mirror of
https://github.com/ApfelTeeSaft/Alphanium.git
synced 2026-08-27 03:33:27 +00:00
611 lines
23 KiB
C++
611 lines
23 KiB
C++
#pragma once
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/*
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* SDK generated by Dumper-7
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*
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* https://github.com/Encryqed/Dumper-7
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*/
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// Package: B_Constructor_BASE
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#include "Basic.hpp"
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#include "B_Constructor_BASE_classes.hpp"
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#include "B_Constructor_BASE_parameters.hpp"
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#pragma pack(push, 0x4)
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namespace SDK
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{
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// Function B_Constructor_BASE.B_Constructor_BASE_C.ExecuteUbergraph_B_Constructor_BASE
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// (HasDefaults)
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// Parameters:
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// int32 EntryPoint (Parm, ZeroConstructor, IsPlainOldData, NoDestructor)
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void AB_Constructor_BASE_C::ExecuteUbergraph_B_Constructor_BASE(int32 EntryPoint)
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{
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static class UFunction* Func = nullptr;
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if (Func == nullptr)
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Func = Class->GetFunction("B_Constructor_BASE_C", "ExecuteUbergraph_B_Constructor_BASE");
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Params::B_Constructor_BASE_C_ExecuteUbergraph_B_Constructor_BASE Parms{};
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Parms.EntryPoint = EntryPoint;
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UObject::ProcessEvent(Func, &Parms);
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}
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// Function B_Constructor_BASE.B_Constructor_BASE_C.ResourcesCreated
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// (Net, NetMulticast, BlueprintCallable, BlueprintEvent)
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void AB_Constructor_BASE_C::ResourcesCreated()
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{
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static class UFunction* Func = nullptr;
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if (Func == nullptr)
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Func = Class->GetFunction("B_Constructor_BASE_C", "ResourcesCreated");
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UObject::ProcessEvent(Func, nullptr);
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}
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// Function B_Constructor_BASE.B_Constructor_BASE_C.GetDamageAmp
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// (BlueprintCallable, BlueprintEvent)
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void AB_Constructor_BASE_C::GetDamageAmp()
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{
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static class UFunction* Func = nullptr;
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if (Func == nullptr)
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Func = Class->GetFunction("B_Constructor_BASE_C", "GetDamageAmp");
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UObject::ProcessEvent(Func, nullptr);
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}
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// Function B_Constructor_BASE.B_Constructor_BASE_C.BlueprintOnInteract
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// (BlueprintAuthorityOnly, Event, Public, BlueprintEvent)
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// Parameters:
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// const class AFortPawn* InteractingPawn (ConstParm, Parm, ZeroConstructor, IsPlainOldData, NoDestructor)
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void AB_Constructor_BASE_C::BlueprintOnInteract(const class AFortPawn* InteractingPawn)
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{
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static class UFunction* Func = nullptr;
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if (Func == nullptr)
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Func = Class->GetFunction("B_Constructor_BASE_C", "BlueprintOnInteract");
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Params::B_Constructor_BASE_C_BlueprintOnInteract Parms{};
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Parms.InteractingPawn = InteractingPawn;
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UObject::ProcessEvent(Func, &Parms);
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}
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// Function B_Constructor_BASE.B_Constructor_BASE_C.StopBuildingActorVisuals
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// (BlueprintCosmetic, Event, Public, BlueprintEvent)
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// Parameters:
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// class ABuildingSMActor* BuildingActor (Parm, ZeroConstructor, IsPlainOldData, NoDestructor)
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// class UStaticMeshComponent* EffectMeshComp (Parm, ZeroConstructor, IsPlainOldData, NoDestructor)
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void AB_Constructor_BASE_C::StopBuildingActorVisuals(class ABuildingSMActor* BuildingActor, class UStaticMeshComponent* EffectMeshComp)
