#pragma once /* * SDK generated by Dumper-7 * * https://github.com/Encryqed/Dumper-7 */ // Package: PlayerPawn_Constructor #include "Basic.hpp" #include "PlayerPawn_Constructor_classes.hpp" #include "PlayerPawn_Constructor_parameters.hpp" #pragma pack(push, 0x4) namespace SDK { // Function PlayerPawn_Constructor.PlayerPawn_Constructor_C.ExecuteUbergraph_PlayerPawn_Constructor // (HasDefaults) // Parameters: // int32 EntryPoint (Parm, ZeroConstructor, IsPlainOldData, NoDestructor) void APlayerPawn_Constructor_C::ExecuteUbergraph_PlayerPawn_Constructor(int32 EntryPoint) { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("PlayerPawn_Constructor_C", "ExecuteUbergraph_PlayerPawn_Constructor"); Params::PlayerPawn_Constructor_C_ExecuteUbergraph_PlayerPawn_Constructor Parms{}; Parms.EntryPoint = EntryPoint; UObject::ProcessEvent(Func, &Parms); } // Function PlayerPawn_Constructor.PlayerPawn_Constructor_C.PlayArm // (BlueprintCallable, BlueprintEvent) void APlayerPawn_Constructor_C::PlayArm() { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("PlayerPawn_Constructor_C", "PlayArm"); UObject::ProcessEvent(Func, nullptr); } // Function PlayerPawn_Constructor.PlayerPawn_Constructor_C.GameplayCue.Abilities.Activation.Generic.HarvestBuff.Tier2 // (BlueprintCallable, BlueprintEvent) // Parameters: // EGameplayCueEvent EventType (Parm, ZeroConstructor, IsPlainOldData, NoDestructor) // const struct FGameplayCueParameters& Parameters (Parm) void APlayerPawn_Constructor_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_Constructor_C", "GameplayCue.Abilities.Activation.Generic.HarvestBuff.Tier2"); Params::PlayerPawn_Constructor_C_GameplayCue_Abilities_Activation_Generic_HarvestBuff_Tier2 Parms{}; Parms.EventType = EventType; Parms.Parameters = std::move(Parameters); UObject::ProcessEvent(Func, &Parms); } // Function PlayerPawn_Constructor.PlayerPawn_Constructor_C.GameplayCue.Abilities.Activation.Generic.HarvestBuff.Tier1 // (BlueprintCallable, BlueprintEvent) // Parameters: // EGameplayCueEvent EventType (Parm, ZeroConstructor, IsPlainOldData, NoDestructor) // const struct FGameplayCueParameters& Parameters (Parm) void APlayerPawn_Constructor_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_Constructor_C", "GameplayCue.Abilities.Activation.Generic.HarvestBuff.Tier1"); Params::PlayerPawn_Constructor_C_GameplayCue_Abilities_Activation_Generic_HarvestBuff_Tier1 Parms{}; Parms.EventType = EventType; Parms.Parameters = std::move(Parameters); UObject::ProcessEvent(Func, &Parms); } // Function PlayerPawn_Constructor.PlayerPawn_Constructor_C.OnCharacterPartsReinitialized // (Event, Protected, BlueprintEvent) void APlayerPawn_Constructor_C::OnCharacterPartsReinitialized() { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("PlayerPawn_Constructor_C", "OnCharacterPartsReinitialized"); UObject::ProcessEvent(Func, nullptr); } // Function PlayerPawn_Constructor.PlayerPawn_Constructor_C.testIFF // (BlueprintCallable, BlueprintEvent) void APlayerPawn_Constructor_C::testIFF() { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("PlayerPawn_Constructor_C", "testIFF"); UObject::ProcessEvent(Func, nullptr); } // Function PlayerPawn_Constructor.PlayerPawn_Constructor_C.ReceiveBeginPlay // (Event, Public, BlueprintEvent) void APlayerPawn_Constructor_C::ReceiveBeginPlay() { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("PlayerPawn_Constructor_C", "ReceiveBeginPlay"); UObject::ProcessEvent(Func, nullptr); } // Function PlayerPawn_Constructor.PlayerPawn_Constructor_C.GameplayCue.Constructor.KineticOverload.ActiveFX // (BlueprintCallable, BlueprintEvent) // Parameters: // EGameplayCueEvent EventType (Parm, ZeroConstructor, IsPlainOldData, NoDestructor) // const struct FGameplayCueParameters& Parameters (Parm) void