Files
Alphanium/CppSDK/SDK/B_Constructor_BASE_functions.cpp

611 lines
23 KiB
C++

#pragma once
/*
* SDK generated by Dumper-7
*
* https://github.com/Encryqed/Dumper-7
*/
// Package: B_Constructor_BASE
#include "Basic.hpp"
#include "B_Constructor_BASE_classes.hpp"
#include "B_Constructor_BASE_parameters.hpp"
#pragma pack(push, 0x4)
namespace SDK
{
// Function B_Constructor_BASE.B_Constructor_BASE_C.ExecuteUbergraph_B_Constructor_BASE
// (HasDefaults)
// Parameters:
// int32 EntryPoint (Parm, ZeroConstructor, IsPlainOldData, NoDestructor)
void AB_Constructor_BASE_C::ExecuteUbergraph_B_Constructor_BASE(int32 EntryPoint)
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("B_Constructor_BASE_C", "ExecuteUbergraph_B_Constructor_BASE");
Params::B_Constructor_BASE_C_ExecuteUbergraph_B_Constructor_BASE Parms{};
Parms.EntryPoint = EntryPoint;
UObject::ProcessEvent(Func, &Parms);
}
// Function B_Constructor_BASE.B_Constructor_BASE_C.ResourcesCreated
// (Net, NetMulticast, BlueprintCallable, BlueprintEvent)
void AB_Constructor_BASE_C::ResourcesCreated()
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("B_Constructor_BASE_C", "ResourcesCreated");
UObject::ProcessEvent(Func, nullptr);
}
// Function B_Constructor_BASE.B_Constructor_BASE_C.GetDamageAmp
// (BlueprintCallable, BlueprintEvent)
void AB_Constructor_BASE_C::GetDamageAmp()
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("B_Constructor_BASE_C", "GetDamageAmp");
UObject::ProcessEvent(Func, nullptr);
}
// Function B_Constructor_BASE.B_Constructor_BASE_C.BlueprintOnInteract
// (BlueprintAuthorityOnly, Event, Public, BlueprintEvent)
// Parameters:
// const class AFortPawn* InteractingPawn (ConstParm, Parm, ZeroConstructor, IsPlainOldData, NoDestructor)
void AB_Constructor_BASE_C::BlueprintOnInteract(const class AFortPawn* InteractingPawn)
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("B_Constructor_BASE_C", "BlueprintOnInteract");
Params::B_Constructor_BASE_C_BlueprintOnInteract Parms{};
Parms.InteractingPawn = InteractingPawn;
UObject::ProcessEvent(Func, &Parms);
}
// Function B_Constructor_BASE.B_Constructor_BASE_C.StopBuildingActorVisuals
// (BlueprintCosmetic, Event, Public, BlueprintEvent)
// Parameters:
// class ABuildingSMActor* BuildingActor (Parm, ZeroConstructor, IsPlainOldData, NoDestructor)
// class UStaticMeshComponent* EffectMeshComp (Parm, ZeroConstructor, IsPlainOldData, NoDestructor)
void AB_Constructor_BASE_C::StopBuildingActorVisuals(class ABuildingSMActor* BuildingActor, class UStaticMeshComponent* EffectMeshComp)
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("B_Constructor_BASE_C", "StopBuildingActorVisuals");
Params::B_Constructor_BASE_C_StopBuildingActorVisuals Parms{};
Parms.BuildingActor = BuildingActor;
Parms.EffectMeshComp = EffectMeshComp;
UObject::ProcessEvent(Func, &Parms);
}
// Function B_Constructor_BASE.B_Constructor_BASE_C.StartBuildingActorVisuals
// (BlueprintCosmetic, Event, Public, BlueprintEvent)
// Parameters:
// class ABuildingSMActor* BuildingActor (Parm, ZeroConstructor, IsPlainOldData, NoDestructor)
// class UStaticMeshComponent* EffectMeshComp (Parm, ZeroConstructor, IsPlainOldData, NoDestructor)
void AB_Constructor_BASE_C::StartBuildingActorVisuals(class ABuildingSMActor* BuildingActor, class UStaticMeshComponent* EffectMeshComp)
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("B_Constructor_BASE_C", "StartBuildingActorVisuals");
Params::B_Constructor_BASE_C_StartBuildingActorVisuals Parms{};
Parms.BuildingActor = BuildingActor;
Parms.EffectMeshComp = EffectMeshComp;
UObject::ProcessEvent(Func, &Parms);