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{
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static class UFunction* Func = nullptr;
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if (Func == nullptr)
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Func = Class->GetFunction("B_Constructor_BASE_C", "StopBuildingActorVisuals");
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Params::B_Constructor_BASE_C_StopBuildingActorVisuals Parms{};
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Parms.BuildingActor = BuildingActor;
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Parms.EffectMeshComp = EffectMeshComp;
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UObject::ProcessEvent(Func, &Parms);
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}
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// Function B_Constructor_BASE.B_Constructor_BASE_C.StartBuildingActorVisuals
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// (BlueprintCosmetic, Event, Public, BlueprintEvent)
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// Parameters:
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// class ABuildingSMActor* BuildingActor (Parm, ZeroConstructor, IsPlainOldData, NoDestructor)
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// class UStaticMeshComponent* EffectMeshComp (Parm, ZeroConstructor, IsPlainOldData, NoDestructor)
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void AB_Constructor_BASE_C::StartBuildingActorVisuals(class ABuildingSMActor* BuildingActor, class UStaticMeshComponent* EffectMeshComp)
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{
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static class UFunction* Func = nullptr;
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if (Func == nullptr)
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Func = Class->GetFunction("B_Constructor_BASE_C", "StartBuildingActorVisuals");
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Params::B_Constructor_BASE_C_StartBuildingActorVisuals Parms{};
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Parms.BuildingActor = BuildingActor;
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Parms.EffectMeshComp = EffectMeshComp;
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UObject::ProcessEvent(Func, &Parms);
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}
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// Function B_Constructor_BASE.B_Constructor_BASE_C.AnimateLegs
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// (Net, NetMulticast, BlueprintCallable, BlueprintEvent)
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// Parameters:
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// bool LegsUp (Parm, ZeroConstructor, IsPlainOldData, NoDestructor)
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void AB_Constructor_BASE_C::AnimateLegs(bool LegsUp)
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{
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static class UFunction* Func = nullptr;
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if (Func == nullptr)
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Func = Class->GetFunction("B_Constructor_BASE_C", "AnimateLegs");
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Params::B_Constructor_BASE_C_AnimateLegs Parms{};
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Parms.LegsUp = LegsUp;
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UObject::ProcessEvent(Func, &Parms);
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}
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// Function B_Constructor_BASE.B_Constructor_BASE_C.BndEvt__Sphere_K2Node_ComponentBoundEvent_267_ComponentEndOverlapSignature__DelegateSignature
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// (BlueprintEvent)
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// Parameters:
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// class AActor* OtherActor (Parm, ZeroConstructor, IsPlainOldData, NoDestructor)
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// class UPrimitiveComponent* OtherComp (Parm, ZeroConstructor, IsPlainOldData, NoDestructor)
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// int32 OtherBodyIndex (Parm, ZeroConstructor, IsPlainOldData, NoDestructor)
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void AB_Constructor_BASE_C::BndEvt__Sphere_K2Node_ComponentBoundEvent_267_ComponentEndOverlapSignature__DelegateSignature(class AActor* OtherActor, class UPrimitiveComponent* OtherComp, int32 OtherBodyIndex)
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{
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static class UFunction* Func = nullptr;
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if (Func == nullptr)
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Func = Class->GetFunction("B_Constructor_BASE_C", "BndEvt__Sphere_K2Node_ComponentBoundEvent_267_ComponentEndOverlapSignature__DelegateSignature");
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Params::B_Constructor_BASE_C_BndEvt__Sphere_K2Node_ComponentBoundEvent_267_ComponentEndOverlapSignature__DelegateSignature Parms{};
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Parms.OtherActor = OtherActor;
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Parms.OtherComp = OtherComp;
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Parms.OtherBodyIndex = OtherBodyIndex;
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UObject::ProcessEvent(Func, &Parms);
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}
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// Function B_Constructor_BASE.B_Constructor_BASE_C.BndEvt__Sphere_K2Node_ComponentBoundEvent_264_ComponentBeginOverlapSignature__DelegateSignature
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// (HasOutParams, BlueprintEvent)
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// Parameters:
