Files
Alphanium/CppSDK/SDK/BlasterPawn_functions.cpp

125 lines
4.2 KiB
C++

#pragma once
/*
* SDK generated by Dumper-7
*
* https://github.com/Encryqed/Dumper-7
*/
// Package: BlasterPawn
#include "Basic.hpp"
#include "BlasterPawn_classes.hpp"
#include "BlasterPawn_parameters.hpp"
#pragma pack(push, 0x4)
namespace SDK
{
// Function BlasterPawn.BlasterPawn_C.ExecuteUbergraph_BlasterPawn
// (HasDefaults)
// Parameters:
// int32 EntryPoint (Parm, ZeroConstructor, IsPlainOldData, NoDestructor)
void ABlasterPawn_C::ExecuteUbergraph_BlasterPawn(int32 EntryPoint)
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("BlasterPawn_C", "ExecuteUbergraph_BlasterPawn");
Params::BlasterPawn_C_ExecuteUbergraph_BlasterPawn Parms{};
Parms.EntryPoint = EntryPoint;
UObject::ProcessEvent(Func, &Parms);
}
// Function BlasterPawn.BlasterPawn_C.GameplayCue.Impact.Physical.Energy
// (BlueprintCallable, BlueprintEvent)
// Parameters:
// EGameplayCueEvent EventType (Parm, ZeroConstructor, IsPlainOldData, NoDestructor)
// const struct FGameplayCueParameters& Parameters (Parm)
void ABlasterPawn_C::GameplayCue_Impact_Physical_Energy(EGameplayCueEvent EventType, const struct FGameplayCueParameters& Parameters)
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("BlasterPawn_C", "GameplayCue.Impact.Physical.Energy");
Params::BlasterPawn_C_GameplayCue_Impact_Physical_Energy Parms{};
Parms.EventType = EventType;
Parms.Parameters = std::move(Parameters);
UObject::ProcessEvent(Func, &Parms);
}
// Function BlasterPawn.BlasterPawn_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 ABlasterPawn_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("BlasterPawn_C", "OnDeathServer");
Params::BlasterPawn_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 BlasterPawn.BlasterPawn_C.UserConstructionScript
// (Event, Public, BlueprintCallable, BlueprintEvent)
void ABlasterPawn_C::UserConstructionScript()
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("BlasterPawn_C", "UserConstructionScript");
UObject::ProcessEvent(Func, nullptr);
}
// Function BlasterPawn.BlasterPawn_C.OnRep_HeadEffectStatus
// (BlueprintCallable, BlueprintEvent)
void ABlasterPawn_C::OnRep_HeadEffectStatus()
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("BlasterPawn_C", "OnRep_HeadEffectStatus");
UObject::ProcessEvent(Func, nullptr);
}
}
#pragma pack(pop)