}
// Function B_Constructor_BASE.B_Constructor_BASE_C.AnimateLegs
// (Net, NetMulticast, BlueprintCallable, BlueprintEvent)
// Parameters:
// bool LegsUp (Parm, ZeroConstructor, IsPlainOldData, NoDestructor)
void AB_Constructor_BASE_C::AnimateLegs(bool LegsUp)
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("B_Constructor_BASE_C", "AnimateLegs");
Params::B_Constructor_BASE_C_AnimateLegs Parms{};
Parms.LegsUp = LegsUp;
UObject::ProcessEvent(Func, &Parms);
}
// Function B_Constructor_BASE.B_Constructor_BASE_C.BndEvt__Sphere_K2Node_ComponentBoundEvent_267_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_Constructor_BASE_C::BndEvt__Sphere_K2Node_ComponentBoundEvent_267_ComponentEndOverlapSignature__DelegateSignature(class AActor* OtherActor, class UPrimitiveComponent* OtherComp, int32 OtherBodyIndex)
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("B_Constructor_BASE_C", "BndEvt__Sphere_K2Node_ComponentBoundEvent_267_ComponentEndOverlapSignature__DelegateSignature");
Params::B_Constructor_BASE_C_BndEvt__Sphere_K2Node_ComponentBoundEvent_267_ComponentEndOverlapSignature__DelegateSignature Parms{};
Parms.OtherActor = OtherActor;
Parms.OtherComp = OtherComp;
Parms.OtherBodyIndex = OtherBodyIndex;
UObject::ProcessEvent(Func, &Parms);
}
// Function B_Constructor_BASE.B_Constructor_BASE_C.BndEvt__Sphere_K2Node_ComponentBoundEvent_264_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_Constructor_BASE_C::BndEvt__Sphere_K2Node_ComponentBoundEvent_264_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_Constructor_BASE_C", "BndEvt__Sphere_K2Node_ComponentBoundEvent_264_ComponentBeginOverlapSignature__DelegateSignature");
Params::B_Constructor_BASE_C_BndEvt__Sphere_K2Node_ComponentBoundEvent_264_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_Constructor_BASE.B_Constructor_BASE_C.Recycling
// (BlueprintCallable, BlueprintEvent)
void AB_Constructor_BASE_C::Recycling()
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("B_Constructor_BASE_C", "Recycling");
UObject::ProcessEvent(Func, nullptr);
}
// Function B_Constructor_BASE.B_Constructor_BASE_C.OnPlaced
// (BlueprintAuthorityOnly, Event, Public, BlueprintEvent)
// Parameters:
// class UAbilitySystemComponent* InstigatorAbilitySystemComponent (Parm, ZeroConstructor, IsPlainOldData, NoDestructor)
void AB_Constructor_BASE_C::OnPlaced(class UAbilitySystemComponent* InstigatorAbilitySystemComponent)
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("B_Constructor_BASE_C", "OnPlaced");
Params::B_Constructor_BASE_C_OnPlaced Parms{};
Parms.InstigatorAbilitySystemComponent = InstigatorAbilitySystemComponent;
UObject::ProcessEvent(Func, &Parms);
}
// Function B_Constructor_BASE.B_Constructor_BASE_C.UserConstructionScript
// (Event, Public, BlueprintCallable, BlueprintEvent)
void AB_Constructor_BASE_C::UserConstructionScript()
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("B_Constructor_BASE_C", "UserConstructionScript");
UObject::ProcessEvent(Func, nullptr);
}
// Function B_Constructor_BASE.B_Constructor_BASE_C.SetupBaseDefaultValues
// (Public, HasOutParams, HasDefaults, BlueprintCallable, BlueprintEvent)
// Parameters:
// class UAbilitySystemComponent* Ability_System_Component (Parm, ZeroConstructor, IsPlainOldData, NoDestructor)
// int32* NodesToAffect_0 (Parm, OutParm, ZeroConstructor, IsPlainOldData, NoDestructor)
void AB_Constructor_BASE_C::SetupBaseDefaultValues(class UAbilitySystemComponent* Ability_System_Component, int32* NodesToAffect_0)
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("B_Constructor_BASE_C", "SetupBaseDefaultValues");