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// class AActor* OtherActor (Parm, ZeroConstructor, IsPlainOldData, NoDestructor)
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// class UPrimitiveComponent* OtherComp (Parm, ZeroConstructor, IsPlainOldData, NoDestructor)
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// int32 OtherBodyIndex (Parm, ZeroConstructor, IsPlainOldData, NoDestructor)
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// bool bFromSweep (Parm, ZeroConstructor, IsPlainOldData, NoDestructor)
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// const struct FHitResult& SweepResult (ConstParm, Parm, OutParm, ReferenceParm, ContainsInstancedReference)
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void AB_Constructor_BASE_C::BndEvt__Sphere_K2Node_ComponentBoundEvent_264_ComponentBeginOverlapSignature__DelegateSignature(class AActor* OtherActor, class UPrimitiveComponent* OtherComp, int32 OtherBodyIndex, bool bFromSweep, const struct FHitResult& SweepResult)
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{
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static class UFunction* Func = nullptr;
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if (Func == nullptr)
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Func = Class->GetFunction("B_Constructor_BASE_C", "BndEvt__Sphere_K2Node_ComponentBoundEvent_264_ComponentBeginOverlapSignature__DelegateSignature");
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Params::B_Constructor_BASE_C_BndEvt__Sphere_K2Node_ComponentBoundEvent_264_ComponentBeginOverlapSignature__DelegateSignature Parms{};
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Parms.OtherActor = OtherActor;
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Parms.OtherComp = OtherComp;
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Parms.OtherBodyIndex = OtherBodyIndex;
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Parms.bFromSweep = bFromSweep;
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Parms.SweepResult = std::move(SweepResult);
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UObject::ProcessEvent(Func, &Parms);
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}
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// Function B_Constructor_BASE.B_Constructor_BASE_C.Recycling
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// (BlueprintCallable, BlueprintEvent)
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void AB_Constructor_BASE_C::Recycling()
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{
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static class UFunction* Func = nullptr;
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if (Func == nullptr)
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Func = Class->GetFunction("B_Constructor_BASE_C", "Recycling");
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UObject::ProcessEvent(Func, nullptr);
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}
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// Function B_Constructor_BASE.B_Constructor_BASE_C.OnPlaced
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// (BlueprintAuthorityOnly, Event, Public, BlueprintEvent)
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// Parameters:
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// class UAbilitySystemComponent* InstigatorAbilitySystemComponent (Parm, ZeroConstructor, IsPlainOldData, NoDestructor)
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void AB_Constructor_BASE_C::OnPlaced(class UAbilitySystemComponent* InstigatorAbilitySystemComponent)
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{
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static class UFunction* Func = nullptr;
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if (Func == nullptr)
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Func = Class->GetFunction("B_Constructor_BASE_C", "OnPlaced");
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Params::B_Constructor_BASE_C_OnPlaced Parms{};
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Parms.InstigatorAbilitySystemComponent = InstigatorAbilitySystemComponent;
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UObject::ProcessEvent(Func, &Parms);
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}
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// Function B_Constructor_BASE.B_Constructor_BASE_C.UserConstructionScript
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// (Event, Public, BlueprintCallable, BlueprintEvent)
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void AB_Constructor_BASE_C::UserConstructionScript()
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{
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static class UFunction* Func = nullptr;
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if (Func == nullptr)
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Func = Class->GetFunction("B_Constructor_BASE_C", "UserConstructionScript");
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UObject::ProcessEvent(Func, nullptr);
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}
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// Function B_Constructor_BASE.B_Constructor_BASE_C.SetupBaseDefaultValues
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// (Public, HasOutParams, HasDefaults, BlueprintCallable, BlueprintEvent)
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// Parameters:
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// class UAbilitySystemComponent* Ability_System_Component (Parm, ZeroConstructor, IsPlainOldData, NoDestructor)
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// int32* NodesToAffect_0 (Parm, OutParm, ZeroConstructor, IsPlainOldData, NoDestructor)
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void AB_Constructor_BASE_C::SetupBaseDefaultValues(class UAbilitySystemComponent* Ability_System_Component, int32* NodesToAffect_0)
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{
