#pragma once /* * SDK generated by Dumper-7 * * https://github.com/Encryqed/Dumper-7 */ // Package: PlayerPawn_Commando #include "Basic.hpp" #include "PlayerPawn_Commando_classes.hpp" #include "PlayerPawn_Commando_parameters.hpp" #pragma pack(push, 0x4) namespace SDK { // Function PlayerPawn_Commando.PlayerPawn_Commando_C.ExecuteUbergraph_PlayerPawn_Commando // (HasDefaults) // Parameters: // int32 EntryPoint (Parm, ZeroConstructor, IsPlainOldData, NoDestructor) void APlayerPawn_Commando_C::ExecuteUbergraph_PlayerPawn_Commando(int32 EntryPoint) { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("PlayerPawn_Commando_C", "ExecuteUbergraph_PlayerPawn_Commando"); Params::PlayerPawn_Commando_C_ExecuteUbergraph_PlayerPawn_Commando Parms{}; Parms.EntryPoint = EntryPoint; UObject::ProcessEvent(Func, &Parms); } // Function PlayerPawn_Commando.PlayerPawn_Commando_C.GameplayCue.Abilities.Activation.Commando.Shockwave // (BlueprintCallable, BlueprintEvent) // Parameters: // EGameplayCueEvent EventType (Parm, ZeroConstructor, IsPlainOldData, NoDestructor) // const struct FGameplayCueParameters& Parameters (Parm) void APlayerPawn_Commando_C::GameplayCue_Abilities_Activation_Commando_Shockwave(EGameplayCueEvent EventType, const struct FGameplayCueParameters& Parameters) { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("PlayerPawn_Commando_C", "GameplayCue.Abilities.Activation.Commando.Shockwave"); Params::PlayerPawn_Commando_C_GameplayCue_Abilities_Activation_Commando_Shockwave Parms{}; Parms.EventType = EventType; Parms.Parameters = std::move(Parameters); UObject::ProcessEvent(Func, &Parms); } // Function PlayerPawn_Commando.PlayerPawn_Commando_C.ReceivePossessed // (Event, Public, BlueprintEvent) // Parameters: // class AController* NewController (Parm, ZeroConstructor, IsPlainOldData, NoDestructor) void APlayerPawn_Commando_C::ReceivePossessed(class AController* NewController) { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("PlayerPawn_Commando_C", "ReceivePossessed"); Params::PlayerPawn_Commando_C_ReceivePossessed Parms{}; Parms.NewController = NewController; UObject::ProcessEvent(Func, &Parms); } // Function PlayerPawn_Commando.PlayerPawn_Commando_C.GameplayCue.Abilities.Activation.Generic.HarvestBuff.Tier2 // (BlueprintCallable, BlueprintEvent) // Parameters: // EGameplayCueEvent EventType (Parm, ZeroConstructor, IsPlainOldData, NoDestructor) // const struct FGameplayCueParameters& Parameters (Parm) void APlayerPawn_Commando_C::GameplayCue_Abilities_Activation_Generic_HarvestBuff_Tier2(EGameplayCueEvent EventType, const struct FGameplayCueParameters& Parameters) { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("PlayerPawn_Commando_C", "GameplayCue.Abilities.Activation.Generic.HarvestBuff.Tier2"); Params::PlayerPawn_Commando_C_GameplayCue_Abilities_Activation_Generic_HarvestBuff_Tier2 Parms{}; Parms.EventType = EventType; Parms.Parameters = std::move(Parameters); UObject::ProcessEvent(Func, &Parms); } // Function PlayerPawn_Commando.PlayerPawn_Commando_C.GameplayCue.Abilities.Activation.Generic.HarvestBuff.Tier1 // (BlueprintCallable, BlueprintEvent) // Parameters: // EGameplayCueEvent EventType (Parm, ZeroConstructor, IsPlainOldData, NoDestructor) // const struct FGameplayCueParameters& Parameters (Parm) void APlayerPawn_Commando_C::GameplayCue_Abilities_Activation_Generic_HarvestBuff_Tier1(EGameplayCueEvent EventType, const struct FGameplayCueParameters& Parameters) { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("PlayerPawn_Commando_C", "GameplayCue.Abilities.Activation.Generic.HarvestBuff.Tier1"); Params::PlayerPawn_Commando_C_GameplayCue_Abilities_Activation_Generic_HarvestBuff_Tier1 Parms{}; Parms.EventType = EventType; Parms.Parameters = std::move(Parameters); UObject::ProcessEvent(Func, &Parms); } // Function PlayerPawn_Commando.PlayerPawn_Commando_C.GameplayCue.Abilities.Applied.Commando.MakeItRain // (BlueprintCallable, BlueprintEvent) // Parameters: // EGameplayCueEvent EventType (Parm, ZeroConstructor, IsPlainOldData, NoDestructor) // const struct FGameplayCueParameters& Parameters (Parm) void APlayerPawn_Commando_C::GameplayCue_Abilities_Applied_Commando_MakeItRain(EGameplayCueEvent EventType, const struct FGameplayCueParameters& Parameters) { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("PlayerPawn_Commando_C", "GameplayCue.Abilities.Applied.Commando.MakeItRain"); Params::PlayerPawn_Commando_C_GameplayCue_Abilities_Applied_Commando_MakeItRain Parms{}; Parms.EventType = EventType; Parms.Parameters = std::move(Parameters); UObject::ProcessEvent(Func, &Parms); } // Function PlayerPawn_Commando.PlayerPawn_Commando_C.GameplayCue.Abilities.Applied.Commando.IncendiaryRounds // (BlueprintCallable, BlueprintEvent) // Parameters: // EGameplayCueEvent EventType (Parm, ZeroConstructor, IsPlainOldData, NoDestructor) // const struct FGameplayCueParameters& Parameters (Parm) void APlayerPawn_Commando_C::GameplayCue_Abilities_Applied_Commando_IncendiaryRounds(EGameplayCueEvent EventType, const struct FGameplayCueParameters& Parameters) { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("PlayerPawn_Commando_C", "GameplayCue.Abilities.Applied.Commando.IncendiaryRounds"); Params::PlayerPawn_Commando_C_GameplayCue_Abilities_Applied_Commando_IncendiaryRounds Parms{}; Parms.EventType = EventType; Parms.Parameters = std::move(Parameters); UObject::ProcessEvent(Func, &Parms); } // Function PlayerPawn_Commando.PlayerPawn_Commando_C.UserConstructionScript // (Event, Public, BlueprintCallable, BlueprintEvent) void APlayerPawn_Commando_C::UserConstructionScript() { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("PlayerPawn_Commando_C", "UserConstructionScript"); UObject::ProcessEvent(Func, nullptr); } } #pragma pack(pop)