Files
Alphanium/CppSDK/SDK/B_BGA_SentryGun_functions.cpp

722 lines
27 KiB
C++

#pragma once
/*
* SDK generated by Dumper-7
*
* https://github.com/Encryqed/Dumper-7
*/
// Package: B_BGA_SentryGun
#include "Basic.hpp"
#include "B_BGA_SentryGun_classes.hpp"
#include "B_BGA_SentryGun_parameters.hpp"
#pragma pack(push, 0x4)
namespace SDK
{
// Function B_BGA_SentryGun.B_BGA_SentryGun_C.ExecuteUbergraph_B_BGA_SentryGun
// (HasDefaults)
// Parameters:
// int32 EntryPoint (Parm, ZeroConstructor, IsPlainOldData, NoDestructor)
void AB_BGA_SentryGun_C::ExecuteUbergraph_B_BGA_SentryGun(int32 EntryPoint)
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("B_BGA_SentryGun_C", "ExecuteUbergraph_B_BGA_SentryGun");
Params::B_BGA_SentryGun_C_ExecuteUbergraph_B_BGA_SentryGun Parms{};
Parms.EntryPoint = EntryPoint;
UObject::ProcessEvent(Func, &Parms);
}
// Function B_BGA_SentryGun.B_BGA_SentryGun_C.OnBuildingActorInitialized
// (BlueprintAuthorityOnly, Event, Public, BlueprintEvent)
// Parameters:
// EFortBuildingInitializationReason InitializationReason (Parm, ZeroConstructor, IsPlainOldData, NoDestructor)
// EFortBuildingPersistentState BuildingPersistentState (Parm, ZeroConstructor, IsPlainOldData, NoDestructor)
void AB_BGA_SentryGun_C::OnBuildingActorInitialized(EFortBuildingInitializationReason InitializationReason, EFortBuildingPersistentState BuildingPersistentState)
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("B_BGA_SentryGun_C", "OnBuildingActorInitialized");
Params::B_BGA_SentryGun_C_OnBuildingActorInitialized Parms{};
Parms.InitializationReason = InitializationReason;
Parms.BuildingPersistentState = BuildingPersistentState;
UObject::ProcessEvent(Func, &Parms);
}
// Function B_BGA_SentryGun.B_BGA_SentryGun_C.BndEvt__SightRadiusSphereComponent_K2Node_ComponentBoundEvent_275_ComponentEndOverlapSignature__DelegateSignature
// (BlueprintEvent)
// Parameters:
// class AActor* OtherActor (Parm, ZeroConstructor, IsPlainOldData, NoDestructor)
// class UPrimitiveComponent* OtherComp (Parm, ZeroConstructor, IsPlainOldData, NoDestructor)
// int32 OtherBodyIndex (Parm, ZeroConstructor, IsPlainOldData, NoDestructor)
void AB_BGA_SentryGun_C::BndEvt__SightRadiusSphereComponent_K2Node_ComponentBoundEvent_275_ComponentEndOverlapSignature__DelegateSignature(class AActor* OtherActor, class UPrimitiveComponent* OtherComp, int32 OtherBodyIndex)
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("B_BGA_SentryGun_C", "BndEvt__SightRadiusSphereComponent_K2Node_ComponentBoundEvent_275_ComponentEndOverlapSignature__DelegateSignature");
Params::B_BGA_SentryGun_C_BndEvt__SightRadiusSphereComponent_K2Node_ComponentBoundEvent_275_ComponentEndOverlapSignature__DelegateSignature Parms{};
Parms.OtherActor = OtherActor;
Parms.OtherComp = OtherComp;
Parms.OtherBodyIndex = OtherBodyIndex;
UObject::ProcessEvent(Func, &Parms);
}
// Function B_BGA_SentryGun.B_BGA_SentryGun_C.BndEvt__SightRadiusSphereComponent_K2Node_ComponentBoundEvent_271_ComponentBeginOverlapSignature__DelegateSignature
// (HasOutParams, BlueprintEvent)
// Parameters:
// class AActor* OtherActor (Parm, ZeroConstructor, IsPlainOldData, NoDestructor)
// class UPrimitiveComponent* OtherComp (Parm, ZeroConstructor, IsPlainOldData, NoDestructor)
// int32 OtherBodyIndex (Parm, ZeroConstructor, IsPlainOldData, NoDestructor)
// bool bFromSweep (Parm, ZeroConstructor, IsPlainOldData, NoDestructor)