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static class UFunction* Func = nullptr;
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if (Func == nullptr)
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Func = Class->GetFunction("B_Constructor_BASE_C", "SetupBaseDefaultValues");
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Params::B_Constructor_BASE_C_SetupBaseDefaultValues Parms{};
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Parms.Ability_System_Component = Ability_System_Component;
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UObject::ProcessEvent(Func, &Parms);
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if (NodesToAffect_0 != nullptr)
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*NodesToAffect_0 = Parms.NodesToAffect_0;
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}
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// Function B_Constructor_BASE.B_Constructor_BASE_C.Setup Base Effect Array
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// (Public, HasOutParams, BlueprintCallable, BlueprintEvent)
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// Parameters:
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// class UAbilitySystemComponent* Instigator_Ability_System (Parm, ZeroConstructor, IsPlainOldData, NoDestructor)
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// TArray<struct FBASEGameplayEffect>* BASEBuildingEffects (Parm, OutParm, ZeroConstructor)
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// TArray<struct FBASEGameplayEffect>* BASEFriendlyEffects (Parm, OutParm, ZeroConstructor)
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// TArray<struct FBASEGameplayEffect>* BASEHostileEffects (Parm, OutParm, ZeroConstructor)
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void AB_Constructor_BASE_C::Setup_Base_Effect_Array(class UAbilitySystemComponent* Instigator_Ability_System, TArray<struct FBASEGameplayEffect>* BASEBuildingEffects, TArray<struct FBASEGameplayEffect>* BASEFriendlyEffects, TArray<struct FBASEGameplayEffect>* BASEHostileEffects)
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{
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static class UFunction* Func = nullptr;
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if (Func == nullptr)
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Func = Class->GetFunction("B_Constructor_BASE_C", "Setup Base Effect Array");
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Params::B_Constructor_BASE_C_Setup_Base_Effect_Array Parms{};
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Parms.Instigator_Ability_System = Instigator_Ability_System;
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UObject::ProcessEvent(Func, &Parms);
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if (BASEBuildingEffects != nullptr)
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*BASEBuildingEffects = std::move(Parms.BASEBuildingEffects);
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if (BASEFriendlyEffects != nullptr)
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*BASEFriendlyEffects = std::move(Parms.BASEFriendlyEffects);
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if (BASEHostileEffects != nullptr)
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*BASEHostileEffects = std::move(Parms.BASEHostileEffects);
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}
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// Function B_Constructor_BASE.B_Constructor_BASE_C.SetupBuildingEffects
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// (Public, HasOutParams, HasDefaults, BlueprintCallable, BlueprintEvent)
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// Parameters:
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// class UAbilitySystemComponent* AbilitySystemComponent_0 (Parm, ZeroConstructor, IsPlainOldData, NoDestructor)
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// TArray<struct FBASEGameplayEffect>* BuildingEffects (Parm, OutParm, ZeroConstructor)
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void AB_Constructor_BASE_C::SetupBuildingEffects(class UAbilitySystemComponent* AbilitySystemComponent_0, TArray<struct FBASEGameplayEffect>* BuildingEffects)
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{
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static class UFunction* Func = nullptr;
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if (Func == nullptr)
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Func = Class->GetFunction("B_Constructor_BASE_C", "SetupBuildingEffects");
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Params::B_Constructor_BASE_C_SetupBuildingEffects Parms{};
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Parms.AbilitySystemComponent_0 = AbilitySystemComponent_0;
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UObject::ProcessEvent(Func, &Parms);
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if (BuildingEffects != nullptr)
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*BuildingEffects = std::move(Parms.BuildingEffects);
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}
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// Function B_Constructor_BASE.B_Constructor_BASE_C.SetupFriendlyEffects
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// (Public, HasOutParams, HasDefaults, BlueprintCallable, BlueprintEvent)
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// Parameters:
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// class UAbilitySystemComponent* AbilitySystemComponent_0 (Parm, ZeroConstructor, IsPlainOldData, NoDestructor)
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// TArray<struct FBASEGameplayEffect>* FriendlyEffects (Parm, OutParm, ZeroConstructor)
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void AB_Constructor_BASE_C::SetupFriendlyEffects(class UAbilitySystemComponent* AbilitySystemComponent_0, TArray<struct FBASEGameplayEffect>* FriendlyEffects)
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{
