#pragma once /* * SDK generated by Dumper-7 * * https://github.com/Encryqed/Dumper-7 */ // Package: InGame_Actor #include "Basic.hpp" #include "InGame_Actor_classes.hpp" #include "InGame_Actor_parameters.hpp" #pragma pack(push, 0x4) namespace SDK { // Function InGame_Actor.InGame_Actor_C.ExecuteUbergraph_InGame_Actor // (HasDefaults) // Parameters: // int32 EntryPoint (Parm, ZeroConstructor, IsPlainOldData, NoDestructor) void AInGame_Actor_C::ExecuteUbergraph_InGame_Actor(int32 EntryPoint) { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("InGame_Actor_C", "ExecuteUbergraph_InGame_Actor"); Params::InGame_Actor_C_ExecuteUbergraph_InGame_Actor Parms{}; Parms.EntryPoint = EntryPoint; UObject::ProcessEvent(Func, &Parms); } // Function InGame_Actor.InGame_Actor_C.EquipBuildingWall // (BlueprintCallable, BlueprintEvent) void AInGame_Actor_C::EquipBuildingWall() { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("InGame_Actor_C", "EquipBuildingWall"); UObject::ProcessEvent(Func, nullptr); } // Function InGame_Actor.InGame_Actor_C.EquipBuildingRoof // (BlueprintCallable, BlueprintEvent) void AInGame_Actor_C::EquipBuildingRoof() { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("InGame_Actor_C", "EquipBuildingRoof"); UObject::ProcessEvent(Func, nullptr); } // Function InGame_Actor.InGame_Actor_C.EquipBuildingFloor // (BlueprintCallable, BlueprintEvent) void AInGame_Actor_C::EquipBuildingFloor() { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("InGame_Actor_C", "EquipBuildingFloor"); UObject::ProcessEvent(Func, nullptr); } // Function InGame_Actor.InGame_Actor_C.Inventory // (BlueprintCallable, BlueprintEvent) void AInGame_Actor_C::Inventory() { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("InGame_Actor_C", "Inventory"); UObject::ProcessEvent(Func, nullptr); } // Function InGame_Actor.InGame_Actor_C.SpawnBuildingPreviews // (BlueprintCallable, BlueprintEvent) void AInGame_Actor_C::SpawnBuildingPreviews() { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("InGame_Actor_C", "SpawnBuildingPreviews"); UObject::ProcessEvent(Func, nullptr); } // Function InGame_Actor.InGame_Actor_C.ReceiveBeginPlay // (Event, Public, BlueprintEvent) void AInGame_Actor_C::ReceiveBeginPlay() { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("InGame_Actor_C", "ReceiveBeginPlay"); UObject::ProcessEvent(Func, nullptr); } // Function InGame_Actor.InGame_Actor_C.EquipBuildingStair // (BlueprintCallable, BlueprintEvent) void AInGame_Actor_C::EquipBuildingStair() { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("InGame_Actor_C", "EquipBuildingStair"); UObject::ProcessEvent(Func, nullptr); } // Function InGame_Actor.InGame_Actor_C.ReceiveTick // (Event, Public, BlueprintEvent) // Parameters: // float DeltaSeconds (Parm, ZeroConstructor, IsPlainOldData, NoDestructor) void AInGame_Actor_C::ReceiveTick(float DeltaSeconds) { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("InGame_Actor_C", "ReceiveTick"); Params::InGame_Actor_C_ReceiveTick Parms{}; Parms.DeltaSeconds = DeltaSeconds; UObject::ProcessEvent(Func, &Parms); } // Function InGame_Actor.InGame_Actor_C.Spawn Pickup // (NetReliable, BlueprintCallable, BlueprintEvent) void AInGame_Actor_C::Spawn_Pickup() { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("InGame_Actor_C", "Spawn Pickup"); UObject::ProcessEvent(Func, nullptr); } // Function InGame_Actor.InGame_Actor_C.UpdateInventory // (NetReliable, BlueprintCallable, BlueprintEvent) void