// const struct FHitResult& SweepResult (ConstParm, Parm, OutParm, ReferenceParm, ContainsInstancedReference)
void AB_BGA_SentryGun_C::BndEvt__SightRadiusSphereComponent_K2Node_ComponentBoundEvent_271_ComponentBeginOverlapSignature__DelegateSignature(class AActor* OtherActor, class UPrimitiveComponent* OtherComp, int32 OtherBodyIndex, bool bFromSweep, const struct FHitResult& SweepResult)
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("B_BGA_SentryGun_C", "BndEvt__SightRadiusSphereComponent_K2Node_ComponentBoundEvent_271_ComponentBeginOverlapSignature__DelegateSignature");
Params::B_BGA_SentryGun_C_BndEvt__SightRadiusSphereComponent_K2Node_ComponentBoundEvent_271_ComponentBeginOverlapSignature__DelegateSignature Parms{};
Parms.OtherActor = OtherActor;
Parms.OtherComp = OtherComp;
Parms.OtherBodyIndex = OtherBodyIndex;
Parms.bFromSweep = bFromSweep;
Parms.SweepResult = std::move(SweepResult);
UObject::ProcessEvent(Func, &Parms);
}
// Function B_BGA_SentryGun.B_BGA_SentryGun_C.OnDeathServer
// (BlueprintAuthorityOnly, 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 AController* InstigatedBy (Parm, ZeroConstructor, IsPlainOldData, NoDestructor)
// class AActor* DamageCauser (Parm, ZeroConstructor, IsPlainOldData, NoDestructor)
// const struct FGameplayEffectContextHandle&EffectContext (Parm)
void AB_BGA_SentryGun_C::OnDeathServer(float Damage, const struct FGameplayTagContainer& DamageTags, const struct FVector& Momentum, const struct FHitResult& HitInfo, class AController* InstigatedBy, class AActor* DamageCauser, const struct FGameplayEffectContextHandle& EffectContext)
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("B_BGA_SentryGun_C", "OnDeathServer");
Params::B_BGA_SentryGun_C_OnDeathServer 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 B_BGA_SentryGun.B_BGA_SentryGun_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 AB_BGA_SentryGun_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("B_BGA_SentryGun_C", "OnDeathPlayEffects");
Params::B_BGA_SentryGun_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 B_BGA_SentryGun.B_BGA_SentryGun_C.GameplayCue.Abilities.Activation.Generic.SentryGun
// (BlueprintCallable, BlueprintEvent)
// Parameters:
// EGameplayCueEvent EventType (Parm, ZeroConstructor, IsPlainOldData, NoDestructor)
// const struct FGameplayCueParameters& Parameters (Parm)
void AB_BGA_SentryGun_C::GameplayCue_Abilities_Activation_Generic_SentryGun(EGameplayCueEvent EventType, const struct FGameplayCueParameters& Parameters)
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("B_BGA_SentryGun_C", "GameplayCue.Abilities.Activation.Generic.SentryGun");
Params::B_BGA_SentryGun_C_GameplayCue_Abilities_Activation_Generic_SentryGun Parms{};
Parms.EventType = EventType;
Parms.Parameters = std::move(Parameters);
UObject::ProcessEvent(Func, &Parms);
}
// Function B_BGA_SentryGun.B_BGA_SentryGun_C.ReceiveTick
// (Event, Public, BlueprintEvent)
// Parameters:
// float DeltaSeconds (Parm, ZeroConstructor, IsPlainOldData, NoDestructor)
void AB_BGA_SentryGun_C::ReceiveTick(float DeltaSeconds)
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("B_BGA_SentryGun_C", "ReceiveTick");
Params::B_BGA_SentryGun_C_ReceiveTick Parms{};
Parms.DeltaSeconds = DeltaSeconds;
UObject::ProcessEvent(Func, &Parms);
}
// Function B_BGA_SentryGun.B_BGA_SentryGun_C.GameplayCue.Impact.Physical