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static class UFunction* Func = nullptr;
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if (Func == nullptr)
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Func = Class->GetFunction("B_Constructor_BASE_C", "SetupFriendlyEffects");
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Params::B_Constructor_BASE_C_SetupFriendlyEffects Parms{};
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Parms.AbilitySystemComponent_0 = AbilitySystemComponent_0;
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UObject::ProcessEvent(Func, &Parms);
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if (FriendlyEffects != nullptr)
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*FriendlyEffects = std::move(Parms.FriendlyEffects);
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}
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// Function B_Constructor_BASE.B_Constructor_BASE_C.SetupHostileEffects
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// (Public, HasOutParams, HasDefaults, BlueprintCallable, BlueprintEvent)
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// Parameters:
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// class UAbilitySystemComponent* AbilitySystemComponent_0 (Parm, ZeroConstructor, IsPlainOldData, NoDestructor)
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// TArray<struct FBASEGameplayEffect>* HostileEffects (Parm, OutParm, ZeroConstructor)
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void AB_Constructor_BASE_C::SetupHostileEffects(class UAbilitySystemComponent* AbilitySystemComponent_0, TArray<struct FBASEGameplayEffect>* HostileEffects)
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{
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static class UFunction* Func = nullptr;
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if (Func == nullptr)
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Func = Class->GetFunction("B_Constructor_BASE_C", "SetupHostileEffects");
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Params::B_Constructor_BASE_C_SetupHostileEffects Parms{};
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Parms.AbilitySystemComponent_0 = AbilitySystemComponent_0;
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UObject::ProcessEvent(Func, &Parms);
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if (HostileEffects != nullptr)
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*HostileEffects = std::move(Parms.HostileEffects);
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}
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// Function B_Constructor_BASE.B_Constructor_BASE_C.RecycleResources
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// (Public, BlueprintCallable, BlueprintEvent)
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void AB_Constructor_BASE_C::RecycleResources()
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{
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static class UFunction* Func = nullptr;
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if (Func == nullptr)
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Func = Class->GetFunction("B_Constructor_BASE_C", "RecycleResources");
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UObject::ProcessEvent(Func, nullptr);
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}
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// Function B_Constructor_BASE.B_Constructor_BASE_C.OnRep_BaseIsPlaced
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// (BlueprintCallable, BlueprintEvent)
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void AB_Constructor_BASE_C::OnRep_BaseIsPlaced()
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{
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static class UFunction* Func = nullptr;
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if (Func == nullptr)
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Func = Class->GetFunction("B_Constructor_BASE_C", "OnRep_BaseIsPlaced");
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UObject::ProcessEvent(Func, nullptr);
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}
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// Function B_Constructor_BASE.B_Constructor_BASE_C.OnRep_NumbPlayersNearBase
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// (BlueprintCallable, BlueprintEvent)
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void AB_Constructor_BASE_C::OnRep_NumbPlayersNearBase()
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{
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static class UFunction* Func = nullptr;
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if (Func == nullptr)
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Func = Class->GetFunction("B_Constructor_BASE_C", "OnRep_NumbPlayersNearBase");
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UObject::ProcessEvent(Func, nullptr);
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}
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// Function B_Constructor_BASE.B_Constructor_BASE_C.AddGEToBaseArray
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// (Public, HasOutParams, HasDefaults, BlueprintCallable, BlueprintEvent)
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// Parameters:
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// TArray<struct FBASEGameplayEffect>& BaseArray (Parm, OutParm, ZeroConstructor, ReferenceParm)
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// class UClass* GameplayEffect (Parm, ZeroConstructor, IsPlainOldData, NoDestructor)
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// int32 LevelOverride (Parm, ZeroConstructor, IsPlainOldData, NoDestructor)
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void AB_Constructor_BASE_C::AddGEToBaseArray(TArray<struct FBASEGameplayEffect>& BaseArray, class UClass* GameplayEffect, int32 LevelOverride)
