFactor AIDirectorFactor) const { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("FortAIDirectorDataManager", "GetAIDirectorFactorValue"); Params::FortAIDirectorDataManager_GetAIDirectorFactorValue Parms{}; Parms.AIDirectorFactor = AIDirectorFactor; auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; UObject::ProcessEvent(Func, &Parms); Func->FunctionFlags = Flgs; return Parms.ReturnValue; } // Function FortniteGame.FortAIDirectorDataManager.GetGetAIDirectorEventValue // (Native, Public, BlueprintCallable, BlueprintPure, Const) // Parameters: // EFortAIDirectorEvent Event (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) // float ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) float AFortAIDirectorDataManager::GetGetAIDirectorEventValue(EFortAIDirectorEvent Event) const { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("FortAIDirectorDataManager", "GetGetAIDirectorEventValue"); Params::FortAIDirectorDataManager_GetGetAIDirectorEventValue Parms{}; Parms.Event = Event; auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; UObject::ProcessEvent(Func, &Parms); Func->FunctionFlags = Flgs; return Parms.ReturnValue; } // Function FortniteGame.FortAISpawnerInterface.IsReadyToReceiveNewSpawnGroup // (Event, Public, BlueprintEvent) // Parameters: // bool ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, NativeAccessSpecifierPublic) bool IFortAISpawnerInterface::IsReadyToReceiveNewSpawnGroup() { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("FortAISpawnerInterface", "IsReadyToReceiveNewSpawnGroup"); Params::FortAISpawnerInterface_IsReadyToReceiveNewSpawnGroup Parms{}; UObject::ProcessEvent(Func, &Parms); return Parms.ReturnValue; } // Function FortniteGame.FortAISpawnerInterface.OnReceiveSpawnGroup // (Event, Public, BlueprintEvent) // Parameters: // bool ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, NativeAccessSpecifierPublic) bool IFortAISpawnerInterface::OnReceiveSpawnGroup() { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("FortAISpawnerInterface", "OnReceiveSpawnGroup"); Params::FortAISpawnerInterface_OnReceiveSpawnGroup Parms{}; UObject::ProcessEvent(Func, &Parms); return Parms.ReturnValue; } // Function FortniteGame.FortAIEncounterInfo.CreateEncounterAssignment // (Final, Native, Public, BlueprintCallable) // Parameters: // class UFortAIAssignmentSettings* AssignmentSettings (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) // class AActor* GoalActor (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) // class UFortAIAssignment* ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) class UFortAIAssignment* UFortAIEncounterInfo::CreateEncounterAssignment(class UFortAIAssignmentSettings* AssignmentSettings, class AActor* GoalActor) { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("FortAIEncounterInfo", "CreateEncounterAssignment"); Params::FortAIEncounterInfo_CreateEncounterAssignment Parms{}; Parms.AssignmentSettings = AssignmentSettings; Parms.GoalActor = GoalActor; auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; UObject::ProcessEvent(Func, &Parms); Func->FunctionFlags = Flgs; return Parms.ReturnValue; } // Function FortniteGame.FortAIEncounterInfo.EnemySpawnerGroupHasAIRemainingToSpawn // (Final, Native, Public, BlueprintCallable) // Parameters: // class AActor* EnemySpawner (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) // bool ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, NativeAccessSpecifierPublic) bool UFortAIEncounterInfo::EnemySpawnerGroupHasAIRemainingToSpawn(class AActor* EnemySpawner) { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("FortAIEncounterInfo", "EnemySpawnerGroupHasAIRemainingToSpawn"); Params::FortAIEncounterInfo_EnemySpawnerGroupHasAIRemainingToSpawn Parms{}; Parms.EnemySpawner = EnemySpawner; auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; UObject::ProcessEvent(Func, &Parms); Func->FunctionFlags = Flgs; return Parms.ReturnValue; } // Function FortniteGame.FortAIEncounterInfo.GetEncounterDataManager // (Final, BlueprintAuthorityOnly, Native, Public, BlueprintCallable, BlueprintPure) // Parameters: // class AFortAIDirectorDataManager* ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) class AFortAIDirectorDataManager* UFortAIEncounterInfo::GetEncounterDataManager() { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("FortAIEncounterInfo", "GetEncounterDataManager"); Params::FortAIEncounterInfo_GetEncounterDataManager Parms{}; auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; UObject::ProcessEvent(Func, &Parms); Func->FunctionFlags = Flgs; return Parms.ReturnValue; } // Function FortniteGame.FortAIEncounterInfo.GetEncounterTimeSeconds // (Final, Native, Public, BlueprintCallable) // Parameters: // float ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) float UFortAIEncounterInfo::GetEncounterTimeSeconds() { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("FortAIEncounterInfo", "GetEncounterTimeSeconds"); Params::FortAIEncounterInfo_GetEncounterTimeSeconds Parms{}; auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; UObject::ProcessEvent(Func, &Parms); Func->FunctionFlags = Flgs; return Parms.ReturnValue; } // Function FortniteGame.FortAIEncounterInfo.GroupHasAIRemainingToSpawn // (Final, Native, Public, HasOutParams, BlueprintCallable) // Parameters: // const struct FFortAISpawnerData& FortAISpawnerData (ConstParm, Parm, OutParm, ReferenceParm, NativeAccessSpecifierPublic) // bool ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, NativeAccessSpecifierPublic) bool UFortAIEncounterInfo::GroupHasAIRemainingToSpawn(const struct FFortAISpawnerData& FortAISpawnerData) { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("FortAIEncounterInfo", "GroupHasAIRemainingToSpawn"); Params::FortAIEncounterInfo_GroupHasAIRemainingToSpawn Parms{}; Parms.FortAISpawnerData = std::move(FortAISpawnerData); auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; UObject::ProcessEvent(Func, &Parms); Func->FunctionFlags = Flgs; return Parms.ReturnValue; } // Function FortniteGame.FortAIEncounterInfo.OnFadeStarted // (Event, Public, BlueprintEvent) void UFortAIEncounterInfo::OnFadeStarted() { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("FortAIEncounterInfo", "OnFadeStarted"); UObject::ProcessEvent(Func, nullptr); } // Function FortniteGame.FortAIEncounterInfo.OnGoalTakeDamage // (Final, Native, Public, HasDefaults) // Parameters: // class AActor* DamagedActor (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) // float Damage (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) // class AController* InstigatedBy (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) // class AActor* DamageCauser (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) // const struct FVector& HitLocation (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, NativeAccessSpecifierPublic) // class UPrimitiveComponent* FHitComponent (Parm, ZeroConstructor, InstancedReference, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) // class FName BoneName (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) // const struct FVector& Momentum (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, NativeAccessSpecifierPublic) void UFortAIEncounterInfo::OnGoalTakeDamage(class AActor* DamagedActor, float Damage, class AController* InstigatedBy, class AActor* DamageCauser, const struct FVector& HitLocation, class UPrimitiveComponent* FHitComponent, class FName BoneName, const struct FVector& Momentum) { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("FortAIEncounterInfo", "OnGoalTakeDamage"); Params::FortAIEncounterInfo_OnGoalTakeDamage Parms{}; Parms.DamagedActor = DamagedActor; Parms.Damage = Damage; Parms.InstigatedBy = InstigatedBy; Parms.DamageCauser = DamageCauser; Parms.HitLocation = std::move(HitLocation); Parms.FHitComponent = FHitComponent; Parms.BoneName = BoneName; Parms.Momentum = std::move(Momentum); auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; UObject::ProcessEvent(Func, &Parms); Func->FunctionFlags = Flgs; } // Function FortniteGame.FortAIEncounterInfo.OnPeakStarted // (Event, Public, BlueprintEvent) void UFortAIEncounterInfo::OnPeakStarted() { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("FortAIEncounterInfo", "OnPeakStarted"); UObject::ProcessEvent(Func, nullptr); } // Function FortniteGame.FortAIEncounterInfo.OnRampStarted // (Event, Public, BlueprintEvent) void UFortAIEncounterInfo::OnRampStarted() { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("FortAIEncounterInfo", "OnRampStarted"); UObject::ProcessEvent(Func, nullptr); } // Function FortniteGame.FortAIEncounterInfo.OnRestStarted // (Event, Public, BlueprintEvent) void UFortAIEncounterInfo::OnRestStarted() { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("FortAIEncounterInfo", "OnRestStarted"); UObject::ProcessEvent(Func, nullptr); } // Function FortniteGame.FortAIEncounterInfo.RegisterAISpawner // (Final, BlueprintAuthorityOnly, Native, Public, BlueprintCallable) // Parameters: // class AActor* InAISpawner (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) void UFortAIEncounterInfo::RegisterAISpawner(class AActor* InAISpawner) { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("FortAIEncounterInfo", "RegisterAISpawner"); Params::FortAIEncounterInfo_RegisterAISpawner Parms{}; Parms.InAISpawner = InAISpawner; auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; UObject::ProcessEvent(Func, &Parms); Func->FunctionFlags = Flgs; } // Function FortniteGame.FortAIEncounterInfo.RequestActivation // (Final, BlueprintAuthorityOnly, Native, Public, BlueprintCallable) // Parameters: // int32 ActivationDelay (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) void UFortAIEncounterInfo::RequestActivation(int32 ActivationDelay) { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("FortAIEncounterInfo", "RequestActivation"); Params::FortAIEncounterInfo_RequestActivation Parms{}; Parms.ActivationDelay = ActivationDelay; auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; UObject::ProcessEvent(Func, &Parms); Func->FunctionFlags = Flgs; } // Function FortniteGame.FortAIEncounterInfo.ReserveNextAIPawn // (Final, Native, Public, HasOutParams, BlueprintCallable) // Parameters: // const struct FFortAISpawnerData& FortAISpawnerData (ConstParm, Parm, OutParm, ReferenceParm, NativeAccessSpecifierPublic) // struct FFortSpawnAIRequest* FortAISpawnRequest (Parm, OutParm, NativeAccessSpecifierPublic) // bool ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, NativeAccessSpecifierPublic) bool UFortAIEncounterInfo::ReserveNextAIPawn(const struct FFortAISpawnerData& FortAISpawnerData, struct FFortSpawnAIRequest* FortAISpawnRequest) { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("FortAIEncounterInfo", "ReserveNextAIPawn"); Params::FortAIEncounterInfo_ReserveNextAIPawn Parms{}; Parms.FortAISpawnerData = std::move(FortAISpawnerData); auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; UObject::ProcessEvent(Func, &Parms); Func->FunctionFlags = Flgs; if (FortAISpawnRequest != nullptr) *FortAISpawnRequest = std::move(Parms.FortAISpawnRequest); return Parms.ReturnValue; } // Function FortniteGame.FortAIEncounterInfo.SetEncounterActivationState // (Final, BlueprintAuthorityOnly, Native, Public, BlueprintCallable) // Parameters: // bool bEncounterActivityState (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, NativeAccessSpecifierPublic) void UFortAIEncounterInfo::SetEncounterActivationState(bool bEncounterActivityState) { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("FortAIEncounterInfo", "SetEncounterActivationState"); Params::FortAIEncounterInfo_SetEncounterActivationState Parms{}; Parms.bEncounterActivityState = bEncounterActivityState; auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; UObject::ProcessEvent(Func, &Parms); Func->FunctionFlags = Flgs; } // Function FortniteGame.FortAIEncounterInfo.SpawnAIGroup // (Final, BlueprintAuthorityOnly, Native, Public, HasDefaults, BlueprintCallable) // Parameters: // const class UFortAISpawnGroup* SpawnGroupToSpawn (ConstParm, Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) // const struct FVector& SpawnLocation (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, NativeAccessSpecifierPublic) // const struct FRotator& SpawnRotation (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, NativeAccessSpecifierPublic) // class AActor* SpawnSource (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) // const TArray& AbilitySetsToGrantOnSpawn (ConstParm, Parm, ZeroConstructor, NativeAccessSpecifierPublic) // bool bAllowAssigningToExternalSpawners (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, NativeAccessSpecifierPublic) // float SecondsBetweenSpawns (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) void UFortAIEncounterInfo::SpawnAIGroup(const class UFortAISpawnGroup* SpawnGroupToSpawn, const struct FVector& SpawnLocation, const struct FRotator& SpawnRotation, class AActor* SpawnSource, const TArray& AbilitySetsToGrantOnSpawn, bool bAllowAssigningToExternalSpawners, float SecondsBetweenSpawns) { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("FortAIEncounterInfo", "SpawnAIGroup"); Params::FortAIEncounterInfo_SpawnAIGroup Parms{}; Parms.SpawnGroupToSpawn = SpawnGroupToSpawn; Parms.SpawnLocation = std::move(SpawnLocation); Parms.SpawnRotation = std::move(SpawnRotation); Parms.SpawnSource = SpawnSource; Parms.AbilitySetsToGrantOnSpawn = std::move(AbilitySetsToGrantOnSpawn); Parms.bAllowAssigningToExternalSpawners = bAllowAssigningToExternalSpawners; Parms.SecondsBetweenSpawns = SecondsBetweenSpawns; auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; UObject::ProcessEvent(Func, &Parms); Func->FunctionFlags = Flgs; } // Function FortniteGame.FortAIEncounterInfo.SpawnAIPawnReservedForEnemySpawner // (Final, Native, Public, HasDefaults, BlueprintCallable) // Parameters: // class AActor* EnemySpawner (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) // const struct FVector& SpawnLocation (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, NativeAccessSpecifierPublic) // const struct FRotator& SpawnRotation (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, NativeAccessSpecifierPublic) // class AFortAIPawn* ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) class AFortAIPawn* UFortAIEncounterInfo::SpawnAIPawnReservedForEnemySpawner(class AActor* EnemySpawner, const struct FVector& SpawnLocation, const struct FRotator& SpawnRotation) { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("FortAIEncounterInfo", "SpawnAIPawnReservedForEnemySpawner"); Params::FortAIEncounterInfo_SpawnAIPawnReservedForEnemySpawner Parms{}; Parms.EnemySpawner = EnemySpawner; Parms.SpawnLocation = std::move(SpawnLocation); Parms.SpawnRotation = std::move(SpawnRotation); auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; UObject::ProcessEvent(Func, &Parms); Func->FunctionFlags = Flgs; return Parms.ReturnValue; } // Function FortniteGame.FortAIEncounterInfo.UnRegisterAISpawner // (Final, BlueprintAuthorityOnly, Native, Public, BlueprintCallable) // Parameters: // class AActor* InAISpawner (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) void UFortAIEncounterInfo::UnRegisterAISpawner(class AActor* InAISpawner) { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("FortAIEncounterInfo", "UnRegisterAISpawner"); Params::FortAIEncounterInfo_UnRegisterAISpawner Parms{}; Parms.InAISpawner = InAISpawner; auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; UObject::ProcessEvent(Func, &Parms); Func->FunctionFlags = Flgs; } // Function FortniteGame.FortAIEncounterInfo.EncounterHasReservedSpawnRequestForEnemySpawner // (Final, Native, Public, BlueprintCallable, BlueprintPure, Const) // Parameters: // class AActor* EnemySpawner (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) // bool ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, NativeAccessSpecifierPublic) bool UFortAIEncounterInfo::EncounterHasReservedSpawnRequestForEnemySpawner(class AActor* EnemySpawner) const { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("FortAIEncounterInfo", "EncounterHasReservedSpawnRequestForEnemySpawner"); Params::FortAIEncounterInfo_EncounterHasReservedSpawnRequestForEnemySpawner Parms{}; Parms.EnemySpawner = EnemySpawner; auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; UObject::ProcessEvent(Func, &Parms); Func->FunctionFlags = Flgs; return Parms.ReturnValue; } // Function FortniteGame.FortAIEncounterInfo.GetCurrentSpawnAreaDirections // (Final, Native, Public, HasOutParams, BlueprintCallable, BlueprintPure, Const) // Parameters: // TArray* OutDirections (Parm, OutParm, ZeroConstructor, NativeAccessSpecifierPublic) // bool ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, NativeAccessSpecifierPublic) bool UFortAIEncounterInfo::GetCurrentSpawnAreaDirections(TArray* OutDirections) const { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("FortAIEncounterInfo", "GetCurrentSpawnAreaDirections"); Params::FortAIEncounterInfo_GetCurrentSpawnAreaDirections Parms{}; auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; UObject::ProcessEvent(Func, &Parms); Func->FunctionFlags = Flgs; if (OutDirections != nullptr) *OutDirections = std::move(Parms.OutDirections); return Parms.ReturnValue; } // Function FortniteGame.ThreatCloud.GetRelevantCloudMeshes // (Final, Native, Public, HasOutParams, BlueprintCallable) // Parameters: // class UStaticMeshComponent* SourceCloudMeshComponent (Parm, ZeroConstructor, InstancedReference, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) // float BoundingBoxPadding (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) // TArray* OutInfluencingCloudMeshComponents (Parm, OutParm, ZeroConstructor, ContainsInstancedReference, NativeAccessSpecifierPublic) void AThreatCloud::GetRelevantCloudMeshes(class UStaticMeshComponent* SourceCloudMeshComponent, float BoundingBoxPadding, TArray* OutInfluencingCloudMeshComponents) { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("ThreatCloud", "GetRelevantCloudMeshes"); Params::ThreatCloud_GetRelevantCloudMeshes Parms{}; Parms.SourceCloudMeshComponent = SourceCloudMeshComponent; Parms.BoundingBoxPadding = BoundingBoxPadding; auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; UObject::ProcessEvent(Func, &Parms); Func->FunctionFlags = Flgs; if (OutInfluencingCloudMeshComponents != nullptr) *OutInfluencingCloudMeshComponents = std::move(Parms.OutInfluencingCloudMeshComponents); } // Function FortniteGame.ThreatCloud.OnBeginDeath // (Event, Public, BlueprintEvent) void AThreatCloud::OnBeginDeath() { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("ThreatCloud", "OnBeginDeath"); UObject::ProcessEvent(Func, nullptr); } // Function FortniteGame.ThreatCloud.OnCloudActivated // (Event, Public, BlueprintEvent) void AThreatCloud::OnCloudActivated() { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("ThreatCloud", "OnCloudActivated"); UObject::ProcessEvent(Func, nullptr); } // Function FortniteGame.ThreatCloud.OnCloudDeactivated // (Event, Public, BlueprintEvent) // Parameters: // EFortThreatDeactivationType DeactivationType (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) // float DeactivationDuration (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) void AThreatCloud::OnCloudDeactivated(EFortThreatDeactivationType DeactivationType, float DeactivationDuration) { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("ThreatCloud", "OnCloudDeactivated"); Params::ThreatCloud_OnCloudDeactivated Parms{}; Parms.DeactivationType = DeactivationType; Parms.DeactivationDuration = DeactivationDuration; UObject::ProcessEvent(Func, &Parms); } // Function FortniteGame.ThreatCloud.OnCloudInfluenceCalculated // (Event, Public, BlueprintEvent) void AThreatCloud::OnCloudInfluenceCalculated() { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("ThreatCloud", "OnCloudInfluenceCalculated"); UObject::ProcessEvent(Func, nullptr); } // Function FortniteGame.ThreatCloud.OnCloudScaleChanged // (Event, Public, HasDefaults, BlueprintEvent) // Parameters: // class UStaticMeshComponent* MeshInfluenced (Parm, ZeroConstructor, InstancedReference, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) // class UMaterialInstanceDynamic* MIDInfluenced (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) // class UStaticMeshComponent* MeshInfluencer (Parm, ZeroConstructor, InstancedReference, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) // const struct FVector& InfluencerScale (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, NativeAccessSpecifierPublic) // float InfluencerScalePercentage (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) // int32 InfluencerIndex (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) void AThreatCloud::OnCloudScaleChanged(class UStaticMeshComponent* MeshInfluenced, class UMaterialInstanceDynamic* MIDInfluenced, class UStaticMeshComponent* MeshInfluencer, const struct FVector& InfluencerScale, float InfluencerScalePercentage, int32 InfluencerIndex) { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("ThreatCloud", "OnCloudScaleChanged"); Params::ThreatCloud_OnCloudScaleChanged Parms{}; Parms.MeshInfluenced = MeshInfluenced; Parms.MIDInfluenced = MIDInfluenced; Parms.MeshInfluencer = MeshInfluencer; Parms.InfluencerScale = std::move(InfluencerScale); Parms.InfluencerScalePercentage = InfluencerScalePercentage; Parms.InfluencerIndex = InfluencerIndex; UObject::ProcessEvent(Func, &Parms); } // Function FortniteGame.ThreatCloud.OnCloudStart // (Event, Public, BlueprintEvent) void AThreatCloud::OnCloudStart() { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("ThreatCloud", "OnCloudStart"); UObject::ProcessEvent(Func, nullptr); } // Function FortniteGame.ThreatCloud.OnLightningStrike // (BlueprintCosmetic, Event, Public, HasOutParams, HasDefaults, BlueprintEvent) // Parameters: // const struct FVector& StartLocation (ConstParm, Parm, OutParm, ZeroConstructor, ReferenceParm, IsPlainOldData, NoDestructor, NativeAccessSpecifierPublic) // const struct FVector& EndLocation (ConstParm, Parm, OutParm, ZeroConstructor, ReferenceParm, IsPlainOldData, NoDestructor, NativeAccessSpecifierPublic) // class ABuildingRift* Rift (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) // bool bLightningStruckRift (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, NativeAccessSpecifierPublic) void AThreatCloud::OnLightningStrike(const struct FVector& StartLocation, const struct FVector& EndLocation, class ABuildingRift* Rift, bool bLightningStruckRift) { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("ThreatCloud", "OnLightningStrike"); Params::ThreatCloud_OnLightningStrike Parms{}; Parms.StartLocation = std::move(StartLocation); Parms.EndLocation = std::move(EndLocation); Parms.Rift = Rift; Parms.bLightningStruckRift = bLightningStruckRift; UObject::ProcessEvent(Func, &Parms); } // Function FortniteGame.ThreatCloud.OnNeighborChanged // (Event, Public, BlueprintEvent) // Parameters: // int32 NeighborIndex (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) void AThreatCloud::OnNeighborChanged(int32 NeighborIndex) { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("ThreatCloud", "OnNeighborChanged"); Params::ThreatCloud_OnNeighborChanged Parms{}; Parms.NeighborIndex = NeighborIndex; UObject::ProcessEvent(Func, &Parms); } // Function FortniteGame.ThreatCloud.OnNeighborsChanged // (Event, Protected, HasOutParams, BlueprintEvent) // Parameters: // bool bPrimaryNeighborsChanged (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, NativeAccessSpecifierPublic) // bool bSecondaryNeighborsChanged (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, NativeAccessSpecifierPublic) // const TArray& IndicesOfNewImmediateNeighbors (ConstParm, Parm, OutParm, ZeroConstructor, ReferenceParm, NativeAccessSpecifierPublic) // const TArray& IndicesOfDyingImmediateNeighbors (ConstParm, Parm, OutParm, ZeroConstructor, ReferenceParm, NativeAccessSpecifierPublic) void AThreatCloud::OnNeighborsChanged(bool bPrimaryNeighborsChanged, bool bSecondaryNeighborsChanged, const TArray& IndicesOfNewImmediateNeighbors, const TArray& IndicesOfDyingImmediateNeighbors) { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("ThreatCloud", "OnNeighborsChanged"); Params::ThreatCloud_OnNeighborsChanged Parms{}; Parms.bPrimaryNeighborsChanged = bPrimaryNeighborsChanged; Parms.bSecondaryNeighborsChanged = bSecondaryNeighborsChanged; Parms.IndicesOfNewImmediateNeighbors = std::move(IndicesOfNewImmediateNeighbors); Parms.IndicesOfDyingImmediateNeighbors = std::move(IndicesOfDyingImmediateNeighbors); UObject::ProcessEvent(Func, &Parms); } // Function FortniteGame.ThreatCloud.OnNumSecondaryNeighborsChanged // (Event, Public, BlueprintEvent) void AThreatCloud::OnNumSecondaryNeighborsChanged() { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("ThreatCloud", "OnNumSecondaryNeighborsChanged"); UObject::ProcessEvent(Func, nullptr); } // Function FortniteGame.ThreatCloud.OnThreatVolumeChanged // (Event, Public, BlueprintEvent) void AThreatCloud::OnThreatVolumeChanged() { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("ThreatCloud", "OnThreatVolumeChanged"); UObject::ProcessEvent(Func, nullptr); } // Function FortniteGame.ThreatCloud.SetCloudInfluenceInfo // (Final, Native, Public, HasOutParams, BlueprintCallable) // Parameters: // const TArray&CloudStaticMeshComponents (ConstParm, Parm, OutParm, ZeroConstructor, ReferenceParm, ContainsInstancedReference, NativeAccessSpecifierPublic) // const TArray& FinalCloudScales (ConstParm, Parm, OutParm, ZeroConstructor, ReferenceParm, NativeAccessSpecifierPublic) // const TArray&CloudMIDs (ConstParm, Parm, OutParm, ZeroConstructor, ReferenceParm, NativeAccessSpecifierPublic) // float BoundingBoxPadding (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) void AThreatCloud::SetCloudInfluenceInfo(const TArray& CloudStaticMeshComponents, const TArray& FinalCloudScales, const TArray& CloudMIDs, float BoundingBoxPadding) { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("ThreatCloud", "SetCloudInfluenceInfo"); Params::ThreatCloud_SetCloudInfluenceInfo Parms{}; Parms.CloudStaticMeshComponents = std::move(CloudStaticMeshComponents); Parms.FinalCloudScales = std::move(FinalCloudScales); Parms.CloudMIDs = std::move(CloudMIDs); Parms.BoundingBoxPadding = BoundingBoxPadding; auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; UObject::ProcessEvent(Func, &Parms); Func->FunctionFlags = Flgs; } // Function FortniteGame.ThreatCloud.SetCloudMeshAndScaleValues // (Final, Native, Public, HasOutParams, BlueprintCallable) // Parameters: // const TArray&CloudStaticMeshComponents (ConstParm, Parm, OutParm, ZeroConstructor, ReferenceParm, ContainsInstancedReference, NativeAccessSpecifierPublic) // bool bIncludeNegativeValues (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, NativeAccessSpecifierPublic) // const TArray& FinalCloudScales (ConstParm, Parm, OutParm, ZeroConstructor, ReferenceParm, NativeAccessSpecifierPublic) void AThreatCloud::SetCloudMeshAndScaleValues(const TArray& CloudStaticMeshComponents, bool bIncludeNegativeValues, const TArray& FinalCloudScales) { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("ThreatCloud", "SetCloudMeshAndScaleValues"); Params::ThreatCloud_SetCloudMeshAndScaleValues Parms{}; Parms.CloudStaticMeshComponents = std::move(CloudStaticMeshComponents); Parms.bIncludeNegativeValues = bIncludeNegativeValues; Parms.FinalCloudScales = std::move(FinalCloudScales); auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; UObject::ProcessEvent(Func, &Parms); Func->FunctionFlags = Flgs; } // Function FortniteGame.ThreatCloud.SetCloudMeshScale // (Final, Native, Public, HasDefaults, BlueprintCallable) // Parameters: // class UStaticMeshComponent* CloudStaticMesh (Parm, ZeroConstructor, InstancedReference, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) // const struct FVector& Scale (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, NativeAccessSpecifierPublic) void AThreatCloud::SetCloudMeshScale(class UStaticMeshComponent* CloudStaticMesh, const struct FVector& Scale) { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("ThreatCloud", "SetCloudMeshScale"); Params::ThreatCloud_SetCloudMeshScale Parms{}; Parms.CloudStaticMesh = CloudStaticMesh; Parms.Scale = std::move(Scale); auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; UObject::ProcessEvent(Func, &Parms); Func->FunctionFlags = Flgs; } // Function FortniteGame.ThreatCloud.UpdateCloudBuildUp // (Final, Native, Public) // Parameters: // float ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) float AThreatCloud::UpdateCloudBuildUp() { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("ThreatCloud", "UpdateCloudBuildUp"); Params::ThreatCloud_UpdateCloudBuildUp Parms{}; auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; UObject::ProcessEvent(Func, &Parms); Func->FunctionFlags = Flgs; return Parms.ReturnValue; } // Function FortniteGame.ThreatCloud.GetCloudBuildUpPercentage // (Final, Native, Public, BlueprintCallable, BlueprintPure, Const) // Parameters: // float ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) float AThreatCloud::GetCloudBuildUpPercentage() const { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("ThreatCloud", "GetCloudBuildUpPercentage"); Params::ThreatCloud_GetCloudBuildUpPercentage Parms{}; auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; UObject::ProcessEvent(Func, &Parms); Func->FunctionFlags = Flgs; return Parms.ReturnValue; } // Function FortniteGame.ThreatCloud.GetGoalActorLocations // (Final, Native, Public, HasOutParams, BlueprintCallable, BlueprintPure, Const) // Parameters: // TArray* OutGoalActorLocations (Parm, OutParm, ZeroConstructor, NativeAccessSpecifierPublic) void AThreatCloud::GetGoalActorLocations(TArray* OutGoalActorLocations) const { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("ThreatCloud", "GetGoalActorLocations"); Params::ThreatCloud_GetGoalActorLocations Parms{}; auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; UObject::ProcessEvent(Func, &Parms); Func->FunctionFlags = Flgs; if (OutGoalActorLocations != nullptr) *OutGoalActorLocations = std::move(Parms.OutGoalActorLocations); } // Function FortniteGame.ThreatCloud.GetNeighborCloudIndices // (Final, Native, Public, HasOutParams, BlueprintCallable, BlueprintPure, Const) // Parameters: // TArray* NeighborCloudIndices (Parm, OutParm, ZeroConstructor, NativeAccessSpecifierPublic) void AThreatCloud::GetNeighborCloudIndices(TArray* NeighborCloudIndices) const { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("ThreatCloud", "GetNeighborCloudIndices"); Params::ThreatCloud_GetNeighborCloudIndices Parms{}; auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; UObject::ProcessEvent(Func, &Parms); Func->FunctionFlags = Flgs; if (NeighborCloudIndices != nullptr) *NeighborCloudIndices = std::move(Parms.NeighborCloudIndices); } // Function FortniteGame.ThreatCloud.GetNeighborClouds // (Final, Native, Public, HasOutParams, BlueprintCallable, BlueprintPure, Const) // Parameters: // TArray* NeighborClouds (Parm, OutParm, ZeroConstructor, NativeAccessSpecifierPublic) void AThreatCloud::GetNeighborClouds(TArray* NeighborClouds) const { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("ThreatCloud", "GetNeighborClouds"); Params::ThreatCloud_GetNeighborClouds Parms{}; auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; UObject::ProcessEvent(Func, &Parms); Func->FunctionFlags = Flgs; if (NeighborClouds != nullptr) *NeighborClouds = std::move(Parms.NeighborClouds); } // Function FortniteGame.ThreatCloud.GetNumberOfImmediateNeighbors // (Final, Native, Public, BlueprintCallable, BlueprintPure, Const) // Parameters: // bool bHorizontalAndVertical (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, NativeAccessSpecifierPublic) // bool bDiagonal (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, NativeAccessSpecifierPublic) // int32 ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) int32 AThreatCloud::GetNumberOfImmediateNeighbors(bool bHorizontalAndVertical, bool bDiagonal) const { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("ThreatCloud", "GetNumberOfImmediateNeighbors"); Params::ThreatCloud_GetNumberOfImmediateNeighbors Parms{}; Parms.bHorizontalAndVertical = bHorizontalAndVertical; Parms.bDiagonal = bDiagonal; auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; UObject::ProcessEvent(Func, &Parms); Func->FunctionFlags = Flgs; return Parms.ReturnValue; } // Function FortniteGame.ThreatCloud.GetNumberOfSecondaryNeighbors // (Final, Native, Public, BlueprintCallable, BlueprintPure, Const) // Parameters: // int32 ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) int32 AThreatCloud::GetNumberOfSecondaryNeighbors() const { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("ThreatCloud", "GetNumberOfSecondaryNeighbors"); Params::ThreatCloud_GetNumberOfSecondaryNeighbors Parms{}; auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; UObject::ProcessEvent(Func, &Parms); Func->FunctionFlags = Flgs; return Parms.ReturnValue; } // Function FortniteGame.ThreatCloud.GetRandomFloat1 // (Final, Native, Public, BlueprintCallable, BlueprintPure, Const) // Parameters: // float ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) float AThreatCloud::GetRandomFloat1() const { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("ThreatCloud", "GetRandomFloat1"); Params::ThreatCloud_GetRandomFloat1 Parms{}; auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; UObject::ProcessEvent(Func, &Parms); Func->FunctionFlags = Flgs; return Parms.ReturnValue; } // Function FortniteGame.ThreatCloud.GetRandomFloat2 // (Final, Native, Public, BlueprintCallable, BlueprintPure, Const) // Parameters: // float ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) float AThreatCloud::GetRandomFloat2() const { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("ThreatCloud", "GetRandomFloat2"); Params::ThreatCloud_GetRandomFloat2 Parms{}; auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; UObject::ProcessEvent(Func, &Parms); Func->FunctionFlags = Flgs; return Parms.ReturnValue; } // Function FortniteGame.ThreatCloud.GetRandomFloat3 // (Final, Native, Public, BlueprintCallable, BlueprintPure, Const) // Parameters: // float ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) float AThreatCloud::GetRandomFloat3() const { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("ThreatCloud", "GetRandomFloat3"); Params::ThreatCloud_GetRandomFloat3 Parms{}; auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; UObject::ProcessEvent(Func, &Parms); Func->FunctionFlags = Flgs; return Parms.ReturnValue; } // Function FortniteGame.ThreatCloud.GetRandomFloat4 // (Final, Native, Public, BlueprintCallable, BlueprintPure, Const) // Parameters: // float ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) float AThreatCloud::GetRandomFloat4() const { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("ThreatCloud", "GetRandomFloat4"); Params::ThreatCloud_GetRandomFloat4 Parms{}; auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; UObject::ProcessEvent(Func, &Parms); Func->FunctionFlags = Flgs; return Parms.ReturnValue; } // Function FortniteGame.ThreatCloud.GetThreatVolume // (Final, Native, Public, HasDefaults, BlueprintCallable, BlueprintPure, Const) // Parameters: // struct FBox ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, NativeAccessSpecifierPublic) struct FBox AThreatCloud::GetThreatVolume() const { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("ThreatCloud", "GetThreatVolume"); Params::ThreatCloud_GetThreatVolume Parms{}; auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; UObject::ProcessEvent(Func, &Parms); Func->FunctionFlags = Flgs; return Parms.ReturnValue; } // Function FortniteGame.FortGameplayEffectDeliveryActor.BroadcastExplosion // (Net, Native, Event, NetMulticast, Protected) // Parameters: // const TArray& HitActors (ConstParm, Parm, ZeroConstructor, ReferenceParm, NativeAccessSpecifierPublic) // const TArray& HitResults (ConstParm, Parm, ZeroConstructor, ReferenceParm, ContainsInstancedReference, NativeAccessSpecifierPublic) void AFortGameplayEffectDeliveryActor::BroadcastExplosion(const TArray& HitActors, const TArray& HitResults) { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("FortGameplayEffectDeliveryActor", "BroadcastExplosion"); Params::FortGameplayEffectDeliveryActor_BroadcastExplosion Parms{}; Parms.HitActors = std::move(HitActors); Parms.HitResults = std::move(HitResults); auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; UObject::ProcessEvent(Func, &Parms); Func->FunctionFlags = Flgs; } // Function FortniteGame.FortGameplayEffectDeliveryActor.DoExplosion // (BlueprintAuthorityOnly, Native, Public, BlueprintCallable) void AFortGameplayEffectDeliveryActor::DoExplosion() { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("FortGameplayEffectDeliveryActor", "DoExplosion"); auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; UObject::ProcessEvent(Func, nullptr); Func->FunctionFlags = Flgs; } // Function FortniteGame.FortGameplayEffectDeliveryActor.Kill // (BlueprintAuthorityOnly, Native, Public, BlueprintCallable) void AFortGameplayEffectDeliveryActor::Kill() { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("FortGameplayEffectDeliveryActor", "Kill"); auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; UObject::ProcessEvent(Func, nullptr); Func->FunctionFlags = Flgs; } // Function FortniteGame.FortGameplayEffectDeliveryActor.KillTimerExpired // (Native, Protected) void AFortGameplayEffectDeliveryActor::KillTimerExpired() { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("FortGameplayEffectDeliveryActor", "KillTimerExpired"); auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; UObject::ProcessEvent(Func, nullptr); Func->FunctionFlags = Flgs; } // Function FortniteGame.FortGameplayEffectDeliveryActor.OnComponentOverlap // (Native, Protected, HasOutParams) // Parameters: // class AActor* OtherActor (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) // class UPrimitiveComponent* OtherComp (Parm, ZeroConstructor, InstancedReference, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) // int32 OtherBodyIndex (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) // bool bFromSweep (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, NativeAccessSpecifierPublic) // const struct FHitResult& SweepResult (ConstParm, Parm, OutParm, ReferenceParm, ContainsInstancedReference, NativeAccessSpecifierPublic) void AFortGameplayEffectDeliveryActor::OnComponentOverlap(class AActor* OtherActor, class UPrimitiveComponent* OtherComp, int32 OtherBodyIndex, bool bFromSweep, const struct FHitResult& SweepResult) { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("FortGameplayEffectDeliveryActor", "OnComponentOverlap"); Params::FortGameplayEffectDeliveryActor_OnComponentOverlap Parms{}; Parms.OtherActor = OtherActor; Parms.OtherComp = OtherComp; Parms.OtherBodyIndex = OtherBodyIndex; Parms.bFromSweep = bFromSweep; Parms.SweepResult = std::move(SweepResult); auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; UObject::ProcessEvent(Func, &Parms); Func->FunctionFlags = Flgs; } // Function FortniteGame.FortGameplayEffectDeliveryActor.OnComponentTouch // (Native, Protected, HasOutParams, HasDefaults) // Parameters: // class AActor* OtherActor (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) // class UPrimitiveComponent* OtherComp (Parm, ZeroConstructor, InstancedReference, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) // const struct FVector& NormalImpulse (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, NativeAccessSpecifierPublic) // const struct FHitResult& Hit (ConstParm, Parm, OutParm, ReferenceParm, ContainsInstancedReference, NativeAccessSpecifierPublic) void AFortGameplayEffectDeliveryActor::OnComponentTouch(class AActor* OtherActor, class UPrimitiveComponent* OtherComp, const struct FVector& NormalImpulse, const struct FHitResult& Hit) { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("FortGameplayEffectDeliveryActor", "OnComponentTouch"); Params::FortGameplayEffectDeliveryActor_OnComponentTouch Parms{}; Parms.OtherActor = OtherActor; Parms.OtherComp = OtherComp; Parms.NormalImpulse = std::move(NormalImpulse); Parms.Hit = std::move(Hit); auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; UObject::ProcessEvent(Func, &Parms); Func->FunctionFlags = Flgs; } // Function FortniteGame.FortGameplayEffectDeliveryActor.OnExploded // (Event, Public, HasOutParams, BlueprintEvent) // Parameters: // const TArray& HitActors (ConstParm, Parm, OutParm, ZeroConstructor, ReferenceParm, NativeAccessSpecifierPublic) // const TArray& HitResults (ConstParm, Parm, OutParm, ZeroConstructor, ReferenceParm, ContainsInstancedReference, NativeAccessSpecifierPublic) void AFortGameplayEffectDeliveryActor::OnExploded(const TArray& HitActors, const TArray& HitResults) { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("FortGameplayEffectDeliveryActor", "OnExploded"); Params::FortGameplayEffectDeliveryActor_OnExploded Parms{}; Parms.HitActors = std::move(HitActors); Parms.HitResults = std::move(HitResults); UObject::ProcessEvent(Func, &Parms); } // Function FortniteGame.FortGameplayEffectDeliveryActor.OnRep_IsBeingKilled // (Native, Protected) void AFortGameplayEffectDeliveryActor::OnRep_IsBeingKilled() { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("FortGameplayEffectDeliveryActor", "OnRep_IsBeingKilled"); auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; UObject::ProcessEvent(Func, nullptr); Func->FunctionFlags = Flgs; } // Function FortniteGame.FortGameplayEffectDeliveryActor.OnTouched // (Event, Public, HasOutParams, BlueprintEvent) // Parameters: // class AActor* OtherActor (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) // class UPrimitiveComponent* OtherComp (Parm, ZeroConstructor, InstancedReference, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) // const struct FHitResult& HitResult (ConstParm, Parm, OutParm, ReferenceParm, ContainsInstancedReference, NativeAccessSpecifierPublic) void AFortGameplayEffectDeliveryActor::OnTouched(class AActor* OtherActor, class UPrimitiveComponent* OtherComp, const struct FHitResult& HitResult) { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("FortGameplayEffectDeliveryActor", "OnTouched"); Params::FortGameplayEffectDeliveryActor_OnTouched Parms{}; Parms.OtherActor = OtherActor; Parms.OtherComp = OtherComp; Parms.HitResult = std::move(HitResult); UObject::ProcessEvent(Func, &Parms); } // Function FortniteGame.FortGameplayEffectDeliveryActor.SetCollisionComponent // (Final, Native, Public, BlueprintCallable) // Parameters: // class UPrimitiveComponent* NewCollisionComponent (Parm, ZeroConstructor, InstancedReference, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) void AFortGameplayEffectDeliveryActor::SetCollisionComponent(class UPrimitiveComponent* NewCollisionComponent) { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("FortGameplayEffectDeliveryActor", "SetCollisionComponent"); Params::FortGameplayEffectDeliveryActor_SetCollisionComponent Parms{}; Parms.NewCollisionComponent = NewCollisionComponent; auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; UObject::ProcessEvent(Func, &Parms); Func->FunctionFlags = Flgs; } // Function FortniteGame.FortGameplayEffectDeliveryActor.SetIgnoreInstigatorCollision // (Final, Native, Public, BlueprintCallable) // Parameters: // bool bShouldIgnore (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, NativeAccessSpecifierPublic) void AFortGameplayEffectDeliveryActor::SetIgnoreInstigatorCollision(bool bShouldIgnore) { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("FortGameplayEffectDeliveryActor", "SetIgnoreInstigatorCollision"); Params::FortGameplayEffectDeliveryActor_SetIgnoreInstigatorCollision Parms{}; Parms.bShouldIgnore = bShouldIgnore; auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; UObject::ProcessEvent(Func, &Parms); Func->FunctionFlags = Flgs; } // Function FortniteGame.FortGameplayEffectDeliveryActor.GetCollisionComponent // (Final, Native, Public, BlueprintCallable, BlueprintPure, Const) // Parameters: // class UPrimitiveComponent* ReturnValue (ExportObject, Parm, OutParm, ZeroConstructor, ReturnParm, InstancedReference, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) class UPrimitiveComponent* AFortGameplayEffectDeliveryActor::GetCollisionComponent() const { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("FortGameplayEffectDeliveryActor", "GetCollisionComponent"); Params::FortGameplayEffectDeliveryActor_GetCollisionComponent Parms{}; auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; UObject::ProcessEvent(Func, &Parms); Func->FunctionFlags = Flgs; return Parms.ReturnValue; } // Function FortniteGame.FortGameplayEffectDeliveryActor.IsBeingKilled // (Native, Public, BlueprintCallable, BlueprintPure, Const) // Parameters: // bool ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, NativeAccessSpecifierPublic) bool AFortGameplayEffectDeliveryActor::IsBeingKilled() const { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("FortGameplayEffectDeliveryActor", "IsBeingKilled"); Params::FortGameplayEffectDeliveryActor_IsBeingKilled Parms{}; auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; UObject::ProcessEvent(Func, &Parms); Func->FunctionFlags = Flgs; return Parms.ReturnValue; } // Function FortniteGame.FortProjectileBase.HasStoppedMoving // (Native, Public, BlueprintCallable) // Parameters: // bool ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, NativeAccessSpecifierPublic) bool AFortProjectileBase::HasStoppedMoving() { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("FortProjectileBase", "HasStoppedMoving"); Params::FortProjectileBase_HasStoppedMoving Parms{}; auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; UObject::ProcessEvent(Func, &Parms); Func->FunctionFlags = Flgs; return Parms.ReturnValue; } // Function FortniteGame.FortProjectileBase.OnBounce // (Event, Public, HasOutParams, BlueprintEvent) // Parameters: // const struct FHitResult& Hit (ConstParm, Parm, OutParm, ReferenceParm, ContainsInstancedReference, NativeAccessSpecifierPublic) void AFortProjectileBase::OnBounce(const struct FHitResult& Hit) { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("FortProjectileBase", "OnBounce"); Params::FortProjectileBase_OnBounce Parms{}; Parms.Hit = std::move(Hit); UObject::ProcessEvent(Func, &Parms); } // Function FortniteGame.FortProjectileBase.OnBounceCallback // (Native, Protected, HasOutParams, HasDefaults) // Parameters: // const struct FHitResult& Hit (ConstParm, Parm, OutParm, ReferenceParm, ContainsInstancedReference, NativeAccessSpecifierPublic) // const struct FVector& ImpactVelocity (ConstParm, Parm, OutParm, ZeroConstructor, ReferenceParm, IsPlainOldData, NoDestructor, NativeAccessSpecifierPublic) void AFortProjectileBase::OnBounceCallback(const struct FHitResult& Hit, const struct FVector& ImpactVelocity) { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("FortProjectileBase", "OnBounceCallback"); Params::FortProjectileBase_OnBounceCallback Parms{}; Parms.Hit = std::move(Hit); Parms.ImpactVelocity = std::move(ImpactVelocity); auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; UObject::ProcessEvent(Func, &Parms); Func->FunctionFlags = Flgs; } // Function FortniteGame.FortProjectileBase.OnRep_GravityScale // (Final, Native, Public) void AFortProjectileBase::OnRep_GravityScale() { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("FortProjectileBase", "OnRep_GravityScale"); auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; UObject::ProcessEvent(Func, nullptr); Func->FunctionFlags = Flgs; } // Function FortniteGame.FortProjectileBase.OnRep_ReplicatedMaxSpeed // (Final, Native, Public) void AFortProjectileBase::OnRep_ReplicatedMaxSpeed() { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("FortProjectileBase", "OnRep_ReplicatedMaxSpeed"); auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; UObject::ProcessEvent(Func, nullptr); Func->FunctionFlags = Flgs; } // Function FortniteGame.FortProjectileBase.OnStop // (Event, Public, HasOutParams, BlueprintEvent) // Parameters: // const struct FHitResult& Hit (ConstParm, Parm, OutParm, ReferenceParm, ContainsInstancedReference, NativeAccessSpecifierPublic) void AFortProjectileBase::OnStop(const struct FHitResult& Hit) { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("FortProjectileBase", "OnStop"); Params::FortProjectileBase_OnStop Parms{}; Parms.Hit = std::move(Hit); UObject::ProcessEvent(Func, &Parms); } // Function FortniteGame.FortProjectileBase.OnStopCallback // (Native, Protected, HasOutParams) // Parameters: // const struct FHitResult& Hit (ConstParm, Parm, OutParm, ReferenceParm, ContainsInstancedReference, NativeAccessSpecifierPublic) void AFortProjectileBase::OnStopCallback(const struct FHitResult& Hit) { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("FortProjectileBase", "OnStopCallback"); Params::FortProjectileBase_OnStopCallback Parms{}; Parms.Hit = std::move(Hit); auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; UObject::ProcessEvent(Func, &Parms); Func->FunctionFlags = Flgs; } // Function FortniteGame.FortProjectileBase.SetGravityScale // (Final, BlueprintAuthorityOnly, Native, Public, BlueprintCallable) // Parameters: // float InitialGravityScale (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) void AFortProjectileBase::SetGravityScale(float InitialGravityScale) { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("FortProjectileBase", "SetGravityScale"); Params::FortProjectileBase_SetGravityScale Parms{}; Parms.InitialGravityScale = InitialGravityScale; auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; UObject::ProcessEvent(Func, &Parms); Func->FunctionFlags = Flgs; } // Function FortniteGame.FortProjectileBase.GetGravityScale // (Final, Native, Public, BlueprintCallable, BlueprintPure, Const) // Parameters: // float ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) float AFortProjectileBase::GetGravityScale() const { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("FortProjectileBase", "GetGravityScale"); Params::FortProjectileBase_GetGravityScale Parms{}; auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; UObject::ProcessEvent(Func, &Parms); Func->FunctionFlags = Flgs; return Parms.ReturnValue; } // Function FortniteGame.FortProjectile_MOBATurret.OnHomingTargetDied // (Native, Protected, HasDefaults) // Parameters: // class AActor* DamagedActor (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) // float Damage (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) // class AController* InstigatedBy (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) // class AActor* DamageCauser (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) // const struct FVector& HitLocation (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, NativeAccessSpecifierPublic) // class UPrimitiveComponent* FHitComponent (Parm, ZeroConstructor, InstancedReference, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) // class FName BoneName (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) // const struct FVector& Momentum (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, NativeAccessSpecifierPublic) void AFortProjectile_MOBATurret::OnHomingTargetDied(class AActor* DamagedActor, float Damage, class AController* InstigatedBy, class AActor* DamageCauser, const struct FVector& HitLocation, class UPrimitiveComponent* FHitComponent, class FName BoneName, const struct FVector& Momentum) { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("FortProjectile_MOBATurret", "OnHomingTargetDied"); Params::FortProjectile_MOBATurret_OnHomingTargetDied Parms{}; Parms.DamagedActor = DamagedActor; Parms.Damage = Damage; Parms.InstigatedBy = InstigatedBy; Parms.DamageCauser = DamageCauser; Parms.HitLocation = std::move(HitLocation); Parms.FHitComponent = FHitComponent; Parms.BoneName = BoneName; Parms.Momentum = std::move(Momentum); auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; UObject::ProcessEvent(Func, &Parms); Func->FunctionFlags = Flgs; } // Function FortniteGame.FortThreatVisualsManager.ActivateThreatClouds // (Final, Net, NetReliable, Native, Event, NetMulticast, Private) // Parameters: // const TArray& GridIndices (ConstParm, Parm, ZeroConstructor, ReferenceParm, NativeAccessSpecifierPublic) void AFortThreatVisualsManager::ActivateThreatClouds(const TArray& GridIndices) { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("FortThreatVisualsManager", "ActivateThreatClouds"); Params::FortThreatVisualsManager_ActivateThreatClouds Parms{}; Parms.GridIndices = std::move(GridIndices); auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; UObject::ProcessEvent(Func, &Parms); Func->FunctionFlags = Flgs; } // Function FortniteGame.FortThreatVisualsManager.BeginThreatVisualsPrecursor // (Net, NetReliable, Native, Event, NetMulticast, Public, HasDefaults) // Parameters: // class AActor* SourceActor (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) // const struct FVector& ThreatLocation (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, NativeAccessSpecifierPublic) void AFortThreatVisualsManager::BeginThreatVisualsPrecursor(class AActor* SourceActor, const struct FVector& ThreatLocation) { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("FortThreatVisualsManager", "BeginThreatVisualsPrecursor"); Params::FortThreatVisualsManager_BeginThreatVisualsPrecursor Parms{}; Parms.SourceActor = SourceActor; Parms.ThreatLocation = std::move(ThreatLocation); auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; UObject::ProcessEvent(Func, &Parms); Func->FunctionFlags = Flgs; } // Function FortniteGame.FortThreatVisualsManager.DeactivateThreatClouds // (Final, Net, NetReliable, Native, Event, NetMulticast, Private) // Parameters: // EFortThreatDeactivationType DeactivationType (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) // const TArray& GridIndices (ConstParm, Parm, ZeroConstructor, ReferenceParm, NativeAccessSpecifierPublic) // float DeactivationDuration (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) void AFortThreatVisualsManager::DeactivateThreatClouds(EFortThreatDeactivationType DeactivationType, const TArray& GridIndices, float DeactivationDuration) { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("FortThreatVisualsManager", "DeactivateThreatClouds"); Params::FortThreatVisualsManager_DeactivateThreatClouds Parms{}; Parms.DeactivationType = DeactivationType; Parms.GridIndices = std::move(GridIndices); Parms.DeactivationDuration = DeactivationDuration; auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; UObject::ProcessEvent(Func, &Parms); Func->FunctionFlags = Flgs; } // Function FortniteGame.FortThreatVisualsManager.OnBeginThreatVisualsPrecursor // (BlueprintCosmetic, Event, Public, HasOutParams, HasDefaults, BlueprintEvent) // Parameters: // class AActor* SourceActor (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) // const struct FVector& EndLocation (ConstParm, Parm, OutParm, ZeroConstructor, ReferenceParm, IsPlainOldData, NoDestructor, NativeAccessSpecifierPublic) void AFortThreatVisualsManager::OnBeginThreatVisualsPrecursor(class AActor* SourceActor, const