// (BlueprintCallable, BlueprintEvent)
// Parameters:
// EGameplayCueEvent EventType (Parm, ZeroConstructor, IsPlainOldData, NoDestructor)
// const struct FGameplayCueParameters& Parameters (Parm)
void AB_BGA_SentryGun_C::GameplayCue_Impact_Physical(EGameplayCueEvent EventType, const struct FGameplayCueParameters& Parameters)
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("B_BGA_SentryGun_C", "GameplayCue.Impact.Physical");
Params::B_BGA_SentryGun_C_GameplayCue_Impact_Physical Parms{};
Parms.EventType = EventType;
Parms.Parameters = std::move(Parameters);
UObject::ProcessEvent(Func, &Parms);
}
// Function B_BGA_SentryGun.B_BGA_SentryGun_C.ReceiveBeginPlay
// (Event, Public, BlueprintEvent)
void AB_BGA_SentryGun_C::ReceiveBeginPlay()
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("B_BGA_SentryGun_C", "ReceiveBeginPlay");
UObject::ProcessEvent(Func, nullptr);
}
// Function B_BGA_SentryGun.B_BGA_SentryGun_C.UserConstructionScript
// (Event, Public, BlueprintCallable, BlueprintEvent)
void AB_BGA_SentryGun_C::UserConstructionScript()
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("B_BGA_SentryGun_C", "UserConstructionScript");
UObject::ProcessEvent(Func, nullptr);
}
// Function B_BGA_SentryGun.B_BGA_SentryGun_C.InitializeMIDs
// (Public, BlueprintCallable, BlueprintEvent)
void AB_BGA_SentryGun_C::InitializeMIDs()
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("B_BGA_SentryGun_C", "InitializeMIDs");
UObject::ProcessEvent(Func, nullptr);
}
// Function B_BGA_SentryGun.B_BGA_SentryGun_C.SetTrackingTarget
// (Public, BlueprintCallable, BlueprintEvent)
// Parameters:
// class AFortPawn* PawnToTrack (Parm, ZeroConstructor, IsPlainOldData, NoDestructor)
void AB_BGA_SentryGun_C::SetTrackingTarget(class AFortPawn* PawnToTrack)
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("B_BGA_SentryGun_C", "SetTrackingTarget");
Params::B_BGA_SentryGun_C_SetTrackingTarget Parms{};
Parms.PawnToTrack = PawnToTrack;
UObject::ProcessEvent(Func, &Parms);
}
// Function B_BGA_SentryGun.B_BGA_SentryGun_C.AttemptAcquireTarget
// (Public, BlueprintCallable, BlueprintEvent)
void AB_BGA_SentryGun_C::AttemptAcquireTarget()
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("B_BGA_SentryGun_C", "AttemptAcquireTarget");
UObject::ProcessEvent(Func, nullptr);
}
// Function B_BGA_SentryGun.B_BGA_SentryGun_C.AttemptFire
// (Public, BlueprintCallable, BlueprintEvent)
void AB_BGA_SentryGun_C::AttemptFire()
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("B_BGA_SentryGun_C", "AttemptFire");
UObject::ProcessEvent(Func, nullptr);
}
// Function B_BGA_SentryGun.B_BGA_SentryGun_C.SetFiringTimer
// (Protected, HasDefaults, BlueprintCallable, BlueprintEvent)
void AB_BGA_SentryGun_C::SetFiringTimer()
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("B_BGA_SentryGun_C", "SetFiringTimer");
UObject::ProcessEvent(Func, nullptr);
}
// Function B_BGA_SentryGun.B_BGA_SentryGun_C.SetTargetAcquisitionTimer
// (Protected, HasDefaults, BlueprintCallable, BlueprintEvent)
void AB_BGA_SentryGun_C::SetTargetAcquisitionTimer()
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("B_BGA_SentryGun_C", "SetTargetAcquisitionTimer");
UObject::ProcessEvent(Func, nullptr);
}
// Function B_BGA_SentryGun.B_BGA_SentryGun_C.PerformGunRotation
// (Protected, HasDefaults, BlueprintCallable, BlueprintEvent)
// Parameters:
