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Alphanium/CppSDK/SDK/FortniteGame_functions.cpp

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#pragma once
/*
* SDK generated by Dumper-7
*
* https://github.com/Encryqed/Dumper-7
*/
// Package: FortniteGame
#include "Basic.hpp"
#include "FortniteGame_classes.hpp"
#include "FortniteGame_parameters.hpp"
#pragma pack(push, 0x4)
namespace SDK
{
// Function FortniteGame.AIHotSpot.AssignFromWaitingList
// (Final, Native, Public, BlueprintCallable)
// Parameters:
// bool ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, NativeAccessSpecifierPublic)
bool AAIHotSpot::AssignFromWaitingList()
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("AIHotSpot", "AssignFromWaitingList");
Params::AIHotSpot_AssignFromWaitingList Parms{};
auto Flgs = Func->FunctionFlags;
Func->FunctionFlags |= 0x400;
UObject::ProcessEvent(Func, &Parms);
Func->FunctionFlags = Flgs;
return Parms.ReturnValue;
}
// Function FortniteGame.AIHotSpot.AssignGroupToHotspot
// (Native, Public, BlueprintCallable)
// Parameters:
// const TArray<class AAIController*>& GroupOfAI (Parm, ZeroConstructor, NativeAccessSpecifierPublic)
// int32 ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
int32 AAIHotSpot::AssignGroupToHotspot(const TArray<class AAIController*>& GroupOfAI)
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("AIHotSpot", "AssignGroupToHotspot");
Params::AIHotSpot_AssignGroupToHotspot Parms{};
Parms.GroupOfAI = std::move(GroupOfAI);
auto Flgs = Func->FunctionFlags;
Func->FunctionFlags |= 0x400;
UObject::ProcessEvent(Func, &Parms);
Func->FunctionFlags = Flgs;
return Parms.ReturnValue;
}
// Function FortniteGame.AIHotSpot.AssignToHotspot
// (Native, Public, BlueprintCallable)
// Parameters:
// class AAIController* AI (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// bool ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, NativeAccessSpecifierPublic)
bool AAIHotSpot::AssignToHotspot(class AAIController* AI)
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("AIHotSpot", "AssignToHotspot");
Params::AIHotSpot_AssignToHotspot Parms{};
Parms.AI = AI;
auto Flgs = Func->FunctionFlags;
Func->FunctionFlags |= 0x400;
UObject::ProcessEvent(Func, &Parms);
Func->FunctionFlags = Flgs;
return Parms.ReturnValue;
}
// Function FortniteGame.AIHotSpot.AssignToSlotByIndex
// (Native, Public, BlueprintCallable)
// Parameters:
// class AAIController* AI (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// int32 INDEX (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// bool ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, NativeAccessSpecifierPublic)
bool AAIHotSpot::AssignToSlotByIndex(class AAIController* AI, int32 INDEX)
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("AIHotSpot", "AssignToSlotByIndex");
Params::AIHotSpot_AssignToSlotByIndex Parms{};
Parms.AI = AI;
Parms.INDEX = INDEX;
auto Flgs = Func->FunctionFlags;
Func->FunctionFlags |= 0x400;
UObject::ProcessEvent(Func, &Parms);
Func->FunctionFlags = Flgs;
return Parms.ReturnValue;
}
// Function FortniteGame.AIHotSpot.AssignToSlotByUserId
// (Final, Native, Public, BlueprintCallable)
// Parameters:
// class AAIController* AI (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// int32 UserId (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// bool ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, NativeAccessSpecifierPublic)
bool AAIHotSpot::AssignToSlotByUserId(class AAIController* AI, int32 UserId)
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("AIHotSpot", "AssignToSlotByUserId");
Params::AIHotSpot_AssignToSlotByUserId Parms{};
Parms.AI = AI;
Parms.UserId = UserId;
auto Flgs = Func->FunctionFlags;
Func->FunctionFlags |= 0x400;
UObject::ProcessEvent(Func, &Parms);
Func->FunctionFlags = Flgs;
return Parms.ReturnValue;
}
// Function FortniteGame.AIHotSpot.OccupySlotByIndex
// (Native, Public, BlueprintCallable)
// Parameters:
// int32 INDEX (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// bool ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, NativeAccessSpecifierPublic)
bool AAIHotSpot::OccupySlotByIndex(int32 INDEX)
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("AIHotSpot", "OccupySlotByIndex");
Params::AIHotSpot_OccupySlotByIndex Parms{};
Parms.INDEX = INDEX;
auto Flgs = Func->FunctionFlags;
Func->FunctionFlags |= 0x400;
UObject::ProcessEvent(Func, &Parms);
Func->FunctionFlags = Flgs;
return Parms.ReturnValue;
}
// Function FortniteGame.AIHotSpot.OccupySlotByOwner
// (Final, Native, Public, BlueprintCallable)
// Parameters:
// const class AAIController* AIOwner (ConstParm, Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// bool ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, NativeAccessSpecifierPublic)
bool AAIHotSpot::OccupySlotByOwner(const class AAIController* AIOwner)
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("AIHotSpot", "OccupySlotByOwner");
Params::AIHotSpot_OccupySlotByOwner Parms{};
Parms.AIOwner = AIOwner;
auto Flgs = Func->FunctionFlags;
Func->FunctionFlags |= 0x400;
UObject::ProcessEvent(Func, &Parms);
Func->FunctionFlags = Flgs;
return Parms.ReturnValue;
}
// Function FortniteGame.AIHotSpot.OccupySlotByUserId
// (Final, Native, Public, BlueprintCallable)
// Parameters:
// int32 UserId (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// bool ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, NativeAccessSpecifierPublic)
bool AAIHotSpot::OccupySlotByUserId(int32 UserId)
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("AIHotSpot", "OccupySlotByUserId");
Params::AIHotSpot_OccupySlotByUserId Parms{};
Parms.UserId = UserId;
auto Flgs = Func->FunctionFlags;
Func->FunctionFlags |= 0x400;
UObject::ProcessEvent(Func, &Parms);
Func->FunctionFlags = Flgs;
return Parms.ReturnValue;
}
// Function FortniteGame.AIHotSpot.OnAssignedClaimedBehavior
// (BlueprintAuthorityOnly, Native, Event, Public, BlueprintEvent)
// Parameters:
// class AAIController* AI (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// int32 INDEX (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// int32 UserId (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// bool bWasOnWaitingList (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, NativeAccessSpecifierPublic)
// bool ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, NativeAccessSpecifierPublic)
bool AAIHotSpot::OnAssignedClaimedBehavior(class AAIController* AI, int32 INDEX, int32 UserId, bool bWasOnWaitingList)
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("AIHotSpot", "OnAssignedClaimedBehavior");
Params::AIHotSpot_OnAssignedClaimedBehavior Parms{};
Parms.AI = AI;
Parms.INDEX = INDEX;
Parms.UserId = UserId;
Parms.bWasOnWaitingList = bWasOnWaitingList;
auto Flgs = Func->FunctionFlags;
Func->FunctionFlags |= 0x400;
UObject::ProcessEvent(Func, &Parms);
Func->FunctionFlags = Flgs;
return Parms.ReturnValue;
}
// Function FortniteGame.AIHotSpot.OnAssignedOccupiedBehavior
// (BlueprintAuthorityOnly, Native, Event, Public, BlueprintEvent)
// Parameters:
// class AAIController* AI (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// int32 INDEX (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// int32 UserId (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// bool ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, NativeAccessSpecifierPublic)
bool AAIHotSpot::OnAssignedOccupiedBehavior(class AAIController* AI, int32 INDEX, int32 UserId)
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("AIHotSpot", "OnAssignedOccupiedBehavior");
Params::AIHotSpot_OnAssignedOccupiedBehavior Parms{};
Parms.AI = AI;
Parms.INDEX = INDEX;
Parms.UserId = UserId;
auto Flgs = Func->FunctionFlags;
Func->FunctionFlags |= 0x400;
UObject::ProcessEvent(Func, &Parms);
Func->FunctionFlags = Flgs;
return Parms.ReturnValue;
}
// Function FortniteGame.AIHotSpot.OnAssignedSlotlessBehavior
// (BlueprintAuthorityOnly, Native, Event, Public, BlueprintEvent)
// Parameters:
// class AAIController* AI (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// bool ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, NativeAccessSpecifierPublic)
bool AAIHotSpot::OnAssignedSlotlessBehavior(class AAIController* AI)
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("AIHotSpot", "OnAssignedSlotlessBehavior");
Params::AIHotSpot_OnAssignedSlotlessBehavior Parms{};
Parms.AI = AI;
auto Flgs = Func->FunctionFlags;
Func->FunctionFlags |= 0x400;
UObject::ProcessEvent(Func, &Parms);
Func->FunctionFlags = Flgs;
return Parms.ReturnValue;
}
// Function FortniteGame.AIHotSpot.OnHotSpotDisabled
// (BlueprintAuthorityOnly, Native, Event, Public, BlueprintEvent)
void AAIHotSpot::OnHotSpotDisabled()
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("AIHotSpot", "OnHotSpotDisabled");
auto Flgs = Func->FunctionFlags;
Func->FunctionFlags |= 0x400;
UObject::ProcessEvent(Func, nullptr);
Func->FunctionFlags = Flgs;
}
// Function FortniteGame.AIHotSpot.OnHotSpotEnabled
// (BlueprintAuthorityOnly, Native, Event, Public, BlueprintEvent)
void AAIHotSpot::OnHotSpotEnabled()
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("AIHotSpot", "OnHotSpotEnabled");
auto Flgs = Func->FunctionFlags;
Func->FunctionFlags |= 0x400;
UObject::ProcessEvent(Func, nullptr);
Func->FunctionFlags = Flgs;
}
// Function FortniteGame.AIHotSpot.OnMoveToSlotFinished
// (BlueprintAuthorityOnly, Native, Event, Protected, BlueprintEvent)
// Parameters:
// class AAIController* AI (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// int32 INDEX (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// int32 UserId (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// bool bResult (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, NativeAccessSpecifierPublic)
void AAIHotSpot::OnMoveToSlotFinished(class AAIController* AI, int32 INDEX, int32 UserId, bool bResult)
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("AIHotSpot", "OnMoveToSlotFinished");
Params::AIHotSpot_OnMoveToSlotFinished Parms{};
Parms.AI = AI;
Parms.INDEX = INDEX;
Parms.UserId = UserId;
Parms.bResult = bResult;
auto Flgs = Func->FunctionFlags;
Func->FunctionFlags |= 0x400;
UObject::ProcessEvent(Func, &Parms);
Func->FunctionFlags = Flgs;
}
// Function FortniteGame.AIHotSpot.OnRemovedBehavior
// (BlueprintAuthorityOnly, Native, Event, Public, BlueprintEvent)
// Parameters:
// class AAIController* AI (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// int32 INDEX (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// int32 UserId (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// EAIHotSpotSlot PrevState (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// bool bWasOnWaitingList (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, NativeAccessSpecifierPublic)
void AAIHotSpot::OnRemovedBehavior(class AAIController* AI, int32 INDEX, int32 UserId, EAIHotSpotSlot PrevState, bool bWasOnWaitingList)
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("AIHotSpot", "OnRemovedBehavior");
Params::AIHotSpot_OnRemovedBehavior Parms{};
Parms.AI = AI;
Parms.INDEX = INDEX;
Parms.UserId = UserId;
Parms.PrevState = PrevState;
Parms.bWasOnWaitingList = bWasOnWaitingList;
auto Flgs = Func->FunctionFlags;
Func->FunctionFlags |= 0x400;
UObject::ProcessEvent(Func, &Parms);
Func->FunctionFlags = Flgs;
}
// Function FortniteGame.AIHotSpot.OnRemovedSlotlessBehavior
// (BlueprintAuthorityOnly, Native, Event, Public, BlueprintEvent)
// Parameters:
// class AAIController* AI (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// bool bIsClamingSlot (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, NativeAccessSpecifierPublic)
void AAIHotSpot::OnRemovedSlotlessBehavior(class AAIController* AI, bool bIsClamingSlot)
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("AIHotSpot", "OnRemovedSlotlessBehavior");
Params::AIHotSpot_OnRemovedSlotlessBehavior Parms{};
Parms.AI = AI;
Parms.bIsClamingSlot = bIsClamingSlot;
auto Flgs = Func->FunctionFlags;
Func->FunctionFlags |= 0x400;
UObject::ProcessEvent(Func, &Parms);
Func->FunctionFlags = Flgs;
}
// Function FortniteGame.AIHotSpot.OnSlotBlocked
// (BlueprintAuthorityOnly, Native, Event, Public, BlueprintEvent)
// Parameters:
// class AAIController* AI (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// int32 INDEX (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// int32 UserId (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
void AAIHotSpot::OnSlotBlocked(class AAIController* AI, int32 INDEX, int32 UserId)
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("AIHotSpot", "OnSlotBlocked");
Params::AIHotSpot_OnSlotBlocked Parms{};
Parms.AI = AI;
Parms.INDEX = INDEX;
Parms.UserId = UserId;
auto Flgs = Func->FunctionFlags;
Func->FunctionFlags |= 0x400;
UObject::ProcessEvent(Func, &Parms);
Func->FunctionFlags = Flgs;
}
// Function FortniteGame.AIHotSpot.OnSlotClaimed
// (BlueprintAuthorityOnly, Native, Event, Public, BlueprintEvent)
// Parameters:
// class AAIController* AI (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// int32 INDEX (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// int32 UserId (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
void AAIHotSpot::OnSlotClaimed(class AAIController* AI, int32 INDEX, int32 UserId)
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("AIHotSpot", "OnSlotClaimed");
Params::AIHotSpot_OnSlotClaimed Parms{};
Parms.AI = AI;
Parms.INDEX = INDEX;
Parms.UserId = UserId;
auto Flgs = Func->FunctionFlags;
Func->FunctionFlags |= 0x400;
UObject::ProcessEvent(Func, &Parms);
Func->FunctionFlags = Flgs;
}
// Function FortniteGame.AIHotSpot.OnSlotDisabled
// (BlueprintAuthorityOnly, Native, Event, Public, BlueprintEvent)
// Parameters:
// int32 INDEX (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// int32 UserId (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
void AAIHotSpot::OnSlotDisabled(int32 INDEX, int32 UserId)
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("AIHotSpot", "OnSlotDisabled");
Params::AIHotSpot_OnSlotDisabled Parms{};
Parms.INDEX = INDEX;
Parms.UserId = UserId;
auto Flgs = Func->FunctionFlags;
Func->FunctionFlags |= 0x400;
UObject::ProcessEvent(Func, &Parms);
Func->FunctionFlags = Flgs;
}
// Function FortniteGame.AIHotSpot.OnSlotEnabled
// (BlueprintAuthorityOnly, Native, Event, Public, BlueprintEvent)
// Parameters:
// int32 INDEX (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// int32 UserId (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
void AAIHotSpot::OnSlotEnabled(int32 INDEX, int32 UserId)
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("AIHotSpot", "OnSlotEnabled");
Params::AIHotSpot_OnSlotEnabled Parms{};
Parms.INDEX = INDEX;
Parms.UserId = UserId;
auto Flgs = Func->FunctionFlags;
Func->FunctionFlags |= 0x400;
UObject::ProcessEvent(Func, &Parms);
Func->FunctionFlags = Flgs;
}
// Function FortniteGame.AIHotSpot.OnSlotFreed
// (BlueprintAuthorityOnly, Native, Event, Public, BlueprintEvent)
// Parameters:
// class AAIController* AI (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// int32 INDEX (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// int32 UserId (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
void AAIHotSpot::OnSlotFreed(class AAIController* AI, int32 INDEX, int32 UserId)
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("AIHotSpot", "OnSlotFreed");
Params::AIHotSpot_OnSlotFreed Parms{};
Parms.AI = AI;
Parms.INDEX = INDEX;
Parms.UserId = UserId;
auto Flgs = Func->FunctionFlags;
Func->FunctionFlags |= 0x400;
UObject::ProcessEvent(Func, &Parms);
Func->FunctionFlags = Flgs;
}
// Function FortniteGame.AIHotSpot.OnSlotOccupied
// (BlueprintAuthorityOnly, Native, Event, Public, BlueprintEvent)
// Parameters:
// class AAIController* AI (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// int32 INDEX (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// int32 UserId (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
void AAIHotSpot::OnSlotOccupied(class AAIController* AI, int32 INDEX, int32 UserId)
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("AIHotSpot", "OnSlotOccupied");
Params::AIHotSpot_OnSlotOccupied Parms{};
Parms.AI = AI;
Parms.INDEX = INDEX;
Parms.UserId = UserId;
auto Flgs = Func->FunctionFlags;
Func->FunctionFlags |= 0x400;
UObject::ProcessEvent(Func, &Parms);
Func->FunctionFlags = Flgs;
}
// Function FortniteGame.AIHotSpot.RemoveFromHotspot
// (Native, Public, BlueprintCallable)
// Parameters:
// class AAIController* AI (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// bool bAssignFromWaitingList (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, AdvancedDisplay, NativeAccessSpecifierPublic)
// bool ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, NativeAccessSpecifierPublic)
bool AAIHotSpot::RemoveFromHotspot(class AAIController* AI, bool bAssignFromWaitingList)
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("AIHotSpot", "RemoveFromHotspot");
Params::AIHotSpot_RemoveFromHotspot Parms{};
Parms.AI = AI;
Parms.bAssignFromWaitingList = bAssignFromWaitingList;
auto Flgs = Func->FunctionFlags;
Func->FunctionFlags |= 0x400;
UObject::ProcessEvent(Func, &Parms);
Func->FunctionFlags = Flgs;
return Parms.ReturnValue;
}
// Function FortniteGame.AIHotSpot.RemoveGroupFromHotspot
// (Native, Public, BlueprintCallable)
// Parameters:
// const TArray<class AAIController*>& GroupOfAI (Parm, ZeroConstructor, NativeAccessSpecifierPublic)
// int32 ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
int32 AAIHotSpot::RemoveGroupFromHotspot(const TArray<class AAIController*>& GroupOfAI)
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("AIHotSpot", "RemoveGroupFromHotspot");
Params::AIHotSpot_RemoveGroupFromHotspot Parms{};
Parms.GroupOfAI = std::move(GroupOfAI);
auto Flgs = Func->FunctionFlags;
Func->FunctionFlags |= 0x400;
UObject::ProcessEvent(Func, &Parms);
Func->FunctionFlags = Flgs;
return Parms.ReturnValue;
}
// Function FortniteGame.AIHotSpot.SetEnabled
// (Native, Public, BlueprintCallable)
// Parameters:
// bool bEnabled (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, NativeAccessSpecifierPublic)
void AAIHotSpot::SetEnabled(bool bEnabled)
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("AIHotSpot", "SetEnabled");
Params::AIHotSpot_SetEnabled Parms{};
Parms.bEnabled = bEnabled;
auto Flgs = Func->FunctionFlags;
Func->FunctionFlags |= 0x400;
UObject::ProcessEvent(Func, &Parms);
Func->FunctionFlags = Flgs;
}
// Function FortniteGame.AIHotSpot.CanUseSlotByIndex
// (Final, Native, Public, BlueprintCallable, BlueprintPure, Const)
// Parameters:
// const class AAIController* AI (ConstParm, Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// int32 INDEX (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// bool ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, NativeAccessSpecifierPublic)
bool AAIHotSpot::CanUseSlotByIndex(const class AAIController* AI, int32 INDEX) const
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("AIHotSpot", "CanUseSlotByIndex");
Params::AIHotSpot_CanUseSlotByIndex Parms{};
Parms.AI = AI;
Parms.INDEX = INDEX;
auto Flgs = Func->FunctionFlags;
Func->FunctionFlags |= 0x400;
UObject::ProcessEvent(Func, &Parms);
Func->FunctionFlags = Flgs;
return Parms.ReturnValue;
}
// Function FortniteGame.AIHotSpot.CanUseSlotByUserId
// (Final, Native, Public, BlueprintCallable, BlueprintPure, Const)
// Parameters:
// const class AAIController* AI (ConstParm, Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// int32 UserId (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// bool ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, NativeAccessSpecifierPublic)
bool AAIHotSpot::CanUseSlotByUserId(const class AAIController* AI, int32 UserId) const
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("AIHotSpot", "CanUseSlotByUserId");
Params::AIHotSpot_CanUseSlotByUserId Parms{};
Parms.AI = AI;
Parms.UserId = UserId;
auto Flgs = Func->FunctionFlags;
Func->FunctionFlags |= 0x400;
UObject::ProcessEvent(Func, &Parms);
Func->FunctionFlags = Flgs;
return Parms.ReturnValue;
}
// Function FortniteGame.AIHotSpot.FindBestSlotIndex
// (Native, Public, BlueprintCallable, BlueprintPure, Const)
// Parameters:
// class AAIController* AI (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// int32 ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
int32 AAIHotSpot::FindBestSlotIndex(class AAIController* AI) const
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("AIHotSpot", "FindBestSlotIndex");
Params::AIHotSpot_FindBestSlotIndex Parms{};
Parms.AI = AI;
auto Flgs = Func->FunctionFlags;
Func->FunctionFlags |= 0x400;
UObject::ProcessEvent(Func, &Parms);
Func->FunctionFlags = Flgs;
return Parms.ReturnValue;
}
// Function FortniteGame.AIHotSpot.FindBestSlotIndices
// (Native, Public, BlueprintCallable, BlueprintPure, Const)
// Parameters:
// const TArray<class AAIController*>& AI (Parm, ZeroConstructor, NativeAccessSpecifierPublic)
// TArray<int32> ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, NativeAccessSpecifierPublic)
TArray<int32> AAIHotSpot::FindBestSlotIndices(const TArray<class AAIController*>& AI) const
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("AIHotSpot", "FindBestSlotIndices");
Params::AIHotSpot_FindBestSlotIndices Parms{};
Parms.AI = std::move(AI);
auto Flgs = Func->FunctionFlags;
Func->FunctionFlags |= 0x400;
UObject::ProcessEvent(Func, &Parms);
Func->FunctionFlags = Flgs;
return Parms.ReturnValue;
}
// Function FortniteGame.AIHotSpot.GetAssignedAI
// (Final, Native, Public, BlueprintCallable, BlueprintPure, Const)
// Parameters:
// EAIHotSpotAssignmentFilter Filter (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// TArray<class AAIController*> ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, NativeAccessSpecifierPublic)
TArray<class AAIController*> AAIHotSpot::GetAssignedAI(EAIHotSpotAssignmentFilter Filter) const
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("AIHotSpot", "GetAssignedAI");
Params::AIHotSpot_GetAssignedAI Parms{};
Parms.Filter = Filter;
auto Flgs = Func->FunctionFlags;
Func->FunctionFlags |= 0x400;
UObject::ProcessEvent(Func, &Parms);
Func->FunctionFlags = Flgs;
return Parms.ReturnValue;
}
// Function FortniteGame.AIHotSpot.GetAssignedAICount
// (Final, Native, Public, BlueprintCallable, BlueprintPure, Const)
// Parameters:
// EAIHotSpotAssignmentFilter Filter (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// int32 ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
int32 AAIHotSpot::GetAssignedAICount(EAIHotSpotAssignmentFilter Filter) const
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("AIHotSpot", "GetAssignedAICount");
Params::AIHotSpot_GetAssignedAICount Parms{};
Parms.Filter = Filter;
auto Flgs = Func->FunctionFlags;
Func->FunctionFlags |= 0x400;
UObject::ProcessEvent(Func, &Parms);
Func->FunctionFlags = Flgs;
return Parms.ReturnValue;
}
// Function FortniteGame.AIHotSpot.GetSlotByIndex
// (Final, Native, Public, BlueprintCallable, BlueprintPure, Const)
// Parameters:
// int32 INDEX (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// class UAIHotSpotSlot* ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
class UAIHotSpotSlot* AAIHotSpot::GetSlotByIndex(int32 INDEX) const
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("AIHotSpot", "GetSlotByIndex");
Params::AIHotSpot_GetSlotByIndex Parms{};
Parms.INDEX = INDEX;
auto Flgs = Func->FunctionFlags;
Func->FunctionFlags |= 0x400;
UObject::ProcessEvent(Func, &Parms);
Func->FunctionFlags = Flgs;
return Parms.ReturnValue;
}
// Function FortniteGame.AIHotSpot.GetSlotByOwner
// (Final, Native, Public, BlueprintCallable, BlueprintPure, Const)
// Parameters:
// const class AAIController* AIOwner (ConstParm, Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// class UAIHotSpotSlot* ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
class UAIHotSpotSlot* AAIHotSpot::GetSlotByOwner(const class AAIController* AIOwner) const
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("AIHotSpot", "GetSlotByOwner");
Params::AIHotSpot_GetSlotByOwner Parms{};
Parms.AIOwner = AIOwner;
auto Flgs = Func->FunctionFlags;
Func->FunctionFlags |= 0x400;
UObject::ProcessEvent(Func, &Parms);
Func->FunctionFlags = Flgs;
return Parms.ReturnValue;
}
// Function FortniteGame.AIHotSpot.GetSlotByUserId
// (Final, Native, Public, BlueprintCallable, BlueprintPure, Const)
// Parameters:
// int32 UserId (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// class UAIHotSpotSlot* ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
class UAIHotSpotSlot* AAIHotSpot::GetSlotByUserId(int32 UserId) const
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("AIHotSpot", "GetSlotByUserId");
Params::AIHotSpot_GetSlotByUserId Parms{};
Parms.UserId = UserId;
auto Flgs = Func->FunctionFlags;
Func->FunctionFlags |= 0x400;
UObject::ProcessEvent(Func, &Parms);
Func->FunctionFlags = Flgs;