Params::B_Constructor_BASE_C_SetupBaseDefaultValues Parms{};
Parms.Ability_System_Component = Ability_System_Component;
UObject::ProcessEvent(Func, &Parms);
if (NodesToAffect_0 != nullptr)
*NodesToAffect_0 = Parms.NodesToAffect_0;
}
// Function B_Constructor_BASE.B_Constructor_BASE_C.Setup Base Effect Array
// (Public, HasOutParams, BlueprintCallable, BlueprintEvent)
// Parameters:
// class UAbilitySystemComponent* Instigator_Ability_System (Parm, ZeroConstructor, IsPlainOldData, NoDestructor)
// TArray<struct FBASEGameplayEffect>* BASEBuildingEffects (Parm, OutParm, ZeroConstructor)
// TArray<struct FBASEGameplayEffect>* BASEFriendlyEffects (Parm, OutParm, ZeroConstructor)
// TArray<struct FBASEGameplayEffect>* BASEHostileEffects (Parm, OutParm, ZeroConstructor)
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)
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("B_Constructor_BASE_C", "Setup Base Effect Array");
Params::B_Constructor_BASE_C_Setup_Base_Effect_Array Parms{};
Parms.Instigator_Ability_System = Instigator_Ability_System;
UObject::ProcessEvent(Func, &Parms);
if (BASEBuildingEffects != nullptr)
*BASEBuildingEffects = std::move(Parms.BASEBuildingEffects);
if (BASEFriendlyEffects != nullptr)
*BASEFriendlyEffects = std::move(Parms.BASEFriendlyEffects);
if (BASEHostileEffects != nullptr)
*BASEHostileEffects = std::move(Parms.BASEHostileEffects);
}
// Function B_Constructor_BASE.B_Constructor_BASE_C.SetupBuildingEffects
// (Public, HasOutParams, HasDefaults, BlueprintCallable, BlueprintEvent)
// Parameters:
// class UAbilitySystemComponent* AbilitySystemComponent_0 (Parm, ZeroConstructor, IsPlainOldData, NoDestructor)
// TArray<struct FBASEGameplayEffect>* BuildingEffects (Parm, OutParm, ZeroConstructor)
void AB_Constructor_BASE_C::SetupBuildingEffects(class UAbilitySystemComponent* AbilitySystemComponent_0, TArray<struct FBASEGameplayEffect>* BuildingEffects)
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("B_Constructor_BASE_C", "SetupBuildingEffects");
Params::B_Constructor_BASE_C_SetupBuildingEffects Parms{};
Parms.AbilitySystemComponent_0 = AbilitySystemComponent_0;
UObject::ProcessEvent(Func, &Parms);
if (BuildingEffects != nullptr)
*BuildingEffects = std::move(Parms.BuildingEffects);
}
// Function B_Constructor_BASE.B_Constructor_BASE_C.SetupFriendlyEffects
// (Public, HasOutParams, HasDefaults, BlueprintCallable, BlueprintEvent)
// Parameters:
// class UAbilitySystemComponent* AbilitySystemComponent_0 (Parm, ZeroConstructor, IsPlainOldData, NoDestructor)
// TArray<struct FBASEGameplayEffect>* FriendlyEffects (Parm, OutParm, ZeroConstructor)
void AB_Constructor_BASE_C::SetupFriendlyEffects(class UAbilitySystemComponent* AbilitySystemComponent_0, TArray<struct FBASEGameplayEffect>* FriendlyEffects)
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("B_Constructor_BASE_C", "SetupFriendlyEffects");
Params::B_Constructor_BASE_C_SetupFriendlyEffects Parms{};
Parms.AbilitySystemComponent_0 = AbilitySystemComponent_0;
UObject::ProcessEvent(Func, &Parms);
if (FriendlyEffects != nullptr)
*FriendlyEffects = std::move(Parms.FriendlyEffects);
}
// Function B_Constructor_BASE.B_Constructor_BASE_C.SetupHostileEffects
// (Public, HasOutParams, HasDefaults, BlueprintCallable, BlueprintEvent)
// Parameters:
// class UAbilitySystemComponent* AbilitySystemComponent_0 (Parm, ZeroConstructor, IsPlainOldData, NoDestructor)
// TArray<struct FBASEGameplayEffect>* HostileEffects (Parm, OutParm, ZeroConstructor)
void AB_Constructor_BASE_C::SetupHostileEffects(class UAbilitySystemComponent* AbilitySystemComponent_0, TArray<struct FBASEGameplayEffect>* HostileEffects)