struct FVector& EndLocation) { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("FortThreatVisualsManager", "OnBeginThreatVisualsPrecursor"); Params::FortThreatVisualsManager_OnBeginThreatVisualsPrecursor Parms{}; Parms.SourceActor = SourceActor; Parms.EndLocation = std::move(EndLocation); UObject::ProcessEvent(Func, &Parms); } // Function FortniteGame.FortThreatVisualsManager.OnRep_GoalActorLocations // (Final, Native, Private) void AFortThreatVisualsManager::OnRep_GoalActorLocations() { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("FortThreatVisualsManager", "OnRep_GoalActorLocations"); auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; UObject::ProcessEvent(Func, nullptr); Func->FunctionFlags = Flgs; } // Function FortniteGame.FortThreatVisualsManager.OnRep_ThreatLocations // (Final, Native, Private) void AFortThreatVisualsManager::OnRep_ThreatLocations() { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("FortThreatVisualsManager", "OnRep_ThreatLocations"); auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; UObject::ProcessEvent(Func, nullptr); Func->FunctionFlags = Flgs; } // Function FortniteGame.FortThreatVisualsManager.OnThreatCloudsChanged // (Event, Public, HasOutParams, BlueprintEvent) // Parameters: // const TArray&ThreatLocationInfo (ConstParm, Parm, OutParm, ZeroConstructor, ReferenceParm, NativeAccessSpecifierPublic) void AFortThreatVisualsManager::OnThreatCloudsChanged(const TArray& ThreatLocationInfo) { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("FortThreatVisualsManager", "OnThreatCloudsChanged"); Params::FortThreatVisualsManager_OnThreatCloudsChanged Parms{}; Parms.ThreatLocationInfo = std::move(ThreatLocationInfo); UObject::ProcessEvent(Func, &Parms); } // Function FortniteGame.FortThreatVisualsManager.UpdateCloudBuildUp // (Final, Native, Private) void AFortThreatVisualsManager::UpdateCloudBuildUp() { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("FortThreatVisualsManager", "UpdateCloudBuildUp"); auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; UObject::ProcessEvent(Func, nullptr); Func->FunctionFlags = Flgs; } // Function FortniteGame.FortThreatVisualsManager.GetThreatCloud // (Final, Native, Public, HasOutParams, BlueprintCallable, BlueprintPure, Const) // Parameters: // const struct FThreatLocationInfo& ThreatLocInfo (ConstParm, Parm, OutParm, ReferenceParm, NativeAccessSpecifierPublic) // class AThreatCloud* ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) class AThreatCloud* AFortThreatVisualsManager::GetThreatCloud(const struct FThreatLocationInfo& ThreatLocInfo) const { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("FortThreatVisualsManager", "GetThreatCloud"); Params::FortThreatVisualsManager_GetThreatCloud Parms{}; Parms.ThreatLocInfo = std::move(ThreatLocInfo); auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; UObject::ProcessEvent(Func, &Parms); Func->FunctionFlags = Flgs; return Parms.ReturnValue; } // Function FortniteGame.FortThreatVisualsManager.GetThreatClouds // (Final, Native, Public, BlueprintCallable, BlueprintPure, Const) // Parameters: // const TArrayReturnValue (ConstParm, Parm, OutParm, ZeroConstructor, ReturnParm, NativeAccessSpecifierPublic) const TArray AFortThreatVisualsManager::GetThreatClouds() const { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("FortThreatVisualsManager", "GetThreatClouds"); Params::FortThreatVisualsManager_GetThreatClouds Parms{}; auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; UObject::ProcessEvent(Func, &Parms); Func->FunctionFlags = Flgs; return Parms.ReturnValue; } // Function FortniteGame.FortThreatVisualsManager.StormsExist // (Final, Native, Public, BlueprintCallable, BlueprintPure, Const) // Parameters: // bool ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, NativeAccessSpecifierPublic) bool AFortThreatVisualsManager::StormsExist() const { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("FortThreatVisualsManager", "StormsExist"); Params::FortThreatVisualsManager_StormsExist Parms{}; auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; UObject::ProcessEvent(Func, &Parms); Func->FunctionFlags = Flgs; return Parms.ReturnValue; } // Function FortniteGame.FortAIEncounterSequence.Next // (Final, BlueprintAuthorityOnly, Native, Public, BlueprintCallable) // Parameters: // EFortEncounterSequenceResult ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) EFortEncounterSequenceResult UFortAIEncounterSequence::Next() { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("FortAIEncounterSequence", "Next"); Params::FortAIEncounterSequence_Next Parms{}; auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; UObject::ProcessEvent(Func, &Parms); Func->FunctionFlags = Flgs; return Parms.ReturnValue; } // Function FortniteGame.FortAIEncounterSequence.Previous // (Final, BlueprintAuthorityOnly, Native, Public, BlueprintCallable) // Parameters: // EFortEncounterSequenceResult ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) EFortEncounterSequenceResult UFortAIEncounterSequence::Previous() { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("FortAIEncounterSequence", "Previous"); Params::FortAIEncounterSequence_Previous Parms{}; auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; UObject::ProcessEvent(Func, &Parms); Func->FunctionFlags = Flgs; return Parms.ReturnValue; } // Function FortniteGame.FortAIEncounterSequence.StartCurrentEncounter // (Final, BlueprintAuthorityOnly, Native, Public, HasOutParams, BlueprintCallable) // Parameters: // EFortEncounterSequenceResult* OutRequestResult (Parm, OutParm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) // const TArray& TargetActors (ConstParm, Parm, OutParm, ZeroConstructor, ReferenceParm, NativeAccessSpecifierPublic) // class UFortAIAssignmentSettings* AssignmentSettings (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) // const struct FEncounterEnvironmentQueryInfo&OverrideEnvironmentQueryInfo (Parm, NativeAccessSpecifierPublic) // class AActor* OptionalQueryActor (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) // const struct FGameplayTagContainer& InjectedTags (Parm, NativeAccessSpecifierPublic) // const struct FFortEncounterSettings& EncounterSettings (Parm, NativeAccessSpecifierPublic) // int32 ActivationDelay (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) // class UFortAIEncounterInfo* ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) class UFortAIEncounterInfo* UFortAIEncounterSequence::StartCurrentEncounter(EFortEncounterSequenceResult* OutRequestResult, const TArray& TargetActors, class UFortAIAssignmentSettings* AssignmentSettings, const struct FEncounterEnvironmentQueryInfo& OverrideEnvironmentQueryInfo, class AActor* OptionalQueryActor, const struct FGameplayTagContainer& InjectedTags, const struct FFortEncounterSettings& EncounterSettings, int32 ActivationDelay) { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("FortAIEncounterSequence", "StartCurrentEncounter"); Params::FortAIEncounterSequence_StartCurrentEncounter Parms{}; Parms.TargetActors = std::move(TargetActors); Parms.AssignmentSettings = AssignmentSettings; Parms.OverrideEnvironmentQueryInfo = std::move(OverrideEnvironmentQueryInfo); Parms.OptionalQueryActor = OptionalQueryActor; Parms.InjectedTags = std::move(InjectedTags); Parms.EncounterSettings = std::move(EncounterSettings); Parms.ActivationDelay = ActivationDelay; auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; UObject::ProcessEvent(Func, &Parms); Func->FunctionFlags = Flgs; if (OutRequestResult != nullptr) *OutRequestResult = Parms.OutRequestResult; return Parms.ReturnValue; } // Function FortniteGame.FortAIEncounterSequence.StopCurrentEncounter // (Final, BlueprintAuthorityOnly, Native, Public, BlueprintCallable) void UFortAIEncounterSequence::StopCurrentEncounter() { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("FortAIEncounterSequence", "StopCurrentEncounter"); auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; UObject::ProcessEvent(Func, nullptr); Func->FunctionFlags = Flgs; } // Function FortniteGame.FortAIEncounterSequence.EncounterBelongsToSequence // (Final, BlueprintAuthorityOnly, Native, Public, BlueprintCallable, BlueprintPure, Const) // Parameters: // class UFortAIEncounterInfo* InEncounter (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) // bool ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, NativeAccessSpecifierPublic) bool UFortAIEncounterSequence::EncounterBelongsToSequence(class UFortAIEncounterInfo* InEncounter) const { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("FortAIEncounterSequence", "EncounterBelongsToSequence"); Params::FortAIEncounterSequence_EncounterBelongsToSequence Parms{}; Parms.InEncounter = InEncounter; auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; UObject::ProcessEvent(Func, &Parms); Func->FunctionFlags = Flgs; return Parms.ReturnValue; } // Function FortniteGame.FortAIEncounterSequence.GetCurrentEncounter // (Final, BlueprintAuthorityOnly, Native, Public, BlueprintCallable, BlueprintPure, Const) // Parameters: // class UFortAIEncounterInfo* ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) class UFortAIEncounterInfo* UFortAIEncounterSequence::GetCurrentEncounter() const { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("FortAIEncounterSequence", "GetCurrentEncounter"); Params::FortAIEncounterSequence_GetCurrentEncounter Parms{}; auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; UObject::ProcessEvent(Func, &Parms); Func->FunctionFlags = Flgs; return Parms.ReturnValue; } // Function FortniteGame.FortAIEncounterSequence.GetEncounterIndexInSequence // (Final, BlueprintAuthorityOnly, Native, Public, BlueprintCallable, BlueprintPure, Const) // Parameters: // int32 ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) int32 UFortAIEncounterSequence::GetEncounterIndexInSequence() const { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("FortAIEncounterSequence", "GetEncounterIndexInSequence"); Params::FortAIEncounterSequence_GetEncounterIndexInSequence Parms{}; auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; UObject::ProcessEvent(Func, &Parms); Func->FunctionFlags = Flgs; return Parms.ReturnValue; } // Function FortniteGame.FortAIEncounterSequence.GetNumEncountersInSequence // (Final, BlueprintAuthorityOnly, Native, Public, BlueprintCallable, BlueprintPure, Const) // Parameters: // int32 ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) int32 UFortAIEncounterSequence::GetNumEncountersInSequence() const { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("FortAIEncounterSequence", "GetNumEncountersInSequence"); Params::FortAIEncounterSequence_GetNumEncountersInSequence Parms{}; auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; UObject::ProcessEvent(Func, &Parms); Func->FunctionFlags = Flgs; return Parms.ReturnValue; } // Function FortniteGame.FortAIEncounterSequence.HasEncounter // (Final, BlueprintAuthorityOnly, Native, Public, BlueprintCallable, BlueprintPure, Const) // Parameters: // bool ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, NativeAccessSpecifierPublic) bool UFortAIEncounterSequence::HasEncounter() const { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("FortAIEncounterSequence", "HasEncounter"); Params::FortAIEncounterSequence_HasEncounter Parms{}; auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; UObject::ProcessEvent(Func, &Parms); Func->FunctionFlags = Flgs; return Parms.ReturnValue; } // Function FortniteGame.FortAIEncounterSequence.IsOnFinalIndexInSequence // (Final, BlueprintAuthorityOnly, Native, Public, BlueprintCallable, BlueprintPure, Const) // Parameters: // bool ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, NativeAccessSpecifierPublic) bool UFortAIEncounterSequence::IsOnFinalIndexInSequence() const { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("FortAIEncounterSequence", "IsOnFinalIndexInSequence"); Params::FortAIEncounterSequence_IsOnFinalIndexInSequence Parms{}; auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; UObject::ProcessEvent(Func, &Parms); Func->FunctionFlags = Flgs; return Parms.ReturnValue; } // Function FortniteGame.FortAIFunctionLibrary.MakeNoiseEvent // (Final, BlueprintAuthorityOnly, Native, Static, Public, BlueprintCallable) // Parameters: // class AActor* NoiseMaker (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) // float MaxRange (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) void UFortAIFunctionLibrary::MakeNoiseEvent(class AActor* NoiseMaker, float MaxRange) { static class UFunction* Func = nullptr; if (Func == nullptr) Func = StaticClass()->GetFunction("FortAIFunctionLibrary", "MakeNoiseEvent"); Params::FortAIFunctionLibrary_MakeNoiseEvent Parms{}; Parms.NoiseMaker = NoiseMaker; Parms.MaxRange = MaxRange; auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; GetDefaultObj()->ProcessEvent(Func, &Parms); Func->FunctionFlags = Flgs; } // Function FortniteGame.FortAIFunctionLibrary.MakeNoiseEventAtLocation // (Final, BlueprintAuthorityOnly, Native, Static, Public, HasOutParams, HasDefaults, BlueprintCallable) // Parameters: // class AActor* NoiseMaker (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) // float MaxRange (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) // const struct FVector& NoiseLocation (ConstParm, Parm, OutParm, ZeroConstructor, ReferenceParm, IsPlainOldData, NoDestructor, NativeAccessSpecifierPublic) void UFortAIFunctionLibrary::MakeNoiseEventAtLocation(class AActor* NoiseMaker, float MaxRange, const struct FVector& NoiseLocation) { static class UFunction* Func = nullptr; if (Func == nullptr) Func = StaticClass()->GetFunction("FortAIFunctionLibrary", "MakeNoiseEventAtLocation"); Params::FortAIFunctionLibrary_MakeNoiseEventAtLocation Parms{}; Parms.NoiseMaker = NoiseMaker; Parms.MaxRange = MaxRange; Parms.NoiseLocation = std::move(NoiseLocation); auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; GetDefaultObj()->ProcessEvent(Func, &Parms); Func->FunctionFlags = Flgs; } // Function FortniteGame.FortAIRootAssignmentProviderInterface.GetRootAssignmentIdentifier // (Native, Public, BlueprintCallable, BlueprintPure, Const) // Parameters: // const struct FFortAIAssignmentIdentifierReturnValue (ConstParm, Parm, OutParm, ReturnParm, ReferenceParm, NativeAccessSpecifierPublic) const struct FFortAIAssignmentIdentifier IFortAIRootAssignmentProviderInterface::GetRootAssignmentIdentifier() const { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("FortAIRootAssignmentProviderInterface", "GetRootAssignmentIdentifier"); Params::FortAIRootAssignmentProviderInterface_GetRootAssignmentIdentifier Parms{}; auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; UObject::ProcessEvent(Func, &Parms); Func->FunctionFlags = Flgs; return Parms.ReturnValue; } // Function FortniteGame.FortAISpawnGroup.GetEnemy // (Final, Native, Public, BlueprintCallable, BlueprintPure, Const) // Parameters: // int32 EnemyIndex (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) // TSubclassOf ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, UObjectWrapper, HasGetValueTypeHash, NativeAccessSpecifierPublic) TSubclassOf UFortAISpawnGroup::GetEnemy(int32 EnemyIndex) const { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("FortAISpawnGroup", "GetEnemy"); Params::FortAISpawnGroup_GetEnemy Parms{}; Parms.EnemyIndex = EnemyIndex; auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; UObject::ProcessEvent(Func, &Parms); Func->FunctionFlags = Flgs; return Parms.ReturnValue; } // Function FortniteGame.FortAISpawnGroup.GetNumberOfEnemies // (Final, Native, Public, BlueprintCallable, BlueprintPure, Const) // Parameters: // int32 ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) int32 UFortAISpawnGroup::GetNumberOfEnemies() const { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("FortAISpawnGroup", "GetNumberOfEnemies"); Params::FortAISpawnGroup_GetNumberOfEnemies Parms{}; auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; UObject::ProcessEvent(Func, &Parms); Func->FunctionFlags = Flgs; return Parms.ReturnValue; } // Function FortniteGame.FortAISpawnGroup.IsLargeSpawnGroup // (Final, Native, Public, BlueprintCallable, BlueprintPure, Const) // Parameters: // bool ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, NativeAccessSpecifierPublic) bool UFortAISpawnGroup::IsLargeSpawnGroup() const { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("FortAISpawnGroup", "IsLargeSpawnGroup"); Params::FortAISpawnGroup_IsLargeSpawnGroup Parms{}; auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; UObject::ProcessEvent(Func, &Parms); Func->FunctionFlags = Flgs; return Parms.ReturnValue; } // Function FortniteGame.FortAISpawnGroup.IsPrototype // (Final, Native, Public, BlueprintCallable, BlueprintPure, Const) // Parameters: // bool ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, NativeAccessSpecifierPublic) bool UFortAISpawnGroup::IsPrototype() const { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("FortAISpawnGroup", "IsPrototype"); Params::FortAISpawnGroup_IsPrototype Parms{}; auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; UObject::ProcessEvent(Func, &Parms); Func->FunctionFlags = Flgs; return Parms.ReturnValue; } // Function FortniteGame.FortAISpawnGroup.IsValidForEnemySpawners // (Final, Native, Public, BlueprintCallable, BlueprintPure, Const) // Parameters: // bool ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, NativeAccessSpecifierPublic) bool UFortAISpawnGroup::IsValidForEnemySpawners() const { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("FortAISpawnGroup", "IsValidForEnemySpawners"); Params::FortAISpawnGroup_IsValidForEnemySpawners Parms{}; auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; UObject::ProcessEvent(Func, &Parms); Func->FunctionFlags = Flgs; return Parms.ReturnValue; } // Function FortniteGame.FortAISystem.IsInCone2D // (Final, Native, Static, Public, HasDefaults, BlueprintCallable, BlueprintPure) // Parameters: // const struct FVector& ConeOrigin (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, NativeAccessSpecifierPublic) // const struct FVector& ConeDirection (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, NativeAccessSpecifierPublic) // float HalfAngle (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) // const struct FVector& LocationToCheck (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, NativeAccessSpecifierPublic) // bool ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, NativeAccessSpecifierPublic) bool UFortAISystem::IsInCone2D(const struct FVector& ConeOrigin, const struct FVector& ConeDirection, float HalfAngle, const struct FVector& LocationToCheck) { static class UFunction* Func = nullptr; if (Func == nullptr) Func = StaticClass()->GetFunction("FortAISystem", "IsInCone2D"); Params::FortAISystem_IsInCone2D Parms{}; Parms.ConeOrigin = std::move(ConeOrigin); Parms.ConeDirection = std::move(ConeDirection); Parms.HalfAngle = HalfAngle; Parms.LocationToCheck = std::move(LocationToCheck); auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; GetDefaultObj()->ProcessEvent(Func, &Parms); Func->FunctionFlags = Flgs; return Parms.ReturnValue; } // Function FortniteGame.FortAISystem.RequestNumberofBTDrivenAIPawns // (Final, Native, Static, Public, BlueprintCallable) // Parameters: // class UObject* WorldContext (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) // int32 NumberOfPawns (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) void UFortAISystem::RequestNumberofBTDrivenAIPawns(class UObject* WorldContext, int32 NumberOfPawns) { static class UFunction* Func = nullptr; if (Func == nullptr) Func = StaticClass()->GetFunction("FortAISystem", "RequestNumberofBTDrivenAIPawns"); Params::FortAISystem_RequestNumberofBTDrivenAIPawns Parms{}; Parms.WorldContext = WorldContext; Parms.NumberOfPawns = NumberOfPawns; auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; GetDefaultObj()->ProcessEvent(Func, &Parms); Func->FunctionFlags = Flgs; } // Function FortniteGame.FortOutpostAnalytics.FireAnalyticsEvent_OutpostAttackWaveCompleted // (Final, Native, Static, Public, BlueprintCallable) // Parameters: // const class UObject* SourceBp (ConstParm, Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) // const class FString& BuildingType (Parm, ZeroConstructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) // const int32 NumMissionsCompleted (ConstParm, Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) // const bool Succeeded (ConstParm, Parm, ZeroConstructor, IsPlainOldData, NoDestructor, NativeAccessSpecifierPublic) // const class FString& Direction (Parm, ZeroConstructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) void UFortOutpostAnalytics::FireAnalyticsEvent_OutpostAttackWaveCompleted(const class UObject* SourceBp, const class FString& BuildingType, const int32 NumMissionsCompleted, const bool Succeeded, const class FString& Direction) { static class UFunction* Func = nullptr; if (Func == nullptr) Func = StaticClass()->GetFunction("FortOutpostAnalytics", "FireAnalyticsEvent_OutpostAttackWaveCompleted"); Params::FortOutpostAnalytics_FireAnalyticsEvent_OutpostAttackWaveCompleted Parms{}; Parms.SourceBp = SourceBp; Parms.BuildingType = std::move(BuildingType); Parms.NumMissionsCompleted = NumMissionsCompleted; Parms.Succeeded = Succeeded; Parms.Direction = std::move(Direction); auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; GetDefaultObj()->ProcessEvent(Func, &Parms); Func->FunctionFlags = Flgs; } // Function FortniteGame.FortOutpostAnalytics.FireAnalyticsEvent_OutpostBuildingActivated // (Final, Native, Static, Public, BlueprintCallable) // Parameters: // const class UObject* SourceBp (ConstParm, Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) // const class FString& BuildingType (Parm, ZeroConstructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) // const int32 NumMissionsCompleted (ConstParm, Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) void UFortOutpostAnalytics::FireAnalyticsEvent_OutpostBuildingActivated(const class UObject* SourceBp, const class FString& BuildingType, const int32 NumMissionsCompleted) { static class UFunction* Func = nullptr; if (Func == nullptr) Func = StaticClass()->GetFunction("FortOutpostAnalytics", "FireAnalyticsEvent_OutpostBuildingActivated"); Params::FortOutpostAnalytics_FireAnalyticsEvent_OutpostBuildingActivated Parms{}; Parms.SourceBp = SourceBp; Parms.BuildingType = std::move(BuildingType); Parms.NumMissionsCompleted = NumMissionsCompleted; auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; GetDefaultObj()->ProcessEvent(Func, &Parms); Func->FunctionFlags = Flgs; } // Function FortniteGame.FortOutpostAnalytics.FireAnalyticsEvent_OutpostBuildingDefended // (Final, Native, Static, Public, BlueprintCallable) // Parameters: // const class UObject* SourceBp (ConstParm, Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) // const class FString& BuildingType (Parm, ZeroConstructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) // const int32 NumMissionsCompleted (ConstParm, Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) void UFortOutpostAnalytics::FireAnalyticsEvent_OutpostBuildingDefended(const class UObject* SourceBp, const class FString& BuildingType, const int32 NumMissionsCompleted) { static class UFunction* Func = nullptr; if (Func == nullptr) Func = StaticClass()->GetFunction("FortOutpostAnalytics", "FireAnalyticsEvent_OutpostBuildingDefended"); Params::FortOutpostAnalytics_FireAnalyticsEvent_OutpostBuildingDefended Parms{}; Parms.SourceBp = SourceBp; Parms.BuildingType = std::move(BuildingType); Parms.NumMissionsCompleted = NumMissionsCompleted; auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; GetDefaultObj()->ProcessEvent(Func, &Parms); Func->FunctionFlags = Flgs; } // Function FortniteGame.FortOutpostAnalytics.FireAnalyticsEvent_OutpostSupplyDropPickedUp // (Final, Native, Static, Public, HasOutParams, BlueprintCallable) // Parameters: // const class UObject* SourceBp (ConstParm, Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) // const TArray&Resourcees (ConstParm, Parm, OutParm, ZeroConstructor, ReferenceParm, NativeAccessSpecifierPublic) void UFortOutpostAnalytics::FireAnalyticsEvent_OutpostSupplyDropPickedUp(const class UObject* SourceBp, const TArray& Resourcees) { static class UFunction* Func = nullptr; if (Func == nullptr) Func = StaticClass()->GetFunction("FortOutpostAnalytics", "FireAnalyticsEvent_OutpostSupplyDropPickedUp"); Params::FortOutpostAnalytics_FireAnalyticsEvent_OutpostSupplyDropPickedUp Parms{}; Parms.SourceBp = SourceBp; Parms.Resourcees = std::move(Resourcees); auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; GetDefaultObj()->ProcessEvent(Func, &Parms); Func->FunctionFlags = Flgs; } // Function FortniteGame.FortOnboardingAnalytics.FireAnalyticsEvent_CinematicSkipped // (Final, Native, Static, Public, BlueprintCallable) // Parameters: // const class UObject* SourceBp (ConstParm, Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) void UFortOnboardingAnalytics::FireAnalyticsEvent_CinematicSkipped(const class UObject* SourceBp) { static class UFunction* Func = nullptr; if (Func == nullptr) Func = StaticClass()->GetFunction("FortOnboardingAnalytics", "FireAnalyticsEvent_CinematicSkipped"); Params::FortOnboardingAnalytics_FireAnalyticsEvent_CinematicSkipped Parms{}; Parms.SourceBp = SourceBp; auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; GetDefaultObj()->ProcessEvent(Func, &Parms); Func->FunctionFlags = Flgs; } // Function FortniteGame.FortOnboardingAnalytics.FireAnalyticsEvent_VinderTipPlayed // (Final, Native, Static, Public, BlueprintCallable) // Parameters: // const class UObject* SourceBp (ConstParm, Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) // const class FString& VinderTipTag (Parm, ZeroConstructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) void UFortOnboardingAnalytics::FireAnalyticsEvent_VinderTipPlayed(const class UObject* SourceBp, const class FString& VinderTipTag) { static class UFunction* Func = nullptr; if (Func == nullptr) Func = StaticClass()->GetFunction("FortOnboardingAnalytics", "FireAnalyticsEvent_VinderTipPlayed"); Params::FortOnboardingAnalytics_FireAnalyticsEvent_VinderTipPlayed Parms{}; Parms.SourceBp = SourceBp; Parms.VinderTipTag = std::move(VinderTipTag); auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; GetDefaultObj()->ProcessEvent(Func, &Parms); Func->FunctionFlags = Flgs; } // Function FortniteGame.FortAnalytics.ConstructAnalyticsAttribute // (Final, Native, Static, Public, HasDefaults, BlueprintCallable) // Parameters: // const class FString& AttributeName (ConstParm, Parm, ZeroConstructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) // const class FString& StringValue (ConstParm, Parm, ZeroConstructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) // const struct FGuid& FGuidValue (ConstParm, Parm, ZeroConstructor, IsPlainOldData, NoDestructor, NativeAccessSpecifierPublic) // const int32 IntValue (ConstParm, Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) // const float FloatValue (ConstParm, Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) // const bool BoolValue (ConstParm, Parm, ZeroConstructor, IsPlainOldData, NoDestructor, NativeAccessSpecifierPublic) // struct FFortAnalyticsEventAttribute ReturnValue (Parm, OutParm, ReturnParm, NativeAccessSpecifierPublic) struct FFortAnalyticsEventAttribute UFortAnalytics::ConstructAnalyticsAttribute(const class FString& AttributeName, const class FString& StringValue, const struct FGuid& FGuidValue, const int32 IntValue, const float FloatValue, const bool BoolValue) { static class UFunction* Func = nullptr; if (Func == nullptr) Func = StaticClass()->GetFunction("FortAnalytics", "ConstructAnalyticsAttribute"); Params::FortAnalytics_ConstructAnalyticsAttribute Parms{}; Parms.AttributeName = std::move(AttributeName); Parms.StringValue = std::move(StringValue); Parms.FGuidValue = std::move(FGuidValue); Parms.IntValue = IntValue; Parms.FloatValue = FloatValue; Parms.BoolValue = BoolValue; auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; GetDefaultObj()->ProcessEvent(Func, &Parms); Func->FunctionFlags = Flgs; return Parms.ReturnValue; } // Function FortniteGame.FortAnalytics.FireAnalyticsEvent_Blueprint // (Final, Native, Static, Public, HasOutParams, BlueprintCallable) // Parameters: // const class UObject* SourceBp (ConstParm, Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) // const class FString& EventName (Parm, ZeroConstructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) // const struct FFortAnalyticsEventAttribute&Attribute (ConstParm, Parm, OutParm, ReferenceParm, NativeAccessSpecifierPublic) void UFortAnalytics::FireAnalyticsEvent_Blueprint(const class UObject* SourceBp, const class FString& EventName, const struct FFortAnalyticsEventAttribute& Attribute) { static class UFunction* Func = nullptr; if (Func == nullptr) Func = StaticClass()->GetFunction("FortAnalytics", "FireAnalyticsEvent_Blueprint"); Params::FortAnalytics_FireAnalyticsEvent_Blueprint Parms{}; Parms.SourceBp = SourceBp; Parms.EventName = std::move(EventName); Parms.Attribute = std::move(Attribute); auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; GetDefaultObj()->ProcessEvent(Func, &Parms); Func->FunctionFlags = Flgs; } // Function FortniteGame.FortAnalytics.FireAnalyticsEvent_BlueprintArray // (Final, Native, Static, Public, HasOutParams, BlueprintCallable) // Parameters: // const class UObject* SourceBp (ConstParm, Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) // const class FString& EventName (Parm, ZeroConstructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) // const TArray&Attributes (ConstParm, Parm, OutParm, ZeroConstructor, ReferenceParm, NativeAccessSpecifierPublic) void UFortAnalytics::FireAnalyticsEvent_BlueprintArray(const class UObject* SourceBp, const class FString& EventName, const TArray& Attributes) { static class UFunction* Func = nullptr; if (Func == nullptr) Func = StaticClass()->GetFunction("FortAnalytics", "FireAnalyticsEvent_BlueprintArray"); Params::FortAnalytics_FireAnalyticsEvent_BlueprintArray Parms{}; Parms.SourceBp = SourceBp; Parms.EventName = std::move(EventName); Parms.Attributes = std::move(Attributes); auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; GetDefaultObj()->ProcessEvent(Func, &Parms); Func->FunctionFlags = Flgs; } // Function FortniteGame.FortAnalytics.FireMissionAnalyticsEvent_Blueprint // (Final, Native, Static, Public, HasOutParams, BlueprintCallable) // Parameters: // const class UObject* SourceBp (ConstParm, Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) // const class FString& EventName (Parm, ZeroConstructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) // const struct FFortAnalyticsEventAttribute&Attribute (ConstParm, Parm, OutParm, ReferenceParm, NativeAccessSpecifierPublic) void UFortAnalytics::FireMissionAnalyticsEvent_Blueprint(const class UObject* SourceBp, const class FString& EventName, const struct FFortAnalyticsEventAttribute& Attribute) { static class UFunction* Func = nullptr; if (Func == nullptr) Func = StaticClass()->GetFunction("FortAnalytics", "FireMissionAnalyticsEvent_Blueprint"); Params::FortAnalytics_FireMissionAnalyticsEvent_Blueprint Parms{}; Parms.SourceBp = SourceBp; Parms.EventName = std::move(EventName); Parms.Attribute = std::move(Attribute); auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; GetDefaultObj()->ProcessEvent(Func, &Parms); Func->FunctionFlags = Flgs; } // Function FortniteGame.FortAnalytics.FireMissionAnalyticsEvent_BlueprintArray // (Final, Native, Static, Public, HasOutParams, BlueprintCallable) // Parameters: // const class UObject* SourceBp (ConstParm, Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) // const class FString& EventName (Parm, ZeroConstructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) // const TArray&Attributes (ConstParm, Parm, OutParm, ZeroConstructor, ReferenceParm, NativeAccessSpecifierPublic) void UFortAnalytics::FireMissionAnalyticsEvent_BlueprintArray(const class UObject* SourceBp, const class FString& EventName, const TArray& Attributes) { static class UFunction* Func = nullptr; if (Func == nullptr) Func = StaticClass()->GetFunction("FortAnalytics", "FireMissionAnalyticsEvent_BlueprintArray"); Params::FortAnalytics_FireMissionAnalyticsEvent_BlueprintArray Parms{}; Parms.SourceBp = SourceBp; Parms.EventName = std::move(EventName); Parms.Attributes = std::move(Attributes); auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; GetDefaultObj()->ProcessEvent(Func, &Parms); Func->FunctionFlags = Flgs; } // Function FortniteGame.FortAnimInstance.AnimNotify_LeftFootStep // (Final, Native, Public) // Parameters: // const class UAnimNotify* Notify (ConstParm, Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) void UFortAnimInstance::AnimNotify_LeftFootStep(const class UAnimNotify* Notify) { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("FortAnimInstance", "AnimNotify_LeftFootStep"); Params::FortAnimInstance_AnimNotify_LeftFootStep Parms{}; Parms.Notify = Notify; auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; UObject::ProcessEvent(Func, &Parms); Func->FunctionFlags = Flgs; } // Function FortniteGame.FortAnimInstance.AnimNotify_RightFootStep // (Final, Native, Public) // Parameters: // const class UAnimNotify* Notify (ConstParm, Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) void UFortAnimInstance::AnimNotify_RightFootStep(const class UAnimNotify* Notify) { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("FortAnimInstance", "AnimNotify_RightFootStep"); Params::FortAnimInstance_AnimNotify_RightFootStep Parms{}; Parms.Notify = Notify; auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; UObject::ProcessEvent(Func, &Parms); Func->FunctionFlags = Flgs; } // Function FortniteGame.FortAnimInstance.TryGetFortAIPawn // (Final, Native, Public, BlueprintCallable, BlueprintPure) // Parameters: // class AFortAIPawn* ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) class AFortAIPawn* UFortAnimInstance::TryGetFortAIPawn() { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("FortAnimInstance", "TryGetFortAIPawn"); Params::FortAnimInstance_TryGetFortAIPawn Parms{}; auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; UObject::ProcessEvent(Func, &Parms); Func->FunctionFlags = Flgs; return Parms.ReturnValue; } // Function FortniteGame.FortAnimInstance.TryGetFortPawn // (Final, Native, Public, BlueprintCallable, BlueprintPure) // Parameters: // class AFortPawn* ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) class AFortPawn* UFortAnimInstance::TryGetFortPawn() { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("FortAnimInstance", "TryGetFortPawn"); Params::FortAnimInstance_TryGetFortPawn Parms{}; auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; UObject::ProcessEvent(Func, &Parms); Func->FunctionFlags = Flgs; return Parms.ReturnValue; } // Function FortniteGame.FortPlayerAnimGraphInstance.AnimNotify_PlayFireFX // (Final, Native, Public) // Parameters: // const class UAnimNotify* Notify (ConstParm, Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) void UFortPlayerAnimGraphInstance::AnimNotify_PlayFireFX(const class UAnimNotify* Notify) { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("FortPlayerAnimGraphInstance", "AnimNotify_PlayFireFX"); Params::FortPlayerAnimGraphInstance_AnimNotify_PlayFireFX Parms{}; Parms.Notify = Notify; auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; UObject::ProcessEvent(Func, &Parms); Func->FunctionFlags = Flgs; } // Function FortniteGame.FortPlayerAnimGraphInstance.AnimNotify_PlaySecondaryFireFX // (Final, Native, Public) // Parameters: // const class UAnimNotify* Notify (ConstParm, Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) void UFortPlayerAnimGraphInstance::AnimNotify_PlaySecondaryFireFX(const class UAnimNotify* Notify) { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("FortPlayerAnimGraphInstance", "AnimNotify_PlaySecondaryFireFX"); Params::FortPlayerAnimGraphInstance_AnimNotify_PlaySecondaryFireFX Parms{}; Parms.Notify = Notify; auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; UObject::ProcessEvent(Func, &Parms); Func->FunctionFlags = Flgs; } // Function FortniteGame.FortPlayerAnimGraphInstance.AnimNotify_StopFireFX // (Final, Native, Public) // Parameters: // const class UAnimNotify* Notify (ConstParm, Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) void UFortPlayerAnimGraphInstance::AnimNotify_StopFireFX(const class UAnimNotify* Notify) { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("FortPlayerAnimGraphInstance", "AnimNotify_StopFireFX"); Params::FortPlayerAnimGraphInstance_AnimNotify_StopFireFX Parms{}; Parms.Notify = Notify; auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; UObject::ProcessEvent(Func, &Parms); Func->FunctionFlags = Flgs; } // Function FortniteGame.FortAsyncAction_SendQuestStatEvent.SendClientStatEvent // (Final, Native, Static, Public, BlueprintCallable) // Parameters: // class UFortQuestManager* QuestManager_0 (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) // const struct FDataTableRowHandle& ObjectiveStat_0 (Parm, NativeAccessSpecifierPublic) // int32 Count_0 (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) // class UFortAsyncAction_SendQuestStatEvent*ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) class UFortAsyncAction_SendQuestStatEvent* UFortAsyncAction_SendQuestStatEvent::SendClientStatEvent(class UFortQuestManager* QuestManager_0, const struct FDataTableRowHandle& ObjectiveStat_0, int32 Count_0) { static class UFunction* Func = nullptr; if (Func == nullptr) Func = StaticClass()->GetFunction("FortAsyncAction_SendQuestStatEvent", "SendClientStatEvent"); Params::FortAsyncAction_SendQuestStatEvent_SendClientStatEvent Parms{}; Parms.QuestManager_0 = QuestManager_0; Parms.ObjectiveStat_0 = std::move(ObjectiveStat_0); Parms.Count_0 = Count_0; auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; GetDefaultObj()->ProcessEvent(Func, &Parms); Func->FunctionFlags = Flgs; return Parms.ReturnValue; } // Function FortniteGame.FortAsyncAction_SendQuestStatEvent.SendClientStatEventWithTags // (Final, Native, Static, Public, BlueprintCallable) // Parameters: // class UFortQuestManager* QuestManager_0 (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) // const struct FGameplayTagContainer& TargetTags_0 (Parm, NativeAccessSpecifierPublic) // const struct FGameplayTagContainer& SourceTags_0 (Parm, NativeAccessSpecifierPublic) // const struct FGameplayTagContainer& ContextTags_0 (Parm, NativeAccessSpecifierPublic) // int32 Count_0 (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) // class UFortAsyncAction_SendQuestStatEvent*ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) class UFortAsyncAction_SendQuestStatEvent* UFortAsyncAction_SendQuestStatEvent::SendClientStatEventWithTags(class UFortQuestManager* QuestManager_0, const struct FGameplayTagContainer& TargetTags_0, const struct FGameplayTagContainer& SourceTags_0, const struct FGameplayTagContainer& ContextTags_0, int32 Count_0) { static class UFunction* Func = nullptr; if (Func == nullptr) Func = StaticClass()->GetFunction("FortAsyncAction_SendQuestStatEvent", "SendClientStatEventWithTags"); Params::FortAsyncAction_SendQuestStatEvent_SendClientStatEventWithTags Parms{}; Parms.QuestManager_0 = QuestManager_0; Parms.TargetTags_0 = std::move(TargetTags_0); Parms.SourceTags_0 = std::move(SourceTags_0); Parms.ContextTags_0 = std::move(ContextTags_0); Parms.Count_0 = Count_0; auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; GetDefaultObj()->ProcessEvent(Func, &Parms); Func->FunctionFlags = Flgs; return Parms.ReturnValue; } // Function FortniteGame.FortBuildingTrapSet.OnRep_Durability // (Final, Native, Public) void UFortBuildingTrapSet::OnRep_Durability() { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("FortBuildingTrapSet", "OnRep_Durability"); auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; UObject::ProcessEvent(Func, nullptr); Func->FunctionFlags = Flgs; } // Function FortniteGame.FortHomebaseSet.OnRep_HomebaseAttr // (Final, Native, Public) void UFortHomebaseSet::OnRep_HomebaseAttr() { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("FortHomebaseSet", "OnRep_HomebaseAttr"); auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; UObject::ProcessEvent(Func, nullptr); Func->FunctionFlags = Flgs; } // Function FortniteGame.FortMovementSet.OnRep_SpeedMultiplier // (Final, Native, Public) void UFortMovementSet::OnRep_SpeedMultiplier() { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("FortMovementSet", "OnRep_SpeedMultiplier"); auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; UObject::ProcessEvent(Func, nullptr); Func->FunctionFlags = Flgs; } // Function FortniteGame.FortNotificationManager.OnRep_Notifications // (Native, Protected) void AFortNotificationManager::OnRep_Notifications() { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("FortNotificationManager", "OnRep_Notifications"); auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; UObject::ProcessEvent(Func, nullptr); Func->FunctionFlags = Flgs; } // Function FortniteGame.FortPartyBeaconClient.ClientAllowedToProceedFromReservation // (Net, NetReliable, Native, Event, Public, NetClient) void AFortPartyBeaconClient::ClientAllowedToProceedFromReservation() { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("FortPartyBeaconClient", "ClientAllowedToProceedFromReservation"); auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; UObject::ProcessEvent(Func, nullptr); Func->FunctionFlags = Flgs; } // Function FortniteGame.FortPartyBeaconClient.ClientAllowedToProceedFromReservationTimeout // (Net, NetReliable, Native, Event, Public, NetClient) void AFortPartyBeaconClient::ClientAllowedToProceedFromReservationTimeout() { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("FortPartyBeaconClient", "ClientAllowedToProceedFromReservationTimeout"); auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; UObject::ProcessEvent(Func, nullptr); Func->FunctionFlags = Flgs; } // Function FortniteGame.FortPartyBeaconClient.ClientReconnectResponse // (Net, NetReliable, Native, Event, Public, NetClient) // Parameters: // EPartyReservationResult ReservationResponse (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) void AFortPartyBeaconClient::ClientReconnectResponse(EPartyReservationResult ReservationResponse) { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("FortPartyBeaconClient", "ClientReconnectResponse"); Params::FortPartyBeaconClient_ClientReconnectResponse Parms{}; Parms.ReservationResponse = ReservationResponse; auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; UObject::ProcessEvent(Func, &Parms); Func->FunctionFlags = Flgs; } // Function FortniteGame.FortPartyBeaconClient.ServerEmptyServerReservationRequest // (Net, NetReliable, Native, Event, Protected, NetServer, NetValidate) // Parameters: // const class FString& InSessionId (Parm, ZeroConstructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) // const struct FEmptyServerReservation& ReservationData (ConstParm, Parm, NativeAccessSpecifierPublic) // const struct FPartyReservation& Reservation (Parm, NativeAccessSpecifierPublic) void AFortPartyBeaconClient::ServerEmptyServerReservationRequest(const class FString& InSessionId, const struct FEmptyServerReservation& ReservationData, const struct FPartyReservation& Reservation) { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("FortPartyBeaconClient", "ServerEmptyServerReservationRequest"); Params::FortPartyBeaconClient_ServerEmptyServerReservationRequest Parms{}; Parms.InSessionId = std::move(InSessionId); Parms.ReservationData = std::move(ReservationData); Parms.Reservation = std::move(Reservation); auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; UObject::ProcessEvent(Func, &Parms); Func->FunctionFlags = Flgs; } // Function FortniteGame.FortPartyBeaconClient.ServerReconnectExistingReservation // (Net, NetReliable, Native, Event, Protected, NetServer, NetValidate) // Parameters: // const class FString& InSessionId (Parm, ZeroConstructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) // const struct FUniqueNetIdRepl& RequestingPlayer (Parm, NativeAccessSpecifierPublic) void AFortPartyBeaconClient::ServerReconnectExistingReservation(const class FString& InSessionId, const struct FUniqueNetIdRepl& RequestingPlayer) { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("FortPartyBeaconClient", "ServerReconnectExistingReservation"); Params::FortPartyBeaconClient_ServerReconnectExistingReservation Parms{}; Parms.InSessionId = std::move(InSessionId); Parms.RequestingPlayer = std::move(RequestingPlayer); auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; UObject::ProcessEvent(Func, &Parms); Func->FunctionFlags = Flgs; } // Function FortniteGame.FortConsumableItemDefinition.ConsumeItem // (Native, Public, HasOutParams, BlueprintCallable) // Parameters: // const struct FGameplayEventData& EventData (ConstParm, Parm, OutParm, ReferenceParm, NativeAccessSpecifierPublic) void UFortConsumableItemDefinition::ConsumeItem(const struct FGameplayEventData& EventData) { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("FortConsumableItemDefinition", "ConsumeItem"); Params::FortConsumableItemDefinition_ConsumeItem Parms{}; Parms.EventData = std::move(EventData); auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; UObject::ProcessEvent(Func, &Parms); Func->FunctionFlags = Flgs; } // Function FortniteGame.FortConsumableItemDefinition.GetAnimPlayRate // (Native, Public, BlueprintCallable, BlueprintPure, Const) // Parameters: // float ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) float UFortConsumableItemDefinition::GetAnimPlayRate() const { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("FortConsumableItemDefinition", "GetAnimPlayRate"); Params::FortConsumableItemDefinition_GetAnimPlayRate Parms{}; auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; UObject::ProcessEvent(Func, &Parms); Func->FunctionFlags = Flgs; return Parms.ReturnValue; } // Function FortniteGame.FortConsumableItemDefinition.GetHealthRestored // (Native, Public, BlueprintCallable, BlueprintPure, Const) // Parameters: // int32 ItemLevel (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) // float ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) float UFortConsumableItemDefinition::GetHealthRestored(int32 ItemLevel) const { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("FortConsumableItemDefinition", "GetHealthRestored"); Params::FortConsumableItemDefinition_GetHealthRestored Parms{}; Parms.ItemLevel = ItemLevel; auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; UObject::ProcessEvent(Func, &Parms); Func->FunctionFlags = Flgs; return Parms.ReturnValue; } // Function FortniteGame.FortTheaterCamera.SetTileFocus // (Event, Public, BlueprintEvent) // Parameters: // class AFortTheaterMapTile* TargetTile (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) void AFortTheaterCamera::SetTileFocus(class AFortTheaterMapTile* TargetTile) { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("FortTheaterCamera", "SetTileFocus"); Params::FortTheaterCamera_SetTileFocus Parms{}; Parms.TargetTile = TargetTile; UObject::ProcessEvent(Func, &Parms); } // Function FortniteGame.FortTheaterCamera.LimitToTheater // (Final, Native, Public, HasOutParams, HasDefaults, BlueprintCallable, BlueprintPure, Const) // Parameters: // const struct FVector& DesiredPosition (ConstParm, Parm, OutParm, ZeroConstructor, ReferenceParm, IsPlainOldData, NoDestructor, NativeAccessSpecifierPublic) // struct FVector ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, NativeAccessSpecifierPublic) struct FVector AFortTheaterCamera::LimitToTheater(const struct FVector& DesiredPosition) const { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("FortTheaterCamera", "LimitToTheater"); Params::FortTheaterCamera_LimitToTheater Parms{}; Parms.DesiredPosition = std::move(DesiredPosition); auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; UObject::ProcessEvent(Func, &Parms); Func->FunctionFlags = Flgs; return Parms.ReturnValue; } // Function FortniteGame.FortGameStatePvP.GetItemCollector // (Final, Native, Public, BlueprintCallable) // Parameters: // class ABuildingItemCollectorActor* ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) class ABuildingItemCollectorActor* AFortGameStatePvP::GetItemCollector() { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("FortGameStatePvP", "GetItemCollector"); Params::FortGameStatePvP_GetItemCollector Parms{}; auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; UObject::ProcessEvent(Func, &Parms); Func->FunctionFlags = Flgs; return Parms.ReturnValue; } // Function FortniteGame.FortGameStatePvP.OnRep_ItemCollector // (Final, Native, Public) void AFortGameStatePvP::OnRep_ItemCollector() { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("FortGameStatePvP", "OnRep_ItemCollector"); auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; UObject::ProcessEvent(Func, nullptr); Func->FunctionFlags = Flgs; } // Function FortniteGame.FortGameStatePvP.OnRep_MatchLevel // (Final, Native, Private) void AFortGameStatePvP::OnRep_MatchLevel() { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("FortGameStatePvP", "OnRep_MatchLevel"); auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; UObject::ProcessEvent(Func, nullptr); Func->FunctionFlags = Flgs; } // Function FortniteGame.FortGameStatePvP.OnRep_RoundTimeRemaining // (Native, Protected) void AFortGameStatePvP::OnRep_RoundTimeRemaining() { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("FortGameStatePvP", "OnRep_RoundTimeRemaining"); auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; UObject::ProcessEvent(Func, nullptr); Func->FunctionFlags = Flgs; } // Function FortniteGame.FortGameStatePvP.OnRep_StalemateTimeRemaining // (Native, Protected) void AFortGameStatePvP::OnRep_StalemateTimeRemaining() { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("FortGameStatePvP", "OnRep_StalemateTimeRemaining"); auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; UObject::ProcessEvent(Func, nullptr); Func->FunctionFlags = Flgs; } // Function FortniteGame.FortGameStatePvP.SetGameDifficultyRow // (Final, BlueprintAuthorityOnly, Native, Public, HasOutParams, BlueprintCallable) // Parameters: // const struct FDataTableRowHandle& GameDifficultyInfo (ConstParm, Parm, OutParm, ReferenceParm, NativeAccessSpecifierPublic) void AFortGameStatePvP::SetGameDifficultyRow(const struct FDataTableRowHandle& GameDifficultyInfo) { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("FortGameStatePvP", "SetGameDifficultyRow"); Params::FortGameStatePvP_SetGameDifficultyRow Parms{}; Parms.GameDifficultyInfo = std::move(GameDifficultyInfo); auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; UObject::ProcessEvent(Func, &Parms); Func->FunctionFlags = Flgs; } // Function FortniteGame.FortGameStatePvP.SetMatchLevel // (Final, BlueprintAuthorityOnly, Native, Public, BlueprintCallable) // Parameters: // int32 InMatchLevel (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) void AFortGameStatePvP::SetMatchLevel(int32 InMatchLevel) { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("FortGameStatePvP", "SetMatchLevel"); Params::FortGameStatePvP_SetMatchLevel Parms{}; Parms.InMatchLevel = InMatchLevel; auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; UObject::ProcessEvent(Func, &Parms); Func->FunctionFlags = Flgs; } // Function FortniteGame.FortGameStatePvP.GetAverageHomebaseRating // (Final, Native, Public, BlueprintCallable, BlueprintPure, Const) // Parameters: // int32 ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) int32 AFortGameStatePvP::GetAverageHomebaseRating() const { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("FortGameStatePvP", "GetAverageHomebaseRating"); Params::FortGameStatePvP_GetAverageHomebaseRating Parms{}; auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; UObject::ProcessEvent(Func, &Parms); Func->FunctionFlags = Flgs; return Parms.ReturnValue; } // Function FortniteGame.FortGameStatePvP.GetMatchLevel // (Final, Native, Public, BlueprintCallable, BlueprintPure, Const) // Parameters: // int32 ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) int32 AFortGameStatePvP::GetMatchLevel() const { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("FortGameStatePvP", "GetMatchLevel"); Params::FortGameStatePvP_GetMatchLevel Parms{}; auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; UObject::ProcessEvent(Func, &Parms); Func->FunctionFlags = Flgs; return Parms.ReturnValue; } // Function FortniteGame.FortGameStatePvP.GetRoundTimeAccumulated // (Native, Public, BlueprintCallable, BlueprintPure, Const) // Parameters: // int32 ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) int32 AFortGameStatePvP::GetRoundTimeAccumulated() const { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("FortGameStatePvP", "GetRoundTimeAccumulated"); Params::FortGameStatePvP_GetRoundTimeAccumulated Parms{}; auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; UObject::ProcessEvent(Func, &Parms); Func->FunctionFlags = Flgs; return Parms.ReturnValue; } // Function FortniteGame.FortGameStatePvP.GetTotalHomebaseRating // (Final, Native, Public, BlueprintCallable, BlueprintPure, Const) // Parameters: // int32 ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) int32 AFortGameStatePvP::GetTotalHomebaseRating() const { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("FortGameStatePvP", "GetTotalHomebaseRating"); Params::FortGameStatePvP_GetTotalHomebaseRating Parms{}; auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; UObject::ProcessEvent(Func, &Parms); Func->FunctionFlags = Flgs; return Parms.ReturnValue; } // Function FortniteGame.FortClientEventInterface.BlueprintCustomHandleClientEvent // (BlueprintCosmetic, Event, Public, HasOutParams, BlueprintEvent) // Parameters: // class UObject* EventSource (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) // class UObject* EventFocus (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) // const struct FFortClientEvent& ClientEvent (ConstParm, Parm, OutParm, ReferenceParm, NativeAccessSpecifierPublic) void IFortClientEventInterface::BlueprintCustomHandleClientEvent(class UObject* EventSource, class UObject* EventFocus, const struct FFortClientEvent& ClientEvent) { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("FortClientEventInterface", "BlueprintCustomHandleClientEvent"); Params::FortClientEventInterface_BlueprintCustomHandleClientEvent Parms{}; Parms.EventSource = EventSource; Parms.EventFocus = EventFocus; Parms.ClientEvent = std::move(ClientEvent); UObject::ProcessEvent(Func, &Parms); } // Function FortniteGame.FortHomeTeleporterInterface.OnHomeTeleporterBound // (BlueprintCosmetic, Event, Public, BlueprintEvent) // Parameters: // class AFortPlayerPawn* PlayerPawn (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) // const class AActor* OldHomeActor (ConstParm, Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) void IFortHomeTeleporterInterface::OnHomeTeleporterBound(class AFortPlayerPawn* PlayerPawn, const class