return Parms.ReturnValue;
}
// Function FortniteGame.AIHotSpot.GetSlotCount
// (Final, Native, Public, BlueprintCallable, BlueprintPure, Const)
// Parameters:
// EAIHotSpotSlotFilter Filter (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// int32 ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
int32 AAIHotSpot::GetSlotCount(EAIHotSpotSlotFilter Filter) const
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("AIHotSpot", "GetSlotCount");
Params::AIHotSpot_GetSlotCount Parms{};
Parms.Filter = Filter;
auto Flgs = Func->FunctionFlags;
Func->FunctionFlags |= 0x400;
UObject::ProcessEvent(Func, &Parms);
Func->FunctionFlags = Flgs;
return Parms.ReturnValue;
}
// Function FortniteGame.AIHotSpot.GetSlotIndexByOwner
// (Final, Native, Public, BlueprintCallable, BlueprintPure, Const)
// Parameters:
// const class AAIController* AIOwner (ConstParm, Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// int32 ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
int32 AAIHotSpot::GetSlotIndexByOwner(const class AAIController* AIOwner) const
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("AIHotSpot", "GetSlotIndexByOwner");
Params::AIHotSpot_GetSlotIndexByOwner Parms{};
Parms.AIOwner = AIOwner;
auto Flgs = Func->FunctionFlags;
Func->FunctionFlags |= 0x400;
UObject::ProcessEvent(Func, &Parms);
Func->FunctionFlags = Flgs;
return Parms.ReturnValue;
}
// Function FortniteGame.AIHotSpot.GetSlotIndexByUserId
// (Final, Native, Public, BlueprintCallable, BlueprintPure, Const)
// Parameters:
// int32 UserId (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// int32 ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
int32 AAIHotSpot::GetSlotIndexByUserId(int32 UserId) const
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("AIHotSpot", "GetSlotIndexByUserId");
Params::AIHotSpot_GetSlotIndexByUserId Parms{};
Parms.UserId = UserId;
auto Flgs = Func->FunctionFlags;
Func->FunctionFlags |= 0x400;
UObject::ProcessEvent(Func, &Parms);
Func->FunctionFlags = Flgs;
return Parms.ReturnValue;
}
// Function FortniteGame.AIHotSpot.GetSlotLocationByIndex
// (Final, Native, Public, HasDefaults, BlueprintCallable, BlueprintPure, Const)
// Parameters:
// int32 INDEX (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// struct FVector ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, NativeAccessSpecifierPublic)
struct FVector AAIHotSpot::GetSlotLocationByIndex(int32 INDEX) const
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("AIHotSpot", "GetSlotLocationByIndex");
Params::AIHotSpot_GetSlotLocationByIndex Parms{};
Parms.INDEX = INDEX;
auto Flgs = Func->FunctionFlags;
Func->FunctionFlags |= 0x400;
UObject::ProcessEvent(Func, &Parms);
Func->FunctionFlags = Flgs;
return Parms.ReturnValue;
}
// Function FortniteGame.AIHotSpot.GetSlotLocationByOwner
// (Final, Native, Public, HasDefaults, BlueprintCallable, BlueprintPure, Const)
// Parameters:
// const class AAIController* AIOwner (ConstParm, Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// struct FVector ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, NativeAccessSpecifierPublic)
struct FVector AAIHotSpot::GetSlotLocationByOwner(const class AAIController* AIOwner) const
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("AIHotSpot", "GetSlotLocationByOwner");
Params::AIHotSpot_GetSlotLocationByOwner Parms{};
Parms.AIOwner = AIOwner;
auto Flgs = Func->FunctionFlags;
Func->FunctionFlags |= 0x400;
UObject::ProcessEvent(Func, &Parms);
Func->FunctionFlags = Flgs;
return Parms.ReturnValue;
}
// Function FortniteGame.AIHotSpot.GetSlotLocationByUserId
// (Final, Native, Public, HasDefaults, BlueprintCallable, BlueprintPure, Const)
// Parameters:
// int32 UserId (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// struct FVector ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, NativeAccessSpecifierPublic)
struct FVector AAIHotSpot::GetSlotLocationByUserId(int32 UserId) const
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("AIHotSpot", "GetSlotLocationByUserId");
Params::AIHotSpot_GetSlotLocationByUserId Parms{};
Parms.UserId = UserId;
auto Flgs = Func->FunctionFlags;
Func->FunctionFlags |= 0x400;
UObject::ProcessEvent(Func, &Parms);
Func->FunctionFlags = Flgs;
return Parms.ReturnValue;
}
// Function FortniteGame.AIHotSpot.GetSlotOwnerByIndex
// (Final, Native, Public, BlueprintCallable, BlueprintPure, Const)
// Parameters:
// int32 INDEX (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// class AAIController* ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
class AAIController* AAIHotSpot::GetSlotOwnerByIndex(int32 INDEX) const
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("AIHotSpot", "GetSlotOwnerByIndex");
Params::AIHotSpot_GetSlotOwnerByIndex Parms{};
Parms.INDEX = INDEX;
auto Flgs = Func->FunctionFlags;
Func->FunctionFlags |= 0x400;
UObject::ProcessEvent(Func, &Parms);
Func->FunctionFlags = Flgs;
return Parms.ReturnValue;
}
// Function FortniteGame.AIHotSpot.GetSlotOwnerByUserId
// (Final, Native, Public, BlueprintCallable, BlueprintPure, Const)
// Parameters:
// int32 UserId (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// class AAIController* ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
class AAIController* AAIHotSpot::GetSlotOwnerByUserId(int32 UserId) const
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("AIHotSpot", "GetSlotOwnerByUserId");
Params::AIHotSpot_GetSlotOwnerByUserId Parms{};
Parms.UserId = UserId;
auto Flgs = Func->FunctionFlags;
Func->FunctionFlags |= 0x400;
UObject::ProcessEvent(Func, &Parms);
Func->FunctionFlags = Flgs;
return Parms.ReturnValue;
}
// Function FortniteGame.AIHotSpot.GetSlotRotationByIndex
// (Final, Native, Public, HasDefaults, BlueprintCallable, BlueprintPure, Const)
// Parameters:
// int32 INDEX (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// struct FRotator ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, NativeAccessSpecifierPublic)
struct FRotator AAIHotSpot::GetSlotRotationByIndex(int32 INDEX) const
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("AIHotSpot", "GetSlotRotationByIndex");
Params::AIHotSpot_GetSlotRotationByIndex Parms{};
Parms.INDEX = INDEX;
auto Flgs = Func->FunctionFlags;
Func->FunctionFlags |= 0x400;
UObject::ProcessEvent(Func, &Parms);
Func->FunctionFlags = Flgs;
return Parms.ReturnValue;
}
// Function FortniteGame.AIHotSpot.GetSlotRotationByOwner
// (Final, Native, Public, HasDefaults, BlueprintCallable, BlueprintPure, Const)
// Parameters:
// const class AAIController* AIOwner (ConstParm, Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// struct FRotator ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, NativeAccessSpecifierPublic)
struct FRotator AAIHotSpot::GetSlotRotationByOwner(const class AAIController* AIOwner) const
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("AIHotSpot", "GetSlotRotationByOwner");
Params::AIHotSpot_GetSlotRotationByOwner Parms{};
Parms.AIOwner = AIOwner;
auto Flgs = Func->FunctionFlags;
Func->FunctionFlags |= 0x400;
UObject::ProcessEvent(Func, &Parms);
Func->FunctionFlags = Flgs;
return Parms.ReturnValue;
}
// Function FortniteGame.AIHotSpot.GetSlotRotationByUserId
// (Final, Native, Public, HasDefaults, BlueprintCallable, BlueprintPure, Const)
// Parameters:
// int32 UserId (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// struct FRotator ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, NativeAccessSpecifierPublic)
struct FRotator AAIHotSpot::GetSlotRotationByUserId(int32 UserId) const
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("AIHotSpot", "GetSlotRotationByUserId");
Params::AIHotSpot_GetSlotRotationByUserId Parms{};
Parms.UserId = UserId;
auto Flgs = Func->FunctionFlags;
Func->FunctionFlags |= 0x400;
UObject::ProcessEvent(Func, &Parms);
Func->FunctionFlags = Flgs;
return Parms.ReturnValue;
}
// Function FortniteGame.AIHotSpot.GetSlotStateByIndex
// (Final, Native, Public, BlueprintCallable, BlueprintPure, Const)
// Parameters:
// int32 INDEX (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// EAIHotSpotSlot ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
EAIHotSpotSlot AAIHotSpot::GetSlotStateByIndex(int32 INDEX) const
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("AIHotSpot", "GetSlotStateByIndex");
Params::AIHotSpot_GetSlotStateByIndex Parms{};
Parms.INDEX = INDEX;
auto Flgs = Func->FunctionFlags;
Func->FunctionFlags |= 0x400;
UObject::ProcessEvent(Func, &Parms);
Func->FunctionFlags = Flgs;
return Parms.ReturnValue;
}
// Function FortniteGame.AIHotSpot.GetSlotStateByOwner
// (Final, Native, Public, BlueprintCallable, BlueprintPure, Const)
// Parameters:
// const class AAIController* AIOwner (ConstParm, Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// EAIHotSpotSlot ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
EAIHotSpotSlot AAIHotSpot::GetSlotStateByOwner(const class AAIController* AIOwner) const
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("AIHotSpot", "GetSlotStateByOwner");
Params::AIHotSpot_GetSlotStateByOwner Parms{};
Parms.AIOwner = AIOwner;
auto Flgs = Func->FunctionFlags;
Func->FunctionFlags |= 0x400;
UObject::ProcessEvent(Func, &Parms);
Func->FunctionFlags = Flgs;
return Parms.ReturnValue;
}
// Function FortniteGame.AIHotSpot.GetSlotStateByUserId
// (Final, Native, Public, BlueprintCallable, BlueprintPure, Const)
// Parameters:
// int32 UserId (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// EAIHotSpotSlot ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
EAIHotSpotSlot AAIHotSpot::GetSlotStateByUserId(int32 UserId) const
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("AIHotSpot", "GetSlotStateByUserId");
Params::AIHotSpot_GetSlotStateByUserId Parms{};
Parms.UserId = UserId;
auto Flgs = Func->FunctionFlags;
Func->FunctionFlags |= 0x400;
UObject::ProcessEvent(Func, &Parms);
Func->FunctionFlags = Flgs;
return Parms.ReturnValue;
}
// Function FortniteGame.AIHotSpot.GetSlotUserIdByIndex
// (Final, Native, Public, BlueprintCallable, BlueprintPure, Const)
// Parameters:
// int32 INDEX (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// int32 ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
int32 AAIHotSpot::GetSlotUserIdByIndex(int32 INDEX) const
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("AIHotSpot", "GetSlotUserIdByIndex");
Params::AIHotSpot_GetSlotUserIdByIndex Parms{};
Parms.INDEX = INDEX;
auto Flgs = Func->FunctionFlags;
Func->FunctionFlags |= 0x400;
UObject::ProcessEvent(Func, &Parms);
Func->FunctionFlags = Flgs;
return Parms.ReturnValue;
}
// Function FortniteGame.AIHotSpot.GetSlotUserIdByOwner
// (Final, Native, Public, BlueprintCallable, BlueprintPure, Const)
// Parameters:
// const class AAIController* AIOwner (ConstParm, Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// int32 ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
int32 AAIHotSpot::GetSlotUserIdByOwner(const class AAIController* AIOwner) const
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("AIHotSpot", "GetSlotUserIdByOwner");
Params::AIHotSpot_GetSlotUserIdByOwner Parms{};
Parms.AIOwner = AIOwner;
auto Flgs = Func->FunctionFlags;
Func->FunctionFlags |= 0x400;
UObject::ProcessEvent(Func, &Parms);
Func->FunctionFlags = Flgs;
return Parms.ReturnValue;
}
// Function FortniteGame.AIHotSpot.HasAssignedAI
// (Final, Native, Public, BlueprintCallable, BlueprintPure, Const)
// Parameters:
// const class AAIController* AI (ConstParm, Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// EAIHotSpotAssignmentFilter Filter (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// bool ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, NativeAccessSpecifierPublic)
bool AAIHotSpot::HasAssignedAI(const class AAIController* AI, EAIHotSpotAssignmentFilter Filter) const
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("AIHotSpot", "HasAssignedAI");
Params::AIHotSpot_HasAssignedAI Parms{};
Parms.AI = AI;
Parms.Filter = Filter;
auto Flgs = Func->FunctionFlags;
Func->FunctionFlags |= 0x400;
UObject::ProcessEvent(Func, &Parms);
Func->FunctionFlags = Flgs;
return Parms.ReturnValue;
}
// Function FortniteGame.AIHotSpot.HasEnabledSlots
// (Final, Native, Public, BlueprintCallable, BlueprintPure, Const)
// Parameters:
// bool ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, NativeAccessSpecifierPublic)
bool AAIHotSpot::HasEnabledSlots() const
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("AIHotSpot", "HasEnabledSlots");
Params::AIHotSpot_HasEnabledSlots Parms{};
auto Flgs = Func->FunctionFlags;
Func->FunctionFlags |= 0x400;
UObject::ProcessEvent(Func, &Parms);
Func->FunctionFlags = Flgs;
return Parms.ReturnValue;
}
// Function FortniteGame.AIHotSpot.IsAIAllowed
// (BlueprintAuthorityOnly, Native, Event, Public, BlueprintEvent, Const)
// Parameters:
// const class AAIController* AI (ConstParm, Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// bool ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, NativeAccessSpecifierPublic)
bool AAIHotSpot::IsAIAllowed(const class AAIController* AI) const
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("AIHotSpot", "IsAIAllowed");
Params::AIHotSpot_IsAIAllowed Parms{};
Parms.AI = AI;
auto Flgs = Func->FunctionFlags;
Func->FunctionFlags |= 0x400;
UObject::ProcessEvent(Func, &Parms);
Func->FunctionFlags = Flgs;
return Parms.ReturnValue;
}
// Function FortniteGame.AIHotSpot.IsEnabled
// (Final, Native, Public, BlueprintCallable, BlueprintPure, Const)
// Parameters:
// bool ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, NativeAccessSpecifierPublic)
bool AAIHotSpot::IsEnabled() const
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("AIHotSpot", "IsEnabled");
Params::AIHotSpot_IsEnabled Parms{};
auto Flgs = Func->FunctionFlags;
Func->FunctionFlags |= 0x400;
UObject::ProcessEvent(Func, &Parms);
Func->FunctionFlags = Flgs;
return Parms.ReturnValue;
}
// Function FortniteGame.AIHotSpot.IsSlotlessAssignmentAllowed
// (Final, Native, Public, BlueprintCallable, BlueprintPure, Const)
// Parameters:
// bool ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, NativeAccessSpecifierPublic)
bool AAIHotSpot::IsSlotlessAssignmentAllowed() const
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("AIHotSpot", "IsSlotlessAssignmentAllowed");
Params::AIHotSpot_IsSlotlessAssignmentAllowed Parms{};
auto Flgs = Func->FunctionFlags;
Func->FunctionFlags |= 0x400;
UObject::ProcessEvent(Func, &Parms);
Func->FunctionFlags = Flgs;
return Parms.ReturnValue;
}
// Function FortniteGame.FortQuickBars.Empty
// (Net, NetReliable, Native, Event, Public, NetServer, NetValidate)
// Parameters:
// EFortQuickBars InQuickBar (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
void AFortQuickBars::Empty(EFortQuickBars InQuickBar)
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("FortQuickBars", "Empty");
Params::FortQuickBars_Empty Parms{};
Parms.InQuickBar = InQuickBar;
auto Flgs = Func->FunctionFlags;
Func->FunctionFlags |= 0x400;
UObject::ProcessEvent(Func, &Parms);
Func->FunctionFlags = Flgs;
}
// Function FortniteGame.FortQuickBars.OnRep_PrimaryQuickBar
// (Final, Native, Private)
void AFortQuickBars::OnRep_PrimaryQuickBar()
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("FortQuickBars", "OnRep_PrimaryQuickBar");
auto Flgs = Func->FunctionFlags;
Func->FunctionFlags |= 0x400;
UObject::ProcessEvent(Func, nullptr);
Func->FunctionFlags = Flgs;
}
// Function FortniteGame.FortQuickBars.OnRep_SecondaryQuickBar
// (Final, Native, Private)
void AFortQuickBars::OnRep_SecondaryQuickBar()
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("FortQuickBars", "OnRep_SecondaryQuickBar");
auto Flgs = Func->FunctionFlags;
Func->FunctionFlags |= 0x400;
UObject::ProcessEvent(Func, nullptr);
Func->FunctionFlags = Flgs;
}
// Function FortniteGame.FortQuickBars.ServerActivateSlotInternal
// (Final, Net, NetReliable, Native, Event, Private, NetServer, NetValidate)
// Parameters:
// EFortQuickBars InQuickBar (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// int32 Slot (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// float AcivateDelay (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
void AFortQuickBars::ServerActivateSlotInternal(EFortQuickBars InQuickBar, int32 Slot, float AcivateDelay)
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("FortQuickBars", "ServerActivateSlotInternal");
Params::FortQuickBars_ServerActivateSlotInternal Parms{};
Parms.InQuickBar = InQuickBar;
Parms.Slot = Slot;
Parms.AcivateDelay = AcivateDelay;
auto Flgs = Func->FunctionFlags;
Func->FunctionFlags |= 0x400;
UObject::ProcessEvent(Func, &Parms);
Func->FunctionFlags = Flgs;
}
// Function FortniteGame.FortQuickBars.ServerAddItemInternal
// (Final, Net, NetReliable, Native, Event, Private, NetServer, HasDefaults, NetValidate)
// Parameters:
// const struct FGuid& Item (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, NativeAccessSpecifierPublic)
// EFortQuickBars InQuickBar (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// int32 Slot (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
void AFortQuickBars::ServerAddItemInternal(const struct FGuid& Item, EFortQuickBars InQuickBar, int32 Slot)
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("FortQuickBars", "ServerAddItemInternal");
Params::FortQuickBars_ServerAddItemInternal Parms{};
Parms.Item = std::move(Item);
Parms.InQuickBar = InQuickBar;
Parms.Slot = Slot;
auto Flgs = Func->FunctionFlags;
Func->FunctionFlags |= 0x400;
UObject::ProcessEvent(Func, &Parms);
Func->FunctionFlags = Flgs;
}
// Function FortniteGame.FortQuickBars.ServerRemoveItemInternal
// (Final, Net, NetReliable, Native, Event, Private, NetServer, HasDefaults, NetValidate)
// Parameters:
// const struct FGuid& Item (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, NativeAccessSpecifierPublic)
// bool bFindReplacement (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, NativeAccessSpecifierPublic)
// bool bForce (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, NativeAccessSpecifierPublic)
void AFortQuickBars::ServerRemoveItemInternal(const struct FGuid& Item, bool bFindReplacement, bool bForce)
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("FortQuickBars", "ServerRemoveItemInternal");
Params::FortQuickBars_ServerRemoveItemInternal Parms{};
Parms.Item = std::move(Item);
Parms.bFindReplacement = bFindReplacement;
Parms.bForce = bForce;
auto Flgs = Func->FunctionFlags;
Func->FunctionFlags |= 0x400;
UObject::ProcessEvent(Func, &Parms);
Func->FunctionFlags = Flgs;
}
// Function FortniteGame.FortQuickBars.ServerSwapItemsInternal
// (Final, Net, NetReliable, Native, Event, Private, NetServer, NetValidate)
// Parameters:
// EFortQuickBars QuickBarA (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// int32 SlotIndexA (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// EFortQuickBars QuickBarB (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// int32 SlotIndexB (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
void AFortQuickBars::ServerSwapItemsInternal(EFortQuickBars QuickBarA, int32 SlotIndexA, EFortQuickBars QuickBarB, int32 SlotIndexB)
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("FortQuickBars", "ServerSwapItemsInternal");
Params::FortQuickBars_ServerSwapItemsInternal Parms{};
Parms.QuickBarA = QuickBarA;
Parms.SlotIndexA = SlotIndexA;
Parms.QuickBarB = QuickBarB;
Parms.SlotIndexB = SlotIndexB;
auto Flgs = Func->FunctionFlags;
Func->FunctionFlags |= 0x400;
UObject::ProcessEvent(Func, &Parms);
Func->FunctionFlags = Flgs;
}
// Function FortniteGame.AccumulatedGameplayEffectInfo.GetRelativeEffectAtRating
// (Final, Native, Public, BlueprintCallable, BlueprintPure, Const)
// Parameters:
// const int32 NewRating (ConstParm, Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// struct FGameplayEffectInfo ReturnValue (Parm, OutParm, ReturnParm, NativeAccessSpecifierPublic)
struct FGameplayEffectInfo UAccumulatedGameplayEffectInfo::GetRelativeEffectAtRating(const int32 NewRating) const
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("AccumulatedGameplayEffectInfo", "GetRelativeEffectAtRating");
Params::AccumulatedGameplayEffectInfo_GetRelativeEffectAtRating Parms{};
Parms.NewRating = NewRating;
auto Flgs = Func->FunctionFlags;
Func->FunctionFlags |= 0x400;
UObject::ProcessEvent(Func, &Parms);
Func->FunctionFlags = Flgs;
return Parms.ReturnValue;
}
// Function FortniteGame.FortGameMode.HandleScoreToXPUpdate
// (Native, Public)
void AFortGameMode::HandleScoreToXPUpdate()
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("FortGameMode", "HandleScoreToXPUpdate");
auto Flgs = Func->FunctionFlags;
Func->FunctionFlags |= 0x400;
UObject::ProcessEvent(Func, nullptr);
Func->FunctionFlags = Flgs;
}
// Function FortniteGame.FortGameMode.DumpReservations
// (Exec, Native, Public, Const)
void AFortGameMode::DumpReservations() const
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("FortGameMode", "DumpReservations");
auto Flgs = Func->FunctionFlags;
Func->FunctionFlags |= 0x400;
UObject::ProcessEvent(Func, nullptr);
Func->FunctionFlags = Flgs;
}
// Function FortniteGame.FortItemCollectedParams.BreakData
// (Final, Native, Public, HasOutParams, BlueprintCallable, BlueprintPure)
// Parameters:
// class UFortWorldItemDefinition** _CollectedItemDefinition (Parm, OutParm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// class AFortPlayerController** _CollectedBy (Parm, OutParm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// int32* _AmountCollected (Parm, OutParm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
void UFortItemCollectedParams::BreakData(class UFortWorldItemDefinition** _CollectedItemDefinition, class AFortPlayerController** _CollectedBy, int32* _AmountCollected)
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("FortItemCollectedParams", "BreakData");
Params::FortItemCollectedParams_BreakData Parms{};
auto Flgs = Func->FunctionFlags;
Func->FunctionFlags |= 0x400;
UObject::ProcessEvent(Func, &Parms);
Func->FunctionFlags = Flgs;
if (_CollectedItemDefinition != nullptr)
*_CollectedItemDefinition = Parms._CollectedItemDefinition;
if (_CollectedBy != nullptr)
*_CollectedBy = Parms._CollectedBy;
if (_AmountCollected != nullptr)
*_AmountCollected = Parms._AmountCollected;
}
// Function FortniteGame.FortItemCollectedParams.MakeData
// (Final, Native, Public, HasOutParams, BlueprintCallable)
// Parameters:
// const class UFortWorldItemDefinition* _CollectedItemDefinition (ConstParm, Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// class AFortPlayerController* _CollectedBy (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// int32 _AmountCollected (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// class UFortItemCollectedParams** ThisParam (Parm, OutParm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
void UFortItemCollectedParams::MakeData(const class UFortWorldItemDefinition* _CollectedItemDefinition, class AFortPlayerController* _CollectedBy, int32 _AmountCollected, class UFortItemCollectedParams** ThisParam)
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("FortItemCollectedParams", "MakeData");
Params::FortItemCollectedParams_MakeData Parms{};
Parms._CollectedItemDefinition = _CollectedItemDefinition;
Parms._CollectedBy = _CollectedBy;
Parms._AmountCollected = _AmountCollected;
auto Flgs = Func->FunctionFlags;
Func->FunctionFlags |= 0x400;
UObject::ProcessEvent(Func, &Parms);
Func->FunctionFlags = Flgs;
if (ThisParam != nullptr)
*ThisParam = Parms.ThisParam;
}
// Function FortniteGame.WorldMapPin.OnTheaterIndexSet
// (Event, Public, BlueprintEvent)
void AWorldMapPin::OnTheaterIndexSet()
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("WorldMapPin", "OnTheaterIndexSet");
UObject::ProcessEvent(Func, nullptr);
}
// Function FortniteGame.WorldMapPin.SetTheaterIndex
// (Final, Native, Public, BlueprintCallable)
// Parameters:
// int32 NewIndex (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
void AWorldMapPin::SetTheaterIndex(int32 NewIndex)
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("WorldMapPin", "SetTheaterIndex");
Params::WorldMapPin_SetTheaterIndex Parms{};
Parms.NewIndex = NewIndex;
auto Flgs = Func->FunctionFlags;
Func->FunctionFlags |= 0x400;
UObject::ProcessEvent(Func, &Parms);
Func->FunctionFlags = Flgs;
}
// Function FortniteGame.AIHotSpotSlot.ClearSlot
// (Native, Public, BlueprintCallable)
void UAIHotSpotSlot::ClearSlot()
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("AIHotSpotSlot", "ClearSlot");
auto Flgs = Func->FunctionFlags;
Func->FunctionFlags |= 0x400;
UObject::ProcessEvent(Func, nullptr);
Func->FunctionFlags = Flgs;
}
// Function FortniteGame.AIHotSpotSlot.OnStateChanged
// (BlueprintAuthorityOnly, Event, Public, BlueprintEvent)
// Parameters:
// class AAIController* SlotOwner (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// EAIHotSpotSlot NewState (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
