#pragma once /* * SDK generated by Dumper-7 * * https://github.com/Encryqed/Dumper-7 */ // Package: PlayerPawn_Outlander #include "Basic.hpp" #include "PlayerPawn_Outlander_classes.hpp" #include "PlayerPawn_Outlander_parameters.hpp" #pragma pack(push, 0x4) namespace SDK { // Function PlayerPawn_Outlander.PlayerPawn_Outlander_C.ExecuteUbergraph_PlayerPawn_Outlander // (HasDefaults) // Parameters: // int32 EntryPoint (Parm, ZeroConstructor, IsPlainOldData, NoDestructor) void APlayerPawn_Outlander_C::ExecuteUbergraph_PlayerPawn_Outlander(int32 EntryPoint) { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("PlayerPawn_Outlander_C", "ExecuteUbergraph_PlayerPawn_Outlander"); Params::PlayerPawn_Outlander_C_ExecuteUbergraph_PlayerPawn_Outlander Parms{}; Parms.EntryPoint = EntryPoint; UObject::ProcessEvent(Func, &Parms); } // Function PlayerPawn_Outlander.PlayerPawn_Outlander_C.GameplayCue.Abilities.Activation.Outlander.AntiMaterialChargeImpact // (BlueprintCallable, BlueprintEvent) // Parameters: // EGameplayCueEvent EventType (Parm, ZeroConstructor, IsPlainOldData, NoDestructor) // const struct FGameplayCueParameters& Parameters (Parm) void APlayerPawn_Outlander_C::GameplayCue_Abilities_Activation_Outlander_AntiMaterialChargeImpact(EGameplayCueEvent EventType, const struct FGameplayCueParameters& Parameters) { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("PlayerPawn_Outlander_C", "GameplayCue.Abilities.Activation.Outlander.AntiMaterialChargeImpact"); Params::PlayerPawn_Outlander_C_GameplayCue_Abilities_Activation_Outlander_AntiMaterialChargeImpact Parms{}; Parms.EventType = EventType; Parms.Parameters = std::move(Parameters); UObject::ProcessEvent(Func, &Parms); } // Function PlayerPawn_Outlander.PlayerPawn_Outlander_C.GameplayCue.Abilities.Activation.Outlander.AntiMaterialChargeChargeUp // (BlueprintCallable, BlueprintEvent) // Parameters: // EGameplayCueEvent EventType (Parm, ZeroConstructor, IsPlainOldData, NoDestructor) // const struct FGameplayCueParameters& Parameters (Parm) void APlayerPawn_Outlander_C::GameplayCue_Abilities_Activation_Outlander_AntiMaterialChargeChargeUp(EGameplayCueEvent EventType, const struct FGameplayCueParameters& Parameters) { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("PlayerPawn_Outlander_C", "GameplayCue.Abilities.Activation.Outlander.AntiMaterialChargeChargeUp"); Params::PlayerPawn_Outlander_C_GameplayCue_Abilities_Activation_Outlander_AntiMaterialChargeChargeUp Parms{}; Parms.EventType = EventType; Parms.Parameters = std::move(Parameters); UObject::ProcessEvent(Func, &Parms); } // Function PlayerPawn_Outlander.PlayerPawn_Outlander_C.GameplayCue.Abilities.Activation.Outlander.AntiMaterialChargeThruster // (BlueprintCallable, BlueprintEvent) // Parameters: // EGameplayCueEvent EventType (Parm, ZeroConstructor, IsPlainOldData, NoDestructor) // const struct FGameplayCueParameters& Parameters (Parm) void APlayerPawn_Outlander_C::GameplayCue_Abilities_Activation_Outlander_AntiMaterialChargeThruster(EGameplayCueEvent EventType, const struct FGameplayCueParameters& Parameters) { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("PlayerPawn_Outlander_C", "GameplayCue.Abilities.Activation.Outlander.AntiMaterialChargeThruster"); Params::PlayerPawn_Outlander_C_GameplayCue_Abilities_Activation_Outlander_AntiMaterialChargeThruster Parms{}; Parms.EventType = EventType; Parms.Parameters = std::move(Parameters); UObject::ProcessEvent(Func, &Parms); } // Function PlayerPawn_Outlander.PlayerPawn_Outlander_C.GameplayCue.Abilities.Activation.Outlander.AntiMaterialCharge // (BlueprintCallable, BlueprintEvent) // Parameters: // EGameplayCueEvent EventType (Parm, ZeroConstructor, IsPlainOldData, NoDestructor) // const struct FGameplayCueParameters& Parameters (Parm) void APlayerPawn_Outlander_C::GameplayCue_Abilities_Activation_Outlander_AntiMaterialCharge(EGameplayCueEvent EventType, const struct