AActor* OldHomeActor) { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("FortHomeTeleporterInterface", "OnHomeTeleporterBound"); Params::FortHomeTeleporterInterface_OnHomeTeleporterBound Parms{}; Parms.PlayerPawn = PlayerPawn; Parms.OldHomeActor = OldHomeActor; UObject::ProcessEvent(Func, &Parms); } // Function FortniteGame.FortHomeTeleporterInterface.OnHomeTeleporterBoundServer // (BlueprintAuthorityOnly, Event, Public, BlueprintEvent) // Parameters: // class AFortPlayerPawn* PlayerPawn (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) // const class AActor* OldHomeActor (ConstParm, Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) void IFortHomeTeleporterInterface::OnHomeTeleporterBoundServer(class AFortPlayerPawn* PlayerPawn, const class AActor* OldHomeActor) { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("FortHomeTeleporterInterface", "OnHomeTeleporterBoundServer"); Params::FortHomeTeleporterInterface_OnHomeTeleporterBoundServer Parms{}; Parms.PlayerPawn = PlayerPawn; Parms.OldHomeActor = OldHomeActor; UObject::ProcessEvent(Func, &Parms); } // Function FortniteGame.FortHomeTeleporterInterface.OnHomeTeleporterUnbound // (BlueprintCosmetic, Event, Public, BlueprintEvent) // Parameters: // class AFortPlayerPawn* PlayerPawn (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) // const class AActor* NewHomeActor (ConstParm, Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) void IFortHomeTeleporterInterface::OnHomeTeleporterUnbound(class AFortPlayerPawn* PlayerPawn, const class AActor* NewHomeActor) { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("FortHomeTeleporterInterface", "OnHomeTeleporterUnbound"); Params::FortHomeTeleporterInterface_OnHomeTeleporterUnbound Parms{}; Parms.PlayerPawn = PlayerPawn; Parms.NewHomeActor = NewHomeActor; UObject::ProcessEvent(Func, &Parms); } // Function FortniteGame.FortHomeTeleporterInterface.OnHomeTeleporterUnboundServer // (BlueprintAuthorityOnly, Event, Public, BlueprintEvent) // Parameters: // class AFortPlayerPawn* PlayerPawn (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) // const class AActor* NewHomeActor (ConstParm, Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) void IFortHomeTeleporterInterface::OnHomeTeleporterUnboundServer(class AFortPlayerPawn* PlayerPawn, const class AActor* NewHomeActor) { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("FortHomeTeleporterInterface", "OnHomeTeleporterUnboundServer"); Params::FortHomeTeleporterInterface_OnHomeTeleporterUnboundServer Parms{}; Parms.PlayerPawn = PlayerPawn; Parms.NewHomeActor = NewHomeActor; UObject::ProcessEvent(Func, &Parms); } // Function FortniteGame.FortTutorialNotification.HideTutorialScreen // (Final, BlueprintCosmetic, Native, Protected, BlueprintCallable) void AFortTutorialNotification::HideTutorialScreen() { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("FortTutorialNotification", "HideTutorialScreen"); auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; UObject::ProcessEvent(Func, nullptr); Func->FunctionFlags = Flgs; } // Function FortniteGame.FortTutorialNotification.OnNotificationContinue // (Final, BlueprintCosmetic, Native, Public, BlueprintCallable) // Parameters: // class UObject* WorldContextObject (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) // const struct FLatentActionInfo& LatentInfo (Parm, NativeAccessSpecifierPublic) // class FName EventName (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) void AFortTutorialNotification::OnNotificationContinue(class UObject* WorldContextObject, const struct FLatentActionInfo& LatentInfo, class FName EventName) { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("FortTutorialNotification", "OnNotificationContinue"); Params::FortTutorialNotification_OnNotificationContinue Parms{}; Parms.WorldContextObject = WorldContextObject; Parms.LatentInfo = std::move(LatentInfo); Parms.EventName = EventName; auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; UObject::ProcessEvent(Func, &Parms); Func->FunctionFlags = Flgs; } // Function FortniteGame.FortTutorialNotification.SetButtonEnabled // (Final, BlueprintCosmetic, Native, Protected, BlueprintCallable) // Parameters: // bool bButtonEnabled (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, NativeAccessSpecifierPublic) // bool bForce (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, NativeAccessSpecifierPublic) void AFortTutorialNotification::SetButtonEnabled(bool bButtonEnabled, bool bForce) { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("FortTutorialNotification", "SetButtonEnabled"); Params::FortTutorialNotification_SetButtonEnabled Parms{}; Parms.bButtonEnabled = bButtonEnabled; Parms.bForce = bForce; auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; UObject::ProcessEvent(Func, &Parms); Func->FunctionFlags = Flgs; } // Function FortniteGame.FortTutorialNotification.SetHAlign // (Final, BlueprintCosmetic, Native, Protected, BlueprintCallable) // Parameters: // EHorizontalAlignment HAlign (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) // bool bForce (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, NativeAccessSpecifierPublic) void AFortTutorialNotification::SetHAlign(EHorizontalAlignment HAlign, bool bForce) { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("FortTutorialNotification", "SetHAlign"); Params::FortTutorialNotification_SetHAlign Parms{}; Parms.HAlign = HAlign; Parms.bForce = bForce; auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; UObject::ProcessEvent(Func, &Parms); Func->FunctionFlags = Flgs; } // Function FortniteGame.FortTutorialNotification.SetLightboxDisableInputOnly // (Final, BlueprintCosmetic, Native, Protected, BlueprintCallable) // Parameters: // bool bLightboxDisableInputOnly (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, NativeAccessSpecifierPublic) // bool bForce (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, NativeAccessSpecifierPublic) void AFortTutorialNotification::SetLightboxDisableInputOnly(bool bLightboxDisableInputOnly, bool bForce) { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("FortTutorialNotification", "SetLightboxDisableInputOnly"); Params::FortTutorialNotification_SetLightboxDisableInputOnly Parms{}; Parms.bLightboxDisableInputOnly = bLightboxDisableInputOnly; Parms.bForce = bForce; auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; UObject::ProcessEvent(Func, &Parms); Func->FunctionFlags = Flgs; } // Function FortniteGame.FortTutorialNotification.SetLightboxEnabled // (Final, BlueprintCosmetic, Native, Protected, BlueprintCallable) // Parameters: // bool bLightboxEnabled (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, NativeAccessSpecifierPublic) // bool bForce (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, NativeAccessSpecifierPublic) void AFortTutorialNotification::SetLightboxEnabled(bool bLightboxEnabled, bool bForce) { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("FortTutorialNotification", "SetLightboxEnabled"); Params::FortTutorialNotification_SetLightboxEnabled Parms{}; Parms.bLightboxEnabled = bLightboxEnabled; Parms.bForce = bForce; auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; UObject::ProcessEvent(Func, &Parms); Func->FunctionFlags = Flgs; } // Function FortniteGame.FortTutorialNotification.SetNameText // (Final, BlueprintCosmetic, Native, Protected, BlueprintCallable) // Parameters: // const class FText& NameText (Parm, NativeAccessSpecifierPublic) // bool bForce (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, NativeAccessSpecifierPublic) void AFortTutorialNotification::SetNameText(const class FText& NameText, bool bForce) { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("FortTutorialNotification", "SetNameText"); Params::FortTutorialNotification_SetNameText Parms{}; Parms.NameText = std::move(NameText); Parms.bForce = bForce; auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; UObject::ProcessEvent(Func, &Parms); Func->FunctionFlags = Flgs; } // Function FortniteGame.FortTutorialNotification.SetPadding // (Final, BlueprintCosmetic, Native, Protected, BlueprintCallable) // Parameters: // const struct FMargin& Padding (Parm, NativeAccessSpecifierPublic) // bool bForce (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, NativeAccessSpecifierPublic) void AFortTutorialNotification::SetPadding(const struct FMargin& Padding, bool bForce) { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("FortTutorialNotification", "SetPadding"); Params::FortTutorialNotification_SetPadding Parms{}; Parms.Padding = std::move(Padding); Parms.bForce = bForce; auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; UObject::ProcessEvent(Func, &Parms); Func->FunctionFlags = Flgs; } // Function FortniteGame.FortTutorialNotification.SetSystemText // (Final, BlueprintCosmetic, Native, Protected, BlueprintCallable) // Parameters: // const class FText& SystemText (Parm, NativeAccessSpecifierPublic) // bool bForce (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, NativeAccessSpecifierPublic) void AFortTutorialNotification::SetSystemText(const class FText& SystemText, bool bForce) { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("FortTutorialNotification", "SetSystemText"); Params::FortTutorialNotification_SetSystemText Parms{}; Parms.SystemText = std::move(SystemText); Parms.bForce = bForce; auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; UObject::ProcessEvent(Func, &Parms); Func->FunctionFlags = Flgs; } // Function FortniteGame.FortTutorialNotification.SetVAlign // (Final, BlueprintCosmetic, Native, Protected, BlueprintCallable) // Parameters: // EVerticalAlignment VAlign (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) // bool bForce (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, NativeAccessSpecifierPublic) void AFortTutorialNotification::SetVAlign(EVerticalAlignment VAlign, bool bForce) { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("FortTutorialNotification", "SetVAlign"); Params::FortTutorialNotification_SetVAlign Parms{}; Parms.VAlign = VAlign; Parms.bForce = bForce; auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; UObject::ProcessEvent(Func, &Parms); Func->FunctionFlags = Flgs; } // Function FortniteGame.FortTutorialNotification.ShowTutorialScreen // (Final, BlueprintCosmetic, Native, Protected, BlueprintCallable) // Parameters: // class UTexture2D* TutorialImage (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) void AFortTutorialNotification::ShowTutorialScreen(class UTexture2D* TutorialImage) { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("FortTutorialNotification", "ShowTutorialScreen"); Params::FortTutorialNotification_ShowTutorialScreen Parms{}; Parms.TutorialImage = TutorialImage; auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; UObject::ProcessEvent(Func, &Parms); Func->FunctionFlags = Flgs; } // Function FortniteGame.FortCinematicNotification.OnPlayerSkippedCutscene // (BlueprintCosmetic, Event, Public, BlueprintEvent) void AFortCinematicNotification::OnPlayerSkippedCutscene() { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("FortCinematicNotification", "OnPlayerSkippedCutscene"); UObject::ProcessEvent(Func, nullptr); } // Function FortniteGame.FortCombatManager.GetCombatFactorValue // (Native, Public, BlueprintCallable, BlueprintPure) // Parameters: // EFortCombatFactors CombatFactor (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) // float ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) float AFortCombatManager::GetCombatFactorValue(EFortCombatFactors CombatFactor) { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("FortCombatManager", "GetCombatFactorValue"); Params::FortCombatManager_GetCombatFactorValue Parms{}; Parms.CombatFactor = CombatFactor; auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; UObject::ProcessEvent(Func, &Parms); Func->FunctionFlags = Flgs; return Parms.ReturnValue; } // Function FortniteGame.FortCombatManager.GetCurrentMaxHeatPercent // (Native, Public, BlueprintCallable, BlueprintPure) // Parameters: // float ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) float AFortCombatManager::GetCurrentMaxHeatPercent() { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("FortCombatManager", "GetCurrentMaxHeatPercent"); Params::FortCombatManager_GetCurrentMaxHeatPercent Parms{}; auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; UObject::ProcessEvent(Func, &Parms); Func->FunctionFlags = Flgs; return Parms.ReturnValue; } // Function FortniteGame.FortCombatManager.GetEventHeatPercent // (Native, Public, BlueprintCallable, BlueprintPure) // Parameters: // EFortCombatEvents CombatEvent (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) // float ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) float AFortCombatManager::GetEventHeatPercent(EFortCombatEvents CombatEvent) { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("FortCombatManager", "GetEventHeatPercent"); Params::FortCombatManager_GetEventHeatPercent Parms{}; Parms.CombatEvent = CombatEvent; auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; UObject::ProcessEvent(Func, &Parms); Func->FunctionFlags = Flgs; return Parms.ReturnValue; } // Function FortniteGame.FortCombatManager.GetEventHeatPercentTotal // (Native, Public, BlueprintCallable, BlueprintPure) // Parameters: // EFortCombatEvents CombatEvent (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) // float ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) float AFortCombatManager::GetEventHeatPercentTotal(EFortCombatEvents CombatEvent) { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("FortCombatManager", "GetEventHeatPercentTotal"); Params::FortCombatManager_GetEventHeatPercentTotal Parms{}; Parms.CombatEvent = CombatEvent; auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; UObject::ProcessEvent(Func, &Parms); Func->FunctionFlags = Flgs; return Parms.ReturnValue; } // Function FortniteGame.FortCombatManager.OnRep_CombatEventHeat // (Final, Native, Public) void AFortCombatManager::OnRep_CombatEventHeat() { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("FortCombatManager", "OnRep_CombatEventHeat"); auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; UObject::ProcessEvent(Func, nullptr); Func->FunctionFlags = Flgs; } // Function FortniteGame.FortCombatManager.OnThresholdChange // (Event, Public, BlueprintEvent) // Parameters: // EFortCombatThresholds OldThreshold (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) // EFortCombatThresholds NewThreshold (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) void AFortCombatManager::OnThresholdChange(EFortCombatThresholds OldThreshold, EFortCombatThresholds NewThreshold) { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("FortCombatManager", "OnThresholdChange"); Params::FortCombatManager_OnThresholdChange Parms{}; Parms.OldThreshold = OldThreshold; Parms.NewThreshold = NewThreshold; UObject::ProcessEvent(Func, &Parms); } // Function FortniteGame.FortAlterationItem.GetAlterationDefinitionBP // (Final, Native, Public, BlueprintCallable, BlueprintPure, Const) // Parameters: // class UFortAlterationItemDefinition* ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) class UFortAlterationItemDefinition* UFortAlterationItem::GetAlterationDefinitionBP() const { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("FortAlterationItem", "GetAlterationDefinitionBP"); Params::FortAlterationItem_GetAlterationDefinitionBP Parms{}; auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; UObject::ProcessEvent(Func, &Parms); Func->FunctionFlags = Flgs; return Parms.ReturnValue; } // Function FortniteGame.FortDayNightLightingAndFog.BreakExponentialHeightFogValues // (Final, Native, Static, Public, HasOutParams, HasDefaults, BlueprintCallable, BlueprintPure) // Parameters: // const struct FExponentialHeightFogValues&HeightFogValues (Parm, NativeAccessSpecifierPublic) // float* FogDensity (Parm, OutParm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) // float* FogHeightFalloff (Parm, OutParm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) // float* FogMaxOpacity (Parm, OutParm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) // float* StartDistance (Parm, OutParm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) // float* DirectionalInscatteringExponent (Parm, OutParm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) // float* DirectionalInscatteringStartDistance (Parm, OutParm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) // struct FLinearColor* DirectionalInscatteringColor (Parm, OutParm, ZeroConstructor, IsPlainOldData, NoDestructor, NativeAccessSpecifierPublic) // struct FLinearColor* FogInscatteringColor (Parm, OutParm, ZeroConstructor, IsPlainOldData, NoDestructor, NativeAccessSpecifierPublic) void AFortDayNightLightingAndFog::BreakExponentialHeightFogValues(const struct FExponentialHeightFogValues& HeightFogValues, float* FogDensity, float* FogHeightFalloff, float* FogMaxOpacity, float* StartDistance, float* DirectionalInscatteringExponent, float* DirectionalInscatteringStartDistance, struct FLinearColor* DirectionalInscatteringColor, struct FLinearColor* FogInscatteringColor) { static class UFunction* Func = nullptr; if (Func == nullptr) Func = StaticClass()->GetFunction("FortDayNightLightingAndFog", "BreakExponentialHeightFogValues"); Params::FortDayNightLightingAndFog_BreakExponentialHeightFogValues Parms{}; Parms.HeightFogValues = std::move(HeightFogValues); auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; GetDefaultObj()->ProcessEvent(Func, &Parms); Func->FunctionFlags = Flgs; if (FogDensity != nullptr) *FogDensity = Parms.FogDensity; if (FogHeightFalloff != nullptr) *FogHeightFalloff = Parms.FogHeightFalloff; if (FogMaxOpacity != nullptr) *FogMaxOpacity = Parms.FogMaxOpacity; if (StartDistance != nullptr) *StartDistance = Parms.StartDistance; if (DirectionalInscatteringExponent != nullptr) *DirectionalInscatteringExponent = Parms.DirectionalInscatteringExponent; if (DirectionalInscatteringStartDistance != nullptr) *DirectionalInscatteringStartDistance = Parms.DirectionalInscatteringStartDistance; if (DirectionalInscatteringColor != nullptr) *DirectionalInscatteringColor = std::move(Parms.DirectionalInscatteringColor); if (FogInscatteringColor != nullptr) *FogInscatteringColor = std::move(Parms.FogInscatteringColor); } // Function FortniteGame.FortDayNightLightingAndFog.MakeExponentialHeightFogValues // (Final, Native, Static, Public, HasDefaults, BlueprintCallable, BlueprintPure) // Parameters: // float FogDensity (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) // float FogHeightFalloff (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) // float FogMaxOpacity (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) // float StartDistance (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) // float DirectionalInscatteringExponent (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) // float DirectionalInscatteringStartDistance (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) // const struct FLinearColor& DirectionalInscatteringColor (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, NativeAccessSpecifierPublic) // const struct FLinearColor& FogInscatteringColor (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, NativeAccessSpecifierPublic) // struct FExponentialHeightFogValues ReturnValue (Parm, OutParm, ReturnParm, NativeAccessSpecifierPublic) struct FExponentialHeightFogValues AFortDayNightLightingAndFog::MakeExponentialHeightFogValues(float FogDensity, float FogHeightFalloff, float FogMaxOpacity, float StartDistance, float DirectionalInscatteringExponent, float DirectionalInscatteringStartDistance, const struct FLinearColor& DirectionalInscatteringColor, const struct FLinearColor& FogInscatteringColor) { static class UFunction* Func = nullptr; if (Func == nullptr) Func = StaticClass()->GetFunction("FortDayNightLightingAndFog", "MakeExponentialHeightFogValues"); Params::FortDayNightLightingAndFog_MakeExponentialHeightFogValues Parms{}; Parms.FogDensity = FogDensity; Parms.FogHeightFalloff = FogHeightFalloff; Parms.FogMaxOpacity = FogMaxOpacity; Parms.StartDistance = StartDistance; Parms.DirectionalInscatteringExponent = DirectionalInscatteringExponent; Parms.DirectionalInscatteringStartDistance = DirectionalInscatteringStartDistance; Parms.DirectionalInscatteringColor = std::move(DirectionalInscatteringColor); Parms.FogInscatteringColor = std::move(FogInscatteringColor); auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; GetDefaultObj()->ProcessEvent(Func, &Parms); Func->FunctionFlags = Flgs; return Parms.ReturnValue; } // Function FortniteGame.FortDayNightLightingAndFog.FFToTimeOfDay // (Final, Exec, Native, Private) // Parameters: // float FastForwardTime (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) // float FastForwardSpeed (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) void AFortDayNightLightingAndFog::FFToTimeOfDay(float FastForwardTime, float FastForwardSpeed) { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("FortDayNightLightingAndFog", "FFToTimeOfDay"); Params::FortDayNightLightingAndFog_FFToTimeOfDay Parms{}; Parms.FastForwardTime = FastForwardTime; Parms.FastForwardSpeed = FastForwardSpeed; auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; UObject::ProcessEvent(Func, &Parms); Func->FunctionFlags = Flgs; } // Function FortniteGame.FortDayNightLightingAndFog.GetPreviousDayPhase // (Native, Public, BlueprintCallable, BlueprintPure) // Parameters: // EFortDayPhase ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) EFortDayPhase AFortDayNightLightingAndFog::GetPreviousDayPhase() { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("FortDayNightLightingAndFog", "GetPreviousDayPhase"); Params::FortDayNightLightingAndFog_GetPreviousDayPhase Parms{}; auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; UObject::ProcessEvent(Func, &Parms); Func->FunctionFlags = Flgs; return Parms.ReturnValue; } // Function FortniteGame.FortDayNightLightingAndFog.OnDayPhaseChange // (BlueprintCosmetic, Event, Public, BlueprintEvent) void AFortDayNightLightingAndFog::OnDayPhaseChange() { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("FortDayNightLightingAndFog", "OnDayPhaseChange"); UObject::ProcessEvent(Func, nullptr); } // Function FortniteGame.FortDayNightLightingAndFog.OnRep_HeightFogEnabled // (Native, Public) void AFortDayNightLightingAndFog::OnRep_HeightFogEnabled() { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("FortDayNightLightingAndFog", "OnRep_HeightFogEnabled"); auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; UObject::ProcessEvent(Func, nullptr); Func->FunctionFlags = Flgs; } // Function FortniteGame.FortDayNightLightingAndFog.OnRep_TimeOfDay // (Native, Public) void AFortDayNightLightingAndFog::OnRep_TimeOfDay() { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("FortDayNightLightingAndFog", "OnRep_TimeOfDay"); auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; UObject::ProcessEvent(Func, nullptr); Func->FunctionFlags = Flgs; } // Function FortniteGame.FortDayNightLightingAndFog.OnRep_TimeOfDayInit // (Native, Public) void AFortDayNightLightingAndFog::OnRep_TimeOfDayInit() { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("FortDayNightLightingAndFog", "OnRep_TimeOfDayInit"); auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; UObject::ProcessEvent(Func, nullptr); Func->FunctionFlags = Flgs; } // Function FortniteGame.FortDayNightLightingAndFog.OnStormEnd // (BlueprintCosmetic, Event, Public, BlueprintEvent) void AFortDayNightLightingAndFog::OnStormEnd() { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("FortDayNightLightingAndFog", "OnStormEnd"); UObject::ProcessEvent(Func, nullptr); } // Function FortniteGame.FortDayNightLightingAndFog.OnStormStart // (BlueprintCosmetic, Event, Public, BlueprintEvent) void AFortDayNightLightingAndFog::OnStormStart() { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("FortDayNightLightingAndFog", "OnStormStart"); UObject::ProcessEvent(Func, nullptr); } // Function FortniteGame.FortDayNightLightingAndFog.OnUpdateDirectionalLightForTimeOfDay // (BlueprintCosmetic, Event, Public, HasOutParams, HasDefaults, BlueprintEvent) // Parameters: // const struct FLinearColor& AboutToApplyDirectionalLightColor (ConstParm, Parm, OutParm, ZeroConstructor, ReferenceParm, IsPlainOldData, NoDestructor, NativeAccessSpecifierPublic) void AFortDayNightLightingAndFog::OnUpdateDirectionalLightForTimeOfDay(const struct FLinearColor& AboutToApplyDirectionalLightColor) { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("FortDayNightLightingAndFog", "OnUpdateDirectionalLightForTimeOfDay"); Params::FortDayNightLightingAndFog_OnUpdateDirectionalLightForTimeOfDay Parms{}; Parms.AboutToApplyDirectionalLightColor = std::move(AboutToApplyDirectionalLightColor); UObject::ProcessEvent(Func, &Parms); } // Function FortniteGame.FortDayNightLightingAndFog.OnUpdateHeightFogForTimeOfDay // (BlueprintCosmetic, Event, Public, HasOutParams, BlueprintEvent) // Parameters: // const struct FExponentialHeightFogValues&AboutToApplyFogValues (ConstParm, Parm, OutParm, ReferenceParm, NativeAccessSpecifierPublic) void AFortDayNightLightingAndFog::OnUpdateHeightFogForTimeOfDay(const struct FExponentialHeightFogValues& AboutToApplyFogValues) { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("FortDayNightLightingAndFog", "OnUpdateHeightFogForTimeOfDay"); Params::FortDayNightLightingAndFog_OnUpdateHeightFogForTimeOfDay Parms{}; Parms.AboutToApplyFogValues = std::move(AboutToApplyFogValues); UObject::ProcessEvent(Func, &Parms); } // Function FortniteGame.FortDayNightLightingAndFog.SetDayPhase // (Final, Exec, Native, Private) // Parameters: // const class FString& DayPhase (Parm, ZeroConstructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) void AFortDayNightLightingAndFog::SetDayPhase(const class FString& DayPhase) { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("FortDayNightLightingAndFog", "SetDayPhase"); Params::FortDayNightLightingAndFog_SetDayPhase Parms{}; Parms.DayPhase = std::move(DayPhase); auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; UObject::ProcessEvent(Func, &Parms); Func->FunctionFlags = Flgs; } // Function FortniteGame.FortDayNightLightingAndFog.SetDirectionalLightColorMultiplier // (Final, BlueprintCosmetic, Native, Public, BlueprintCallable) // Parameters: // float NewDirectionalLightColorMultiplier (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) void AFortDayNightLightingAndFog::SetDirectionalLightColorMultiplier(float NewDirectionalLightColorMultiplier) { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("FortDayNightLightingAndFog", "SetDirectionalLightColorMultiplier"); Params::FortDayNightLightingAndFog_SetDirectionalLightColorMultiplier Parms{}; Parms.NewDirectionalLightColorMultiplier = NewDirectionalLightColorMultiplier; auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; UObject::ProcessEvent(Func, &Parms); Func->FunctionFlags = Flgs; } // Function FortniteGame.FortDayNightLightingAndFog.SetFogDirectionalInscatteringMultiplier // (Final, BlueprintCosmetic, Native, Public, BlueprintCallable) // Parameters: // float NewFogDirectionalInscatteringMultiplier (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) void AFortDayNightLightingAndFog::SetFogDirectionalInscatteringMultiplier(float NewFogDirectionalInscatteringMultiplier) { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("FortDayNightLightingAndFog", "SetFogDirectionalInscatteringMultiplier"); Params::FortDayNightLightingAndFog_SetFogDirectionalInscatteringMultiplier Parms{}; Parms.NewFogDirectionalInscatteringMultiplier = NewFogDirectionalInscatteringMultiplier; auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; UObject::ProcessEvent(Func, &Parms); Func->FunctionFlags = Flgs; } // Function FortniteGame.FortDayNightLightingAndFog.SetLightningColorAlpha // (Final, BlueprintCosmetic, Native, Public, BlueprintCallable) // Parameters: // float NewLightningColorAlpha (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) void AFortDayNightLightingAndFog::SetLightningColorAlpha(float NewLightningColorAlpha) { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("FortDayNightLightingAndFog", "SetLightningColorAlpha"); Params::FortDayNightLightingAndFog_SetLightningColorAlpha Parms{}; Parms.NewLightningColorAlpha = NewLightningColorAlpha; auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; UObject::ProcessEvent(Func, &Parms); Func->FunctionFlags = Flgs; } // Function FortniteGame.FortDayNightLightingAndFog.SetStormStrength // (Final, BlueprintCosmetic, Native, Public, BlueprintCallable) // Parameters: // float NewStormStrength (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) void AFortDayNightLightingAndFog::SetStormStrength(float NewStormStrength) { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("FortDayNightLightingAndFog", "SetStormStrength"); Params::FortDayNightLightingAndFog_SetStormStrength Parms{}; Parms.NewStormStrength = NewStormStrength; auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; UObject::ProcessEvent(Func, &Parms); Func->FunctionFlags = Flgs; } // Function FortniteGame.FortDayNightLightingAndFog.SetTimeOfDay // (Final, Exec, Native, Private) // Parameters: // const class FString& NewTimeOfDay (Parm, ZeroConstructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) void AFortDayNightLightingAndFog::SetTimeOfDay(const class FString& NewTimeOfDay) { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("FortDayNightLightingAndFog", "SetTimeOfDay"); Params::FortDayNightLightingAndFog_SetTimeOfDay Parms{}; Parms.NewTimeOfDay = std::move(NewTimeOfDay); auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; UObject::ProcessEvent(Func, &Parms); Func->FunctionFlags = Flgs; } // Function FortniteGame.FortDayNightLightingAndFog.SetTimeOfDayAbsoluteSpeed // (Final, Exec, Native, Private) // Parameters: // float NewTimeOfDaySpeed (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) void AFortDayNightLightingAndFog::SetTimeOfDayAbsoluteSpeed(float NewTimeOfDaySpeed) { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("FortDayNightLightingAndFog", "SetTimeOfDayAbsoluteSpeed"); Params::FortDayNightLightingAndFog_SetTimeOfDayAbsoluteSpeed Parms{}; Parms.NewTimeOfDaySpeed = NewTimeOfDaySpeed; auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; UObject::ProcessEvent(Func, &Parms); Func->FunctionFlags = Flgs; } // Function FortniteGame.FortDayNightLightingAndFog.SetTimeOfDayFloat // (Final, BlueprintAuthorityOnly, Native, Public, BlueprintCallable) // Parameters: // float TimeOfDayInHours (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) void AFortDayNightLightingAndFog::SetTimeOfDayFloat(float TimeOfDayInHours) { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("FortDayNightLightingAndFog", "SetTimeOfDayFloat"); Params::FortDayNightLightingAndFog_SetTimeOfDayFloat Parms{}; Parms.TimeOfDayInHours = TimeOfDayInHours; auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; UObject::ProcessEvent(Func, &Parms); Func->FunctionFlags = Flgs; } // Function FortniteGame.FortDayNightLightingAndFog.SetTimeOfDayInHours // (Final, Exec, Native, Private) // Parameters: // float TimeOfDayInHours (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) void AFortDayNightLightingAndFog::SetTimeOfDayInHours(float TimeOfDayInHours) { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("FortDayNightLightingAndFog", "SetTimeOfDayInHours"); Params::FortDayNightLightingAndFog_SetTimeOfDayInHours Parms{}; Parms.TimeOfDayInHours = TimeOfDayInHours; auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; UObject::ProcessEvent(Func, &Parms); Func->FunctionFlags = Flgs; } // Function FortniteGame.FortDayNightLightingAndFog.SetTimeOfDaySpeed // (Final, Exec, Native, Private) // Parameters: // float TimeOfDaySpeedFactor (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) void AFortDayNightLightingAndFog::SetTimeOfDaySpeed(float TimeOfDaySpeedFactor) { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("FortDayNightLightingAndFog", "SetTimeOfDaySpeed"); Params::FortDayNightLightingAndFog_SetTimeOfDaySpeed Parms{}; Parms.TimeOfDaySpeedFactor = TimeOfDaySpeedFactor; auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; UObject::ProcessEvent(Func, &Parms); Func->FunctionFlags = Flgs; } // Function FortniteGame.FortDayNightLightingAndFog.SetTimeOfDaySpeedFloat // (Final, BlueprintAuthorityOnly, Native, Public, BlueprintCallable) // Parameters: // float InTimeOfDaySpeed (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) void AFortDayNightLightingAndFog::SetTimeOfDaySpeedFloat(float InTimeOfDaySpeed) { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("FortDayNightLightingAndFog", "SetTimeOfDaySpeedFloat"); Params::FortDayNightLightingAndFog_SetTimeOfDaySpeedFloat Parms{}; Parms.InTimeOfDaySpeed = InTimeOfDaySpeed; auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; UObject::ProcessEvent(Func, &Parms); Func->FunctionFlags = Flgs; } // Function FortniteGame.FortDayNightLightingAndFog.ToggleDebugForceStormEffects // (Final, BlueprintCosmetic, Native, Public, BlueprintCallable) void AFortDayNightLightingAndFog::ToggleDebugForceStormEffects() { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("FortDayNightLightingAndFog", "ToggleDebugForceStormEffects"); auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; UObject::ProcessEvent(Func, nullptr); Func->FunctionFlags = Flgs; } // Function FortniteGame.FortDayNightLightingAndFog.ToggleSkipNight // (Final, Exec, Native, Private) void AFortDayNightLightingAndFog::ToggleSkipNight() { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("FortDayNightLightingAndFog", "ToggleSkipNight"); auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; UObject::ProcessEvent(Func, nullptr); Func->FunctionFlags = Flgs; } // Function FortniteGame.FortDayNightLightingAndFog.GetDayPhaseStartAnnouncementString // (Native, Public, BlueprintCallable, BlueprintPure, Const) // Parameters: // class FString ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, HasGetValueTypeHash, NativeAccessSpecifierPublic) class FString AFortDayNightLightingAndFog::GetDayPhaseStartAnnouncementString() const { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("FortDayNightLightingAndFog", "GetDayPhaseStartAnnouncementString"); Params::FortDayNightLightingAndFog_GetDayPhaseStartAnnouncementString Parms{}; auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; UObject::ProcessEvent(Func, &Parms); Func->FunctionFlags = Flgs; return Parms.ReturnValue; } // Function FortniteGame.FortDayNightLightingAndFog.GetStormStrength // (Final, BlueprintCosmetic, Native, Public, BlueprintCallable, BlueprintPure, Const) // Parameters: // float ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) float AFortDayNightLightingAndFog::GetStormStrength() const { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("FortDayNightLightingAndFog", "GetStormStrength"); Params::FortDayNightLightingAndFog_GetStormStrength Parms{}; auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; UObject::ProcessEvent(Func, &Parms); Func->FunctionFlags = Flgs; return Parms.ReturnValue; } // Function FortniteGame.FortDayNightLightingAndFog.GetThreatClouds // (Final, Native, Public, BlueprintCallable, BlueprintPure, Const) // Parameters: // TArray ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, NativeAccessSpecifierPublic) TArray AFortDayNightLightingAndFog::GetThreatClouds() const { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("FortDayNightLightingAndFog", "GetThreatClouds"); Params::FortDayNightLightingAndFog_GetThreatClouds Parms{}; auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; UObject::ProcessEvent(Func, &Parms); Func->FunctionFlags = Flgs; return Parms.ReturnValue; } // Function FortniteGame.FortDecoPreview.CreatePreviewMID // (Final, Native, Public, BlueprintCallable) // Parameters: // class UMaterialInterface* OverrideParentMaterial (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) // class UMaterialInstanceDynamic* ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) class UMaterialInstanceDynamic* AFortDecoPreview::CreatePreviewMID(class UMaterialInterface* OverrideParentMaterial) { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("FortDecoPreview", "CreatePreviewMID"); Params::FortDecoPreview_CreatePreviewMID Parms{}; Parms.OverrideParentMaterial = OverrideParentMaterial; auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; UObject::ProcessEvent(Func, &Parms); Func->FunctionFlags = Flgs; return Parms.ReturnValue; } // Function FortniteGame.FortDecoPreview.GetTextureParameterValueFromMeshComponent // (Final, Native, Public, BlueprintCallable) // Parameters: // class UMeshComponent* MeshComp (Parm, ZeroConstructor, InstancedReference, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) // int32 ElementIdx (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) // class FName ParamName (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) // class UTexture* ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) class UTexture* AFortDecoPreview::GetTextureParameterValueFromMeshComponent(class UMeshComponent* MeshComp, int32 ElementIdx, class FName ParamName) { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("FortDecoPreview", "GetTextureParameterValueFromMeshComponent"); Params::FortDecoPreview_GetTextureParameterValueFromMeshComponent Parms{}; Parms.MeshComp = MeshComp; Parms.ElementIdx = ElementIdx; Parms.ParamName = ParamName; auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; UObject::ProcessEvent(Func, &Parms); Func->FunctionFlags = Flgs; return Parms.ReturnValue; } // Function FortniteGame.FortDecoPreview.OnBounceMotionUpdate // (Native, Event, Public, BlueprintEvent) // Parameters: // float VectorScale (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) void AFortDecoPreview::OnBounceMotionUpdate(float VectorScale) { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("FortDecoPreview", "OnBounceMotionUpdate"); Params::FortDecoPreview_OnBounceMotionUpdate Parms{}; Parms.VectorScale = VectorScale; auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; UObject::ProcessEvent(Func, &Parms); Func->FunctionFlags = Flgs; } // Function FortniteGame.FortDecoPreview.OnInitializeDecoPreview // (Native, Event, Public, BlueprintEvent) // Parameters: // const class ABuildingActor* NewBuildingActor (ConstParm, Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) // const class UFortDecoItemDefinition* NewDecoItemDefinition (ConstParm, Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) void AFortDecoPreview::OnInitializeDecoPreview(const class ABuildingActor* NewBuildingActor, const class UFortDecoItemDefinition* NewDecoItemDefinition) { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("FortDecoPreview", "OnInitializeDecoPreview"); Params::FortDecoPreview_OnInitializeDecoPreview Parms{}; Parms.NewBuildingActor = NewBuildingActor; Parms.NewDecoItemDefinition = NewDecoItemDefinition; auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; UObject::ProcessEvent(Func, &Parms); Func->FunctionFlags = Flgs; } // Function FortniteGame.FortDecoPreview.OnUpdateScale // (Native, Event, Public, HasOutParams, HasDefaults, BlueprintEvent) // Parameters: // float Scale (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) // const struct FVector& InWorldSpacePivot (ConstParm, Parm, OutParm, ZeroConstructor, ReferenceParm, IsPlainOldData, NoDestructor, NativeAccessSpecifierPublic) void AFortDecoPreview::OnUpdateScale(float Scale, const struct FVector& InWorldSpacePivot) { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("FortDecoPreview", "OnUpdateScale"); Params::FortDecoPreview_OnUpdateScale Parms{}; Parms.Scale = Scale; Parms.InWorldSpacePivot = std::move(InWorldSpacePivot); auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; UObject::ProcessEvent(Func, &Parms); Func->FunctionFlags = Flgs; } // Function FortniteGame.FortDecoPreview.OnUpdateVisuals // (Native, Event, Public, BlueprintEvent) // Parameters: // float DeltaSeconds (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) // bool bSafeToPlace (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, NativeAccessSpecifierPublic) void AFortDecoPreview::OnUpdateVisuals(float DeltaSeconds, bool bSafeToPlace) { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("FortDecoPreview", "OnUpdateVisuals"); Params::FortDecoPreview_OnUpdateVisuals Parms{}; Parms.DeltaSeconds = DeltaSeconds; Parms.bSafeToPlace = bSafeToPlace; auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; UObject::ProcessEvent(Func, &Parms); Func->FunctionFlags = Flgs; } // Function FortniteGame.FortDecoPreview.SetDiffuseTextureParameterOnMID // (Final, Native, Public, BlueprintCallable) // Parameters: // class UMaterialInstanceDynamic* Mid (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) // class UTexture* Texture (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) void AFortDecoPreview::SetDiffuseTextureParameterOnMID(class UMaterialInstanceDynamic* Mid, class UTexture* Texture) { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("FortDecoPreview", "SetDiffuseTextureParameterOnMID"); Params::FortDecoPreview_SetDiffuseTextureParameterOnMID Parms{}; Parms.Mid = Mid; Parms.Texture = Texture; auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; UObject::ProcessEvent(Func, &Parms); Func->FunctionFlags = Flgs; } // Function FortniteGame.FortDecoPreview.SetScalarParameterValueOnAllPreviewMIDs // (Native, Event, Public, BlueprintCallable, BlueprintEvent) // Parameters: // class FName ParamName (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) // float ParamValue (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) void AFortDecoPreview::SetScalarParameterValueOnAllPreviewMIDs(class FName ParamName, float ParamValue) { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("FortDecoPreview", "SetScalarParameterValueOnAllPreviewMIDs"); Params::FortDecoPreview_SetScalarParameterValueOnAllPreviewMIDs Parms{}; Parms.ParamName = ParamName; Parms.ParamValue = ParamValue; auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; UObject::ProcessEvent(Func, &Parms); Func->FunctionFlags = Flgs; } // Function FortniteGame.FortDecoPreview.SetVectorParameterValueOnAllPreviewMIDs // (Native, Event, Public, HasOutParams, HasDefaults, BlueprintCallable, BlueprintEvent) // Parameters: // class FName ParamName (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) // const struct FLinearColor& ParamValue (ConstParm, Parm, OutParm, ZeroConstructor, ReferenceParm, IsPlainOldData, NoDestructor, NativeAccessSpecifierPublic) void AFortDecoPreview::SetVectorParameterValueOnAllPreviewMIDs(class FName ParamName, const struct FLinearColor& ParamValue) { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("FortDecoPreview", "SetVectorParameterValueOnAllPreviewMIDs"); Params::FortDecoPreview_SetVectorParameterValueOnAllPreviewMIDs Parms{}; Parms.ParamName = ParamName; Parms.ParamValue = std::move(ParamValue); auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; UObject::ProcessEvent(Func, &Parms); Func->FunctionFlags = Flgs; } // Function FortniteGame.FortTrackPreview.InitializeTrackPreview // (Final, Native, Public, BlueprintCallable) // Parameters: // class UStaticMeshComponent* InTrackMeshComp1 (Parm, ZeroConstructor, InstancedReference, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) // class UStaticMeshComponent* InTrackMeshComp2 (Parm, ZeroConstructor, InstancedReference, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) void AFortTrackPreview::InitializeTrackPreview(class UStaticMeshComponent* InTrackMeshComp1, class UStaticMeshComponent* InTrackMeshComp2) { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("FortTrackPreview", "InitializeTrackPreview"); Params::FortTrackPreview_InitializeTrackPreview Parms{}; Parms.InTrackMeshComp1 = InTrackMeshComp1; Parms.InTrackMeshComp2 = InTrackMeshComp2; auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; UObject::ProcessEvent(Func, &Parms); Func->FunctionFlags = Flgs; } // Function FortniteGame.FortLobbyBeaconState.OnRep_MissionGeneratorClassPath // (Final, Native, Protected) void AFortLobbyBeaconState::OnRep_MissionGeneratorClassPath() { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("FortLobbyBeaconState", "OnRep_MissionGeneratorClassPath"); auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; UObject::ProcessEvent(Func, nullptr); Func->FunctionFlags = Flgs; } // Function FortniteGame.FortLobbyBeaconState.OnRep_MissionGeneratorDetailsRequirement // (Final, Native, Protected) void AFortLobbyBeaconState::OnRep_MissionGeneratorDetailsRequirement() { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("FortLobbyBeaconState", "OnRep_MissionGeneratorDetailsRequirement"); auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; UObject::ProcessEvent(Func, nullptr); Func->FunctionFlags = Flgs; } // Function FortniteGame.FortLobbyBeaconClient.ClientSay // (Net, Native, Event, Public, NetClient, NetValidate) // Parameters: // const class FString& PlayerName (Parm, ZeroConstructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) // const class FString& Message (Parm, ZeroConstructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) void AFortLobbyBeaconClient::ClientSay(const class FString& PlayerName, const class FString& Message) { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("FortLobbyBeaconClient", "ClientSay"); Params::FortLobbyBeaconClient_ClientSay Parms{}; Parms.PlayerName = std::move(PlayerName); Parms.Message = std::move(Message); auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; UObject::ProcessEvent(Func, &Parms); Func->FunctionFlags = Flgs; } // Function FortniteGame.FortLobbyBeaconClient.ServerIncrementHomeBaseVersion // (Net, NetReliable, Native, Event, Protected, NetServer, NetValidate) // Parameters: // const struct FUniqueNetIdRepl& InUniqueId (ConstParm, Parm, ReferenceParm, NativeAccessSpecifierPublic) void AFortLobbyBeaconClient::ServerIncrementHomeBaseVersion(const struct FUniqueNetIdRepl& InUniqueId) { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("FortLobbyBeaconClient", "ServerIncrementHomeBaseVersion"); Params::FortLobbyBeaconClient_ServerIncrementHomeBaseVersion Parms{}; Parms.InUniqueId = std::move(InUniqueId); auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; UObject::ProcessEvent(Func, &Parms); Func->FunctionFlags = Flgs; } // Function FortniteGame.FortLobbyBeaconClient.ServerSay // (Net, Native, Event, Public, NetServer, NetValidate) // Parameters: // const class FString& Msg (Parm, ZeroConstructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) void AFortLobbyBeaconClient::ServerSay(const class FString& Msg) { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("FortLobbyBeaconClient", "ServerSay"); Params::FortLobbyBeaconClient_ServerSay Parms{}; Parms.Msg = std::move(Msg); auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; UObject::ProcessEvent(Func, &Parms); Func->FunctionFlags = Flgs; } // Function FortniteGame.FortLobbyBeaconClient.ServerSayTeam // (Net, Native, Event, Public, NetServer, NetValidate) // Parameters: // const class FString& Msg (Parm, ZeroConstructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) void AFortLobbyBeaconClient::ServerSayTeam(const class FString& Msg) { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("FortLobbyBeaconClient", "ServerSayTeam"); Params::FortLobbyBeaconClient_ServerSayTeam Parms{}; Parms.Msg = std::move(Msg); auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; UObject::ProcessEvent(Func, &Parms); Func->FunctionFlags = Flgs; } // Function FortniteGame.FortLobbyBeaconClient.ServerSetCharacterGender // (Net, NetReliable, Native, Event, Protected, NetServer, NetValidate) // Parameters: // const struct FUniqueNetIdRepl& InUniqueId (ConstParm, Parm, ReferenceParm, NativeAccessSpecifierPublic) // EFortCustomGender GenderType (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) void AFortLobbyBeaconClient::ServerSetCharacterGender(const struct FUniqueNetIdRepl& InUniqueId, EFortCustomGender GenderType) { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("FortLobbyBeaconClient", "ServerSetCharacterGender"); Params::FortLobbyBeaconClient_ServerSetCharacterGender Parms{}; Parms.InUniqueId = std::move(InUniqueId); Parms.GenderType = GenderType; auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; UObject::ProcessEvent(Func, &Parms); Func->FunctionFlags = Flgs; } // Function FortniteGame.FortLobbyBeaconClient.ServerSetCurrentCharacterXp // (Net, NetReliable, Native, Event, Protected, NetServer, NetValidate) // Parameters: // const struct FUniqueNetIdRepl& InUniqueId (ConstParm, Parm, ReferenceParm, NativeAccessSpecifierPublic) // const int32 CurrentCharacterXp (ConstParm, Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) void AFortLobbyBeaconClient::ServerSetCurrentCharacterXp(const struct FUniqueNetIdRepl& InUniqueId, const int32 CurrentCharacterXp) { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("FortLobbyBeaconClient", "ServerSetCurrentCharacterXp"); Params::FortLobbyBeaconClient_ServerSetCurrentCharacterXp Parms{}; Parms.InUniqueId = std::move(InUniqueId); Parms.CurrentCharacterXp = CurrentCharacterXp; auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; UObject::ProcessEvent(Func, &Parms); Func->FunctionFlags = Flgs; } // Function FortniteGame.FortLobbyBeaconClient.ServerSetGadget // (Net, NetReliable, Native, Event, Protected, NetServer, NetValidate) // Parameters: // const struct FUniqueNetIdRepl& InUniqueId (ConstParm, Parm, ReferenceParm, NativeAccessSpecifierPublic) // int32 INDEX (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) // const class FString& GadgetPersistentName (Parm, ZeroConstructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) void AFortLobbyBeaconClient::ServerSetGadget(const struct FUniqueNetIdRepl& InUniqueId, int32 INDEX, const class FString& GadgetPersistentName) { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("FortLobbyBeaconClient", "ServerSetGadget"); Params::FortLobbyBeaconClient_ServerSetGadget Parms{}; Parms.InUniqueId = std::move(InUniqueId); Parms.INDEX = INDEX; Parms.GadgetPersistentName = std::move(GadgetPersistentName); auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; UObject::ProcessEvent(Func, &Parms); Func->FunctionFlags = Flgs; } // Function FortniteGame.FortLobbyBeaconClient.ServerSetHeroId // (Net, NetReliable, Native, Event, Protected, NetServer, NetValidate) // Parameters: // const struct FUniqueNetIdRepl& InUniqueId (ConstParm, Parm, ReferenceParm, NativeAccessSpecifierPublic) // const class FString& InHeroId (Parm, ZeroConstructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) void AFortLobbyBeaconClient::ServerSetHeroId(const struct FUniqueNetIdRepl& InUniqueId, const class FString& InHeroId) { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("FortLobbyBeaconClient", "ServerSetHeroId"); Params::FortLobbyBeaconClient_ServerSetHeroId Parms{}; Parms.InUniqueId = std::move(InUniqueId); Parms.InHeroId = std::move(InHeroId); auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; UObject::ProcessEvent(Func, &Parms); Func->FunctionFlags = Flgs; } // Function FortniteGame.FortLobbyBeaconClient.ServerSetHeroType // (Net, NetReliable, Native, Event, Protected, NetServer, NetValidate) // Parameters: // const struct FUniqueNetIdRepl& InUniqueId (ConstParm, Parm, ReferenceParm, NativeAccessSpecifierPublic) // const class UFortHeroType* InHeroType (ConstParm, Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) void AFortLobbyBeaconClient::ServerSetHeroType(const struct FUniqueNetIdRepl& InUniqueId, const class UFortHeroType* InHeroType) { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("FortLobbyBeaconClient", "ServerSetHeroType"); Params::FortLobbyBeaconClient_ServerSetHeroType Parms{}; Parms.InUniqueId = std::move(InUniqueId); Parms.InHeroType = InHeroType; auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; UObject::ProcessEvent(Func, &Parms); Func->FunctionFlags = Flgs; } // Function FortniteGame.FortLobbyBeaconClient.ServerSetMatchmakingLevel // (Net, NetReliable, Native, Event, Protected, NetServer, NetValidate) // Parameters: // const struct FUniqueNetIdRepl& InUniqueId (ConstParm, Parm, ReferenceParm, NativeAccessSpecifierPublic) // const int32 MatchmakingLevel (ConstParm, Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) void AFortLobbyBeaconClient::ServerSetMatchmakingLevel(const struct FUniqueNetIdRepl& InUniqueId, const int32 MatchmakingLevel) { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("FortLobbyBeaconClient", "ServerSetMatchmakingLevel"); Params::FortLobbyBeaconClient_ServerSetMatchmakingLevel Parms{}; Parms.InUniqueId = std::move(InUniqueId); Parms.MatchmakingLevel = MatchmakingLevel; auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; UObject::ProcessEvent(Func, &Parms); Func->FunctionFlags = Flgs; } // Function FortniteGame.FortLobbyBeaconPlayerState.OnRep_CharacterGender // (Final, Native, Protected) void AFortLobbyBeaconPlayerState::OnRep_CharacterGender() { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("FortLobbyBeaconPlayerState", "OnRep_CharacterGender"); auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; UObject::ProcessEvent(Func, nullptr); Func->FunctionFlags = Flgs; } // Function FortniteGame.FortLobbyBeaconPlayerState.OnRep_CharXP // (Final, Native, Protected) void AFortLobbyBeaconPlayerState::OnRep_CharXP() { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("FortLobbyBeaconPlayerState", "OnRep_CharXP"); auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; UObject::ProcessEvent(Func, nullptr); Func->FunctionFlags = Flgs; } // Function FortniteGame.FortLobbyBeaconPlayerState.OnRep_Gadgets // (Final, Native, Protected) void AFortLobbyBeaconPlayerState::OnRep_Gadgets() { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("FortLobbyBeaconPlayerState", "OnRep_Gadgets"); auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; UObject::ProcessEvent(Func, nullptr); Func->FunctionFlags = Flgs; } // Function FortniteGame.FortLobbyBeaconPlayerState.OnRep_HeroID // (Final, Native, Protected) void AFortLobbyBeaconPlayerState::OnRep_HeroID() { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("FortLobbyBeaconPlayerState", "OnRep_HeroID"); auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; UObject::ProcessEvent(Func, nullptr); Func->FunctionFlags = Flgs; } // Function FortniteGame.FortLobbyBeaconPlayerState.OnRep_HeroType // (Final, Native, Protected) void AFortLobbyBeaconPlayerState::OnRep_HeroType() { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("FortLobbyBeaconPlayerState", "OnRep_HeroType"); auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; UObject::ProcessEvent(Func, nullptr); Func->FunctionFlags = Flgs; } // Function FortniteGame.FortLobbyBeaconPlayerState.OnRep_HomeBaseVersion // (Final, Native, Protected) void AFortLobbyBeaconPlayerState::OnRep_HomeBaseVersion() { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("FortLobbyBeaconPlayerState", "OnRep_HomeBaseVersion"); auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; UObject::ProcessEvent(Func, nullptr); Func->FunctionFlags = Flgs; } // Function FortniteGame.FortLobbyBeaconPlayerState.OnRep_LobbyTimeRemaining // (Native, Protected) void