void UAIHotSpotSlot::OnStateChanged(class AAIController* SlotOwner, EAIHotSpotSlot NewState)
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("AIHotSpotSlot", "OnStateChanged");
Params::AIHotSpotSlot_OnStateChanged Parms{};
Parms.SlotOwner = SlotOwner;
Parms.NewState = NewState;
UObject::ProcessEvent(Func, &Parms);
}
// Function FortniteGame.AIHotSpotSlot.SetSlotEnabled
// (Native, Public, BlueprintCallable)
// Parameters:
// bool bNewEnabled (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, NativeAccessSpecifierPublic)
void UAIHotSpotSlot::SetSlotEnabled(bool bNewEnabled)
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("AIHotSpotSlot", "SetSlotEnabled");
Params::AIHotSpotSlot_SetSlotEnabled Parms{};
Parms.bNewEnabled = bNewEnabled;
auto Flgs = Func->FunctionFlags;
Func->FunctionFlags |= 0x400;
UObject::ProcessEvent(Func, &Parms);
Func->FunctionFlags = Flgs;
}
// Function FortniteGame.AIHotSpotSlot.SetSlotOwnerAndState
// (Native, Public, BlueprintCallable)
// Parameters:
// class AAIController* NewOwner (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// EAIHotSpotSlot NewState (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
void UAIHotSpotSlot::SetSlotOwnerAndState(class AAIController* NewOwner, EAIHotSpotSlot NewState)
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("AIHotSpotSlot", "SetSlotOwnerAndState");
Params::AIHotSpotSlot_SetSlotOwnerAndState Parms{};
Parms.NewOwner = NewOwner;
Parms.NewState = NewState;
auto Flgs = Func->FunctionFlags;
Func->FunctionFlags |= 0x400;
UObject::ProcessEvent(Func, &Parms);
Func->FunctionFlags = Flgs;
}
// Function FortniteGame.AIHotSpotSlot.SetSlotState
// (Native, Public, BlueprintCallable)
// Parameters:
// EAIHotSpotSlot NewState (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
void UAIHotSpotSlot::SetSlotState(EAIHotSpotSlot NewState)
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("AIHotSpotSlot", "SetSlotState");
Params::AIHotSpotSlot_SetSlotState Parms{};
Parms.NewState = NewState;
auto Flgs = Func->FunctionFlags;
Func->FunctionFlags |= 0x400;
UObject::ProcessEvent(Func, &Parms);
Func->FunctionFlags = Flgs;
}
// Function FortniteGame.AIHotSpotSlot.GetHotSpot
// (Final, Native, Public, BlueprintCallable, BlueprintPure, Const)
// Parameters:
// class AAIHotSpot* ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
class AAIHotSpot* UAIHotSpotSlot::GetHotSpot() const
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("AIHotSpotSlot", "GetHotSpot");
Params::AIHotSpotSlot_GetHotSpot Parms{};
auto Flgs = Func->FunctionFlags;
Func->FunctionFlags |= 0x400;
UObject::ProcessEvent(Func, &Parms);
Func->FunctionFlags = Flgs;
return Parms.ReturnValue;
}
// Function FortniteGame.AIHotSpotSlot.GetSlotBounds
// (Final, Native, Public, HasDefaults, BlueprintCallable, BlueprintPure, Const)
// Parameters:
// struct FBox ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, NativeAccessSpecifierPublic)
struct FBox UAIHotSpotSlot::GetSlotBounds() const
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("AIHotSpotSlot", "GetSlotBounds");
Params::AIHotSpotSlot_GetSlotBounds Parms{};
auto Flgs = Func->FunctionFlags;
Func->FunctionFlags |= 0x400;
UObject::ProcessEvent(Func, &Parms);
Func->FunctionFlags = Flgs;
return Parms.ReturnValue;
}
// Function FortniteGame.AIHotSpotSlot.GetSlotHeight
// (Final, Native, Public, BlueprintCallable, BlueprintPure, Const)
// Parameters:
// float ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
float UAIHotSpotSlot::GetSlotHeight() const
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("AIHotSpotSlot", "GetSlotHeight");
Params::AIHotSpotSlot_GetSlotHeight Parms{};
auto Flgs = Func->FunctionFlags;
Func->FunctionFlags |= 0x400;
UObject::ProcessEvent(Func, &Parms);
Func->FunctionFlags = Flgs;
return Parms.ReturnValue;
}
// Function FortniteGame.AIHotSpotSlot.GetSlotIndex
// (Final, Native, Public, BlueprintCallable, BlueprintPure, Const)
// Parameters:
// int32 ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
int32 UAIHotSpotSlot::GetSlotIndex() const
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("AIHotSpotSlot", "GetSlotIndex");
Params::AIHotSpotSlot_GetSlotIndex Parms{};
auto Flgs = Func->FunctionFlags;
Func->FunctionFlags |= 0x400;
UObject::ProcessEvent(Func, &Parms);
Func->FunctionFlags = Flgs;
return Parms.ReturnValue;
}
// Function FortniteGame.AIHotSpotSlot.GetSlotLocation
// (Final, Native, Public, HasDefaults, BlueprintCallable, BlueprintPure, Const)
// Parameters:
// struct FVector ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, NativeAccessSpecifierPublic)
struct FVector UAIHotSpotSlot::GetSlotLocation() const
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("AIHotSpotSlot", "GetSlotLocation");
Params::AIHotSpotSlot_GetSlotLocation Parms{};
auto Flgs = Func->FunctionFlags;
Func->FunctionFlags |= 0x400;
UObject::ProcessEvent(Func, &Parms);
Func->FunctionFlags = Flgs;
return Parms.ReturnValue;
}
// Function FortniteGame.AIHotSpotSlot.GetSlotOwner
// (Final, Native, Public, BlueprintCallable, BlueprintPure, Const)
// Parameters:
// class AAIController* ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
class AAIController* UAIHotSpotSlot::GetSlotOwner() const
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("AIHotSpotSlot", "GetSlotOwner");
Params::AIHotSpotSlot_GetSlotOwner Parms{};
auto Flgs = Func->FunctionFlags;
Func->FunctionFlags |= 0x400;
UObject::ProcessEvent(Func, &Parms);
Func->FunctionFlags = Flgs;
return Parms.ReturnValue;
}
// Function FortniteGame.AIHotSpotSlot.GetSlotRadius
// (Final, Native, Public, BlueprintCallable, BlueprintPure, Const)
// Parameters:
// float ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
float UAIHotSpotSlot::GetSlotRadius() const
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("AIHotSpotSlot", "GetSlotRadius");
Params::AIHotSpotSlot_GetSlotRadius Parms{};
auto Flgs = Func->FunctionFlags;
Func->FunctionFlags |= 0x400;
UObject::ProcessEvent(Func, &Parms);
Func->FunctionFlags = Flgs;
return Parms.ReturnValue;
}
// Function FortniteGame.AIHotSpotSlot.GetSlotRotation
// (Final, Native, Public, HasDefaults, BlueprintCallable, BlueprintPure, Const)
// Parameters:
// struct FRotator ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, NativeAccessSpecifierPublic)
struct FRotator UAIHotSpotSlot::GetSlotRotation() const
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("AIHotSpotSlot", "GetSlotRotation");
Params::AIHotSpotSlot_GetSlotRotation Parms{};
auto Flgs = Func->FunctionFlags;
Func->FunctionFlags |= 0x400;
UObject::ProcessEvent(Func, &Parms);
Func->FunctionFlags = Flgs;
return Parms.ReturnValue;
}
// Function FortniteGame.AIHotSpotSlot.GetSlotState
// (Final, Native, Public, BlueprintCallable, BlueprintPure, Const)
// Parameters:
// EAIHotSpotSlot ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
EAIHotSpotSlot UAIHotSpotSlot::GetSlotState() const
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("AIHotSpotSlot", "GetSlotState");
Params::AIHotSpotSlot_GetSlotState Parms{};
auto Flgs = Func->FunctionFlags;
Func->FunctionFlags |= 0x400;
UObject::ProcessEvent(Func, &Parms);
Func->FunctionFlags = Flgs;
return Parms.ReturnValue;
}
// Function FortniteGame.AIHotSpotSlot.GetSlotUserId
// (Final, Native, Public, BlueprintCallable, BlueprintPure, Const)
// Parameters:
// int32 ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
int32 UAIHotSpotSlot::GetSlotUserId() const
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("AIHotSpotSlot", "GetSlotUserId");
Params::AIHotSpotSlot_GetSlotUserId Parms{};
auto Flgs = Func->FunctionFlags;
Func->FunctionFlags |= 0x400;
UObject::ProcessEvent(Func, &Parms);
Func->FunctionFlags = Flgs;
return Parms.ReturnValue;
}
// Function FortniteGame.AIHotSpotSlot.HasUserId
// (Final, Native, Public, BlueprintCallable, BlueprintPure, Const)
// Parameters:
// bool ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, NativeAccessSpecifierPublic)
bool UAIHotSpotSlot::HasUserId() const
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("AIHotSpotSlot", "HasUserId");
Params::AIHotSpotSlot_HasUserId Parms{};
auto Flgs = Func->FunctionFlags;
Func->FunctionFlags |= 0x400;
UObject::ProcessEvent(Func, &Parms);
Func->FunctionFlags = Flgs;
return Parms.ReturnValue;
}
// Function FortniteGame.AIHotSpotSlot.IsAIAllowed
// (BlueprintAuthorityOnly, Native, Event, Public, BlueprintEvent, Const)
// Parameters:
// const class AAIController* AI (ConstParm, Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// bool ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, NativeAccessSpecifierPublic)
bool UAIHotSpotSlot::IsAIAllowed(const class AAIController* AI) const
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("AIHotSpotSlot", "IsAIAllowed");
Params::AIHotSpotSlot_IsAIAllowed Parms{};
Parms.AI = AI;
auto Flgs = Func->FunctionFlags;
Func->FunctionFlags |= 0x400;
UObject::ProcessEvent(Func, &Parms);
Func->FunctionFlags = Flgs;
return Parms.ReturnValue;
}
// Function FortniteGame.AIHotSpotSlot.IsEnabled
// (Final, Native, Public, BlueprintCallable, BlueprintPure, Const)
// Parameters:
// bool ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, NativeAccessSpecifierPublic)
bool UAIHotSpotSlot::IsEnabled() const
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("AIHotSpotSlot", "IsEnabled");
Params::AIHotSpotSlot_IsEnabled Parms{};
auto Flgs = Func->FunctionFlags;
Func->FunctionFlags |= 0x400;
UObject::ProcessEvent(Func, &Parms);
Func->FunctionFlags = Flgs;
return Parms.ReturnValue;
}
// Function FortniteGame.FortGameplayAbility.ApplyGameplayEffectContainer
// (Native, Public, BlueprintCallable)
// Parameters:
// const struct FGameplayAbilityTargetDataHandle&TargetData (Parm, NativeAccessSpecifierPublic)
// const struct FGameplayTag& ApplicationTag (Parm, NativeAccessSpecifierPublic)
// int32 GameplayEffectLevel (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// const TArray<struct FActiveGameplayEffectHandle>ReturnValue (ConstParm, Parm, OutParm, ZeroConstructor, ReturnParm, NativeAccessSpecifierPublic)
const TArray<struct FActiveGameplayEffectHandle> UFortGameplayAbility::ApplyGameplayEffectContainer(const struct FGameplayAbilityTargetDataHandle& TargetData, const struct FGameplayTag& ApplicationTag, int32 GameplayEffectLevel)
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("FortGameplayAbility", "ApplyGameplayEffectContainer");
Params::FortGameplayAbility_ApplyGameplayEffectContainer Parms{};
Parms.TargetData = std::move(TargetData);
Parms.ApplicationTag = std::move(ApplicationTag);
Parms.GameplayEffectLevel = GameplayEffectLevel;
auto Flgs = Func->FunctionFlags;
Func->FunctionFlags |= 0x400;
UObject::ProcessEvent(Func, &Parms);
Func->FunctionFlags = Flgs;
return Parms.ReturnValue;
}
// Function FortniteGame.FortGameplayAbility.ClearAIFocalPoint
// (Final, Native, Public, BlueprintCallable)
void UFortGameplayAbility::ClearAIFocalPoint()
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("FortGameplayAbility", "ClearAIFocalPoint");
auto Flgs = Func->FunctionFlags;
Func->FunctionFlags |= 0x400;
UObject::ProcessEvent(Func, nullptr);
Func->FunctionFlags = Flgs;
}
// Function FortniteGame.FortGameplayAbility.EquipAbilityWeapon
// (Final, Native, Public, BlueprintCallable)
// Parameters:
// class UFortWeaponItemDefinition* WeaponDefinition (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// int32 ItemLevel (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
void UFortGameplayAbility::EquipAbilityWeapon(class UFortWeaponItemDefinition* WeaponDefinition, int32 ItemLevel)
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("FortGameplayAbility", "EquipAbilityWeapon");
Params::FortGameplayAbility_EquipAbilityWeapon Parms{};
Parms.WeaponDefinition = WeaponDefinition;
Parms.ItemLevel = ItemLevel;
auto Flgs = Func->FunctionFlags;
Func->FunctionFlags |= 0x400;
UObject::ProcessEvent(Func, &Parms);
Func->FunctionFlags = Flgs;
}
// Function FortniteGame.FortGameplayAbility.GetAimLocationNearestPawn
// (Final, Native, Public, HasDefaults, BlueprintCallable)
// Parameters:
// class AFortPawn* Instigator (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// struct FVector ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, NativeAccessSpecifierPublic)
struct FVector UFortGameplayAbility::GetAimLocationNearestPawn(class AFortPawn* Instigator)
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("FortGameplayAbility", "GetAimLocationNearestPawn");
Params::FortGameplayAbility_GetAimLocationNearestPawn Parms{};
Parms.Instigator = Instigator;
auto Flgs = Func->FunctionFlags;
Func->FunctionFlags |= 0x400;
UObject::ProcessEvent(Func, &Parms);
Func->FunctionFlags = Flgs;
return Parms.ReturnValue;
}
// Function FortniteGame.FortGameplayAbility.K2_AbilityCompleted
// (Native, Public, BlueprintCallable)
void UFortGameplayAbility::K2_AbilityCompleted()
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("FortGameplayAbility", "K2_AbilityCompleted");
auto Flgs = Func->FunctionFlags;
Func->FunctionFlags |= 0x400;
UObject::ProcessEvent(Func, nullptr);
Func->FunctionFlags = Flgs;
}
// Function FortniteGame.FortGameplayAbility.K2_TriggerFromAnimation
// (Event, Public, BlueprintEvent)
// Parameters:
// const struct FGameplayTag& ApplicationTag (Parm, NativeAccessSpecifierPublic)
void UFortGameplayAbility::K2_TriggerFromAnimation(const struct FGameplayTag& ApplicationTag)
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("FortGameplayAbility", "K2_TriggerFromAnimation");
Params::FortGameplayAbility_K2_TriggerFromAnimation Parms{};
Parms.ApplicationTag = std::move(ApplicationTag);
UObject::ProcessEvent(Func, &Parms);
}
// Function FortniteGame.FortGameplayAbility.MakeGameplayEffectContainerSpec
// (Native, Public, BlueprintCallable)
// Parameters:
// const struct FGameplayTag& ApplicationTag (Parm, NativeAccessSpecifierPublic)
// int32 GameplayEffectLevel (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// struct FFortGameplayEffectContainerSpec ReturnValue (Parm, OutParm, ReturnParm, NativeAccessSpecifierPublic)
struct FFortGameplayEffectContainerSpec UFortGameplayAbility::MakeGameplayEffectContainerSpec(const struct FGameplayTag& ApplicationTag, int32 GameplayEffectLevel)
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("FortGameplayAbility", "MakeGameplayEffectContainerSpec");
Params::FortGameplayAbility_MakeGameplayEffectContainerSpec Parms{};
Parms.ApplicationTag = std::move(ApplicationTag);
Parms.GameplayEffectLevel = GameplayEffectLevel;
auto Flgs = Func->FunctionFlags;
Func->FunctionFlags |= 0x400;
UObject::ProcessEvent(Func, &Parms);
Func->FunctionFlags = Flgs;
return Parms.ReturnValue;
}
// Function FortniteGame.FortGameplayAbility.OnAbilityInputReleased
// (Event, Protected, BlueprintEvent)
void UFortGameplayAbility::OnAbilityInputReleased()
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("FortGameplayAbility", "OnAbilityInputReleased");
UObject::ProcessEvent(Func, nullptr);
}
// Function FortniteGame.FortGameplayAbility.RemoveAbilityWeapon
// (Final, Native, Public, BlueprintCallable)
void UFortGameplayAbility::RemoveAbilityWeapon()
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("FortGameplayAbility", "RemoveAbilityWeapon");
auto Flgs = Func->FunctionFlags;
Func->FunctionFlags |= 0x400;
UObject::ProcessEvent(Func, nullptr);
Func->FunctionFlags = Flgs;
}
// Function FortniteGame.FortGameplayAbility.SetAIFocalPoint
// (Final, Native, Public, HasDefaults, BlueprintCallable)
// Parameters:
// class AActor* FocusTarget (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// const struct FVector& FocalPoint (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, NativeAccessSpecifierPublic)
void UFortGameplayAbility::SetAIFocalPoint(class AActor* FocusTarget, const struct FVector& FocalPoint)
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("FortGameplayAbility", "SetAIFocalPoint");
Params::FortGameplayAbility_SetAIFocalPoint Parms{};
Parms.FocusTarget = FocusTarget;
Parms.FocalPoint = std::move(FocalPoint);
auto Flgs = Func->FunctionFlags;
Func->FunctionFlags |= 0x400;
UObject::ProcessEvent(Func, &Parms);
Func->FunctionFlags = Flgs;
}
// Function FortniteGame.FortGameplayAbility.SetupIconOverride
// (Native, Event, Public, BlueprintEvent)
// Parameters:
// bool ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, NativeAccessSpecifierPublic)
bool UFortGameplayAbility::SetupIconOverride()
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("FortGameplayAbility", "SetupIconOverride");
Params::FortGameplayAbility_SetupIconOverride Parms{};
auto Flgs = Func->FunctionFlags;
Func->FunctionFlags |= 0x400;
UObject::ProcessEvent(Func, &Parms);
Func->FunctionFlags = Flgs;
return Parms.ReturnValue;
}
// Function FortniteGame.FortGameplayAbility.ApplyAccuracyToTargetLocation
// (Final, Native, Public, HasOutParams, HasDefaults, BlueprintCallable, BlueprintPure, Const)
// Parameters:
// const struct FVector& SourceLocation (ConstParm, Parm, OutParm, ZeroConstructor, ReferenceParm, IsPlainOldData, NoDestructor, NativeAccessSpecifierPublic)
// const struct FVector& TargetLocation (ConstParm, Parm, OutParm, ZeroConstructor, ReferenceParm, IsPlainOldData, NoDestructor, NativeAccessSpecifierPublic)
// float inDesiredThrowAngle (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// struct FVector ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, NativeAccessSpecifierPublic)
struct FVector UFortGameplayAbility::ApplyAccuracyToTargetLocation(const struct FVector& SourceLocation, const struct FVector& TargetLocation, float inDesiredThrowAngle) const
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("FortGameplayAbility", "ApplyAccuracyToTargetLocation");
Params::FortGameplayAbility_ApplyAccuracyToTargetLocation Parms{};
Parms.SourceLocation = std::move(SourceLocation);
Parms.TargetLocation = std::move(TargetLocation);
Parms.inDesiredThrowAngle = inDesiredThrowAngle;
auto Flgs = Func->FunctionFlags;
Func->FunctionFlags |= 0x400;
UObject::ProcessEvent(Func, &Parms);
Func->FunctionFlags = Flgs;
return Parms.ReturnValue;
}
// Function FortniteGame.FortGameplayAbility.DoesTargetHaveProhibitedTagsForAI
// (Final, Native, Public, BlueprintCallable, BlueprintPure, Const)
// Parameters:
// const class AActor* Target (ConstParm, Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// bool ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, NativeAccessSpecifierPublic)
bool UFortGameplayAbility::DoesTargetHaveProhibitedTagsForAI(const class AActor* Target) const
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("FortGameplayAbility", "DoesTargetHaveProhibitedTagsForAI");
Params::FortGameplayAbility_DoesTargetHaveProhibitedTagsForAI Parms{};
Parms.Target = Target;
auto Flgs = Func->FunctionFlags;
Func->FunctionFlags |= 0x400;
UObject::ProcessEvent(Func, &Parms);
Func->FunctionFlags = Flgs;
return Parms.ReturnValue;
}
// Function FortniteGame.FortGameplayAbility.DoesTargetHaveTags
// (Final, Native, Public, HasOutParams, BlueprintCallable, BlueprintPure, Const)
// Parameters:
// const class AActor* Target (ConstParm, Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// const struct FGameplayTagContainer& Tags (ConstParm, Parm, OutParm, ReferenceParm, NativeAccessSpecifierPublic)
// bool ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, NativeAccessSpecifierPublic)
bool UFortGameplayAbility::DoesTargetHaveTags(const class AActor* Target, const struct FGameplayTagContainer& Tags) const
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("FortGameplayAbility", "DoesTargetHaveTags");
Params::FortGameplayAbility_DoesTargetHaveTags Parms{};
Parms.Target = Target;
Parms.Tags = std::move(Tags);
auto Flgs = Func->FunctionFlags;
Func->FunctionFlags |= 0x400;
UObject::ProcessEvent(Func, &Parms);
Func->FunctionFlags = Flgs;
return Parms.ReturnValue;
}
// Function FortniteGame.FortGameplayAbility.GetActivatingAbilityComponent
// (Final, Native, Public, BlueprintCallable, BlueprintPure, Const)
// Parameters:
// class UFortAbilitySystemComponent* ReturnValue (ExportObject, Parm, OutParm, ZeroConstructor, ReturnParm, InstancedReference, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
class UFortAbilitySystemComponent* UFortGameplayAbility::GetActivatingAbilityComponent() const
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("FortGameplayAbility", "GetActivatingAbilityComponent");
Params::FortGameplayAbility_GetActivatingAbilityComponent Parms{};
auto Flgs = Func->FunctionFlags;
Func->FunctionFlags |= 0x400;
UObject::ProcessEvent(Func, &Parms);
Func->FunctionFlags = Flgs;
return Parms.ReturnValue;
}
// Function FortniteGame.FortGameplayAbility.GetActivatingPawn
// (Final, Native, Public, BlueprintCallable, BlueprintPure, Const)
// Parameters:
// class AFortPawn* ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
class AFortPawn* UFortGameplayAbility::GetActivatingPawn() const
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("FortGameplayAbility", "GetActivatingPawn");
Params::FortGameplayAbility_GetActivatingPawn Parms{};
auto Flgs = Func->FunctionFlags;
Func->FunctionFlags |= 0x400;
UObject::ProcessEvent(Func, &Parms);
Func->FunctionFlags = Flgs;
return Parms.ReturnValue;
}
// Function FortniteGame.FortGameplayAbility.GetAIAbilityTarget
// (Final, Native, Public, BlueprintCallable, BlueprintPure, Const)
// Parameters:
// class AActor* ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
class AActor* UFortGameplayAbility::GetAIAbilityTarget() const
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("FortGameplayAbility", "GetAIAbilityTarget");
Params::FortGameplayAbility_GetAIAbilityTarget Parms{};
auto Flgs = Func->FunctionFlags;
Func->FunctionFlags |= 0x400;
UObject::ProcessEvent(Func, &Parms);
Func->FunctionFlags = Flgs;
return Parms.ReturnValue;
}
// Function FortniteGame.FortGameplayAbility.GetCurrentAbilitySource
// (Final, Native, Public, HasOutParams, BlueprintCallable, BlueprintPure, Const)
// Parameters:
// EFortAbilitySourceType* OutSourceType (Parm, OutParm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// int32* OutSourceLevel (Parm, OutParm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
void UFortGameplayAbility::GetCurrentAbilitySource(EFortAbilitySourceType* OutSourceType, int32* OutSourceLevel) const
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("FortGameplayAbility", "GetCurrentAbilitySource");
Params::FortGameplayAbility_GetCurrentAbilitySource Parms{};
auto Flgs = Func->FunctionFlags;
Func->FunctionFlags |= 0x400;
UObject::ProcessEvent(Func, &Parms);
Func->FunctionFlags = Flgs;
if (OutSourceType != nullptr)
*OutSourceType = Parms.OutSourceType;
if (OutSourceLevel != nullptr)
*OutSourceLevel = Parms.OutSourceLevel;
}
// Function FortniteGame.FortGameplayAbility.GetCurrentSourceItemDefinition
// (Final, Native, Public, BlueprintCallable, BlueprintPure, Const)
// Parameters:
// class UFortWorldItemDefinition* ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
class UFortWorldItemDefinition* UFortGameplayAbility::GetCurrentSourceItemDefinition() const
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("FortGameplayAbility", "GetCurrentSourceItemDefinition");
Params::FortGameplayAbility_GetCurrentSourceItemDefinition Parms{};
auto Flgs = Func->FunctionFlags;
Func->FunctionFlags |= 0x400;
UObject::ProcessEvent(Func, &Parms);
Func->FunctionFlags = Flgs;
return Parms.ReturnValue;
}
// Function FortniteGame.FortGameplayAbility.GetCurrentSourceWeapon
// (Final, Native, Public, BlueprintCallable, BlueprintPure, Const)
// Parameters:
// class AFortWeapon* ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
class AFortWeapon* UFortGameplayAbility::GetCurrentSourceWeapon() const
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("FortGameplayAbility", "GetCurrentSourceWeapon");
Params::FortGameplayAbility_GetCurrentSourceWeapon Parms{};
auto Flgs = Func->FunctionFlags;
Func->FunctionFlags |= 0x400;
UObject::ProcessEvent(Func, &Parms);
Func->FunctionFlags = Flgs;
return Parms.ReturnValue;
}
// Function FortniteGame.FortGameplayAbility.GetCustomAbilitySourceTransform
// (Event, Public, HasDefaults, BlueprintEvent, Const)
// Parameters:
// struct FTransform ReturnValue (Parm, OutParm, ReturnParm, IsPlainOldData, NoDestructor, NativeAccessSpecifierPublic)
struct FTransform UFortGameplayAbility::GetCustomAbilitySourceTransform() const
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("FortGameplayAbility", "GetCustomAbilitySourceTransform");
Params::FortGameplayAbility_GetCustomAbilitySourceTransform Parms{};
UObject::ProcessEvent(Func, &Parms);
return Parms.ReturnValue;
}
// Function FortniteGame.FortGameplayAbility.GetFireLocation
// (Final, Native, Public, HasDefaults, BlueprintCallable, BlueprintPure, Const)
// Parameters:
