#pragma once /* * SDK generated by Dumper-7 * * https://github.com/Encryqed/Dumper-7 */ // Package: PlayerPawn_Generic #include "Basic.hpp" #include "PlayerPawn_Generic_classes.hpp" #include "PlayerPawn_Generic_parameters.hpp" #pragma pack(push, 0x4) namespace SDK { // Function PlayerPawn_Generic.PlayerPawn_Generic_C.ExecuteUbergraph_PlayerPawn_Generic // (HasDefaults) // Parameters: // int32 EntryPoint (Parm, ZeroConstructor, IsPlainOldData, NoDestructor) void APlayerPawn_Generic_C::ExecuteUbergraph_PlayerPawn_Generic(int32 EntryPoint) { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("PlayerPawn_Generic_C", "ExecuteUbergraph_PlayerPawn_Generic"); Params::PlayerPawn_Generic_C_ExecuteUbergraph_PlayerPawn_Generic Parms{}; Parms.EntryPoint = EntryPoint; UObject::ProcessEvent(Func, &Parms); } // Function PlayerPawn_Generic.PlayerPawn_Generic_C.GameplayCue.Shield.Reapplied // (BlueprintCallable, BlueprintEvent) // Parameters: // EGameplayCueEvent EventType (Parm, ZeroConstructor, IsPlainOldData, NoDestructor) // const struct FGameplayCueParameters& Parameters (Parm) void APlayerPawn_Generic_C::GameplayCue_Shield_Reapplied(EGameplayCueEvent EventType, const struct FGameplayCueParameters& Parameters) { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("PlayerPawn_Generic_C", "GameplayCue.Shield.Reapplied"); Params::PlayerPawn_Generic_C_GameplayCue_Shield_Reapplied Parms{}; Parms.EventType = EventType; Parms.Parameters = std::move(Parameters); UObject::ProcessEvent(Func, &Parms); } // Function PlayerPawn_Generic.PlayerPawn_Generic_C.GameplayCue.Shield.FullyCharged // (BlueprintCallable, BlueprintEvent) // Parameters: // EGameplayCueEvent EventType (Parm, ZeroConstructor, IsPlainOldData, NoDestructor) // const struct FGameplayCueParameters& Parameters (Parm) void APlayerPawn_Generic_C::GameplayCue_Shield_FullyCharged(EGameplayCueEvent EventType, const struct FGameplayCueParameters& Parameters) { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("PlayerPawn_Generic_C", "GameplayCue.Shield.FullyCharged"); Params::PlayerPawn_Generic_C_GameplayCue_Shield_FullyCharged Parms{}; Parms.EventType = EventType; Parms.Parameters = std::move(Parameters); UObject::ProcessEvent(Func, &Parms); } // Function PlayerPawn_Generic.PlayerPawn_Generic_C.GameplayCue.Shield.Destroyed // (BlueprintCallable, BlueprintEvent) // Parameters: // EGameplayCueEvent EventType (Parm, ZeroConstructor, IsPlainOldData, NoDestructor) // const struct FGameplayCueParameters& Parameters (Parm) void APlayerPawn_Generic_C::GameplayCue_Shield_Destroyed(EGameplayCueEvent EventType, const struct FGameplayCueParameters& Parameters) { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("PlayerPawn_Generic_C", "GameplayCue.Shield.Destroyed"); Params::PlayerPawn_Generic_C_GameplayCue_Shield_Destroyed Parms{}; Parms.EventType = EventType; Parms.Parameters = std::move(Parameters); UObject::ProcessEvent(Func, &Parms); } // Function PlayerPawn_Generic.PlayerPawn_Generic_C.GameplayCue.Damage.Shielded // (BlueprintCallable, BlueprintEvent) // Parameters: // EGameplayCueEvent EventType (Parm, ZeroConstructor, IsPlainOldData, NoDestructor) // const struct FGameplayCueParameters& Parameters (Parm) void APlayerPawn_Generic_C::GameplayCue_Damage_Shielded(EGameplayCueEvent EventType, const struct FGameplayCueParameters& Parameters) { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("PlayerPawn_Generic_C", "GameplayCue.Damage.Shielded"); Params::PlayerPawn_Generic_C_GameplayCue_Damage_Shielded Parms{}; Parms.EventType = EventType; Parms.Parameters = std::move(Parameters); UObject::ProcessEvent(Func, &Parms); } // Function PlayerPawn_Generic.PlayerPawn_Generic_C.GameplayCue.Generic.AdrenalineRush.DirectHeal // (BlueprintCallable, BlueprintEvent) // Parameters: // EGameplayCueEvent EventType (Parm, ZeroConstructor, IsPlainOldData, NoDestructor) // const struct FGameplayCueParameters& Parameters (Parm) void APlayerPawn_Generic_C::GameplayCue_Generic_AdrenalineRush_DirectHeal(EGameplayCueEvent EventType, const struct FGameplayCueParameters& Parameters) { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("PlayerPawn_Generic_C", "GameplayCue.Generic.AdrenalineRush.DirectHeal"); Params::PlayerPawn_Generic_C_GameplayCue_Generic_AdrenalineRush_DirectHeal Parms{}; Parms.EventType = EventType; Parms.Parameters = std::move(Parameters); UObject::ProcessEvent(Func, &Parms); } // Function PlayerPawn_Generic.PlayerPawn_Generic_C.GameplayCue.Generic.AdrenalineRush.PeriodicHeal // (BlueprintCallable, BlueprintEvent) // Parameters: // EGameplayCueEvent EventType (Parm, ZeroConstructor, IsPlainOldData, NoDestructor) // const struct FGameplayCueParameters& Parameters (Parm) void APlayerPawn_Generic_C::GameplayCue_Generic_AdrenalineRush_PeriodicHeal(EGameplayCueEvent EventType, const struct FGameplayCueParameters& Parameters) { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("PlayerPawn_Generic_C", "GameplayCue.Generic.AdrenalineRush.PeriodicHeal"); Params::PlayerPawn_Generic_C_GameplayCue_Generic_AdrenalineRush_PeriodicHeal Parms{}; Parms.EventType = EventType; Parms.Parameters = std::move(Parameters); UObject::ProcessEvent(Func, &Parms); } // Function PlayerPawn_Generic.PlayerPawn_Generic_C.Test Adrenaline Rush // (BlueprintCallable, BlueprintEvent) void APlayerPawn_Generic_C::Test_Adrenaline_Rush() { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("PlayerPawn_Generic_C", "Test Adrenaline Rush"); UObject::ProcessEvent(Func, nullptr); } // Function PlayerPawn_Generic.PlayerPawn_Generic_C.OnLand_CE // (BlueprintCallable, BlueprintEvent) void APlayerPawn_Generic_C::OnLand_CE() { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("PlayerPawn_Generic_C", "OnLand_CE"); UObject::ProcessEvent(Func, nullptr); } // Function PlayerPawn_Generic.PlayerPawn_Generic_C.InternalSetFirstPersonCamera // (BlueprintCallable, BlueprintEvent) // Parameters: // bool NewUseFirstPersonCamera (Parm, ZeroConstructor, IsPlainOldData, NoDestructor) void APlayerPawn_Generic_C::InternalSetFirstPersonCamera(bool NewUseFirstPersonCamera) { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("PlayerPawn_Generic_C", "InternalSetFirstPersonCamera"); Params::PlayerPawn_Generic_C_InternalSetFirstPersonCamera Parms{}; Parms.NewUseFirstPersonCamera = NewUseFirstPersonCamera; UObject::ProcessEvent(Func, &Parms); } // Function PlayerPawn_Generic.PlayerPawn_Generic_C.Ninja Dust FX // (BlueprintCallable, BlueprintEvent) void APlayerPawn_Generic_C::Ninja_Dust_FX() { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("PlayerPawn_Generic_C", "Ninja Dust FX"); UObject::ProcessEvent(Func, nullptr); } // Function PlayerPawn_Generic.PlayerPawn_Generic_C.GameplayCue.GravitySphere // (BlueprintCallable, BlueprintEvent) // Parameters: // EGameplayCueEvent EventType (Parm, ZeroConstructor, IsPlainOldData, NoDestructor) // const struct FGameplayCueParameters& Parameters (Parm) void APlayerPawn_Generic_C::GameplayCue_GravitySphere(EGameplayCueEvent EventType, const struct