// class AActor* LookAtActor (Parm, ZeroConstructor, IsPlainOldData, NoDestructor)
// float DeltaTime (Parm, ZeroConstructor, IsPlainOldData, NoDestructor)
void AB_BGA_SentryGun_C::PerformGunRotation(class AActor* LookAtActor, float DeltaTime)
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("B_BGA_SentryGun_C", "PerformGunRotation");
Params::B_BGA_SentryGun_C_PerformGunRotation Parms{};
Parms.LookAtActor = LookAtActor;
Parms.DeltaTime = DeltaTime;
UObject::ProcessEvent(Func, &Parms);
}
// Function B_BGA_SentryGun.B_BGA_SentryGun_C.SpawnTracer
// (Protected, HasDefaults, BlueprintCallable, BlueprintEvent)
// Parameters:
// const struct FVector& HitLocation (Parm, ZeroConstructor, IsPlainOldData, NoDestructor)
void AB_BGA_SentryGun_C::SpawnTracer(const struct FVector& HitLocation)
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("B_BGA_SentryGun_C", "SpawnTracer");
Params::B_BGA_SentryGun_C_SpawnTracer Parms{};
Parms.HitLocation = std::move(HitLocation);
UObject::ProcessEvent(Func, &Parms);
}
// Function B_BGA_SentryGun.B_BGA_SentryGun_C.SpawnImpactEffects
// (Protected, BlueprintCallable, BlueprintEvent)
// Parameters:
// const struct FVector& HitLocation (Parm, ZeroConstructor, IsPlainOldData, NoDestructor)
void AB_BGA_SentryGun_C::SpawnImpactEffects(const struct FVector& HitLocation)
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("B_BGA_SentryGun_C", "SpawnImpactEffects");
Params::B_BGA_SentryGun_C_SpawnImpactEffects Parms{};
Parms.HitLocation = std::move(HitLocation);
UObject::ProcessEvent(Func, &Parms);
}
// Function B_BGA_SentryGun.B_BGA_SentryGun_C.ClearFiringTimer
// (Protected, BlueprintCallable, BlueprintEvent)
void AB_BGA_SentryGun_C::ClearFiringTimer()
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("B_BGA_SentryGun_C", "ClearFiringTimer");
UObject::ProcessEvent(Func, nullptr);
}
// Function B_BGA_SentryGun.B_BGA_SentryGun_C.ClearTargetAcquisitionTimer
// (Protected, BlueprintCallable, BlueprintEvent)
void AB_BGA_SentryGun_C::ClearTargetAcquisitionTimer()
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("B_BGA_SentryGun_C", "ClearTargetAcquisitionTimer");
UObject::ProcessEvent(Func, nullptr);
}
// Function B_BGA_SentryGun.B_BGA_SentryGun_C.ShouldFire
// (Protected, HasOutParams, HasDefaults, BlueprintCallable, BlueprintEvent)
// Parameters:
// bool* ShouldFire_0 (Parm, OutParm, ZeroConstructor, IsPlainOldData, NoDestructor)
void AB_BGA_SentryGun_C::ShouldFire(bool* ShouldFire_0)
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("B_BGA_SentryGun_C", "ShouldFire");
Params::B_BGA_SentryGun_C_ShouldFire Parms{};
UObject::ProcessEvent(Func, &Parms);
if (ShouldFire_0 != nullptr)
*ShouldFire_0 = Parms.ShouldFire_0;
}
// Function B_BGA_SentryGun.B_BGA_SentryGun_C.OnRep_CurAmmoCount
// (BlueprintCallable, BlueprintEvent)
void AB_BGA_SentryGun_C::OnRep_CurAmmoCount()
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("B_BGA_SentryGun_C", "OnRep_CurAmmoCount");
UObject::ProcessEvent(Func, nullptr);
}
// Function B_BGA_SentryGun.B_BGA_SentryGun_C.HasAmmo
// (Public, HasOutParams, BlueprintCallable, BlueprintEvent, BlueprintPure)
// Parameters:
// bool* HasAmmo_0 (Parm, OutParm, ZeroConstructor, IsPlainOldData, NoDestructor)
void AB_BGA_SentryGun_C::HasAmmo(bool* HasAmmo_0)
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("B_BGA_SentryGun_C", "HasAmmo");
Params::B_BGA_SentryGun_C_HasAmmo Parms{};