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{
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static class UFunction* Func = nullptr;
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if (Func == nullptr)
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Func = Class->GetFunction("B_Constructor_BASE_C", "AddGEToBaseArray");
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Params::B_Constructor_BASE_C_AddGEToBaseArray Parms{};
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Parms.BaseArray = std::move(BaseArray);
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Parms.GameplayEffect = GameplayEffect;
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Parms.LevelOverride = LevelOverride;
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UObject::ProcessEvent(Func, &Parms);
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BaseArray = std::move(Parms.BaseArray);
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}
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// Function B_Constructor_BASE.B_Constructor_BASE_C.SpawnResourceForRecycling
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// (Public, HasDefaults, BlueprintCallable, BlueprintEvent)
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// Parameters:
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// class UFortWorldItemDefinition* ItemDefinition (Parm, ZeroConstructor, IsPlainOldData, NoDestructor)
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// int32 AmountToSpawn (Parm, ZeroConstructor, IsPlainOldData, NoDestructor)
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// EFortResourceType ResourceType_0 (Parm, ZeroConstructor, IsPlainOldData, NoDestructor)
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void AB_Constructor_BASE_C::SpawnResourceForRecycling(class UFortWorldItemDefinition* ItemDefinition, int32 AmountToSpawn, EFortResourceType ResourceType_0)
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{
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static class UFunction* Func = nullptr;
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if (Func == nullptr)
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Func = Class->GetFunction("B_Constructor_BASE_C", "SpawnResourceForRecycling");
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Params::B_Constructor_BASE_C_SpawnResourceForRecycling Parms{};
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Parms.ItemDefinition = ItemDefinition;
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Parms.AmountToSpawn = AmountToSpawn;
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Parms.ResourceType_0 = ResourceType_0;
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UObject::ProcessEvent(Func, &Parms);
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}
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// Function B_Constructor_BASE.B_Constructor_BASE_C.AddResourceToStack
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// (Public, HasOutParams, HasDefaults, BlueprintCallable, BlueprintEvent)
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// Parameters:
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// const struct FStructRecyclingResource& RecyclingResource (Parm)
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// int32 AmountToSpawn (Parm, ZeroConstructor, IsPlainOldData, NoDestructor)
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// class UFortWorldItemDefinition* Stored_Resource (Parm, ZeroConstructor, IsPlainOldData, NoDestructor)
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// struct FStructRecyclingResource* SetValue (Parm, OutParm)
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void AB_Constructor_BASE_C::AddResourceToStack(const struct FStructRecyclingResource& RecyclingResource, int32 AmountToSpawn, class UFortWorldItemDefinition* Stored_Resource, struct FStructRecyclingResource* SetValue)
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{
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static class UFunction* Func = nullptr;
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if (Func == nullptr)
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Func = Class->GetFunction("B_Constructor_BASE_C", "AddResourceToStack");
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Params::B_Constructor_BASE_C_AddResourceToStack Parms{};
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Parms.RecyclingResource = std::move(RecyclingResource);
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Parms.AmountToSpawn = AmountToSpawn;
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Parms.Stored_Resource = Stored_Resource;
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UObject::ProcessEvent(Func, &Parms);
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if (SetValue != nullptr)
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*SetValue = std::move(Parms.SetValue);
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}
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// Function B_Constructor_BASE.B_Constructor_BASE_C.OnRep_CollectResources
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// (BlueprintCallable, BlueprintEvent)
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void AB_Constructor_BASE_C::OnRep_CollectResources()
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{
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static class UFunction* Func = nullptr;
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if (Func == nullptr)
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Func = Class->GetFunction("B_Constructor_BASE_C", "OnRep_CollectResources");
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UObject::ProcessEvent(Func, nullptr);
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}
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// Function B_Constructor_BASE.B_Constructor_BASE_C.SetDamageMultiplier
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// (Public, HasDefaults, BlueprintCallable, BlueprintEvent)