AFortLobbyBeaconPlayerState::OnRep_LobbyTimeRemaining() { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("FortLobbyBeaconPlayerState", "OnRep_LobbyTimeRemaining"); auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; UObject::ProcessEvent(Func, nullptr); Func->FunctionFlags = Flgs; } // Function FortniteGame.FortLobbyBeaconPlayerStatePvP.OnRep_bReadiedUp // (Final, Native, Protected) void AFortLobbyBeaconPlayerStatePvP::OnRep_bReadiedUp() { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("FortLobbyBeaconPlayerStatePvP", "OnRep_bReadiedUp"); auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; UObject::ProcessEvent(Func, nullptr); Func->FunctionFlags = Flgs; } // Function FortniteGame.FortPlacementActorTagTest.LineTraceByChannel // (Final, Native, Public, HasOutParams, HasDefaults, BlueprintCallable, BlueprintPure, Const) // Parameters: // class AFortPlacementActor* PlacementActor (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) // const struct FVector& Start (ConstParm, Parm, ZeroConstructor, IsPlainOldData, NoDestructor, NativeAccessSpecifierPublic) // const struct FVector& End (ConstParm, Parm, ZeroConstructor, IsPlainOldData, NoDestructor, NativeAccessSpecifierPublic) // ETraceTypeQuery TraceChannel (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) // bool bTraceComplex (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, NativeAccessSpecifierPublic) // const TArray& ActorsToIgnore (ConstParm, Parm, OutParm, ZeroConstructor, ReferenceParm, NativeAccessSpecifierPublic) // struct FHitResult* OutHit (Parm, OutParm, ContainsInstancedReference, NativeAccessSpecifierPublic) // bool bIgnoreSelf (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, NativeAccessSpecifierPublic) // bool ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, NativeAccessSpecifierPublic) bool UFortPlacementActorTagTest::LineTraceByChannel(class AFortPlacementActor* PlacementActor, const struct FVector& Start, const struct FVector& End, ETraceTypeQuery TraceChannel, bool bTraceComplex, const TArray& ActorsToIgnore, struct FHitResult* OutHit, bool bIgnoreSelf) const { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("FortPlacementActorTagTest", "LineTraceByChannel"); Params::FortPlacementActorTagTest_LineTraceByChannel Parms{}; Parms.PlacementActor = PlacementActor; Parms.Start = std::move(Start); Parms.End = std::move(End); Parms.TraceChannel = TraceChannel; Parms.bTraceComplex = bTraceComplex; Parms.ActorsToIgnore = std::move(ActorsToIgnore); Parms.bIgnoreSelf = bIgnoreSelf; auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; UObject::ProcessEvent(Func, &Parms); Func->FunctionFlags = Flgs; if (OutHit != nullptr) *OutHit = std::move(Parms.OutHit); return Parms.ReturnValue; } // Function FortniteGame.FortPlacementActorTagTest.ShouldApplyTagsToPlacementActor // (Native, Event, Public, HasOutParams, HasDefaults, BlueprintEvent, Const) // Parameters: // class AFortPlacementActor* FocusPlacementActor (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) // const struct FVector& AveragePlacementActorLocation (ConstParm, Parm, OutParm, ZeroConstructor, ReferenceParm, IsPlainOldData, NoDestructor, NativeAccessSpecifierPublic) // bool ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, NativeAccessSpecifierPublic) bool UFortPlacementActorTagTest::ShouldApplyTagsToPlacementActor(class AFortPlacementActor* FocusPlacementActor, const struct FVector& AveragePlacementActorLocation) const { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("FortPlacementActorTagTest", "ShouldApplyTagsToPlacementActor"); Params::FortPlacementActorTagTest_ShouldApplyTagsToPlacementActor Parms{}; Parms.FocusPlacementActor = FocusPlacementActor; Parms.AveragePlacementActorLocation = std::move(AveragePlacementActorLocation); auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; UObject::ProcessEvent(Func, &Parms); Func->FunctionFlags = Flgs; return Parms.ReturnValue; } // Function FortniteGame.FortGameSession.DumpReservations // (Exec, Native, Public, Const) void AFortGameSession::DumpReservations() const { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("FortGameSession", "DumpReservations"); auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; UObject::ProcessEvent(Func, nullptr); Func->FunctionFlags = Flgs; } // Function FortniteGame.FortGameModeFrontEnd.ShowPersonalizationScreen // (Final, Native, Public, BlueprintCallable) // Parameters: // class AFortPlayerController* PC (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) void AFortGameModeFrontEnd::ShowPersonalizationScreen(class AFortPlayerController* PC) { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("FortGameModeFrontEnd", "ShowPersonalizationScreen"); Params::FortGameModeFrontEnd_ShowPersonalizationScreen Parms{}; Parms.PC = PC; auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; UObject::ProcessEvent(Func, &Parms); Func->FunctionFlags = Flgs; } // Function FortniteGame.FortGameplayAbility_AIPortal.ModifyCollisions // (Final, BlueprintAuthorityOnly, Native, Public, BlueprintCallable) void UFortGameplayAbility_AIPortal::ModifyCollisions() { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("FortGameplayAbility_AIPortal", "ModifyCollisions"); auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; UObject::ProcessEvent(Func, nullptr); Func->FunctionFlags = Flgs; } // Function FortniteGame.FortGameplayAbility_AIPortal.GetPortalBuilding // (Final, BlueprintAuthorityOnly, Native, Public, BlueprintCallable, BlueprintPure, Const) // Parameters: // class ABuildingSMActor* ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) class ABuildingSMActor* UFortGameplayAbility_AIPortal::GetPortalBuilding() const { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("FortGameplayAbility_AIPortal", "GetPortalBuilding"); Params::FortGameplayAbility_AIPortal_GetPortalBuilding Parms{}; auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; UObject::ProcessEvent(Func, &Parms); Func->FunctionFlags = Flgs; return Parms.ReturnValue; } // Function FortniteGame.FortGameplayAbility_AIPortal.GetPortalInPoint // (Final, BlueprintAuthorityOnly, Native, Public, HasDefaults, BlueprintCallable, BlueprintPure, Const) // Parameters: // struct FVector ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, NativeAccessSpecifierPublic) struct FVector UFortGameplayAbility_AIPortal::GetPortalInPoint() const { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("FortGameplayAbility_AIPortal", "GetPortalInPoint"); Params::FortGameplayAbility_AIPortal_GetPortalInPoint Parms{}; auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; UObject::ProcessEvent(Func, &Parms); Func->FunctionFlags = Flgs; return Parms.ReturnValue; } // Function FortniteGame.FortGameplayAbility_AIPortal.GetPortalOutPoint // (Final, BlueprintAuthorityOnly, Native, Public, HasDefaults, BlueprintCallable, BlueprintPure, Const) // Parameters: // struct FVector ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, NativeAccessSpecifierPublic) struct FVector UFortGameplayAbility_AIPortal::GetPortalOutPoint() const { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("FortGameplayAbility_AIPortal", "GetPortalOutPoint"); Params::FortGameplayAbility_AIPortal_GetPortalOutPoint Parms{}; auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; UObject::ProcessEvent(Func, &Parms); Func->FunctionFlags = Flgs; return Parms.ReturnValue; } // Function FortniteGame.FortGameplayAbility_AIPortal.HasPortalOutPoint // (Final, BlueprintAuthorityOnly, Native, Public, BlueprintCallable, BlueprintPure, Const) // Parameters: // bool ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, NativeAccessSpecifierPublic) bool UFortGameplayAbility_AIPortal::HasPortalOutPoint() const { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("FortGameplayAbility_AIPortal", "HasPortalOutPoint"); Params::FortGameplayAbility_AIPortal_HasPortalOutPoint Parms{}; auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; UObject::ProcessEvent(Func, &Parms); Func->FunctionFlags = Flgs; return Parms.ReturnValue; } // Function FortniteGame.FortGameplayAbility_AITurnTransition.GetTurnTransitionMontageSectionNameAndYawRotationRate // (Final, Native, Protected, HasOutParams, BlueprintCallable, BlueprintPure, Const) // Parameters: // class FName* MontageSectionName (Parm, OutParm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) // float* TurnYawRotationRate (Parm, OutParm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) void UFortGameplayAbility_AITurnTransition::GetTurnTransitionMontageSectionNameAndYawRotationRate(class FName* MontageSectionName, float* TurnYawRotationRate) const { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("FortGameplayAbility_AITurnTransition", "GetTurnTransitionMontageSectionNameAndYawRotationRate"); Params::FortGameplayAbility_AITurnTransition_GetTurnTransitionMontageSectionNameAndYawRotationRate Parms{}; auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; UObject::ProcessEvent(Func, &Parms); Func->FunctionFlags = Flgs; if (MontageSectionName != nullptr) *MontageSectionName = Parms.MontageSectionName; if (TurnYawRotationRate != nullptr) *TurnYawRotationRate = Parms.TurnYawRotationRate; } // Function FortniteGame.FortGameStateKeep.OnRep_PermaniteBoundariesInfo // (Final, Native, Public) void AFortGameStateKeep::OnRep_PermaniteBoundariesInfo() { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("FortGameStateKeep", "OnRep_PermaniteBoundariesInfo"); auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; UObject::ProcessEvent(Func, nullptr); Func->FunctionFlags = Flgs; } // Function FortniteGame.FortGameStatePvPBaseDestruction.GetExperienceRequiredForTeamLevel // (Final, Native, Public, BlueprintCallable, BlueprintPure, Const) // Parameters: // int32 TeamLevel (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) // int32 ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) int32 AFortGameStatePvPBaseDestruction::GetExperienceRequiredForTeamLevel(int32 TeamLevel) const { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("FortGameStatePvPBaseDestruction", "GetExperienceRequiredForTeamLevel"); Params::FortGameStatePvPBaseDestruction_GetExperienceRequiredForTeamLevel Parms{}; Parms.TeamLevel = TeamLevel; auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; UObject::ProcessEvent(Func, &Parms); Func->FunctionFlags = Flgs; return Parms.ReturnValue; } // Function FortniteGame.FortGameStatePvPBaseDestruction.GetMaxTeamExperience // (Final, Native, Public, BlueprintCallable, BlueprintPure, Const) // Parameters: // int32 ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) int32 AFortGameStatePvPBaseDestruction::GetMaxTeamExperience() const { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("FortGameStatePvPBaseDestruction", "GetMaxTeamExperience"); Params::FortGameStatePvPBaseDestruction_GetMaxTeamExperience Parms{}; auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; UObject::ProcessEvent(Func, &Parms); Func->FunctionFlags = Flgs; return Parms.ReturnValue; } // Function FortniteGame.FortGameStatePvPBaseDestruction.GetMaxTeamLevel // (Final, Native, Public, BlueprintCallable, BlueprintPure, Const) // Parameters: // int32 ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) int32 AFortGameStatePvPBaseDestruction::GetMaxTeamLevel() const { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("FortGameStatePvPBaseDestruction", "GetMaxTeamLevel"); Params::FortGameStatePvPBaseDestruction_GetMaxTeamLevel Parms{}; auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; UObject::ProcessEvent(Func, &Parms); Func->FunctionFlags = Flgs; return Parms.ReturnValue; } // Function FortniteGame.FortGameStatePvPBaseDestruction.GetTeamLevelForExperienceAmount // (Final, Native, Public, BlueprintCallable, BlueprintPure, Const) // Parameters: // int32 Experience (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) // int32 ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) int32 AFortGameStatePvPBaseDestruction::GetTeamLevelForExperienceAmount(int32 Experience) const { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("FortGameStatePvPBaseDestruction", "GetTeamLevelForExperienceAmount"); Params::FortGameStatePvPBaseDestruction_GetTeamLevelForExperienceAmount Parms{}; Parms.Experience = Experience; auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; UObject::ProcessEvent(Func, &Parms); Func->FunctionFlags = Flgs; return Parms.ReturnValue; } // Function FortniteGame.FortOutpostItemDefinition.GetLongDescription // (Final, Native, Public, BlueprintCallable, BlueprintPure, Const) // Parameters: // class FText ReturnValue (Parm, OutParm, ReturnParm, NativeAccessSpecifierPublic) class FText UFortOutpostItemDefinition::GetLongDescription() const { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("FortOutpostItemDefinition", "GetLongDescription"); Params::FortOutpostItemDefinition_GetLongDescription Parms{}; auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; UObject::ProcessEvent(Func, &Parms); Func->FunctionFlags = Flgs; return Parms.ReturnValue; } // Function FortniteGame.FortKismetLibrary.ApplyGlobalEnvironmentDamageToActor // (Final, BlueprintAuthorityOnly, Native, Static, Public, BlueprintCallable) // Parameters: // class AActor* DamageTargetActor (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) // float EnvironmentDamage (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) // const struct FGameplayTagContainer& AdditionalContextTags (Parm, NativeAccessSpecifierPublic) // TSubclassOf EnvironmentDamageGE (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, UObjectWrapper, HasGetValueTypeHash, NativeAccessSpecifierPublic) void UFortKismetLibrary::ApplyGlobalEnvironmentDamageToActor(class AActor* DamageTargetActor, float EnvironmentDamage, const struct FGameplayTagContainer& AdditionalContextTags, TSubclassOf EnvironmentDamageGE) { static class UFunction* Func = nullptr; if (Func == nullptr) Func = StaticClass()->GetFunction("FortKismetLibrary", "ApplyGlobalEnvironmentDamageToActor"); Params::FortKismetLibrary_ApplyGlobalEnvironmentDamageToActor Parms{}; Parms.DamageTargetActor = DamageTargetActor; Parms.EnvironmentDamage = EnvironmentDamage; Parms.AdditionalContextTags = std::move(AdditionalContextTags); Parms.EnvironmentDamageGE = EnvironmentDamageGE; auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; GetDefaultObj()->ProcessEvent(Func, &Parms); Func->FunctionFlags = Flgs; } // Function FortniteGame.FortKismetLibrary.ApplyGlobalEnvironmentGameplayEffectToActor // (Final, BlueprintAuthorityOnly, Native, Static, Public, BlueprintCallable) // Parameters: // class AActor* EffectTargetActor (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) // TSubclassOf GameplayEffect (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, UObjectWrapper, HasGetValueTypeHash, NativeAccessSpecifierPublic) // int32 GameplayEffectLevel (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) // const struct FGameplayTagContainer& AdditionalContextTags (Parm, NativeAccessSpecifierPublic) // struct FActiveGameplayEffectHandle ReturnValue (Parm, OutParm, ReturnParm, NativeAccessSpecifierPublic) struct FActiveGameplayEffectHandle UFortKismetLibrary::ApplyGlobalEnvironmentGameplayEffectToActor(class AActor* EffectTargetActor, TSubclassOf GameplayEffect, int32 GameplayEffectLevel, const struct FGameplayTagContainer& AdditionalContextTags) { static class UFunction* Func = nullptr; if (Func == nullptr) Func = StaticClass()->GetFunction("FortKismetLibrary", "ApplyGlobalEnvironmentGameplayEffectToActor"); Params::FortKismetLibrary_ApplyGlobalEnvironmentGameplayEffectToActor Parms{}; Parms.EffectTargetActor = EffectTargetActor; Parms.GameplayEffect = GameplayEffect; Parms.GameplayEffectLevel = GameplayEffectLevel; Parms.AdditionalContextTags = std::move(AdditionalContextTags); auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; GetDefaultObj()->ProcessEvent(Func, &Parms); Func->FunctionFlags = Flgs; return Parms.ReturnValue; } // Function FortniteGame.FortKismetLibrary.BroadcastMessage // (Final, BlueprintAuthorityOnly, Native, Static, Public, BlueprintCallable) // Parameters: // class UObject* WorldContextObject (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) // const class FString& Message (Parm, ZeroConstructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) // class FName Type (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) // class AActor* Source (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) void UFortKismetLibrary::BroadcastMessage(class UObject* WorldContextObject, const class FString& Message, class FName Type, class AActor* Source) { static class UFunction* Func = nullptr; if (Func == nullptr) Func = StaticClass()->GetFunction("FortKismetLibrary", "BroadcastMessage"); Params::FortKismetLibrary_BroadcastMessage Parms{}; Parms.WorldContextObject = WorldContextObject; Parms.Message = std::move(Message); Parms.Type = Type; Parms.Source = Source; auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; GetDefaultObj()->ProcessEvent(Func, &Parms); Func->FunctionFlags = Flgs; } // Function FortniteGame.FortKismetLibrary.BroadcastSound // (Final, BlueprintAuthorityOnly, Native, Static, Public, BlueprintCallable) // Parameters: // class UObject* WorldContextObject (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) // class USoundBase* InSound (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) // float VolumeMultiplier (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) // float PitchMultiplier (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) void UFortKismetLibrary::BroadcastSound(class UObject* WorldContextObject, class USoundBase* InSound, float VolumeMultiplier, float PitchMultiplier) { static class UFunction* Func = nullptr; if (Func == nullptr) Func = StaticClass()->GetFunction("FortKismetLibrary", "BroadcastSound"); Params::FortKismetLibrary_BroadcastSound Parms{}; Parms.WorldContextObject = WorldContextObject; Parms.InSound = InSound; Parms.VolumeMultiplier = VolumeMultiplier; Parms.PitchMultiplier = PitchMultiplier; auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; GetDefaultObj()->ProcessEvent(Func, &Parms); Func->FunctionFlags = Flgs; } // Function FortniteGame.FortKismetLibrary.BroadcastSoundAtLocation // (Final, BlueprintAuthorityOnly, Native, Static, Public, HasDefaults, BlueprintCallable) // Parameters: // class UObject* WorldContextObject (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) // class USoundBase* InSound (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) // const struct FVector& Location (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, NativeAccessSpecifierPublic) // float VolumeMultiplier (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) // float PitchMultiplier (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) void UFortKismetLibrary::BroadcastSoundAtLocation(class UObject* WorldContextObject, class USoundBase* InSound, const struct FVector& Location, float VolumeMultiplier, float PitchMultiplier) { static class UFunction* Func = nullptr; if (Func == nullptr) Func = StaticClass()->GetFunction("FortKismetLibrary", "BroadcastSoundAtLocation"); Params::FortKismetLibrary_BroadcastSoundAtLocation Parms{}; Parms.WorldContextObject = WorldContextObject; Parms.InSound = InSound; Parms.Location = std::move(Location); Parms.VolumeMultiplier = VolumeMultiplier; Parms.PitchMultiplier = PitchMultiplier; auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; GetDefaultObj()->ProcessEvent(Func, &Parms); Func->FunctionFlags = Flgs; } // Function FortniteGame.FortKismetLibrary.ClearTutorialHighlights // (Final, Native, Static, Public, BlueprintCallable) void UFortKismetLibrary::ClearTutorialHighlights() { static class UFunction* Func = nullptr; if (Func == nullptr) Func = StaticClass()->GetFunction("FortKismetLibrary", "ClearTutorialHighlights"); auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; GetDefaultObj()->ProcessEvent(Func, nullptr); Func->FunctionFlags = Flgs; } // Function FortniteGame.FortKismetLibrary.ClientRequestSetTimeOfDay // (Final, BlueprintCosmetic, Native, Static, Public, BlueprintCallable) // Parameters: // class AFortPlayerController* FortPC (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) // float TimeOfDay (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) void UFortKismetLibrary::ClientRequestSetTimeOfDay(class AFortPlayerController* FortPC, float TimeOfDay) { static class UFunction* Func = nullptr; if (Func == nullptr) Func = StaticClass()->GetFunction("FortKismetLibrary", "ClientRequestSetTimeOfDay"); Params::FortKismetLibrary_ClientRequestSetTimeOfDay Parms{}; Parms.FortPC = FortPC; Parms.TimeOfDay = TimeOfDay; auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; GetDefaultObj()->ProcessEvent(Func, &Parms); Func->FunctionFlags = Flgs; } // Function FortniteGame.FortKismetLibrary.ConvertToGameTime // (Final, Native, Static, Public, BlueprintCallable, BlueprintPure) // Parameters: // class UObject* WorldContextObject (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) // float InRealTime (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) // float ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) float UFortKismetLibrary::ConvertToGameTime(class UObject* WorldContextObject, float InRealTime) { static class UFunction* Func = nullptr; if (Func == nullptr) Func = StaticClass()->GetFunction("FortKismetLibrary", "ConvertToGameTime"); Params::FortKismetLibrary_ConvertToGameTime Parms{}; Parms.WorldContextObject = WorldContextObject; Parms.InRealTime = InRealTime; auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; GetDefaultObj()->ProcessEvent(Func, &Parms); Func->FunctionFlags = Flgs; return Parms.ReturnValue; } // Function FortniteGame.FortKismetLibrary.ConvertToRealTime // (Final, Native, Static, Public, BlueprintCallable, BlueprintPure) // Parameters: // class UObject* WorldContextObject (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) // float InGameTime (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) // float ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) float UFortKismetLibrary::ConvertToRealTime(class UObject* WorldContextObject, float InGameTime) { static class UFunction* Func = nullptr; if (Func == nullptr) Func = StaticClass()->GetFunction("FortKismetLibrary", "ConvertToRealTime"); Params::FortKismetLibrary_ConvertToRealTime Parms{}; Parms.WorldContextObject = WorldContextObject; Parms.InGameTime = InGameTime; auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; GetDefaultObj()->ProcessEvent(Func, &Parms); Func->FunctionFlags = Flgs; return Parms.ReturnValue; } // Function FortniteGame.FortKismetLibrary.CreateNewSplineObject // (Final, Native, Static, Public, BlueprintCallable) // Parameters: // class UObject* Outer_0 (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) // class UFortSpline* ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) class UFortSpline* UFortKismetLibrary::CreateNewSplineObject(class UObject* Outer_0) { static class UFunction* Func = nullptr; if (Func == nullptr) Func = StaticClass()->GetFunction("FortKismetLibrary", "CreateNewSplineObject"); Params::FortKismetLibrary_CreateNewSplineObject Parms{}; Parms.Outer_0 = Outer_0; auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; GetDefaultObj()->ProcessEvent(Func, &Parms); Func->FunctionFlags = Flgs; return Parms.ReturnValue; } // Function FortniteGame.FortKismetLibrary.DisableTutorialHighlight // (Final, Native, Static, Public, BlueprintCallable) // Parameters: // class FName WidgetName (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) void UFortKismetLibrary::DisableTutorialHighlight(class FName WidgetName) { static class UFunction* Func = nullptr; if (Func == nullptr) Func = StaticClass()->GetFunction("FortKismetLibrary", "DisableTutorialHighlight"); Params::FortKismetLibrary_DisableTutorialHighlight Parms{}; Parms.WidgetName = WidgetName; auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; GetDefaultObj()->ProcessEvent(Func, &Parms); Func->FunctionFlags = Flgs; } // Function FortniteGame.FortKismetLibrary.EnableTutorialHighlight // (Final, Native, Static, Public, BlueprintCallable) // Parameters: // class FName WidgetName (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) void UFortKismetLibrary::EnableTutorialHighlight(class FName WidgetName) { static class UFunction* Func = nullptr; if (Func == nullptr) Func = StaticClass()->GetFunction("FortKismetLibrary", "EnableTutorialHighlight"); Params::FortKismetLibrary_EnableTutorialHighlight Parms{}; Parms.WidgetName = WidgetName; auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; GetDefaultObj()->ProcessEvent(Func, &Parms); Func->FunctionFlags = Flgs; } // Function FortniteGame.FortKismetLibrary.EquipFortAbilitySet // (Final, BlueprintAuthorityOnly, Native, Static, Public, BlueprintCallable) // Parameters: // TScriptInterfaceAbilitySystemInterfaceActor (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, UObjectWrapper, NativeAccessSpecifierPublic) // class UFortAbilitySet* AbilitySet (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) // class UObject* OverrideSourceObject (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) // struct FFortAbilitySetHandle ReturnValue (Parm, OutParm, ReturnParm, ContainsInstancedReference, NativeAccessSpecifierPublic) struct FFortAbilitySetHandle UFortKismetLibrary::EquipFortAbilitySet(TScriptInterface AbilitySystemInterfaceActor, class UFortAbilitySet* AbilitySet, class UObject* OverrideSourceObject) { static class UFunction* Func = nullptr; if (Func == nullptr) Func = StaticClass()->GetFunction("FortKismetLibrary", "EquipFortAbilitySet"); Params::FortKismetLibrary_EquipFortAbilitySet Parms{}; Parms.AbilitySystemInterfaceActor = AbilitySystemInterfaceActor; Parms.AbilitySet = AbilitySet; Parms.OverrideSourceObject = OverrideSourceObject; auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; GetDefaultObj()->ProcessEvent(Func, &Parms); Func->FunctionFlags = Flgs; return Parms.ReturnValue; } // Function FortniteGame.FortKismetLibrary.EvaluateCurveTableRow // (Final, Native, Static, Public, HasOutParams, BlueprintCallable) // Parameters: // const struct FCurveTableRowHandle& CurveTableRowHandle (Parm, NativeAccessSpecifierPublic) // float InXY (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) // float* OutXY (Parm, OutParm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) // const class FString& ContextString (Parm, ZeroConstructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) // bool ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, NativeAccessSpecifierPublic) bool UFortKismetLibrary::EvaluateCurveTableRow(const struct FCurveTableRowHandle& CurveTableRowHandle, float InXY, float* OutXY, const class FString& ContextString) { static class UFunction* Func = nullptr; if (Func == nullptr) Func = StaticClass()->GetFunction("FortKismetLibrary", "EvaluateCurveTableRow"); Params::FortKismetLibrary_EvaluateCurveTableRow Parms{}; Parms.CurveTableRowHandle = std::move(CurveTableRowHandle); Parms.InXY = InXY; Parms.ContextString = std::move(ContextString); auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; GetDefaultObj()->ProcessEvent(Func, &Parms); Func->FunctionFlags = Flgs; if (OutXY != nullptr) *OutXY = Parms.OutXY; return Parms.ReturnValue; } // Function FortniteGame.FortKismetLibrary.ExecuteClientEvent // (Final, BlueprintCosmetic, Native, Static, Public, BlueprintCallable) // Parameters: // class UObject* WorldContextObject (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) // const struct FFortClientEventName& EventType (Parm, NativeAccessSpecifierPublic) // class UObject* EventSource (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) // class UObject* EventFocus (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) void UFortKismetLibrary::ExecuteClientEvent(class UObject* WorldContextObject, const struct FFortClientEventName& EventType, class UObject* EventSource, class UObject* EventFocus) { static class UFunction* Func = nullptr; if (Func == nullptr) Func = StaticClass()->GetFunction("FortKismetLibrary", "ExecuteClientEvent"); Params::FortKismetLibrary_ExecuteClientEvent Parms{}; Parms.WorldContextObject = WorldContextObject; Parms.EventType = std::move(EventType); Parms.EventSource = EventSource; Parms.EventFocus = EventFocus; auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; GetDefaultObj()->ProcessEvent(Func, &Parms); Func->FunctionFlags = Flgs; } // Function FortniteGame.FortKismetLibrary.GetActorTeam // (Final, Native, Static, Public, BlueprintCallable, BlueprintPure) // Parameters: // const class AActor* Actor (ConstParm, Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) // EFortTeam ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) EFortTeam UFortKismetLibrary::GetActorTeam(const class AActor* Actor) { static class UFunction* Func = nullptr; if (Func == nullptr) Func = StaticClass()->GetFunction("FortKismetLibrary", "GetActorTeam"); Params::FortKismetLibrary_GetActorTeam Parms{}; Parms.Actor = Actor; auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; GetDefaultObj()->ProcessEvent(Func, &Parms); Func->FunctionFlags = Flgs; return Parms.ReturnValue; } // Function FortniteGame.FortKismetLibrary.GetActorTeamInfo // (Final, Native, Static, Public, BlueprintCallable, BlueprintPure) // Parameters: // class AActor* Actor (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) // class AFortTeamInfo* ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) class AFortTeamInfo* UFortKismetLibrary::GetActorTeamInfo(class AActor* Actor) { static class UFunction* Func = nullptr; if (Func == nullptr) Func = StaticClass()->GetFunction("FortKismetLibrary", "GetActorTeamInfo"); Params::FortKismetLibrary_GetActorTeamInfo Parms{}; Parms.Actor = Actor; auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; GetDefaultObj()->ProcessEvent(Func, &Parms); Func->FunctionFlags = Flgs; return Parms.ReturnValue; } // Function FortniteGame.FortKismetLibrary.GetAIDirector // (Final, Native, Static, Public, BlueprintCallable, BlueprintPure) // Parameters: // class UObject* WorldContextObject (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) // class AFortAIDirector* ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) class AFortAIDirector* UFortKismetLibrary::GetAIDirector(class UObject* WorldContextObject) { static class UFunction* Func = nullptr; if (Func == nullptr) Func = StaticClass()->GetFunction("FortKismetLibrary", "GetAIDirector"); Params::FortKismetLibrary_GetAIDirector Parms{}; Parms.WorldContextObject = WorldContextObject; auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; GetDefaultObj()->ProcessEvent(Func, &Parms); Func->FunctionFlags = Flgs; return Parms.ReturnValue; } // Function FortniteGame.FortKismetLibrary.GetAIGoalManager // (Final, Native, Static, Public, BlueprintCallable, BlueprintPure) // Parameters: // const class UObject* WorldContextObject (ConstParm, Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) // class AFortAIGoalManager* ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) class AFortAIGoalManager* UFortKismetLibrary::GetAIGoalManager(const class UObject* WorldContextObject) { static class UFunction* Func = nullptr; if (Func == nullptr) Func = StaticClass()->GetFunction("FortKismetLibrary", "GetAIGoalManager"); Params::FortKismetLibrary_GetAIGoalManager Parms{}; Parms.WorldContextObject = WorldContextObject; auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; GetDefaultObj()->ProcessEvent(Func, &Parms); Func->FunctionFlags = Flgs; return Parms.ReturnValue; } // Function FortniteGame.FortKismetLibrary.GetAllFortPlayerControllers // (Final, BlueprintAuthorityOnly, Native, Static, Public, BlueprintCallable, BlueprintPure) // Parameters: // class UObject* WorldContextObject (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) // TArray ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, NativeAccessSpecifierPublic) TArray UFortKismetLibrary::GetAllFortPlayerControllers(class UObject* WorldContextObject) { static class UFunction* Func = nullptr; if (Func == nullptr) Func = StaticClass()->GetFunction("FortKismetLibrary", "GetAllFortPlayerControllers"); Params::FortKismetLibrary_GetAllFortPlayerControllers Parms{}; Parms.WorldContextObject = WorldContextObject; auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; GetDefaultObj()->ProcessEvent(Func, &Parms); Func->FunctionFlags = Flgs; return Parms.ReturnValue; } // Function FortniteGame.FortKismetLibrary.GetAllFortPlayerPawns // (Final, Native, Static, Public, HasOutParams, BlueprintCallable) // Parameters: // class UObject* WorldContextObject (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) // TArray* OutFortPlayerPawns (Parm, OutParm, ZeroConstructor, NativeAccessSpecifierPublic) void UFortKismetLibrary::GetAllFortPlayerPawns(class UObject* WorldContextObject, TArray* OutFortPlayerPawns) { static class UFunction* Func = nullptr; if (Func == nullptr) Func = StaticClass()->GetFunction("FortKismetLibrary", "GetAllFortPlayerPawns"); Params::FortKismetLibrary_GetAllFortPlayerPawns Parms{}; Parms.WorldContextObject = WorldContextObject; auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; GetDefaultObj()->ProcessEvent(Func, &Parms); Func->FunctionFlags = Flgs; if (OutFortPlayerPawns != nullptr) *OutFortPlayerPawns = std::move(Parms.OutFortPlayerPawns); } // Function FortniteGame.FortKismetLibrary.GetBuildingHealthPercentage // (Final, Native, Static, Public, BlueprintCallable, BlueprintPure) // Parameters: // const class ABuildingActor* BuildingActor (ConstParm, Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) // float ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) float UFortKismetLibrary::GetBuildingHealthPercentage(const class ABuildingActor* BuildingActor) { static class UFunction* Func = nullptr; if (Func == nullptr) Func = StaticClass()->GetFunction("FortKismetLibrary", "GetBuildingHealthPercentage"); Params::FortKismetLibrary_GetBuildingHealthPercentage Parms{}; Parms.BuildingActor = BuildingActor; auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; GetDefaultObj()->ProcessEvent(Func, &Parms); Func->FunctionFlags = Flgs; return Parms.ReturnValue; } // Function FortniteGame.FortKismetLibrary.GetBuildingStructuralSupportSystem // (Final, Native, Static, Public, HasOutParams, BlueprintCallable, BlueprintPure) // Parameters: // class UObject* WorldContextObject (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) // class UBuildingStructuralSupportSystem**BuildingStructuralSupportSystem (Parm, OutParm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) void UFortKismetLibrary::GetBuildingStructuralSupportSystem(class UObject* WorldContextObject, class UBuildingStructuralSupportSystem** BuildingStructuralSupportSystem) { static class UFunction* Func = nullptr; if (Func == nullptr) Func = StaticClass()->GetFunction("FortKismetLibrary", "GetBuildingStructuralSupportSystem"); Params::FortKismetLibrary_GetBuildingStructuralSupportSystem Parms{}; Parms.WorldContextObject = WorldContextObject; auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; GetDefaultObj()->ProcessEvent(Func, &Parms); Func->FunctionFlags = Flgs; if (BuildingStructuralSupportSystem != nullptr) *BuildingStructuralSupportSystem = Parms.BuildingStructuralSupportSystem; } // Function FortniteGame.FortKismetLibrary.GetCalculatedGameDifficulty // (Final, Native, Static, Public, BlueprintCallable, BlueprintPure) // Parameters: // class UObject* WorldContextObject (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) // float ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) float UFortKismetLibrary::GetCalculatedGameDifficulty(class UObject* WorldContextObject) { static class UFunction* Func = nullptr; if (Func == nullptr) Func = StaticClass()->GetFunction("FortKismetLibrary", "GetCalculatedGameDifficulty"); Params::FortKismetLibrary_GetCalculatedGameDifficulty Parms{}; Parms.WorldContextObject = WorldContextObject; auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; GetDefaultObj()->ProcessEvent(Func, &Parms); Func->FunctionFlags = Flgs; return Parms.ReturnValue; } // Function FortniteGame.FortKismetLibrary.GetClosestBuildingActorFromArray // (Final, Native, Static, Public, HasOutParams, BlueprintCallable, BlueprintPure) // Parameters: // const class AActor* Actor (ConstParm, Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) // const TArray& ArrayOfBuildings (ConstParm, Parm, OutParm, ZeroConstructor, ReferenceParm, NativeAccessSpecifierPublic) // class ABuildingSMActor* ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) class ABuildingSMActor* UFortKismetLibrary::GetClosestBuildingActorFromArray(const class AActor* Actor, const TArray& ArrayOfBuildings) { static class UFunction* Func = nullptr; if (Func == nullptr) Func = StaticClass()->GetFunction("FortKismetLibrary", "GetClosestBuildingActorFromArray"); Params::FortKismetLibrary_GetClosestBuildingActorFromArray Parms{}; Parms.Actor = Actor; Parms.ArrayOfBuildings = std::move(ArrayOfBuildings); auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; GetDefaultObj()->ProcessEvent(Func, &Parms); Func->FunctionFlags = Flgs; return Parms.ReturnValue; } // Function FortniteGame.FortKismetLibrary.GetClosestFortPlayerPawn // (Final, Native, Static, Public, HasDefaults, BlueprintCallable, BlueprintPure) // Parameters: // class UObject* WorldContextObject (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) // const struct FVector& Position (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, NativeAccessSpecifierPublic) // class AFortPlayerPawn* ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) class AFortPlayerPawn* UFortKismetLibrary::GetClosestFortPlayerPawn(class UObject* WorldContextObject, const struct FVector& Position) { static class UFunction* Func = nullptr; if (Func == nullptr) Func = StaticClass()->GetFunction("FortKismetLibrary", "GetClosestFortPlayerPawn"); Params::FortKismetLibrary_GetClosestFortPlayerPawn Parms{}; Parms.WorldContextObject = WorldContextObject; Parms.Position = std::move(Position); auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; GetDefaultObj()->ProcessEvent(Func, &Parms); Func->FunctionFlags = Flgs; return Parms.ReturnValue; } // Function FortniteGame.FortKismetLibrary.GetCurrentDayPhase // (Final, Native, Static, Public, BlueprintCallable, BlueprintPure) // Parameters: // class UObject* WorldContextObject (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) // EFortDayPhase ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) EFortDayPhase UFortKismetLibrary::GetCurrentDayPhase(class UObject* WorldContextObject) { static class UFunction* Func = nullptr; if (Func == nullptr) Func = StaticClass()->GetFunction("FortKismetLibrary", "GetCurrentDayPhase"); Params::FortKismetLibrary_GetCurrentDayPhase Parms{}; Parms.WorldContextObject = WorldContextObject; auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; GetDefaultObj()->ProcessEvent(Func, &Parms); Func->FunctionFlags = Flgs; return Parms.ReturnValue; } // Function FortniteGame.FortKismetLibrary.GetDayNightDirectionalLightColor // (Final, Native, Static, Public, HasDefaults, BlueprintCallable, BlueprintPure) // Parameters: // class UObject* WorldContextObject (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) // struct FLinearColor ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, NativeAccessSpecifierPublic) struct FLinearColor UFortKismetLibrary::GetDayNightDirectionalLightColor(class UObject* WorldContextObject) { static class UFunction* Func = nullptr; if (Func == nullptr) Func = StaticClass()->GetFunction("FortKismetLibrary", "GetDayNightDirectionalLightColor"); Params::FortKismetLibrary_GetDayNightDirectionalLightColor Parms{}; Parms.WorldContextObject = WorldContextObject; auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; GetDefaultObj()->ProcessEvent(Func, &Parms); Func->FunctionFlags = Flgs; return Parms.ReturnValue; } // Function FortniteGame.FortKismetLibrary.GetDayNightDirectionalLightVector // (Final, Native, Static, Public, HasDefaults, BlueprintCallable, BlueprintPure) // Parameters: // class UObject* WorldContextObject (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) // struct FVector ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, NativeAccessSpecifierPublic) struct FVector UFortKismetLibrary::GetDayNightDirectionalLightVector(class UObject* WorldContextObject) { static class UFunction* Func = nullptr; if (Func == nullptr) Func = StaticClass()->GetFunction("FortKismetLibrary", "GetDayNightDirectionalLightVector"); Params::FortKismetLibrary_GetDayNightDirectionalLightVector Parms{}; Parms.WorldContextObject = WorldContextObject; auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; GetDefaultObj()->ProcessEvent(Func, &Parms); Func->FunctionFlags = Flgs; return Parms.ReturnValue; } // Function FortniteGame.FortKismetLibrary.GetDefaultAbsoluteTimeOfDaySpeed // (Final, Native, Static, Public, BlueprintCallable, BlueprintPure) // Parameters: // class UObject* WorldContextObject (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) // float ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) float UFortKismetLibrary::GetDefaultAbsoluteTimeOfDaySpeed(class UObject* WorldContextObject) { static class UFunction* Func = nullptr; if (Func == nullptr) Func = StaticClass()->GetFunction("FortKismetLibrary", "GetDefaultAbsoluteTimeOfDaySpeed"); Params::FortKismetLibrary_GetDefaultAbsoluteTimeOfDaySpeed Parms{}; Parms.WorldContextObject = WorldContextObject; auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; GetDefaultObj()->ProcessEvent(Func, &Parms); Func->FunctionFlags = Flgs; return Parms.ReturnValue; } // Function FortniteGame.FortKismetLibrary.GetDirectionActorToActor // (Final, Native, Static, Public, HasDefaults, BlueprintCallable, BlueprintPure) // Parameters: // class AActor* SourceActor (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) // class AActor* TargetActor (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) // struct FRotator ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, NativeAccessSpecifierPublic) struct FRotator UFortKismetLibrary::GetDirectionActorToActor(class AActor* SourceActor, class AActor* TargetActor) { static class UFunction* Func = nullptr; if (Func == nullptr) Func = StaticClass()->GetFunction("FortKismetLibrary", "GetDirectionActorToActor"); Params::FortKismetLibrary_GetDirectionActorToActor Parms{}; Parms.SourceActor = SourceActor; Parms.TargetActor = TargetActor; auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; GetDefaultObj()->ProcessEvent(Func, &Parms); Func->FunctionFlags = Flgs; return Parms.ReturnValue; } // Function FortniteGame.FortKismetLibrary.GetFloatHoursUntilDayPhase // (Final, Native, Static, Public, BlueprintCallable, BlueprintPure) // Parameters: // class UObject* WorldContextObject (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) // EFortDayPhase DayPhase (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) // float ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) float UFortKismetLibrary::GetFloatHoursUntilDayPhase(class UObject* WorldContextObject, EFortDayPhase DayPhase) { static class UFunction* Func = nullptr; if (Func == nullptr) Func = StaticClass()->GetFunction("FortKismetLibrary", "GetFloatHoursUntilDayPhase"); Params::FortKismetLibrary_GetFloatHoursUntilDayPhase Parms{}; Parms.WorldContextObject = WorldContextObject; Parms.DayPhase = DayPhase; auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; GetDefaultObj()->ProcessEvent(Func, &Parms); Func->FunctionFlags = Flgs; return Parms.ReturnValue; } // Function FortniteGame.FortKismetLibrary.GetFortPhysicalSurface // (Final, Native, Static, Public, HasOutParams, BlueprintCallable, BlueprintPure) // Parameters: // const struct FHitResult& Hit (ConstParm, Parm, OutParm, ReferenceParm, ContainsInstancedReference, NativeAccessSpecifierPublic) // EPhysicalSurface ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) EPhysicalSurface UFortKismetLibrary::GetFortPhysicalSurface(const struct FHitResult& Hit) { static class UFunction* Func = nullptr; if (Func == nullptr) Func = StaticClass()->GetFunction("FortKismetLibrary", "GetFortPhysicalSurface"); Params::FortKismetLibrary_GetFortPhysicalSurface Parms{}; Parms.Hit = std::move(Hit); auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; GetDefaultObj()->ProcessEvent(Func, &Parms); Func->FunctionFlags = Flgs; return Parms.ReturnValue; } // Function FortniteGame.FortKismetLibrary.GetFortPlayerPawns // (Final, Native, Static, Public, BlueprintCallable, BlueprintPure) // Parameters: // class UObject* WorldContextObject (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) // TArray ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, NativeAccessSpecifierPublic) TArray UFortKismetLibrary::GetFortPlayerPawns(class UObject* WorldContextObject) { static class UFunction* Func = nullptr; if (Func == nullptr) Func = StaticClass()->GetFunction("FortKismetLibrary", "GetFortPlayerPawns"); Params::FortKismetLibrary_GetFortPlayerPawns Parms{}; Parms.WorldContextObject = WorldContextObject; auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; GetDefaultObj()->ProcessEvent(Func, &Parms); Func->FunctionFlags = Flgs; return Parms.ReturnValue; } // Function FortniteGame.FortKismetLibrary.GetGameDifficulty // (Final, Native, Static, Public, BlueprintCallable, BlueprintPure) // Parameters: // float ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) float UFortKismetLibrary::GetGameDifficulty() { static class UFunction* Func = nullptr; if (Func == nullptr) Func = StaticClass()->GetFunction("FortKismetLibrary", "GetGameDifficulty"); Params::FortKismetLibrary_GetGameDifficulty Parms{}; auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; GetDefaultObj()->ProcessEvent(Func, &Parms); Func->FunctionFlags = Flgs; return Parms.ReturnValue; } // Function FortniteGame.FortKismetLibrary.GetHostilityPercentage // (Final, Native, Static, Public, BlueprintCallable, BlueprintPure) // Parameters: // class UObject* WorldContextObject (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) // float ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) float UFortKismetLibrary::GetHostilityPercentage(class UObject* WorldContextObject) { static class UFunction* Func = nullptr; if (Func == nullptr) Func = StaticClass()->GetFunction("FortKismetLibrary", "GetHostilityPercentage"); Params::FortKismetLibrary_GetHostilityPercentage Parms{}; Parms.WorldContextObject = WorldContextObject; auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; GetDefaultObj()->ProcessEvent(Func, &Parms); Func->FunctionFlags = Flgs; return Parms.ReturnValue; } // Function FortniteGame.FortKismetLibrary.GetHoursUntilDayPhase // (Final, Native, Static, Public, BlueprintCallable, BlueprintPure) // Parameters: // class UObject* WorldContextObject (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) // EFortDayPhase DayPhase (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) // int32 ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) int32 UFortKismetLibrary::GetHoursUntilDayPhase(class UObject* WorldContextObject, EFortDayPhase DayPhase) { static class UFunction* Func = nullptr; if (Func == nullptr) Func = StaticClass()->GetFunction("FortKismetLibrary", "GetHoursUntilDayPhase"); Params::FortKismetLibrary_GetHoursUntilDayPhase Parms{}; Parms.WorldContextObject = WorldContextObject; Parms.DayPhase = DayPhase; auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; GetDefaultObj()->ProcessEvent(Func, &Parms); Func->FunctionFlags = Flgs; return Parms.ReturnValue; } // Function FortniteGame.FortKismetLibrary.GetHumanReadableName // (Final, Native, Static, Public, BlueprintCallable, BlueprintPure) // Parameters: // class AActor* Actor (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) // class FString ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, HasGetValueTypeHash, NativeAccessSpecifierPublic) class FString UFortKismetLibrary::GetHumanReadableName(class AActor* Actor) { static class UFunction* Func = nullptr; if (Func == nullptr) Func = StaticClass()->GetFunction("FortKismetLibrary", "GetHumanReadableName"); Params::FortKismetLibrary_GetHumanReadableName Parms{}; Parms.Actor = Actor; auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; GetDefaultObj()->ProcessEvent(Func, &Parms); Func->FunctionFlags = Flgs; return Parms.ReturnValue; } // Function FortniteGame.FortKismetLibrary.GetImpulseData // (Final, Native, Static, Public, HasOutParams, HasDefaults, BlueprintCallable, BlueprintPure) // Parameters: // const struct FGameplayEffectContextHandle&EffectContext (Parm, NativeAccessSpecifierPublic) // struct FVector* ImpulseDirection (Parm, OutParm, ZeroConstructor, IsPlainOldData, NoDestructor, NativeAccessSpecifierPublic) // float* KnockbackMagnitude (Parm, OutParm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) // float* KnockbackZAngle (Parm, OutParm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) void UFortKismetLibrary::GetImpulseData(const struct FGameplayEffectContextHandle& EffectContext, struct FVector* ImpulseDirection, float* KnockbackMagnitude, float* KnockbackZAngle) { static class UFunction* Func = nullptr; if (Func == nullptr) Func = StaticClass()->GetFunction("FortKismetLibrary", "GetImpulseData"); Params::FortKismetLibrary_GetImpulseData Parms{}; Parms.EffectContext = std::move(EffectContext); auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; GetDefaultObj()->ProcessEvent(Func, &Parms); Func->FunctionFlags = Flgs; if (ImpulseDirection != nullptr) *ImpulseDirection = std::move(Parms.ImpulseDirection); if (KnockbackMagnitude != nullptr) *KnockbackMagnitude = Parms.KnockbackMagnitude; if (KnockbackZAngle != nullptr) *KnockbackZAngle = Parms.KnockbackZAngle; } // Function FortniteGame.FortKismetLibrary.GetLocalFortPlayerControllers // (Final, Native, Static, Public, BlueprintCallable, BlueprintPure) // Parameters: // class UObject* WorldContextObject (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) // TArray ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, NativeAccessSpecifierPublic) TArray UFortKismetLibrary::GetLocalFortPlayerControllers(class UObject* WorldContextObject) { static class UFunction* Func = nullptr; if (Func == nullptr) Func = StaticClass()->GetFunction("FortKismetLibrary", "GetLocalFortPlayerControllers"); Params::FortKismetLibrary_GetLocalFortPlayerControllers Parms{}; Parms.WorldContextObject = WorldContextObject; auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; GetDefaultObj()->ProcessEvent(Func, &Parms); Func->FunctionFlags = Flgs; return Parms.ReturnValue; } // Function FortniteGame.FortKismetLibrary.GetMeleeWeaponStatsRow // (Final, Native, Static, Public, HasOutParams, BlueprintCallable) // Parameters: // const struct FDataTableRowHandle& DataTableRowHandle (Parm, NativeAccessSpecifierPublic) // struct FFortMeleeWeaponStats* OutRow (Parm, OutParm, NativeAccessSpecifierPublic) // bool ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, NativeAccessSpecifierPublic) bool UFortKismetLibrary::GetMeleeWeaponStatsRow(const struct FDataTableRowHandle& DataTableRowHandle, struct FFortMeleeWeaponStats* OutRow) { static class UFunction* Func = nullptr; if (Func == nullptr) Func = StaticClass()->GetFunction("FortKismetLibrary", "GetMeleeWeaponStatsRow"); Params::FortKismetLibrary_GetMeleeWeaponStatsRow Parms{}; Parms.DataTableRowHandle = std::move(DataTableRowHandle); auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; GetDefaultObj()->ProcessEvent(Func, &Parms); Func->FunctionFlags = Flgs; if (OutRow != nullptr) *OutRow = std::move(Parms.OutRow); return Parms.ReturnValue; } // Function FortniteGame.FortKismetLibrary.GetMIDForSkeletalMeshComponent // (Final, Native, Static, Public, BlueprintCallable) // Parameters: // class USkeletalMeshComponent* SkeletalMeshComponent (Parm, ZeroConstructor, InstancedReference, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) // int32 ElementIndex (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) // class UMaterialInstanceDynamic* ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) class UMaterialInstanceDynamic* UFortKismetLibrary::GetMIDForSkeletalMeshComponent(class USkeletalMeshComponent* SkeletalMeshComponent, int32 ElementIndex) { static class UFunction* Func = nullptr; if (Func == nullptr) Func = StaticClass()->GetFunction("FortKismetLibrary", "GetMIDForSkeletalMeshComponent"); Params::FortKismetLibrary_GetMIDForSkeletalMeshComponent Parms{}; Parms.SkeletalMeshComponent = SkeletalMeshComponent; Parms.ElementIndex = ElementIndex; auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; GetDefaultObj()->ProcessEvent(Func, &Parms); Func->FunctionFlags = Flgs; return Parms.ReturnValue; } // Function FortniteGame.FortKismetLibrary.GetNumericCVar // (Final, Native, Static, Public, HasOutParams, BlueprintCallable, BlueprintPure) // Parameters: // const class FString& CVar (Parm, ZeroConstructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) // float* OutValue (Parm, OutParm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) // bool ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, NativeAccessSpecifierPublic) bool UFortKismetLibrary::GetNumericCVar(const class FString& CVar, float* OutValue) { static class UFunction* Func = nullptr; if (Func == nullptr) Func = StaticClass()->GetFunction("FortKismetLibrary", "GetNumericCVar"); Params::FortKismetLibrary_GetNumericCVar Parms{}; Parms.CVar = std::move(CVar); auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; GetDefaultObj()->ProcessEvent(Func, &Parms); Func->FunctionFlags = Flgs; if (OutValue != nullptr) *OutValue = Parms.OutValue; return Parms.ReturnValue; } // Function FortniteGame.FortKismetLibrary.GetPawnStatsRow // (Final, Native, Static, Public, HasOutParams, BlueprintCallable) // Parameters: // const struct FDataTableRowHandle& DataTableRowHandle (Parm, NativeAccessSpecifierPublic) // struct FFortPawnStats* OutRow (Parm, OutParm, NativeAccessSpecifierPublic) // bool ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, NativeAccessSpecifierPublic) bool UFortKismetLibrary::GetPawnStatsRow(const struct FDataTableRowHandle& DataTableRowHandle, struct FFortPawnStats* OutRow) { static class UFunction* Func = nullptr; if (Func == nullptr) Func = StaticClass()->GetFunction("FortKismetLibrary", "GetPawnStatsRow"); Params::FortKismetLibrary_GetPawnStatsRow Parms{}; Parms.DataTableRowHandle = std::move(DataTableRowHandle); auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; GetDefaultObj()->ProcessEvent(Func, &Parms); Func->FunctionFlags = Flgs; if (OutRow != nullptr) *OutRow = std::move(Parms.OutRow); return Parms.ReturnValue; } // Function FortniteGame.FortKismetLibrary.GetPreviousDayPhase // (Final, Native, Static, Public, BlueprintCallable, BlueprintPure) // Parameters: // class UObject* WorldContextObject (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) // EFortDayPhase ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) EFortDayPhase UFortKismetLibrary::GetPreviousDayPhase(class UObject* WorldContextObject) { static class UFunction* Func = nullptr; if (Func == nullptr) Func = StaticClass()->GetFunction("FortKismetLibrary", "GetPreviousDayPhase"); Params::FortKismetLibrary_GetPreviousDayPhase Parms{}; Parms.WorldContextObject = WorldContextObject; auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; GetDefaultObj()->ProcessEvent(Func, &Parms); Func->FunctionFlags = Flgs; return Parms.ReturnValue; } // Function FortniteGame.FortKismetLibrary.GetPrimaryInstance // (Final, Native, Static, Public, HasOutParams, BlueprintCallable) // Parameters: // const struct FGameplayAbilitySpec& Spec (ConstParm, Parm, OutParm, ReferenceParm, NativeAccessSpecifierPublic) // class UGameplayAbility* ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) class UGameplayAbility* UFortKismetLibrary::GetPrimaryInstance(const struct FGameplayAbilitySpec& Spec) { static class UFunction* Func = nullptr; if (Func == nullptr) Func = StaticClass()->GetFunction("FortKismetLibrary", "GetPrimaryInstance"); Params::FortKismetLibrary_GetPrimaryInstance Parms{}; Parms.Spec = std::move(Spec); auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; GetDefaultObj()->ProcessEvent(Func, &Parms); Func->FunctionFlags = Flgs; return Parms.ReturnValue; } // Function FortniteGame.FortKismetLibrary.GetRangedWeaponStatsRow // (Final, Native, Static, Public, HasOutParams, BlueprintCallable) // Parameters: // const struct FDataTableRowHandle& DataTableRowHandle (Parm, NativeAccessSpecifierPublic) // struct FFortRangedWeaponStats* OutRow (Parm, OutParm, NativeAccessSpecifierPublic) // bool ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, NativeAccessSpecifierPublic) bool UFortKismetLibrary::GetRangedWeaponStatsRow(const struct FDataTableRowHandle& DataTableRowHandle, struct FFortRangedWeaponStats* OutRow) { static class UFunction* Func = nullptr; if (Func == nullptr) Func = StaticClass()->GetFunction("FortKismetLibrary", "GetRangedWeaponStatsRow"); Params::FortKismetLibrary_GetRangedWeaponStatsRow Parms{}; Parms.DataTableRowHandle = std::move(DataTableRowHandle); auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; GetDefaultObj()->ProcessEvent(Func, &Parms); Func->FunctionFlags = Flgs; if (OutRow != nullptr) *OutRow = std::move(Parms.OutRow); return Parms.ReturnValue; } // Function FortniteGame.FortKismetLibrary.GetTeamAffiliation // (Final, Native, Static, Public, BlueprintCallable, BlueprintPure) // Parameters: // const class AActor* ActorA (ConstParm, Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) // const class AActor* ActorB (ConstParm, Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) // EFortTeamAffiliation ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) EFortTeamAffiliation UFortKismetLibrary::GetTeamAffiliation(const class AActor* ActorA, const class AActor* ActorB) { static class UFunction* Func = nullptr; if (Func == nullptr) Func = StaticClass()->GetFunction("FortKismetLibrary", "GetTeamAffiliation"); Params::FortKismetLibrary_GetTeamAffiliation Parms{}; Parms.ActorA = ActorA; Parms.ActorB = ActorB; auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; GetDefaultObj()->ProcessEvent(Func, &Parms); Func->FunctionFlags = Flgs; return Parms.ReturnValue; } // Function FortniteGame.FortKismetLibrary.GetTeamAffiliationBetweenTeams // (Final, Native, Static, Public, BlueprintCallable, BlueprintPure) // Parameters: // EFortTeam TeamA (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) // EFortTeam TeamB (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) // EFortTeamAffiliation ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) EFortTeamAffiliation UFortKismetLibrary::GetTeamAffiliationBetweenTeams(EFortTeam TeamA, EFortTeam TeamB) { static class UFunction* Func = nullptr; if (Func == nullptr) Func = StaticClass()->GetFunction("FortKismetLibrary", "GetTeamAffiliationBetweenTeams"); Params::FortKismetLibrary_GetTeamAffiliationBetweenTeams Parms{}; Parms.TeamA = TeamA; Parms.TeamB = TeamB; auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; GetDefaultObj()->ProcessEvent(Func, &Parms); Func->FunctionFlags = Flgs; return Parms.ReturnValue; } // Function FortniteGame.FortKismetLibrary.GetTeamInfo // (Final, Native, Static, Public, BlueprintCallable, BlueprintPure) // Parameters: // class UObject* WorldContextObject (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) // EFortTeam Team (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) // class AFortTeamInfo* ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) class AFortTeamInfo* UFortKismetLibrary::GetTeamInfo(class UObject* WorldContextObject, EFortTeam Team) { static class UFunction* Func = nullptr; if (Func == nullptr) Func = StaticClass()->GetFunction("FortKismetLibrary", "GetTeamInfo"); Params::FortKismetLibrary_GetTeamInfo Parms{}; Parms.WorldContextObject = WorldContextObject; Parms.Team = Team; auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; GetDefaultObj()->ProcessEvent(Func, &Parms); Func->FunctionFlags = Flgs; return Parms.ReturnValue; } // Function FortniteGame.FortKismetLibrary.GetThreatVisualsManager // (Final, Native, Static, Public, BlueprintCallable, BlueprintPure) // Parameters: // class UObject* WorldContextObject (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) // class AFortThreatVisualsManager* ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) class AFortThreatVisualsManager* UFortKismetLibrary::GetThreatVisualsManager(class UObject* WorldContextObject) { static class UFunction* Func = nullptr; if (Func == nullptr) Func = StaticClass()->GetFunction("FortKismetLibrary", "GetThreatVisualsManager"); Params::FortKismetLibrary_GetThreatVisualsManager Parms{}; Parms.WorldContextObject = WorldContextObject; auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; GetDefaultObj()->ProcessEvent(Func, &Parms); Func->FunctionFlags = Flgs; return Parms.ReturnValue; } // Function FortniteGame.FortKismetLibrary.GetTimeDayPhaseBegins // (Final, Native, Static, Public, BlueprintCallable, BlueprintPure) // Parameters: // class UObject* WorldContextObject (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) // EFortDayPhase DayPhase (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) // float ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) float UFortKismetLibrary::GetTimeDayPhaseBegins(class UObject* WorldContextObject, EFortDayPhase DayPhase) { static class UFunction* Func = nullptr; if (Func == nullptr) Func = StaticClass()->GetFunction("FortKismetLibrary", "GetTimeDayPhaseBegins"); Params::FortKismetLibrary_GetTimeDayPhaseBegins Parms{}; Parms.WorldContextObject = WorldContextObject; Parms.DayPhase = DayPhase; auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; GetDefaultObj()->ProcessEvent(Func, &Parms); Func->FunctionFlags = Flgs; return Parms.ReturnValue; } // Function FortniteGame.FortKismetLibrary.GetTimeOfDay // (Final, Native, Static, Public, BlueprintCallable, BlueprintPure) // Parameters: // class UObject* WorldContextObject (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) // float ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) float UFortKismetLibrary::GetTimeOfDay(class UObject* WorldContextObject) { static class UFunction* Func = nullptr; if (Func == nullptr) Func = StaticClass()->GetFunction("FortKismetLibrary", "GetTimeOfDay"); Params::FortKismetLibrary_GetTimeOfDay Parms{}; Parms.WorldContextObject = WorldContextObject; auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; GetDefaultObj()->ProcessEvent(Func, &Parms); Func->FunctionFlags = Flgs; return Parms.ReturnValue; } // Function FortniteGame.FortKismetLibrary.GetTimeOfDayAccumulator // (Final, Native, Static, Public, BlueprintCallable, BlueprintPure) // Parameters: // class UObject* WorldContextObject (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) // float ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) float UFortKismetLibrary::GetTimeOfDayAccumulator(class UObject* WorldContextObject) { static class UFunction* Func = nullptr; if (Func == nullptr) Func = StaticClass()->GetFunction("FortKismetLibrary", "GetTimeOfDayAccumulator"); Params::FortKismetLibrary_GetTimeOfDayAccumulator Parms{}; Parms.WorldContextObject = WorldContextObject; auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; GetDefaultObj()->ProcessEvent(Func, &Parms); Func->FunctionFlags = Flgs; return Parms.ReturnValue; } // Function FortniteGame.FortKismetLibrary.GetTimeOfDaySpeed // (Final, Native, Static, Public, BlueprintCallable, BlueprintPure) // Parameters: // class UObject* WorldContextObject (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) // float ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) float UFortKismetLibrary::GetTimeOfDaySpeed(class UObject* WorldContextObject) { static class UFunction* Func = nullptr; if (Func == nullptr) Func = StaticClass()->GetFunction("FortKismetLibrary", "GetTimeOfDaySpeed"); Params::FortKismetLibrary_GetTimeOfDaySpeed Parms{}; Parms.WorldContextObject = WorldContextObject; auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; GetDefaultObj()->ProcessEvent(Func, &Parms); Func->FunctionFlags = Flgs; return Parms.ReturnValue; } // Function FortniteGame.FortKismetLibrary.GetTimeUntilInRealTimeSeconds // (Final, Native, Static, Public, BlueprintCallable, BlueprintPure) // Parameters: // class UObject* WorldContextObject (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) // float GameTime (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) // float ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) float UFortKismetLibrary::GetTimeUntilInRealTimeSeconds(class UObject* WorldContextObject, float GameTime) { static class UFunction* Func = nullptr; if (Func == nullptr) Func = StaticClass()->GetFunction("FortKismetLibrary", "GetTimeUntilInRealTimeSeconds"); Params::FortKismetLibrary_GetTimeUntilInRealTimeSeconds Parms{}; Parms.WorldContextObject = WorldContextObject; Parms.GameTime = GameTime; auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; GetDefaultObj()->ProcessEvent(Func, &Parms); Func->FunctionFlags = Flgs; return Parms.ReturnValue; } // Function FortniteGame.FortKismetLibrary.GetTooltipDescription // (Final, Native, Static, Public, HasOutParams, BlueprintCallable, BlueprintPure) // Parameters: // const class UObject* ObjectToDescribe (ConstParm, Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) // const struct FGameplayTag& Tag (Parm, NativeAccessSpecifierPublic) // const class UFortTooltipContext* Context (ConstParm, Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) // class FText* Description (Parm, OutParm, NativeAccessSpecifierPublic) // bool ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, NativeAccessSpecifierPublic) bool UFortKismetLibrary::GetTooltipDescription(const class UObject* ObjectToDescribe, const struct FGameplayTag& Tag, const class UFortTooltipContext* Context, class FText* Description) { static class UFunction* Func = nullptr; if (Func == nullptr) Func = StaticClass()->GetFunction("FortKismetLibrary", "GetTooltipDescription"); Params::FortKismetLibrary_GetTooltipDescription Parms{}; Parms.ObjectToDescribe = ObjectToDescribe; Parms.Tag = std::move(Tag); Parms.Context = Context; auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; GetDefaultObj()->ProcessEvent(Func, &Parms); Func->FunctionFlags = Flgs; if (Description != nullptr) *Description = std::move(Parms.Description); return Parms.ReturnValue; } // Function FortniteGame.FortKismetLibrary.GetTooltipDescriptionArray // (Final, Native, Static, Public, HasOutParams, BlueprintCallable, BlueprintPure) // Parameters: // const class UObject* ObjectToDescribe (ConstParm, Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) // const TArray& Tags (ConstParm, Parm, OutParm, ZeroConstructor, ReferenceParm, NativeAccessSpecifierPublic) // const class UFortTooltipContext* Context (ConstParm, Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) // TArray* Descriptions (Parm, OutParm, ZeroConstructor, NativeAccessSpecifierPublic) // bool ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, NativeAccessSpecifierPublic) bool UFortKismetLibrary::GetTooltipDescriptionArray(const class UObject* ObjectToDescribe, const TArray& Tags, const class UFortTooltipContext* Context, TArray* Descriptions) { static class UFunction* Func = nullptr; if (Func == nullptr) Func = StaticClass()->GetFunction("FortKismetLibrary", "GetTooltipDescriptionArray"); Params::FortKismetLibrary_GetTooltipDescriptionArray Parms{}; Parms.ObjectToDescribe = ObjectToDescribe; Parms.Tags = std::move(Tags); Parms.Context = Context; auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; GetDefaultObj()->ProcessEvent(Func, &Parms); Func->FunctionFlags = Flgs; if (Descriptions != nullptr) *Descriptions = std::move(Parms.Descriptions); return Parms.ReturnValue; } // Function FortniteGame.FortKismetLibrary.GetTooltipDescriptionArrayFromTooltipClass // (Final, Native, Static, Public, HasOutParams, BlueprintCallable, BlueprintPure) // Parameters: // const class UObject* ObjectToDescribe (ConstParm, Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) // TSubclassOf TooltipClass (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, UObjectWrapper, HasGetValueTypeHash, NativeAccessSpecifierPublic) // const TArray& Tags (ConstParm, Parm, OutParm, ZeroConstructor, ReferenceParm, NativeAccessSpecifierPublic) // const class UFortTooltipContext* Context (ConstParm, Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) // TArray* Descriptions (Parm, OutParm, ZeroConstructor, NativeAccessSpecifierPublic) // bool ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, NativeAccessSpecifierPublic) bool UFortKismetLibrary::GetTooltipDescriptionArrayFromTooltipClass(const class UObject* ObjectToDescribe, TSubclassOf TooltipClass, const TArray& Tags, const class UFortTooltipContext* Context, TArray* Descriptions) { static class UFunction* Func = nullptr; if (Func == nullptr) Func = StaticClass()->GetFunction("FortKismetLibrary", "GetTooltipDescriptionArrayFromTooltipClass"); Params::FortKismetLibrary_GetTooltipDescriptionArrayFromTooltipClass Parms{}; Parms.ObjectToDescribe = ObjectToDescribe; Parms.TooltipClass = TooltipClass; Parms.Tags = std::move(Tags); Parms.Context = Context; auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; GetDefaultObj()->ProcessEvent(Func, &Parms); Func->FunctionFlags = Flgs; if (Descriptions != nullptr) *Descriptions = std::move(Parms.Descriptions); return Parms.ReturnValue; } // Function FortniteGame.FortKismetLibrary.GetTooltipDescriptionFromTooltipClass // (Final, Native, Static, Public, HasOutParams, BlueprintCallable, BlueprintPure) // Parameters: // const class UObject* ObjectToDescribe (ConstParm, Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) // TSubclassOf TooltipClass (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, UObjectWrapper, HasGetValueTypeHash, NativeAccessSpecifierPublic) // const struct FGameplayTag& Tag (Parm, NativeAccessSpecifierPublic) // const class UFortTooltipContext* Context (ConstParm, Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) // class FText* Description (Parm, OutParm, NativeAccessSpecifierPublic) // bool ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, NativeAccessSpecifierPublic) bool UFortKismetLibrary::GetTooltipDescriptionFromTooltipClass(const class UObject* ObjectToDescribe, TSubclassOf TooltipClass, const struct FGameplayTag& Tag, const class UFortTooltipContext* Context, class FText* Description) { static class UFunction* Func = nullptr; if (Func == nullptr) Func = StaticClass()->GetFunction("FortKismetLibrary", "GetTooltipDescriptionFromTooltipClass"); Params::FortKismetLibrary_GetTooltipDescriptionFromTooltipClass Parms{}; Parms.ObjectToDescribe = ObjectToDescribe; Parms.TooltipClass = TooltipClass; Parms.Tag = std::move(Tag); Parms.Context = Context; auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; GetDefaultObj()->ProcessEvent(Func, &Parms); Func->FunctionFlags = Flgs; if (Description != nullptr) *Description = std::move(Parms.Description); return Parms.ReturnValue; } // Function FortniteGame.FortKismetLibrary.GetTooltipNumericValue // (Final, Native, Static, Public, HasOutParams, BlueprintCallable, BlueprintPure) // Parameters: // const class UObject* ObjectToDescribe (ConstParm, Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) // const struct FGameplayTag& Tag (Parm, NativeAccessSpecifierPublic) // const class UFortTooltipContext* Context (ConstParm, Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) // class FName Token (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) // float* Value (Parm, OutParm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) // bool ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, NativeAccessSpecifierPublic) bool UFortKismetLibrary::GetTooltipNumericValue(const class UObject* ObjectToDescribe, const struct FGameplayTag& Tag, const class UFortTooltipContext* Context, class FName Token, float* Value) { static class UFunction* Func = nullptr; if (Func == nullptr) Func = StaticClass()->GetFunction("FortKismetLibrary", "GetTooltipNumericValue"); Params::FortKismetLibrary_GetTooltipNumericValue Parms{}; Parms.ObjectToDescribe = ObjectToDescribe; Parms.Tag = std::move(Tag); Parms.Context = Context; Parms.Token = Token; auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; GetDefaultObj()->ProcessEvent(Func, &Parms); Func->FunctionFlags = Flgs; if (Value != nullptr) *Value = Parms.Value; return Parms.ReturnValue; } // Function FortniteGame.FortKismetLibrary.GetTooltipNumericValueFromTooltipClass // (Final, Native, Static, Public, HasOutParams, BlueprintCallable, BlueprintPure) // Parameters: // const class UObject* ObjectToDescribe (ConstParm, Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) // TSubclassOf TooltipClass (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, UObjectWrapper, HasGetValueTypeHash, NativeAccessSpecifierPublic) // const struct FGameplayTag& Tag (Parm, NativeAccessSpecifierPublic) // const class UFortTooltipContext* Context (ConstParm, Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) // class FName Token (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) // float* Value (Parm, OutParm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) // bool ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, NativeAccessSpecifierPublic) bool UFortKismetLibrary::GetTooltipNumericValueFromTooltipClass(const class UObject* ObjectToDescribe, TSubclassOf TooltipClass, const struct FGameplayTag& Tag, const class UFortTooltipContext* Context, class FName Token, float* Value) { static class UFunction* Func = nullptr; if (Func == nullptr) Func = StaticClass()->GetFunction("FortKismetLibrary", "GetTooltipNumericValueFromTooltipClass"); Params::FortKismetLibrary_GetTooltipNumericValueFromTooltipClass Parms{}; Parms.ObjectToDescribe = ObjectToDescribe; Parms.TooltipClass = TooltipClass; Parms.Tag = std::move(Tag); Parms.Context = Context; Parms.Token = Token; auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; GetDefaultObj()->ProcessEvent(Func, &Parms); Func->FunctionFlags = Flgs; if (Value != nullptr) *Value = Parms.Value; return Parms.ReturnValue; } // Function FortniteGame.FortKismetLibrary.GetTooltipTextFromToken // (Final, Native, Static, Public, HasOutParams, BlueprintCallable, BlueprintPure) // Parameters: // const class UObject* ObjectToDescribe (ConstParm, Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) // const struct FGameplayTag& Tag (ConstParm, Parm, OutParm, ReferenceParm, NativeAccessSpecifierPublic) // const class UFortTooltipContext* Context (ConstParm, Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) // const class FName& Token (ConstParm, Parm, OutParm, ZeroConstructor, ReferenceParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) // class FText* OutText (Parm, OutParm, NativeAccessSpecifierPublic) // bool ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, NativeAccessSpecifierPublic) bool UFortKismetLibrary::GetTooltipTextFromToken(const class UObject* ObjectToDescribe, const struct FGameplayTag& Tag, const class UFortTooltipContext* Context, const class FName& Token, class FText* OutText) { static class UFunction* Func = nullptr; if (Func == nullptr) Func = StaticClass()->GetFunction("FortKismetLibrary", "GetTooltipTextFromToken"); Params::FortKismetLibrary_GetTooltipTextFromToken Parms{}; Parms.ObjectToDescribe = ObjectToDescribe; Parms.Tag = std::move(Tag); Parms.Context = Context; Parms.Token = Token; auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; GetDefaultObj()->ProcessEvent(Func, &Parms); Func->FunctionFlags = Flgs; if (OutText != nullptr) *OutText = std::move(Parms.OutText); return Parms.ReturnValue; } // Function FortniteGame.FortKismetLibrary.GetTooltipTextFromTokenFromTooltipClass // (Final, Native, Static, Public, HasOutParams, BlueprintCallable, BlueprintPure) // Parameters: // const class UObject* ObjectToDescribe (ConstParm, Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) // TSubclassOf TooltipClass (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, UObjectWrapper, HasGetValueTypeHash, NativeAccessSpecifierPublic) // const struct FGameplayTag& Tag (ConstParm, Parm, OutParm, ReferenceParm, NativeAccessSpecifierPublic) // const class UFortTooltipContext* Context (ConstParm, Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) // const class FName& Token (ConstParm, Parm, OutParm, ZeroConstructor, ReferenceParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) // class FText* OutText (Parm, OutParm, NativeAccessSpecifierPublic) // bool ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, NativeAccessSpecifierPublic) bool UFortKismetLibrary::GetTooltipTextFromTokenFromTooltipClass(const class UObject* ObjectToDescribe, TSubclassOf TooltipClass, const struct FGameplayTag& Tag, const class UFortTooltipContext* Context, const class FName& Token, class FText* OutText) { static class UFunction* Func = nullptr; if (Func == nullptr) Func = StaticClass()->GetFunction("FortKismetLibrary", "GetTooltipTextFromTokenFromTooltipClass"); Params::FortKismetLibrary_GetTooltipTextFromTokenFromTooltipClass Parms{}; Parms.ObjectToDescribe = ObjectToDescribe; Parms.TooltipClass = TooltipClass; Parms.Tag = std::move(Tag); Parms.Context = Context; Parms.Token = Token; auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; GetDefaultObj()->ProcessEvent(Func, &Parms); Func->FunctionFlags = Flgs; if (OutText != nullptr) *OutText = std::move(Parms.OutText); return Parms.ReturnValue; } // Function FortniteGame.FortKismetLibrary.GetTrapStatsRow // (Final, Native, Static, Public, HasOutParams, BlueprintCallable) // Parameters: // const struct FDataTableRowHandle& DataTableRowHandle (Parm, NativeAccessSpecifierPublic) // struct FFortTrapStats* OutRow (Parm, OutParm, NativeAccessSpecifierPublic) // bool ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, NativeAccessSpecifierPublic) bool UFortKismetLibrary::GetTrapStatsRow(const struct FDataTableRowHandle& DataTableRowHandle, struct FFortTrapStats* OutRow) { static class UFunction* Func = nullptr; if (Func == nullptr) Func = StaticClass()->GetFunction("FortKismetLibrary", "GetTrapStatsRow"); Params::FortKismetLibrary_GetTrapStatsRow Parms{}; Parms.DataTableRowHandle = std::move(DataTableRowHandle); auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; GetDefaultObj()->ProcessEvent(Func, &Parms); Func->FunctionFlags = Flgs; if (OutRow != nullptr) *OutRow = std::move(Parms.OutRow); return Parms.ReturnValue; } // Function FortniteGame.FortKismetLibrary.GetWeaponDurabilityByRarityStatsRow // (Final, Native, Static, Public, HasOutParams, BlueprintCallable) // Parameters: // const struct FDataTableRowHandle& DataTableRowHandle (Parm, NativeAccessSpecifierPublic) // struct FFortWeaponDurabilityByRarityStats*OutRow (Parm, OutParm, NativeAccessSpecifierPublic) // bool ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, NativeAccessSpecifierPublic) bool UFortKismetLibrary::GetWeaponDurabilityByRarityStatsRow(const struct FDataTableRowHandle& DataTableRowHandle, struct FFortWeaponDurabilityByRarityStats* OutRow) { static class UFunction* Func = nullptr; if (Func == nullptr) Func = StaticClass()->GetFunction("FortKismetLibrary", "GetWeaponDurabilityByRarityStatsRow"); Params::FortKismetLibrary_GetWeaponDurabilityByRarityStatsRow Parms{}; Parms.DataTableRowHandle = std::move(DataTableRowHandle); auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; GetDefaultObj()->ProcessEvent(Func, &Parms); Func->FunctionFlags = Flgs; if (OutRow != nullptr) *OutRow = std::move(Parms.OutRow); return Parms.ReturnValue; } // Function FortniteGame.FortKismetLibrary.GetWeaponStatsRow // (Final, Native, Static, Public, HasOutParams, BlueprintCallable) // Parameters: // const struct FDataTableRowHandle& DataTableRowHandle (Parm, NativeAccessSpecifierPublic) // struct FFortBaseWeaponStats* OutRow (Parm, OutParm, NativeAccessSpecifierPublic) // bool ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, NativeAccessSpecifierPublic) bool UFortKismetLibrary::GetWeaponStatsRow(const struct FDataTableRowHandle& DataTableRowHandle, struct FFortBaseWeaponStats* OutRow) { static class UFunction* Func = nullptr; if (Func == nullptr) Func = StaticClass()->GetFunction("FortKismetLibrary", "GetWeaponStatsRow"); Params::FortKismetLibrary_GetWeaponStatsRow Parms{}; Parms.DataTableRowHandle = std::move(DataTableRowHandle); auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; GetDefaultObj()->ProcessEvent(Func, &Parms); Func->FunctionFlags = Flgs; if (OutRow != nullptr) *OutRow = std::move(Parms.OutRow); return Parms.ReturnValue; } // Function FortniteGame.FortKismetLibrary.HideTutorialWidget // (Final, Native, Static, Public, BlueprintCallable) // Parameters: // class FName WidgetName (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) void UFortKismetLibrary::HideTutorialWidget(class FName WidgetName) { static class UFunction* Func = nullptr; if (Func == nullptr) Func = StaticClass()->GetFunction("FortKismetLibrary", "HideTutorialWidget"); Params::FortKismetLibrary_HideTutorialWidget Parms{}; Parms.WidgetName = WidgetName; auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; GetDefaultObj()->ProcessEvent(Func, &Parms); Func->FunctionFlags = Flgs; } // Function FortniteGame.FortKismetLibrary.IsCriticalHit // (Final, Native, Static, Public, BlueprintCallable, BlueprintPure) // Parameters: // const struct FGameplayEffectContextHandle&EffectContext (Parm, NativeAccessSpecifierPublic) // bool ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, NativeAccessSpecifierPublic) bool UFortKismetLibrary::IsCriticalHit(const struct FGameplayEffectContextHandle& EffectContext) { static class UFunction* Func = nullptr; if (Func == nullptr) Func = StaticClass()->GetFunction("FortKismetLibrary", "IsCriticalHit"); Params::FortKismetLibrary_IsCriticalHit Parms{}; Parms.EffectContext = std::move(EffectContext); auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; GetDefaultObj()->ProcessEvent(Func, &Parms); Func->FunctionFlags = Flgs; return Parms.ReturnValue; } // Function FortniteGame.FortKismetLibrary.IsFatalHit // (Final, Native, Static, Public, BlueprintCallable, BlueprintPure) // Parameters: // const struct FGameplayEffectContextHandle&EffectContext (Parm, NativeAccessSpecifierPublic) // bool ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, NativeAccessSpecifierPublic) bool UFortKismetLibrary::IsFatalHit(const struct FGameplayEffectContextHandle& EffectContext) { static class UFunction* Func = nullptr; if (Func == nullptr) Func = StaticClass()->GetFunction("FortKismetLibrary", "IsFatalHit"); Params::FortKismetLibrary_IsFatalHit Parms{}; Parms.EffectContext = std::move(EffectContext); auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; GetDefaultObj()->ProcessEvent(Func, &Parms); Func->FunctionFlags = Flgs; return Parms.ReturnValue; } // Function FortniteGame.FortKismetLibrary.IsFullBodyHit // (Final, Native, Static, Public, BlueprintCallable, BlueprintPure) // Parameters: // const struct FGameplayEffectContextHandle&EffectContext (Parm, NativeAccessSpecifierPublic) // bool ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, NativeAccessSpecifierPublic) bool UFortKismetLibrary::IsFullBodyHit(const struct FGameplayEffectContextHandle& EffectContext) { static class UFunction* Func = nullptr; if (Func == nullptr) Func = StaticClass()->GetFunction("FortKismetLibrary", "IsFullBodyHit"); Params::FortKismetLibrary_IsFullBodyHit Parms{}; Parms.EffectContext = std::move(EffectContext); auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; GetDefaultObj()->ProcessEvent(Func, &Parms); Func->FunctionFlags = Flgs; return Parms.ReturnValue; } // Function FortniteGame.FortKismetLibrary.IsValid // (Final, Native, Static, Public, HasOutParams, BlueprintCallable) // Parameters: // const struct FAttributeInfo& AttributeInfo (ConstParm, Parm, OutParm, ReferenceParm, NativeAccessSpecifierPublic) // bool ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, NativeAccessSpecifierPublic) bool UFortKismetLibrary::IsValid(const struct FAttributeInfo& AttributeInfo) { static class UFunction* Func = nullptr; if (Func == nullptr) Func = StaticClass()->GetFunction("FortKismetLibrary", "IsValid"); Params::FortKismetLibrary_IsValid Parms{}; Parms.AttributeInfo = std::move(AttributeInfo); auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; GetDefaultObj()->ProcessEvent(Func, &Parms); Func->FunctionFlags = Flgs; return Parms.ReturnValue; } // Function FortniteGame.FortKismetLibrary.JonLHack_GetAllObjectsOfClassFromPath // (Final, Native, Static, Public, BlueprintCallable) // Parameters: // const class FString& Path (Parm, ZeroConstructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) // class UClass* Class_0 (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) // TArray ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, NativeAccessSpecifierPublic) TArray UFortKismetLibrary::JonLHack_GetAllObjectsOfClassFromPath(const class FString& Path, class UClass* Class_0) { static class UFunction* Func = nullptr; if (Func == nullptr) Func = StaticClass()->GetFunction("FortKismetLibrary", "JonLHack_GetAllObjectsOfClassFromPath"); Params::FortKismetLibrary_JonLHack_GetAllObjectsOfClassFromPath Parms{}; Parms.Path = std::move(Path); Parms.Class_0 = Class_0; auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; GetDefaultObj()->ProcessEvent(Func, &Parms); Func->FunctionFlags = Flgs; return Parms.ReturnValue; } // Function FortniteGame.FortKismetLibrary.K2_DoesPlayerHaveItem // (Final, Native, Static, Public, BlueprintCallable, BlueprintPure) // Parameters: // class AFortPlayerController* PlayerController (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) // class UFortItemDefinition* ItemDefinition (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) // int32 ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) int32 UFortKismetLibrary::K2_DoesPlayerHaveItem(class AFortPlayerController* PlayerController, class UFortItemDefinition* ItemDefinition) { static class UFunction* Func = nullptr; if (Func == nullptr) Func = StaticClass()->GetFunction("FortKismetLibrary", "K2_DoesPlayerHaveItem"); Params::FortKismetLibrary_K2_DoesPlayerHaveItem Parms{}; Parms.PlayerController = PlayerController; Parms.ItemDefinition = ItemDefinition; auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; GetDefaultObj()->ProcessEvent(Func, &Parms); Func->FunctionFlags = Flgs; return Parms.ReturnValue; } // Function FortniteGame.FortKismetLibrary.K2_GetClosestAxisXY // (Final, Native, Static, Public, HasDefaults, BlueprintCallable, BlueprintPure) // Parameters: // const struct FVector& InVector (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, NativeAccessSpecifierPublic) // struct FVector ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, NativeAccessSpecifierPublic) struct FVector UFortKismetLibrary::K2_GetClosestAxisXY(const struct FVector& InVector) { static class UFunction* Func = nullptr; if (Func == nullptr) Func = StaticClass()->GetFunction("FortKismetLibrary", "K2_GetClosestAxisXY"); Params::FortKismetLibrary_K2_GetClosestAxisXY Parms{}; Parms.InVector = std::move(InVector); auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; GetDefaultObj()->ProcessEvent(Func, &Parms); Func->FunctionFlags = Flgs; return Parms.ReturnValue; } // Function FortniteGame.FortKismetLibrary.K2_GiveItemToAllPlayers // (Final, BlueprintAuthorityOnly, Native, Static, Public, BlueprintCallable) // Parameters: // class UObject* WorldContextObject (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) // class UFortWorldItemDefinition* ItemDefinition (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) // int32 NumberToGive (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) // bool bNotifyPlayer (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, NativeAccessSpecifierPublic) void UFortKismetLibrary::K2_GiveItemToAllPlayers(class UObject* WorldContextObject, class UFortWorldItemDefinition* ItemDefinition, int32 NumberToGive, bool bNotifyPlayer) { static class UFunction* Func = nullptr; if (Func == nullptr) Func = StaticClass()->GetFunction("FortKismetLibrary", "K2_GiveItemToAllPlayers"); Params::FortKismetLibrary_K2_GiveItemToAllPlayers Parms{}; Parms.WorldContextObject = WorldContextObject; Parms.ItemDefinition = ItemDefinition; Parms.NumberToGive = NumberToGive; Parms.bNotifyPlayer = bNotifyPlayer; auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; GetDefaultObj()->ProcessEvent(Func, &Parms); Func->FunctionFlags = Flgs; } // Function FortniteGame.FortKismetLibrary.K2_GiveItemToPlayer // (Final, BlueprintAuthorityOnly, Native, Static, Public, BlueprintCallable) // Parameters: // class AFortPlayerController* PlayerController (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) // const class UFortWorldItemDefinition* ItemDefinition (ConstParm, Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) // int32 NumberToGive (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) // bool bNotifyPlayer (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, NativeAccessSpecifierPublic) void UFortKismetLibrary::K2_GiveItemToPlayer(class AFortPlayerController* PlayerController, const class UFortWorldItemDefinition* ItemDefinition, int32 NumberToGive, bool bNotifyPlayer) { static class UFunction* Func = nullptr; if (Func == nullptr) Func = StaticClass()->GetFunction("FortKismetLibrary", "K2_GiveItemToPlayer"); Params::FortKismetLibrary_K2_GiveItemToPlayer Parms{}; Parms.PlayerController = PlayerController; Parms.ItemDefinition = ItemDefinition; Parms.NumberToGive = NumberToGive; Parms.bNotifyPlayer = bNotifyPlayer; auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; GetDefaultObj()->ProcessEvent(Func, &Parms); Func->FunctionFlags = Flgs; } // Function FortniteGame.FortKismetLibrary.K2_RemoveItemFromAllPlayers // (Final, BlueprintAuthorityOnly, Native, Static, Public, BlueprintCallable) // Parameters: // class UObject* WorldContextObject (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) // class UFortWorldItemDefinition* ItemDefinition (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) // int32 AmountToRemove (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) void UFortKismetLibrary::K2_RemoveItemFromAllPlayers(class UObject* WorldContextObject, class UFortWorldItemDefinition* ItemDefinition, int32 AmountToRemove) { static class UFunction* Func = nullptr; if (Func == nullptr) Func = StaticClass()->GetFunction("FortKismetLibrary", "K2_RemoveItemFromAllPlayers"); Params::FortKismetLibrary_K2_RemoveItemFromAllPlayers Parms{}; Parms.WorldContextObject = WorldContextObject; Parms.ItemDefinition = ItemDefinition; Parms.AmountToRemove = AmountToRemove; auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; GetDefaultObj()->ProcessEvent(Func, &Parms); Func->FunctionFlags = Flgs; } // Function FortniteGame.FortKismetLibrary.K2_RemoveItemFromPlayer // (Final, BlueprintAuthorityOnly, Native, Static, Public, BlueprintCallable) // Parameters: // class AFortPlayerController* PlayerController (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) // class UFortWorldItemDefinition* ItemDefinition (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) // int32 AmountToRemove (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) // int32 ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) int32 UFortKismetLibrary::K2_RemoveItemFromPlayer(class AFortPlayerController* PlayerController, class UFortWorldItemDefinition* ItemDefinition, int32 AmountToRemove) { static class UFunction* Func = nullptr; if (Func == nullptr) Func = StaticClass()->GetFunction("FortKismetLibrary", "K2_RemoveItemFromPlayer"); Params::FortKismetLibrary_K2_RemoveItemFromPlayer Parms{}; Parms.PlayerController = PlayerController; Parms.ItemDefinition = ItemDefinition; Parms.AmountToRemove = AmountToRemove; auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; GetDefaultObj()->ProcessEvent(Func, &Parms); Func->FunctionFlags = Flgs; return Parms.ReturnValue; } // Function FortniteGame.FortKismetLibrary.K2_SpawnPickupInWorld // (Final, BlueprintAuthorityOnly, Native, Static, Public, HasDefaults, BlueprintCallable) // Parameters: // class UObject* WorldContextObject (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) // class UFortWorldItemDefinition* ItemDefinition (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) // int32 NumberToSpawn (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) // const struct FVector& Position (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, NativeAccessSpecifierPublic) // const struct FVector& Direction (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, NativeAccessSpecifierPublic) // int32 OverrideMaxStackCount (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) void UFortKismetLibrary::K2_SpawnPickupInWorld(class UObject* WorldContextObject, class UFortWorldItemDefinition* ItemDefinition, int32 NumberToSpawn, const struct FVector& Position, const struct FVector& Direction, int32 OverrideMaxStackCount) { static class UFunction* Func = nullptr; if (Func == nullptr) Func = StaticClass()->GetFunction("FortKismetLibrary", "K2_SpawnPickupInWorld"); Params::FortKismetLibrary_K2_SpawnPickupInWorld Parms{}; Parms.WorldContextObject = WorldContextObject; Parms.ItemDefinition = ItemDefinition; Parms.NumberToSpawn = NumberToSpawn; Parms.Position = std::move(Position); Parms.Direction = std::move(Direction); Parms.OverrideMaxStackCount = OverrideMaxStackCount; auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; GetDefaultObj()->ProcessEvent(Func, &Parms); Func->FunctionFlags = Flgs; } // Function FortniteGame.FortKismetLibrary.MakeAllPlayersTalkToSelf // (Final, Native, Static, Public, BlueprintCallable) // Parameters: // class UObject* WorldContextObject (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) // const struct FLatentActionInfo& LatentInfo (Parm, NativeAccessSpecifierPublic) // class USoundBase* Audio (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) // float Delay (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, AdvancedDisplay, HasGetValueTypeHash, NativeAccessSpecifierPublic) // bool bInterruptCurrentLine (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, AdvancedDisplay, NativeAccessSpecifierPublic) // bool bCanBeInterrupted (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, AdvancedDisplay, NativeAccessSpecifierPublic) // bool bCanCue (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, AdvancedDisplay, NativeAccessSpecifierPublic) // EFortFeedbackBroadcastFilter BroadcastFilter (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, AdvancedDisplay, HasGetValueTypeHash, NativeAccessSpecifierPublic) // bool bLatent (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, AdvancedDisplay, NativeAccessSpecifierPublic) void UFortKismetLibrary::MakeAllPlayersTalkToSelf(class UObject* WorldContextObject, const struct FLatentActionInfo& LatentInfo, class USoundBase* Audio, float Delay, bool bInterruptCurrentLine, bool bCanBeInterrupted, bool bCanCue, EFortFeedbackBroadcastFilter BroadcastFilter, bool bLatent) { static class UFunction* Func = nullptr; if (Func == nullptr) Func = StaticClass()->GetFunction("FortKismetLibrary", "MakeAllPlayersTalkToSelf"); Params::FortKismetLibrary_MakeAllPlayersTalkToSelf Parms{}; Parms.WorldContextObject = WorldContextObject; Parms.LatentInfo = std::move(LatentInfo); Parms.Audio = Audio; Parms.Delay = Delay; Parms.bInterruptCurrentLine = bInterruptCurrentLine; Parms.bCanBeInterrupted = bCanBeInterrupted; Parms.bCanCue = bCanCue; Parms.BroadcastFilter = BroadcastFilter; Parms.bLatent = bLatent; auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; GetDefaultObj()->ProcessEvent(Func, &Parms); Func->FunctionFlags = Flgs; } // Function FortniteGame.FortKismetLibrary.MakeBuildingState // (Final, Native, Static, Public, BlueprintCallable, BlueprintPure) // Parameters: // EFortBuildingState Value (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) // EFortBuildingState ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) EFortBuildingState UFortKismetLibrary::MakeBuildingState(EFortBuildingState Value) { static class UFunction* Func = nullptr; if (Func == nullptr) Func = StaticClass()->GetFunction("FortKismetLibrary", "MakeBuildingState"); Params::FortKismetLibrary_MakeBuildingState Parms{}; Parms.Value = Value; auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; GetDefaultObj()->ProcessEvent(Func, &Parms); Func->FunctionFlags = Flgs; return Parms.ReturnValue; } // Function FortniteGame.FortKismetLibrary.MakeDayNightPhase // (Final, Native, Static, Public, BlueprintCallable, BlueprintPure) // Parameters: // EFortDayPhase Value (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) // EFortDayPhase ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) EFortDayPhase UFortKismetLibrary::MakeDayNightPhase(EFortDayPhase Value) { static class UFunction* Func = nullptr; if (Func == nullptr) Func = StaticClass()->GetFunction("FortKismetLibrary", "MakeDayNightPhase"); Params::FortKismetLibrary_MakeDayNightPhase Parms{}; Parms.Value = Value; auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; GetDefaultObj()->ProcessEvent(Func, &Parms); Func->FunctionFlags = Flgs; return Parms.ReturnValue; } // Function FortniteGame.FortKismetLibrary.MakeGameplayEffectContainerSpecFromAbility // (Final, Native, Static, Public, HasOutParams, BlueprintCallable) // Parameters: // const struct FFortGameplayEffectContainer&EffectContainer (ConstParm, Parm, OutParm, ReferenceParm, NativeAccessSpecifierPublic) // class UGameplayAbility* Ability (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) // int32 GameplayEffectLevel (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) // struct FFortGameplayEffectContainerSpec ReturnValue (Parm, OutParm, ReturnParm, NativeAccessSpecifierPublic) struct FFortGameplayEffectContainerSpec UFortKismetLibrary::MakeGameplayEffectContainerSpecFromAbility(const struct FFortGameplayEffectContainer& EffectContainer, class UGameplayAbility* Ability, int32 GameplayEffectLevel) { static class UFunction* Func = nullptr; if (Func == nullptr) Func = StaticClass()->GetFunction("FortKismetLibrary", "MakeGameplayEffectContainerSpecFromAbility"); Params::FortKismetLibrary_MakeGameplayEffectContainerSpecFromAbility Parms{}; Parms.EffectContainer = std::move(EffectContainer); Parms.Ability = Ability; Parms.GameplayEffectLevel = GameplayEffectLevel; auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; GetDefaultObj()->ProcessEvent(Func, &Parms); Func->FunctionFlags = Flgs; return Parms.ReturnValue; } // Function FortniteGame.FortKismetLibrary.MakeGameplayEffectContainerSpecFromAbilityComponent // (Final, Native, Static, Public, HasOutParams, BlueprintCallable) // Parameters: // const struct FFortGameplayEffectContainer&EffectContainer (ConstParm, Parm, OutParm, ReferenceParm, NativeAccessSpecifierPublic) // class UAbilitySystemComponent* AbilityComp (Parm, ZeroConstructor, InstancedReference, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) // int32 GameplayEffectLevel (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) // struct FFortGameplayEffectContainerSpec ReturnValue (Parm, OutParm, ReturnParm, NativeAccessSpecifierPublic) struct FFortGameplayEffectContainerSpec UFortKismetLibrary::MakeGameplayEffectContainerSpecFromAbilityComponent(const struct FFortGameplayEffectContainer& EffectContainer, class UAbilitySystemComponent* AbilityComp, int32 GameplayEffectLevel) { static class UFunction* Func = nullptr; if (Func == nullptr) Func = StaticClass()->GetFunction("FortKismetLibrary", "MakeGameplayEffectContainerSpecFromAbilityComponent"); Params::FortKismetLibrary_MakeGameplayEffectContainerSpecFromAbilityComponent Parms{}; Parms.EffectContainer = std::move(EffectContainer); Parms.AbilityComp = AbilityComp; Parms.GameplayEffectLevel = GameplayEffectLevel; auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; GetDefaultObj()->ProcessEvent(Func, &Parms); Func->FunctionFlags = Flgs; return Parms.ReturnValue; } // Function FortniteGame.FortKismetLibrary.MakeMovementStyle // (Final, Native, Static, Public, BlueprintCallable, BlueprintPure) // Parameters: // EFortMovementStyle Value (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) // EFortMovementStyle ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) EFortMovementStyle UFortKismetLibrary::MakeMovementStyle(EFortMovementStyle Value) { static class UFunction* Func = nullptr; if (Func == nullptr) Func = StaticClass()->GetFunction("FortKismetLibrary", "MakeMovementStyle"); Params::FortKismetLibrary_MakeMovementStyle Parms{}; Parms.Value = Value; auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; GetDefaultObj()->ProcessEvent(Func, &Parms); Func->FunctionFlags = Flgs; return Parms.ReturnValue; } // Function FortniteGame.FortKismetLibrary.MakeResourceType // (Final, Native, Static, Public, BlueprintCallable, BlueprintPure) // Parameters: // EFortResourceType Value (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) // EFortResourceType ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) EFortResourceType UFortKismetLibrary::MakeResourceType(EFortResourceType Value) { static class UFunction* Func = nullptr; if (Func == nullptr) Func = StaticClass()->GetFunction("FortKismetLibrary", "MakeResourceType"); Params::FortKismetLibrary_MakeResourceType Parms{}; Parms.Value = Value; auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; GetDefaultObj()->ProcessEvent(Func, &Parms); Func->FunctionFlags = Flgs; return Parms.ReturnValue; } // Function FortniteGame.FortKismetLibrary.MakeWeaponCoreAnimation // (Final, Native, Static, Public, BlueprintCallable, BlueprintPure) // Parameters: // EFortWeaponCoreAnimation Value (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) // EFortWeaponCoreAnimation ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) EFortWeaponCoreAnimation UFortKismetLibrary::MakeWeaponCoreAnimation(EFortWeaponCoreAnimation Value) { static class UFunction* Func = nullptr; if (Func == nullptr) Func = StaticClass()->GetFunction("FortKismetLibrary", "MakeWeaponCoreAnimation"); Params::FortKismetLibrary_MakeWeaponCoreAnimation Parms{}; Parms.Value = Value; auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; GetDefaultObj()->ProcessEvent(Func, &Parms); Func->FunctionFlags = Flgs; return Parms.ReturnValue; } // Function FortniteGame.FortKismetLibrary.OnSameTeam // (Final, Native, Static, Public, BlueprintCallable, BlueprintPure) // Parameters: // const class AActor* ActorA (ConstParm, Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) // const class AActor* ActorB (ConstParm, Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) // bool ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, NativeAccessSpecifierPublic) bool UFortKismetLibrary::OnSameTeam(const class AActor* ActorA, const class AActor* ActorB) { static class UFunction* Func = nullptr; if (Func == nullptr) Func = StaticClass()->GetFunction("FortKismetLibrary", "OnSameTeam"); Params::FortKismetLibrary_OnSameTeam Parms{}; Parms.ActorA = ActorA; Parms.ActorB = ActorB; auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; GetDefaultObj()->ProcessEvent(Func, &Parms); Func->FunctionFlags = Flgs; return Parms.ReturnValue; } // Function FortniteGame.FortKismetLibrary.PickLootDrops // (Final, BlueprintAuthorityOnly, Native, Static, Public, HasOutParams, BlueprintCallable) // Parameters: // TArray* OutLootToDrop (Parm, OutParm, ZeroConstructor, NativeAccessSpecifierPublic) // const class FName TierGroupName (ConstParm, Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) // const int32 WorldLevel (ConstParm, Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) // const int32 ForcedLootTier (ConstParm, Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) // const ELootQuotaLevel QuotaLevel (ConstParm, Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) void UFortKismetLibrary::PickLootDrops(TArray* OutLootToDrop, const class FName TierGroupName, const int32 WorldLevel, const int32 ForcedLootTier, const ELootQuotaLevel QuotaLevel) { static class UFunction* Func = nullptr; if (Func == nullptr) Func = StaticClass()->GetFunction("FortKismetLibrary", "PickLootDrops"); Params::FortKismetLibrary_PickLootDrops Parms{}; Parms.TierGroupName = TierGroupName; Parms.WorldLevel = WorldLevel; Parms.ForcedLootTier = ForcedLootTier; Parms.QuotaLevel = QuotaLevel; auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; GetDefaultObj()->ProcessEvent(Func, &Parms); Func->FunctionFlags = Flgs; if (OutLootToDrop != nullptr) *OutLootToDrop = std::move(Parms.OutLootToDrop); } // Function FortniteGame.FortKismetLibrary.PushOffHitLocation // (Final, Native, Static, Public, HasOutParams, HasDefaults, BlueprintCallable) // Parameters: // class AActor* RequestedBy (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) // const struct FHitResult& Hit (ConstParm, Parm, OutParm, ReferenceParm, ContainsInstancedReference, NativeAccessSpecifierPublic) // float Distance (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) // struct FVector ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, NativeAccessSpecifierPublic) struct FVector UFortKismetLibrary::PushOffHitLocation(class AActor* RequestedBy, const struct FHitResult& Hit, float Distance) { static class UFunction* Func = nullptr; if (Func == nullptr) Func = StaticClass()->GetFunction("FortKismetLibrary", "PushOffHitLocation"); Params::FortKismetLibrary_PushOffHitLocation Parms{}; Parms.RequestedBy = RequestedBy; Parms.Hit = std::move(Hit); Parms.Distance = Distance; auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; GetDefaultObj()->ProcessEvent(Func, &Parms); Func->FunctionFlags = Flgs; return Parms.ReturnValue; } // Function FortniteGame.FortKismetLibrary.PushOffTransformByHitLocation // (Final, Native, Static, Public, HasOutParams, HasDefaults, BlueprintCallable) // Parameters: // class AActor* RequestedBy (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) // const struct FTransform& InTransform (ConstParm, Parm, OutParm, ReferenceParm, IsPlainOldData, NoDestructor, NativeAccessSpecifierPublic) // const struct FHitResult& Hit (ConstParm, Parm, OutParm, ReferenceParm, ContainsInstancedReference, NativeAccessSpecifierPublic) // float Distance (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) // struct FTransform ReturnValue (Parm, OutParm, ReturnParm, IsPlainOldData, NoDestructor, NativeAccessSpecifierPublic) struct FTransform UFortKismetLibrary::PushOffTransformByHitLocation(class AActor* RequestedBy, const struct FTransform& InTransform, const struct FHitResult& Hit, float Distance) { static class UFunction* Func = nullptr; if (Func == nullptr) Func = StaticClass()->GetFunction("FortKismetLibrary", "PushOffTransformByHitLocation"); Params::FortKismetLibrary_PushOffTransformByHitLocation Parms{}; Parms.RequestedBy = RequestedBy; Parms.InTransform = std::move(InTransform); Parms.Hit = std::move(Hit); Parms.Distance = Distance; auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; GetDefaultObj()->ProcessEvent(Func, &Parms); Func->FunctionFlags = Flgs; return Parms.ReturnValue; } // Function FortniteGame.FortKismetLibrary.RegisterDayPhaseHitCallback // (Final, Native, Static, Public, BlueprintCallable) // Parameters: // class UObject* Object (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) // const class FString& FunctionName (Parm, ZeroConstructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) // EFortDayPhase Phase (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) // bool bRecurring (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, NativeAccessSpecifierPublic) // bool bBlockTriggeringThisCycle (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, NativeAccessSpecifierPublic) void UFortKismetLibrary::RegisterDayPhaseHitCallback(class UObject* Object, const class FString& FunctionName, EFortDayPhase Phase, bool bRecurring, bool bBlockTriggeringThisCycle) { static class UFunction* Func = nullptr; if (Func == nullptr) Func = StaticClass()->GetFunction("FortKismetLibrary", "RegisterDayPhaseHitCallback"); Params::FortKismetLibrary_RegisterDayPhaseHitCallback Parms{}; Parms.Object = Object; Parms.FunctionName = std::move(FunctionName); Parms.Phase = Phase; Parms.bRecurring = bRecurring; Parms.bBlockTriggeringThisCycle = bBlockTriggeringThisCycle; auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; GetDefaultObj()->ProcessEvent(Func, &Parms); Func->FunctionFlags = Flgs; } // Function FortniteGame.FortKismetLibrary.RegisterDayTimeHitCallback // (Final, Native, Static, Public, BlueprintCallable) // Parameters: // class UObject* Object (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) // const class FString& FunctionName (Parm, ZeroConstructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) // float TimeInHours (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) // bool bRecurring (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, NativeAccessSpecifierPublic) // bool bBlockTriggeringThisCycle (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, NativeAccessSpecifierPublic) void UFortKismetLibrary::RegisterDayTimeHitCallback(class UObject* Object, const class FString& FunctionName, float TimeInHours, bool bRecurring, bool bBlockTriggeringThisCycle) { static class UFunction* Func = nullptr; if (Func == nullptr) Func = StaticClass()->GetFunction("FortKismetLibrary", "RegisterDayTimeHitCallback"); Params::FortKismetLibrary_RegisterDayTimeHitCallback Parms{}; Parms.Object = Object; Parms.FunctionName = std::move(FunctionName); Parms.TimeInHours = TimeInHours; Parms.bRecurring = bRecurring; Parms.bBlockTriggeringThisCycle = bBlockTriggeringThisCycle; auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; GetDefaultObj()->ProcessEvent(Func, &Parms); Func->FunctionFlags = Flgs; } // Function FortniteGame.FortKismetLibrary.RemoveActorsOfClassFromBuildingSMActorArray // (Final, Native, Static, Public, HasOutParams, BlueprintCallable, BlueprintPure) // Parameters: // const TArray& ArrayToRemoveClassFrom (ConstParm, Parm, OutParm, ZeroConstructor, ReferenceParm, NativeAccessSpecifierPublic) // TSubclassOf ClassToRemove (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, UObjectWrapper, HasGetValueTypeHash, NativeAccessSpecifierPublic) // TArray* ArrayWithClassRemoved (Parm, OutParm, ZeroConstructor, NativeAccessSpecifierPublic) void UFortKismetLibrary::RemoveActorsOfClassFromBuildingSMActorArray(const