#pragma once /* * SDK generated by Dumper-7 * * https://github.com/Encryqed/Dumper-7 */ // Package: GameplayTasks #include "Basic.hpp" #include "GameplayTasks_classes.hpp" #include "GameplayTasks_parameters.hpp" #pragma pack(push, 0x4) namespace SDK { // Function GameplayTasks.GameplayTask.EndTask // (Final, Native, Public, BlueprintCallable) void UGameplayTask::EndTask() { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("GameplayTask", "EndTask"); auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; UObject::ProcessEvent(Func, nullptr); Func->FunctionFlags = Flgs; } // Function GameplayTasks.GameplayTask.ReadyForActivation // (Final, Native, Public, BlueprintCallable) void UGameplayTask::ReadyForActivation() { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("GameplayTask", "ReadyForActivation"); auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; UObject::ProcessEvent(Func, nullptr); Func->FunctionFlags = Flgs; } // Function GameplayTasks.GameplayTask_SpawnActor.SpawnActor // (Final, Native, Static, Public, HasDefaults, BlueprintCallable) // Parameters: // TScriptInterfaceTaskOwner (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, AdvancedDisplay, UObjectWrapper, NativeAccessSpecifierPublic) // const struct FVector& SpawnLocation (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, NativeAccessSpecifierPublic) // const struct FRotator& SpawnRotation (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, NativeAccessSpecifierPublic) // TSubclassOf Class_0 (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, UObjectWrapper, HasGetValueTypeHash, NativeAccessSpecifierPublic) // bool bSpawnOnlyOnAuthority (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, AdvancedDisplay, NativeAccessSpecifierPublic) // class UGameplayTask_SpawnActor* ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) class UGameplayTask_SpawnActor* UGameplayTask_SpawnActor::SpawnActor(TScriptInterface TaskOwner, const struct FVector& SpawnLocation, const struct FRotator& SpawnRotation, TSubclassOf Class_0, bool bSpawnOnlyOnAuthority) { static class UFunction* Func = nullptr; if (Func == nullptr) Func = StaticClass()->GetFunction("GameplayTask_SpawnActor", "SpawnActor"); Params::GameplayTask_SpawnActor_SpawnActor Parms{}; Parms.TaskOwner = TaskOwner; Parms.SpawnLocation = std::move(SpawnLocation); Parms.SpawnRotation = std::move(SpawnRotation); Parms.Class_0 = Class_0; Parms.bSpawnOnlyOnAuthority = bSpawnOnlyOnAuthority; auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; GetDefaultObj()->ProcessEvent(Func, &Parms); Func->FunctionFlags = Flgs; return Parms.ReturnValue; } // Function GameplayTasks.GameplayTask_SpawnActor.BeginSpawningActor // (Native, Public, HasOutParams, BlueprintCallable) // Parameters: // class UObject* WorldContextObject (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) // class AActor** SpawnedActor (Parm, OutParm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) // bool ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, NativeAccessSpecifierPublic) bool UGameplayTask_SpawnActor::BeginSpawningActor(class UObject* WorldContextObject, class AActor** SpawnedActor) { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("GameplayTask_SpawnActor", "BeginSpawningActor"); Params::GameplayTask_SpawnActor_BeginSpawningActor Parms{}; Parms.WorldContextObject = WorldContextObject; auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; UObject::ProcessEvent(Func, &Parms); Func->FunctionFlags = Flgs; if (SpawnedActor != nullptr) *SpawnedActor = Parms.SpawnedActor; return Parms.ReturnValue; } // Function GameplayTasks.GameplayTask_SpawnActor.FinishSpawningActor // (Native, Public, BlueprintCallable) // Parameters: // class UObject* WorldContextObject (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) // class AActor* SpawnedActor (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) void UGameplayTask_SpawnActor::FinishSpawningActor(class UObject* WorldContextObject, class AActor* SpawnedActor) { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("GameplayTask_SpawnActor", "FinishSpawningActor"); Params::GameplayTask_SpawnActor_FinishSpawningActor Parms{}; Parms.WorldContextObject = WorldContextObject; Parms.SpawnedActor = SpawnedActor; auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; UObject::ProcessEvent(Func, &Parms); Func->FunctionFlags = Flgs; } // Function GameplayTasks.GameplayTasksComponent.K2_RunGameplayTask // (Final, Native, Static, Public, BlueprintCallable) // Parameters: // TScriptInterfaceTaskOwner (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, UObjectWrapper, NativeAccessSpecifierPublic) // class UGameplayTask* Task (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) // uint8 Priority (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) // const TArray>&AdditionalRequiredResources (Parm, ZeroConstructor, AdvancedDisplay, UObjectWrapper, NativeAccessSpecifierPublic) // const TArray>&AdditionalClaimedResources (Parm, ZeroConstructor, AdvancedDisplay, UObjectWrapper, NativeAccessSpecifierPublic) // EGameplayTaskRunResult ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) EGameplayTaskRunResult UGameplayTasksComponent::K2_RunGameplayTask(TScriptInterface TaskOwner, class UGameplayTask* Task, uint8 Priority, const TArray>& AdditionalRequiredResources, const TArray>& AdditionalClaimedResources) { static class UFunction* Func = nullptr; if (Func == nullptr) Func = StaticClass()->GetFunction("GameplayTasksComponent", "K2_RunGameplayTask"); Params::GameplayTasksComponent_K2_RunGameplayTask Parms{}; Parms.TaskOwner = TaskOwner; Parms.Task = Task; Parms.Priority = Priority; Parms.AdditionalRequiredResources = std::move(AdditionalRequiredResources); Parms.AdditionalClaimedResources = std::move(AdditionalClaimedResources); auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; GetDefaultObj()->ProcessEvent(Func, &Parms); Func->FunctionFlags = Flgs; return Parms.ReturnValue; } // Function GameplayTasks.GameplayTasksComponent.OnRep_SimulatedTasks // (Final, Native, Public) void UGameplayTasksComponent::OnRep_SimulatedTasks() { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("GameplayTasksComponent", "OnRep_SimulatedTasks"); auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; UObject::ProcessEvent(Func, nullptr); Func->FunctionFlags = Flgs; } // Function GameplayTasks.GameplayTask_WaitDelay.TaskWaitDelay // (Final, Native, Static, Public, BlueprintCallable) // Parameters: // TScriptInterfaceTaskOwner (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, AdvancedDisplay, UObjectWrapper, NativeAccessSpecifierPublic) // float Time (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) // class UGameplayTask_WaitDelay* ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) class UGameplayTask_WaitDelay* UGameplayTask_WaitDelay::TaskWaitDelay(TScriptInterface TaskOwner, float Time) { static class UFunction* Func = nullptr; if (Func == nullptr) Func = StaticClass()->GetFunction("GameplayTask_WaitDelay", "TaskWaitDelay"); Params::GameplayTask_WaitDelay_TaskWaitDelay Parms{}; Parms.TaskOwner = TaskOwner; Parms.Time = Time; auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; GetDefaultObj()->ProcessEvent(Func, &Parms); Func->FunctionFlags = Flgs; return Parms.ReturnValue; } } #pragma pack(pop)