// struct FVector ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, NativeAccessSpecifierPublic)
struct FVector UFortGameplayAbility::GetFireLocation() const
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("FortGameplayAbility", "GetFireLocation");
Params::FortGameplayAbility_GetFireLocation Parms{};
auto Flgs = Func->FunctionFlags;
Func->FunctionFlags |= 0x400;
UObject::ProcessEvent(Func, &Parms);
Func->FunctionFlags = Flgs;
return Parms.ReturnValue;
}
// Function FortniteGame.FortGameplayAbility.GetFireRotation
// (Final, Native, Public, HasDefaults, BlueprintCallable, BlueprintPure, Const)
// Parameters:
// bool bApplyLeading (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, NativeAccessSpecifierPublic)
// bool bApplyInaccuracy (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, NativeAccessSpecifierPublic)
// bool bApplyClampedMaxYawAngleToFire (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, NativeAccessSpecifierPublic)
// struct FRotator ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, NativeAccessSpecifierPublic)
struct FRotator UFortGameplayAbility::GetFireRotation(bool bApplyLeading, bool bApplyInaccuracy, bool bApplyClampedMaxYawAngleToFire) const
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("FortGameplayAbility", "GetFireRotation");
Params::FortGameplayAbility_GetFireRotation Parms{};
Parms.bApplyLeading = bApplyLeading;
Parms.bApplyInaccuracy = bApplyInaccuracy;
Parms.bApplyClampedMaxYawAngleToFire = bApplyClampedMaxYawAngleToFire;
auto Flgs = Func->FunctionFlags;
Func->FunctionFlags |= 0x400;
UObject::ProcessEvent(Func, &Parms);
Func->FunctionFlags = Flgs;
return Parms.ReturnValue;
}
// Function FortniteGame.FortGameplayAbility.GetGameplayEffectContainer
// (Native, Public, BlueprintCallable, BlueprintPure, Const)
// Parameters:
// const struct FGameplayTag& ApplicationTag (Parm, NativeAccessSpecifierPublic)
// const struct FFortGameplayEffectContainerReturnValue (ConstParm, Parm, OutParm, ReturnParm, ReferenceParm, NativeAccessSpecifierPublic)
const struct FFortGameplayEffectContainer UFortGameplayAbility::GetGameplayEffectContainer(const struct FGameplayTag& ApplicationTag) const
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("FortGameplayAbility", "GetGameplayEffectContainer");
Params::FortGameplayAbility_GetGameplayEffectContainer Parms{};
Parms.ApplicationTag = std::move(ApplicationTag);
auto Flgs = Func->FunctionFlags;
Func->FunctionFlags |= 0x400;
UObject::ProcessEvent(Func, &Parms);
Func->FunctionFlags = Flgs;
return Parms.ReturnValue;
}
// Function FortniteGame.FortGameplayAbility.GetProjectileInitialValues
// (Final, Native, Public, HasOutParams, HasDefaults, BlueprintCallable, BlueprintPure, Const)
// Parameters:
// float* outProjectileSpeed (Parm, OutParm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// struct FRotator* outSpawnDirection (Parm, OutParm, ZeroConstructor, IsPlainOldData, NoDestructor, NativeAccessSpecifierPublic)
// float* outProjectileGravity (Parm, OutParm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// class AActor** HomingTarget (Parm, OutParm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// bool bApplyInaccuracy (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, NativeAccessSpecifierPublic)
// bool bApplyClampedMaxYawAngleToFire (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, NativeAccessSpecifierPublic)
// bool bApplyLeading (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, NativeAccessSpecifierPublic)
void UFortGameplayAbility::GetProjectileInitialValues(float* outProjectileSpeed, struct FRotator* outSpawnDirection, float* outProjectileGravity, class AActor** HomingTarget, bool bApplyInaccuracy, bool bApplyClampedMaxYawAngleToFire, bool bApplyLeading) const
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("FortGameplayAbility", "GetProjectileInitialValues");
Params::FortGameplayAbility_GetProjectileInitialValues Parms{};
Parms.bApplyInaccuracy = bApplyInaccuracy;
Parms.bApplyClampedMaxYawAngleToFire = bApplyClampedMaxYawAngleToFire;
Parms.bApplyLeading = bApplyLeading;
auto Flgs = Func->FunctionFlags;
Func->FunctionFlags |= 0x400;
UObject::ProcessEvent(Func, &Parms);
Func->FunctionFlags = Flgs;
if (outProjectileSpeed != nullptr)
*outProjectileSpeed = Parms.outProjectileSpeed;
if (outSpawnDirection != nullptr)
*outSpawnDirection = std::move(Parms.outSpawnDirection);
if (outProjectileGravity != nullptr)
*outProjectileGravity = Parms.outProjectileGravity;
if (HomingTarget != nullptr)
*HomingTarget = Parms.HomingTarget;
}
// Function FortniteGame.FortGameplayAbility.GetTargetSelectionList
// (Native, Public, BlueprintCallable, BlueprintPure, Const)
// Parameters:
// const struct FGameplayTag& ApplicationTag (Parm, NativeAccessSpecifierPublic)
// struct FFortAbilityTargetSelectionList ReturnValue (Parm, OutParm, ReturnParm, NativeAccessSpecifierPublic)
struct FFortAbilityTargetSelectionList UFortGameplayAbility::GetTargetSelectionList(const struct FGameplayTag& ApplicationTag) const
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("FortGameplayAbility", "GetTargetSelectionList");
Params::FortGameplayAbility_GetTargetSelectionList Parms{};
Parms.ApplicationTag = std::move(ApplicationTag);
auto Flgs = Func->FunctionFlags;
Func->FunctionFlags |= 0x400;
UObject::ProcessEvent(Func, &Parms);
Func->FunctionFlags = Flgs;
return Parms.ReturnValue;
}
// Function FortniteGame.FortGameplayAbility.GetTooltip
// (Native, Protected, BlueprintCallable, BlueprintPure, Const)
// Parameters:
// TSubclassOf<class UFortTooltip> ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, UObjectWrapper, HasGetValueTypeHash, NativeAccessSpecifierPublic)
TSubclassOf<class UFortTooltip> UFortGameplayAbility::GetTooltip() const
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("FortGameplayAbility", "GetTooltip");
Params::FortGameplayAbility_GetTooltip Parms{};
auto Flgs = Func->FunctionFlags;
Func->FunctionFlags |= 0x400;
UObject::ProcessEvent(Func, &Parms);
Func->FunctionFlags = Flgs;
return Parms.ReturnValue;
}
// Function FortniteGame.FortGameplayAbility.IsTargetOutsideOfMaxYawRotation
// (Final, Native, Public, BlueprintCallable, BlueprintPure, Const)
// Parameters:
// bool ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, NativeAccessSpecifierPublic)
bool UFortGameplayAbility::IsTargetOutsideOfMaxYawRotation() const
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("FortGameplayAbility", "IsTargetOutsideOfMaxYawRotation");
Params::FortGameplayAbility_IsTargetOutsideOfMaxYawRotation Parms{};
auto Flgs = Func->FunctionFlags;
Func->FunctionFlags |= 0x400;
UObject::ProcessEvent(Func, &Parms);
Func->FunctionFlags = Flgs;
return Parms.ReturnValue;
}
// Function FortniteGame.FortGameplayAbility.K2_ShouldUseDecoTool
// (Event, Public, BlueprintCallable, BlueprintEvent, BlueprintPure, Const)
// Parameters:
// const struct FGameplayAbilityActorInfo& ActorInfo (Parm, ContainsInstancedReference, NativeAccessSpecifierPublic)
// bool ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, NativeAccessSpecifierPublic)
bool UFortGameplayAbility::K2_ShouldUseDecoTool(const struct FGameplayAbilityActorInfo& ActorInfo) const
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("FortGameplayAbility", "K2_ShouldUseDecoTool");
Params::FortGameplayAbility_K2_ShouldUseDecoTool Parms{};
Parms.ActorInfo = std::move(ActorInfo);
UObject::ProcessEvent(Func, &Parms);
return Parms.ReturnValue;
}
// Function FortniteGame.AIHotSpotSlotGenerator.GenerateSlots
// (Native, Event, Public, BlueprintEvent)
void UAIHotSpotSlotGenerator::GenerateSlots()
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("AIHotSpotSlotGenerator", "GenerateSlots");
auto Flgs = Func->FunctionFlags;
Func->FunctionFlags |= 0x400;
UObject::ProcessEvent(Func, nullptr);
Func->FunctionFlags = Flgs;
}
// Function FortniteGame.AIHotSpotSlotGenerator.AddSlot
// (Final, Native, Public, HasOutParams, HasDefaults, BlueprintCallable, BlueprintPure, Const)
// Parameters:
// const struct FVector& RelativeLocation (ConstParm, Parm, OutParm, ZeroConstructor, ReferenceParm, IsPlainOldData, NoDestructor, NativeAccessSpecifierPublic)
// const struct FRotator& RelativeRotation (ConstParm, Parm, OutParm, ZeroConstructor, ReferenceParm, IsPlainOldData, NoDestructor, NativeAccessSpecifierPublic)
// TSubclassOf<class UAIHotSpotSlot> CustomSlotClass (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, AdvancedDisplay, UObjectWrapper, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// bool bEnabled (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, AdvancedDisplay, NativeAccessSpecifierPublic)
// class UAIHotSpotSlot* ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
class UAIHotSpotSlot* UAIHotSpotSlotGenerator::AddSlot(const struct FVector& RelativeLocation, const struct FRotator& RelativeRotation, TSubclassOf<class UAIHotSpotSlot> CustomSlotClass, bool bEnabled) const
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("AIHotSpotSlotGenerator", "AddSlot");
Params::AIHotSpotSlotGenerator_AddSlot Parms{};
Parms.RelativeLocation = std::move(RelativeLocation);
Parms.RelativeRotation = std::move(RelativeRotation);
Parms.CustomSlotClass = CustomSlotClass;
Parms.bEnabled = bEnabled;
auto Flgs = Func->FunctionFlags;
Func->FunctionFlags |= 0x400;
UObject::ProcessEvent(Func, &Parms);
Func->FunctionFlags = Flgs;
return Parms.ReturnValue;
}
// Function FortniteGame.AIHotSpotSlotGenerator.GetHotSpot
// (Final, Native, Public, BlueprintCallable, BlueprintPure, Const)
// Parameters:
// class AAIHotSpot* ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
class AAIHotSpot* UAIHotSpotSlotGenerator::GetHotSpot() const
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("AIHotSpotSlotGenerator", "GetHotSpot");
Params::AIHotSpotSlotGenerator_GetHotSpot Parms{};
auto Flgs = Func->FunctionFlags;
Func->FunctionFlags |= 0x400;
UObject::ProcessEvent(Func, &Parms);
Func->FunctionFlags = Flgs;
return Parms.ReturnValue;
}
// Function FortniteGame.FortCarriedObject.OnRep_HolderInfo
// (Native, Protected, HasOutParams)
// Parameters:
// struct FCarriedObjectAttachmentInfo* PreviousInfo (Parm, OutParm, NativeAccessSpecifierPublic)
void AFortCarriedObject::OnRep_HolderInfo(struct FCarriedObjectAttachmentInfo* PreviousInfo)
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("FortCarriedObject", "OnRep_HolderInfo");
Params::FortCarriedObject_OnRep_HolderInfo Parms{};
auto Flgs = Func->FunctionFlags;
Func->FunctionFlags |= 0x400;
UObject::ProcessEvent(Func, &Parms);
Func->FunctionFlags = Flgs;
if (PreviousInfo != nullptr)
*PreviousInfo = std::move(Parms.PreviousInfo);
}
// Function FortniteGame.FortCarriedObject.ReturnToSpawnPoint
// (Final, Native, Public, BlueprintCallable)
void AFortCarriedObject::ReturnToSpawnPoint()
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("FortCarriedObject", "ReturnToSpawnPoint");
auto Flgs = Func->FunctionFlags;
Func->FunctionFlags |= 0x400;
UObject::ProcessEvent(Func, nullptr);
Func->FunctionFlags = Flgs;
}
// Function FortniteGame.FortCarriedObject.GetHoldingActor
// (Native, Public, BlueprintCallable, BlueprintPure, Const)
// Parameters:
// class AActor* ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
class AActor* AFortCarriedObject::GetHoldingActor() const
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("FortCarriedObject", "GetHoldingActor");
Params::FortCarriedObject_GetHoldingActor Parms{};
auto Flgs = Func->FunctionFlags;
Func->FunctionFlags |= 0x400;
UObject::ProcessEvent(Func, &Parms);
Func->FunctionFlags = Flgs;
return Parms.ReturnValue;
}
// Function FortniteGame.FortWeatherAugment.GetWeatherTags
// (Final, Native, Public, BlueprintCallable, BlueprintPure, Const)
// Parameters:
// const struct FGameplayTagContainer ReturnValue (ConstParm, Parm, OutParm, ReturnParm, ReferenceParm, NativeAccessSpecifierPublic)
const struct FGameplayTagContainer AFortWeatherAugment::GetWeatherTags() const
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("FortWeatherAugment", "GetWeatherTags");
Params::FortWeatherAugment_GetWeatherTags Parms{};
auto Flgs = Func->FunctionFlags;
Func->FunctionFlags |= 0x400;
UObject::ProcessEvent(Func, &Parms);
Func->FunctionFlags = Flgs;
return Parms.ReturnValue;
}
// Function FortniteGame.FortCameraBase.Exhibit
// (Final, Native, Public, BlueprintCallable)
// Parameters:
// class AFortExhibitActor* TargetActor (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
void AFortCameraBase::Exhibit(class AFortExhibitActor* TargetActor)
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("FortCameraBase", "Exhibit");
Params::FortCameraBase_Exhibit Parms{};
Parms.TargetActor = TargetActor;
auto Flgs = Func->FunctionFlags;
Func->FunctionFlags |= 0x400;
UObject::ProcessEvent(Func, &Parms);
Func->FunctionFlags = Flgs;
}
// Function FortniteGame.FortCameraBase.OnActivated
// (Event, Public, BlueprintEvent)
void AFortCameraBase::OnActivated()
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("FortCameraBase", "OnActivated");
UObject::ProcessEvent(Func, nullptr);
}
// Function FortniteGame.FortCameraBase.OnDeactivated
// (Event, Public, BlueprintEvent)
void AFortCameraBase::OnDeactivated()
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("FortCameraBase", "OnDeactivated");
UObject::ProcessEvent(Func, nullptr);
}
// Function FortniteGame.FortCameraBase.OnDragBegin
// (Event, Public, BlueprintEvent)
void AFortCameraBase::OnDragBegin()
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("FortCameraBase", "OnDragBegin");
UObject::ProcessEvent(Func, nullptr);
}
// Function FortniteGame.FortCameraBase.OnDragEnd
// (Event, Public, BlueprintEvent)
void AFortCameraBase::OnDragEnd()
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("FortCameraBase", "OnDragEnd");
UObject::ProcessEvent(Func, nullptr);
}
// Function FortniteGame.FortHomeBaseCamera.ClearBuildingFocus
// (Event, Public, BlueprintEvent)
void AFortHomeBaseCamera::ClearBuildingFocus()
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("FortHomeBaseCamera", "ClearBuildingFocus");
UObject::ProcessEvent(Func, nullptr);
}
// Function FortniteGame.FortHomeBaseCamera.SetBuildingFocus
// (Event, Public, BlueprintEvent)
// Parameters:
// class UCameraComponent* BuildingCameraComponent (Parm, ZeroConstructor, InstancedReference, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
void AFortHomeBaseCamera::SetBuildingFocus(class UCameraComponent* BuildingCameraComponent)
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("FortHomeBaseCamera", "SetBuildingFocus");
Params::FortHomeBaseCamera_SetBuildingFocus Parms{};
Parms.BuildingCameraComponent = BuildingCameraComponent;
UObject::ProcessEvent(Func, &Parms);
}
// Function FortniteGame.FortHomeBaseCamera.LimitTo
// (Final, Native, Public, HasOutParams, HasDefaults, BlueprintCallable, BlueprintPure, Const)
// Parameters:
// const struct FVector& DesiredPosition (ConstParm, Parm, OutParm, ZeroConstructor, ReferenceParm, IsPlainOldData, NoDestructor, NativeAccessSpecifierPublic)
// class APostProcessVolume* Volume (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// struct FVector ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, NativeAccessSpecifierPublic)
struct FVector AFortHomeBaseCamera::LimitTo(const struct FVector& DesiredPosition, class APostProcessVolume* Volume) const
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("FortHomeBaseCamera", "LimitTo");
Params::FortHomeBaseCamera_LimitTo Parms{};
Parms.DesiredPosition = std::move(DesiredPosition);
Parms.Volume = Volume;
auto Flgs = Func->FunctionFlags;
Func->FunctionFlags |= 0x400;
UObject::ProcessEvent(Func, &Parms);
Func->FunctionFlags = Flgs;
return Parms.ReturnValue;
}
// Function FortniteGame.MyTownLibrary.GetBannerColor
// (Final, Native, Static, Public, HasDefaults, BlueprintCallable)
// Parameters:
// class UObject* WorldContextObject (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// struct FLinearColor ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, NativeAccessSpecifierPublic)
struct FLinearColor UMyTownLibrary::GetBannerColor(class UObject* WorldContextObject)
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = StaticClass()->GetFunction("MyTownLibrary", "GetBannerColor");
Params::MyTownLibrary_GetBannerColor Parms{};
Parms.WorldContextObject = WorldContextObject;
auto Flgs = Func->FunctionFlags;
Func->FunctionFlags |= 0x400;
GetDefaultObj()->ProcessEvent(Func, &Parms);
Func->FunctionFlags = Flgs;
return Parms.ReturnValue;
}
// Function FortniteGame.MyTownLibrary.GetBannerPattern
// (Final, Native, Static, Public, BlueprintCallable)
// Parameters:
// class UObject* WorldContextObject (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// int32 ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
int32 UMyTownLibrary::GetBannerPattern(class UObject* WorldContextObject)
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = StaticClass()->GetFunction("MyTownLibrary", "GetBannerPattern");
Params::MyTownLibrary_GetBannerPattern Parms{};
Parms.WorldContextObject = WorldContextObject;
auto Flgs = Func->FunctionFlags;
Func->FunctionFlags |= 0x400;
GetDefaultObj()->ProcessEvent(Func, &Parms);
Func->FunctionFlags = Flgs;
return Parms.ReturnValue;
}
// Function FortniteGame.MyTownLibrary.GetBuildingActor
// (Final, Native, Static, Public, BlueprintCallable)
// Parameters:
// class UObject* WorldContextObject (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// const class FString& BuildingTemplateId (Parm, ZeroConstructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// class AMyTownBuildingActor* ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
class AMyTownBuildingActor* UMyTownLibrary::GetBuildingActor(class UObject* WorldContextObject, const class FString& BuildingTemplateId)
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = StaticClass()->GetFunction("MyTownLibrary", "GetBuildingActor");
Params::MyTownLibrary_GetBuildingActor Parms{};
Parms.WorldContextObject = WorldContextObject;
Parms.BuildingTemplateId = std::move(BuildingTemplateId);
auto Flgs = Func->FunctionFlags;
Func->FunctionFlags |= 0x400;
GetDefaultObj()->ProcessEvent(Func, &Parms);
Func->FunctionFlags = Flgs;
return Parms.ReturnValue;
}
// Function FortniteGame.MyTownLibrary.GetBuildingDefinition
// (Final, Native, Static, Public, BlueprintCallable)
// Parameters:
// class UObject* WorldContextObject (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// const class FString& BuildingTemplateId (Parm, ZeroConstructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// class UMyTownBuildingDefinitionData* ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
class UMyTownBuildingDefinitionData* UMyTownLibrary::GetBuildingDefinition(class UObject* WorldContextObject, const class FString& BuildingTemplateId)
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = StaticClass()->GetFunction("MyTownLibrary", "GetBuildingDefinition");
Params::MyTownLibrary_GetBuildingDefinition Parms{};
Parms.WorldContextObject = WorldContextObject;
Parms.BuildingTemplateId = std::move(BuildingTemplateId);
auto Flgs = Func->FunctionFlags;
Func->FunctionFlags |= 0x400;
GetDefaultObj()->ProcessEvent(Func, &Parms);
Func->FunctionFlags = Flgs;
return Parms.ReturnValue;
}
// Function FortniteGame.MyTownLibrary.GetBuildingLevel
// (Final, Native, Static, Public, BlueprintCallable)
// Parameters:
// class UObject* WorldContextObject (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// const class FString& BuildingTemplateId (Parm, ZeroConstructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// int32 ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
int32 UMyTownLibrary::GetBuildingLevel(class UObject* WorldContextObject, const class FString& BuildingTemplateId)
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = StaticClass()->GetFunction("MyTownLibrary", "GetBuildingLevel");
Params::MyTownLibrary_GetBuildingLevel Parms{};
Parms.WorldContextObject = WorldContextObject;
Parms.BuildingTemplateId = std::move(BuildingTemplateId);
auto Flgs = Func->FunctionFlags;
Func->FunctionFlags |= 0x400;
GetDefaultObj()->ProcessEvent(Func, &Parms);
Func->FunctionFlags = Flgs;
return Parms.ReturnValue;
}
// Function FortniteGame.MyTownLibrary.GetBuildingState
// (Final, Native, Static, Public, BlueprintCallable)
// Parameters:
// class UObject* WorldContextObject (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// const class FString& BuildingTemplateId (Parm, ZeroConstructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// EMyTownBuildingState ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
EMyTownBuildingState UMyTownLibrary::GetBuildingState(class UObject* WorldContextObject, const class FString& BuildingTemplateId)
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = StaticClass()->GetFunction("MyTownLibrary", "GetBuildingState");
Params::MyTownLibrary_GetBuildingState Parms{};
Parms.WorldContextObject = WorldContextObject;
Parms.BuildingTemplateId = std::move(BuildingTemplateId);
auto Flgs = Func->FunctionFlags;
Func->FunctionFlags |= 0x400;
GetDefaultObj()->ProcessEvent(Func, &Parms);
Func->FunctionFlags = Flgs;
return Parms.ReturnValue;
}
// Function FortniteGame.MyTownLibrary.GetMyTownData
// (Final, Native, Static, Public, BlueprintCallable)
// Parameters:
// class UObject* WorldContextObject (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// class UMyTownData* ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
class UMyTownData* UMyTownLibrary::GetMyTownData(class UObject* WorldContextObject)
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = StaticClass()->GetFunction("MyTownLibrary", "GetMyTownData");
Params::MyTownLibrary_GetMyTownData Parms{};
Parms.WorldContextObject = WorldContextObject;
auto Flgs = Func->FunctionFlags;
Func->FunctionFlags |= 0x400;
GetDefaultObj()->ProcessEvent(Func, &Parms);
Func->FunctionFlags = Flgs;
return Parms.ReturnValue;
}
// Function FortniteGame.MyTownLibrary.GetMyTownName
// (Final, Native, Static, Public, BlueprintCallable)
// Parameters:
// class UObject* WorldContextObject (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// class FString ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, HasGetValueTypeHash, NativeAccessSpecifierPublic)
class FString UMyTownLibrary::GetMyTownName(class UObject* WorldContextObject)
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = StaticClass()->GetFunction("MyTownLibrary", "GetMyTownName");
Params::MyTownLibrary_GetMyTownName Parms{};
Parms.WorldContextObject = WorldContextObject;
auto Flgs = Func->FunctionFlags;
Func->FunctionFlags |= 0x400;
GetDefaultObj()->ProcessEvent(Func, &Parms);
Func->FunctionFlags = Flgs;
return Parms.ReturnValue;
}
// Function FortniteGame.MyTownLibrary.GetRoadsInfo
// (Final, Native, Static, Public, BlueprintCallable)
// Parameters:
// class UObject* WorldContextObject (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// TArray<struct FMyTownRoadData3D> ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, NativeAccessSpecifierPublic)
TArray<struct FMyTownRoadData3D> UMyTownLibrary::GetRoadsInfo(class UObject* WorldContextObject)
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = StaticClass()->GetFunction("MyTownLibrary", "GetRoadsInfo");
Params::MyTownLibrary_GetRoadsInfo Parms{};
Parms.WorldContextObject = WorldContextObject;
auto Flgs = Func->FunctionFlags;
Func->FunctionFlags |= 0x400;
GetDefaultObj()->ProcessEvent(Func, &Parms);
Func->FunctionFlags = Flgs;
return Parms.ReturnValue;
}
// Function FortniteGame.MyTownLibrary.IsKeepAvailable
// (Final, Native, Static, Public, BlueprintCallable)
// Parameters:
// class UObject* WorldContextObject (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// bool ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, NativeAccessSpecifierPublic)
bool UMyTownLibrary::IsKeepAvailable(class UObject* WorldContextObject)
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = StaticClass()->GetFunction("MyTownLibrary", "IsKeepAvailable");
Params::MyTownLibrary_IsKeepAvailable Parms{};
Parms.WorldContextObject = WorldContextObject;
auto Flgs = Func->FunctionFlags;
Func->FunctionFlags |= 0x400;
GetDefaultObj()->ProcessEvent(Func, &Parms);
Func->FunctionFlags = Flgs;
return Parms.ReturnValue;
}
// Function FortniteGame.MyTownLibrary.IsManorAvailable
// (Final, Native, Static, Public, BlueprintCallable)
// Parameters:
// class UObject* WorldContextObject (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// bool ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, NativeAccessSpecifierPublic)
bool UMyTownLibrary::IsManorAvailable(class UObject* WorldContextObject)
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = StaticClass()->GetFunction("MyTownLibrary", "IsManorAvailable");
Params::MyTownLibrary_IsManorAvailable Parms{};
Parms.WorldContextObject = WorldContextObject;