AInGame_Actor_C::UpdateInventory() { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("InGame_Actor_C", "UpdateInventory"); UObject::ProcessEvent(Func, nullptr); } // Function InGame_Actor.InGame_Actor_C.QuickBars // (NetReliable, BlueprintCallable, BlueprintEvent) void AInGame_Actor_C::QuickBars() { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("InGame_Actor_C", "QuickBars"); UObject::ProcessEvent(Func, nullptr); } // Function InGame_Actor.InGame_Actor_C.Add GameplayEffects // (NetReliable, BlueprintCallable, BlueprintEvent) void AInGame_Actor_C::Add_GameplayEffects() { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("InGame_Actor_C", "Add GameplayEffects"); UObject::ProcessEvent(Func, nullptr); } // Function InGame_Actor.InGame_Actor_C.SpawnPlayer // (NetReliable, BlueprintCallable, BlueprintEvent) void AInGame_Actor_C::SpawnPlayer() { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("InGame_Actor_C", "SpawnPlayer"); UObject::ProcessEvent(Func, nullptr); } // Function InGame_Actor.InGame_Actor_C.InpActEvt_HotbarKey9_UniqueObjectNameForCooking_93 // (BlueprintEvent) // Parameters: // const struct FKey& Key (Parm) void AInGame_Actor_C::InpActEvt_HotbarKey9_UniqueObjectNameForCooking_93(const struct FKey& Key) { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("InGame_Actor_C", "InpActEvt_HotbarKey9_UniqueObjectNameForCooking_93"); Params::InGame_Actor_C_InpActEvt_HotbarKey9_UniqueObjectNameForCooking_93 Parms{}; Parms.Key = std::move(Key); UObject::ProcessEvent(Func, &Parms); } // Function InGame_Actor.InGame_Actor_C.InpActEvt_SwitchQuickbar_UniqueObjectNameForCooking_94 // (BlueprintEvent) // Parameters: // const struct FKey& Key (Parm) void AInGame_Actor_C::InpActEvt_SwitchQuickbar_UniqueObjectNameForCooking_94(const struct FKey& Key) { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("InGame_Actor_C", "InpActEvt_SwitchQuickbar_UniqueObjectNameForCooking_94"); Params::InGame_Actor_C_InpActEvt_SwitchQuickbar_UniqueObjectNameForCooking_94 Parms{}; Parms.Key = std::move(Key); UObject::ProcessEvent(Func, &Parms); } // Function InGame_Actor.InGame_Actor_C.InpActEvt_HotbarKey8_UniqueObjectNameForCooking_95 // (BlueprintEvent) // Parameters: // const struct FKey& Key (Parm) void AInGame_Actor_C::InpActEvt_HotbarKey8_UniqueObjectNameForCooking_95(const struct FKey& Key) { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("InGame_Actor_C", "InpActEvt_HotbarKey8_UniqueObjectNameForCooking_95"); Params::InGame_Actor_C_InpActEvt_HotbarKey8_UniqueObjectNameForCooking_95 Parms{}; Parms.Key = std::move(Key); UObject::ProcessEvent(Func, &Parms); } // Function InGame_Actor.InGame_Actor_C.InpActEvt_HotbarKeyF7_UniqueObjectNameForCooking_96 // (BlueprintEvent) // Parameters: // const struct FKey& Key (Parm) void AInGame_Actor_C::InpActEvt_HotbarKeyF7_UniqueObjectNameForCooking_96(const struct FKey& Key) { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("InGame_Actor_C", "InpActEvt_HotbarKeyF7_UniqueObjectNameForCooking_96"); Params::InGame_Actor_C_InpActEvt_HotbarKeyF7_UniqueObjectNameForCooking_96 Parms{}; Parms.Key = std::move(Key); UObject::ProcessEvent(Func, &Parms); } // Function InGame_Actor.InGame_Actor_C.InpActEvt_HotbarKeyF6_UniqueObjectNameForCooking_97 // (BlueprintEvent) // Parameters: // const struct FKey& Key (Parm) void AInGame_Actor_C::InpActEvt_HotbarKeyF6_UniqueObjectNameForCooking_97(const struct FKey& Key) { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("InGame_Actor_C", "InpActEvt_HotbarKeyF6_UniqueObjectNameForCooking_97"); Params::InGame_Actor_C_InpActEvt_HotbarKeyF6_UniqueObjectNameForCooking_97 