#pragma once /* * SDK generated by Dumper-7 * * https://github.com/Encryqed/Dumper-7 */ // Package: MyFort_Manager #include "Basic.hpp" #include "MyFort_Manager_classes.hpp" #include "MyFort_Manager_parameters.hpp" #pragma pack(push, 0x4) namespace SDK { // Function MyFort_Manager.MyFort_Manager_C.ExecuteUbergraph_MyFort_Manager // (HasDefaults) // Parameters: // int32 EntryPoint (Parm, ZeroConstructor, IsPlainOldData, NoDestructor) void AMyFort_Manager_C::ExecuteUbergraph_MyFort_Manager(int32 EntryPoint) { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("MyFort_Manager_C", "ExecuteUbergraph_MyFort_Manager"); Params::MyFort_Manager_C_ExecuteUbergraph_MyFort_Manager Parms{}; Parms.EntryPoint = EntryPoint; UObject::ProcessEvent(Func, &Parms); } // Function MyFort_Manager.MyFort_Manager_C.BannerColors // (BlueprintCallable, BlueprintEvent) void AMyFort_Manager_C::BannerColors() { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("MyFort_Manager_C", "BannerColors"); UObject::ProcessEvent(Func, nullptr); } // Function MyFort_Manager.MyFort_Manager_C.PositioningActors // (BlueprintCallable, BlueprintEvent) void AMyFort_Manager_C::PositioningActors() { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("MyFort_Manager_C", "PositioningActors"); UObject::ProcessEvent(Func, nullptr); } // Function MyFort_Manager.MyFort_Manager_C.FindNumberofBuildings // (BlueprintCallable, BlueprintEvent) void AMyFort_Manager_C::FindNumberofBuildings() { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("MyFort_Manager_C", "FindNumberofBuildings"); UObject::ProcessEvent(Func, nullptr); } // Function MyFort_Manager.MyFort_Manager_C.SpawnBuildings // (BlueprintCallable, BlueprintEvent) void AMyFort_Manager_C::SpawnBuildings() { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("MyFort_Manager_C", "SpawnBuildings"); UObject::ProcessEvent(Func, nullptr); } // Function MyFort_Manager.MyFort_Manager_C.OnMyTownBannerColorChanged_Event // (BlueprintCallable, BlueprintEvent) // Parameters: // const struct FLinearColor& NewColor (Parm, ZeroConstructor, IsPlainOldData, NoDestructor) void AMyFort_Manager_C::OnMyTownBannerColorChanged_Event(const struct FLinearColor& NewColor) { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("MyFort_Manager_C", "OnMyTownBannerColorChanged_Event"); Params::MyFort_Manager_C_OnMyTownBannerColorChanged_Event Parms{}; Parms.NewColor = std::move(NewColor); UObject::ProcessEvent(Func, &Parms); } // Function MyFort_Manager.MyFort_Manager_C.OnMyTownInitialized_Event // (BlueprintCallable, BlueprintEvent) void AMyFort_Manager_C::OnMyTownInitialized_Event() { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("MyFort_Manager_C", "OnMyTownInitialized_Event"); UObject::ProcessEvent(Func, nullptr); } // Function MyFort_Manager.MyFort_Manager_C.ReceiveBeginPlay // (Event, Public, BlueprintEvent) void AMyFort_Manager_C::ReceiveBeginPlay() { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("MyFort_Manager_C", "ReceiveBeginPlay"); UObject::ProcessEvent(Func, nullptr); } // Function MyFort_Manager.MyFort_Manager_C.HandleClientEvent_OnboardingInitializeVisuals // (HasOutParams, BlueprintCallable, BlueprintEvent) // Parameters: // class UObject* EventSource (Parm, ZeroConstructor, IsPlainOldData, NoDestructor) // class UObject* EventFocus (Parm, ZeroConstructor, IsPlainOldData, NoDestructor) // const struct FFortClientEvent& ClientEvent (ConstParm, Parm, OutParm, ReferenceParm) void AMyFort_Manager_C::HandleClientEvent_OnboardingInitializeVisuals(class UObject* EventSource, class UObject* EventFocus, const struct FFortClientEvent& ClientEvent) { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("MyFort_Manager_C", "HandleClientEvent_OnboardingInitializeVisuals"); Params::MyFort_Manager_C_HandleClientEvent_OnboardingInitializeVisuals Parms{}; Parms.EventSource = EventSource; Parms.EventFocus = EventFocus; Parms.ClientEvent = std::move(ClientEvent); UObject::ProcessEvent(Func, &Parms); } // Function MyFort_Manager.MyFort_Manager_C.ChangeWorker // (BlueprintCallable, BlueprintEvent) void AMyFort_Manager_C::ChangeWorker() { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("MyFort_Manager_C", "ChangeWorker"); UObject::ProcessEvent(Func, nullptr); } // Function MyFort_Manager.MyFort_Manager_C.OnMyTownBuildingWorkersChanged_Event_0_Copy // (BlueprintCallable, BlueprintEvent) // Parameters: // const class FString& BuildingTemplateId (Parm, ZeroConstructor) void AMyFort_Manager_C::OnMyTownBuildingWorkersChanged_Event_0_Copy(const class FString& BuildingTemplateId) { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("MyFort_Manager_C", "OnMyTownBuildingWorkersChanged_Event_0_Copy"); Params::MyFort_Manager_C_OnMyTownBuildingWorkersChanged_Event_0_Copy Parms{}; Parms.BuildingTemplateId = std::move(BuildingTemplateId); UObject::ProcessEvent(Func, &Parms); } // Function MyFort_Manager.MyFort_Manager_C.UserConstructionScript // (Event, Public, BlueprintCallable, BlueprintEvent) void AMyFort_Manager_C::UserConstructionScript() { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("MyFort_Manager_C", "UserConstructionScript"); UObject::ProcessEvent(Func, nullptr); } // Function MyFort_Manager.MyFort_Manager_C.Initialize Array // (Public, BlueprintCallable, BlueprintEvent) void AMyFort_Manager_C::Initialize_Array() { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("MyFort_Manager_C", "Initialize Array"); UObject::ProcessEvent(Func, nullptr); } // Function MyFort_Manager.MyFort_Manager_C.SaveBuildingPosition // (Public, HasDefaults, BlueprintCallable, BlueprintEvent) void AMyFort_Manager_C::SaveBuildingPosition() { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("MyFort_Manager_C", "SaveBuildingPosition"); UObject::ProcessEvent(Func, nullptr); } // Function MyFort_Manager.MyFort_Manager_C.UpdateRoads // (Public, HasDefaults, BlueprintCallable, BlueprintEvent) void AMyFort_Manager_C::UpdateRoads() { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("MyFort_Manager_C", "UpdateRoads"); UObject::ProcessEvent(Func, nullptr); } // Function MyFort_Manager.MyFort_Manager_C.SmallWorldCollision // (Public, HasDefaults, BlueprintCallable, BlueprintEvent) // Parameters: // const struct FVector& InitialBuildingLocation (Parm, ZeroConstructor, IsPlainOldData, NoDestructor) // const struct FVector& CameraLocation (Parm, ZeroConstructor, IsPlainOldData, NoDestructor) // class USphereComponent* Collision (Parm, ZeroConstructor, IsPlainOldData, NoDestructor) // float DistanceOffset (Parm, ZeroConstructor, IsPlainOldData, NoDestructor) void AMyFort_Manager_C::SmallWorldCollision(const struct FVector& InitialBuildingLocation, const struct FVector& CameraLocation, class USphereComponent* Collision, float DistanceOffset) { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("MyFort_Manager_C", "SmallWorldCollision"); Params::MyFort_Manager_C_SmallWorldCollision Parms{}; Parms.InitialBuildingLocation = std::move(InitialBuildingLocation); Parms.CameraLocation = std::move(CameraLocation); Parms.Collision = Collision; Parms.DistanceOffset = DistanceOffset; UObject::ProcessEvent(Func, &Parms); } // Function MyFort_Manager.MyFort_Manager_C.FindBuildingID // (Public, HasOutParams, HasDefaults, BlueprintCallable, BlueprintEvent) // Parameters: // const class FString& A (Parm, ZeroConstructor) // class AMyTownBuildingActor** Item (Parm, OutParm, ZeroConstructor, IsPlainOldData, NoDestructor) // bool ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor) bool AMyFort_Manager_C::FindBuildingID(const class FString& A, class AMyTownBuildingActor** Item) { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("MyFort_Manager_C", "FindBuildingID"); Params::MyFort_Manager_C_FindBuildingID Parms{}; Parms.A = std::move(A); UObject::ProcessEvent(Func, &Parms); if (Item != nullptr) *Item = Parms.Item; return Parms.ReturnValue; } // Function MyFort_Manager.MyFort_Manager_C.MouseOverBuildingState // (Public, HasOutParams, HasDefaults, BlueprintCallable, BlueprintEvent) // Parameters: // int32 Building_ID (Parm, ZeroConstructor, IsPlainOldData, NoDestructor) // class AMyTownBuildingActor** Building (Parm, OutParm, ZeroConstructor, IsPlainOldData, NoDestructor) // class USphereComponent** CollisionComponent (Parm, OutParm, ZeroConstructor, IsPlainOldData, NoDestructor) // class UStaticMeshComponent** Building_Mesh (Parm, OutParm, ZeroConstructor, IsPlainOldData, NoDestructor) void AMyFort_Manager_C::MouseOverBuildingState(int32 Building_ID, class AMyTownBuildingActor** Building, class USphereComponent** CollisionComponent, class UStaticMeshComponent** Building_Mesh) { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("MyFort_Manager_C", "MouseOverBuildingState"); Params::MyFort_Manager_C_MouseOverBuildingState Parms{}; Parms.Building_ID = Building_ID; UObject::ProcessEvent(Func, &Parms); if (Building != nullptr) *Building = Parms.Building; if (CollisionComponent != nullptr) *CollisionComponent = Parms.CollisionComponent; if (Building_Mesh != nullptr) *Building_Mesh = Parms.Building_Mesh; } // Function MyFort_Manager.MyFort_Manager_C.ShouldCreateBuilding // (Public, HasOutParams, BlueprintCallable, BlueprintEvent) // Parameters: // class UMyTownBuildingDefinitionData* Building_Definition (Parm, ZeroConstructor, IsPlainOldData, NoDestructor) // bool* Allow_Create (Parm, OutParm, ZeroConstructor, IsPlainOldData, NoDestructor) void AMyFort_Manager_C::ShouldCreateBuilding(class UMyTownBuildingDefinitionData* Building_Definition, bool* Allow_Create) { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("MyFort_Manager_C", "ShouldCreateBuilding"); Params::MyFort_Manager_C_ShouldCreateBuilding Parms{}; Parms.Building_Definition = Building_Definition; UObject::ProcessEvent(Func, &Parms); if (Allow_Create != nullptr) *Allow_Create = Parms.Allow_Create; } } #pragma pack(pop)