auto Flgs = Func->FunctionFlags;
Func->FunctionFlags |= 0x400;
GetDefaultObj()->ProcessEvent(Func, &Parms);
Func->FunctionFlags = Flgs;
return Parms.ReturnValue;
}
// Function FortniteGame.MyTownLibrary.IsShowingFriendsHomeBase
// (Final, Native, Static, Public, BlueprintCallable)
// Parameters:
// class UObject* WorldContextObject (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// bool ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, NativeAccessSpecifierPublic)
bool UMyTownLibrary::IsShowingFriendsHomeBase(class UObject* WorldContextObject)
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = StaticClass()->GetFunction("MyTownLibrary", "IsShowingFriendsHomeBase");
Params::MyTownLibrary_IsShowingFriendsHomeBase Parms{};
Parms.WorldContextObject = WorldContextObject;
auto Flgs = Func->FunctionFlags;
Func->FunctionFlags |= 0x400;
GetDefaultObj()->ProcessEvent(Func, &Parms);
Func->FunctionFlags = Flgs;
return Parms.ReturnValue;
}
// Function FortniteGame.MyTownLibrary.RegisterSlotCamera
// (Final, Native, Static, Public, BlueprintCallable)
// Parameters:
// class UObject* WorldContextObject (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// int32 MapSlotId (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// class UCameraComponent* InCameraComponent (Parm, ZeroConstructor, InstancedReference, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
void UMyTownLibrary::RegisterSlotCamera(class UObject* WorldContextObject, int32 MapSlotId, class UCameraComponent* InCameraComponent)
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = StaticClass()->GetFunction("MyTownLibrary", "RegisterSlotCamera");
Params::MyTownLibrary_RegisterSlotCamera Parms{};
Parms.WorldContextObject = WorldContextObject;
Parms.MapSlotId = MapSlotId;
Parms.InCameraComponent = InCameraComponent;
auto Flgs = Func->FunctionFlags;
Func->FunctionFlags |= 0x400;
GetDefaultObj()->ProcessEvent(Func, &Parms);
Func->FunctionFlags = Flgs;
}
// Function FortniteGame.MyTownLibrary.ReinitializeManagerData
// (Final, Native, Static, Public, BlueprintCallable)
// Parameters:
// class UObject* WorldContextObject (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
void UMyTownLibrary::ReinitializeManagerData(class UObject* WorldContextObject)
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = StaticClass()->GetFunction("MyTownLibrary", "ReinitializeManagerData");
Params::MyTownLibrary_ReinitializeManagerData Parms{};
Parms.WorldContextObject = WorldContextObject;
auto Flgs = Func->FunctionFlags;
Func->FunctionFlags |= 0x400;
GetDefaultObj()->ProcessEvent(Func, &Parms);
Func->FunctionFlags = Flgs;
}
// Function FortniteGame.MyTownLibrary.SetInputEnabled
// (Final, Native, Static, Public, BlueprintCallable)
// Parameters:
// class UObject* WorldContextObject (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// bool bEnable (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, NativeAccessSpecifierPublic)
void UMyTownLibrary::SetInputEnabled(class UObject* WorldContextObject, bool bEnable)
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = StaticClass()->GetFunction("MyTownLibrary", "SetInputEnabled");
Params::MyTownLibrary_SetInputEnabled Parms{};
Parms.WorldContextObject = WorldContextObject;
Parms.bEnable = bEnable;
auto Flgs = Func->FunctionFlags;
Func->FunctionFlags |= 0x400;
GetDefaultObj()->ProcessEvent(Func, &Parms);
Func->FunctionFlags = Flgs;
}
// Function FortniteGame.FortClientNotification.NotificationIsFinished
// (BlueprintCosmetic, Native, Public, BlueprintCallable)
void AFortClientNotification::NotificationIsFinished()
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("FortClientNotification", "NotificationIsFinished");
auto Flgs = Func->FunctionFlags;
Func->FunctionFlags |= 0x400;
UObject::ProcessEvent(Func, nullptr);
Func->FunctionFlags = Flgs;
}
// Function FortniteGame.FortClientNotification.OnNotificationStart
// (BlueprintCosmetic, Native, Event, Protected, BlueprintEvent)
void AFortClientNotification::OnNotificationStart()
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("FortClientNotification", "OnNotificationStart");
auto Flgs = Func->FunctionFlags;
Func->FunctionFlags |= 0x400;
UObject::ProcessEvent(Func, nullptr);
Func->FunctionFlags = Flgs;
}
// Function FortniteGame.FortClientNotification.PlayFeedbackLine
// (Final, BlueprintCosmetic, Native, Public, BlueprintCallable)
// Parameters:
// class UObject* WorldContextObject (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// const struct FLatentActionInfo& LatentInfo (Parm, NativeAccessSpecifierPublic)
// class USoundBase* Audio (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// float OverrideDelay (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
void AFortClientNotification::PlayFeedbackLine(class UObject* WorldContextObject, const struct FLatentActionInfo& LatentInfo, class USoundBase* Audio, float OverrideDelay)
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("FortClientNotification", "PlayFeedbackLine");
Params::FortClientNotification_PlayFeedbackLine Parms{};
Parms.WorldContextObject = WorldContextObject;
Parms.LatentInfo = std::move(LatentInfo);
Parms.Audio = Audio;
Parms.OverrideDelay = OverrideDelay;
auto Flgs = Func->FunctionFlags;
Func->FunctionFlags |= 0x400;
UObject::ProcessEvent(Func, &Parms);
Func->FunctionFlags = Flgs;
}
// Function FortniteGame.FortClientNotification.SetDisplayText
// (Final, BlueprintCosmetic, Native, Public, BlueprintCallable)
// Parameters:
// const class FText& DisplayText (Parm, NativeAccessSpecifierPublic)
// bool bForce (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, NativeAccessSpecifierPublic)
void AFortClientNotification::SetDisplayText(const class FText& DisplayText, bool bForce)
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("FortClientNotification", "SetDisplayText");
Params::FortClientNotification_SetDisplayText Parms{};
Parms.DisplayText = std::move(DisplayText);
Parms.bForce = bForce;
auto Flgs = Func->FunctionFlags;
Func->FunctionFlags |= 0x400;
UObject::ProcessEvent(Func, &Parms);
Func->FunctionFlags = Flgs;
}
// Function FortniteGame.FortClientNotification.SetupDelayedStop
// (Final, Native, Protected)
// Parameters:
// float KillTime (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
void AFortClientNotification::SetupDelayedStop(float KillTime)
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("FortClientNotification", "SetupDelayedStop");
Params::FortClientNotification_SetupDelayedStop Parms{};
Parms.KillTime = KillTime;
auto Flgs = Func->FunctionFlags;
Func->FunctionFlags |= 0x400;
UObject::ProcessEvent(Func, &Parms);
Func->FunctionFlags = Flgs;
}
// Function FortniteGame.FortMatchmakingContext.CancelMatchmaking
// (Final, Native, Public, BlueprintCallable)
void UFortMatchmakingContext::CancelMatchmaking()
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("FortMatchmakingContext", "CancelMatchmaking");
auto Flgs = Func->FunctionFlags;
Func->FunctionFlags |= 0x400;
UObject::ProcessEvent(Func, nullptr);
Func->FunctionFlags = Flgs;
}
// Function FortniteGame.FortMatchmakingContext.DisconnectFromLobby
// (Final, Native, Public, BlueprintCallable)
void UFortMatchmakingContext::DisconnectFromLobby()
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("FortMatchmakingContext", "DisconnectFromLobby");
auto Flgs = Func->FunctionFlags;
Func->FunctionFlags |= 0x400;
UObject::ProcessEvent(Func, nullptr);
Func->FunctionFlags = Flgs;
}
// Function FortniteGame.FortMatchmakingContext.EnterOutpost
// (Final, Native, Public, BlueprintCallable)
// Parameters:
// bool ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, NativeAccessSpecifierPublic)
bool UFortMatchmakingContext::EnterOutpost()
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("FortMatchmakingContext", "EnterOutpost");
Params::FortMatchmakingContext_EnterOutpost Parms{};
auto Flgs = Func->FunctionFlags;
Func->FunctionFlags |= 0x400;
UObject::ProcessEvent(Func, &Parms);
Func->FunctionFlags = Flgs;
return Parms.ReturnValue;
}
// Function FortniteGame.FortMatchmakingContext.GetLobbyWaitForPlayersTimeRemaining
// (Final, Native, Public, BlueprintCallable)
// Parameters:
// float ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
float UFortMatchmakingContext::GetLobbyWaitForPlayersTimeRemaining()
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("FortMatchmakingContext", "GetLobbyWaitForPlayersTimeRemaining");
Params::FortMatchmakingContext_GetLobbyWaitForPlayersTimeRemaining Parms{};
auto Flgs = Func->FunctionFlags;
Func->FunctionFlags |= 0x400;
UObject::ProcessEvent(Func, &Parms);
Func->FunctionFlags = Flgs;
return Parms.ReturnValue;
}
// Function FortniteGame.FortMatchmakingContext.IsConnectedToGame
// (Final, Native, Public, BlueprintCallable)
// Parameters:
// bool ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, NativeAccessSpecifierPublic)
bool UFortMatchmakingContext::IsConnectedToGame()
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("FortMatchmakingContext", "IsConnectedToGame");
Params::FortMatchmakingContext_IsConnectedToGame Parms{};
auto Flgs = Func->FunctionFlags;
Func->FunctionFlags |= 0x400;
UObject::ProcessEvent(Func, &Parms);
Func->FunctionFlags = Flgs;
return Parms.ReturnValue;
}
// Function FortniteGame.FortMatchmakingContext.IsWorldRecordLoaded
// (Final, Native, Public, BlueprintCallable)
// Parameters:
// bool ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, NativeAccessSpecifierPublic)
bool UFortMatchmakingContext::IsWorldRecordLoaded()
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("FortMatchmakingContext", "IsWorldRecordLoaded");
Params::FortMatchmakingContext_IsWorldRecordLoaded Parms{};
auto Flgs = Func->FunctionFlags;
Func->FunctionFlags |= 0x400;
UObject::ProcessEvent(Func, &Parms);
Func->FunctionFlags = Flgs;
return Parms.ReturnValue;
}
// Function FortniteGame.FortMatchmakingContext.JoinFromLobby
// (Final, Native, Public, BlueprintCallable)
void UFortMatchmakingContext::JoinFromLobby()
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("FortMatchmakingContext", "JoinFromLobby");
auto Flgs = Func->FunctionFlags;
Func->FunctionFlags |= 0x400;
UObject::ProcessEvent(Func, nullptr);
Func->FunctionFlags = Flgs;
}
// Function FortniteGame.FortMatchmakingContext.ReadyUp
// (Final, Native, Public, BlueprintCallable)
void UFortMatchmakingContext::ReadyUp()
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("FortMatchmakingContext", "ReadyUp");
auto Flgs = Func->FunctionFlags;
Func->FunctionFlags |= 0x400;
UObject::ProcessEvent(Func, nullptr);
Func->FunctionFlags = Flgs;
}
// Function FortniteGame.FortMatchmakingContext.StartCriticalMission
// (Final, Native, Public, BlueprintCallable)
// Parameters:
// int32 MinMissionPower (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// int32 MaxMissionPower (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
void UFortMatchmakingContext::StartCriticalMission(int32 MinMissionPower, int32 MaxMissionPower)
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("FortMatchmakingContext", "StartCriticalMission");
Params::FortMatchmakingContext_StartCriticalMission Parms{};
Parms.MinMissionPower = MinMissionPower;
Parms.MaxMissionPower = MaxMissionPower;
auto Flgs = Func->FunctionFlags;
Func->FunctionFlags |= 0x400;
UObject::ProcessEvent(Func, &Parms);
Func->FunctionFlags = Flgs;
}
// Function FortniteGame.FortMatchmakingContext.StartMatchmaking
// (Final, Native, Public, BlueprintCallable)
void UFortMatchmakingContext::StartMatchmaking()
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("FortMatchmakingContext", "StartMatchmaking");
auto Flgs = Func->FunctionFlags;
Func->FunctionFlags |= 0x400;
UObject::ProcessEvent(Func, nullptr);
Func->FunctionFlags = Flgs;
}
// Function FortniteGame.FortMatchmakingContext.StartOnboardingMission
// (Final, Native, Public, BlueprintCallable)
void UFortMatchmakingContext::StartOnboardingMission()
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("FortMatchmakingContext", "StartOnboardingMission");
auto Flgs = Func->FunctionFlags;
Func->FunctionFlags |= 0x400;
UObject::ProcessEvent(Func, nullptr);
Func->FunctionFlags = Flgs;
}
// Function FortniteGame.FortMatchmakingContext.IsInLobby
// (Final, Native, Public, BlueprintCallable, BlueprintPure, Const)
// Parameters:
// bool ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, NativeAccessSpecifierPublic)
bool UFortMatchmakingContext::IsInLobby() const
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("FortMatchmakingContext", "IsInLobby");
Params::FortMatchmakingContext_IsInLobby Parms{};
auto Flgs = Func->FunctionFlags;
Func->FunctionFlags |= 0x400;
UObject::ProcessEvent(Func, &Parms);
Func->FunctionFlags = Flgs;
return Parms.ReturnValue;
}
// Function FortniteGame.FortMatchmakingContext.IsOutpostPermitted
// (Final, Native, Public, BlueprintCallable, BlueprintPure, Const)
// Parameters:
// bool ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, NativeAccessSpecifierPublic)
bool UFortMatchmakingContext::IsOutpostPermitted() const
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("FortMatchmakingContext", "IsOutpostPermitted");
Params::FortMatchmakingContext_IsOutpostPermitted Parms{};
auto Flgs = Func->FunctionFlags;
Func->FunctionFlags |= 0x400;
UObject::ProcessEvent(Func, &Parms);
Func->FunctionFlags = Flgs;
return Parms.ReturnValue;
}
// Function FortniteGame.FortPlayerController.ActivateSlot
// (Final, BlueprintAuthorityOnly, Native, Public, BlueprintCallable)
// Parameters:
// EFortQuickBars InQuickBar (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// int32 Slot (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// float AcivateDelay (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
void AFortPlayerController::ActivateSlot(EFortQuickBars InQuickBar, int32 Slot, float AcivateDelay)
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("FortPlayerController", "ActivateSlot");
Params::FortPlayerController_ActivateSlot Parms{};
Parms.InQuickBar = InQuickBar;
Parms.Slot = Slot;
Parms.AcivateDelay = AcivateDelay;
auto Flgs = Func->FunctionFlags;
Func->FunctionFlags |= 0x400;
UObject::ProcessEvent(Func, &Parms);
Func->FunctionFlags = Flgs;
}
// Function FortniteGame.FortPlayerController.Cheat
// (Final, Exec, Native, Protected)
// Parameters:
// const class FString& Msg (Parm, ZeroConstructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
void AFortPlayerController::Cheat(const class FString& Msg)
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("FortPlayerController", "Cheat");
Params::FortPlayerController_Cheat Parms{};
Parms.Msg = std::move(Msg);
auto Flgs = Func->FunctionFlags;
Func->FunctionFlags |= 0x400;
UObject::ProcessEvent(Func, &Parms);
Func->FunctionFlags = Flgs;
}
// Function FortniteGame.FortPlayerController.CheatAll
// (Final, Exec, Native, Protected)
// Parameters:
// const class FString& Msg (Parm, ZeroConstructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
void AFortPlayerController::CheatAll(const class FString& Msg)
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("FortPlayerController", "CheatAll");
Params::FortPlayerController_CheatAll Parms{};
Parms.Msg = std::move(Msg);
auto Flgs = Func->FunctionFlags;
Func->FunctionFlags |= 0x400;
UObject::ProcessEvent(Func, &Parms);
Func->FunctionFlags = Flgs;
}
// Function FortniteGame.FortPlayerController.ClientAddHeroSpecialization
// (Net, NetReliable, Native, Event, Public, NetClient, NetValidate)
// Parameters:
// class UFortHeroSpecialization* NewSpecialization (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
void AFortPlayerController::ClientAddHeroSpecialization(class UFortHeroSpecialization* NewSpecialization)
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("FortPlayerController", "ClientAddHeroSpecialization");
Params::FortPlayerController_ClientAddHeroSpecialization Parms{};
Parms.NewSpecialization = NewSpecialization;
auto Flgs = Func->FunctionFlags;
Func->FunctionFlags |= 0x400;
UObject::ProcessEvent(Func, &Parms);
Func->FunctionFlags = Flgs;
}
// Function FortniteGame.FortPlayerController.ClientCancelCrafting
// (Net, NetReliable, Native, Event, Public, NetClient)
void AFortPlayerController::ClientCancelCrafting()
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("FortPlayerController", "ClientCancelCrafting");
auto Flgs = Func->FunctionFlags;
Func->FunctionFlags |= 0x400;
UObject::ProcessEvent(Func, nullptr);
Func->FunctionFlags = Flgs;
}
// Function FortniteGame.FortPlayerController.ClientClearDisabledActionMappings
// (Net, NetReliable, Native, Event, Public, NetClient, BlueprintCallable)
void AFortPlayerController::ClientClearDisabledActionMappings()
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("FortPlayerController", "ClientClearDisabledActionMappings");
auto Flgs = Func->FunctionFlags;
Func->FunctionFlags |= 0x400;
UObject::ProcessEvent(Func, nullptr);
Func->FunctionFlags = Flgs;
}
// Function FortniteGame.FortPlayerController.ClientDrawAttentionToUI
// (Net, NetReliable, Native, Event, Public, HasDefaults, NetClient)
// Parameters:
// const struct FGuid& MissionGuid (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, NativeAccessSpecifierPublic)
// const struct FGameplayTagContainer& ObjectiveHandle (Parm, NativeAccessSpecifierPublic)
void AFortPlayerController::ClientDrawAttentionToUI(const struct FGuid& MissionGuid, const struct FGameplayTagContainer& ObjectiveHandle)
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("FortPlayerController", "ClientDrawAttentionToUI");
Params::FortPlayerController_ClientDrawAttentionToUI Parms{};
Parms.MissionGuid = std::move(MissionGuid);
Parms.ObjectiveHandle = std::move(ObjectiveHandle);
auto Flgs = Func->FunctionFlags;
Func->FunctionFlags |= 0x400;
UObject::ProcessEvent(Func, &Parms);
Func->FunctionFlags = Flgs;
}
// Function FortniteGame.FortPlayerController.ClientExecuteInventoryItem
// (Net, NetReliable, Native, Event, Protected, HasDefaults, NetClient)
// Parameters:
// const struct FGuid& ItemGuid (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, NativeAccessSpecifierPublic)
// float Delay (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
void AFortPlayerController::ClientExecuteInventoryItem(const struct FGuid& ItemGuid, float Delay)
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("FortPlayerController", "ClientExecuteInventoryItem");
Params::FortPlayerController_ClientExecuteInventoryItem Parms{};
Parms.ItemGuid = std::move(ItemGuid);
Parms.Delay = Delay;
auto Flgs = Func->FunctionFlags;
Func->FunctionFlags |= 0x400;
UObject::ProcessEvent(Func, &Parms);
Func->FunctionFlags = Flgs;
}
// Function FortniteGame.FortPlayerController.ClientForceCancelBuildingTool
// (Net, NetReliable, Native, Event, Public, NetClient)
void AFortPlayerController::ClientForceCancelBuildingTool()
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("FortPlayerController", "ClientForceCancelBuildingTool");
auto Flgs = Func->FunctionFlags;
Func->FunctionFlags |= 0x400;
UObject::ProcessEvent(Func, nullptr);
Func->FunctionFlags = Flgs;
}
// Function FortniteGame.FortPlayerController.ClientForceProfileQuery
// (Net, NetReliable, Native, Event, Public, NetClient)
void AFortPlayerController::ClientForceProfileQuery()
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("FortPlayerController", "ClientForceProfileQuery");
auto Flgs = Func->FunctionFlags;
Func->FunctionFlags |= 0x400;
UObject::ProcessEvent(Func, nullptr);
Func->FunctionFlags = Flgs;
}
// Function FortniteGame.FortPlayerController.ClientGivePlayerLocalAccountItem
// (Net, NetReliable, Native, Event, Public, NetClient)
// Parameters:
// class UFortAccountItemDefinition* ItemDefinition (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// int32 Count (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
void AFortPlayerController::ClientGivePlayerLocalAccountItem(class UFortAccountItemDefinition* ItemDefinition, int32 Count)
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("FortPlayerController", "ClientGivePlayerLocalAccountItem");
Params::FortPlayerController_ClientGivePlayerLocalAccountItem Parms{};
Parms.ItemDefinition = ItemDefinition;
Parms.Count = Count;
auto Flgs = Func->FunctionFlags;
Func->FunctionFlags |= 0x400;
UObject::ProcessEvent(Func, &Parms);
Func->FunctionFlags = Flgs;
}
// Function FortniteGame.FortPlayerController.ClientHandleNotification
// (Net, NetReliable, Native, Event, Protected, NetClient)
// Parameters:
// const class FString& TypeStr (Parm, ZeroConstructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// const class FString& PayloadStr (Parm, ZeroConstructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
void AFortPlayerController::ClientHandleNotification(const class FString& TypeStr, const class FString& PayloadStr)
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("FortPlayerController", "ClientHandleNotification");
Params::FortPlayerController_ClientHandleNotification Parms{};
Parms.TypeStr = std::move(TypeStr);
Parms.PayloadStr = std::move(PayloadStr);
auto Flgs = Func->FunctionFlags;
Func->FunctionFlags |= 0x400;
UObject::ProcessEvent(Func, &Parms);
Func->FunctionFlags = Flgs;
}
// Function FortniteGame.FortPlayerController.ClientHideTutorialWidget
// (Net, NetReliable, Native, Event, Public, NetClient, BlueprintCallable)
// Parameters:
// class FName WidgetName (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
void AFortPlayerController::ClientHideTutorialWidget(class FName WidgetName)
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("FortPlayerController", "ClientHideTutorialWidget");
Params::FortPlayerController_ClientHideTutorialWidget Parms{};
Parms.WidgetName = WidgetName;
auto Flgs = Func->FunctionFlags;
Func->FunctionFlags |= 0x400;
UObject::ProcessEvent(Func, &Parms);
Func->FunctionFlags = Flgs;
}
// Function FortniteGame.FortPlayerController.ClientOnGenericPlayerInitialization
// (Net, NetReliable, Native, Event, Public, NetClient)
void AFortPlayerController::ClientOnGenericPlayerInitialization()
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("FortPlayerController", "ClientOnGenericPlayerInitialization");
auto Flgs = Func->FunctionFlags;
Func->FunctionFlags |= 0x400;
UObject::ProcessEvent(Func, nullptr);
Func->FunctionFlags = Flgs;
}
// Function FortniteGame.FortPlayerController.ClientOpenChoiceUI
// (Net, NetReliable, Native, Event, Protected, NetClient)
// Parameters:
// const struct FChoiceData& ChoiceItems (Parm, NativeAccessSpecifierPublic)
void AFortPlayerController::ClientOpenChoiceUI(const struct FChoiceData& ChoiceItems)
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("FortPlayerController", "ClientOpenChoiceUI");
Params::FortPlayerController_ClientOpenChoiceUI Parms{};
Parms.ChoiceItems = std::move(ChoiceItems);
auto Flgs = Func->FunctionFlags;
Func->FunctionFlags |= 0x400;
UObject::ProcessEvent(Func, &Parms);
Func->FunctionFlags = Flgs;
}
// Function FortniteGame.FortPlayerController.ClientPingMinimap
// (Net, NetReliable, Native, Event, Public, HasDefaults, NetClient)
// Parameters:
// const struct FVector& WorldLocation (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, NativeAccessSpecifierPublic)
// const struct FLinearColor& PingColor (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, NativeAccessSpecifierPublic)
void AFortPlayerController::ClientPingMinimap(const struct FVector& WorldLocation, const struct FLinearColor& PingColor)
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("FortPlayerController", "ClientPingMinimap");
Params::FortPlayerController_ClientPingMinimap Parms{};
Parms.WorldLocation = std::move(WorldLocation);
Parms.PingColor = std::move(PingColor);
auto Flgs = Func->FunctionFlags;
Func->FunctionFlags |= 0x400;
UObject::ProcessEvent(Func, &Parms);
Func->FunctionFlags = Flgs;
}
// Function FortniteGame.FortPlayerController.ClientReadyCheckComplete
// (Net, NetReliable, Native, Event, Public, NetClient, NetValidate)
// Parameters:
// bool bPassed (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, NativeAccessSpecifierPublic)
void AFortPlayerController::ClientReadyCheckComplete(bool bPassed)
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("FortPlayerController", "ClientReadyCheckComplete");
Params::FortPlayerController_ClientReadyCheckComplete Parms{};
Parms.bPassed = bPassed;
auto Flgs = Func->FunctionFlags;
Func->FunctionFlags |= 0x400;
UObject::ProcessEvent(Func, &Parms);
Func->FunctionFlags = Flgs;
}
// Function FortniteGame.FortPlayerController.ClientRegisterWithParty
// (Net, NetReliable, Native, Event, Public, NetClient)
void AFortPlayerController::ClientRegisterWithParty()
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("FortPlayerController", "ClientRegisterWithParty");
auto Flgs = Func->FunctionFlags;
Func->FunctionFlags |= 0x400;
UObject::ProcessEvent(Func, nullptr);