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("B_Constructor_BASE_C", "SetupHostileEffects");
Params::B_Constructor_BASE_C_SetupHostileEffects Parms{};
Parms.AbilitySystemComponent_0 = AbilitySystemComponent_0;
UObject::ProcessEvent(Func, &Parms);
if (HostileEffects != nullptr)
*HostileEffects = std::move(Parms.HostileEffects);
}
// Function B_Constructor_BASE.B_Constructor_BASE_C.RecycleResources
// (Public, BlueprintCallable, BlueprintEvent)
void AB_Constructor_BASE_C::RecycleResources()
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("B_Constructor_BASE_C", "RecycleResources");
UObject::ProcessEvent(Func, nullptr);
}
// Function B_Constructor_BASE.B_Constructor_BASE_C.OnRep_BaseIsPlaced
// (BlueprintCallable, BlueprintEvent)
void AB_Constructor_BASE_C::OnRep_BaseIsPlaced()
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("B_Constructor_BASE_C", "OnRep_BaseIsPlaced");
UObject::ProcessEvent(Func, nullptr);
}
// Function B_Constructor_BASE.B_Constructor_BASE_C.OnRep_NumbPlayersNearBase
// (BlueprintCallable, BlueprintEvent)
void AB_Constructor_BASE_C::OnRep_NumbPlayersNearBase()
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("B_Constructor_BASE_C", "OnRep_NumbPlayersNearBase");
UObject::ProcessEvent(Func, nullptr);
}
// Function B_Constructor_BASE.B_Constructor_BASE_C.AddGEToBaseArray
// (Public, HasOutParams, HasDefaults, BlueprintCallable, BlueprintEvent)
// Parameters:
// TArray<struct FBASEGameplayEffect>& BaseArray (Parm, OutParm, ZeroConstructor, ReferenceParm)
// class UClass* GameplayEffect (Parm, ZeroConstructor, IsPlainOldData, NoDestructor)
// int32 LevelOverride (Parm, ZeroConstructor, IsPlainOldData, NoDestructor)
void AB_Constructor_BASE_C::AddGEToBaseArray(TArray<struct FBASEGameplayEffect>& BaseArray, class UClass* GameplayEffect, int32 LevelOverride)
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("B_Constructor_BASE_C", "AddGEToBaseArray");
Params::B_Constructor_BASE_C_AddGEToBaseArray Parms{};
Parms.BaseArray = std::move(BaseArray);
Parms.GameplayEffect = GameplayEffect;
Parms.LevelOverride = LevelOverride;
UObject::ProcessEvent(Func, &Parms);
BaseArray = std::move(Parms.BaseArray);
}
// Function B_Constructor_BASE.B_Constructor_BASE_C.SpawnResourceForRecycling
// (Public, HasDefaults, BlueprintCallable, BlueprintEvent)
// Parameters:
// class UFortWorldItemDefinition* ItemDefinition (Parm, ZeroConstructor, IsPlainOldData, NoDestructor)
// int32 AmountToSpawn (Parm, ZeroConstructor, IsPlainOldData, NoDestructor)
// EFortResourceType ResourceType_0 (Parm, ZeroConstructor, IsPlainOldData, NoDestructor)
void AB_Constructor_BASE_C::SpawnResourceForRecycling(class UFortWorldItemDefinition* ItemDefinition, int32 AmountToSpawn, EFortResourceType ResourceType_0)
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("B_Constructor_BASE_C", "SpawnResourceForRecycling");
Params::B_Constructor_BASE_C_SpawnResourceForRecycling Parms{};
Parms.ItemDefinition = ItemDefinition;
Parms.AmountToSpawn = AmountToSpawn;
Parms.ResourceType_0 = ResourceType_0;
UObject::ProcessEvent(Func, &Parms);
}
// Function B_Constructor_BASE.B_Constructor_BASE_C.AddResourceToStack
// (Public, HasOutParams, HasDefaults, BlueprintCallable, BlueprintEvent)
// Parameters:
// const struct FStructRecyclingResource& RecyclingResource (Parm)
// int32 AmountToSpawn (Parm, ZeroConstructor, IsPlainOldData, NoDestructor)
// class UFortWorldItemDefinition* Stored_Resource (Parm, ZeroConstructor, IsPlainOldData, NoDestructor)
// struct FStructRecyclingResource* SetValue (Parm, OutParm)