FGameplayCueParameters& Parameters) { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("PlayerPawn_Generic_C", "GameplayCue.GravitySphere"); Params::PlayerPawn_Generic_C_GameplayCue_GravitySphere Parms{}; Parms.EventType = EventType; Parms.Parameters = std::move(Parameters); UObject::ProcessEvent(Func, &Parms); } // Function PlayerPawn_Generic.PlayerPawn_Generic_C.SetFirstPersonCamera // (Event, Public, BlueprintEvent) // Parameters: // bool bNewUseFirstPersonCamera (Parm, ZeroConstructor, IsPlainOldData, NoDestructor) void APlayerPawn_Generic_C::SetFirstPersonCamera(bool bNewUseFirstPersonCamera) { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("PlayerPawn_Generic_C", "SetFirstPersonCamera"); Params::PlayerPawn_Generic_C_SetFirstPersonCamera Parms{}; Parms.bNewUseFirstPersonCamera = bNewUseFirstPersonCamera; UObject::ProcessEvent(Func, &Parms); } // Function PlayerPawn_Generic.PlayerPawn_Generic_C.GameplayCue.Abilities.Activation.Generic.HarvestBuff.Tier2 // (BlueprintCallable, BlueprintEvent) // Parameters: // EGameplayCueEvent EventType (Parm, ZeroConstructor, IsPlainOldData, NoDestructor) // const struct FGameplayCueParameters& Parameters (Parm) void APlayerPawn_Generic_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_Generic_C", "GameplayCue.Abilities.Activation.Generic.HarvestBuff.Tier2"); Params::PlayerPawn_Generic_C_GameplayCue_Abilities_Activation_Generic_HarvestBuff_Tier2 Parms{}; Parms.EventType = EventType; Parms.Parameters = std::move(Parameters); UObject::ProcessEvent(Func, &Parms); } // Function PlayerPawn_Generic.PlayerPawn_Generic_C.GameplayCue.Abilities.Activation.Generic.HarvestBuff.Tier1 // (BlueprintCallable, BlueprintEvent) // Parameters: // EGameplayCueEvent EventType (Parm, ZeroConstructor, IsPlainOldData, NoDestructor) // const struct FGameplayCueParameters& Parameters (Parm) void APlayerPawn_Generic_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_Generic_C", "GameplayCue.Abilities.Activation.Generic.HarvestBuff.Tier1"); Params::PlayerPawn_Generic_C_GameplayCue_Abilities_Activation_Generic_HarvestBuff_Tier1 Parms{}; Parms.EventType = EventType; Parms.Parameters = std::move(Parameters); UObject::ProcessEvent(Func, &Parms); } // Function PlayerPawn_Generic.PlayerPawn_Generic_C.OnCharacterPartsReinitialized // (Event, Protected, BlueprintEvent) void APlayerPawn_Generic_C::OnCharacterPartsReinitialized() { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("PlayerPawn_Generic_C", "OnCharacterPartsReinitialized"); UObject::ProcessEvent(Func, nullptr); } // Function PlayerPawn_Generic.PlayerPawn_Generic_C.FootStepRight // (Public, BlueprintCallable, BlueprintEvent) void APlayerPawn_Generic_C::FootStepRight() { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("PlayerPawn_Generic_C", "FootStepRight"); UObject::ProcessEvent(Func, nullptr); } // Function PlayerPawn_Generic.PlayerPawn_Generic_C.FootStepLeft // (Public, BlueprintCallable, BlueprintEvent) void APlayerPawn_Generic_C::FootStepLeft() { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("PlayerPawn_Generic_C", "FootStepLeft"); UObject::ProcessEvent(Func, nullptr); } // Function PlayerPawn_Generic.PlayerPawn_Generic_C.ReceiveTick // (Event, Public, BlueprintEvent) // Parameters: // float DeltaSeconds (Parm, ZeroConstructor, IsPlainOldData, NoDestructor) void APlayerPawn_Generic_C::ReceiveTick(float DeltaSeconds) { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("PlayerPawn_Generic_C", "ReceiveTick"); Params::PlayerPawn_Generic_C_ReceiveTick Parms{}; Parms.DeltaSeconds = DeltaSeconds; UObject::ProcessEvent(Func, &Parms); } // Function