TArray& ArrayToRemoveClassFrom, TSubclassOf ClassToRemove, TArray* ArrayWithClassRemoved) { static class UFunction* Func = nullptr; if (Func == nullptr) Func = StaticClass()->GetFunction("FortKismetLibrary", "RemoveActorsOfClassFromBuildingSMActorArray"); Params::FortKismetLibrary_RemoveActorsOfClassFromBuildingSMActorArray Parms{}; Parms.ArrayToRemoveClassFrom = std::move(ArrayToRemoveClassFrom); Parms.ClassToRemove = ClassToRemove; auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; GetDefaultObj()->ProcessEvent(Func, &Parms); Func->FunctionFlags = Flgs; if (ArrayWithClassRemoved != nullptr) *ArrayWithClassRemoved = std::move(Parms.ArrayWithClassRemoved); } // Function FortniteGame.FortKismetLibrary.SelectMaterialInstance // (Final, Native, Static, Public, BlueprintCallable, BlueprintPure) // Parameters: // class UMaterialInstance* A (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) // class UMaterialInstance* B (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) // bool bSelectA (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, NativeAccessSpecifierPublic) // class UMaterialInstance* ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) class UMaterialInstance* UFortKismetLibrary::SelectMaterialInstance(class UMaterialInstance* A, class UMaterialInstance* B, bool bSelectA) { static class UFunction* Func = nullptr; if (Func == nullptr) Func = StaticClass()->GetFunction("FortKismetLibrary", "SelectMaterialInstance"); Params::FortKismetLibrary_SelectMaterialInstance Parms{}; Parms.A = A; Parms.B = B; Parms.bSelectA = bSelectA; auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; GetDefaultObj()->ProcessEvent(Func, &Parms); Func->FunctionFlags = Flgs; return Parms.ReturnValue; } // Function FortniteGame.FortKismetLibrary.SetCanBeDamaged // (Final, Native, Static, Public, BlueprintCallable) // Parameters: // class AActor* Actor (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) // bool bCanBeDamaged (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, NativeAccessSpecifierPublic) void UFortKismetLibrary::SetCanBeDamaged(class AActor* Actor, bool bCanBeDamaged) { static class UFunction* Func = nullptr; if (Func == nullptr) Func = StaticClass()->GetFunction("FortKismetLibrary", "SetCanBeDamaged"); Params::FortKismetLibrary_SetCanBeDamaged Parms{}; Parms.Actor = Actor; Parms.bCanBeDamaged = bCanBeDamaged; auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; GetDefaultObj()->ProcessEvent(Func, &Parms); Func->FunctionFlags = Flgs; } // Function FortniteGame.FortKismetLibrary.SetTimeOfDay // (Final, BlueprintAuthorityOnly, Native, Static, Public, BlueprintCallable) // Parameters: // class UObject* WorldContextObject (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) // float TimeOfDay (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) void UFortKismetLibrary::SetTimeOfDay(class UObject* WorldContextObject, float TimeOfDay) { static class UFunction* Func = nullptr; if (Func == nullptr) Func = StaticClass()->GetFunction("FortKismetLibrary", "SetTimeOfDay"); Params::FortKismetLibrary_SetTimeOfDay Parms{}; Parms.WorldContextObject = WorldContextObject; Parms.TimeOfDay = TimeOfDay; auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; GetDefaultObj()->ProcessEvent(Func, &Parms); Func->FunctionFlags = Flgs; } // Function FortniteGame.FortKismetLibrary.SetTimeOfDaySpeed // (Final, BlueprintAuthorityOnly, Native, Static, Public, BlueprintCallable) // Parameters: // class UObject* WorldContextObject (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) // float TimeOfDaySpeedFactor (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) void UFortKismetLibrary::SetTimeOfDaySpeed(class UObject* WorldContextObject, float TimeOfDaySpeedFactor) { static class UFunction* Func = nullptr; if (Func == nullptr) Func = StaticClass()->GetFunction("FortKismetLibrary", "SetTimeOfDaySpeed"); Params::FortKismetLibrary_SetTimeOfDaySpeed Parms{}; Parms.WorldContextObject = WorldContextObject; Parms.TimeOfDaySpeedFactor = TimeOfDaySpeedFactor; auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; GetDefaultObj()->ProcessEvent(Func, &Parms); Func->FunctionFlags = Flgs; } // Function FortniteGame.FortKismetLibrary.ShouldHideTutorialWidget // (Final, Native, Static, Public, BlueprintCallable) // Parameters: // class FName WidgetName (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) // bool ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, NativeAccessSpecifierPublic) bool UFortKismetLibrary::ShouldHideTutorialWidget(class FName WidgetName) { static class UFunction* Func = nullptr; if (Func == nullptr) Func = StaticClass()->GetFunction("FortKismetLibrary", "ShouldHideTutorialWidget"); Params::FortKismetLibrary_ShouldHideTutorialWidget Parms{}; Parms.WidgetName = WidgetName; auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; GetDefaultObj()->ProcessEvent(Func, &Parms); Func->FunctionFlags = Flgs; return Parms.ReturnValue; } // Function FortniteGame.FortKismetLibrary.SpawnAreaOfEffectCloud // (Final, BlueprintAuthorityOnly, Native, Static, Public, HasOutParams, HasDefaults, BlueprintCallable) // Parameters: // TSubclassOfAreaOfEffectClass (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, UObjectWrapper, HasGetValueTypeHash, NativeAccessSpecifierPublic) // class AActor* RequestedBy (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) // const struct FVector& SpawnLocation (ConstParm, Parm, OutParm, ZeroConstructor, ReferenceParm, IsPlainOldData, NoDestructor, NativeAccessSpecifierPublic) // const struct FRotator& SpawnRotation (ConstParm, Parm, OutParm, ZeroConstructor, ReferenceParm, IsPlainOldData, NoDestructor, NativeAccessSpecifierPublic) // const struct FFortGameplayEffectContainerSpec&EffectContainerSpecToApplyOnHit (Parm, NativeAccessSpecifierPublic) // const struct FFortGameplayEffectContainerSpec&EffectContainerSpecToApplyOnExplode (Parm, NativeAccessSpecifierPublic) // class AFortAreaOfEffectCloud* ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) class AFortAreaOfEffectCloud* UFortKismetLibrary::SpawnAreaOfEffectCloud(TSubclassOf AreaOfEffectClass, class AActor* RequestedBy, const struct FVector& SpawnLocation, const struct FRotator& SpawnRotation, const struct FFortGameplayEffectContainerSpec& EffectContainerSpecToApplyOnHit, const struct FFortGameplayEffectContainerSpec& EffectContainerSpecToApplyOnExplode) { static class UFunction* Func = nullptr; if (Func == nullptr) Func = StaticClass()->GetFunction("FortKismetLibrary", "SpawnAreaOfEffectCloud"); Params::FortKismetLibrary_SpawnAreaOfEffectCloud Parms{}; Parms.AreaOfEffectClass = AreaOfEffectClass; Parms.RequestedBy = RequestedBy; Parms.SpawnLocation = std::move(SpawnLocation); Parms.SpawnRotation = std::move(SpawnRotation); Parms.EffectContainerSpecToApplyOnHit = std::move(EffectContainerSpecToApplyOnHit); Parms.EffectContainerSpecToApplyOnExplode = std::move(EffectContainerSpecToApplyOnExplode); auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; GetDefaultObj()->ProcessEvent(Func, &Parms); Func->FunctionFlags = Flgs; return Parms.ReturnValue; } // Function FortniteGame.FortKismetLibrary.SpawnBuildingGameplayActor // (Final, BlueprintAuthorityOnly, Native, Static, Public, HasOutParams, HasDefaults, BlueprintCallable) // Parameters: // TSubclassOfBGAClass (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, UObjectWrapper, HasGetValueTypeHash, NativeAccessSpecifierPublic) // const struct FTransform& Transform (ConstParm, Parm, OutParm, ReferenceParm, IsPlainOldData, NoDestructor, NativeAccessSpecifierPublic) // class AFortPawn* Instigator (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) // class ABuildingGameplayActor* ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) class ABuildingGameplayActor* UFortKismetLibrary::SpawnBuildingGameplayActor(TSubclassOf BGAClass, const struct FTransform& Transform, class AFortPawn* Instigator) { static class UFunction* Func = nullptr; if (Func == nullptr) Func = StaticClass()->GetFunction("FortKismetLibrary", "SpawnBuildingGameplayActor"); Params::FortKismetLibrary_SpawnBuildingGameplayActor Parms{}; Parms.BGAClass = BGAClass; Parms.Transform = std::move(Transform); Parms.Instigator = Instigator; auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; GetDefaultObj()->ProcessEvent(Func, &Parms); Func->FunctionFlags = Flgs; return Parms.ReturnValue; } // Function FortniteGame.FortKismetLibrary.SpawnProjectile // (Final, BlueprintAuthorityOnly, Native, Static, Public, HasOutParams, HasDefaults, BlueprintCallable) // Parameters: // TSubclassOf ProjectileClass (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, UObjectWrapper, HasGetValueTypeHash, NativeAccessSpecifierPublic) // class AActor* RequestedBy (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) // const struct FVector& SpawnLocation (ConstParm, Parm, OutParm, ZeroConstructor, ReferenceParm, IsPlainOldData, NoDestructor, NativeAccessSpecifierPublic) // const struct FRotator& SpawnRotation (ConstParm, Parm, ZeroConstructor, IsPlainOldData, NoDestructor, NativeAccessSpecifierPublic) // const struct FRotator& SpawnDirection (ConstParm, Parm, OutParm, ZeroConstructor, ReferenceParm, IsPlainOldData, NoDestructor, NativeAccessSpecifierPublic) // const struct FFortGameplayEffectContainerSpec&EffectContainerSpecToApplyOnHit (Parm, NativeAccessSpecifierPublic) // const struct FFortGameplayEffectContainerSpec&EffectContainerSpecToApplyOnExplode (Parm, NativeAccessSpecifierPublic) // bool bUseDefaultPhysics (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, NativeAccessSpecifierPublic) // class AActor* HomingTarget (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) // float InitialSpeed (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) // float GravityScale (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) // float ChargePercent (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) // class AFortProjectileBase* ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) class AFortProjectileBase* UFortKismetLibrary::SpawnProjectile(TSubclassOf ProjectileClass, class AActor* RequestedBy, const struct FVector& SpawnLocation, const struct FRotator& SpawnRotation, const struct FRotator& SpawnDirection, const struct FFortGameplayEffectContainerSpec& EffectContainerSpecToApplyOnHit, const struct FFortGameplayEffectContainerSpec& EffectContainerSpecToApplyOnExplode, bool bUseDefaultPhysics, class AActor* HomingTarget, float InitialSpeed, float GravityScale, float ChargePercent) { static class UFunction* Func = nullptr; if (Func == nullptr) Func = StaticClass()->GetFunction("FortKismetLibrary", "SpawnProjectile"); Params::FortKismetLibrary_SpawnProjectile Parms{}; Parms.ProjectileClass = ProjectileClass; Parms.RequestedBy = RequestedBy; Parms.SpawnLocation = std::move(SpawnLocation); Parms.SpawnRotation = std::move(SpawnRotation); Parms.SpawnDirection = std::move(SpawnDirection); Parms.EffectContainerSpecToApplyOnHit = std::move(EffectContainerSpecToApplyOnHit); Parms.EffectContainerSpecToApplyOnExplode = std::move(EffectContainerSpecToApplyOnExplode); Parms.bUseDefaultPhysics = bUseDefaultPhysics; Parms.HomingTarget = HomingTarget; Parms.InitialSpeed = InitialSpeed; Parms.GravityScale = GravityScale; Parms.ChargePercent = ChargePercent; auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; GetDefaultObj()->ProcessEvent(Func, &Parms); Func->FunctionFlags = Flgs; return Parms.ReturnValue; } // Function FortniteGame.FortKismetLibrary.SwitchHeroType // (Final, Native, Static, Public, BlueprintCallable) // Parameters: // class AFortPlayerController* FortPC (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) // const class FString& NewHeroName (Parm, ZeroConstructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) // bool ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, NativeAccessSpecifierPublic) bool UFortKismetLibrary::SwitchHeroType(class AFortPlayerController* FortPC, const class FString& NewHeroName) { static class UFunction* Func = nullptr; if (Func == nullptr) Func = StaticClass()->GetFunction("FortKismetLibrary", "SwitchHeroType"); Params::FortKismetLibrary_SwitchHeroType Parms{}; Parms.FortPC = FortPC; Parms.NewHeroName = std::move(NewHeroName); auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; GetDefaultObj()->ProcessEvent(Func, &Parms); Func->FunctionFlags = Flgs; return Parms.ReturnValue; } // Function FortniteGame.FortKismetLibrary.TriggerFeedbackEvent // (Final, Native, Static, Public, BlueprintCallable) // Parameters: // class UObject* WorldContextObject (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) // const struct FFortFeedbackHandle& EventHandle (Parm, NativeAccessSpecifierPublic) // class AFortPawn* InstigatorPawn (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) // class AFortPawn* Recipient (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) // float OverriddenDelay (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) // bool bAllowReplication (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, NativeAccessSpecifierPublic) void UFortKismetLibrary::TriggerFeedbackEvent(class UObject* WorldContextObject, const struct FFortFeedbackHandle& EventHandle, class AFortPawn* InstigatorPawn, class AFortPawn* Recipient, float OverriddenDelay, bool bAllowReplication) { static class UFunction* Func = nullptr; if (Func == nullptr) Func = StaticClass()->GetFunction("FortKismetLibrary", "TriggerFeedbackEvent"); Params::FortKismetLibrary_TriggerFeedbackEvent Parms{}; Parms.WorldContextObject = WorldContextObject; Parms.EventHandle = std::move(EventHandle); Parms.InstigatorPawn = InstigatorPawn; Parms.Recipient = Recipient; Parms.OverriddenDelay = OverriddenDelay; Parms.bAllowReplication = bAllowReplication; auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; GetDefaultObj()->ProcessEvent(Func, &Parms); Func->FunctionFlags = Flgs; } // Function FortniteGame.FortKismetLibrary.UnequipFortAbilitySet // (Final, BlueprintAuthorityOnly, Native, Static, Public, HasOutParams, BlueprintCallable) // Parameters: // struct FFortAbilitySetHandle& AbilitySetHandle (Parm, OutParm, ReferenceParm, ContainsInstancedReference, NativeAccessSpecifierPublic) void UFortKismetLibrary::UnequipFortAbilitySet(struct FFortAbilitySetHandle& AbilitySetHandle) { static class UFunction* Func = nullptr; if (Func == nullptr) Func = StaticClass()->GetFunction("FortKismetLibrary", "UnequipFortAbilitySet"); Params::FortKismetLibrary_UnequipFortAbilitySet Parms{}; Parms.AbilitySetHandle = std::move(AbilitySetHandle); auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; GetDefaultObj()->ProcessEvent(Func, &Parms); Func->FunctionFlags = Flgs; AbilitySetHandle = std::move(Parms.AbilitySetHandle); } // Function FortniteGame.FortKismetLibrary.UnhideAllTutorialWidgets // (Final, Native, Static, Public, BlueprintCallable) void UFortKismetLibrary::UnhideAllTutorialWidgets() { static class UFunction* Func = nullptr; if (Func == nullptr) Func = StaticClass()->GetFunction("FortKismetLibrary", "UnhideAllTutorialWidgets"); auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; GetDefaultObj()->ProcessEvent(Func, nullptr); Func->FunctionFlags = Flgs; } // Function FortniteGame.FortKismetLibrary.UnhideTutorialWidget // (Final, Native, Static, Public, BlueprintCallable) // Parameters: // class FName WidgetName (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) void UFortKismetLibrary::UnhideTutorialWidget(class FName WidgetName) { static class UFunction* Func = nullptr; if (Func == nullptr) Func = StaticClass()->GetFunction("FortKismetLibrary", "UnhideTutorialWidget"); Params::FortKismetLibrary_UnhideTutorialWidget Parms{}; Parms.WidgetName = WidgetName; auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; GetDefaultObj()->ProcessEvent(Func, &Parms); Func->FunctionFlags = Flgs; } // Function FortniteGame.FortLevelScriptActor.OnMatchStarted // (BlueprintAuthorityOnly, Event, Public, BlueprintEvent) void AFortLevelScriptActor::OnMatchStarted() { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("FortLevelScriptActor", "OnMatchStarted"); UObject::ProcessEvent(Func, nullptr); } // Function FortniteGame.FortLevelScriptActor.OnWorldReady // (BlueprintAuthorityOnly, Event, Public, BlueprintEvent) void AFortLevelScriptActor::OnWorldReady() { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("FortLevelScriptActor", "OnWorldReady"); UObject::ProcessEvent(Func, nullptr); } // Function FortniteGame.FortLobbyBeaconClientPvP.ServerReadyUp // (Net, NetReliable, Native, Event, Protected, NetServer, NetValidate) void AFortLobbyBeaconClientPvP::ServerReadyUp() { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("FortLobbyBeaconClientPvP", "ServerReadyUp"); auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; UObject::ProcessEvent(Func, nullptr); Func->FunctionFlags = Flgs; } // Function FortniteGame.FortLobbyBeaconStatePvP.OnRep_PvPLobbyTimeRemaining // (Native, Protected) void AFortLobbyBeaconStatePvP::OnRep_PvPLobbyTimeRemaining() { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("FortLobbyBeaconStatePvP", "OnRep_PvPLobbyTimeRemaining"); auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; UObject::ProcessEvent(Func, nullptr); Func->FunctionFlags = Flgs; } // Function FortniteGame.FortMarkActor.OnRep_AttachedToActor // (Final, Native, Public) void AFortMarkActor::OnRep_AttachedToActor() { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("FortMarkActor", "OnRep_AttachedToActor"); auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; UObject::ProcessEvent(Func, nullptr); Func->FunctionFlags = Flgs; } // Function FortniteGame.FortMissionInterface.BlueprintHandleMissionEventNoReply // (BlueprintAuthorityOnly, Event, Public, HasOutParams, BlueprintEvent) // Parameters: // const struct FFortMissionEvent& MissionEvent (ConstParm, Parm, OutParm, ReferenceParm, NativeAccessSpecifierPublic) void IFortMissionInterface::BlueprintHandleMissionEventNoReply(const struct FFortMissionEvent& MissionEvent) { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("FortMissionInterface", "BlueprintHandleMissionEventNoReply"); Params::FortMissionInterface_BlueprintHandleMissionEventNoReply Parms{}; Parms.MissionEvent = std::move(MissionEvent); UObject::ProcessEvent(Func, &Parms); } // Function FortniteGame.FortMissionManager.OnRep_CurrentTimedMission // (Native, Protected) void AFortMissionManager::OnRep_CurrentTimedMission() { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("FortMissionManager", "OnRep_CurrentTimedMission"); auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; UObject::ProcessEvent(Func, nullptr); Func->FunctionFlags = Flgs; } // Function FortniteGame.FortMissionManager.OnRep_Missions // (Native, Protected) void AFortMissionManager::OnRep_Missions() { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("FortMissionManager", "OnRep_Missions"); auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; UObject::ProcessEvent(Func, nullptr); Func->FunctionFlags = Flgs; } // Function FortniteGame.FortMissionManager.OnRep_MissionUIActors // (Native, Protected) void AFortMissionManager::OnRep_MissionUIActors() { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("FortMissionManager", "OnRep_MissionUIActors"); auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; UObject::ProcessEvent(Func, nullptr); Func->FunctionFlags = Flgs; } // Function FortniteGame.FortPvPMission_3PtDomination.CapturePointSetterHackTimer // (Native, Protected) void AFortPvPMission_3PtDomination::CapturePointSetterHackTimer() { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("FortPvPMission_3PtDomination", "CapturePointSetterHackTimer"); auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; UObject::ProcessEvent(Func, nullptr); Func->FunctionFlags = Flgs; } // Function FortniteGame.FortMissionTimerComponent.ClearMissionTimer // (Final, BlueprintAuthorityOnly, Native, Public, BlueprintCallable) void UFortMissionTimerComponent::ClearMissionTimer() { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("FortMissionTimerComponent", "ClearMissionTimer"); auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; UObject::ProcessEvent(Func, nullptr); Func->FunctionFlags = Flgs; } // Function FortniteGame.FortMissionTimerComponent.DummyTimer // (Final, Native, Protected) void UFortMissionTimerComponent::DummyTimer() { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("FortMissionTimerComponent", "DummyTimer"); auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; UObject::ProcessEvent(Func, nullptr); Func->FunctionFlags = Flgs; } // Function FortniteGame.FortMissionTimerComponent.OnRep_TimerData // (Final, Native, Protected) void UFortMissionTimerComponent::OnRep_TimerData() { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("FortMissionTimerComponent", "OnRep_TimerData"); auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; UObject::ProcessEvent(Func, nullptr); Func->FunctionFlags = Flgs; } // Function FortniteGame.FortMissionTimerComponent.PauseMissionTimer // (Final, BlueprintAuthorityOnly, Native, Public, BlueprintCallable) void UFortMissionTimerComponent::PauseMissionTimer() { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("FortMissionTimerComponent", "PauseMissionTimer"); auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; UObject::ProcessEvent(Func, nullptr); Func->FunctionFlags = Flgs; } // Function FortniteGame.FortMissionTimerComponent.ResetMissionTimer // (Final, BlueprintAuthorityOnly, Native, Public, BlueprintCallable) void UFortMissionTimerComponent::ResetMissionTimer() { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("FortMissionTimerComponent", "ResetMissionTimer"); auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; UObject::ProcessEvent(Func, nullptr); Func->FunctionFlags = Flgs; } // Function FortniteGame.FortMissionTimerComponent.SetMissionTimer // (Final, BlueprintAuthorityOnly, Native, Public, BlueprintCallable) // Parameters: // const class FString& FunctionName (Parm, ZeroConstructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) // float TimerLength (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) void UFortMissionTimerComponent::SetMissionTimer(const class FString& FunctionName, float TimerLength) { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("FortMissionTimerComponent", "SetMissionTimer"); Params::FortMissionTimerComponent_SetMissionTimer Parms{}; Parms.FunctionName = std::move(FunctionName); Parms.TimerLength = TimerLength; auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; UObject::ProcessEvent(Func, &Parms); Func->FunctionFlags = Flgs; } // Function FortniteGame.FortMissionTimerComponent.SetTimerDisplayFormat // (Final, BlueprintAuthorityOnly, Native, Public, BlueprintCallable) // Parameters: // bool bNewDisplayInTimeFormat (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, NativeAccessSpecifierPublic) void UFortMissionTimerComponent::SetTimerDisplayFormat(bool bNewDisplayInTimeFormat) { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("FortMissionTimerComponent", "SetTimerDisplayFormat"); Params::FortMissionTimerComponent_SetTimerDisplayFormat Parms{}; Parms.bNewDisplayInTimeFormat = bNewDisplayInTimeFormat; auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; UObject::ProcessEvent(Func, &Parms); Func->FunctionFlags = Flgs; } // Function FortniteGame.FortMissionTimerComponent.SetTimerLabelText // (Final, BlueprintAuthorityOnly, Native, Public, BlueprintCallable) // Parameters: // const class FText& NewLabelText (Parm, NativeAccessSpecifierPublic) void UFortMissionTimerComponent::SetTimerLabelText(const class FText& NewLabelText) { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("FortMissionTimerComponent", "SetTimerLabelText"); Params::FortMissionTimerComponent_SetTimerLabelText Parms{}; Parms.NewLabelText = std::move(NewLabelText); auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; UObject::ProcessEvent(Func, &Parms); Func->FunctionFlags = Flgs; } // Function FortniteGame.FortMissionTimerComponent.SetTimerVisibilityOverrideSetting // (Final, BlueprintAuthorityOnly, Native, Public, BlueprintCallable) // Parameters: // ETimerOverrideSetting NewVisibilitySetting (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) void UFortMissionTimerComponent::SetTimerVisibilityOverrideSetting(ETimerOverrideSetting NewVisibilitySetting) { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("FortMissionTimerComponent", "SetTimerVisibilityOverrideSetting"); Params::FortMissionTimerComponent_SetTimerVisibilityOverrideSetting Parms{}; Parms.NewVisibilitySetting = NewVisibilitySetting; auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; UObject::ProcessEvent(Func, &Parms); Func->FunctionFlags = Flgs; } // Function FortniteGame.FortMissionTimerComponent.UnpauseMissionTimer // (Final, BlueprintAuthorityOnly, Native, Public, BlueprintCallable) void UFortMissionTimerComponent::UnpauseMissionTimer() { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("FortMissionTimerComponent", "UnpauseMissionTimer"); auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; UObject::ProcessEvent(Func, nullptr); Func->FunctionFlags = Flgs; } // Function FortniteGame.FortMissionTimerComponent.GetMissionTimerTimeRemaining // (Final, Native, Public, BlueprintCallable, BlueprintPure, Const) // Parameters: // float ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) float UFortMissionTimerComponent::GetMissionTimerTimeRemaining() const { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("FortMissionTimerComponent", "GetMissionTimerTimeRemaining"); Params::FortMissionTimerComponent_GetMissionTimerTimeRemaining Parms{}; auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; UObject::ProcessEvent(Func, &Parms); Func->FunctionFlags = Flgs; return Parms.ReturnValue; } // Function FortniteGame.FortMissionTimerComponent.GetNormalizedTime // (Final, Native, Public, BlueprintCallable, BlueprintPure, Const) // Parameters: // float ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) float UFortMissionTimerComponent::GetNormalizedTime() const { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("FortMissionTimerComponent", "GetNormalizedTime"); Params::FortMissionTimerComponent_GetNormalizedTime Parms{}; auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; UObject::ProcessEvent(Func, &Parms); Func->FunctionFlags = Flgs; return Parms.ReturnValue; } // Function FortniteGame.FortMissionTimerComponent.IsMissionTimerPaused // (Final, Native, Public, BlueprintCallable, BlueprintPure, Const) // Parameters: // bool ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, NativeAccessSpecifierPublic) bool UFortMissionTimerComponent::IsMissionTimerPaused() const { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("FortMissionTimerComponent", "IsMissionTimerPaused"); Params::FortMissionTimerComponent_IsMissionTimerPaused Parms{}; auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; UObject::ProcessEvent(Func, &Parms); Func->FunctionFlags = Flgs; return Parms.ReturnValue; } // Function FortniteGame.FortMissionTimerComponent.IsMissionTimerSet // (Final, Native, Public, BlueprintCallable, BlueprintPure, Const) // Parameters: // bool ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, NativeAccessSpecifierPublic) bool UFortMissionTimerComponent::IsMissionTimerSet() const { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("FortMissionTimerComponent", "IsMissionTimerSet"); Params::FortMissionTimerComponent_IsMissionTimerSet Parms{}; auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; UObject::ProcessEvent(Func, &Parms); Func->FunctionFlags = Flgs; return Parms.ReturnValue; } // Function FortniteGame.FortMusicManager.ChangeMusic // (Final, Native, Public, BlueprintCallable) // Parameters: // class USoundBase* NewMusic (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) // EMusicFadeStyles FadeStyle (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) // float FadeTime (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) // class USoundBase* Stinger (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) void AFortMusicManager::ChangeMusic(class USoundBase* NewMusic, EMusicFadeStyles FadeStyle, float FadeTime, class USoundBase* Stinger) { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("FortMusicManager", "ChangeMusic"); Params::FortMusicManager_ChangeMusic Parms{}; Parms.NewMusic = NewMusic; Parms.FadeStyle = FadeStyle; Parms.FadeTime = FadeTime; Parms.Stinger = Stinger; auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; UObject::ProcessEvent(Func, &Parms); Func->FunctionFlags = Flgs; } // Function FortniteGame.FortMusicManager.GetEventHeatPercent // (Native, Public, BlueprintCallable, BlueprintPure) // Parameters: // EFortCombatEvents CombatEvent (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) // float ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) float AFortMusicManager::GetEventHeatPercent(EFortCombatEvents CombatEvent) { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("FortMusicManager", "GetEventHeatPercent"); Params::FortMusicManager_GetEventHeatPercent Parms{}; Parms.CombatEvent = CombatEvent; auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; UObject::ProcessEvent(Func, &Parms); Func->FunctionFlags = Flgs; return Parms.ReturnValue; } // Function FortniteGame.FortMusicManager.GetEventHeatPercentTotal // (Native, Public, BlueprintCallable, BlueprintPure) // Parameters: // EFortCombatEvents CombatEvent (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) // float ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) float AFortMusicManager::GetEventHeatPercentTotal(EFortCombatEvents CombatEvent) { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("FortMusicManager", "GetEventHeatPercentTotal"); Params::FortMusicManager_GetEventHeatPercentTotal Parms{}; Parms.CombatEvent = CombatEvent; auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; UObject::ProcessEvent(Func, &Parms); Func->FunctionFlags = Flgs; return Parms.ReturnValue; } // Function FortniteGame.FortMusicManager.OnDayPhaseChanged // (Event, Public, BlueprintEvent) // Parameters: // EFortDayPhase CurrentDayPhase (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) // EFortDayPhase PreviousDayPhase (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) // bool bAtCreation (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, NativeAccessSpecifierPublic) void AFortMusicManager::OnDayPhaseChanged(EFortDayPhase CurrentDayPhase, EFortDayPhase PreviousDayPhase, bool bAtCreation) { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("FortMusicManager", "OnDayPhaseChanged"); Params::FortMusicManager_OnDayPhaseChanged Parms{}; Parms.CurrentDayPhase = CurrentDayPhase; Parms.PreviousDayPhase = PreviousDayPhase; Parms.bAtCreation = bAtCreation; UObject::ProcessEvent(Func, &Parms); } // Function FortniteGame.FortMusicManager.OnThresholdChange // (Event, Public, BlueprintEvent) // Parameters: // EFortCombatThresholds OldThreshold (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) // EFortCombatThresholds NewThreshold (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) void AFortMusicManager::OnThresholdChange(EFortCombatThresholds OldThreshold, EFortCombatThresholds NewThreshold) { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("FortMusicManager", "OnThresholdChange"); Params::FortMusicManager_OnThresholdChange Parms{}; Parms.OldThreshold = OldThreshold; Parms.NewThreshold = NewThreshold; UObject::ProcessEvent(Func, &Parms); } // Function FortniteGame.FortNavSystem.OnNavDataRegistered // (Final, Native, Protected) // Parameters: // class ANavigationData* NavData (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) void UFortNavSystem::OnNavDataRegistered(class ANavigationData* NavData) { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("FortNavSystem", "OnNavDataRegistered"); Params::FortNavSystem_OnNavDataRegistered Parms{}; Parms.NavData = NavData; auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; UObject::ProcessEvent(Func, &Parms); Func->FunctionFlags = Flgs; } // Function FortniteGame.FortTrackMovementComponent.FlipDirection // (Final, Native, Public, BlueprintCallable) void UFortTrackMovementComponent::FlipDirection() { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("FortTrackMovementComponent", "FlipDirection"); auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; UObject::ProcessEvent(Func, nullptr); Func->FunctionFlags = Flgs; } // Function FortniteGame.FortTrackMovementComponent.OnRep_ReplicatedTrackMovement // (Final, Native, Private) void UFortTrackMovementComponent::OnRep_ReplicatedTrackMovement() { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("FortTrackMovementComponent", "OnRep_ReplicatedTrackMovement"); auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; UObject::ProcessEvent(Func, nullptr); Func->FunctionFlags = Flgs; } // Function FortniteGame.FortTrackMovementComponent.GetDistanceAlongSpline // (Final, Native, Public, BlueprintCallable, BlueprintPure, Const) // Parameters: // float ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) float UFortTrackMovementComponent::GetDistanceAlongSpline() const { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("FortTrackMovementComponent", "GetDistanceAlongSpline"); Params::FortTrackMovementComponent_GetDistanceAlongSpline Parms{}; auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; UObject::ProcessEvent(Func, &Parms); Func->FunctionFlags = Flgs; return Parms.ReturnValue; } // Function FortniteGame.FortTrackMovementComponent.GetSpline // (Final, Native, Public, BlueprintCallable, BlueprintPure, Const) // Parameters: // class USplineComponent* ReturnValue (ExportObject, Parm, OutParm, ZeroConstructor, ReturnParm, InstancedReference, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) class USplineComponent* UFortTrackMovementComponent::GetSpline() const { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("FortTrackMovementComponent", "GetSpline"); Params::FortTrackMovementComponent_GetSpline Parms{}; auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; UObject::ProcessEvent(Func, &Parms); Func->FunctionFlags = Flgs; return Parms.ReturnValue; } // Function FortniteGame.FortTrackMovementComponent.GetTrack // (Final, Native, Public, BlueprintCallable, BlueprintPure, Const) // Parameters: // class AFortTrack* ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) class AFortTrack* UFortTrackMovementComponent::GetTrack() const { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("FortTrackMovementComponent", "GetTrack"); Params::FortTrackMovementComponent_GetTrack Parms{}; auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; UObject::ProcessEvent(Func, &Parms); Func->FunctionFlags = Flgs; return Parms.ReturnValue; } // Function FortniteGame.FortTrackMovementComponent.IsReverseDirection // (Final, Native, Public, BlueprintCallable, BlueprintPure, Const) // Parameters: // bool ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, NativeAccessSpecifierPublic) bool UFortTrackMovementComponent::IsReverseDirection() const { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("FortTrackMovementComponent", "IsReverseDirection"); Params::FortTrackMovementComponent_IsReverseDirection Parms{}; auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; UObject::ProcessEvent(Func, &Parms); Func->FunctionFlags = Flgs; return Parms.ReturnValue; } // Function FortniteGame.FortAbilityKitTooltip.GetTextForToken // (Native, Public, HasOutParams, BlueprintCallable, BlueprintPure, Const) // Parameters: // const class UObject* ObjectToDescribe (ConstParm, Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) // const struct FGameplayTag& Tag (ConstParm, Parm, OutParm, ReferenceParm, NativeAccessSpecifierPublic) // const class UFortTooltipContext* Context (ConstParm, Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) // const class FName& Token (ConstParm, Parm, OutParm, ZeroConstructor, ReferenceParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) // class FText* OutText (Parm, OutParm, NativeAccessSpecifierPublic) // bool ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, NativeAccessSpecifierPublic) bool UFortAbilityKitTooltip::GetTextForToken(const class UObject* ObjectToDescribe, const struct FGameplayTag& Tag, const class UFortTooltipContext* Context, const class FName& Token, class FText* OutText) const { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("FortAbilityKitTooltip", "GetTextForToken"); Params::FortAbilityKitTooltip_GetTextForToken Parms{}; Parms.ObjectToDescribe = ObjectToDescribe; Parms.Tag = std::move(Tag); Parms.Context = Context; Parms.Token = Token; auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; UObject::ProcessEvent(Func, &Parms); Func->FunctionFlags = Flgs; if (OutText != nullptr) *OutText = std::move(Parms.OutText); return Parms.ReturnValue; } // Function FortniteGame.FortAbilityKitTooltip.GetTokenizedDescriptionText // (Native, Public, HasOutParams, BlueprintCallable, BlueprintPure, Const) // Parameters: // const class UObject* ObjectToDescribe (ConstParm, Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) // const struct FGameplayTag& Tag (ConstParm, Parm, OutParm, ReferenceParm, NativeAccessSpecifierPublic) // const class UFortTooltipContext* Context (ConstParm, Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) // class FText* OutDescription (Parm, OutParm, NativeAccessSpecifierPublic) // bool ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, NativeAccessSpecifierPublic) bool UFortAbilityKitTooltip::GetTokenizedDescriptionText(const class UObject* ObjectToDescribe, const struct FGameplayTag& Tag, const class UFortTooltipContext* Context, class FText* OutDescription) const { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("FortAbilityKitTooltip", "GetTokenizedDescriptionText"); Params::FortAbilityKitTooltip_GetTokenizedDescriptionText Parms{}; Parms.ObjectToDescribe = ObjectToDescribe; Parms.Tag = std::move(Tag); Parms.Context = Context; auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; UObject::ProcessEvent(Func, &Parms); Func->FunctionFlags = Flgs; if (OutDescription != nullptr) *OutDescription = std::move(Parms.OutDescription); return Parms.ReturnValue; } // Function FortniteGame.FortWeap_BuildingTool.OnBlueprintPaperPulseUpdate // (Final, Native, Private) // Parameters: // float InCurveVal (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) void AFortWeap_BuildingTool::OnBlueprintPaperPulseUpdate(float InCurveVal) { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("FortWeap_BuildingTool", "OnBlueprintPaperPulseUpdate"); Params::FortWeap_BuildingTool_OnBlueprintPaperPulseUpdate Parms{}; Parms.InCurveVal = InCurveVal; auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; UObject::ProcessEvent(Func, &Parms); Func->FunctionFlags = Flgs; } // Function FortniteGame.FortWeap_BuildingTool.OnRep_DefaultMetadata // (Final, Native, Private) void AFortWeap_BuildingTool::OnRep_DefaultMetadata() { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("FortWeap_BuildingTool", "OnRep_DefaultMetadata"); auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; UObject::ProcessEvent(Func, nullptr); Func->FunctionFlags = Flgs; } // Function FortniteGame.FortOutpostFunctionLibrary.GetEnemyGameplayEffectDictatedByPrestige // (Final, BlueprintAuthorityOnly, Native, Static, Public, BlueprintCallable, BlueprintPure) // Parameters: // class UObject* WorldContextObject (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) // TSubclassOf ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, UObjectWrapper, HasGetValueTypeHash, NativeAccessSpecifierPublic) TSubclassOf UFortOutpostFunctionLibrary::GetEnemyGameplayEffectDictatedByPrestige(class UObject* WorldContextObject) { static class UFunction* Func = nullptr; if (Func == nullptr) Func = StaticClass()->GetFunction("FortOutpostFunctionLibrary", "GetEnemyGameplayEffectDictatedByPrestige"); Params::FortOutpostFunctionLibrary_GetEnemyGameplayEffectDictatedByPrestige Parms{}; Parms.WorldContextObject = WorldContextObject; auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; GetDefaultObj()->ProcessEvent(Func, &Parms); Func->FunctionFlags = Flgs; return Parms.ReturnValue; } // Function FortniteGame.FortOutpostFunctionLibrary.GetOutpostOwner // (Final, BlueprintAuthorityOnly, Native, Static, Public, BlueprintCallable, BlueprintPure) // Parameters: // class UObject* WorldContextObject (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) // class AFortPlayerControllerOutpost* ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) class AFortPlayerControllerOutpost* UFortOutpostFunctionLibrary::GetOutpostOwner(class UObject* WorldContextObject) { static class UFunction* Func = nullptr; if (Func == nullptr) Func = StaticClass()->GetFunction("FortOutpostFunctionLibrary", "GetOutpostOwner"); Params::FortOutpostFunctionLibrary_GetOutpostOwner Parms{}; Parms.WorldContextObject = WorldContextObject; auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; GetDefaultObj()->ProcessEvent(Func, &Parms); Func->FunctionFlags = Flgs; return Parms.ReturnValue; } // Function FortniteGame.FortOutpostFunctionLibrary.GetOutpostQuestMissionConfigData // (Final, BlueprintAuthorityOnly, Native, Static, Public, BlueprintCallable, BlueprintPure) // Parameters: // class UObject* WorldContextObject (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) // const struct FGameplayTag& ConfigTag (Parm, NativeAccessSpecifierPublic) // class UFortMissionConfigData* ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) class UFortMissionConfigData* UFortOutpostFunctionLibrary::GetOutpostQuestMissionConfigData(class UObject* WorldContextObject, const struct FGameplayTag& ConfigTag) { static class UFunction* Func = nullptr; if (Func == nullptr) Func = StaticClass()->GetFunction("FortOutpostFunctionLibrary", "GetOutpostQuestMissionConfigData"); Params::FortOutpostFunctionLibrary_GetOutpostQuestMissionConfigData Parms{}; Parms.WorldContextObject = WorldContextObject; Parms.ConfigTag = std::move(ConfigTag); auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; GetDefaultObj()->ProcessEvent(Func, &Parms); Func->FunctionFlags = Flgs; return Parms.ReturnValue; } // Function FortniteGame.FortOutpostFunctionLibrary.SetOutpostDefenseActive // (Final, BlueprintAuthorityOnly, Native, Static, Public, BlueprintCallable) // Parameters: // class UObject* WorldContextObject (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) // bool bActive (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, NativeAccessSpecifierPublic) void UFortOutpostFunctionLibrary::SetOutpostDefenseActive(class UObject* WorldContextObject, bool bActive) { static class UFunction* Func = nullptr; if (Func == nullptr) Func = StaticClass()->GetFunction("FortOutpostFunctionLibrary", "SetOutpostDefenseActive"); Params::FortOutpostFunctionLibrary_SetOutpostDefenseActive Parms{}; Parms.WorldContextObject = WorldContextObject; Parms.bActive = bActive; auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; GetDefaultObj()->ProcessEvent(Func, &Parms); Func->FunctionFlags = Flgs; } // Function FortniteGame.FortOutpostFunctionLibrary.SetOutpostGameDifficultyRow // (Final, BlueprintAuthorityOnly, Native, Static, Public, HasOutParams, BlueprintCallable) // Parameters: // class UObject* WorldContextObject (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) // const struct FDataTableRowHandle& GameDifficultyInfo (ConstParm, Parm, OutParm, ReferenceParm, NativeAccessSpecifierPublic) void UFortOutpostFunctionLibrary::SetOutpostGameDifficultyRow(class UObject* WorldContextObject, const struct FDataTableRowHandle& GameDifficultyInfo) { static class UFunction* Func = nullptr; if (Func == nullptr) Func = StaticClass()->GetFunction("FortOutpostFunctionLibrary", "SetOutpostGameDifficultyRow"); Params::FortOutpostFunctionLibrary_SetOutpostGameDifficultyRow Parms{}; Parms.WorldContextObject = WorldContextObject; Parms.GameDifficultyInfo = std::move(GameDifficultyInfo); auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; GetDefaultObj()->ProcessEvent(Func, &Parms); Func->FunctionFlags = Flgs; } // Function FortniteGame.FortAbilityDecoTool.AbilitySpawnDeco // (Final, BlueprintAuthorityOnly, Native, Public, HasOutParams, BlueprintCallable) // Parameters: // const struct FAbilityToolSpawnParameters&SpawnParameters (ConstParm, Parm, OutParm, ReferenceParm, NativeAccessSpecifierPublic) // class ABuildingActor* ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) class ABuildingActor* AFortAbilityDecoTool::AbilitySpawnDeco(const struct FAbilityToolSpawnParameters& SpawnParameters) { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("FortAbilityDecoTool", "AbilitySpawnDeco"); Params::FortAbilityDecoTool_AbilitySpawnDeco Parms{}; Parms.SpawnParameters = std::move(SpawnParameters); auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; UObject::ProcessEvent(Func, &Parms); Func->FunctionFlags = Flgs; return Parms.ReturnValue; } // Function FortniteGame.FortAbilityDecoTool.GetPlacementAbilityHandle // (Final, BlueprintAuthorityOnly, Native, Public, BlueprintCallable) // Parameters: // struct FGameplayAbilitySpecHandle ReturnValue (Parm, OutParm, ReturnParm, NativeAccessSpecifierPublic) struct FGameplayAbilitySpecHandle AFortAbilityDecoTool::GetPlacementAbilityHandle() { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("FortAbilityDecoTool", "GetPlacementAbilityHandle"); Params::FortAbilityDecoTool_GetPlacementAbilityHandle Parms{}; auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; UObject::ProcessEvent(Func, &Parms); Func->FunctionFlags = Flgs; return Parms.ReturnValue; } // Function FortniteGame.FortAbilityDecoTool.GetPlacementAbilityInstance // (Final, Native, Public, BlueprintCallable) // Parameters: // class UFortGameplayAbility* ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) class UFortGameplayAbility* AFortAbilityDecoTool::GetPlacementAbilityInstance() { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("FortAbilityDecoTool", "GetPlacementAbilityInstance"); Params::FortAbilityDecoTool_GetPlacementAbilityInstance Parms{}; auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; UObject::ProcessEvent(Func, &Parms); Func->FunctionFlags = Flgs; return Parms.ReturnValue; } // Function FortniteGame.FortAbilityDecoTool.GetSpawnParameters // (Final, BlueprintAuthorityOnly, Native, Public, HasOutParams, BlueprintCallable, BlueprintPure, Const) // Parameters: // struct FAbilityToolSpawnParameters* OutSpawnParamters (Parm, OutParm, NativeAccessSpecifierPublic) void AFortAbilityDecoTool::GetSpawnParameters(struct FAbilityToolSpawnParameters* OutSpawnParamters) const { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("FortAbilityDecoTool", "GetSpawnParameters"); Params::FortAbilityDecoTool_GetSpawnParameters Parms{}; auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; UObject::ProcessEvent(Func, &Parms); Func->FunctionFlags = Flgs; if (OutSpawnParamters != nullptr) *OutSpawnParamters = std::move(Parms.OutSpawnParamters); } // Function FortniteGame.FortPawn_InteractablePawn.BlueprintOnBeginInteract // (BlueprintCosmetic, Native, Event, Public, BlueprintEvent) void AFortPawn_InteractablePawn::BlueprintOnBeginInteract() { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("FortPawn_InteractablePawn", "BlueprintOnBeginInteract"); auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; UObject::ProcessEvent(Func, nullptr); Func->FunctionFlags = Flgs; } // Function FortniteGame.FortPawn_InteractablePawn.BlueprintOnInteract // (BlueprintAuthorityOnly, Native, Event, Public, BlueprintEvent) // Parameters: // const class AFortPawn* InteractingPawn (ConstParm, Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) void AFortPawn_InteractablePawn::BlueprintOnInteract(const class AFortPawn* InteractingPawn) { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("FortPawn_InteractablePawn", "BlueprintOnInteract"); Params::FortPawn_InteractablePawn_BlueprintOnInteract Parms{}; Parms.InteractingPawn = InteractingPawn; auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; UObject::ProcessEvent(Func, &Parms); Func->FunctionFlags = Flgs; } // Function FortniteGame.FortPawn_InteractablePawn.BlueprintCanInteract // (Native, Event, Public, BlueprintCallable, BlueprintEvent, BlueprintPure, Const) // Parameters: // const class AFortPawn* InteractingPawn (ConstParm, Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) // bool ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, NativeAccessSpecifierPublic) bool AFortPawn_InteractablePawn::BlueprintCanInteract(const class AFortPawn* InteractingPawn) const { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("FortPawn_InteractablePawn", "BlueprintCanInteract"); Params::FortPawn_InteractablePawn_BlueprintCanInteract Parms{}; Parms.InteractingPawn = InteractingPawn; auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; UObject::ProcessEvent(Func, &Parms); Func->FunctionFlags = Flgs; return Parms.ReturnValue; } // Function FortniteGame.FortPawn_InteractablePawn.BlueprintGetInteractionString // (Native, Event, Public, BlueprintEvent, Const) // Parameters: // const class AFortPawn* InteractingPawn (ConstParm, Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) // class FText ReturnValue (Parm, OutParm, ReturnParm, NativeAccessSpecifierPublic) class FText AFortPawn_InteractablePawn::BlueprintGetInteractionString(const class AFortPawn* InteractingPawn) const { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("FortPawn_InteractablePawn", "BlueprintGetInteractionString"); Params::FortPawn_InteractablePawn_BlueprintGetInteractionString Parms{}; Parms.InteractingPawn = InteractingPawn; auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; UObject::ProcessEvent(Func, &Parms); Func->FunctionFlags = Flgs; return Parms.ReturnValue; } // Function FortniteGame.HomeBaseWorkers.CalculateTotalWorkerRatings // (Final, Native, Public, HasOutParams, BlueprintCallable, BlueprintPure) // Parameters: // const TArray& Workers_0 (ConstParm, Parm, OutParm, ZeroConstructor, ReferenceParm, NativeAccessSpecifierPublic) // int32 ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) int32 UHomeBaseWorkers::CalculateTotalWorkerRatings(const TArray& Workers_0) { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("HomeBaseWorkers", "CalculateTotalWorkerRatings"); Params::HomeBaseWorkers_CalculateTotalWorkerRatings Parms{}; Parms.Workers_0 = std::move(Workers_0); auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; UObject::ProcessEvent(Func, &Parms); Func->FunctionFlags = Flgs; return Parms.ReturnValue; } // Function FortniteGame.HomeBaseWorkers.GetAllManagers // (Final, Native, Public, BlueprintCallable, BlueprintPure) // Parameters: // TArray ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, NativeAccessSpecifierPublic) TArray UHomeBaseWorkers::GetAllManagers() { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("HomeBaseWorkers", "GetAllManagers"); Params::HomeBaseWorkers_GetAllManagers Parms{}; auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; UObject::ProcessEvent(Func, &Parms); Func->FunctionFlags = Flgs; return Parms.ReturnValue; } // Function FortniteGame.HomeBaseWorkers.GetAllWorkers // (Final, Native, Public, BlueprintCallable, BlueprintPure) // Parameters: // TArray ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, NativeAccessSpecifierPublic) TArray UHomeBaseWorkers::GetAllWorkers() { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("HomeBaseWorkers", "GetAllWorkers"); Params::HomeBaseWorkers_GetAllWorkers Parms{}; auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; UObject::ProcessEvent(Func, &Parms); Func->FunctionFlags = Flgs; return Parms.ReturnValue; } // Function FortniteGame.HomeBaseWorkers.GetSlots // (Final, Native, Public, BlueprintCallable, BlueprintPure) // Parameters: // TArray ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, NativeAccessSpecifierPublic) TArray UHomeBaseWorkers::GetSlots() { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("HomeBaseWorkers", "GetSlots"); Params::HomeBaseWorkers_GetSlots Parms{}; auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; UObject::ProcessEvent(Func, &Parms); Func->FunctionFlags = Flgs; return Parms.ReturnValue; } // Function FortniteGame.HomeBaseWorkers.GetSlottedWorkers // (Final, Native, Public, BlueprintCallable, BlueprintPure) // Parameters: // TArray ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, NativeAccessSpecifierPublic) TArray UHomeBaseWorkers::GetSlottedWorkers() { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("HomeBaseWorkers", "GetSlottedWorkers"); Params::HomeBaseWorkers_GetSlottedWorkers Parms{}; auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; UObject::ProcessEvent(Func, &Parms); Func->FunctionFlags = Flgs; return Parms.ReturnValue; } // Function FortniteGame.HomeBaseWorkers.GetWorkerFromItem // (Final, Native, Public, BlueprintCallable, BlueprintPure) // Parameters: // const class UFortWorker* WorkerItem (ConstParm, Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) // class UHomeBaseWorker* ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) class UHomeBaseWorker* UHomeBaseWorkers::GetWorkerFromItem(const class UFortWorker* WorkerItem) { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("HomeBaseWorkers", "GetWorkerFromItem"); Params::HomeBaseWorkers_GetWorkerFromItem Parms{}; Parms.WorkerItem = WorkerItem; auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; UObject::ProcessEvent(Func, &Parms); Func->FunctionFlags = Flgs; return Parms.ReturnValue; } // Function FortniteGame.HomeBaseWorkers.OnBuildingItemChanged // (Final, Native, Private) // Parameters: // bool bItemChanged (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, NativeAccessSpecifierPublic) // bool bAmmoChanged (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, NativeAccessSpecifierPublic) // bool bIngredientsChanged (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, NativeAccessSpecifierPublic) void UHomeBaseWorkers::OnBuildingItemChanged(bool bItemChanged, bool bAmmoChanged, bool bIngredientsChanged) { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("HomeBaseWorkers", "OnBuildingItemChanged"); Params::HomeBaseWorkers_OnBuildingItemChanged Parms{}; Parms.bItemChanged = bItemChanged; Parms.bAmmoChanged = bAmmoChanged; Parms.bIngredientsChanged = bIngredientsChanged; auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; UObject::ProcessEvent(Func, &Parms); Func->FunctionFlags = Flgs; } // Function FortniteGame.HomeBaseWorkers.SlotWorker // (Final, Native, Public, BlueprintCallable) // Parameters: // class UHomeBaseWorker* Worker (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) // int32 SlotIndex (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) void UHomeBaseWorkers::SlotWorker(class UHomeBaseWorker* Worker, int32 SlotIndex) { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("HomeBaseWorkers", "SlotWorker"); Params::HomeBaseWorkers_SlotWorker Parms{}; Parms.Worker = Worker; Parms.SlotIndex = SlotIndex; auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; UObject::ProcessEvent(Func, &Parms); Func->FunctionFlags = Flgs; } // Function FortniteGame.FortPermaniteStructureInterface.OnBoundariesChanged // (Event, Public, BlueprintEvent) // Parameters: // int32 