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void AB_Constructor_BASE_C::SetDamageMultiplier()
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{
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static class UFunction* Func = nullptr;
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if (Func == nullptr)
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Func = Class->GetFunction("B_Constructor_BASE_C", "SetDamageMultiplier");
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UObject::ProcessEvent(Func, nullptr);
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}
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// Function B_Constructor_BASE.B_Constructor_BASE_C.SetBaseVisualGlow
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// (Public, BlueprintCallable, BlueprintEvent)
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void AB_Constructor_BASE_C::SetBaseVisualGlow()
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{
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static class UFunction* Func = nullptr;
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if (Func == nullptr)
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Func = Class->GetFunction("B_Constructor_BASE_C", "SetBaseVisualGlow");
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UObject::ProcessEvent(Func, nullptr);
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}
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// Function B_Constructor_BASE.B_Constructor_BASE_C.BaseSelfApplyGameplaySpec
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// (Public, HasDefaults, BlueprintCallable, BlueprintEvent)
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// Parameters:
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// const struct FGameplayEffectSpecHandle& GE_Spec (Parm)
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void AB_Constructor_BASE_C::BaseSelfApplyGameplaySpec(const struct FGameplayEffectSpecHandle& GE_Spec)
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{
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static class UFunction* Func = nullptr;
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if (Func == nullptr)
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Func = Class->GetFunction("B_Constructor_BASE_C", "BaseSelfApplyGameplaySpec");
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Params::B_Constructor_BASE_C_BaseSelfApplyGameplaySpec Parms{};
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Parms.GE_Spec = std::move(GE_Spec);
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UObject::ProcessEvent(Func, &Parms);
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}
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// Function B_Constructor_BASE.B_Constructor_BASE_C.BlueprintCanInteract
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// (Event, Public, HasOutParams, BlueprintCallable, BlueprintEvent, BlueprintPure, Const)
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// Parameters:
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// const class AFortPawn* InteractingPawn (ConstParm, Parm, ZeroConstructor, IsPlainOldData, NoDestructor)
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// bool ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor)
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bool AB_Constructor_BASE_C::BlueprintCanInteract(const class AFortPawn* InteractingPawn) const
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{
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static class UFunction* Func = nullptr;
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if (Func == nullptr)
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Func = Class->GetFunction("B_Constructor_BASE_C", "BlueprintCanInteract");
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Params::B_Constructor_BASE_C_BlueprintCanInteract Parms{};
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Parms.InteractingPawn = InteractingPawn;
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UObject::ProcessEvent(Func, &Parms);
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return Parms.ReturnValue;
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}
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// Function B_Constructor_BASE.B_Constructor_BASE_C.BlueprintGetInteractionString
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// (Event, Public, HasOutParams, HasDefaults, BlueprintCallable, BlueprintEvent, Const)
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// Parameters:
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// const class AFortPawn* InteractingPawn (ConstParm, Parm, ZeroConstructor, IsPlainOldData, NoDestructor)
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// class FText ReturnValue (Parm, OutParm, ReturnParm)
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class FText AB_Constructor_BASE_C::BlueprintGetInteractionString(const class AFortPawn* InteractingPawn) const
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{
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static class UFunction* Func = nullptr;
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if (Func == nullptr)
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Func = Class->GetFunction("B_Constructor_BASE_C", "BlueprintGetInteractionString");
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Params::B_Constructor_BASE_C_BlueprintGetInteractionString Parms{};
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Parms.InteractingPawn = InteractingPawn;
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UObject::ProcessEvent(Func, &Parms);
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return Parms.ReturnValue;
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}
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}
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#pragma pack(pop)
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