PlayerPawn_Generic.PlayerPawn_Generic_C.OnWeaponEquipped // (Event, Public, BlueprintEvent) // Parameters: // class AFortWeapon* NewWeapon (Parm, ZeroConstructor, IsPlainOldData, NoDestructor) // class AFortWeapon* PrevWeapon (Parm, ZeroConstructor, IsPlainOldData, NoDestructor) void APlayerPawn_Generic_C::OnWeaponEquipped(class AFortWeapon* NewWeapon, class AFortWeapon* PrevWeapon) { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("PlayerPawn_Generic_C", "OnWeaponEquipped"); Params::PlayerPawn_Generic_C_OnWeaponEquipped Parms{}; Parms.NewWeapon = NewWeapon; Parms.PrevWeapon = PrevWeapon; UObject::ProcessEvent(Func, &Parms); } // Function PlayerPawn_Generic.PlayerPawn_Generic_C.OnDeathPlayEffects // (BlueprintCosmetic, Event, Public, HasOutParams, BlueprintEvent) // Parameters: // float Damage (Parm, ZeroConstructor, IsPlainOldData, NoDestructor) // const struct FGameplayTagContainer& DamageTags (ConstParm, Parm, OutParm, ReferenceParm) // const struct FVector& Momentum (Parm, ZeroConstructor, IsPlainOldData, NoDestructor) // const struct FHitResult& HitInfo (ConstParm, Parm, OutParm, ReferenceParm, ContainsInstancedReference) // class AFortPawn* InstigatedBy (Parm, ZeroConstructor, IsPlainOldData, NoDestructor) // class AActor* DamageCauser (Parm, ZeroConstructor, IsPlainOldData, NoDestructor) // const struct FGameplayEffectContextHandle&EffectContext (Parm) void APlayerPawn_Generic_C::OnDeathPlayEffects(float Damage, const struct FGameplayTagContainer& DamageTags, const struct FVector& Momentum, const struct FHitResult& HitInfo, class AFortPawn* InstigatedBy, class AActor* DamageCauser, const struct FGameplayEffectContextHandle& EffectContext) { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("PlayerPawn_Generic_C", "OnDeathPlayEffects"); Params::PlayerPawn_Generic_C_OnDeathPlayEffects Parms{}; Parms.Damage = Damage; Parms.DamageTags = std::move(DamageTags); Parms.Momentum = std::move(Momentum); Parms.HitInfo = std::move(HitInfo); Parms.InstigatedBy = InstigatedBy; Parms.DamageCauser = DamageCauser; Parms.EffectContext = std::move(EffectContext); UObject::ProcessEvent(Func, &Parms); } // Function PlayerPawn_Generic.PlayerPawn_Generic_C.Distance // (BlueprintCallable, BlueprintEvent) void APlayerPawn_Generic_C::Distance() { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("PlayerPawn_Generic_C", "Distance"); UObject::ProcessEvent(Func, nullptr); } // Function PlayerPawn_Generic.PlayerPawn_Generic_C.OnLanded // (Event, Public, HasOutParams, BlueprintEvent) // Parameters: // const struct FHitResult& Hit (ConstParm, Parm, OutParm, ReferenceParm, ContainsInstancedReference) void APlayerPawn_Generic_C::OnLanded(const struct FHitResult& Hit) { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("PlayerPawn_Generic_C", "OnLanded"); Params::PlayerPawn_Generic_C_OnLanded Parms{}; Parms.Hit = std::move(Hit); UObject::ProcessEvent(Func, &Parms); } // Function PlayerPawn_Generic.PlayerPawn_Generic_C.OnDamagePlayEffects // (BlueprintCosmetic, Event, Public, HasOutParams, BlueprintEvent) // Parameters: // float Damage (Parm, ZeroConstructor, IsPlainOldData, NoDestructor) // const struct FGameplayTagContainer& DamageTags (ConstParm, Parm, OutParm, ReferenceParm) // const struct FVector& Momentum (Parm, ZeroConstructor, IsPlainOldData, NoDestructor) // const struct FHitResult& HitInfo (ConstParm, Parm, OutParm, ReferenceParm, ContainsInstancedReference) // class AFortPawn* InstigatedBy (Parm, ZeroConstructor, IsPlainOldData, NoDestructor) // class AActor* DamageCauser (Parm, ZeroConstructor, IsPlainOldData, NoDestructor) // const struct FGameplayEffectContextHandle&EffectContext (Parm) void APlayerPawn_Generic_C::OnDamagePlayEffects(float Damage, const struct FGameplayTagContainer& DamageTags, const struct FVector& Momentum, const struct FHitResult& HitInfo, class AFortPawn* InstigatedBy, class AActor* DamageCauser, const struct FGameplayEffectContextHandle& EffectContext) { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("PlayerPawn_Generic_C", "OnDamagePlayEffects"); Params::PlayerPawn_Generic_C_OnDamagePlayEffects Parms{}; Parms.Damage = Damage; Parms.DamageTags = std::move(DamageTags); Parms.Momentum = std::move(Momentum); Parms.HitInfo = std::move(HitInfo); Parms.InstigatedBy = InstigatedBy; Parms.DamageCauser = DamageCauser; Parms.EffectContext = std::move(EffectContext); UObject::ProcessEvent(Func, &Parms); } // Function PlayerPawn_Generic.PlayerPawn_Generic_C.MeleeSwingLeft // (BlueprintCallable, BlueprintEvent) void APlayerPawn_Generic_C::MeleeSwingLeft() { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("PlayerPawn_Generic_C", "MeleeSwingLeft"); UObject::ProcessEvent(Func, nullptr); } // Function PlayerPawn_Generic.PlayerPawn_Generic_C.MeleeSwingRight // (BlueprintCallable, BlueprintEvent) void APlayerPawn_Generic_C::MeleeSwingRight() { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("PlayerPawn_Generic_C", "MeleeSwingRight"); UObject::ProcessEvent(Func, nullptr); } // Function PlayerPawn_Generic.PlayerPawn_Generic_C.Full Shield Health__UpdateFunc // (BlueprintEvent) void APlayerPawn_Generic_C::Full_Shield_Health__UpdateFunc() { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("PlayerPawn_Generic_C", "Full Shield Health__UpdateFunc"); UObject::ProcessEvent(Func, nullptr); } // Function PlayerPawn_Generic.PlayerPawn_Generic_C.Full Shield Health__FinishedFunc // (BlueprintEvent) void APlayerPawn_Generic_C::Full_Shield_Health__FinishedFunc() { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("PlayerPawn_Generic_C", "Full Shield Health__FinishedFunc"); UObject::ProcessEvent(Func, nullptr); } // Function PlayerPawn_Generic.PlayerPawn_Generic_C.Shield_DamageTimeline__UpdateFunc // (BlueprintEvent) void APlayerPawn_Generic_C::Shield_DamageTimeline__UpdateFunc() { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("PlayerPawn_Generic_C", "Shield_DamageTimeline__UpdateFunc"); UObject::ProcessEvent(Func, nullptr); } // Function PlayerPawn_Generic.PlayerPawn_Generic_C.Shield_DamageTimeline__FinishedFunc // (BlueprintEvent) void APlayerPawn_Generic_C::Shield_DamageTimeline__FinishedFunc() { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("PlayerPawn_Generic_C", "Shield_DamageTimeline__FinishedFunc"); UObject::ProcessEvent(Func, nullptr); } // Function PlayerPawn_Generic.PlayerPawn_Generic_C.Shield_ShatterTimeline__UpdateFunc // (BlueprintEvent) void APlayerPawn_Generic_C::Shield_ShatterTimeline__UpdateFunc() { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("PlayerPawn_Generic_C", "Shield_ShatterTimeline__UpdateFunc"); UObject::ProcessEvent(Func, nullptr); } // Function PlayerPawn_Generic.PlayerPawn_Generic_C.Shield_ShatterTimeline__FinishedFunc // (BlueprintEvent) void APlayerPawn_Generic_C::Shield_ShatterTimeline__FinishedFunc() { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("PlayerPawn_Generic_C", "Shield_ShatterTimeline__FinishedFunc"); UObject::ProcessEvent(Func, nullptr); } // Function PlayerPawn_Generic.PlayerPawn_Generic_C.Shield Regen Timeline__UpdateFunc // (BlueprintEvent) void