Func->FunctionFlags = Flgs;
}
// Function FortniteGame.FortPlayerController.ClientRequestReadyCheck
// (Net, NetReliable, Native, Event, Public, NetClient, NetValidate)
// Parameters:
// const class FText& QueryText (ConstParm, Parm, ReferenceParm, NativeAccessSpecifierPublic)
// const class FText& YesText (ConstParm, Parm, ReferenceParm, NativeAccessSpecifierPublic)
// const class FText& NoText (ConstParm, Parm, ReferenceParm, NativeAccessSpecifierPublic)
void AFortPlayerController::ClientRequestReadyCheck(const class FText& QueryText, const class FText& YesText, const class FText& NoText)
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("FortPlayerController", "ClientRequestReadyCheck");
Params::FortPlayerController_ClientRequestReadyCheck Parms{};
Parms.QueryText = std::move(QueryText);
Parms.YesText = std::move(YesText);
Parms.NoText = std::move(NoText);
auto Flgs = Func->FunctionFlags;
Func->FunctionFlags |= 0x400;
UObject::ProcessEvent(Func, &Parms);
Func->FunctionFlags = Flgs;
}
// Function FortniteGame.FortPlayerController.ClientSendClientNotification
// (Net, NetReliable, Native, Event, Public, NetClient)
// Parameters:
// const struct FFortClientNotificationData&NewClientNotification (Parm, NativeAccessSpecifierPublic)
void AFortPlayerController::ClientSendClientNotification(const struct FFortClientNotificationData& NewClientNotification)
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("FortPlayerController", "ClientSendClientNotification");
Params::FortPlayerController_ClientSendClientNotification Parms{};
Parms.NewClientNotification = std::move(NewClientNotification);
auto Flgs = Func->FunctionFlags;
Func->FunctionFlags |= 0x400;
UObject::ProcessEvent(Func, &Parms);
Func->FunctionFlags = Flgs;
}
// Function FortniteGame.FortPlayerController.ClientSendEventNotification
// (Net, NetReliable, Native, Event, Public, NetClient)
// Parameters:
// const class FName NotificationName (ConstParm, Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// const class UObject* NotificationParameter (ConstParm, Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// bool bRemoveIfActive (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, NativeAccessSpecifierPublic)
void AFortPlayerController::ClientSendEventNotification(const class FName NotificationName, const class UObject* NotificationParameter, bool bRemoveIfActive)
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("FortPlayerController", "ClientSendEventNotification");
Params::FortPlayerController_ClientSendEventNotification Parms{};
Parms.NotificationName = NotificationName;
Parms.NotificationParameter = NotificationParameter;
Parms.bRemoveIfActive = bRemoveIfActive;
auto Flgs = Func->FunctionFlags;
Func->FunctionFlags |= 0x400;
UObject::ProcessEvent(Func, &Parms);
Func->FunctionFlags = Flgs;
}
// Function FortniteGame.FortPlayerController.ClientSendTutorialNotification
// (Net, NetReliable, Native, Event, Public, NetClient)
// Parameters:
// const struct FFortTutorialNotificationData&NewTutorialNotification (Parm, NativeAccessSpecifierPublic)
void AFortPlayerController::ClientSendTutorialNotification(const struct FFortTutorialNotificationData& NewTutorialNotification)
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("FortPlayerController", "ClientSendTutorialNotification");
Params::FortPlayerController_ClientSendTutorialNotification Parms{};
Parms.NewTutorialNotification = std::move(NewTutorialNotification);
auto Flgs = Func->FunctionFlags;
Func->FunctionFlags |= 0x400;
UObject::ProcessEvent(Func, &Parms);
Func->FunctionFlags = Flgs;
}
// Function FortniteGame.FortPlayerController.ClientSetActionMappingEnabled
// (Net, NetReliable, Native, Event, Public, NetClient, BlueprintCallable)
// Parameters:
// class FName ActionName (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// bool bEnabled (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, NativeAccessSpecifierPublic)
void AFortPlayerController::ClientSetActionMappingEnabled(class FName ActionName, bool bEnabled)
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("FortPlayerController", "ClientSetActionMappingEnabled");
Params::FortPlayerController_ClientSetActionMappingEnabled Parms{};
Parms.ActionName = ActionName;
Parms.bEnabled = bEnabled;
auto Flgs = Func->FunctionFlags;
Func->FunctionFlags |= 0x400;
UObject::ProcessEvent(Func, &Parms);
Func->FunctionFlags = Flgs;
}
// Function FortniteGame.FortPlayerController.ClientSetInviteFlags
// (Net, NetReliable, Native, Event, Public, NetClient)
// Parameters:
// const struct FJoinabilitySettings& Settings (ConstParm, Parm, ReferenceParm, NativeAccessSpecifierPublic)
void AFortPlayerController::ClientSetInviteFlags(const struct FJoinabilitySettings& Settings)
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("FortPlayerController", "ClientSetInviteFlags");
Params::FortPlayerController_ClientSetInviteFlags Parms{};
Parms.Settings = std::move(Settings);
auto Flgs = Func->FunctionFlags;
Func->FunctionFlags |= 0x400;
UObject::ProcessEvent(Func, &Parms);
Func->FunctionFlags = Flgs;
}
// Function FortniteGame.FortPlayerController.ClientSetSpectatorCamera
// (Net, NetReliable, Native, Event, Public, HasDefaults, NetClient)
// Parameters:
// const struct FVector& CameraLocation (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, NativeAccessSpecifierPublic)
// const struct FRotator& CameraRotation (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, NativeAccessSpecifierPublic)
void AFortPlayerController::ClientSetSpectatorCamera(const struct FVector& CameraLocation, const struct FRotator& CameraRotation)
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("FortPlayerController", "ClientSetSpectatorCamera");
Params::FortPlayerController_ClientSetSpectatorCamera Parms{};
Parms.CameraLocation = std::move(CameraLocation);
Parms.CameraRotation = std::move(CameraRotation);
auto Flgs = Func->FunctionFlags;
Func->FunctionFlags |= 0x400;
UObject::ProcessEvent(Func, &Parms);
Func->FunctionFlags = Flgs;
}
// Function FortniteGame.FortPlayerController.ClientStayWithParty
// (Net, NetReliable, Native, Event, Public, NetClient)
// Parameters:
// bool bStayWithParty (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, NativeAccessSpecifierPublic)
void AFortPlayerController::ClientStayWithParty(bool bStayWithParty)
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("FortPlayerController", "ClientStayWithParty");
Params::FortPlayerController_ClientStayWithParty Parms{};
Parms.bStayWithParty = bStayWithParty;
auto Flgs = Func->FunctionFlags;
Func->FunctionFlags |= 0x400;
UObject::ProcessEvent(Func, &Parms);
Func->FunctionFlags = Flgs;
}
// Function FortniteGame.FortPlayerController.ClientStopUIFeedbackEvent
// (Net, NetReliable, Native, Event, Public, NetClient)
// Parameters:
// class FName EventName (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
void AFortPlayerController::ClientStopUIFeedbackEvent(class FName EventName)
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("FortPlayerController", "ClientStopUIFeedbackEvent");
Params::FortPlayerController_ClientStopUIFeedbackEvent Parms{};
Parms.EventName = EventName;
auto Flgs = Func->FunctionFlags;
Func->FunctionFlags |= 0x400;
UObject::ProcessEvent(Func, &Parms);
Func->FunctionFlags = Flgs;
}
// Function FortniteGame.FortPlayerController.ClientTriggerUIFeedbackEvent
// (Net, NetReliable, Native, Event, Public, NetClient)
// Parameters:
// class FName EventName (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
void AFortPlayerController::ClientTriggerUIFeedbackEvent(class FName EventName)
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("FortPlayerController", "ClientTriggerUIFeedbackEvent");
Params::FortPlayerController_ClientTriggerUIFeedbackEvent Parms{};
Parms.EventName = EventName;
auto Flgs = Func->FunctionFlags;
Func->FunctionFlags |= 0x400;
UObject::ProcessEvent(Func, &Parms);
Func->FunctionFlags = Flgs;
}
// Function FortniteGame.FortPlayerController.ClientUnableToPlaceGenerator
// (Net, NetReliable, Native, Event, Public, NetClient)
void AFortPlayerController::ClientUnableToPlaceGenerator()
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("FortPlayerController", "ClientUnableToPlaceGenerator");
auto Flgs = Func->FunctionFlags;
Func->FunctionFlags |= 0x400;
UObject::ProcessEvent(Func, nullptr);
Func->FunctionFlags = Flgs;
}
// Function FortniteGame.FortPlayerController.ClientUnhideTutorialWidget
// (Net, NetReliable, Native, Event, Public, NetClient, BlueprintCallable)
// Parameters:
// class FName WidgetName (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
void AFortPlayerController::ClientUnhideTutorialWidget(class FName WidgetName)
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("FortPlayerController", "ClientUnhideTutorialWidget");
Params::FortPlayerController_ClientUnhideTutorialWidget Parms{};
Parms.WidgetName = WidgetName;
auto Flgs = Func->FunctionFlags;
Func->FunctionFlags |= 0x400;
UObject::ProcessEvent(Func, &Parms);
Func->FunctionFlags = Flgs;
}
// Function FortniteGame.FortPlayerController.ClientUpdateRichPresence
// (Net, NetReliable, Native, Event, Public, NetClient)
// Parameters:
// ERichPresenceStateChange RichPresenceChange (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// bool bImportant (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, NativeAccessSpecifierPublic)
void AFortPlayerController::ClientUpdateRichPresence(ERichPresenceStateChange RichPresenceChange, bool bImportant)
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("FortPlayerController", "ClientUpdateRichPresence");
Params::FortPlayerController_ClientUpdateRichPresence Parms{};
Parms.RichPresenceChange = RichPresenceChange;
Parms.bImportant = bImportant;
auto Flgs = Func->FunctionFlags;
Func->FunctionFlags |= 0x400;
UObject::ProcessEvent(Func, &Parms);
Func->FunctionFlags = Flgs;
}
// Function FortniteGame.FortPlayerController.ClientZoneSay
// (Net, NetReliable, Native, Event, Public, NetClient, NetValidate)
// Parameters:
// const class FString& PlayerName (Parm, ZeroConstructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// const class FString& Message (Parm, ZeroConstructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
void AFortPlayerController::ClientZoneSay(const class FString& PlayerName, const class FString& Message)
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("FortPlayerController", "ClientZoneSay");
Params::FortPlayerController_ClientZoneSay Parms{};
Parms.PlayerName = std::move(PlayerName);
Parms.Message = std::move(Message);
auto Flgs = Func->FunctionFlags;
Func->FunctionFlags |= 0x400;
UObject::ProcessEvent(Func, &Parms);
Func->FunctionFlags = Flgs;
}
// Function FortniteGame.FortPlayerController.Emote
// (Exec, Native, Public)
// Parameters:
// const class FString& Msg (Parm, ZeroConstructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
void AFortPlayerController::Emote(const class FString& Msg)
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("FortPlayerController", "Emote");
Params::FortPlayerController_Emote Parms{};
Parms.Msg = std::move(Msg);
auto Flgs = Func->FunctionFlags;
Func->FunctionFlags |= 0x400;
UObject::ProcessEvent(Func, &Parms);
Func->FunctionFlags = Flgs;
}
// Function FortniteGame.FortPlayerController.ForceUpdateQuickbar
// (Final, Native, Public, BlueprintCallable)
// Parameters:
// EFortQuickBars QuickbarToRefresh (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
void AFortPlayerController::ForceUpdateQuickbar(EFortQuickBars QuickbarToRefresh)
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("FortPlayerController", "ForceUpdateQuickbar");
Params::FortPlayerController_ForceUpdateQuickbar Parms{};
Parms.QuickbarToRefresh = QuickbarToRefresh;
auto Flgs = Func->FunctionFlags;
Func->FunctionFlags |= 0x400;
UObject::ProcessEvent(Func, &Parms);
Func->FunctionFlags = Flgs;
}
// Function FortniteGame.FortPlayerController.GetAIDirectorDataManager
// (Final, BlueprintAuthorityOnly, Native, Public, BlueprintCallable, BlueprintPure)
// Parameters:
// class AFortAIDirectorDataManager* ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
class AFortAIDirectorDataManager* AFortPlayerController::GetAIDirectorDataManager()
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("FortPlayerController", "GetAIDirectorDataManager");
Params::FortPlayerController_GetAIDirectorDataManager Parms{};
auto Flgs = Func->FunctionFlags;
Func->FunctionFlags |= 0x400;
UObject::ProcessEvent(Func, &Parms);
Func->FunctionFlags = Flgs;
return Parms.ReturnValue;
}
// Function FortniteGame.FortPlayerController.GivePlayerAmmo
// (Final, BlueprintAuthorityOnly, Native, Public, BlueprintCallable)
// Parameters:
// int32 AmmoCount (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
void AFortPlayerController::GivePlayerAmmo(int32 AmmoCount)
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("FortPlayerController", "GivePlayerAmmo");
Params::FortPlayerController_GivePlayerAmmo Parms{};
Parms.AmmoCount = AmmoCount;
auto Flgs = Func->FunctionFlags;
Func->FunctionFlags |= 0x400;
UObject::ProcessEvent(Func, &Parms);
Func->FunctionFlags = Flgs;
}
// Function FortniteGame.FortPlayerController.HandleWorldInventoryLocalUpdate
// (Final, Native, Public)
void AFortPlayerController::HandleWorldInventoryLocalUpdate()
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("FortPlayerController", "HandleWorldInventoryLocalUpdate");
auto Flgs = Func->FunctionFlags;
Func->FunctionFlags |= 0x400;
UObject::ProcessEvent(Func, nullptr);
Func->FunctionFlags = Flgs;
}
// Function FortniteGame.FortPlayerController.LocalOnBlueprintEdit
// (Final, Native, Protected)
// Parameters:
// class ABuildingSMActor* EditedActor (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
void AFortPlayerController::LocalOnBlueprintEdit(class ABuildingSMActor* EditedActor)
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("FortPlayerController", "LocalOnBlueprintEdit");
Params::FortPlayerController_LocalOnBlueprintEdit Parms{};
Parms.EditedActor = EditedActor;
auto Flgs = Func->FunctionFlags;
Func->FunctionFlags |= 0x400;
UObject::ProcessEvent(Func, &Parms);
Func->FunctionFlags = Flgs;
}
// Function FortniteGame.FortPlayerController.OnRep_bHasServerFinishedLoading
// (Final, Native, Protected)
void AFortPlayerController::OnRep_bHasServerFinishedLoading()
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("FortPlayerController", "OnRep_bHasServerFinishedLoading");
auto Flgs = Func->FunctionFlags;
Func->FunctionFlags |= 0x400;
UObject::ProcessEvent(Func, nullptr);
Func->FunctionFlags = Flgs;
}
// Function FortniteGame.FortPlayerController.OnRep_CheatMovement
// (Final, Native, Protected)
void AFortPlayerController::OnRep_CheatMovement()
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("FortPlayerController", "OnRep_CheatMovement");
auto Flgs = Func->FunctionFlags;
Func->FunctionFlags |= 0x400;
UObject::ProcessEvent(Func, nullptr);
Func->FunctionFlags = Flgs;
}
// Function FortniteGame.FortPlayerController.OnRep_CombatManager
// (Final, Native, Protected)
void AFortPlayerController::OnRep_CombatManager()
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("FortPlayerController", "OnRep_CombatManager");
auto Flgs = Func->FunctionFlags;
Func->FunctionFlags |= 0x400;
UObject::ProcessEvent(Func, nullptr);
Func->FunctionFlags = Flgs;
}
// Function FortniteGame.FortPlayerController.OnRep_IntensityGraphInfo
// (Final, Native, Public)
void AFortPlayerController::OnRep_IntensityGraphInfo()
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("FortPlayerController", "OnRep_IntensityGraphInfo");
auto Flgs = Func->FunctionFlags;
Func->FunctionFlags |= 0x400;
UObject::ProcessEvent(Func, nullptr);
Func->FunctionFlags = Flgs;
}
// Function FortniteGame.FortPlayerController.OnRep_LatestRewardReport
// (Final, Native, Protected)
void AFortPlayerController::OnRep_LatestRewardReport()
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("FortPlayerController", "OnRep_LatestRewardReport");
auto Flgs = Func->FunctionFlags;
Func->FunctionFlags |= 0x400;
UObject::ProcessEvent(Func, nullptr);
Func->FunctionFlags = Flgs;
}
// Function FortniteGame.FortPlayerController.OnRep_PIDContributionsGraphInfo
// (Final, Native, Public)
void AFortPlayerController::OnRep_PIDContributionsGraphInfo()
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("FortPlayerController", "OnRep_PIDContributionsGraphInfo");
auto Flgs = Func->FunctionFlags;
Func->FunctionFlags |= 0x400;
UObject::ProcessEvent(Func, nullptr);
Func->FunctionFlags = Flgs;
}
// Function FortniteGame.FortPlayerController.OnRep_PIDValuesGraphInfo
// (Final, Native, Public)
void AFortPlayerController::OnRep_PIDValuesGraphInfo()
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("FortPlayerController", "OnRep_PIDValuesGraphInfo");
auto Flgs = Func->FunctionFlags;
Func->FunctionFlags |= 0x400;
UObject::ProcessEvent(Func, nullptr);
Func->FunctionFlags = Flgs;
}
// Function FortniteGame.FortPlayerController.OnRep_PinnedSchematics
// (Native, Protected)
void AFortPlayerController::OnRep_PinnedSchematics()
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("FortPlayerController", "OnRep_PinnedSchematics");
auto Flgs = Func->FunctionFlags;
Func->FunctionFlags |= 0x400;
UObject::ProcessEvent(Func, nullptr);
Func->FunctionFlags = Flgs;
}
// Function FortniteGame.FortPlayerController.OnRep_QuickBar
// (Native, Protected)
void AFortPlayerController::OnRep_QuickBar()
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("FortPlayerController", "OnRep_QuickBar");
auto Flgs = Func->FunctionFlags;
Func->FunctionFlags |= 0x400;
UObject::ProcessEvent(Func, nullptr);
Func->FunctionFlags = Flgs;
}
// Function FortniteGame.FortPlayerController.OnRep_UpdatedObjectiveStats
// (Final, Native, Protected)
void AFortPlayerController::OnRep_UpdatedObjectiveStats()
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("FortPlayerController", "OnRep_UpdatedObjectiveStats");
auto Flgs = Func->FunctionFlags;
Func->FunctionFlags |= 0x400;
UObject::ProcessEvent(Func, nullptr);
Func->FunctionFlags = Flgs;
}
// Function FortniteGame.FortPlayerController.OpenChoiceUI
// (Final, BlueprintAuthorityOnly, Native, Public, BlueprintCallable)
// Parameters:
// const struct FChoiceData& ChoiceData (Parm, NativeAccessSpecifierPublic)
void AFortPlayerController::OpenChoiceUI(const struct FChoiceData& ChoiceData)
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("FortPlayerController", "OpenChoiceUI");
Params::FortPlayerController_OpenChoiceUI Parms{};
Parms.ChoiceData = std::move(ChoiceData);
auto Flgs = Func->FunctionFlags;
Func->FunctionFlags |= 0x400;
UObject::ProcessEvent(Func, &Parms);
Func->FunctionFlags = Flgs;
}
// Function FortniteGame.FortPlayerController.PlaySpatialSound
// (Final, Native, Public, HasDefaults, BlueprintCallable)
// Parameters:
// class USoundBase* Sound (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// const struct FVector& Location (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, NativeAccessSpecifierPublic)
void AFortPlayerController::PlaySpatialSound(class USoundBase* Sound, const struct FVector& Location)
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("FortPlayerController", "PlaySpatialSound");
Params::FortPlayerController_PlaySpatialSound Parms{};
Parms.Sound = Sound;
Parms.Location = std::move(Location);
auto Flgs = Func->FunctionFlags;
Func->FunctionFlags |= 0x400;
UObject::ProcessEvent(Func, &Parms);
Func->FunctionFlags = Flgs;
}
// Function FortniteGame.FortPlayerController.PrintDebugInfo
// (Exec, Native, Protected)
void AFortPlayerController::PrintDebugInfo()
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("FortPlayerController", "PrintDebugInfo");
auto Flgs = Func->FunctionFlags;
Func->FunctionFlags |= 0x400;
UObject::ProcessEvent(Func, nullptr);
Func->FunctionFlags = Flgs;
}
// Function FortniteGame.FortPlayerController.RemoveItemFromQuickBars
// (Final, Native, Public, BlueprintCallable)
// Parameters:
// class UFortItemDefinition* ItemDefinition (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
void AFortPlayerController::RemoveItemFromQuickBars(class UFortItemDefinition* ItemDefinition)
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("FortPlayerController", "RemoveItemFromQuickBars");
Params::FortPlayerController_RemoveItemFromQuickBars Parms{};
Parms.ItemDefinition = ItemDefinition;
auto Flgs = Func->FunctionFlags;
Func->FunctionFlags |= 0x400;
UObject::ProcessEvent(Func, &Parms);
Func->FunctionFlags = Flgs;
}
// Function FortniteGame.FortPlayerController.ResetInputRotationScale
// (Final, Native, Public, BlueprintCallable)
void AFortPlayerController::ResetInputRotationScale()
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("FortPlayerController", "ResetInputRotationScale");
auto Flgs = Func->FunctionFlags;
Func->FunctionFlags |= 0x400;
UObject::ProcessEvent(Func, nullptr);
Func->FunctionFlags = Flgs;
}
// Function FortniteGame.FortPlayerController.Say
// (Exec, Native, Public)
// Parameters:
// const class FString& Msg (Parm, ZeroConstructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
void AFortPlayerController::Say(const class FString& Msg)
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("FortPlayerController", "Say");
Params::FortPlayerController_Say Parms{};
Parms.Msg = std::move(Msg);
auto Flgs = Func->FunctionFlags;
Func->FunctionFlags |= 0x400;
UObject::ProcessEvent(Func, &Parms);
Func->FunctionFlags = Flgs;
}
// Function FortniteGame.FortPlayerController.SayTeam
// (Exec, Native, Public)
// Parameters:
// const class FString& Msg (Parm, ZeroConstructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
void AFortPlayerController::SayTeam(const class FString& Msg)
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("FortPlayerController", "SayTeam");
Params::FortPlayerController_SayTeam Parms{};
Parms.Msg = std::move(Msg);
auto Flgs = Func->FunctionFlags;
Func->FunctionFlags |= 0x400;
UObject::ProcessEvent(Func, &Parms);
Func->FunctionFlags = Flgs;
}
// Function FortniteGame.FortPlayerController.SendMessage
// (Final, Native, Public, BlueprintCallable)
// Parameters:
// const class FString& Message (Parm, ZeroConstructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// class FName Type (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// class AActor* Source (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
void AFortPlayerController::SendMessage(const class FString& Message, class FName Type, class AActor* Source)
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("FortPlayerController", "SendMessage");
Params::FortPlayerController_SendMessage Parms{};
Parms.Message = std::move(Message);
Parms.Type = Type;
Parms.Source = Source;
auto Flgs = Func->FunctionFlags;
Func->FunctionFlags |= 0x400;
UObject::ProcessEvent(Func, &Parms);
Func->FunctionFlags = Flgs;
}
// Function FortniteGame.FortPlayerController.SendTextNotification
// (Final, Native, Public, HasOutParams, BlueprintCallable)
// Parameters:
// const class FText& NotificationText (ConstParm, Parm, OutParm, ReferenceParm, NativeAccessSpecifierPublic)
// float DisplayTime (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
void AFortPlayerController::SendTextNotification(const class FText& NotificationText, float DisplayTime)
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("FortPlayerController", "SendTextNotification");
Params::FortPlayerController_SendTextNotification Parms{};
Parms.NotificationText = std::move(NotificationText);
Parms.DisplayTime = DisplayTime;
auto Flgs = Func->FunctionFlags;
Func->FunctionFlags |= 0x400;
UObject::ProcessEvent(Func, &Parms);
Func->FunctionFlags = Flgs;
}
// Function FortniteGame.FortPlayerController.ServerAttemptInteract
// (Net, NetReliable, Native, Event, Protected, NetServer, NetValidate)
// Parameters:
// class AActor* ReceivingActor (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// class UPrimitiveComponent* InteractComponent (Parm, ZeroConstructor, InstancedReference, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// ETInteractionType InteractType (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
void AFortPlayerController::ServerAttemptInteract(class AActor* ReceivingActor, class UPrimitiveComponent* InteractComponent, ETInteractionType InteractType)
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("FortPlayerController", "ServerAttemptInteract");
Params::FortPlayerController_ServerAttemptInteract Parms{};
Parms.ReceivingActor = ReceivingActor;
Parms.InteractComponent = InteractComponent;
Parms.InteractType = InteractType;
auto Flgs = Func->FunctionFlags;
Func->FunctionFlags |= 0x400;
UObject::ProcessEvent(Func, &Parms);
Func->FunctionFlags = Flgs;
}
// Function FortniteGame.FortPlayerController.ServerAttemptPinSchematic
// (Net, NetReliable, Native, Event, Public, NetServer, NetValidate)