FGameplayCueParameters& Parameters) { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("PlayerPawn_Outlander_C", "GameplayCue.Abilities.Activation.Outlander.AntiMaterialCharge"); Params::PlayerPawn_Outlander_C_GameplayCue_Abilities_Activation_Outlander_AntiMaterialCharge Parms{}; Parms.EventType = EventType; Parms.Parameters = std::move(Parameters); UObject::ProcessEvent(Func, &Parms); } // Function PlayerPawn_Outlander.PlayerPawn_Outlander_C.GameplayCue.Outlander.KnockKnock // (BlueprintCallable, BlueprintEvent) // Parameters: // EGameplayCueEvent EventType (Parm, ZeroConstructor, IsPlainOldData, NoDestructor) // const struct FGameplayCueParameters& Parameters (Parm) void APlayerPawn_Outlander_C::GameplayCue_Outlander_KnockKnock(EGameplayCueEvent EventType, const struct FGameplayCueParameters& Parameters) { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("PlayerPawn_Outlander_C", "GameplayCue.Outlander.KnockKnock"); Params::PlayerPawn_Outlander_C_GameplayCue_Outlander_KnockKnock Parms{}; Parms.EventType = EventType; Parms.Parameters = std::move(Parameters); UObject::ProcessEvent(Func, &Parms); } // Function PlayerPawn_Outlander.PlayerPawn_Outlander_C.EventOnDamagePlayFX // (BlueprintCallable, BlueprintEvent) void APlayerPawn_Outlander_C::EventOnDamagePlayFX() { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("PlayerPawn_Outlander_C", "EventOnDamagePlayFX"); UObject::ProcessEvent(Func, nullptr); } // Function PlayerPawn_Outlander.PlayerPawn_Outlander_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_Outlander_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_Outlander_C", "OnDamagePlayEffects"); Params::PlayerPawn_Outlander_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_Outlander.PlayerPawn_Outlander_C.OnCharacterPartsReinitialized // (Event, Protected, BlueprintEvent) void APlayerPawn_Outlander_C::OnCharacterPartsReinitialized() { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("PlayerPawn_Outlander_C", "OnCharacterPartsReinitialized"); UObject::ProcessEvent(Func, nullptr); } // Function PlayerPawn_Outlander.PlayerPawn_Outlander_C.RefreshIcons // (BlueprintCallable, BlueprintEvent) void APlayerPawn_Outlander_C::RefreshIcons() { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("PlayerPawn_Outlander_C", "RefreshIcons"); UObject::ProcessEvent(Func, nullptr); } // Function PlayerPawn_Outlander.PlayerPawn_Outlander_C.GameplayCue.Outlander.PhaseShift.AppliedFX // (BlueprintCallable, BlueprintEvent) // Parameters: // EGameplayCueEvent EventType (Parm, ZeroConstructor, IsPlainOldData, NoDestructor) // const struct FGameplayCueParameters& Parameters (Parm) void APlayerPawn_Outlander_C::GameplayCue_Outlander_PhaseShift_AppliedFX(EGameplayCueEvent EventType, const struct FGameplayCueParameters& Parameters) { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("PlayerPawn_Outlander_C", "GameplayCue.Outlander.PhaseShift.AppliedFX"); Params::PlayerPawn_Outlander_C_GameplayCue_Outlander_PhaseShift_AppliedFX Parms{}; Parms.EventType = EventType; Parms.Parameters = std::move(Parameters); UObject::ProcessEvent(Func, &Parms); } // Function PlayerPawn_Outlander.PlayerPawn_Outlander_C.GameplayCue.Abilities.Activation.Generic.HarvestBuff.Tier2 // (BlueprintCallable, BlueprintEvent) // Parameters: // EGameplayCueEvent EventType (Parm, ZeroConstructor, IsPlainOldData, NoDestructor) // const struct FGameplayCueParameters& Parameters (Parm) void APlayerPawn_Outlander_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_Outlander_C", "GameplayCue.Abilities.Activation.Generic.HarvestBuff.Tier2"); Params::PlayerPawn_Outlander_C_GameplayCue_Abilities_Activation_Generic_HarvestBuff_Tier2 Parms{}; Parms.EventType = EventType; Parms.Parameters = std::move(Parameters); UObject::ProcessEvent(Func, &Parms); } // Function PlayerPawn_Outlander.PlayerPawn_Outlander_C.GameplayCue.Abilities.Activation.Generic.HarvestBuff.Tier1 // (BlueprintCallable, BlueprintEvent) // Parameters: // EGameplayCueEvent EventType (Parm, ZeroConstructor, IsPlainOldData, NoDestructor) // const struct FGameplayCueParameters& Parameters (Parm) void APlayerPawn_Outlander_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_Outlander_C", "GameplayCue.Abilities.Activation.Generic.HarvestBuff.Tier1"); Params::PlayerPawn_Outlander_C_GameplayCue_Abilities_Activation_Generic_HarvestBuff_Tier1 Parms{}; Parms.EventType = EventType; Parms.Parameters = std::move(Parameters); UObject::ProcessEvent(Func, &Parms); } // Function PlayerPawn_Outlander.PlayerPawn_Outlander_C.WithinReachOfTreasure // (BlueprintCallable, BlueprintEvent) // Parameters: // const struct FLinearColor& VSpawnColor (Parm, ZeroConstructor, IsPlainOldData, NoDestructor) // bool Activate (Parm, ZeroConstructor, IsPlainOldData, NoDestructor) void APlayerPawn_Outlander_C::WithinReachOfTreasure(const struct FLinearColor& VSpawnColor, bool Activate) { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("PlayerPawn_Outlander_C", "WithinReachOfTreasure"); Params::PlayerPawn_Outlander_C_WithinReachOfTreasure Parms{}; Parms.VSpawnColor = std::move(VSpawnColor); Parms.Activate = Activate; UObject::ProcessEvent(Func, &Parms); } // Function PlayerPawn_Outlander.PlayerPawn_Outlander_C.GameplayCue.Explorer.Fragment.Specialty.PickupFX // (BlueprintCallable, BlueprintEvent) // Parameters: // EGameplayCueEvent EventType (Parm, ZeroConstructor, IsPlainOldData, NoDestructor) // const struct FGameplayCueParameters& Parameters (Parm) void APlayerPawn_Outlander_C::GameplayCue_Explorer_Fragment_Specialty_PickupFX(EGameplayCueEvent EventType, const struct FGameplayCueParameters& Parameters) { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("PlayerPawn_Outlander_C", "GameplayCue.Explorer.Fragment.Specialty.PickupFX"); Params::PlayerPawn_Outlander_C_GameplayCue_Explorer_Fragment_Specialty_PickupFX Parms{}; Parms.EventType = EventType; Parms.Parameters = std::move(Parameters); UObject::ProcessEvent(Func, &Parms); } // Function PlayerPawn_Outlander.PlayerPawn_Outlander_C.GameplayCue.Explorer.Fragment.Defense.PickupFX // (BlueprintCallable, BlueprintEvent) // Parameters: // EGameplayCueEvent EventType (Parm, ZeroConstructor, IsPlainOldData, NoDestructor) // const struct FGameplayCueParameters& Parameters (Parm) void APlayerPawn_Outlander_C::GameplayCue_Explorer_Fragment_Defense_PickupFX(EGameplayCueEvent EventType, const struct FGameplayCueParameters& Parameters) { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("PlayerPawn_Outlander_C", "GameplayCue.Explorer.Fragment.Defense.PickupFX"); Params::PlayerPawn_Outlander_C_GameplayCue_Explorer_Fragment_Defense_PickupFX Parms{}; Parms.EventType = EventType; Parms.Parameters = std::move(Parameters); UObject::ProcessEvent(Func, &Parms); } // Function PlayerPawn_Outlander.PlayerPawn_Outlander_C.GameplayCue.Explorer.Fragment.Offense.PickupFX // (BlueprintCallable, BlueprintEvent) // Parameters: // EGameplayCueEvent EventType (Parm, ZeroConstructor, IsPlainOldData, NoDestructor) // const struct FGameplayCueParameters& Parameters (Parm) void APlayerPawn_Outlander_C::GameplayCue_Explorer_Fragment_Offense_PickupFX(EGameplayCueEvent EventType, const struct FGameplayCueParameters& Parameters) { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("PlayerPawn_Outlander_C", "GameplayCue.Explorer.Fragment.Offense.PickupFX"); Params::PlayerPawn_Outlander_C_GameplayCue_Explorer_Fragment_Offense_PickupFX Parms{}; Parms.EventType = EventType; Parms.Parameters = std::move(Parameters); UObject::ProcessEvent(Func, &Parms); } // Function PlayerPawn_Outlander.PlayerPawn_Outlander_C.ReceivePossessed // (Event, Public, BlueprintEvent) // Parameters: // class AController* NewController (Parm, ZeroConstructor, IsPlainOldData, NoDestructor) void APlayerPawn_Outlander_C::ReceivePossessed(class AController* NewController) { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("PlayerPawn_Outlander_C", "ReceivePossessed"); Params::PlayerPawn_Outlander_C_ReceivePossessed Parms{}; Parms.NewController = NewController; UObject::ProcessEvent(Func, &Parms); } // Function