APlayerPawn_Constructor_C::GameplayCue_Constructor_KineticOverload_ActiveFX(EGameplayCueEvent EventType, const struct FGameplayCueParameters& Parameters) { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("PlayerPawn_Constructor_C", "GameplayCue.Constructor.KineticOverload.ActiveFX"); Params::PlayerPawn_Constructor_C_GameplayCue_Constructor_KineticOverload_ActiveFX Parms{}; Parms.EventType = EventType; Parms.Parameters = std::move(Parameters); UObject::ProcessEvent(Func, &Parms); } // Function PlayerPawn_Constructor.PlayerPawn_Constructor_C.GameplayCue.Constructor.ToInfinityAndBeyond.ActiveFX // (BlueprintCallable, BlueprintEvent) // Parameters: // EGameplayCueEvent EventType (Parm, ZeroConstructor, IsPlainOldData, NoDestructor) // const struct FGameplayCueParameters& Parameters (Parm) void APlayerPawn_Constructor_C::GameplayCue_Constructor_ToInfinityAndBeyond_ActiveFX(EGameplayCueEvent EventType, const struct FGameplayCueParameters& Parameters) { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("PlayerPawn_Constructor_C", "GameplayCue.Constructor.ToInfinityAndBeyond.ActiveFX"); Params::PlayerPawn_Constructor_C_GameplayCue_Constructor_ToInfinityAndBeyond_ActiveFX Parms{}; Parms.EventType = EventType; Parms.Parameters = std::move(Parameters); UObject::ProcessEvent(Func, &Parms); } // Function PlayerPawn_Constructor.PlayerPawn_Constructor_C.GameplayCue.Damage // (BlueprintCallable, BlueprintEvent) // Parameters: // EGameplayCueEvent EventType (Parm, ZeroConstructor, IsPlainOldData, NoDestructor) // const struct FGameplayCueParameters& Parameters (Parm) void APlayerPawn_Constructor_C::GameplayCue_Damage(EGameplayCueEvent EventType, const struct FGameplayCueParameters& Parameters) { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("PlayerPawn_Constructor_C", "GameplayCue.Damage"); Params::PlayerPawn_Constructor_C_GameplayCue_Damage Parms{}; Parms.EventType = EventType; Parms.Parameters = std::move(Parameters); UObject::ProcessEvent(Func, &Parms); } // Function PlayerPawn_Constructor.PlayerPawn_Constructor_C.GameplayCue.Constructor.PlasmaPulse.IFFCoding // (BlueprintCallable, BlueprintEvent) // Parameters: // EGameplayCueEvent EventType (Parm, ZeroConstructor, IsPlainOldData, NoDestructor) // const struct FGameplayCueParameters& Parameters (Parm) void APlayerPawn_Constructor_C::GameplayCue_Constructor_PlasmaPulse_IFFCoding(EGameplayCueEvent EventType, const struct FGameplayCueParameters& Parameters) { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("PlayerPawn_Constructor_C", "GameplayCue.Constructor.PlasmaPulse.IFFCoding"); Params::PlayerPawn_Constructor_C_GameplayCue_Constructor_PlasmaPulse_IFFCoding Parms{}; Parms.EventType = EventType; Parms.Parameters = std::move(Parameters); UObject::ProcessEvent(Func, &Parms); } // Function PlayerPawn_Constructor.PlayerPawn_Constructor_C.TakeDamageTimeline__UpdateFunc // (BlueprintEvent) void APlayerPawn_Constructor_C::TakeDamageTimeline__UpdateFunc() { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("PlayerPawn_Constructor_C", "TakeDamageTimeline__UpdateFunc"); UObject::ProcessEvent(Func, nullptr); } // Function PlayerPawn_Constructor.PlayerPawn_Constructor_C.TakeDamageTimeline__FinishedFunc // (BlueprintEvent) void APlayerPawn_Constructor_C::TakeDamageTimeline__FinishedFunc() { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("PlayerPawn_Constructor_C", "TakeDamageTimeline__FinishedFunc"); UObject::ProcessEvent(Func, nullptr); } // Function PlayerPawn_Constructor.PlayerPawn_Constructor_C.UserConstructionScript // (Event, Public, BlueprintCallable, BlueprintEvent) void APlayerPawn_Constructor_C::UserConstructionScript() { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("PlayerPawn_Constructor_C", "UserConstructionScript"); UObject::ProcessEvent(Func, nullptr); } } #pragma pack(pop)