// Parameters:
// const class FString& ItemId (Parm, ZeroConstructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// bool bSave (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, NativeAccessSpecifierPublic)
void AFortPlayerController::ServerAttemptPinSchematic(const class FString& ItemId, bool bSave)
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("FortPlayerController", "ServerAttemptPinSchematic");
Params::FortPlayerController_ServerAttemptPinSchematic Parms{};
Parms.ItemId = std::move(ItemId);
Parms.bSave = bSave;
auto Flgs = Func->FunctionFlags;
Func->FunctionFlags |= 0x400;
UObject::ProcessEvent(Func, &Parms);
Func->FunctionFlags = Flgs;
}
// Function FortniteGame.FortPlayerController.ServerAttemptUnpinSchematic
// (Net, NetReliable, Native, Event, Public, NetServer, NetValidate)
// Parameters:
// const class FString& ItemId (Parm, ZeroConstructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// bool bSave (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, NativeAccessSpecifierPublic)
void AFortPlayerController::ServerAttemptUnpinSchematic(const class FString& ItemId, bool bSave)
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("FortPlayerController", "ServerAttemptUnpinSchematic");
Params::FortPlayerController_ServerAttemptUnpinSchematic Parms{};
Parms.ItemId = std::move(ItemId);
Parms.bSave = bSave;
auto Flgs = Func->FunctionFlags;
Func->FunctionFlags |= 0x400;
UObject::ProcessEvent(Func, &Parms);
Func->FunctionFlags = Flgs;
}
// Function FortniteGame.FortPlayerController.ServerBanPlayer
// (Net, NetReliable, Native, Event, Public, NetServer, NetValidate)
// Parameters:
// const struct FUniqueNetIdRepl& PlayerToBan (ConstParm, Parm, ReferenceParm, NativeAccessSpecifierPublic)
void AFortPlayerController::ServerBanPlayer(const struct FUniqueNetIdRepl& PlayerToBan)
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("FortPlayerController", "ServerBanPlayer");
Params::FortPlayerController_ServerBanPlayer Parms{};
Parms.PlayerToBan = std::move(PlayerToBan);
auto Flgs = Func->FunctionFlags;
Func->FunctionFlags |= 0x400;
UObject::ProcessEvent(Func, &Parms);
Func->FunctionFlags = Flgs;
}
// Function FortniteGame.FortPlayerController.ServerBeginEditingBuildingActor
// (Net, NetReliable, Native, Event, Public, NetServer, NetValidate)
// Parameters:
// class ABuildingSMActor* BuildingActorToEdit (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
void AFortPlayerController::ServerBeginEditingBuildingActor(class ABuildingSMActor* BuildingActorToEdit)
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("FortPlayerController", "ServerBeginEditingBuildingActor");
Params::FortPlayerController_ServerBeginEditingBuildingActor Parms{};
Parms.BuildingActorToEdit = BuildingActorToEdit;
auto Flgs = Func->FunctionFlags;
Func->FunctionFlags |= 0x400;
UObject::ProcessEvent(Func, &Parms);
Func->FunctionFlags = Flgs;
}
// Function FortniteGame.FortPlayerController.ServerBroadcastUIFeedbackEvent
// (Net, NetReliable, Native, Event, Protected, NetServer, NetValidate)
// Parameters:
// class FName EventName (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
void AFortPlayerController::ServerBroadcastUIFeedbackEvent(class FName EventName)
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("FortPlayerController", "ServerBroadcastUIFeedbackEvent");
Params::FortPlayerController_ServerBroadcastUIFeedbackEvent Parms{};
Parms.EventName = EventName;
auto Flgs = Func->FunctionFlags;
Func->FunctionFlags |= 0x400;
UObject::ProcessEvent(Func, &Parms);
Func->FunctionFlags = Flgs;
}
// Function FortniteGame.FortPlayerController.ServerCheat
// (Net, NetReliable, Native, Event, Protected, NetServer, NetValidate)
// Parameters:
// const class FString& Msg (Parm, ZeroConstructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
void AFortPlayerController::ServerCheat(const class FString& Msg)
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("FortPlayerController", "ServerCheat");
Params::FortPlayerController_ServerCheat Parms{};
Parms.Msg = std::move(Msg);
auto Flgs = Func->FunctionFlags;
Func->FunctionFlags |= 0x400;
UObject::ProcessEvent(Func, &Parms);
Func->FunctionFlags = Flgs;
}
// Function FortniteGame.FortPlayerController.ServerCheatAll
// (Net, NetReliable, Native, Event, Protected, NetServer, NetValidate)
// Parameters:
// const class FString& Msg (Parm, ZeroConstructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
void AFortPlayerController::ServerCheatAll(const class FString& Msg)
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("FortPlayerController", "ServerCheatAll");
Params::FortPlayerController_ServerCheatAll Parms{};
Parms.Msg = std::move(Msg);
auto Flgs = Func->FunctionFlags;
Func->FunctionFlags |= 0x400;
UObject::ProcessEvent(Func, &Parms);
Func->FunctionFlags = Flgs;
}
// Function FortniteGame.FortPlayerController.ServerClientPawnLoaded
// (Net, NetReliable, Native, Event, Protected, NetServer, NetValidate)
// Parameters:
// bool bIsPawnLoaded (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, NativeAccessSpecifierPublic)
void AFortPlayerController::ServerClientPawnLoaded(bool bIsPawnLoaded)
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("FortPlayerController", "ServerClientPawnLoaded");
Params::FortPlayerController_ServerClientPawnLoaded Parms{};
Parms.bIsPawnLoaded = bIsPawnLoaded;
auto Flgs = Func->FunctionFlags;
Func->FunctionFlags |= 0x400;
UObject::ProcessEvent(Func, &Parms);
Func->FunctionFlags = Flgs;
}
// Function FortniteGame.FortPlayerController.ServerCraftSchematic
// (Net, NetReliable, Native, Event, Public, NetServer, NetValidate)
// Parameters:
// const class FString& ItemId (Parm, ZeroConstructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
void AFortPlayerController::ServerCraftSchematic(const class FString& ItemId)
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("FortPlayerController", "ServerCraftSchematic");
Params::FortPlayerController_ServerCraftSchematic Parms{};
Parms.ItemId = std::move(ItemId);
auto Flgs = Func->FunctionFlags;
Func->FunctionFlags |= 0x400;
UObject::ProcessEvent(Func, &Parms);
Func->FunctionFlags = Flgs;
}
// Function FortniteGame.FortPlayerController.ServerCreateAIDirectorDataManager
// (Net, NetReliable, Native, Event, Protected, NetServer, NetValidate)
void AFortPlayerController::ServerCreateAIDirectorDataManager()
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("FortPlayerController", "ServerCreateAIDirectorDataManager");
auto Flgs = Func->FunctionFlags;
Func->FunctionFlags |= 0x400;
UObject::ProcessEvent(Func, nullptr);
Func->FunctionFlags = Flgs;
}
// Function FortniteGame.FortPlayerController.ServerCreateBuildingActor
// (Net, NetReliable, Native, Event, Public, NetServer, HasDefaults, NetValidate)
// Parameters:
// const struct FBuildingClassData& BuildingClassData (Parm, NativeAccessSpecifierPublic)
// const struct FVector_NetQuantize10& BuildLoc (Parm, NativeAccessSpecifierPublic)
// const struct FRotator& BuildRot (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, NativeAccessSpecifierPublic)
// bool bMirrored (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, NativeAccessSpecifierPublic)
void AFortPlayerController::ServerCreateBuildingActor(const struct FBuildingClassData& BuildingClassData, const struct FVector_NetQuantize10& BuildLoc, const struct FRotator& BuildRot, bool bMirrored)
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("FortPlayerController", "ServerCreateBuildingActor");
Params::FortPlayerController_ServerCreateBuildingActor Parms{};
Parms.BuildingClassData = std::move(BuildingClassData);
Parms.BuildLoc = std::move(BuildLoc);
Parms.BuildRot = std::move(BuildRot);
Parms.bMirrored = bMirrored;
auto Flgs = Func->FunctionFlags;
Func->FunctionFlags |= 0x400;
UObject::ProcessEvent(Func, &Parms);
Func->FunctionFlags = Flgs;
}
// Function FortniteGame.FortPlayerController.ServerCreateCombatManager
// (Net, NetReliable, Native, Event, Protected, NetServer, NetValidate)
void AFortPlayerController::ServerCreateCombatManager()
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("FortPlayerController", "ServerCreateCombatManager");
auto Flgs = Func->FunctionFlags;
Func->FunctionFlags |= 0x400;
UObject::ProcessEvent(Func, nullptr);
Func->FunctionFlags = Flgs;
}
// Function FortniteGame.FortPlayerController.ServerDisassembleInventoryItem
// (Net, NetReliable, Native, Event, Protected, NetServer, HasDefaults, NetValidate)
// Parameters:
// const struct FGuid& ItemGuid (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, NativeAccessSpecifierPublic)
void AFortPlayerController::ServerDisassembleInventoryItem(const struct FGuid& ItemGuid)
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("FortPlayerController", "ServerDisassembleInventoryItem");
Params::FortPlayerController_ServerDisassembleInventoryItem Parms{};
Parms.ItemGuid = std::move(ItemGuid);
auto Flgs = Func->FunctionFlags;
Func->FunctionFlags |= 0x400;
UObject::ProcessEvent(Func, &Parms);
Func->FunctionFlags = Flgs;
}
// Function FortniteGame.FortPlayerController.ServerDropCarriedObject
// (Net, NetReliable, Native, Event, Public, NetServer, NetValidate)
void AFortPlayerController::ServerDropCarriedObject()
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("FortPlayerController", "ServerDropCarriedObject");
auto Flgs = Func->FunctionFlags;
Func->FunctionFlags |= 0x400;
UObject::ProcessEvent(Func, nullptr);
Func->FunctionFlags = Flgs;
}
// Function FortniteGame.FortPlayerController.ServerEditBuildingActor
// (Net, NetReliable, Native, Event, Public, NetServer, NetValidate)
// Parameters:
// class ABuildingSMActor* BuildingActorToEdit (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// TSubclassOf<class ABuildingSMActor> NewBuildingClass (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, UObjectWrapper, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// int32 RotationIterations (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// bool bMirrored (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, NativeAccessSpecifierPublic)
void AFortPlayerController::ServerEditBuildingActor(class ABuildingSMActor* BuildingActorToEdit, TSubclassOf<class ABuildingSMActor> NewBuildingClass, int32 RotationIterations, bool bMirrored)
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("FortPlayerController", "ServerEditBuildingActor");
Params::FortPlayerController_ServerEditBuildingActor Parms{};
Parms.BuildingActorToEdit = BuildingActorToEdit;
Parms.NewBuildingClass = NewBuildingClass;
Parms.RotationIterations = RotationIterations;
Parms.bMirrored = bMirrored;
auto Flgs = Func->FunctionFlags;
Func->FunctionFlags |= 0x400;
UObject::ProcessEvent(Func, &Parms);
Func->FunctionFlags = Flgs;
}
// Function FortniteGame.FortPlayerController.ServerEmote
// (Net, Native, Event, Protected, NetServer, NetValidate)
// Parameters:
// const class FString& Msg (Parm, ZeroConstructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
void AFortPlayerController::ServerEmote(const class FString& Msg)
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("FortPlayerController", "ServerEmote");
Params::FortPlayerController_ServerEmote Parms{};
Parms.Msg = std::move(Msg);
auto Flgs = Func->FunctionFlags;
Func->FunctionFlags |= 0x400;
UObject::ProcessEvent(Func, &Parms);
Func->FunctionFlags = Flgs;
}
// Function FortniteGame.FortPlayerController.ServerEndEditingBuildingActor
// (Net, NetReliable, Native, Event, Public, NetServer, NetValidate)
// Parameters:
// class ABuildingSMActor* BuildingActorToStopEditing (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
void AFortPlayerController::ServerEndEditingBuildingActor(class ABuildingSMActor* BuildingActorToStopEditing)
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("FortPlayerController", "ServerEndEditingBuildingActor");
Params::FortPlayerController_ServerEndEditingBuildingActor Parms{};
Parms.BuildingActorToStopEditing = BuildingActorToStopEditing;
auto Flgs = Func->FunctionFlags;
Func->FunctionFlags |= 0x400;
UObject::ProcessEvent(Func, &Parms);
Func->FunctionFlags = Flgs;
}
// Function FortniteGame.FortPlayerController.ServerExecuteInventoryItem
// (Net, NetReliable, Native, Event, Protected, NetServer, HasDefaults, NetValidate)
// Parameters:
// const struct FGuid& ItemGuid (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, NativeAccessSpecifierPublic)
void AFortPlayerController::ServerExecuteInventoryItem(const struct FGuid& ItemGuid)
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("FortPlayerController", "ServerExecuteInventoryItem");
Params::FortPlayerController_ServerExecuteInventoryItem Parms{};
Parms.ItemGuid = std::move(ItemGuid);
auto Flgs = Func->FunctionFlags;
Func->FunctionFlags |= 0x400;
UObject::ProcessEvent(Func, &Parms);
Func->FunctionFlags = Flgs;
}
// Function FortniteGame.FortPlayerController.ServerForceProfileQuery
// (Net, NetReliable, Native, Event, Public, NetServer, NetValidate)
void AFortPlayerController::ServerForceProfileQuery()
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("FortPlayerController", "ServerForceProfileQuery");
auto Flgs = Func->FunctionFlags;
Func->FunctionFlags |= 0x400;
UObject::ProcessEvent(Func, nullptr);
Func->FunctionFlags = Flgs;
}
// Function FortniteGame.FortPlayerController.ServerGiftInventoryItemToOtherPlayer
// (Net, NetReliable, Native, Event, Public, NetServer, HasDefaults, NetValidate)
// Parameters:
// const struct FGuid& ItemGuid (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, NativeAccessSpecifierPublic)
// const struct FUniqueNetIdRepl& PlayerID (Parm, NativeAccessSpecifierPublic)
// int32 Quantity (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
void AFortPlayerController::ServerGiftInventoryItemToOtherPlayer(const struct FGuid& ItemGuid, const struct FUniqueNetIdRepl& PlayerID, int32 Quantity)
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("FortPlayerController", "ServerGiftInventoryItemToOtherPlayer");
Params::FortPlayerController_ServerGiftInventoryItemToOtherPlayer Parms{};
Parms.ItemGuid = std::move(ItemGuid);
Parms.PlayerID = std::move(PlayerID);
Parms.Quantity = Quantity;
auto Flgs = Func->FunctionFlags;
Func->FunctionFlags |= 0x400;
UObject::ProcessEvent(Func, &Parms);
Func->FunctionFlags = Flgs;
}
// Function FortniteGame.FortPlayerController.ServerGrantAdminPlayer
// (Net, NetReliable, Native, Event, Public, NetServer, NetValidate)
// Parameters:
// const struct FUniqueNetIdRepl& PlayerToAdmin (ConstParm, Parm, ReferenceParm, NativeAccessSpecifierPublic)
void AFortPlayerController::ServerGrantAdminPlayer(const struct FUniqueNetIdRepl& PlayerToAdmin)
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("FortPlayerController", "ServerGrantAdminPlayer");
Params::FortPlayerController_ServerGrantAdminPlayer Parms{};
Parms.PlayerToAdmin = std::move(PlayerToAdmin);
auto Flgs = Func->FunctionFlags;
Func->FunctionFlags |= 0x400;
UObject::ProcessEvent(Func, &Parms);
Func->FunctionFlags = Flgs;
}
// Function FortniteGame.FortPlayerController.ServerHandleMissionEvent_ToggledCursorMode
// (Net, NetReliable, Native, Event, Public, NetServer, BlueprintCallable, NetValidate)
// Parameters:
// class AFortPlayerController* PlayerThatToggledCursorMode (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// bool bOpened (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, NativeAccessSpecifierPublic)
void AFortPlayerController::ServerHandleMissionEvent_ToggledCursorMode(class AFortPlayerController* PlayerThatToggledCursorMode, bool bOpened)
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("FortPlayerController", "ServerHandleMissionEvent_ToggledCursorMode");
Params::FortPlayerController_ServerHandleMissionEvent_ToggledCursorMode Parms{};
Parms.PlayerThatToggledCursorMode = PlayerThatToggledCursorMode;
Parms.bOpened = bOpened;
auto Flgs = Func->FunctionFlags;
Func->FunctionFlags |= 0x400;
UObject::ProcessEvent(Func, &Parms);
Func->FunctionFlags = Flgs;
}
// Function FortniteGame.FortPlayerController.ServerHandleMissionEvent_ToggledEditMode
// (Net, NetReliable, Native, Event, Public, NetServer, BlueprintCallable, NetValidate)
// Parameters:
// class AFortPlayerController* PlayerThatToggledEditMode (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// bool bOpened (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, NativeAccessSpecifierPublic)
void AFortPlayerController::ServerHandleMissionEvent_ToggledEditMode(class AFortPlayerController* PlayerThatToggledEditMode, bool bOpened)
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("FortPlayerController", "ServerHandleMissionEvent_ToggledEditMode");
Params::FortPlayerController_ServerHandleMissionEvent_ToggledEditMode Parms{};
Parms.PlayerThatToggledEditMode = PlayerThatToggledEditMode;
Parms.bOpened = bOpened;
auto Flgs = Func->FunctionFlags;
Func->FunctionFlags |= 0x400;
UObject::ProcessEvent(Func, &Parms);
Func->FunctionFlags = Flgs;
}
// Function FortniteGame.FortPlayerController.ServerHandleMissionEvent_ToggledOptionsMenu
// (Net, NetReliable, Native, Event, Public, NetServer, BlueprintCallable, NetValidate)
// Parameters:
// class AFortPlayerController* PlayerThatToggledOptionsMenu (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// bool bOpened (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, NativeAccessSpecifierPublic)
void AFortPlayerController::ServerHandleMissionEvent_ToggledOptionsMenu(class AFortPlayerController* PlayerThatToggledOptionsMenu, bool bOpened)
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("FortPlayerController", "ServerHandleMissionEvent_ToggledOptionsMenu");
Params::FortPlayerController_ServerHandleMissionEvent_ToggledOptionsMenu Parms{};
Parms.PlayerThatToggledOptionsMenu = PlayerThatToggledOptionsMenu;
Parms.bOpened = bOpened;
auto Flgs = Func->FunctionFlags;
Func->FunctionFlags |= 0x400;
UObject::ProcessEvent(Func, &Parms);
Func->FunctionFlags = Flgs;
}
// Function FortniteGame.FortPlayerController.ServerItemWillBeDestroyed
// (Net, NetReliable, Native, Event, Public, NetServer, HasDefaults, NetValidate)
// Parameters:
// const struct FGuid& DestroyedItemGuid (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, NativeAccessSpecifierPublic)
// int32 Count (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
void AFortPlayerController::ServerItemWillBeDestroyed(const struct FGuid& DestroyedItemGuid, int32 Count)
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("FortPlayerController", "ServerItemWillBeDestroyed");
Params::FortPlayerController_ServerItemWillBeDestroyed Parms{};
Parms.DestroyedItemGuid = std::move(DestroyedItemGuid);
Parms.Count = Count;
auto Flgs = Func->FunctionFlags;
Func->FunctionFlags |= 0x400;
UObject::ProcessEvent(Func, &Parms);
Func->FunctionFlags = Flgs;
}
// Function FortniteGame.FortPlayerController.ServerKickPlayer
// (Net, NetReliable, Native, Event, Public, NetServer, NetValidate)
// Parameters:
// const struct FUniqueNetIdRepl& PlayerToKick (ConstParm, Parm, ReferenceParm, NativeAccessSpecifierPublic)
// const class FText& Reason (ConstParm, Parm, ReferenceParm, NativeAccessSpecifierPublic)
void AFortPlayerController::ServerKickPlayer(const struct FUniqueNetIdRepl& PlayerToKick, const class FText& Reason)
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("FortPlayerController", "ServerKickPlayer");
Params::FortPlayerController_ServerKickPlayer Parms{};
Parms.PlayerToKick = std::move(PlayerToKick);
Parms.Reason = std::move(Reason);
auto Flgs = Func->FunctionFlags;
Func->FunctionFlags |= 0x400;
UObject::ProcessEvent(Func, &Parms);
Func->FunctionFlags = Flgs;
}
// Function FortniteGame.FortPlayerController.ServerKillAllAIPawnsAroundPlayer
// (Net, NetReliable, Native, Event, Protected, NetServer, NetValidate)
void AFortPlayerController::ServerKillAllAIPawnsAroundPlayer()
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("FortPlayerController", "ServerKillAllAIPawnsAroundPlayer");
auto Flgs = Func->FunctionFlags;
Func->FunctionFlags |= 0x400;
UObject::ProcessEvent(Func, nullptr);
Func->FunctionFlags = Flgs;
}
// Function FortniteGame.FortPlayerController.ServerModDurability
// (Net, NetReliable, Native, Event, Protected, NetServer, HasDefaults, NetValidate)
// Parameters:
// const struct FGuid& ItemGuid (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, NativeAccessSpecifierPublic)
// float DurabilityMod (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// bool bForceSet (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, NativeAccessSpecifierPublic)
void AFortPlayerController::ServerModDurability(const struct FGuid& ItemGuid, float DurabilityMod, bool bForceSet)
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("FortPlayerController", "ServerModDurability");
Params::FortPlayerController_ServerModDurability Parms{};
Parms.ItemGuid = std::move(ItemGuid);
Parms.DurabilityMod = DurabilityMod;
Parms.bForceSet = bForceSet;
auto Flgs = Func->FunctionFlags;
Func->FunctionFlags |= 0x400;
UObject::ProcessEvent(Func, &Parms);
Func->FunctionFlags = Flgs;
}
// Function FortniteGame.FortPlayerController.ServerModifyStat
// (Net, NetReliable, Native, Event, Public, NetServer, NetValidate)
// Parameters:
// class FName StatName (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// int32 Amount (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// EStatMod ModType (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// bool bForceStatSave (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, NativeAccessSpecifierPublic)
void AFortPlayerController::ServerModifyStat(class FName StatName, int32 Amount, EStatMod ModType, bool bForceStatSave)
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("FortPlayerController", "ServerModifyStat");
Params::FortPlayerController_ServerModifyStat Parms{};
Parms.StatName = StatName;
Parms.Amount = Amount;
Parms.ModType = ModType;
Parms.bForceStatSave = bForceStatSave;
auto Flgs = Func->FunctionFlags;
Func->FunctionFlags |= 0x400;
UObject::ProcessEvent(Func, &Parms);
Func->FunctionFlags = Flgs;
}
// Function FortniteGame.FortPlayerController.ServerNotificationIsFinished
// (Net, NetReliable, Native, Event, Public, NetServer, HasDefaults, NetValidate)
// Parameters:
// const struct FGuid& NotificationID (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, NativeAccessSpecifierPublic)
void AFortPlayerController::ServerNotificationIsFinished(const struct FGuid& NotificationID)
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("FortPlayerController", "ServerNotificationIsFinished");
Params::FortPlayerController_ServerNotificationIsFinished Parms{};
Parms.NotificationID = std::move(NotificationID);
auto Flgs = Func->FunctionFlags;
Func->FunctionFlags |= 0x400;
UObject::ProcessEvent(Func, &Parms);
Func->FunctionFlags = Flgs;
}
// Function FortniteGame.FortPlayerController.ServerOnBannerUpdate
// (Net, NetReliable, Native, Event, Public, NetServer, NetValidate)
void AFortPlayerController::ServerOnBannerUpdate()
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("FortPlayerController", "ServerOnBannerUpdate");
auto Flgs = Func->FunctionFlags;
Func->FunctionFlags |= 0x400;
UObject::ProcessEvent(Func, nullptr);
Func->FunctionFlags = Flgs;
}
// Function FortniteGame.FortPlayerController.ServerPingMinimap
// (Net, NetReliable, Native, Event, Public, NetServer, HasDefaults, NetValidate)
// Parameters:
// const struct FVector& WorldLocation (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, NativeAccessSpecifierPublic)
// const struct FLinearColor& PingColor (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, NativeAccessSpecifierPublic)
void AFortPlayerController::ServerPingMinimap(const struct FVector& WorldLocation, const struct FLinearColor& PingColor)
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("FortPlayerController", "ServerPingMinimap");
Params::FortPlayerController_ServerPingMinimap Parms{};
Parms.WorldLocation = std::move(WorldLocation);
Parms.PingColor = std::move(PingColor);
auto Flgs = Func->FunctionFlags;
Func->FunctionFlags |= 0x400;
UObject::ProcessEvent(Func, &Parms);
Func->FunctionFlags = Flgs;
}
// Function FortniteGame.FortPlayerController.ServerReadyToStartMatch
// (Net, NetReliable, Native, Event, Protected, NetServer, NetValidate)
void AFortPlayerController::ServerReadyToStartMatch()
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("FortPlayerController", "ServerReadyToStartMatch");
auto Flgs = Func->FunctionFlags;
Func->FunctionFlags |= 0x400;
UObject::ProcessEvent(Func, nullptr);
Func->FunctionFlags = Flgs;
}
// Function FortniteGame.FortPlayerController.ServerReconcileGiftsFromPlayer
// (Net, NetReliable, Native, Event, Public, NetServer, NetValidate)
// Parameters:
// const class FString& PlayerName (Parm, ZeroConstructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// bool bAccept (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, NativeAccessSpecifierPublic)