APlayerPawn_Generic_C::Shield_Regen_Timeline__UpdateFunc() { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("PlayerPawn_Generic_C", "Shield Regen Timeline__UpdateFunc"); UObject::ProcessEvent(Func, nullptr); } // Function PlayerPawn_Generic.PlayerPawn_Generic_C.Shield Regen Timeline__FinishedFunc // (BlueprintEvent) void APlayerPawn_Generic_C::Shield_Regen_Timeline__FinishedFunc() { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("PlayerPawn_Generic_C", "Shield Regen Timeline__FinishedFunc"); UObject::ProcessEvent(Func, nullptr); } // Function PlayerPawn_Generic.PlayerPawn_Generic_C.HealthSweep__UpdateFunc // (BlueprintEvent) void APlayerPawn_Generic_C::HealthSweep__UpdateFunc() { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("PlayerPawn_Generic_C", "HealthSweep__UpdateFunc"); UObject::ProcessEvent(Func, nullptr); } // Function PlayerPawn_Generic.PlayerPawn_Generic_C.HealthSweep__FinishedFunc // (BlueprintEvent) void APlayerPawn_Generic_C::HealthSweep__FinishedFunc() { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("PlayerPawn_Generic_C", "HealthSweep__FinishedFunc"); UObject::ProcessEvent(Func, nullptr); } // Function PlayerPawn_Generic.PlayerPawn_Generic_C.UserConstructionScript // (Event, Public, BlueprintCallable, BlueprintEvent) void APlayerPawn_Generic_C::UserConstructionScript() { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("PlayerPawn_Generic_C", "UserConstructionScript"); UObject::ProcessEvent(Func, nullptr); } // Function PlayerPawn_Generic.PlayerPawn_Generic_C.Create and Duplicate Effect Skeletal Meshes Parent // (Public, HasOutParams, HasDefaults, BlueprintCallable, BlueprintEvent) // Parameters: // EFortCustomPartType BodyType (Parm, ZeroConstructor, IsPlainOldData, NoDestructor) // class USkeletalMeshComponent*& DuplicatedSkeletalMeshComponent (Parm, OutParm, ZeroConstructor, ReferenceParm, IsPlainOldData, NoDestructor) // class UMaterialInterface* Material_to_Apply (Parm, ZeroConstructor, IsPlainOldData, NoDestructor) // TArray&Empty_MID_Array (Parm, OutParm, ZeroConstructor, ReferenceParm) // int32 TranslucentSortPriority (Parm, ZeroConstructor, IsPlainOldData, NoDestructor) void APlayerPawn_Generic_C::Create_and_Duplicate_Effect_Skeletal_Meshes_Parent(EFortCustomPartType BodyType, class USkeletalMeshComponent*& DuplicatedSkeletalMeshComponent, class UMaterialInterface* Material_to_Apply, TArray& Empty_MID_Array, int32 TranslucentSortPriority) { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("PlayerPawn_Generic_C", "Create and Duplicate Effect Skeletal Meshes Parent"); Params::PlayerPawn_Generic_C_Create_and_Duplicate_Effect_Skeletal_Meshes_Parent Parms{}; Parms.BodyType = BodyType; Parms.DuplicatedSkeletalMeshComponent = DuplicatedSkeletalMeshComponent; Parms.Material_to_Apply = Material_to_Apply; Parms.Empty_MID_Array = std::move(Empty_MID_Array); Parms.TranslucentSortPriority = TranslucentSortPriority; UObject::ProcessEvent(Func, &Parms); DuplicatedSkeletalMeshComponent = Parms.DuplicatedSkeletalMeshComponent; Empty_MID_Array = std::move(Parms.Empty_MID_Array); } // Function PlayerPawn_Generic.PlayerPawn_Generic_C.FindShieldOpacity // (Public, BlueprintCallable, BlueprintEvent) void APlayerPawn_Generic_C::FindShieldOpacity() { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("PlayerPawn_Generic_C", "FindShieldOpacity"); UObject::ProcessEvent(Func, nullptr); } // Function PlayerPawn_Generic.PlayerPawn_Generic_C.SetShieldMids // (Public, BlueprintCallable, BlueprintEvent) // Parameters: // float Highlight_Cracks (Parm, ZeroConstructor, IsPlainOldData, NoDestructor) // bool Set_Highlight_Cracks (Parm, ZeroConstructor, IsPlainOldData, NoDestructor) // float Push (Parm, ZeroConstructor, IsPlainOldData, NoDestructor) // bool Set_Push (Parm, ZeroConstructor, IsPlainOldData, NoDestructor) void APlayerPawn_Generic_C::SetShieldMids(float Highlight_Cracks, bool Set_Highlight_Cracks, float Push, bool Set_Push) { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("PlayerPawn_Generic_C", "SetShieldMids"); Params::PlayerPawn_Generic_C_SetShieldMids Parms{}; Parms.Highlight_Cracks = Highlight_Cracks; Parms.Set_Highlight_Cracks = Set_Highlight_Cracks; Parms.Push = Push; Parms.Set_Push = Set_Push; UObject::ProcessEvent(Func, &Parms); } // Function PlayerPawn_Generic.PlayerPawn_Generic_C.SetShieldMids_InternalLoop // (Public, HasOutParams, BlueprintCallable, BlueprintEvent) // Parameters: // float Highlight_Cracks (Parm, ZeroConstructor, IsPlainOldData, NoDestructor) // bool Set_Highlight_Cracks (Parm, ZeroConstructor, IsPlainOldData, NoDestructor) // float Push (Parm, ZeroConstructor, IsPlainOldData, NoDestructor) // bool Set_Push (Parm, ZeroConstructor, IsPlainOldData, NoDestructor) // TArray&NewParam1 (Parm, OutParm, ZeroConstructor, ReferenceParm) void APlayerPawn_Generic_C::SetShieldMids_InternalLoop(float Highlight_Cracks, bool Set_Highlight_Cracks, float Push, bool Set_Push, TArray& NewParam1) { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("PlayerPawn_Generic_C", "SetShieldMids_InternalLoop"); Params::PlayerPawn_Generic_C_SetShieldMids_InternalLoop Parms{}; Parms.Highlight_Cracks = Highlight_Cracks; Parms.Set_Highlight_Cracks = Set_Highlight_Cracks; Parms.Push = Push; Parms.Set_Push = Set_Push; Parms.NewParam1 = std::move(NewParam1); UObject::ProcessEvent(Func, &Parms); NewParam1 = std::move(Parms.NewParam1); } // Function PlayerPawn_Generic.PlayerPawn_Generic_C.SlaveAMeshToTheBody // (Public, HasDefaults, BlueprintCallable, BlueprintEvent) // Parameters: // class USkeletalMeshComponent* Mesh_0 (Parm, ZeroConstructor, IsPlainOldData, NoDestructor) // class USkeletalMeshComponent* Master (Parm, ZeroConstructor, IsPlainOldData, NoDestructor) void APlayerPawn_Generic_C::SlaveAMeshToTheBody(class USkeletalMeshComponent* Mesh_0, class USkeletalMeshComponent* Master) { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("PlayerPawn_Generic_C", "SlaveAMeshToTheBody"); Params::PlayerPawn_Generic_C_SlaveAMeshToTheBody Parms{}; Parms.Mesh_0 = Mesh_0; Parms.Master = Master; UObject::ProcessEvent(Func, &Parms); } // Function PlayerPawn_Generic.PlayerPawn_Generic_C.ToggleShieldVisibility // (Public, BlueprintCallable, BlueprintEvent) void APlayerPawn_Generic_C::ToggleShieldVisibility() { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("PlayerPawn_Generic_C", "ToggleShieldVisibility"); UObject::ProcessEvent(Func, nullptr); } // Function PlayerPawn_Generic.PlayerPawn_Generic_C.Create and Duplicate Effect Poseable Skeletal Mesh // (Public, HasOutParams, HasDefaults, BlueprintCallable, BlueprintEvent) // Parameters: // EFortCustomPartType BodyType (Parm, ZeroConstructor, IsPlainOldData, NoDestructor) // class UMaterialInterface* Material_to_Apply (Parm, ZeroConstructor, IsPlainOldData, NoDestructor) // TArray&Empty_MID_Array (Parm, OutParm, ZeroConstructor, ReferenceParm) // int32 TranslucentSortPriority (Parm, ZeroConstructor, IsPlainOldData, NoDestructor) // class UPoseableMeshComponent*& PoseableMesh (Parm, OutParm, ZeroConstructor, ReferenceParm, IsPlainOldData, NoDestructor) void