UObject::ProcessEvent(Func, &Parms);
if (HasAmmo_0 != nullptr)
*HasAmmo_0 = Parms.HasAmmo_0;
}
// Function B_BGA_SentryGun.B_BGA_SentryGun_C.CalcDesiredAngle
// (Public, HasOutParams, BlueprintCallable, BlueprintEvent)
// Parameters:
// float InitialRelativeAngle (Parm, ZeroConstructor, IsPlainOldData, NoDestructor)
// float CurrentRelativeAngle (Parm, ZeroConstructor, IsPlainOldData, NoDestructor)
// float AngleOffset (Parm, ZeroConstructor, IsPlainOldData, NoDestructor)
// float AngleClamp (Parm, ZeroConstructor, IsPlainOldData, NoDestructor)
// float* DesiredAngle (Parm, OutParm, ZeroConstructor, IsPlainOldData, NoDestructor)
void AB_BGA_SentryGun_C::CalcDesiredAngle(float InitialRelativeAngle, float CurrentRelativeAngle, float AngleOffset, float AngleClamp, float* DesiredAngle)
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("B_BGA_SentryGun_C", "CalcDesiredAngle");
Params::B_BGA_SentryGun_C_CalcDesiredAngle Parms{};
Parms.InitialRelativeAngle = InitialRelativeAngle;
Parms.CurrentRelativeAngle = CurrentRelativeAngle;
Parms.AngleOffset = AngleOffset;
Parms.AngleClamp = AngleClamp;
UObject::ProcessEvent(Func, &Parms);
if (DesiredAngle != nullptr)
*DesiredAngle = Parms.DesiredAngle;
}
// Function B_BGA_SentryGun.B_BGA_SentryGun_C.OnNewPotentialTargetTouched
// (Protected, BlueprintCallable, BlueprintEvent)
// Parameters:
// class AFortPawn* PotentialTargetPawn (Parm, ZeroConstructor, IsPlainOldData, NoDestructor)
void AB_BGA_SentryGun_C::OnNewPotentialTargetTouched(class AFortPawn* PotentialTargetPawn)
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("B_BGA_SentryGun_C", "OnNewPotentialTargetTouched");
Params::B_BGA_SentryGun_C_OnNewPotentialTargetTouched Parms{};
Parms.PotentialTargetPawn = PotentialTargetPawn;
UObject::ProcessEvent(Func, &Parms);
}
// Function B_BGA_SentryGun.B_BGA_SentryGun_C.OnPotentialTargetUntouched
// (Protected, BlueprintCallable, BlueprintEvent)
// Parameters:
// class AFortPawn* UntouchedPotentialTarget (Parm, ZeroConstructor, IsPlainOldData, NoDestructor)
void AB_BGA_SentryGun_C::OnPotentialTargetUntouched(class AFortPawn* UntouchedPotentialTarget)
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("B_BGA_SentryGun_C", "OnPotentialTargetUntouched");
Params::B_BGA_SentryGun_C_OnPotentialTargetUntouched Parms{};
Parms.UntouchedPotentialTarget = UntouchedPotentialTarget;
UObject::ProcessEvent(Func, &Parms);
}
// Function B_BGA_SentryGun.B_BGA_SentryGun_C.IsValidTarget
// (Protected, HasOutParams, HasDefaults, BlueprintCallable, BlueprintEvent)
// Parameters:
// class AFortPawn* PotentialTarget (Parm, ZeroConstructor, IsPlainOldData, NoDestructor)
// bool bIncludeSimpleRangeCheck (Parm, ZeroConstructor, IsPlainOldData, NoDestructor)
// bool bIncludeFiringLimitCheck (Parm, ZeroConstructor, IsPlainOldData, NoDestructor)
// bool bIncludeObstructionCheck (Parm, ZeroConstructor, IsPlainOldData, NoDestructor)
// bool* bValidTarget (Parm, OutParm, ZeroConstructor, IsPlainOldData, NoDestructor)
void AB_BGA_SentryGun_C::IsValidTarget(class AFortPawn* PotentialTarget, bool bIncludeSimpleRangeCheck, bool bIncludeFiringLimitCheck, bool bIncludeObstructionCheck, bool* bValidTarget)
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("B_BGA_SentryGun_C", "IsValidTarget");
Params::B_BGA_SentryGun_C_IsValidTarget Parms{};
Parms.PotentialTarget = PotentialTarget;