MinLevel (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) // int32 MaxLevel (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) // int32 CurrentLevel (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) void IFortPermaniteStructureInterface::OnBoundariesChanged(int32 MinLevel, int32 MaxLevel, int32 CurrentLevel) { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("FortPermaniteStructureInterface", "OnBoundariesChanged"); Params::FortPermaniteStructureInterface_OnBoundariesChanged Parms{}; Parms.MinLevel = MinLevel; Parms.MaxLevel = MaxLevel; Parms.CurrentLevel = CurrentLevel; UObject::ProcessEvent(Func, &Parms); } // Function FortniteGame.FortPickupEffect.OnAboutToEnterBackpack // (Event, Public, BlueprintEvent) void AFortPickupEffect::OnAboutToEnterBackpack() { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("FortPickupEffect", "OnAboutToEnterBackpack"); UObject::ProcessEvent(Func, nullptr); } // Function FortniteGame.FortPickupEffect.OnAttached // (Event, Public, BlueprintEvent) void AFortPickupEffect::OnAttached() { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("FortPickupEffect", "OnAttached"); UObject::ProcessEvent(Func, nullptr); } // Function FortniteGame.FortPickupEffect.OnPickedUp // (Event, Public, BlueprintEvent) void AFortPickupEffect::OnPickedUp() { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("FortPickupEffect", "OnPickedUp"); UObject::ProcessEvent(Func, nullptr); } // Function FortniteGame.FortPvPFunctionLibrary.DestroyAllFortPickupsWithItem // (Final, BlueprintAuthorityOnly, Native, Static, Public, BlueprintCallable) // Parameters: // class UObject* WorldContextObject (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) // const class UFortWorldItemDefinition* ItemDefinitionToCheck (ConstParm, Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) void UFortPvPFunctionLibrary::DestroyAllFortPickupsWithItem(class UObject* WorldContextObject, const class UFortWorldItemDefinition* ItemDefinitionToCheck) { static class UFunction* Func = nullptr; if (Func == nullptr) Func = StaticClass()->GetFunction("FortPvPFunctionLibrary", "DestroyAllFortPickupsWithItem"); Params::FortPvPFunctionLibrary_DestroyAllFortPickupsWithItem Parms{}; Parms.WorldContextObject = WorldContextObject; Parms.ItemDefinitionToCheck = ItemDefinitionToCheck; auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; GetDefaultObj()->ProcessEvent(Func, &Parms); Func->FunctionFlags = Flgs; } // Function FortniteGame.FortPvPFunctionLibrary.GetBaseDestructionTeamInfo // (Final, Native, Static, Public, BlueprintCallable, BlueprintPure) // Parameters: // class UObject* WorldContextObject (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) // EFortTeam Team (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) // class AFortTeamInfoPvPBaseDestruction* ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) class AFortTeamInfoPvPBaseDestruction* UFortPvPFunctionLibrary::GetBaseDestructionTeamInfo(class UObject* WorldContextObject, EFortTeam Team) { static class UFunction* Func = nullptr; if (Func == nullptr) Func = StaticClass()->GetFunction("FortPvPFunctionLibrary", "GetBaseDestructionTeamInfo"); Params::FortPvPFunctionLibrary_GetBaseDestructionTeamInfo Parms{}; Parms.WorldContextObject = WorldContextObject; Parms.Team = Team; auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; GetDefaultObj()->ProcessEvent(Func, &Parms); Func->FunctionFlags = Flgs; return Parms.ReturnValue; } // Function FortniteGame.FortPvPFunctionLibrary.GetDifficultyRowNamesFromPvPRating // (Final, BlueprintAuthorityOnly, Native, Static, Public, HasOutParams, BlueprintCallable, BlueprintPure) // Parameters: // TArray* OutDifficultyRows (Parm, OutParm, ZeroConstructor, NativeAccessSpecifierPublic) // const float InPvPRating (ConstParm, Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) void UFortPvPFunctionLibrary::GetDifficultyRowNamesFromPvPRating(TArray* OutDifficultyRows, const float InPvPRating) { static class UFunction* Func = nullptr; if (Func == nullptr) Func = StaticClass()->GetFunction("FortPvPFunctionLibrary", "GetDifficultyRowNamesFromPvPRating"); Params::FortPvPFunctionLibrary_GetDifficultyRowNamesFromPvPRating Parms{}; Parms.InPvPRating = InPvPRating; auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; GetDefaultObj()->ProcessEvent(Func, &Parms); Func->FunctionFlags = Flgs; if (OutDifficultyRows != nullptr) *OutDifficultyRows = std::move(Parms.OutDifficultyRows); } // Function FortniteGame.FortPvPFunctionLibrary.GetMatchLevel // (Final, Native, Static, Public, BlueprintCallable, BlueprintPure) // Parameters: // class UObject* WorldContextObject (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) // int32 ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) int32 UFortPvPFunctionLibrary::GetMatchLevel(class UObject* WorldContextObject) { static class UFunction* Func = nullptr; if (Func == nullptr) Func = StaticClass()->GetFunction("FortPvPFunctionLibrary", "GetMatchLevel"); Params::FortPvPFunctionLibrary_GetMatchLevel Parms{}; Parms.WorldContextObject = WorldContextObject; auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; GetDefaultObj()->ProcessEvent(Func, &Parms); Func->FunctionFlags = Flgs; return Parms.ReturnValue; } // Function FortniteGame.FortPvPFunctionLibrary.GetRoundTimeAccumulated // (Final, BlueprintAuthorityOnly, Native, Static, Public, BlueprintCallable, BlueprintPure) // Parameters: // class UObject* WorldContextObject (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) // int32 ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) int32 UFortPvPFunctionLibrary::GetRoundTimeAccumulated(class UObject* WorldContextObject) { static class UFunction* Func = nullptr; if (Func == nullptr) Func = StaticClass()->GetFunction("FortPvPFunctionLibrary", "GetRoundTimeAccumulated"); Params::FortPvPFunctionLibrary_GetRoundTimeAccumulated Parms{}; Parms.WorldContextObject = WorldContextObject; auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; GetDefaultObj()->ProcessEvent(Func, &Parms); Func->FunctionFlags = Flgs; return Parms.ReturnValue; } // Function FortniteGame.FortPvPFunctionLibrary.GetTeamCornerstone // (Final, Native, Static, Public, BlueprintCallable, BlueprintPure) // Parameters: // class UObject* WorldContextObject (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) // EFortTeam Team (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) // class AFortPvPBaseCornerstone* ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) class AFortPvPBaseCornerstone* UFortPvPFunctionLibrary::GetTeamCornerstone(class UObject* WorldContextObject, EFortTeam Team) { static class UFunction* Func = nullptr; if (Func == nullptr) Func = StaticClass()->GetFunction("FortPvPFunctionLibrary", "GetTeamCornerstone"); Params::FortPvPFunctionLibrary_GetTeamCornerstone Parms{}; Parms.WorldContextObject = WorldContextObject; Parms.Team = Team; auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; GetDefaultObj()->ProcessEvent(Func, &Parms); Func->FunctionFlags = Flgs; return Parms.ReturnValue; } // Function FortniteGame.FortPvPFunctionLibrary.GetTeamStrategicBuildingActor // (Final, Native, Static, Public, HasOutParams, BlueprintCallable, BlueprintPure) // Parameters: // class UObject* WorldContextObject (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) // EFortTeam Team (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) // const struct FTeamStrategicBuildingHandle&SBAHandle (ConstParm, Parm, OutParm, ReferenceParm, NativeAccessSpecifierPublic) // class AStrategicBuildingActor* ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) class AStrategicBuildingActor* UFortPvPFunctionLibrary::GetTeamStrategicBuildingActor(class UObject* WorldContextObject, EFortTeam Team, const struct FTeamStrategicBuildingHandle& SBAHandle) { static class UFunction* Func = nullptr; if (Func == nullptr) Func = StaticClass()->GetFunction("FortPvPFunctionLibrary", "GetTeamStrategicBuildingActor"); Params::FortPvPFunctionLibrary_GetTeamStrategicBuildingActor Parms{}; Parms.WorldContextObject = WorldContextObject; Parms.Team = Team; Parms.SBAHandle = std::move(SBAHandle); auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; GetDefaultObj()->ProcessEvent(Func, &Parms); Func->FunctionFlags = Flgs; return Parms.ReturnValue; } // Function FortniteGame.FortPvPFunctionLibrary.SetMatchLevel // (Final, BlueprintAuthorityOnly, Native, Static, Public, BlueprintCallable) // Parameters: // class UObject* WorldContextObject (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) // int32 MatchLevel (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) void UFortPvPFunctionLibrary::SetMatchLevel(class UObject* WorldContextObject, int32 MatchLevel) { static class UFunction* Func = nullptr; if (Func == nullptr) Func = StaticClass()->GetFunction("FortPvPFunctionLibrary", "SetMatchLevel"); Params::FortPvPFunctionLibrary_SetMatchLevel Parms{}; Parms.WorldContextObject = WorldContextObject; Parms.MatchLevel = MatchLevel; auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; GetDefaultObj()->ProcessEvent(Func, &Parms); Func->FunctionFlags = Flgs; } // Function FortniteGame.FortUIBaseClass.TutorialToggleHUD // (Final, Native, Public, BlueprintCallable) void AFortUIBaseClass::TutorialToggleHUD() { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("FortUIBaseClass", "TutorialToggleHUD"); auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; UObject::ProcessEvent(Func, nullptr); Func->FunctionFlags = Flgs; } // Function FortniteGame.FortUIZone.ToggleTargetInfo // (Final, RequiredAPI, Exec, Native, Public) void AFortUIZone::ToggleTargetInfo() { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("FortUIZone", "ToggleTargetInfo"); auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; UObject::ProcessEvent(Func, nullptr); Func->FunctionFlags = Flgs; } // Function FortniteGame.FortUIZone.ToggleTargetInfoAI // (Final, Exec, Native, Public) void AFortUIZone::ToggleTargetInfoAI() { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("FortUIZone", "ToggleTargetInfoAI"); auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; UObject::ProcessEvent(Func, nullptr); Func->FunctionFlags = Flgs; } // Function FortniteGame.FortUIZone.ToggleTargetInfoLock // (Final, Exec, Native, Public) // Parameters: // bool bTraceComplex (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, NativeAccessSpecifierPublic) void AFortUIZone::ToggleTargetInfoLock(bool bTraceComplex) { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("FortUIZone", "ToggleTargetInfoLock"); Params::FortUIZone_ToggleTargetInfoLock Parms{}; Parms.bTraceComplex = bTraceComplex; auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; UObject::ProcessEvent(Func, &Parms); Func->FunctionFlags = Flgs; } // Function FortniteGame.FortUIZone.ToggleTargetInfoPaths // (Final, Exec, Native, Public) void AFortUIZone::ToggleTargetInfoPaths() { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("FortUIZone", "ToggleTargetInfoPaths"); auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; UObject::ProcessEvent(Func, nullptr); Func->FunctionFlags = Flgs; } // Function FortniteGame.FortUIZone.ToggleTargetInfoSensing // (Final, Exec, Native, Public) void AFortUIZone::ToggleTargetInfoSensing() { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("FortUIZone", "ToggleTargetInfoSensing"); auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; UObject::ProcessEvent(Func, nullptr); Func->FunctionFlags = Flgs; } // Function FortniteGame.FortPlayerStateOutpost.OnRep_CanEditOutpost // (Final, Native, Protected) void AFortPlayerStateOutpost::OnRep_CanEditOutpost() { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("FortPlayerStateOutpost", "OnRep_CanEditOutpost"); auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; UObject::ProcessEvent(Func, nullptr); Func->FunctionFlags = Flgs; } // Function FortniteGame.FortPlayerStateOutpost.OnRep_CraftingTableItemsRemaing // (Final, Native, Private) void AFortPlayerStateOutpost::OnRep_CraftingTableItemsRemaing() { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("FortPlayerStateOutpost", "OnRep_CraftingTableItemsRemaing"); auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; UObject::ProcessEvent(Func, nullptr); Func->FunctionFlags = Flgs; } // Function FortniteGame.FortPlayerStateOutpost.ServerSetCanEditOutpost // (Net, NetReliable, Native, Event, Protected, NetServer, NetValidate) // Parameters: // class AFortPlayerStateOutpost* InPlayer (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) // bool bCanEdit (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, NativeAccessSpecifierPublic) void AFortPlayerStateOutpost::ServerSetCanEditOutpost(class AFortPlayerStateOutpost* InPlayer, bool bCanEdit) { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("FortPlayerStateOutpost", "ServerSetCanEditOutpost"); Params::FortPlayerStateOutpost_ServerSetCanEditOutpost Parms{}; Parms.InPlayer = InPlayer; Parms.bCanEdit = bCanEdit; auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; UObject::ProcessEvent(Func, &Parms); Func->FunctionFlags = Flgs; } // Function FortniteGame.FortPlayerStateOutpost.SetCanEditOutpost // (Final, Native, Public, BlueprintCallable) // Parameters: // class AFortPlayerStateOutpost* InPlayer (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) // bool bCanEdit (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, NativeAccessSpecifierPublic) void AFortPlayerStateOutpost::SetCanEditOutpost(class AFortPlayerStateOutpost* InPlayer, bool bCanEdit) { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("FortPlayerStateOutpost", "SetCanEditOutpost"); Params::FortPlayerStateOutpost_SetCanEditOutpost Parms{}; Parms.InPlayer = InPlayer; Parms.bCanEdit = bCanEdit; auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; UObject::ProcessEvent(Func, &Parms); Func->FunctionFlags = Flgs; } // Function FortniteGame.FortPlayerStateOutpost.CanEditOutpost // (Final, Native, Public, BlueprintCallable, BlueprintPure, Const) // Parameters: // bool ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, NativeAccessSpecifierPublic) bool AFortPlayerStateOutpost::CanEditOutpost() const { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("FortPlayerStateOutpost", "CanEditOutpost"); Params::FortPlayerStateOutpost_CanEditOutpost Parms{}; auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; UObject::ProcessEvent(Func, &Parms); Func->FunctionFlags = Flgs; return Parms.ReturnValue; } // Function FortniteGame.FortPlayerControllerARPG.TogglePointAndClickMovement // (Final, Exec, Native, Public) void AFortPlayerControllerARPG::TogglePointAndClickMovement() { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("FortPlayerControllerARPG", "TogglePointAndClickMovement"); auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; UObject::ProcessEvent(Func, nullptr); Func->FunctionFlags = Flgs; } // Function FortniteGame.FortPlayerControllerKeep.ClientSetPermaniteAvailability // (Final, Net, NetReliable, Native, Event, Private, NetClient) // Parameters: // bool bAvailable (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, NativeAccessSpecifierPublic) void AFortPlayerControllerKeep::ClientSetPermaniteAvailability(bool bAvailable) { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("FortPlayerControllerKeep", "ClientSetPermaniteAvailability"); Params::FortPlayerControllerKeep_ClientSetPermaniteAvailability Parms{}; Parms.bAvailable = bAvailable; auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; UObject::ProcessEvent(Func, &Parms); Func->FunctionFlags = Flgs; } // Function FortniteGame.FortPlayerControllerKeep.ClientUnloadFoundations // (Net, NetReliable, Native, Event, Public, NetClient) void AFortPlayerControllerKeep::ClientUnloadFoundations() { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("FortPlayerControllerKeep", "ClientUnloadFoundations"); auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; UObject::ProcessEvent(Func, nullptr); Func->FunctionFlags = Flgs; } // Function FortniteGame.FortPlayerControllerKeep.DumpItemData // (Final, Exec, Native, Public) void AFortPlayerControllerKeep::DumpItemData() { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("FortPlayerControllerKeep", "DumpItemData"); auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; UObject::ProcessEvent(Func, nullptr); Func->FunctionFlags = Flgs; } // Function FortniteGame.FortPlayerControllerKeep.ResetContainers // (Final, Exec, Native, Public) void AFortPlayerControllerKeep::ResetContainers() { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("FortPlayerControllerKeep", "ResetContainers"); auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; UObject::ProcessEvent(Func, nullptr); Func->FunctionFlags = Flgs; } // Function FortniteGame.FortPlayerControllerKeep.RestoreContainers // (Final, Exec, Native, Public) void AFortPlayerControllerKeep::RestoreContainers() { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("FortPlayerControllerKeep", "RestoreContainers"); auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; UObject::ProcessEvent(Func, nullptr); Func->FunctionFlags = Flgs; } // Function FortniteGame.FortPlayerControllerKeep.ServerOnContainerItemsChosen // (Net, NetReliable, Native, Event, Public, NetServer, NetValidate) // Parameters: // class AKeepItemContainer* Container (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) // const TArray& ItemTemplateIDs (ConstParm, Parm, ZeroConstructor, ReferenceParm, NativeAccessSpecifierPublic) void AFortPlayerControllerKeep::ServerOnContainerItemsChosen(class AKeepItemContainer* Container, const TArray& ItemTemplateIDs) { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("FortPlayerControllerKeep", "ServerOnContainerItemsChosen"); Params::FortPlayerControllerKeep_ServerOnContainerItemsChosen Parms{}; Parms.Container = Container; Parms.ItemTemplateIDs = std::move(ItemTemplateIDs); auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; UObject::ProcessEvent(Func, &Parms); Func->FunctionFlags = Flgs; } // Function FortniteGame.FortPlayerControllerKeep.SetPermaniteAvailability // (Final, Exec, Native, Public) // Parameters: // bool bAvailable (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, NativeAccessSpecifierPublic) void AFortPlayerControllerKeep::SetPermaniteAvailability(bool bAvailable) { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("FortPlayerControllerKeep", "SetPermaniteAvailability"); Params::FortPlayerControllerKeep_SetPermaniteAvailability Parms{}; Parms.bAvailable = bAvailable; auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; UObject::ProcessEvent(Func, &Parms); Func->FunctionFlags = Flgs; } // Function FortniteGame.FortPlayerControllerKeep.StreamInStuff // (Final, Exec, Native, Public) void AFortPlayerControllerKeep::StreamInStuff() { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("FortPlayerControllerKeep", "StreamInStuff"); auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; UObject::ProcessEvent(Func, nullptr); Func->FunctionFlags = Flgs; } // Function FortniteGame.FortPlayerControllerKeep.StreamOutStuff // (Final, Exec, Native, Public) void AFortPlayerControllerKeep::StreamOutStuff() { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("FortPlayerControllerKeep", "StreamOutStuff"); auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; UObject::ProcessEvent(Func, nullptr); Func->FunctionFlags = Flgs; } // Function FortniteGame.FortPlayerControllerOutpost.ClientExecuteInventoryItem // (Net, NetReliable, Native, Event, Public, HasDefaults, NetClient) // Parameters: // const struct FGuid& ItemGuid (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, NativeAccessSpecifierPublic) // float Delay (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) void AFortPlayerControllerOutpost::ClientExecuteInventoryItem(const struct FGuid& ItemGuid, float Delay) { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("FortPlayerControllerOutpost", "ClientExecuteInventoryItem"); Params::FortPlayerControllerOutpost_ClientExecuteInventoryItem Parms{}; Parms.ItemGuid = std::move(ItemGuid); Parms.Delay = Delay; auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; UObject::ProcessEvent(Func, &Parms); Func->FunctionFlags = Flgs; } // Function FortniteGame.FortPlayerControllerOutpost.ClientOnStructureLevelChanged // (Net, NetReliable, Native, Event, Protected, NetClient) // Parameters: // class UFortOutpostItemDefinition* UpgradedStructure (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) // int32 InLevelBeforeUpgrade (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) void AFortPlayerControllerOutpost::ClientOnStructureLevelChanged(class UFortOutpostItemDefinition* UpgradedStructure, int32 InLevelBeforeUpgrade) { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("FortPlayerControllerOutpost", "ClientOnStructureLevelChanged"); Params::FortPlayerControllerOutpost_ClientOnStructureLevelChanged Parms{}; Parms.UpgradedStructure = UpgradedStructure; Parms.InLevelBeforeUpgrade = InLevelBeforeUpgrade; auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; UObject::ProcessEvent(Func, &Parms); Func->FunctionFlags = Flgs; } // Function FortniteGame.FortPlayerControllerOutpost.ClientShowVictoryScreen // (Final, Net, NetReliable, Native, Event, Private, NetClient) void AFortPlayerControllerOutpost::ClientShowVictoryScreen() { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("FortPlayerControllerOutpost", "ClientShowVictoryScreen"); auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; UObject::ProcessEvent(Func, nullptr); Func->FunctionFlags = Flgs; } // Function FortniteGame.FortPlayerControllerOutpost.DumpInventory // (Final, Exec, Native, Public) void AFortPlayerControllerOutpost::DumpInventory() { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("FortPlayerControllerOutpost", "DumpInventory"); auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; UObject::ProcessEvent(Func, nullptr); Func->FunctionFlags = Flgs; } // Function FortniteGame.FortPlayerControllerOutpost.OnRep_DisintegrationStartTime // (Final, Native, Protected) void AFortPlayerControllerOutpost::OnRep_DisintegrationStartTime() { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("FortPlayerControllerOutpost", "OnRep_DisintegrationStartTime"); auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; UObject::ProcessEvent(Func, nullptr); Func->FunctionFlags = Flgs; } // Function FortniteGame.FortPlayerControllerOutpost.OnRep_PostDepositedResources // (Final, Native, Protected) void AFortPlayerControllerOutpost::OnRep_PostDepositedResources() { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("FortPlayerControllerOutpost", "OnRep_PostDepositedResources"); auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; UObject::ProcessEvent(Func, nullptr); Func->FunctionFlags = Flgs; } // Function FortniteGame.FortPlayerControllerOutpost.OnRep_QuantumGooCompleted // (Final, Native, Protected) void AFortPlayerControllerOutpost::OnRep_QuantumGooCompleted() { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("FortPlayerControllerOutpost", "OnRep_QuantumGooCompleted"); auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; UObject::ProcessEvent(Func, nullptr); Func->FunctionFlags = Flgs; } // Function FortniteGame.FortPlayerControllerOutpost.OnRep_QuantumGooIncoming // (Final, Native, Protected) void AFortPlayerControllerOutpost::OnRep_QuantumGooIncoming() { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("FortPlayerControllerOutpost", "OnRep_QuantumGooIncoming"); auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; UObject::ProcessEvent(Func, nullptr); Func->FunctionFlags = Flgs; } // Function FortniteGame.FortPlayerControllerOutpost.ServeMoveItemFromStorageVault // (Net, NetReliable, Native, Event, Public, NetServer, NetValidate) // Parameters: // const struct FFortItemEntry& NewlyCollectedItem (ConstParm, Parm, ReferenceParm, NativeAccessSpecifierPublic) void AFortPlayerControllerOutpost::ServeMoveItemFromStorageVault(const struct FFortItemEntry& NewlyCollectedItem) { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("FortPlayerControllerOutpost", "ServeMoveItemFromStorageVault"); Params::FortPlayerControllerOutpost_ServeMoveItemFromStorageVault Parms{}; Parms.NewlyCollectedItem = std::move(NewlyCollectedItem); auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; UObject::ProcessEvent(Func, &Parms); Func->FunctionFlags = Flgs; } // Function FortniteGame.FortPlayerControllerOutpost.ServeMoveItemToStorageVault // (Net, NetReliable, Native, Event, Public, NetServer, NetValidate) // Parameters: // const struct FFortItemEntry& NewlyStoredItem (ConstParm, Parm, ReferenceParm, NativeAccessSpecifierPublic) void AFortPlayerControllerOutpost::ServeMoveItemToStorageVault(const struct FFortItemEntry& NewlyStoredItem) { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("FortPlayerControllerOutpost", "ServeMoveItemToStorageVault"); Params::FortPlayerControllerOutpost_ServeMoveItemToStorageVault Parms{}; Parms.NewlyStoredItem = std::move(NewlyStoredItem); auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; UObject::ProcessEvent(Func, &Parms); Func->FunctionFlags = Flgs; } // Function FortniteGame.FortPlayerControllerOutpost.ServerAbortDisintegration // (Net, NetReliable, Native, Event, Public, NetServer, NetValidate) void AFortPlayerControllerOutpost::ServerAbortDisintegration() { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("FortPlayerControllerOutpost", "ServerAbortDisintegration"); auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; UObject::ProcessEvent(Func, nullptr); Func->FunctionFlags = Flgs; } // Function FortniteGame.FortPlayerControllerOutpost.ServerActivateCraftingTable // (Final, Net, NetReliable, Native, Event, Private, NetServer, NetValidate) void AFortPlayerControllerOutpost::ServerActivateCraftingTable() { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("FortPlayerControllerOutpost", "ServerActivateCraftingTable"); auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; UObject::ProcessEvent(Func, nullptr); Func->FunctionFlags = Flgs; } // Function FortniteGame.FortPlayerControllerOutpost.ServerDeactivateCraftingTable // (Final, Net, NetReliable, Native, Event, Private, NetServer, NetValidate) void AFortPlayerControllerOutpost::ServerDeactivateCraftingTable() { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("FortPlayerControllerOutpost", "ServerDeactivateCraftingTable"); auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; UObject::ProcessEvent(Func, nullptr); Func->FunctionFlags = Flgs; } // Function FortniteGame.FortPlayerControllerOutpost.ServerDepositPOSTResource // (Net, NetReliable, Native, Event, Public, NetServer, HasDefaults, NetValidate) // Parameters: // const struct FGuid& ItemGuid (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, NativeAccessSpecifierPublic) // int32 Count (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) void AFortPlayerControllerOutpost::ServerDepositPOSTResource(const struct FGuid& ItemGuid, int32 Count) { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("FortPlayerControllerOutpost", "ServerDepositPOSTResource"); Params::FortPlayerControllerOutpost_ServerDepositPOSTResource Parms{}; Parms.ItemGuid = std::move(ItemGuid); Parms.Count = Count; auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; UObject::ProcessEvent(Func, &Parms); Func->FunctionFlags = Flgs; } // Function FortniteGame.FortPlayerControllerOutpost.ServerDisintegrateItem // (Net, NetReliable, Native, Event, Public, NetServer, HasDefaults, NetValidate) // Parameters: // const struct FGuid& ItemGuid (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, NativeAccessSpecifierPublic) // int32 Count (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) void AFortPlayerControllerOutpost::ServerDisintegrateItem(const struct FGuid& ItemGuid, int32 Count) { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("FortPlayerControllerOutpost", "ServerDisintegrateItem"); Params::FortPlayerControllerOutpost_ServerDisintegrateItem Parms{}; Parms.ItemGuid = std::move(ItemGuid); Parms.Count = Count; auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; UObject::ProcessEvent(Func, &Parms); Func->FunctionFlags = Flgs; } // Function FortniteGame.FortPlayerControllerOutpost.ServerFabricateItem // (Net, NetReliable, Native, Event, Public, NetServer, NetValidate) // Parameters: // const class UFortWorldItemDefinition* ItemDef (ConstParm, Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) void AFortPlayerControllerOutpost::ServerFabricateItem(const class UFortWorldItemDefinition* ItemDef) { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("FortPlayerControllerOutpost", "ServerFabricateItem"); Params::FortPlayerControllerOutpost_ServerFabricateItem Parms{}; Parms.ItemDef = ItemDef; auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; UObject::ProcessEvent(Func, &Parms); Func->FunctionFlags = Flgs; } // Function FortniteGame.FortPlayerControllerOutpost.ServerIncreaseOutpostPrestigeLevel // (Final, Net, NetReliable, Native, Event, Private, NetServer, NetValidate) void AFortPlayerControllerOutpost::ServerIncreaseOutpostPrestigeLevel() { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("FortPlayerControllerOutpost", "ServerIncreaseOutpostPrestigeLevel"); auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; UObject::ProcessEvent(Func, nullptr); Func->FunctionFlags = Flgs; } // Function FortniteGame.FortPlayerControllerOutpost.ServerLeaveOutpostAsParty // (Net, NetReliable, Native, Event, Public, NetServer, NetValidate) void AFortPlayerControllerOutpost::ServerLeaveOutpostAsParty() { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("FortPlayerControllerOutpost", "ServerLeaveOutpostAsParty"); auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; UObject::ProcessEvent(Func, nullptr); Func->FunctionFlags = Flgs; } // Function FortniteGame.FortPlayerControllerOutpost.ServerNotifyPendingFabricationCompleted // (Net, NetReliable, Native, Event, Protected, NetServer, NetValidate) void AFortPlayerControllerOutpost::ServerNotifyPendingFabricationCompleted() { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("FortPlayerControllerOutpost", "ServerNotifyPendingFabricationCompleted"); auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; UObject::ProcessEvent(Func, nullptr); Func->FunctionFlags = Flgs; } // Function FortniteGame.FortPlayerControllerOutpost.ServerUpgradePOST // (Net, NetReliable, Native, Event, Public, NetServer, NetValidate) void AFortPlayerControllerOutpost::ServerUpgradePOST() { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("FortPlayerControllerOutpost", "ServerUpgradePOST"); auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; UObject::ProcessEvent(Func, nullptr); Func->FunctionFlags = Flgs; } // Function FortniteGame.FortPlayerControllerOutpost.ServerUpgradeStructure // (Final, Net, NetReliable, Native, Event, Private, NetServer, NetValidate) // Parameters: // class UFortOutpostItemDefinition* StructureToUpgrade (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) void AFortPlayerControllerOutpost::ServerUpgradeStructure(class UFortOutpostItemDefinition* StructureToUpgrade) { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("FortPlayerControllerOutpost", "ServerUpgradeStructure"); Params::FortPlayerControllerOutpost_ServerUpgradeStructure Parms{}; Parms.StructureToUpgrade = StructureToUpgrade; auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; UObject::ProcessEvent(Func, &Parms); Func->FunctionFlags = Flgs; } // Function FortniteGame.FortPlayerControllerOutpost.ToggleOwnerInPIE // (Final, Exec, Native, Private) void AFortPlayerControllerOutpost::ToggleOwnerInPIE() { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("FortPlayerControllerOutpost", "ToggleOwnerInPIE"); auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; UObject::ProcessEvent(Func, nullptr); Func->FunctionFlags = Flgs; } // Function FortniteGame.FortPlayerControllerOutpost.UpgradeStructure // (Final, Native, Public, BlueprintCallable) // Parameters: // class UFortOutpostItemDefinition* StructureToUpgrade (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) void AFortPlayerControllerOutpost::UpgradeStructure(class UFortOutpostItemDefinition* StructureToUpgrade) { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("FortPlayerControllerOutpost", "UpgradeStructure"); Params::FortPlayerControllerOutpost_UpgradeStructure Parms{}; Parms.StructureToUpgrade = StructureToUpgrade; auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; UObject::ProcessEvent(Func, &Parms); Func->FunctionFlags = Flgs; } // Function FortniteGame.FortPlayerControllerOutpost.CanUpgradeStructure // (Final, Native, Public, BlueprintCallable, BlueprintPure, Const) // Parameters: // class UFortOutpostItemDefinition* OutpostStructure (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) // bool bLog (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, NativeAccessSpecifierPublic) // bool ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, NativeAccessSpecifierPublic) bool AFortPlayerControllerOutpost::CanUpgradeStructure(class UFortOutpostItemDefinition* OutpostStructure, bool bLog) const { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("FortPlayerControllerOutpost", "CanUpgradeStructure"); Params::FortPlayerControllerOutpost_CanUpgradeStructure Parms{}; Parms.OutpostStructure = OutpostStructure; Parms.bLog = bLog; auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; UObject::ProcessEvent(Func, &Parms); Func->FunctionFlags = Flgs; return Parms.ReturnValue; } // Function FortniteGame.FortPlayerControllerOutpost.GetPendingFabricationProgress // (Final, Native, Public, BlueprintCallable, BlueprintPure, Const) // Parameters: // float ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) float AFortPlayerControllerOutpost::GetPendingFabricationProgress() const { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("FortPlayerControllerOutpost", "GetPendingFabricationProgress"); Params::FortPlayerControllerOutpost_GetPendingFabricationProgress Parms{}; auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; UObject::ProcessEvent(Func, &Parms); Func->FunctionFlags = Flgs; return Parms.ReturnValue; } // Function FortniteGame.FortPlayerControllerOutpost.GetPendingItemToFabricate // (Final, Native, Public, BlueprintCallable, BlueprintPure, Const) // Parameters: // class UFortWorldItemDefinition* ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) class UFortWorldItemDefinition* AFortPlayerControllerOutpost::GetPendingItemToFabricate() const { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("FortPlayerControllerOutpost", "GetPendingItemToFabricate"); Params::FortPlayerControllerOutpost_GetPendingItemToFabricate Parms{}; auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; UObject::ProcessEvent(Func, &Parms); Func->FunctionFlags = Flgs; return Parms.ReturnValue; } // Function FortniteGame.FortPlayerControllerOutpost.GetStormShieldLevelDefended // (Final, Native, Public, BlueprintCallable, BlueprintPure, Const) // Parameters: // int32 ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) int32 AFortPlayerControllerOutpost::GetStormShieldLevelDefended() const { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("FortPlayerControllerOutpost", "GetStormShieldLevelDefended"); Params::FortPlayerControllerOutpost_GetStormShieldLevelDefended Parms{}; auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; UObject::ProcessEvent(Func, &Parms); Func->FunctionFlags = Flgs; return Parms.ReturnValue; } // Function FortniteGame.FortPlayerControllerOutpost.GetStructureLevel // (Final, Native, Public, BlueprintCallable, BlueprintPure, Const) // Parameters: // class UFortOutpostItemDefinition* OutpostStructure (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) // int32 ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) int32 AFortPlayerControllerOutpost::GetStructureLevel(class UFortOutpostItemDefinition* OutpostStructure) const { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("FortPlayerControllerOutpost", "GetStructureLevel"); Params::FortPlayerControllerOutpost_GetStructureLevel Parms{}; Parms.OutpostStructure = OutpostStructure; auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; UObject::ProcessEvent(Func, &Parms); Func->FunctionFlags = Flgs; return Parms.ReturnValue; } // Function FortniteGame.FortPlayerControllerOutpost.GetStructureMaxLevel // (Final, Native, Public, BlueprintCallable, BlueprintPure, Const) // Parameters: // class UFortOutpostItemDefinition* OutpostStructure (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) // int32 ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) int32 AFortPlayerControllerOutpost::GetStructureMaxLevel(class UFortOutpostItemDefinition* OutpostStructure) const { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("FortPlayerControllerOutpost", "GetStructureMaxLevel"); Params::FortPlayerControllerOutpost_GetStructureMaxLevel Parms{}; Parms.OutpostStructure = OutpostStructure; auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; UObject::ProcessEvent(Func, &Parms); Func->FunctionFlags = Flgs; return Parms.ReturnValue; } // Function FortniteGame.FortPlayerControllerOutpost.GetUpgradeStructureCost // (Final, Native, Public, HasOutParams, BlueprintCallable, BlueprintPure, Const) // Parameters: // class UFortOutpostItemDefinition* OutpostStructure (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) // TArray* OutWorldItems (Parm, OutParm, ZeroConstructor, NativeAccessSpecifierPublic) // TArray* OutAccountItems (Parm, OutParm, ZeroConstructor, NativeAccessSpecifierPublic) void AFortPlayerControllerOutpost::GetUpgradeStructureCost(class UFortOutpostItemDefinition* OutpostStructure, TArray* OutWorldItems, TArray* OutAccountItems) const { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("FortPlayerControllerOutpost", "GetUpgradeStructureCost"); Params::FortPlayerControllerOutpost_GetUpgradeStructureCost Parms{}; Parms.OutpostStructure = OutpostStructure; auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; UObject::ProcessEvent(Func, &Parms); Func->FunctionFlags = Flgs; if (OutWorldItems != nullptr) *OutWorldItems = std::move(Parms.OutWorldItems); if (OutAccountItems != nullptr) *OutAccountItems = std::move(Parms.OutAccountItems); } // Function FortniteGame.FortPlayerControllerOutpost.IsFabricationPending // (Final, Native, Public, BlueprintCallable, BlueprintPure, Const) // Parameters: // bool ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, NativeAccessSpecifierPublic) bool AFortPlayerControllerOutpost::IsFabricationPending() const { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("FortPlayerControllerOutpost", "IsFabricationPending"); Params::FortPlayerControllerOutpost_IsFabricationPending Parms{}; auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; UObject::ProcessEvent(Func, &Parms); Func->FunctionFlags = Flgs; return Parms.ReturnValue; } // Function FortniteGame.FortPlayerControllerOutpost.IsOutpostOwner // (Final, Native, Public, BlueprintCallable, BlueprintPure, Const) // Parameters: // bool ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, NativeAccessSpecifierPublic) bool AFortPlayerControllerOutpost::IsOutpostOwner() const { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("FortPlayerControllerOutpost", "IsOutpostOwner"); Params::FortPlayerControllerOutpost_IsOutpostOwner Parms{}; auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; UObject::ProcessEvent(Func, &Parms); Func->FunctionFlags = Flgs; return Parms.ReturnValue; } // Function FortniteGame.FortPlayerControllerOutpost.ShowOutpostVictoryScreenToAll // (Final, BlueprintAuthorityOnly, Exec, Native, Public, BlueprintCallable, Const) void AFortPlayerControllerOutpost::ShowOutpostVictoryScreenToAll() const { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("FortPlayerControllerOutpost", "ShowOutpostVictoryScreenToAll"); auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; UObject::ProcessEvent(Func, nullptr); Func->FunctionFlags = Flgs; } // Function FortniteGame.FortPlayerMannequin.CyclePartBP // (Final, Native, Public, BlueprintCallable) // Parameters: // EFortCustomPartType Part (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) // bool bNextPart (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, NativeAccessSpecifierPublic) // bool ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, NativeAccessSpecifierPublic) bool AFortPlayerMannequin::CyclePartBP(EFortCustomPartType Part, bool bNextPart) { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("FortPlayerMannequin", "CyclePartBP"); Params::FortPlayerMannequin_CyclePartBP Parms{}; Parms.Part = Part; Parms.bNextPart = bNextPart; auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; UObject::ProcessEvent(Func, &Parms); Func->FunctionFlags = Flgs; return Parms.ReturnValue; } // Function FortniteGame.FortPlayerMannequin.RemovePart // (Final, Native, Public, BlueprintCallable) // Parameters: // EFortCustomPartType Part (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) // bool ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, NativeAccessSpecifierPublic) bool AFortPlayerMannequin::RemovePart(EFortCustomPartType Part) { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("FortPlayerMannequin", "RemovePart"); Params::FortPlayerMannequin_RemovePart Parms{}; Parms.Part = Part; auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; UObject::ProcessEvent(Func, &Parms); Func->FunctionFlags = Flgs; return Parms.ReturnValue; } // Function FortniteGame.FortPlayerMannequin.SetPart // (Final, Native, Public, BlueprintCallable) // Parameters: // EFortCustomPartType Part (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) // class UCustomCharacterPart* PartAsset (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) // bool ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, NativeAccessSpecifierPublic) bool AFortPlayerMannequin::SetPart(EFortCustomPartType Part, class UCustomCharacterPart* PartAsset) { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("FortPlayerMannequin", "SetPart"); Params::FortPlayerMannequin_SetPart Parms{}; Parms.Part = Part; Parms.PartAsset = PartAsset; auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; UObject::ProcessEvent(Func, &Parms); Func->FunctionFlags = Flgs; return Parms.ReturnValue; } // Function FortniteGame.FortPlayerMannequin.SetSkeletalMesh // (Final, Native, Public, BlueprintCallable) // Parameters: // class USkeletalMesh* SkeletalMesh (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) void AFortPlayerMannequin::SetSkeletalMesh(class USkeletalMesh* SkeletalMesh) { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("FortPlayerMannequin", "SetSkeletalMesh"); Params::FortPlayerMannequin_SetSkeletalMesh Parms{}; Parms.SkeletalMesh = SkeletalMesh; auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; UObject::ProcessEvent(Func, &Parms); Func->FunctionFlags = Flgs; } // Function FortniteGame.FortPlayerMannequin.SetWeaponSkeletalMesh // (Final, Native, Public, BlueprintCallable) // Parameters: // class USkeletalMesh* SkeletalMesh (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) // bool ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, NativeAccessSpecifierPublic) bool AFortPlayerMannequin::SetWeaponSkeletalMesh(class USkeletalMesh* SkeletalMesh) { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("FortPlayerMannequin", "SetWeaponSkeletalMesh"); Params::FortPlayerMannequin_SetWeaponSkeletalMesh Parms{}; Parms.SkeletalMesh = SkeletalMesh; auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; UObject::ProcessEvent(Func, &Parms); Func->FunctionFlags = Flgs; return Parms.ReturnValue; } // Function FortniteGame.FortPlayerMannequin.ToggleGenderBP // (Final, Native, Public, BlueprintCallable) void AFortPlayerMannequin::ToggleGenderBP() { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("FortPlayerMannequin", "ToggleGenderBP"); auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; UObject::ProcessEvent(Func, nullptr); Func->FunctionFlags = Flgs; } // Function FortniteGame.FortPlayerMannequin.UpdateMorphTargets // (Native, Public) void AFortPlayerMannequin::UpdateMorphTargets() { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("FortPlayerMannequin", "UpdateMorphTargets"); auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; UObject::ProcessEvent(Func, nullptr); Func->FunctionFlags = Flgs; } // Function FortniteGame.FortPlayerMannequin.GetGender // (Final, Native, Public, BlueprintCallable, BlueprintPure, Const) // Parameters: // EFortCustomGender ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) EFortCustomGender AFortPlayerMannequin::GetGender() const { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("FortPlayerMannequin", "GetGender"); Params::FortPlayerMannequin_GetGender Parms{}; auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; UObject::ProcessEvent(Func, &Parms); Func->FunctionFlags = Flgs; return Parms.ReturnValue; } // Function FortniteGame.FortQuestCategory.HasUnseenQuests // (Final, Native, Public, BlueprintCallable, BlueprintPure, Const) // Parameters: // bool ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, NativeAccessSpecifierPublic) bool UFortQuestCategory::HasUnseenQuests() const { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("FortQuestCategory", "HasUnseenQuests"); Params::FortQuestCategory_HasUnseenQuests Parms{}; auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; UObject::ProcessEvent(Func, &Parms); Func->FunctionFlags = Flgs; return Parms.ReturnValue; } // Function FortniteGame.FortQuestManager.ClaimNextCompletedQuestReward // (Final, Native, Public, BlueprintCallable, Const) void UFortQuestManager::ClaimNextCompletedQuestReward() const { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("FortQuestManager", "ClaimNextCompletedQuestReward"); auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; UObject::ProcessEvent(Func, nullptr); Func->FunctionFlags = Flgs; } // Function FortniteGame.FortQuestManager.ClaimQuestReward // (Final, Native, Public, BlueprintCallable, Const) // Parameters: // const class UFortQuestItem* Quest (ConstParm, Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) void UFortQuestManager::ClaimQuestReward(const class UFortQuestItem* Quest) const { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("FortQuestManager", "ClaimQuestReward"); Params::FortQuestManager_ClaimQuestReward Parms{}; Parms.Quest = Quest; auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; UObject::ProcessEvent(Func, &Parms); Func->FunctionFlags = Flgs; } // Function FortniteGame.FortQuestManager.GetCurrentQuestsCategories // (Final, Native, Public, HasOutParams, BlueprintCallable, BlueprintPure, Const) // Parameters: // TArray* Categories (Parm, OutParm, ZeroConstructor, NativeAccessSpecifierPublic) void UFortQuestManager::GetCurrentQuestsCategories(TArray* Categories) const { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("FortQuestManager", "GetCurrentQuestsCategories"); Params::FortQuestManager_GetCurrentQuestsCategories Parms{}; auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; UObject::ProcessEvent(Func, &Parms); Func->FunctionFlags = Flgs; if (Categories != nullptr) *Categories = std::move(Parms.Categories); } // Function FortniteGame.FortQuestManager.GetQuestWithDefinition // (Final, Native, Public, BlueprintCallable, BlueprintPure, Const) // Parameters: // const class UFortQuestItemDefinition* Definition (ConstParm, Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) // class UFortQuestItem* ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) class UFortQuestItem* UFortQuestManager::GetQuestWithDefinition(const class UFortQuestItemDefinition* Definition) const { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("FortQuestManager", "GetQuestWithDefinition"); Params::FortQuestManager_GetQuestWithDefinition Parms{}; Parms.Definition = Definition; auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; UObject::ProcessEvent(Func, &Parms); Func->FunctionFlags = Flgs; return Parms.ReturnValue; } // Function FortniteGame.FortQuestManager.GetRemainingDailyQuestRerolls // (Final, Native, Public, BlueprintCallable, BlueprintPure, Const) // Parameters: // int32 ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) int32 UFortQuestManager::GetRemainingDailyQuestRerolls() const { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("FortQuestManager", "GetRemainingDailyQuestRerolls"); Params::FortQuestManager_GetRemainingDailyQuestRerolls Parms{}; auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; UObject::ProcessEvent(Func, &Parms); Func->FunctionFlags = Flgs; return Parms.ReturnValue; } // Function FortniteGame.FortQuestManager.GetSourceAndContextTags // (Final, BlueprintAuthorityOnly, Native, Public, HasOutParams, BlueprintCallable, BlueprintPure, Const) // Parameters: // struct FGameplayTagContainer* OutSourceTags (Parm, OutParm, NativeAccessSpecifierPublic) // struct FGameplayTagContainer* OutContextTags (Parm, OutParm, NativeAccessSpecifierPublic) void UFortQuestManager::GetSourceAndContextTags(struct FGameplayTagContainer* OutSourceTags, struct FGameplayTagContainer* OutContextTags) const { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("FortQuestManager", "GetSourceAndContextTags"); Params::FortQuestManager_GetSourceAndContextTags Parms{}; auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; UObject::ProcessEvent(Func, &Parms); Func->FunctionFlags = Flgs; if (OutSourceTags != nullptr) *OutSourceTags = std::move(Parms.OutSourceTags); if (OutContextTags != nullptr) *OutContextTags = std::move(Parms.OutContextTags); } // Function FortniteGame.FortQuestManager.GrantFirstDailyQuest // (Final, Native, Public, BlueprintCallable, Const) void UFortQuestManager::GrantFirstDailyQuest() const { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("FortQuestManager", "GrantFirstDailyQuest"); auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; UObject::ProcessEvent(Func, nullptr); Func->FunctionFlags = Flgs; } // Function FortniteGame.FortQuestManager.HasCompletedObjective // (Final, Native, Public, BlueprintCallable, BlueprintPure, Const) // Parameters: // const class UFortQuestItemDefinition* Definition (ConstParm, Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) // const struct FDataTableRowHandle& ObjectiveStatHandle (Parm, NativeAccessSpecifierPublic) // bool ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, NativeAccessSpecifierPublic) bool UFortQuestManager::HasCompletedObjective(const class UFortQuestItemDefinition* Definition, const struct FDataTableRowHandle& ObjectiveStatHandle) const { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("FortQuestManager", "HasCompletedObjective"); Params::FortQuestManager_HasCompletedObjective Parms{}; Parms.Definition = Definition; Parms.ObjectiveStatHandle = std::move(ObjectiveStatHandle); auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; UObject::ProcessEvent(Func, &Parms); Func->FunctionFlags = Flgs; return Parms.ReturnValue; } // Function FortniteGame.FortQuestManager.HasCompletedQuest // (Final, Native, Public, BlueprintCallable, BlueprintPure, Const) // Parameters: // const class UFortQuestItemDefinition* Definition (ConstParm, Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) // bool ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, NativeAccessSpecifierPublic) bool UFortQuestManager::HasCompletedQuest(const class UFortQuestItemDefinition* Definition) const { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("FortQuestManager", "HasCompletedQuest"); Params::FortQuestManager_HasCompletedQuest Parms{}; Parms.Definition = Definition; auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; UObject::ProcessEvent(Func, &Parms); Func->FunctionFlags = Flgs; return Parms.ReturnValue; } // Function FortniteGame.FortQuestManager.HasUnseenQuests // (Final, Native, Public, BlueprintCallable, BlueprintPure, Const) // Parameters: // bool ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, NativeAccessSpecifierPublic) bool UFortQuestManager::HasUnseenQuests() const { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("FortQuestManager", "HasUnseenQuests"); Params::FortQuestManager_HasUnseenQuests Parms{}; auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; UObject::ProcessEvent(Func, &Parms); Func->FunctionFlags = Flgs; return Parms.ReturnValue; } // Function FortniteGame.FortQuestManager.MarkQuestSeen // (Final, Native, Public, BlueprintCallable, Const) // Parameters: // class UFortQuestItem* Quest (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) void UFortQuestManager::MarkQuestSeen(class UFortQuestItem* Quest) const { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("FortQuestManager", "MarkQuestSeen"); Params::FortQuestManager_MarkQuestSeen Parms{}; Parms.Quest = Quest; auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; UObject::ProcessEvent(Func, &Parms); Func->FunctionFlags = Flgs; } // Function FortniteGame.FortQuestManager.MarkQuestsSeen // (Final, Native, Public, BlueprintCallable, Const) void UFortQuestManager::MarkQuestsSeen() const { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("FortQuestManager", "MarkQuestsSeen"); auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; UObject::ProcessEvent(Func, nullptr); Func->FunctionFlags = Flgs; } // Function FortniteGame.FortQuestManager.RerollDailyQuest // (Final, Native, Public, BlueprintCallable, Const) // Parameters: // const class UFortQuestItem* QuestToDiscard (ConstParm, Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) void UFortQuestManager::RerollDailyQuest(const class UFortQuestItem* QuestToDiscard) const { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("FortQuestManager", "RerollDailyQuest"); Params::FortQuestManager_RerollDailyQuest Parms{}; Parms.QuestToDiscard = QuestToDiscard; auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; UObject::ProcessEvent(Func, &Parms); Func->FunctionFlags = Flgs; } // Function FortniteGame.FortRarityData.BPGetRarityData // (Final, Native, Static, Public, BlueprintCallable) // Parameters: // EFortRarity Rarity (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) // struct FFortRarityItemData ReturnValue (Parm, OutParm, ReturnParm, NativeAccessSpecifierPublic) struct FFortRarityItemData UFortRarityData::BPGetRarityData(EFortRarity Rarity) { static class UFunction* Func = nullptr; if (Func == nullptr) Func = StaticClass()->GetFunction("FortRarityData", "BPGetRarityData"); Params::FortRarityData_BPGetRarityData Parms{}; Parms.Rarity = Rarity; auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; GetDefaultObj()->ProcessEvent(Func, &Parms); Func->FunctionFlags = Flgs; return Parms.ReturnValue; } // Function FortniteGame.FortSaveFileBuildingInstructionsHandler.AreBuildingsLoaded // (Final, BlueprintAuthorityOnly, Native, Public, BlueprintCallable) // Parameters: // bool ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, NativeAccessSpecifierPublic) bool AFortSaveFileBuildingInstructionsHandler::AreBuildingsLoaded() { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("FortSaveFileBuildingInstructionsHandler", "AreBuildingsLoaded"); Params::FortSaveFileBuildingInstructionsHandler_AreBuildingsLoaded Parms{}; auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; UObject::ProcessEvent(Func, &Parms); Func->FunctionFlags = Flgs; return Parms.ReturnValue; } // Function FortniteGame.FortSaveFileBuildingInstructionsHandler.GetAllSpawnedBuildings // (Final, BlueprintAuthorityOnly, Native, Public, BlueprintCallable) // Parameters: // TArray ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, NativeAccessSpecifierPublic) TArray AFortSaveFileBuildingInstructionsHandler::GetAllSpawnedBuildings() { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("FortSaveFileBuildingInstructionsHandler", "GetAllSpawnedBuildings"); Params::FortSaveFileBuildingInstructionsHandler_GetAllSpawnedBuildings Parms{}; auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; UObject::ProcessEvent(Func, &Parms); Func->FunctionFlags = Flgs; return Parms.ReturnValue; } // Function FortniteGame.FortSaveFileBuildingInstructionsHandler.LoadBuildings // (Final, BlueprintAuthorityOnly, Native, Public, BlueprintCallable) // Parameters: // class AFortPlayerController* FortPC (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) void AFortSaveFileBuildingInstructionsHandler::LoadBuildings(class AFortPlayerController* FortPC) { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("FortSaveFileBuildingInstructionsHandler", "LoadBuildings"); Params::FortSaveFileBuildingInstructionsHandler_LoadBuildings Parms{}; Parms.FortPC = FortPC; auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; UObject::ProcessEvent(Func, &Parms); Func->FunctionFlags = Flgs; } // Function FortniteGame.FortSaveFileBuildingInstructionsHandler.ResetBuildings // (Final, BlueprintAuthorityOnly, Native, Public, BlueprintCallable) // Parameters: // class AFortPlayerController* FortPC (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) // bool ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, NativeAccessSpecifierPublic) bool AFortSaveFileBuildingInstructionsHandler::ResetBuildings(class AFortPlayerController* FortPC) { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("FortSaveFileBuildingInstructionsHandler", "ResetBuildings"); Params::FortSaveFileBuildingInstructionsHandler_ResetBuildings Parms{}; Parms.FortPC = FortPC; auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; UObject::ProcessEvent(Func, &Parms); Func->FunctionFlags = Flgs; return Parms.ReturnValue; } // Function FortniteGame.FortSaveFileBuildingInstructionsHandler.SaveBuildings // (Final, BlueprintAuthorityOnly, Native, Public, BlueprintCallable) // Parameters: // class AFortPlayerController* FortPC (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) // bool ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, NativeAccessSpecifierPublic) bool AFortSaveFileBuildingInstructionsHandler::SaveBuildings(class AFortPlayerController* FortPC) { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("FortSaveFileBuildingInstructionsHandler", "SaveBuildings"); Params::FortSaveFileBuildingInstructionsHandler_SaveBuildings Parms{}; Parms.FortPC = FortPC; auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; UObject::ProcessEvent(Func, &Parms); Func->FunctionFlags = Flgs; return Parms.ReturnValue; } // Function FortniteGame.FortScriptedAction.CancelAction // (Final, Native, Public, BlueprintCallable) void AFortScriptedAction::CancelAction() { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("FortScriptedAction", "CancelAction"); auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; UObject::ProcessEvent(Func, nullptr); Func->FunctionFlags = Flgs; } // Function FortniteGame.FortScriptedAction.CompleteAction // (Final, Native, Protected, BlueprintCallable) void AFortScriptedAction::CompleteAction() { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("FortScriptedAction", "CompleteAction"); auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; UObject::ProcessEvent(Func, nullptr); Func->FunctionFlags = Flgs; } // Function FortniteGame.FortScriptedAction.Execute // (Native, Event, Public, HasOutParams, BlueprintEvent) // Parameters: // const struct FFortScriptedActionParams& Params_0 (ConstParm, Parm, OutParm, ReferenceParm, NativeAccessSpecifierPublic) void AFortScriptedAction::Execute(const struct FFortScriptedActionParams& Params_0) { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("FortScriptedAction", "Execute"); Params::FortScriptedAction_Execute Parms{}; Parms.Params_0 = std::move(Params_0); auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; UObject::ProcessEvent(Func, &Parms); Func->FunctionFlags = Flgs; } // Function FortniteGame.FortScriptedAction.GetParams // (Final, Native, Public, HasOutParams, BlueprintCallable) // Parameters: // struct FFortScriptedActionParams* Params_0 (Parm, OutParm, NativeAccessSpecifierPublic) void AFortScriptedAction::GetParams(struct FFortScriptedActionParams* Params_0) { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("FortScriptedAction", "GetParams"); Params::FortScriptedAction_GetParams Parms{}; auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; UObject::ProcessEvent(Func, &Parms); Func->FunctionFlags = Flgs; if (Params_0 != nullptr) *Params_0 = std::move(Parms.Params_0); } // Function FortniteGame.FortScriptedAction.CanExecute // (Native, Event, Public, HasOutParams, BlueprintEvent, Const) // Parameters: // const struct FFortScriptedActionParams& Params_0 (ConstParm, Parm, OutParm, ReferenceParm, NativeAccessSpecifierPublic) // bool ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, NativeAccessSpecifierPublic) bool AFortScriptedAction::CanExecute(const struct FFortScriptedActionParams& Params_0) const { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("FortScriptedAction", "CanExecute"); Params::FortScriptedAction_CanExecute Parms{}; Parms.Params_0 = std::move(Params_0); auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; UObject::ProcessEvent(Func, &Parms); Func->FunctionFlags = Flgs; return Parms.ReturnValue; } // Function FortniteGame.FortScriptedActionManager.HandleClientEvent_Undefined // (Final, BlueprintCosmetic, Native, Public, HasOutParams, BlueprintCallable) // Parameters: // class UObject* EventSource (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) // class UObject* EventFocus (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) // const struct FFortClientEvent& ClientEvent (ConstParm, Parm, OutParm, ReferenceParm, NativeAccessSpecifierPublic) void AFortScriptedActionManager::HandleClientEvent_Undefined(class UObject* EventSource, class UObject* EventFocus, const struct FFortClientEvent& ClientEvent) { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("FortScriptedActionManager", "HandleClientEvent_Undefined"); Params::FortScriptedActionManager_HandleClientEvent_Undefined Parms{}; Parms.EventSource = EventSource; Parms.EventFocus = EventFocus; Parms.ClientEvent = std::move(ClientEvent); auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; UObject::ProcessEvent(Func, &Parms); Func->FunctionFlags = Flgs; } // Function FortniteGame.FortSocialItem.GetBasicInfo // (Final, Native, Public, BlueprintCallable) // Parameters: // struct FFortSocialItemBasicData ReturnValue (Parm, OutParm, ReturnParm, NativeAccessSpecifierPublic) struct FFortSocialItemBasicData UFortSocialItem::GetBasicInfo() { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("FortSocialItem", "GetBasicInfo"); Params::FortSocialItem_GetBasicInfo Parms{}; auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; UObject::ProcessEvent(Func, &Parms); Func->FunctionFlags = Flgs; return Parms.ReturnValue; } // Function FortniteGame.FortSocialItem.GetDisplayName // (Final, Native, Public, BlueprintCallable, BlueprintPure, Const) // Parameters: // class FText ReturnValue (Parm, OutParm, ReturnParm, NativeAccessSpecifierPublic) class FText UFortSocialItem::GetDisplayName() const { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("FortSocialItem", "GetDisplayName"); Params::FortSocialItem_GetDisplayName Parms{}; auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; UObject::ProcessEvent(Func, &Parms); Func->FunctionFlags = Flgs; return Parms.ReturnValue; } // Function FortniteGame.FortSocialItem.GetLocation // (Final, Native, Public, BlueprintCallable, BlueprintPure, Const) // Parameters: // class FText ReturnValue (Parm, OutParm, ReturnParm, NativeAccessSpecifierPublic) class FText UFortSocialItem::GetLocation() const { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("FortSocialItem", "GetLocation"); Params::FortSocialItem_GetLocation Parms{}; auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; UObject::ProcessEvent(Func, &Parms); Func->FunctionFlags = Flgs; return Parms.ReturnValue; } // Function FortniteGame.FortSocialItem.GetPresenceStatus // (Final, Native, Public, BlueprintCallable, BlueprintPure, Const) // Parameters: // EFortSocialItemPresenceStatus ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) EFortSocialItemPresenceStatus UFortSocialItem::GetPresenceStatus() const { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("FortSocialItem", "GetPresenceStatus"); Params::FortSocialItem_GetPresenceStatus Parms{}; auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; UObject::ProcessEvent(Func, &Parms); Func->FunctionFlags = Flgs; return Parms.ReturnValue; } // Function FortniteGame.FortSocialItem.GetUniquePlayerId // (Final, Native, Public, BlueprintCallable, BlueprintPure, Const) // Parameters: // struct FUniqueNetIdRepl ReturnValue (Parm, OutParm, ReturnParm, NativeAccessSpecifierPublic) struct FUniqueNetIdRepl UFortSocialItem::GetUniquePlayerId() const { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("FortSocialItem", "GetUniquePlayerId"); Params::FortSocialItem_GetUniquePlayerId Parms{}; auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; UObject::ProcessEvent(Func, &Parms); Func->FunctionFlags = Flgs; return Parms.ReturnValue; } // Function FortniteGame.FortTeamInfo.GetTeamExperience // (Native, Public, BlueprintCallable, BlueprintPure, Const) // Parameters: // int32 ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) int32 AFortTeamInfo::GetTeamExperience() const { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("FortTeamInfo", "GetTeamExperience"); Params::FortTeamInfo_GetTeamExperience Parms{}; auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; UObject::ProcessEvent(Func, &Parms); Func->FunctionFlags = Flgs; return Parms.ReturnValue; } // Function FortniteGame.FortTeamInfo.GetTeamLevel // (Native, Public, BlueprintCallable, BlueprintPure, Const) // Parameters: // int32 ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) int32 AFortTeamInfo::GetTeamLevel() const { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("FortTeamInfo", "GetTeamLevel"); Params::FortTeamInfo_GetTeamLevel Parms{}; auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; UObject::ProcessEvent(Func, &Parms); Func->FunctionFlags = Flgs; return Parms.ReturnValue; } // Function FortniteGame.FortTeamInfoPvPBaseDestruction.OnRep_TeamExperience // (Final, Native, Private) void AFortTeamInfoPvPBaseDestruction::OnRep_TeamExperience() { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("FortTeamInfoPvPBaseDestruction", "OnRep_TeamExperience"); auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; UObject::ProcessEvent(Func, nullptr); Func->FunctionFlags = Flgs; } // Function FortniteGame.FortTeamInfoPvPBaseDestruction.OnRep_TeamLevel // (Final, Native, Private) void AFortTeamInfoPvPBaseDestruction::OnRep_TeamLevel() { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("FortTeamInfoPvPBaseDestruction", "OnRep_TeamLevel"); auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; UObject::ProcessEvent(Func, nullptr); Func->FunctionFlags = Flgs; } // Function FortniteGame.FortTeamInfoPvPBaseDestruction.GetStrategicBuildingActor // (Final, Native, Public, HasOutParams, BlueprintCallable, BlueprintPure, Const) // Parameters: // const struct FTeamStrategicBuildingHandle&Handle (ConstParm, Parm, OutParm, ReferenceParm, NativeAccessSpecifierPublic) // class AStrategicBuildingActor* ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) class AStrategicBuildingActor* AFortTeamInfoPvPBaseDestruction::GetStrategicBuildingActor(const struct FTeamStrategicBuildingHandle& Handle) const { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("FortTeamInfoPvPBaseDestruction", "GetStrategicBuildingActor"); Params::FortTeamInfoPvPBaseDestruction_GetStrategicBuildingActor Parms{}; Parms.Handle = std::move(Handle); auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; UObject::ProcessEvent(Func, &Parms); Func->FunctionFlags = Flgs; return Parms.ReturnValue; } // Function FortniteGame.FortTeamInfoPvPBaseDestruction.GetTeamCornerstone // (Final, Native, Public, BlueprintCallable, BlueprintPure, Const) // Parameters: // class AFortPvPBaseCornerstone* ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) class AFortPvPBaseCornerstone* AFortTeamInfoPvPBaseDestruction::GetTeamCornerstone() const { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("FortTeamInfoPvPBaseDestruction", "GetTeamCornerstone"); Params::FortTeamInfoPvPBaseDestruction_GetTeamCornerstone Parms{}; auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; UObject::ProcessEvent(Func, &Parms); Func->FunctionFlags = Flgs; return Parms.ReturnValue; } // Function FortniteGame.FortTheaterMapTile.OnClientDeselect // (Event, Public, BlueprintEvent) void AFortTheaterMapTile::OnClientDeselect() { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("FortTheaterMapTile", "OnClientDeselect"); UObject::ProcessEvent(Func, nullptr); } // Function FortniteGame.FortTheaterMapTile.OnClientSelect // (Event, Public, BlueprintEvent) void AFortTheaterMapTile::OnClientSelect() { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("FortTheaterMapTile", "OnClientSelect"); UObject::ProcessEvent(Func, nullptr); } // Function FortniteGame.FortTheaterMapTile.OnDefocus // (BlueprintCosmetic, Event, Public, BlueprintEvent) void AFortTheaterMapTile::OnDefocus() { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("FortTheaterMapTile", "OnDefocus"); UObject::ProcessEvent(Func, nullptr); } // Function FortniteGame.FortTheaterMapTile.OnDeselectWrapper // (Native, Public) // Parameters: // bool bIsGameSessionOwner (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, NativeAccessSpecifierPublic) void AFortTheaterMapTile::OnDeselectWrapper(bool bIsGameSessionOwner) { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("FortTheaterMapTile", "OnDeselectWrapper"); Params::FortTheaterMapTile_OnDeselectWrapper Parms{}; Parms.bIsGameSessionOwner = bIsGameSessionOwner; auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; UObject::ProcessEvent(Func, &Parms); Func->FunctionFlags = Flgs; } // Function FortniteGame.FortTheaterMapTile.OnDisableGoToPrompt // (Event, Public, BlueprintEvent) void AFortTheaterMapTile::OnDisableGoToPrompt() { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("FortTheaterMapTile", "OnDisableGoToPrompt"); UObject::ProcessEvent(Func, nullptr); } // Function FortniteGame.FortTheaterMapTile.OnEnableGoToPrompt // (Event, Public, BlueprintEvent) void AFortTheaterMapTile::OnEnableGoToPrompt() { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("FortTheaterMapTile", "OnEnableGoToPrompt"); UObject::ProcessEvent(Func, nullptr); } // Function FortniteGame.FortTheaterMapTile.OnFocus // (BlueprintCosmetic, Event, Public, BlueprintEvent) void AFortTheaterMapTile::OnFocus() { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("FortTheaterMapTile", "OnFocus"); UObject::ProcessEvent(Func, nullptr); } // Function FortniteGame.FortTheaterMapTile.OnHostDeselect // (Event, Public, BlueprintEvent) void AFortTheaterMapTile::OnHostDeselect() { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("FortTheaterMapTile", "OnHostDeselect"); UObject::ProcessEvent(Func, nullptr); } // Function FortniteGame.FortTheaterMapTile.OnHostSelect // (Event, Public, BlueprintEvent) void AFortTheaterMapTile::OnHostSelect() { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("FortTheaterMapTile", "OnHostSelect"); UObject::ProcessEvent(Func, nullptr); } // Function FortniteGame.FortTheaterMapTile.OnInitializeTile // (Event, Public, BlueprintEvent) void AFortTheaterMapTile::OnInitializeTile() { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("FortTheaterMapTile", "OnInitializeTile"); UObject::ProcessEvent(Func, nullptr); } // Function FortniteGame.FortTheaterMapTile.OnMissionDataUpdated // (Event, Public, BlueprintEvent) void AFortTheaterMapTile::OnMissionDataUpdated() { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("FortTheaterMapTile", "OnMissionDataUpdated"); UObject::ProcessEvent(Func, nullptr); } // Function FortniteGame.FortTheaterMapTile.OnMouseOverBegin // (Final, Native, Public) void AFortTheaterMapTile::OnMouseOverBegin() { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("FortTheaterMapTile", "OnMouseOverBegin"); auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; UObject::ProcessEvent(Func, nullptr); Func->FunctionFlags = Flgs; } // Function FortniteGame.FortTheaterMapTile.OnMouseOverEnd // (Final, Native, Public) void AFortTheaterMapTile::OnMouseOverEnd() { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("FortTheaterMapTile", "OnMouseOverEnd"); auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; UObject::ProcessEvent(Func, nullptr); Func->FunctionFlags = Flgs; } // Function FortniteGame.FortTheaterMapTile.OnSelectWrapper // (Native, Public) // Parameters: // bool bIsGameSessionOwner (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, NativeAccessSpecifierPublic) void AFortTheaterMapTile::OnSelectWrapper(bool bIsGameSessionOwner) { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("FortTheaterMapTile", "OnSelectWrapper"); Params::FortTheaterMapTile_OnSelectWrapper Parms{}; Parms.bIsGameSessionOwner = bIsGameSessionOwner; auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; UObject::ProcessEvent(Func, &Parms); Func->FunctionFlags = Flgs; } // Function FortniteGame.FortTheaterMapTile.OnTileClicked // (Final, Native, Public) void AFortTheaterMapTile::OnTileClicked() { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("FortTheaterMapTile", "OnTileClicked"); auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; UObject::ProcessEvent(Func, nullptr); Func->FunctionFlags = Flgs; } // Function FortniteGame.FortTheaterMapTile.GetZoneDifficulty // (Final, Native, Public, BlueprintCallable, BlueprintPure, Const) // Parameters: // struct FGameDifficultyInfo ReturnValue (Parm, OutParm, ReturnParm, NativeAccessSpecifierPublic) struct FGameDifficultyInfo AFortTheaterMapTile::GetZoneDifficulty() const { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("FortTheaterMapTile", "GetZoneDifficulty"); Params::FortTheaterMapTile_GetZoneDifficulty Parms{}; auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; UObject::ProcessEvent(Func, &Parms); Func->FunctionFlags = Flgs; return Parms.ReturnValue; } // Function FortniteGame.FortTheaterMapTile.HasValidMissionData // (Final, Native, Public, BlueprintCallable, BlueprintPure, Const) // Parameters: // bool ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, NativeAccessSpecifierPublic) bool AFortTheaterMapTile::HasValidMissionData() const { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("FortTheaterMapTile", "HasValidMissionData"); Params::FortTheaterMapTile_HasValidMissionData Parms{}; auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; UObject::ProcessEvent(Func, &Parms); Func->FunctionFlags = Flgs; return Parms.ReturnValue; } // Function FortniteGame.FortTheaterMapTile.IsTileHidden // (Final, Native, Public, BlueprintCallable, BlueprintPure, Const) // Parameters: // bool ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, NativeAccessSpecifierPublic) bool AFortTheaterMapTile::IsTileHidden() const { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("FortTheaterMapTile", "IsTileHidden"); Params::FortTheaterMapTile_IsTileHidden Parms{}; auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; UObject::ProcessEvent(Func, &Parms); Func->FunctionFlags = Flgs; return Parms.ReturnValue; } // Function FortniteGame.FortTheaterMapTile.IsTileLocked // (Final, Native, Public, BlueprintCallable, BlueprintPure, Const) // Parameters: // bool ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, NativeAccessSpecifierPublic) bool AFortTheaterMapTile::IsTileLocked() const { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("FortTheaterMapTile", "IsTileLocked"); Params::FortTheaterMapTile_IsTileLocked Parms{}; auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; UObject::ProcessEvent(Func, &Parms); Func->FunctionFlags = Flgs; return Parms.ReturnValue; } // Function FortniteGame.FortTheaterMapTile.IsTilePlayable // (Final, Native, Public, BlueprintCallable, BlueprintPure, Const) // Parameters: // bool ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, NativeAccessSpecifierPublic) bool AFortTheaterMapTile::IsTilePlayable() const { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("FortTheaterMapTile", "IsTilePlayable"); Params::FortTheaterMapTile_IsTilePlayable Parms{}; auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; UObject::ProcessEvent(Func, &Parms); Func->FunctionFlags = Flgs; return Parms.ReturnValue; } // Function FortniteGame.FortTheaterMapTile.IsTileSelectable // (Final, Native, Public, BlueprintCallable, BlueprintPure, Const) // Parameters: // bool ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, NativeAccessSpecifierPublic) bool AFortTheaterMapTile::IsTileSelectable() const { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("FortTheaterMapTile", "IsTileSelectable"); Params::FortTheaterMapTile_IsTileSelectable Parms{}; auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; UObject::ProcessEvent(Func, &Parms); Func->FunctionFlags = Flgs; return Parms.ReturnValue; } // Function FortniteGame.FortThreatParticleActor.OnThreatCloudsChanged // (Event, Public, HasOutParams, BlueprintEvent) // Parameters: // const TArray&ThreatLocationInfo (ConstParm, Parm, OutParm, ZeroConstructor, ReferenceParm, NativeAccessSpecifierPublic) void AFortThreatParticleActor::OnThreatCloudsChanged(const TArray& ThreatLocationInfo) { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("FortThreatParticleActor", "OnThreatCloudsChanged"); Params::FortThreatParticleActor_OnThreatCloudsChanged Parms{}; Parms.ThreatLocationInfo = std::move(ThreatLocationInfo); UObject::ProcessEvent(Func, &Parms); } // Function FortniteGame.FortThreatParticleActor.GetThreatClouds // (Final, Native, Public, BlueprintCallable, BlueprintPure, Const) // Parameters: // TArray ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, NativeAccessSpecifierPublic) TArray AFortThreatParticleActor::GetThreatClouds() const { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("FortThreatParticleActor", "GetThreatClouds"); Params::FortThreatParticleActor_GetThreatClouds Parms{}; auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; UObject::ProcessEvent(Func, &Parms); Func->FunctionFlags = Flgs; return Parms.ReturnValue; } // Function FortniteGame.FortGameplayAbilityTooltip.GetTextForToken // (Native, Public, HasOutParams, BlueprintCallable, BlueprintPure, Const) // Parameters: // const class UObject* ObjectToDescribe (ConstParm, Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) // const struct FGameplayTag& Tag (ConstParm, Parm, OutParm, ReferenceParm, NativeAccessSpecifierPublic) // const class UFortTooltipContext* Context (ConstParm, Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) // const class FName& Token (ConstParm, Parm, OutParm, ZeroConstructor, ReferenceParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) // class FText* OutText (Parm, OutParm, NativeAccessSpecifierPublic) // bool ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, NativeAccessSpecifierPublic) bool UFortGameplayAbilityTooltip::GetTextForToken(const class UObject* ObjectToDescribe, const struct FGameplayTag& Tag, const class UFortTooltipContext* Context, const class FName& Token, class FText* OutText) const { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("FortGameplayAbilityTooltip", "GetTextForToken"); Params::FortGameplayAbilityTooltip_GetTextForToken Parms{}; Parms.ObjectToDescribe = ObjectToDescribe; Parms.Tag = std::move(Tag); Parms.Context = Context; Parms.Token = Token; auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; UObject::ProcessEvent(Func, &Parms); Func->FunctionFlags = Flgs; if (OutText != nullptr) *OutText = std::move(Parms.OutText); return Parms.ReturnValue; } // Function FortniteGame.FortGameplayAbilityTooltip.GetTextForTokenFromAbilitySpec // (Final, Native, Protected, HasOutParams, BlueprintCallable, BlueprintPure, Const) // Parameters: // const struct FGameplayAbilitySpec& Spec (ConstParm, Parm, OutParm, ReferenceParm, NativeAccessSpecifierPublic) // const struct FGameplayTag& Tag (ConstParm, Parm, OutParm, ReferenceParm, NativeAccessSpecifierPublic) // const class UFortTooltipContext* Context (ConstParm, Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) // const class FName& Token (ConstParm, Parm, OutParm, ZeroConstructor, ReferenceParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) // class FText* OutText (Parm, OutParm, NativeAccessSpecifierPublic) // bool ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, NativeAccessSpecifierPublic) bool UFortGameplayAbilityTooltip::GetTextForTokenFromAbilitySpec(const struct FGameplayAbilitySpec& Spec, const struct FGameplayTag& Tag, const class UFortTooltipContext* Context, const class FName& Token, class FText* OutText) const { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("FortGameplayAbilityTooltip", "GetTextForTokenFromAbilitySpec"); Params::FortGameplayAbilityTooltip_GetTextForTokenFromAbilitySpec Parms{}; Parms.Spec = std::move(Spec); Parms.Tag = std::move(Tag); Parms.Context = Context; Parms.Token = Token; auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; UObject::ProcessEvent(Func, &Parms); Func->FunctionFlags = Flgs; if (OutText != nullptr) *OutText = std::move(Parms.OutText); return Parms.ReturnValue; } // Function FortniteGame.FortGameplayAbilityTooltip.GetTextForTokenFromAbilitySpecInternal // (Native, Event, Protected, HasOutParams, BlueprintEvent, Const) // Parameters: // const struct FGameplayAbilitySpec& Spec (ConstParm, Parm, OutParm, ReferenceParm, NativeAccessSpecifierPublic) // const struct FGameplayTag& Tag (ConstParm, Parm, OutParm, ReferenceParm, NativeAccessSpecifierPublic) // const class UFortTooltipContext* Context (ConstParm, Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) // const class FName& Token (ConstParm, Parm, OutParm, ZeroConstructor, ReferenceParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) // class FText* OutText (Parm, OutParm, NativeAccessSpecifierPublic) // bool ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, NativeAccessSpecifierPublic) bool UFortGameplayAbilityTooltip::GetTextForTokenFromAbilitySpecInternal(const struct FGameplayAbilitySpec& Spec, const struct FGameplayTag& Tag, const class UFortTooltipContext* Context, const class FName& Token, class FText* OutText) const { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("FortGameplayAbilityTooltip", "GetTextForTokenFromAbilitySpecInternal"); Params::FortGameplayAbilityTooltip_GetTextForTokenFromAbilitySpecInternal Parms{}; Parms.Spec = std::move(Spec); Parms.Tag = std::move(Tag); Parms.Context = Context; Parms.Token = Token; auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; UObject::ProcessEvent(Func, &Parms); Func->FunctionFlags = Flgs; if (OutText != nullptr) *OutText = std::move(Parms.OutText); return Parms.ReturnValue; } // Function FortniteGame.FortGameplayAbilityTooltip.GetTokenizedDescriptionText // (Native, Public, HasOutParams, BlueprintCallable, BlueprintPure, Const) // Parameters: // const class UObject* ObjectToDescribe (ConstParm, Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) // const struct FGameplayTag& Tag (ConstParm, Parm, OutParm, ReferenceParm, NativeAccessSpecifierPublic) // const class UFortTooltipContext* Context (ConstParm, Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) // class FText* OutDescription (Parm, OutParm, NativeAccessSpecifierPublic) // bool ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, NativeAccessSpecifierPublic) bool UFortGameplayAbilityTooltip::GetTokenizedDescriptionText(const class UObject* ObjectToDescribe, const struct FGameplayTag& Tag, const class UFortTooltipContext* Context, class FText* OutDescription) const { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("FortGameplayAbilityTooltip", "GetTokenizedDescriptionText"); Params::FortGameplayAbilityTooltip_GetTokenizedDescriptionText Parms{}; Parms.ObjectToDescribe = ObjectToDescribe; Parms.Tag = std::move(Tag); Parms.Context = Context; auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; UObject::ProcessEvent(Func, &Parms); Func->FunctionFlags = Flgs; if (OutDescription != nullptr) *OutDescription = std::move(Parms.OutDescription); return Parms.ReturnValue; } // Function FortniteGame.FortGadgetItemDefinitionTooltip.GetTextForToken // (Native, Public, HasOutParams, BlueprintCallable, BlueprintPure, Const) // Parameters: // const class UObject* ObjectToDescribe (ConstParm, Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) // const struct FGameplayTag& Tag (ConstParm, Parm, OutParm, ReferenceParm, NativeAccessSpecifierPublic) // const class UFortTooltipContext* Context (ConstParm, Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) // const class FName& Token (ConstParm, Parm, OutParm, ZeroConstructor, ReferenceParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) // class FText* OutText (Parm, OutParm, NativeAccessSpecifierPublic) // bool ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, NativeAccessSpecifierPublic) bool UFortGadgetItemDefinitionTooltip::GetTextForToken(const class UObject* ObjectToDescribe, const struct FGameplayTag& Tag, const class UFortTooltipContext* Context, const class FName& Token, class FText* OutText) const { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("FortGadgetItemDefinitionTooltip", "GetTextForToken"); Params::FortGadgetItemDefinitionTooltip_GetTextForToken Parms{}; Parms.ObjectToDescribe = ObjectToDescribe; Parms.Tag = std::move(Tag); Parms.Context = Context; Parms.Token = Token; auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; UObject::ProcessEvent(Func, &Parms); Func->FunctionFlags = Flgs; if (OutText != nullptr) *OutText = std::move(Parms.OutText); return Parms.ReturnValue; } // Function FortniteGame.FortGadgetItemDefinitionTooltip.GetTokenizedDescriptionText // (Native, Public, HasOutParams, BlueprintCallable, BlueprintPure, Const) // Parameters: // const class UObject* ObjectToDescribe (ConstParm, Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) // const struct FGameplayTag& Tag (ConstParm, Parm, OutParm, ReferenceParm, NativeAccessSpecifierPublic) // const class UFortTooltipContext* Context (ConstParm, Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) // class FText* OutDescription (Parm, OutParm, NativeAccessSpecifierPublic) // bool ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, NativeAccessSpecifierPublic) bool UFortGadgetItemDefinitionTooltip::GetTokenizedDescriptionText(const class UObject* ObjectToDescribe, const struct FGameplayTag& Tag, const class UFortTooltipContext* Context, class FText* OutDescription) const { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("FortGadgetItemDefinitionTooltip", "GetTokenizedDescriptionText"); Params::FortGadgetItemDefinitionTooltip_GetTokenizedDescriptionText Parms{}; Parms.ObjectToDescribe = ObjectToDescribe; Parms.Tag = std::move(Tag); Parms.Context = Context; auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; UObject::ProcessEvent(Func, &Parms); Func->FunctionFlags = Flgs; if (OutDescription != nullptr) *OutDescription = std::move(Parms.OutDescription); return Parms.ReturnValue; } // Function FortniteGame.FortTracerBase.Init // (Native, Public, HasOutParams, HasDefaults, BlueprintCallable) // Parameters: // const struct FVector& Start (ConstParm, Parm, OutParm, ZeroConstructor, ReferenceParm, IsPlainOldData, NoDestructor, NativeAccessSpecifierPublic) // const struct FVector& End (ConstParm, Parm, OutParm, ZeroConstructor, ReferenceParm, IsPlainOldData, NoDestructor, NativeAccessSpecifierPublic) void AFortTracerBase::Init(const struct FVector& Start, const struct FVector& End) { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("FortTracerBase", "Init"); Params::FortTracerBase_Init Parms{}; Parms.Start = std::move(Start); Parms.End = std::move(End); auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; UObject::ProcessEvent(Func, &Parms); Func->FunctionFlags = Flgs; } // Function FortniteGame.FortTracerBase.OnInitTracerDistance // (Event, Public, BlueprintEvent) // Parameters: // float Distance (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) void AFortTracerBase::OnInitTracerDistance(float Distance) { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("FortTracerBase", "OnInitTracerDistance"); Params::FortTracerBase_OnInitTracerDistance Parms{}; Parms.Distance = Distance; UObject::ProcessEvent(Func, &Parms); } // Function FortniteGame.FortTracerBase.OnRep_TracerDistance // (Final, Native, Private) void AFortTracerBase::OnRep_TracerDistance() { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("FortTracerBase", "OnRep_TracerDistance"); auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; UObject::ProcessEvent(Func, nullptr); Func->FunctionFlags = Flgs; } // Function FortniteGame.FortUIManagerInterface.KillConfirmation // (Event, Public, BlueprintEvent) void IFortUIManagerInterface::KillConfirmation() { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("FortUIManagerInterface", "KillConfirmation"); UObject::ProcessEvent(Func, nullptr); } // Function FortniteGame.FortMiniMapComponent.OnRep_MiniMapData // (Final, Native, Private) void UFortMiniMapComponent::OnRep_MiniMapData() { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("FortMiniMapComponent", "OnRep_MiniMapData"); auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; UObject::ProcessEvent(Func, nullptr); Func->FunctionFlags = Flgs; } // Function FortniteGame.FortMiniMapComponent.SetMiniMapIcon // (Final, BlueprintAuthorityOnly, Native, Public, BlueprintCallable) // Parameters: // class UTexture2D* MiniMapIcon (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) void UFortMiniMapComponent::SetMiniMapIcon(class UTexture2D* MiniMapIcon) { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("FortMiniMapComponent", "SetMiniMapIcon"); Params::FortMiniMapComponent_SetMiniMapIcon Parms{}; Parms.MiniMapIcon = MiniMapIcon; auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; UObject::ProcessEvent(Func, &Parms); Func->FunctionFlags = Flgs; } // Function FortniteGame.FortMiniMapComponent.SetMiniMapIconColor // (Final, BlueprintAuthorityOnly, Native, Public, HasDefaults, BlueprintCallable) // Parameters: // const struct FLinearColor& InColor (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, NativeAccessSpecifierPublic) void UFortMiniMapComponent::SetMiniMapIconColor(const struct FLinearColor& InColor) { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("FortMiniMapComponent", "SetMiniMapIconColor"); Params::FortMiniMapComponent_SetMiniMapIconColor Parms{}; Parms.InColor = std::move(InColor); auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; UObject::ProcessEvent(Func, &Parms); Func->FunctionFlags = Flgs; } // Function FortniteGame.FortMiniMapComponent.SetMiniMapIconColorPulsesPerSecond // (Final, BlueprintAuthorityOnly, Native, Public, BlueprintCallable) // Parameters: // float ColorPulsesPerSecond (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) void UFortMiniMapComponent::SetMiniMapIconColorPulsesPerSecond(float ColorPulsesPerSecond) { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("FortMiniMapComponent", "SetMiniMapIconColorPulsesPerSecond"); Params::FortMiniMapComponent_SetMiniMapIconColorPulsesPerSecond Parms{}; Parms.ColorPulsesPerSecond = ColorPulsesPerSecond; auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; UObject::ProcessEvent(Func, &Parms); Func->FunctionFlags = Flgs; } // Function FortniteGame.FortMiniMapComponent.SetMiniMapIconPulseColor // (Final, BlueprintAuthorityOnly, Native, Public, HasDefaults, BlueprintCallable) // Parameters: // const struct FLinearColor& PulseColor (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, NativeAccessSpecifierPublic) void UFortMiniMapComponent::SetMiniMapIconPulseColor(const struct FLinearColor& PulseColor) { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("FortMiniMapComponent", "SetMiniMapIconPulseColor"); Params::FortMiniMapComponent_SetMiniMapIconPulseColor Parms{}; Parms.PulseColor = std::move(PulseColor); auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; UObject::ProcessEvent(Func, &Parms); Func->FunctionFlags = Flgs; } // Function FortniteGame.FortMiniMapComponent.SetMiniMapIconSizePulsesPerSecond // (Final, BlueprintAuthorityOnly, Native, Public, BlueprintCallable) // Parameters: // float SizePulsesPerSecond (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) void UFortMiniMapComponent::SetMiniMapIconSizePulsesPerSecond(float SizePulsesPerSecond) { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("FortMiniMapComponent", "SetMiniMapIconSizePulsesPerSecond"); Params::FortMiniMapComponent_SetMiniMapIconSizePulsesPerSecond Parms{}; Parms.SizePulsesPerSecond = SizePulsesPerSecond; auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; UObject::ProcessEvent(Func, &Parms); Func->FunctionFlags = Flgs; } // Function FortniteGame.FortMiniMapComponent.SetMiniMapIndicatorIsVisible // (Final, BlueprintAuthorityOnly, Native, Public, BlueprintCallable) // Parameters: // bool bVisible (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, NativeAccessSpecifierPublic) void UFortMiniMapComponent::SetMiniMapIndicatorIsVisible(bool bVisible) { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("FortMiniMapComponent", "SetMiniMapIndicatorIsVisible"); Params::FortMiniMapComponent_SetMiniMapIndicatorIsVisible Parms{}; Parms.bVisible = bVisible; auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; UObject::ProcessEvent(Func, &Parms); Func->FunctionFlags = Flgs; } // Function FortniteGame.FortMiniMapComponent.SetMiniMapViewableDistance // (Final, BlueprintAuthorityOnly, Native, Public, BlueprintCallable) // Parameters: // float ViewDistance (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) void UFortMiniMapComponent::SetMiniMapViewableDistance(float ViewDistance) { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("FortMiniMapComponent", "SetMiniMapViewableDistance"); Params::FortMiniMapComponent_SetMiniMapViewableDistance Parms{}; Parms.ViewDistance = ViewDistance; auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; UObject::ProcessEvent(Func, &Parms); Func->FunctionFlags = Flgs; } // Function FortniteGame.FortMiniMapComponent.SetupMiniMapComponent // (Final, BlueprintAuthorityOnly, Native, Public, HasDefaults, BlueprintCallable) // Parameters: // class UTexture2D* MiniMapIcon (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) // const struct FLinearColor& IconColor (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, NativeAccessSpecifierPublic) // const struct FLinearColor& PulseColor (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, NativeAccessSpecifierPublic) // float ColorPulsesPerSecond (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) // float SizePulsesPerSecond (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) void UFortMiniMapComponent::SetupMiniMapComponent(class UTexture2D* MiniMapIcon, const struct FLinearColor& IconColor, const struct FLinearColor& PulseColor, float ColorPulsesPerSecond, float SizePulsesPerSecond) { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("FortMiniMapComponent", "SetupMiniMapComponent"); Params::FortMiniMapComponent_SetupMiniMapComponent Parms{}; Parms.MiniMapIcon = MiniMapIcon; Parms.IconColor = std::move(IconColor); Parms.PulseColor = std::move(PulseColor); Parms.ColorPulsesPerSecond = ColorPulsesPerSecond; Parms.SizePulsesPerSecond = SizePulsesPerSecond; auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; UObject::ProcessEvent(Func, &Parms); Func->FunctionFlags = Flgs; } // Function FortniteGame.FortCustomizableAbilityDecoTool.BPOnEquip // (Event, Public, BlueprintEvent) // Parameters: // class AFortWeapon* OldWeapon (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) void AFortCustomizableAbilityDecoTool::BPOnEquip(class AFortWeapon* OldWeapon) { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("FortCustomizableAbilityDecoTool", "BPOnEquip"); Params::FortCustomizableAbilityDecoTool_BPOnEquip Parms{}; Parms.OldWeapon = OldWeapon; UObject::ProcessEvent(Func, &Parms); } // Function FortniteGame.FortCustomizableAbilityDecoTool.BPOnSetDecoObjectPreview // (Event, Public, BlueprintEvent) // Parameters: // class AFortDecoHelper* FortDecoHelper (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) void AFortCustomizableAbilityDecoTool::BPOnSetDecoObjectPreview(class AFortDecoHelper* FortDecoHelper) { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("FortCustomizableAbilityDecoTool", "BPOnSetDecoObjectPreview"); Params::FortCustomizableAbilityDecoTool_BPOnSetDecoObjectPreview Parms{}; Parms.FortDecoHelper = FortDecoHelper; UObject::ProcessEvent(Func, &Parms); } // Function FortniteGame.FortCustomizableAbilityDecoTool.BPOnUnEquip // (Event, Public, BlueprintEvent) void AFortCustomizableAbilityDecoTool::BPOnUnEquip() { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("FortCustomizableAbilityDecoTool", "BPOnUnEquip"); UObject::ProcessEvent(Func, nullptr); } // Function FortniteGame.FortCustomizableAbilityDecoTool.BPPressSecondaryFire // (Native, Event, Public, BlueprintEvent) // Parameters: // class AFortDecoHelper* FortDecoHelper (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) void AFortCustomizableAbilityDecoTool::BPPressSecondaryFire(class AFortDecoHelper* FortDecoHelper) { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("FortCustomizableAbilityDecoTool", "BPPressSecondaryFire"); Params::FortCustomizableAbilityDecoTool_BPPressSecondaryFire Parms{}; Parms.FortDecoHelper = FortDecoHelper; auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; UObject::ProcessEvent(Func, &Parms); Func->FunctionFlags = Flgs; } // Function FortniteGame.FortCustomizableAbilityDecoTool.BPPressTrigger // (Native, Event, Public, BlueprintEvent) // Parameters: // class AFortDecoHelper* FortDecoHelper (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) void AFortCustomizableAbilityDecoTool::BPPressTrigger(class AFortDecoHelper* FortDecoHelper) { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("FortCustomizableAbilityDecoTool", "BPPressTrigger"); Params::FortCustomizableAbilityDecoTool_BPPressTrigger Parms{}; Parms.FortDecoHelper = FortDecoHelper; auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; UObject::ProcessEvent(Func, &Parms); Func->FunctionFlags = Flgs; } // Function FortniteGame.FortCustomizableAbilityDecoTool.BPReleaseSecondaryFire // (Native, Event, Public, BlueprintEvent) // Parameters: // class AFortDecoHelper* FortDecoHelper (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) void AFortCustomizableAbilityDecoTool::BPReleaseSecondaryFire(class AFortDecoHelper* FortDecoHelper) { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("FortCustomizableAbilityDecoTool", "BPReleaseSecondaryFire"); Params::FortCustomizableAbilityDecoTool_BPReleaseSecondaryFire Parms{}; Parms.FortDecoHelper = FortDecoHelper; auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; UObject::ProcessEvent(Func, &Parms); Func->FunctionFlags = Flgs; } // Function FortniteGame.FortCustomizableAbilityDecoTool.BPReleaseTrigger // (Native, Event, Public, BlueprintEvent) // Parameters: // class AFortDecoHelper* FortDecoHelper (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) void AFortCustomizableAbilityDecoTool::BPReleaseTrigger(class AFortDecoHelper* FortDecoHelper) { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("FortCustomizableAbilityDecoTool", "BPReleaseTrigger"); Params::FortCustomizableAbilityDecoTool_BPReleaseTrigger Parms{}; Parms.FortDecoHelper = FortDecoHelper; auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; UObject::ProcessEvent(Func, &Parms); Func->FunctionFlags = Flgs; } // Function FortniteGame.FortCustomizableAbilityDecoTool.BPServerPressSecondaryFire // (Final, BlueprintCosmetic, Native, Public, BlueprintCallable) void AFortCustomizableAbilityDecoTool::BPServerPressSecondaryFire() { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("FortCustomizableAbilityDecoTool", "BPServerPressSecondaryFire"); auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; UObject::ProcessEvent(Func, nullptr); Func->FunctionFlags = Flgs; } // Function FortniteGame.FortCustomizableAbilityDecoTool.BPServerReleaseSecondaryFire // (Final, BlueprintCosmetic, Native, Public, BlueprintCallable) void AFortCustomizableAbilityDecoTool::BPServerReleaseSecondaryFire() { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("FortCustomizableAbilityDecoTool", "BPServerReleaseSecondaryFire"); auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; UObject::ProcessEvent(Func, nullptr); Func->FunctionFlags = Flgs; } // Function FortniteGame.FortCustomizableAbilityDecoTool.ServerPressSecondaryFire // (Net, NetReliable, Native, Event, Public, NetServer, NetValidate) void AFortCustomizableAbilityDecoTool::ServerPressSecondaryFire() { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("FortCustomizableAbilityDecoTool", "ServerPressSecondaryFire"); auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; UObject::ProcessEvent(Func, nullptr); Func->FunctionFlags = Flgs; } // Function FortniteGame.FortCustomizableAbilityDecoTool.ServerPressTrigger // (BlueprintCosmetic, Net, NetReliable, Native, Event, Public, NetServer, BlueprintCallable, NetValidate) void AFortCustomizableAbilityDecoTool::ServerPressTrigger() { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("FortCustomizableAbilityDecoTool", "ServerPressTrigger"); auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; UObject::ProcessEvent(Func, nullptr); Func->FunctionFlags = Flgs; } // Function FortniteGame.FortCustomizableAbilityDecoTool.ServerReleaseSecondaryFire // (Net, NetReliable, Native, Event, Public, NetServer, NetValidate) void AFortCustomizableAbilityDecoTool::ServerReleaseSecondaryFire() { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("FortCustomizableAbilityDecoTool", "ServerReleaseSecondaryFire"); auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; UObject::ProcessEvent(Func, nullptr); Func->FunctionFlags = Flgs; } // Function FortniteGame.FortCustomizableAbilityDecoTool.ServerReleaseTrigger // (BlueprintCosmetic, Net, NetReliable, Native, Event, Public, NetServer, BlueprintCallable, NetValidate) void AFortCustomizableAbilityDecoTool::ServerReleaseTrigger() { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("FortCustomizableAbilityDecoTool", "ServerReleaseTrigger"); auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; UObject::ProcessEvent(Func, nullptr); Func->FunctionFlags = Flgs; } // Function FortniteGame.FortWeap_EditingTool.OnRep_EditActor // (Final, Native, Private) void AFortWeap_EditingTool::OnRep_EditActor() { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("FortWeap_EditingTool", "OnRep_EditActor"); auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; UObject::ProcessEvent(Func, nullptr); Func->FunctionFlags = Flgs; } // Function FortniteGame.HomeBaseWorker.GetWorkerItem // (Final, Native, Public, BlueprintCallable, BlueprintPure, Const) // Parameters: // class UFortWorker* ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) class UFortWorker* UHomeBaseWorker::GetWorkerItem() const { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("HomeBaseWorker", "GetWorkerItem"); Params::HomeBaseWorker_GetWorkerItem Parms{}; auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; UObject::ProcessEvent(Func, &Parms); Func->FunctionFlags = Flgs; return Parms.ReturnValue; } // Function FortniteGame.HomeBaseCommandCenterBuilding.CollectProducedResources // (Final, Native, Public, BlueprintCallable) void UHomeBaseCommandCenterBuilding::CollectProducedResources() { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("HomeBaseCommandCenterBuilding", "CollectProducedResources"); auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; UObject::ProcessEvent(Func, nullptr); Func->FunctionFlags = Flgs; } // Function FortniteGame.HomeBaseCommandCenterBuilding.GetProducedResources // (Final, Native, Public, BlueprintCallable, BlueprintPure, Const) // Parameters: // TArrayReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, NativeAccessSpecifierPublic) TArray UHomeBaseCommandCenterBuilding::GetProducedResources() const { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("HomeBaseCommandCenterBuilding", "GetProducedResources"); Params::HomeBaseCommandCenterBuilding_GetProducedResources Parms{}; auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; UObject::ProcessEvent(Func, &Parms); Func->FunctionFlags = Flgs; return Parms.ReturnValue; } // Function FortniteGame.LevelTestingActorBase.ExtractSkeletalMesh // (Final, Native, Static, Public, BlueprintCallable, BlueprintPure) // Parameters: // TSubclassOf BlueprintClass (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, UObjectWrapper, HasGetValueTypeHash, NativeAccessSpecifierPublic) // class USkeletalMesh* ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) class USkeletalMesh* ALevelTestingActorBase::ExtractSkeletalMesh(TSubclassOf BlueprintClass) { static class UFunction* Func = nullptr; if (Func == nullptr) Func = StaticClass()->GetFunction("LevelTestingActorBase", "ExtractSkeletalMesh"); Params::LevelTestingActorBase_ExtractSkeletalMesh Parms{}; Parms.BlueprintClass = BlueprintClass; auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; GetDefaultObj()->ProcessEvent(Func, &Parms); Func->FunctionFlags = Flgs; return Parms.ReturnValue; } // Function FortniteGame.LevelTestingActorBase.ExtractSkeletalMeshScale // (Final, Native, Static, Public, HasDefaults, BlueprintCallable, BlueprintPure) // Parameters: // TSubclassOf BlueprintClass (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, UObjectWrapper, HasGetValueTypeHash, NativeAccessSpecifierPublic) // struct FVector ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, NativeAccessSpecifierPublic) struct FVector ALevelTestingActorBase::ExtractSkeletalMeshScale(TSubclassOf BlueprintClass) { static class UFunction* Func = nullptr; if (Func == nullptr) Func = StaticClass()->GetFunction("LevelTestingActorBase", "ExtractSkeletalMeshScale"); Params::LevelTestingActorBase_ExtractSkeletalMeshScale Parms{}; Parms.BlueprintClass = BlueprintClass; auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; GetDefaultObj()->ProcessEvent(Func, &Parms); Func->FunctionFlags = Flgs; return Parms.ReturnValue; } // Function FortniteGame.ManorPortal.BlueprintOnUnlockPortalComplete // (Event, Public, BlueprintEvent) void AManorPortal::BlueprintOnUnlockPortalComplete() { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("ManorPortal", "BlueprintOnUnlockPortalComplete"); UObject::ProcessEvent(Func, nullptr); } // Function FortniteGame.ManorPortal.GetCurrencyCost // (Final, Native, Public, BlueprintCallable) // Parameters: // class AFortPlayerController* Player (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) // int32 ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) int32 AManorPortal::GetCurrencyCost(class AFortPlayerController* Player) { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("ManorPortal", "GetCurrencyCost"); Params::ManorPortal_GetCurrencyCost Parms{}; Parms.Player = Player; auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; UObject::ProcessEvent(Func, &Parms); Func->FunctionFlags = Flgs; return Parms.ReturnValue; } // Function FortniteGame.ManorPortal.GetPlayerCurrencyAmount // (Final, Native, Public, BlueprintCallable) // Parameters: // class AFortPlayerController* Player (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) // int32 ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) int32 AManorPortal::GetPlayerCurrencyAmount(class AFortPlayerController* Player) { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("ManorPortal", "GetPlayerCurrencyAmount"); Params::ManorPortal_GetPlayerCurrencyAmount Parms{}; Parms.Player = Player; auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; UObject::ProcessEvent(Func, &Parms); Func->FunctionFlags = Flgs; return Parms.ReturnValue; } // Function FortniteGame.ManorPortal.IsPortalUnlocked // (Final, Native, Public, BlueprintCallable) // Parameters: // class AFortPlayerController* Player (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) // bool ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, NativeAccessSpecifierPublic) bool AManorPortal::IsPortalUnlocked(class AFortPlayerController* Player) { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("ManorPortal", "IsPortalUnlocked"); Params::ManorPortal_IsPortalUnlocked Parms{}; Parms.Player = Player; auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; UObject::ProcessEvent(Func, &Parms); Func->FunctionFlags = Flgs; return Parms.ReturnValue; } // Function FortniteGame.ManorPortal.IsProfileValidToReadPortalAvailability // (Final, Native, Public, BlueprintCallable) // Parameters: // class AFortPlayerController* Player (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) // bool ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, NativeAccessSpecifierPublic) bool AManorPortal::IsProfileValidToReadPortalAvailability(class AFortPlayerController* Player) { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("ManorPortal", "IsProfileValidToReadPortalAvailability"); Params::ManorPortal_IsProfileValidToReadPortalAvailability Parms{}; Parms.Player = Player; auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; UObject::ProcessEvent(Func, &Parms); Func->FunctionFlags = Flgs; return Parms.ReturnValue; } // Function FortniteGame.ManorPortal.OpenUnlockMenu // (Final, Native, Public, BlueprintCallable) // Parameters: // class AFortPlayerController* Player (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) void AManorPortal::OpenUnlockMenu(class AFortPlayerController* Player) { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("ManorPortal", "OpenUnlockMenu"); Params::ManorPortal_OpenUnlockMenu Parms{}; Parms.Player = Player; auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; UObject::ProcessEvent(Func, &Parms); Func->FunctionFlags = Flgs; } // Function FortniteGame.ManorPortal.UnlockPortal // (Final, Native, Public, BlueprintCallable) // Parameters: // class AFortPlayerController* Player (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) void AManorPortal::UnlockPortal(class AFortPlayerController* Player) { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("ManorPortal", "UnlockPortal"); Params::ManorPortal_UnlockPortal Parms{}; Parms.Player = Player; auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; UObject::ProcessEvent(Func, &Parms); Func->FunctionFlags = Flgs; } } #pragma pack(pop)