Parms{}; Parms.Key = std::move(Key); UObject::ProcessEvent(Func, &Parms); } // Function InGame_Actor.InGame_Actor_C.InpActEvt_HotbarKeyF5_UniqueObjectNameForCooking_98 // (BlueprintEvent) // Parameters: // const struct FKey& Key (Parm) void AInGame_Actor_C::InpActEvt_HotbarKeyF5_UniqueObjectNameForCooking_98(const struct FKey& Key) { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("InGame_Actor_C", "InpActEvt_HotbarKeyF5_UniqueObjectNameForCooking_98"); Params::InGame_Actor_C_InpActEvt_HotbarKeyF5_UniqueObjectNameForCooking_98 Parms{}; Parms.Key = std::move(Key); UObject::ProcessEvent(Func, &Parms); } // Function InGame_Actor.InGame_Actor_C.InpActEvt_HotbarKeyF4_UniqueObjectNameForCooking_99 // (BlueprintEvent) // Parameters: // const struct FKey& Key (Parm) void AInGame_Actor_C::InpActEvt_HotbarKeyF4_UniqueObjectNameForCooking_99(const struct FKey& Key) { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("InGame_Actor_C", "InpActEvt_HotbarKeyF4_UniqueObjectNameForCooking_99"); Params::InGame_Actor_C_InpActEvt_HotbarKeyF4_UniqueObjectNameForCooking_99 Parms{}; Parms.Key = std::move(Key); UObject::ProcessEvent(Func, &Parms); } // Function InGame_Actor.InGame_Actor_C.InpActEvt_HotbarKeyF3_UniqueObjectNameForCooking_100 // (BlueprintEvent) // Parameters: // const struct FKey& Key (Parm) void AInGame_Actor_C::InpActEvt_HotbarKeyF3_UniqueObjectNameForCooking_100(const struct FKey& Key) { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("InGame_Actor_C", "InpActEvt_HotbarKeyF3_UniqueObjectNameForCooking_100"); Params::InGame_Actor_C_InpActEvt_HotbarKeyF3_UniqueObjectNameForCooking_100 Parms{}; Parms.Key = std::move(Key); UObject::ProcessEvent(Func, &Parms); } // Function InGame_Actor.InGame_Actor_C.InpActEvt_HotbarKeyF2_UniqueObjectNameForCooking_101 // (BlueprintEvent) // Parameters: // const struct FKey& Key (Parm) void AInGame_Actor_C::InpActEvt_HotbarKeyF2_UniqueObjectNameForCooking_101(const struct FKey& Key) { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("InGame_Actor_C", "InpActEvt_HotbarKeyF2_UniqueObjectNameForCooking_101"); Params::InGame_Actor_C_InpActEvt_HotbarKeyF2_UniqueObjectNameForCooking_101 Parms{}; Parms.Key = std::move(Key); UObject::ProcessEvent(Func, &Parms); } // Function InGame_Actor.InGame_Actor_C.InpActEvt_HotbarKeyF1_UniqueObjectNameForCooking_102 // (BlueprintEvent) // Parameters: // const struct FKey& Key (Parm) void AInGame_Actor_C::InpActEvt_HotbarKeyF1_UniqueObjectNameForCooking_102(const struct FKey& Key) { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("InGame_Actor_C", "InpActEvt_HotbarKeyF1_UniqueObjectNameForCooking_102"); Params::InGame_Actor_C_InpActEvt_HotbarKeyF1_UniqueObjectNameForCooking_102 Parms{}; Parms.Key = std::move(Key); UObject::ProcessEvent(Func, &Parms); } // Function InGame_Actor.InGame_Actor_C.InpActEvt_HotbarKey4_UniqueObjectNameForCooking_130 // (BlueprintEvent) // Parameters: // const struct FKey& Key (Parm) void AInGame_Actor_C::InpActEvt_HotbarKey4_UniqueObjectNameForCooking_130(const struct FKey& Key) { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("InGame_Actor_C", "InpActEvt_HotbarKey4_UniqueObjectNameForCooking_130"); Params::InGame_Actor_C_InpActEvt_HotbarKey4_UniqueObjectNameForCooking_130 Parms{}; Parms.Key = std::move(Key); UObject::ProcessEvent(Func, &Parms); } // Function InGame_Actor.InGame_Actor_C.InpActEvt_HotbarKey3_UniqueObjectNameForCooking_131 // (BlueprintEvent) // Parameters: // const struct FKey& Key (Parm) void AInGame_Actor_C::InpActEvt_HotbarKey3_UniqueObjectNameForCooking_131(const struct FKey& Key) { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("InGame_Actor_C", "InpActEvt_HotbarKey3_UniqueObjectNameForCooking_131"); Params::InGame_Actor_C_InpActEvt_HotbarKey3_UniqueObjectNameForCooking_131 Parms{}; Parms.Key = std::move(Key); UObject::ProcessEvent(Func, &Parms); } // Function InGame_Actor.InGame_Actor_C.InpActEvt_HotbarKey2_UniqueObjectNameForCooking_132 // (BlueprintEvent) // Parameters: // const struct FKey& Key (Parm) void AInGame_Actor_C::InpActEvt_HotbarKey2_UniqueObjectNameForCooking_132(const struct FKey& Key) { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("InGame_Actor_C", "InpActEvt_HotbarKey2_UniqueObjectNameForCooking_132"); Params::InGame_Actor_C_InpActEvt_HotbarKey2_UniqueObjectNameForCooking_132 Parms{}; Parms.Key = std::move(Key); UObject::ProcessEvent(Func, &Parms); } // Function InGame_Actor.InGame_Actor_C.InpActEvt_HotbarKey1_UniqueObjectNameForCooking_133 // (BlueprintEvent) // Parameters: // const struct FKey& Key (Parm) void AInGame_Actor_C::InpActEvt_HotbarKey1_UniqueObjectNameForCooking_133(const struct FKey& Key) { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("InGame_Actor_C", "InpActEvt_HotbarKey1_UniqueObjectNameForCooking_133"); Params::InGame_Actor_C_InpActEvt_HotbarKey1_UniqueObjectNameForCooking_133 Parms{}; Parms.Key = std::move(Key); UObject::ProcessEvent(Func, &Parms); } // Function InGame_Actor.InGame_Actor_C.UserConstructionScript // (Event, Public, BlueprintCallable, BlueprintEvent) void AInGame_Actor_C::UserConstructionScript() { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("InGame_Actor_C", "UserConstructionScript"); UObject::ProcessEvent(Func, nullptr); } // Function InGame_Actor.InGame_Actor_C.AddItemToInventory // (Public, HasOutParams, HasDefaults, BlueprintCallable, BlueprintEvent) // Parameters: // class UFortItemDefinition* ItemToAdd (Parm, ZeroConstructor, IsPlainOldData, NoDestructor) // class UFortWorldItem** Item (Parm, OutParm, ZeroConstructor, IsPlainOldData, NoDestructor) void AInGame_Actor_C::AddItemToInventory(class UFortItemDefinition* ItemToAdd, class UFortWorldItem** Item) { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("InGame_Actor_C", "AddItemToInventory"); Params::InGame_Actor_C_AddItemToInventory Parms{}; Parms.ItemToAdd = ItemToAdd; UObject::ProcessEvent(Func, &Parms); if (Item != nullptr) *Item = Parms.Item; } // Function InGame_Actor.InGame_Actor_C.AddMainItemToInventory // (Public, HasOutParams, HasDefaults, BlueprintCallable, BlueprintEvent) // Parameters: // class UFortItemDefinition* ItemToAdd (Parm, ZeroConstructor, IsPlainOldData, NoDestructor) // int32 Count (Parm, ZeroConstructor, IsPlainOldData, NoDestructor) // const struct FGuid& Guid (Parm, ZeroConstructor, IsPlainOldData, NoDestructor) // class UFortWorldItem** Item (Parm, OutParm, ZeroConstructor, IsPlainOldData, NoDestructor) void AInGame_Actor_C::AddMainItemToInventory(class UFortItemDefinition* ItemToAdd, int32 Count, const struct FGuid& Guid, class UFortWorldItem** Item) { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("InGame_Actor_C", "AddMainItemToInventory"); Params::InGame_Actor_C_AddMainItemToInventory Parms{}; Parms.ItemToAdd = ItemToAdd; Parms.Count = Count; Parms.Guid = std::move(Guid); UObject::ProcessEvent(Func, &Parms); if (Item != nullptr) *Item = Parms.Item; } } #pragma pack(pop)