Parms.bIncludeSimpleRangeCheck = bIncludeSimpleRangeCheck;
Parms.bIncludeFiringLimitCheck = bIncludeFiringLimitCheck;
Parms.bIncludeObstructionCheck = bIncludeObstructionCheck;
UObject::ProcessEvent(Func, &Parms);
if (bValidTarget != nullptr)
*bValidTarget = Parms.bValidTarget;
}
// Function B_BGA_SentryGun.B_BGA_SentryGun_C.IsPawnInsideYawLimits
// (Protected, HasOutParams, BlueprintCallable, BlueprintEvent)
// Parameters:
// class AFortPawn* Pawn (Parm, ZeroConstructor, IsPlainOldData, NoDestructor)
// bool* bInsideYawLimits (Parm, OutParm, ZeroConstructor, IsPlainOldData, NoDestructor)
void AB_BGA_SentryGun_C::IsPawnInsideYawLimits(class AFortPawn* Pawn, bool* bInsideYawLimits)
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("B_BGA_SentryGun_C", "IsPawnInsideYawLimits");
Params::B_BGA_SentryGun_C_IsPawnInsideYawLimits Parms{};
Parms.Pawn = Pawn;
UObject::ProcessEvent(Func, &Parms);
if (bInsideYawLimits != nullptr)
*bInsideYawLimits = Parms.bInsideYawLimits;
}
// Function B_BGA_SentryGun.B_BGA_SentryGun_C.Is Pawn Inside Pitch Limits
// (Protected, HasOutParams, BlueprintCallable, BlueprintEvent)
// Parameters:
// class AFortPawn* Pawn (Parm, ZeroConstructor, IsPlainOldData, NoDestructor)
// bool* bInsidePitchLimits (Parm, OutParm, ZeroConstructor, IsPlainOldData, NoDestructor)
void AB_BGA_SentryGun_C::Is_Pawn_Inside_Pitch_Limits(class AFortPawn* Pawn, bool* bInsidePitchLimits)
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("B_BGA_SentryGun_C", "Is Pawn Inside Pitch Limits");
Params::B_BGA_SentryGun_C_Is_Pawn_Inside_Pitch_Limits Parms{};
Parms.Pawn = Pawn;
UObject::ProcessEvent(Func, &Parms);
if (bInsidePitchLimits != nullptr)
*bInsidePitchLimits = Parms.bInsidePitchLimits;
}
// Function B_BGA_SentryGun.B_BGA_SentryGun_C.OnRep_IsDeployed
// (BlueprintCallable, BlueprintEvent)
void AB_BGA_SentryGun_C::OnRep_IsDeployed()
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("B_BGA_SentryGun_C", "OnRep_IsDeployed");
UObject::ProcessEvent(Func, nullptr);
}
// Function B_BGA_SentryGun.B_BGA_SentryGun_C.TempOnPlaceStatBuff
// (Public, HasDefaults, BlueprintCallable, BlueprintEvent)
void AB_BGA_SentryGun_C::TempOnPlaceStatBuff()
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("B_BGA_SentryGun_C", "TempOnPlaceStatBuff");
UObject::ProcessEvent(Func, nullptr);
}
// Function B_BGA_SentryGun.B_BGA_SentryGun_C.UpdateAmmoCountMID
// (Public, BlueprintCallable, BlueprintEvent)
void AB_BGA_SentryGun_C::UpdateAmmoCountMID()
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("B_BGA_SentryGun_C", "UpdateAmmoCountMID");
UObject::ProcessEvent(Func, nullptr);
}
// Function B_BGA_SentryGun.B_BGA_SentryGun_C.GetTargetingSourceTransform
// (Event, Public, HasOutParams, HasDefaults, BlueprintCallable, BlueprintEvent, BlueprintPure, Const)
// Parameters:
// EFortAbilityTargetingSource Source (Parm, ZeroConstructor, IsPlainOldData, NoDestructor)
// struct FTransform ReturnValue (Parm, OutParm, ReturnParm, IsPlainOldData, NoDestructor)
struct FTransform AB_BGA_SentryGun_C::GetTargetingSourceTransform(EFortAbilityTargetingSource Source) const
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("B_BGA_SentryGun_C", "GetTargetingSourceTransform");
Params::B_BGA_SentryGun_C_GetTargetingSourceTransform Parms{};
Parms.Source = Source;
UObject::ProcessEvent(Func, &Parms);
return Parms.ReturnValue;
}
}
#pragma pack(pop)