void AB_Constructor_BASE_C::AddResourceToStack(const struct FStructRecyclingResource& RecyclingResource, int32 AmountToSpawn, class UFortWorldItemDefinition* Stored_Resource, struct FStructRecyclingResource* SetValue)
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("B_Constructor_BASE_C", "AddResourceToStack");
Params::B_Constructor_BASE_C_AddResourceToStack Parms{};
Parms.RecyclingResource = std::move(RecyclingResource);
Parms.AmountToSpawn = AmountToSpawn;
Parms.Stored_Resource = Stored_Resource;
UObject::ProcessEvent(Func, &Parms);
if (SetValue != nullptr)
*SetValue = std::move(Parms.SetValue);
}
// Function B_Constructor_BASE.B_Constructor_BASE_C.OnRep_CollectResources
// (BlueprintCallable, BlueprintEvent)
void AB_Constructor_BASE_C::OnRep_CollectResources()
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("B_Constructor_BASE_C", "OnRep_CollectResources");
UObject::ProcessEvent(Func, nullptr);
}
// Function B_Constructor_BASE.B_Constructor_BASE_C.SetDamageMultiplier
// (Public, HasDefaults, BlueprintCallable, BlueprintEvent)
void AB_Constructor_BASE_C::SetDamageMultiplier()
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("B_Constructor_BASE_C", "SetDamageMultiplier");
UObject::ProcessEvent(Func, nullptr);
}
// Function B_Constructor_BASE.B_Constructor_BASE_C.SetBaseVisualGlow
// (Public, BlueprintCallable, BlueprintEvent)
void AB_Constructor_BASE_C::SetBaseVisualGlow()
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("B_Constructor_BASE_C", "SetBaseVisualGlow");
UObject::ProcessEvent(Func, nullptr);
}
// Function B_Constructor_BASE.B_Constructor_BASE_C.BaseSelfApplyGameplaySpec
// (Public, HasDefaults, BlueprintCallable, BlueprintEvent)
// Parameters:
// const struct FGameplayEffectSpecHandle& GE_Spec (Parm)
void AB_Constructor_BASE_C::BaseSelfApplyGameplaySpec(const struct FGameplayEffectSpecHandle& GE_Spec)
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("B_Constructor_BASE_C", "BaseSelfApplyGameplaySpec");
Params::B_Constructor_BASE_C_BaseSelfApplyGameplaySpec Parms{};
Parms.GE_Spec = std::move(GE_Spec);
UObject::ProcessEvent(Func, &Parms);
}
// Function B_Constructor_BASE.B_Constructor_BASE_C.BlueprintCanInteract
// (Event, Public, HasOutParams, BlueprintCallable, BlueprintEvent, BlueprintPure, Const)
// Parameters:
// const class AFortPawn* InteractingPawn (ConstParm, Parm, ZeroConstructor, IsPlainOldData, NoDestructor)
// bool ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor)
bool AB_Constructor_BASE_C::BlueprintCanInteract(const class AFortPawn* InteractingPawn) const
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("B_Constructor_BASE_C", "BlueprintCanInteract");
Params::B_Constructor_BASE_C_BlueprintCanInteract Parms{};
Parms.InteractingPawn = InteractingPawn;
UObject::ProcessEvent(Func, &Parms);
return Parms.ReturnValue;
}
// Function B_Constructor_BASE.B_Constructor_BASE_C.BlueprintGetInteractionString
// (Event, Public, HasOutParams, HasDefaults, BlueprintCallable, BlueprintEvent, Const)
// Parameters:
// const class AFortPawn* InteractingPawn (ConstParm, Parm, ZeroConstructor, IsPlainOldData, NoDestructor)
// class FText ReturnValue (Parm, OutParm, ReturnParm)
class FText AB_Constructor_BASE_C::BlueprintGetInteractionString(const class AFortPawn* InteractingPawn) const
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("B_Constructor_BASE_C", "BlueprintGetInteractionString");
Params::B_Constructor_BASE_C_BlueprintGetInteractionString Parms{};
Parms.InteractingPawn = InteractingPawn;
UObject::ProcessEvent(Func, &Parms);
return Parms.ReturnValue;
}
}
#pragma pack(pop)