PlayerPawn_Outlander.PlayerPawn_Outlander_C.OnBaseChanged // (Event, Public, BlueprintEvent) // Parameters: // class AActor* NewBase (Parm, ZeroConstructor, IsPlainOldData, NoDestructor) void APlayerPawn_Outlander_C::OnBaseChanged(class AActor* NewBase) { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("PlayerPawn_Outlander_C", "OnBaseChanged"); Params::PlayerPawn_Outlander_C_OnBaseChanged Parms{}; Parms.NewBase = NewBase; UObject::ProcessEvent(Func, &Parms); } // Function PlayerPawn_Outlander.PlayerPawn_Outlander_C.GameplayCue.Outlander.InTheZone.FX // (BlueprintCallable, BlueprintEvent) // Parameters: // EGameplayCueEvent EventType (Parm, ZeroConstructor, IsPlainOldData, NoDestructor) // const struct FGameplayCueParameters& Parameters (Parm) void APlayerPawn_Outlander_C::GameplayCue_Outlander_InTheZone_FX(EGameplayCueEvent EventType, const struct FGameplayCueParameters& Parameters) { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("PlayerPawn_Outlander_C", "GameplayCue.Outlander.InTheZone.FX"); Params::PlayerPawn_Outlander_C_GameplayCue_Outlander_InTheZone_FX Parms{}; Parms.EventType = EventType; Parms.Parameters = std::move(Parameters); UObject::ProcessEvent(Func, &Parms); } // Function PlayerPawn_Outlander.PlayerPawn_Outlander_C.GameplayCue.Explorer.Fragment // (BlueprintCallable, BlueprintEvent) // Parameters: // EGameplayCueEvent EventType (Parm, ZeroConstructor, IsPlainOldData, NoDestructor) // const struct FGameplayCueParameters& Parameters (Parm) void APlayerPawn_Outlander_C::GameplayCue_Explorer_Fragment(EGameplayCueEvent EventType, const struct FGameplayCueParameters& Parameters) { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("PlayerPawn_Outlander_C", "GameplayCue.Explorer.Fragment"); Params::PlayerPawn_Outlander_C_GameplayCue_Explorer_Fragment Parms{}; Parms.EventType = EventType; Parms.Parameters = std::move(Parameters); UObject::ProcessEvent(Func, &Parms); } // Function PlayerPawn_Outlander.PlayerPawn_Outlander_C.PhaseShiftHitSweep__UpdateFunc // (BlueprintEvent) void APlayerPawn_Outlander_C::PhaseShiftHitSweep__UpdateFunc() { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("PlayerPawn_Outlander_C", "PhaseShiftHitSweep__UpdateFunc"); UObject::ProcessEvent(Func, nullptr); } // Function PlayerPawn_Outlander.PlayerPawn_Outlander_C.PhaseShiftHitSweep__FinishedFunc // (BlueprintEvent) void APlayerPawn_Outlander_C::PhaseShiftHitSweep__FinishedFunc() { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("PlayerPawn_Outlander_C", "PhaseShiftHitSweep__FinishedFunc"); UObject::ProcessEvent(Func, nullptr); } // Function PlayerPawn_Outlander.PlayerPawn_Outlander_C.Phase Shift Activation Timeline__UpdateFunc // (BlueprintEvent) void APlayerPawn_Outlander_C::Phase_Shift_Activation_Timeline__UpdateFunc() { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("PlayerPawn_Outlander_C", "Phase Shift Activation Timeline__UpdateFunc"); UObject::ProcessEvent(Func, nullptr); } // Function PlayerPawn_Outlander.PlayerPawn_Outlander_C.Phase Shift Activation Timeline__FinishedFunc // (BlueprintEvent) void APlayerPawn_Outlander_C::Phase_Shift_Activation_Timeline__FinishedFunc() { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("PlayerPawn_Outlander_C", "Phase Shift Activation Timeline__FinishedFunc"); UObject::ProcessEvent(Func, nullptr); } // Function PlayerPawn_Outlander.PlayerPawn_Outlander_C.UserConstructionScript // (Event, Public, BlueprintCallable, BlueprintEvent) void APlayerPawn_Outlander_C::UserConstructionScript() { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("PlayerPawn_Outlander_C", "UserConstructionScript"); UObject::ProcessEvent(Func, nullptr); } // Function PlayerPawn_Outlander.PlayerPawn_Outlander_C.OnRep_OnPlayerBuiltFloor // (HasDefaults, BlueprintCallable, BlueprintEvent) void APlayerPawn_Outlander_C::OnRep_OnPlayerBuiltFloor() { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("PlayerPawn_Outlander_C", "OnRep_OnPlayerBuiltFloor"); UObject::ProcessEvent(Func, nullptr); } } #pragma pack(pop)