APlayerPawn_Generic_C::Create_and_Duplicate_Effect_Poseable_Skeletal_Mesh(EFortCustomPartType BodyType, class UMaterialInterface* Material_to_Apply, TArray& Empty_MID_Array, int32 TranslucentSortPriority, class UPoseableMeshComponent*& PoseableMesh) { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("PlayerPawn_Generic_C", "Create and Duplicate Effect Poseable Skeletal Mesh"); Params::PlayerPawn_Generic_C_Create_and_Duplicate_Effect_Poseable_Skeletal_Mesh Parms{}; Parms.BodyType = BodyType; Parms.Material_to_Apply = Material_to_Apply; Parms.Empty_MID_Array = std::move(Empty_MID_Array); Parms.TranslucentSortPriority = TranslucentSortPriority; Parms.PoseableMesh = PoseableMesh; UObject::ProcessEvent(Func, &Parms); Empty_MID_Array = std::move(Parms.Empty_MID_Array); PoseableMesh = Parms.PoseableMesh; } // Function PlayerPawn_Generic.PlayerPawn_Generic_C.Setup FX Mesh Duplicates // (Public, HasOutParams, BlueprintCallable, BlueprintEvent) // Parameters: // class UMaterialInterface*& Material_to_Apply (Parm, OutParm, ZeroConstructor, ReferenceParm, IsPlainOldData, NoDestructor) // TArray&Charm_MID_Array (Parm, OutParm, ZeroConstructor, ReferenceParm) // class USkeletalMeshComponent*& Charm_Mesh (Parm, OutParm, ZeroConstructor, ReferenceParm, IsPlainOldData, NoDestructor) // TArray&Head_MID_Array (Parm, OutParm, ZeroConstructor, ReferenceParm) // class USkeletalMeshComponent*& Head_Mesh (Parm, OutParm, ZeroConstructor, ReferenceParm, IsPlainOldData, NoDestructor) // TArray&Body_MID_Array (Parm, OutParm, ZeroConstructor, ReferenceParm) // class USkeletalMeshComponent*& Body_Mesh (Parm, OutParm, ZeroConstructor, ReferenceParm, IsPlainOldData, NoDestructor) // int32 Translucent_Sort_Order (Parm, ZeroConstructor, IsPlainOldData, NoDestructor) void APlayerPawn_Generic_C::Setup_FX_Mesh_Duplicates(class UMaterialInterface*& Material_to_Apply, TArray& Charm_MID_Array, class USkeletalMeshComponent*& Charm_Mesh, TArray& Head_MID_Array, class USkeletalMeshComponent*& Head_Mesh, TArray& Body_MID_Array, class USkeletalMeshComponent*& Body_Mesh, int32 Translucent_Sort_Order) { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("PlayerPawn_Generic_C", "Setup FX Mesh Duplicates"); Params::PlayerPawn_Generic_C_Setup_FX_Mesh_Duplicates Parms{}; Parms.Material_to_Apply = Material_to_Apply; Parms.Charm_MID_Array = std::move(Charm_MID_Array); Parms.Charm_Mesh = Charm_Mesh; Parms.Head_MID_Array = std::move(Head_MID_Array); Parms.Head_Mesh = Head_Mesh; Parms.Body_MID_Array = std::move(Body_MID_Array); Parms.Body_Mesh = Body_Mesh; Parms.Translucent_Sort_Order = Translucent_Sort_Order; UObject::ProcessEvent(Func, &Parms); Material_to_Apply = Parms.Material_to_Apply; Charm_MID_Array = std::move(Parms.Charm_MID_Array); Charm_Mesh = Parms.Charm_Mesh; Head_MID_Array = std::move(Parms.Head_MID_Array); Head_Mesh = Parms.Head_Mesh; Body_MID_Array = std::move(Parms.Body_MID_Array); Body_Mesh = Parms.Body_Mesh; } // Function PlayerPawn_Generic.PlayerPawn_Generic_C.Melee_Effect_Color // (Public, HasOutParams, BlueprintCallable, BlueprintEvent) // Parameters: // struct FVector* Melee_Color_Set (Parm, OutParm, ZeroConstructor, IsPlainOldData, NoDestructor) void APlayerPawn_Generic_C::Melee_Effect_Color(struct FVector* Melee_Color_Set) { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("PlayerPawn_Generic_C", "Melee_Effect_Color"); Params::PlayerPawn_Generic_C_Melee_Effect_Color Parms{}; UObject::ProcessEvent(Func, &Parms); if (Melee_Color_Set != nullptr) *Melee_Color_Set = std::move(Parms.Melee_Color_Set); } } #pragma pack(pop)