void AFortPlayerController::ServerReconcileGiftsFromPlayer(const class FString& PlayerName, bool bAccept)
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("FortPlayerController", "ServerReconcileGiftsFromPlayer");
Params::FortPlayerController_ServerReconcileGiftsFromPlayer Parms{};
Parms.PlayerName = std::move(PlayerName);
Parms.bAccept = bAccept;
auto Flgs = Func->FunctionFlags;
Func->FunctionFlags |= 0x400;
UObject::ProcessEvent(Func, &Parms);
Func->FunctionFlags = Flgs;
}
// Function FortniteGame.FortPlayerController.ServerReleaseInventoryItemKey
// (Net, NetReliable, Native, Event, Protected, NetServer, NetValidate)
// Parameters:
// EFortQuickBars InQuickBar (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// int32 Slot (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
void AFortPlayerController::ServerReleaseInventoryItemKey(EFortQuickBars InQuickBar, int32 Slot)
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("FortPlayerController", "ServerReleaseInventoryItemKey");
Params::FortPlayerController_ServerReleaseInventoryItemKey Parms{};
Parms.InQuickBar = InQuickBar;
Parms.Slot = Slot;
auto Flgs = Func->FunctionFlags;
Func->FunctionFlags |= 0x400;
UObject::ProcessEvent(Func, &Parms);
Func->FunctionFlags = Flgs;
}
// Function FortniteGame.FortPlayerController.ServerRemoveAdminPlayer
// (Net, NetReliable, Native, Event, Public, NetServer, NetValidate)
// Parameters:
// const struct FUniqueNetIdRepl& PlayerToAdmin (ConstParm, Parm, ReferenceParm, NativeAccessSpecifierPublic)
void AFortPlayerController::ServerRemoveAdminPlayer(const struct FUniqueNetIdRepl& PlayerToAdmin)
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("FortPlayerController", "ServerRemoveAdminPlayer");
Params::FortPlayerController_ServerRemoveAdminPlayer Parms{};
Parms.PlayerToAdmin = std::move(PlayerToAdmin);
auto Flgs = Func->FunctionFlags;
Func->FunctionFlags |= 0x400;
UObject::ProcessEvent(Func, &Parms);
Func->FunctionFlags = Flgs;
}
// Function FortniteGame.FortPlayerController.ServerRemoveInventoryItem
// (Net, NetReliable, Native, Event, Protected, NetServer, HasDefaults, NetValidate)
// Parameters:
// const struct FGuid& ItemGuid (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, NativeAccessSpecifierPublic)
// int32 Count (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// bool bForceRemoveFromQuickBars (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, NativeAccessSpecifierPublic)
void AFortPlayerController::ServerRemoveInventoryItem(const struct FGuid& ItemGuid, int32 Count, bool bForceRemoveFromQuickBars)
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("FortPlayerController", "ServerRemoveInventoryItem");
Params::FortPlayerController_ServerRemoveInventoryItem Parms{};
Parms.ItemGuid = std::move(ItemGuid);
Parms.Count = Count;
Parms.bForceRemoveFromQuickBars = bForceRemoveFromQuickBars;
auto Flgs = Func->FunctionFlags;
Func->FunctionFlags |= 0x400;
UObject::ProcessEvent(Func, &Parms);
Func->FunctionFlags = Flgs;
}
// Function FortniteGame.FortPlayerController.ServerRemoveInventoryStateValue
// (Net, NetReliable, Native, Event, Protected, NetServer, HasDefaults, NetValidate)
// Parameters:
// const struct FGuid& ItemGuid (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, NativeAccessSpecifierPublic)
// EFortItemEntryState StateValueType (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
void AFortPlayerController::ServerRemoveInventoryStateValue(const struct FGuid& ItemGuid, EFortItemEntryState StateValueType)
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("FortPlayerController", "ServerRemoveInventoryStateValue");
Params::FortPlayerController_ServerRemoveInventoryStateValue Parms{};
Parms.ItemGuid = std::move(ItemGuid);
Parms.StateValueType = StateValueType;
auto Flgs = Func->FunctionFlags;
Func->FunctionFlags |= 0x400;
UObject::ProcessEvent(Func, &Parms);
Func->FunctionFlags = Flgs;
}
// Function FortniteGame.FortPlayerController.ServerRepairBuildingActor
// (Net, NetReliable, Native, Event, Public, NetServer, NetValidate)
// Parameters:
// class ABuildingSMActor* BuildingActorToRepair (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
void AFortPlayerController::ServerRepairBuildingActor(class ABuildingSMActor* BuildingActorToRepair)
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("FortPlayerController", "ServerRepairBuildingActor");
Params::FortPlayerController_ServerRepairBuildingActor Parms{};
Parms.BuildingActorToRepair = BuildingActorToRepair;
auto Flgs = Func->FunctionFlags;
Func->FunctionFlags |= 0x400;
UObject::ProcessEvent(Func, &Parms);
Func->FunctionFlags = Flgs;
}
// Function FortniteGame.FortPlayerController.ServerReplyToReadyCheck
// (Net, NetReliable, Native, Event, Public, NetServer, NetValidate)
// Parameters:
// bool bReady (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, NativeAccessSpecifierPublic)
void AFortPlayerController::ServerReplyToReadyCheck(bool bReady)
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("FortPlayerController", "ServerReplyToReadyCheck");
Params::FortPlayerController_ServerReplyToReadyCheck Parms{};
Parms.bReady = bReady;
auto Flgs = Func->FunctionFlags;
Func->FunctionFlags |= 0x400;
UObject::ProcessEvent(Func, &Parms);
Func->FunctionFlags = Flgs;
}
// Function FortniteGame.FortPlayerController.ServerRequestGameplayAction
// (Net, NetReliable, Native, Event, Public, NetServer, NetValidate)
// Parameters:
// EFortRequestedGameplayAction RequestedAction (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
void AFortPlayerController::ServerRequestGameplayAction(EFortRequestedGameplayAction RequestedAction)
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("FortPlayerController", "ServerRequestGameplayAction");
Params::FortPlayerController_ServerRequestGameplayAction Parms{};
Parms.RequestedAction = RequestedAction;
auto Flgs = Func->FunctionFlags;
Func->FunctionFlags |= 0x400;
UObject::ProcessEvent(Func, &Parms);
Func->FunctionFlags = Flgs;
}
// Function FortniteGame.FortPlayerController.ServerReturnToLobby
// (Net, NetReliable, Native, Event, Protected, NetServer, NetValidate)
void AFortPlayerController::ServerReturnToLobby()
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("FortPlayerController", "ServerReturnToLobby");
auto Flgs = Func->FunctionFlags;
Func->FunctionFlags |= 0x400;
UObject::ProcessEvent(Func, nullptr);
Func->FunctionFlags = Flgs;
}
// Function FortniteGame.FortPlayerController.ServerReturnToMainMenu
// (Net, NetReliable, Native, Event, Protected, NetServer, NetValidate)
void AFortPlayerController::ServerReturnToMainMenu()
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("FortPlayerController", "ServerReturnToMainMenu");
auto Flgs = Func->FunctionFlags;
Func->FunctionFlags |= 0x400;
UObject::ProcessEvent(Func, nullptr);
Func->FunctionFlags = Flgs;
}
// Function FortniteGame.FortPlayerController.ServerSaveLoadoutData
// (Net, NetReliable, Native, Event, Public, NetServer, NetValidate)
// Parameters:
// const class FString& NewHeroID (Parm, ZeroConstructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// const struct FSelectedClassAbilityKits& ForceSelectedAbilities (Parm, NativeAccessSpecifierPublic)
void AFortPlayerController::ServerSaveLoadoutData(const class FString& NewHeroID, const struct FSelectedClassAbilityKits& ForceSelectedAbilities)
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("FortPlayerController", "ServerSaveLoadoutData");
Params::FortPlayerController_ServerSaveLoadoutData Parms{};
Parms.NewHeroID = std::move(NewHeroID);
Parms.ForceSelectedAbilities = std::move(ForceSelectedAbilities);
auto Flgs = Func->FunctionFlags;
Func->FunctionFlags |= 0x400;
UObject::ProcessEvent(Func, &Parms);
Func->FunctionFlags = Flgs;
}
// Function FortniteGame.FortPlayerController.ServerSay
// (Net, Native, Event, Protected, NetServer, NetValidate)
// Parameters:
// const class FString& Msg (Parm, ZeroConstructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
void AFortPlayerController::ServerSay(const class FString& Msg)
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("FortPlayerController", "ServerSay");
Params::FortPlayerController_ServerSay Parms{};
Parms.Msg = std::move(Msg);
auto Flgs = Func->FunctionFlags;
Func->FunctionFlags |= 0x400;
UObject::ProcessEvent(Func, &Parms);
Func->FunctionFlags = Flgs;
}
// Function FortniteGame.FortPlayerController.ServerSayTeam
// (Net, Native, Event, Protected, NetServer, NetValidate)
// Parameters:
// const class FString& Msg (Parm, ZeroConstructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
void AFortPlayerController::ServerSayTeam(const class FString& Msg)
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("FortPlayerController", "ServerSayTeam");
Params::FortPlayerController_ServerSayTeam Parms{};
Parms.Msg = std::move(Msg);
auto Flgs = Func->FunctionFlags;
Func->FunctionFlags |= 0x400;
UObject::ProcessEvent(Func, &Parms);
Func->FunctionFlags = Flgs;
}
// Function FortniteGame.FortPlayerController.ServerSetAnalyticsIds
// (Net, NetReliable, Native, Event, Protected, NetServer, NetValidate)
// Parameters:
// const class FString& SessionId (Parm, ZeroConstructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// const class FString& UserId (Parm, ZeroConstructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
void AFortPlayerController::ServerSetAnalyticsIds(const class FString& SessionId, const class FString& UserId)
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("FortPlayerController", "ServerSetAnalyticsIds");
Params::FortPlayerController_ServerSetAnalyticsIds Parms{};
Parms.SessionId = std::move(SessionId);
Parms.UserId = std::move(UserId);
auto Flgs = Func->FunctionFlags;
Func->FunctionFlags |= 0x400;
UObject::ProcessEvent(Func, &Parms);
Func->FunctionFlags = Flgs;
}
// Function FortniteGame.FortPlayerController.ServerSetAutoEquipBetterItems
// (Net, NetReliable, Native, Event, Public, NetServer, NetValidate)
// Parameters:
// bool bAutoEquip (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, NativeAccessSpecifierPublic)
void AFortPlayerController::ServerSetAutoEquipBetterItems(bool bAutoEquip)
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("FortPlayerController", "ServerSetAutoEquipBetterItems");
Params::FortPlayerController_ServerSetAutoEquipBetterItems Parms{};
Parms.bAutoEquip = bAutoEquip;
auto Flgs = Func->FunctionFlags;
Func->FunctionFlags |= 0x400;
UObject::ProcessEvent(Func, &Parms);
Func->FunctionFlags = Flgs;
}
// Function FortniteGame.FortPlayerController.ServerSetClientHasFinishedLoading
// (Net, NetReliable, Native, Event, Protected, NetServer, NetValidate)
// Parameters:
// bool bInHasFinishedLoading (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, NativeAccessSpecifierPublic)
void AFortPlayerController::ServerSetClientHasFinishedLoading(bool bInHasFinishedLoading)
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("FortPlayerController", "ServerSetClientHasFinishedLoading");
Params::FortPlayerController_ServerSetClientHasFinishedLoading Parms{};
Parms.bInHasFinishedLoading = bInHasFinishedLoading;
auto Flgs = Func->FunctionFlags;
Func->FunctionFlags |= 0x400;
UObject::ProcessEvent(Func, &Parms);
Func->FunctionFlags = Flgs;
}
// Function FortniteGame.FortPlayerController.ServerSetHero
// (Net, NetReliable, Native, Event, Protected, NetServer, NetValidate)
// Parameters:
// const class FString& NewHeroID (Parm, ZeroConstructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
void AFortPlayerController::ServerSetHero(const class FString& NewHeroID)
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("FortPlayerController", "ServerSetHero");
Params::FortPlayerController_ServerSetHero Parms{};
Parms.NewHeroID = std::move(NewHeroID);
auto Flgs = Func->FunctionFlags;
Func->FunctionFlags |= 0x400;
UObject::ProcessEvent(Func, &Parms);
Func->FunctionFlags = Flgs;
}
// Function FortniteGame.FortPlayerController.ServerSetInventoryStateValue
// (Net, NetReliable, Native, Event, Protected, NetServer, HasDefaults, NetValidate)
// Parameters:
// const struct FGuid& ItemGuid (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, NativeAccessSpecifierPublic)
// const struct FFortItemEntryStateValue& StateValue (Parm, NativeAccessSpecifierPublic)
void AFortPlayerController::ServerSetInventoryStateValue(const struct FGuid& ItemGuid, const struct FFortItemEntryStateValue& StateValue)
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("FortPlayerController", "ServerSetInventoryStateValue");
Params::FortPlayerController_ServerSetInventoryStateValue Parms{};
Parms.ItemGuid = std::move(ItemGuid);
Parms.StateValue = std::move(StateValue);
auto Flgs = Func->FunctionFlags;
Func->FunctionFlags |= 0x400;
UObject::ProcessEvent(Func, &Parms);
Func->FunctionFlags = Flgs;
}
// Function FortniteGame.FortPlayerController.ServerSetInvincibleDueToUI
// (Net, NetReliable, Native, Event, Public, NetServer, NetValidate)
// Parameters:
// bool bInvincible (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, NativeAccessSpecifierPublic)
void AFortPlayerController::ServerSetInvincibleDueToUI(bool bInvincible)
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("FortPlayerController", "ServerSetInvincibleDueToUI");
Params::FortPlayerController_ServerSetInvincibleDueToUI Parms{};
Parms.bInvincible = bInvincible;
auto Flgs = Func->FunctionFlags;
Func->FunctionFlags |= 0x400;
UObject::ProcessEvent(Func, &Parms);
Func->FunctionFlags = Flgs;
}
// Function FortniteGame.FortPlayerController.ServerSetMarkText
// (Net, NetReliable, Native, Event, Public, NetServer, NetValidate)
// Parameters:
// class AFortMarkActor* MarkActor (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// const class FString& MarkText (Parm, ZeroConstructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
void AFortPlayerController::ServerSetMarkText(class AFortMarkActor* MarkActor, const class FString& MarkText)
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("FortPlayerController", "ServerSetMarkText");
Params::FortPlayerController_ServerSetMarkText Parms{};
Parms.MarkActor = MarkActor;
Parms.MarkText = std::move(MarkText);
auto Flgs = Func->FunctionFlags;
Func->FunctionFlags |= 0x400;
UObject::ProcessEvent(Func, &Parms);
Func->FunctionFlags = Flgs;
}
// Function FortniteGame.FortPlayerController.ServerSetPartyOwner
// (Final, Net, NetReliable, Native, Event, Private, NetServer, NetValidate)
// Parameters:
// const struct FUniqueNetIdRepl& PartyOwnerUniqueId (ConstParm, Parm, ReferenceParm, NativeAccessSpecifierPublic)
void AFortPlayerController::ServerSetPartyOwner(const struct FUniqueNetIdRepl& PartyOwnerUniqueId)
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("FortPlayerController", "ServerSetPartyOwner");
Params::FortPlayerController_ServerSetPartyOwner Parms{};
Parms.PartyOwnerUniqueId = std::move(PartyOwnerUniqueId);
auto Flgs = Func->FunctionFlags;
Func->FunctionFlags |= 0x400;
UObject::ProcessEvent(Func, &Parms);
Func->FunctionFlags = Flgs;
}
// Function FortniteGame.FortPlayerController.ServerSetPlayerStatus
// (Net, Native, Event, Public, NetServer, NetValidate)
// Parameters:
// uint32 PlayerStatus (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
void AFortPlayerController::ServerSetPlayerStatus(uint32 PlayerStatus)
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("FortPlayerController", "ServerSetPlayerStatus");
Params::FortPlayerController_ServerSetPlayerStatus Parms{};
Parms.PlayerStatus = PlayerStatus;
auto Flgs = Func->FunctionFlags;
Func->FunctionFlags |= 0x400;
UObject::ProcessEvent(Func, &Parms);
Func->FunctionFlags = Flgs;
}
// Function FortniteGame.FortPlayerController.ServerSetReadyToContinue
// (Net, NetReliable, Native, Event, Public, NetServer, NetValidate)
// Parameters:
// bool bReady (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, NativeAccessSpecifierPublic)
// EFortGameplayState RequestedState (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// bool bTryStartTimer (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, NativeAccessSpecifierPublic)
void AFortPlayerController::ServerSetReadyToContinue(bool bReady, EFortGameplayState RequestedState, bool bTryStartTimer)
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("FortPlayerController", "ServerSetReadyToContinue");
Params::FortPlayerController_ServerSetReadyToContinue Parms{};
Parms.bReady = bReady;
Parms.RequestedState = RequestedState;
Parms.bTryStartTimer = bTryStartTimer;
auto Flgs = Func->FunctionFlags;
Func->FunctionFlags |= 0x400;
UObject::ProcessEvent(Func, &Parms);
Func->FunctionFlags = Flgs;
}
// Function FortniteGame.FortPlayerController.ServerSetTimeOfDay
// (Net, NetReliable, Native, Event, Public, NetServer, NetValidate)
// Parameters:
// float TimeOfDay (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
void AFortPlayerController::ServerSetTimeOfDay(float TimeOfDay)
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("FortPlayerController", "ServerSetTimeOfDay");
Params::FortPlayerController_ServerSetTimeOfDay Parms{};
Parms.TimeOfDay = TimeOfDay;
auto Flgs = Func->FunctionFlags;
Func->FunctionFlags |= 0x400;
UObject::ProcessEvent(Func, &Parms);
Func->FunctionFlags = Flgs;
}
// Function FortniteGame.FortPlayerController.ServerSetupWeakSpotsOnBuildingActor
// (Net, NetReliable, Native, Event, Public, NetServer, NetValidate)
// Parameters:
// class ABuildingSMActor* BuildingActor (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// const struct FFortCrackEffectData& CrackData (Parm, NativeAccessSpecifierPublic)
void AFortPlayerController::ServerSetupWeakSpotsOnBuildingActor(class ABuildingSMActor* BuildingActor, const struct FFortCrackEffectData& CrackData)
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("FortPlayerController", "ServerSetupWeakSpotsOnBuildingActor");
Params::FortPlayerController_ServerSetupWeakSpotsOnBuildingActor Parms{};
Parms.BuildingActor = BuildingActor;
Parms.CrackData = std::move(CrackData);
auto Flgs = Func->FunctionFlags;
Func->FunctionFlags |= 0x400;
UObject::ProcessEvent(Func, &Parms);
Func->FunctionFlags = Flgs;
}
// Function FortniteGame.FortPlayerController.ServerSpawnInventoryDrop
// (Net, NetReliable, Native, Event, Public, NetServer, HasDefaults, NetValidate)
// Parameters:
// const struct FGuid& ItemGuid (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, NativeAccessSpecifierPublic)
// int32 Count (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
void AFortPlayerController::ServerSpawnInventoryDrop(const struct FGuid& ItemGuid, int32 Count)
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("FortPlayerController", "ServerSpawnInventoryDrop");
Params::FortPlayerController_ServerSpawnInventoryDrop Parms{};
Parms.ItemGuid = std::move(ItemGuid);
Parms.Count = Count;
auto Flgs = Func->FunctionFlags;
Func->FunctionFlags |= 0x400;
UObject::ProcessEvent(Func, &Parms);
Func->FunctionFlags = Flgs;
}
// Function FortniteGame.FortPlayerController.ServerSpawnMark
// (Net, NetReliable, Native, Event, Protected, NetServer, HasDefaults, NetValidate)
// Parameters:
// class AActor* ActorToAttachTo (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// const struct FVector& AttachOffset (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, NativeAccessSpecifierPublic)
void AFortPlayerController::ServerSpawnMark(class AActor* ActorToAttachTo, const struct FVector& AttachOffset)
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("FortPlayerController", "ServerSpawnMark");
Params::FortPlayerController_ServerSpawnMark Parms{};
Parms.ActorToAttachTo = ActorToAttachTo;
Parms.AttachOffset = std::move(AttachOffset);
auto Flgs = Func->FunctionFlags;
Func->FunctionFlags |= 0x400;
UObject::ProcessEvent(Func, &Parms);
Func->FunctionFlags = Flgs;
}
// Function FortniteGame.FortPlayerController.ServerSpotActor
// (Net, NetReliable, Native, Event, Protected, NetServer, NetValidate)
// Parameters:
// class AActor* NewlySpottedActor (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
void AFortPlayerController::ServerSpotActor(class AActor* NewlySpottedActor)
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("FortPlayerController", "ServerSpotActor");
Params::FortPlayerController_ServerSpotActor Parms{};
Parms.NewlySpottedActor = NewlySpottedActor;
auto Flgs = Func->FunctionFlags;
Func->FunctionFlags |= 0x400;
UObject::ProcessEvent(Func, &Parms);
Func->FunctionFlags = Flgs;
}
// Function FortniteGame.FortPlayerController.ServerStartIntensityGraphing
// (Net, NetReliable, Native, Event, Public, NetServer, NetValidate)
void AFortPlayerController::ServerStartIntensityGraphing()
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("FortPlayerController", "ServerStartIntensityGraphing");
auto Flgs = Func->FunctionFlags;
Func->FunctionFlags |= 0x400;
UObject::ProcessEvent(Func, nullptr);
Func->FunctionFlags = Flgs;
}
// Function FortniteGame.FortPlayerController.ServerStartPIDContributionsGraphing
// (Net, NetReliable, Native, Event, Public, NetServer, NetValidate)
void AFortPlayerController::ServerStartPIDContributionsGraphing()
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("FortPlayerController", "ServerStartPIDContributionsGraphing");
auto Flgs = Func->FunctionFlags;
Func->FunctionFlags |= 0x400;
UObject::ProcessEvent(Func, nullptr);
Func->FunctionFlags = Flgs;
}
// Function FortniteGame.FortPlayerController.ServerStartPIDValueGraphing
// (Net, NetReliable, Native, Event, Public, NetServer, NetValidate)
void AFortPlayerController::ServerStartPIDValueGraphing()
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("FortPlayerController", "ServerStartPIDValueGraphing");
auto Flgs = Func->FunctionFlags;
Func->FunctionFlags |= 0x400;
UObject::ProcessEvent(Func, nullptr);
Func->FunctionFlags = Flgs;
}
// Function FortniteGame.FortPlayerController.ServerSuicide
// (Net, NetReliable, Native, Event, Public, NetServer, NetValidate)
void AFortPlayerController::ServerSuicide()
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("FortPlayerController", "ServerSuicide");
auto Flgs = Func->FunctionFlags;
Func->FunctionFlags |= 0x400;
UObject::ProcessEvent(Func, nullptr);
Func->FunctionFlags = Flgs;
}
// Function FortniteGame.FortPlayerController.ServerTeleportToReticle
// (Net, NetReliable, Native, Event, Protected, NetServer, HasDefaults, NetValidate)
// Parameters:
// const struct FVector& TeleportLocation (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, NativeAccessSpecifierPublic)
void AFortPlayerController::ServerTeleportToReticle(const struct FVector& TeleportLocation)
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("FortPlayerController", "ServerTeleportToReticle");
Params::FortPlayerController_ServerTeleportToReticle Parms{};
Parms.TeleportLocation = std::move(TeleportLocation);
auto Flgs = Func->FunctionFlags;
Func->FunctionFlags |= 0x400;
UObject::ProcessEvent(Func, &Parms);
Func->FunctionFlags = Flgs;
}
// Function FortniteGame.FortPlayerController.ServerTouchActiveTime
// (Net, Native, Event, Protected, NetServer, NetValidate)
void AFortPlayerController::ServerTouchActiveTime()
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("FortPlayerController", "ServerTouchActiveTime");
auto Flgs = Func->FunctionFlags;
Func->FunctionFlags |= 0x400;
UObject::ProcessEvent(Func, nullptr);
Func->FunctionFlags = Flgs;
}
// Function FortniteGame.FortPlayerController.ServerTriggerCombatEvent
// (Net, NetReliable, Native, Event, Public, NetServer, NetValidate)
// Parameters:
// EFortCombatEvents TriggeredEvent (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// float HeatMultiplier (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
void AFortPlayerController::ServerTriggerCombatEvent(EFortCombatEvents TriggeredEvent, float HeatMultiplier)
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("FortPlayerController", "ServerTriggerCombatEvent");
Params::FortPlayerController_ServerTriggerCombatEvent Parms{};
Parms.TriggeredEvent = TriggeredEvent;
Parms.HeatMultiplier = HeatMultiplier;
auto Flgs = Func->FunctionFlags;
Func->FunctionFlags |= 0x400;
UObject::ProcessEvent(Func, &Parms);
Func->FunctionFlags = Flgs;
}
// Function FortniteGame.FortPlayerController.ServerUIChoiceCompleted
// (Net, NetReliable, Native, Event, Protected, NetServer, NetValidate)
// Parameters:
// int32 ChosenItem (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// int32 MenuIdentifier (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
void AFortPlayerController::ServerUIChoiceCompleted(int32 ChosenItem, int32 MenuIdentifier)
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("FortPlayerController", "ServerUIChoiceCompleted");
Params::FortPlayerController_ServerUIChoiceCompleted Parms{};
Parms.ChosenItem = ChosenItem;
Parms.MenuIdentifier = MenuIdentifier;
auto Flgs = Func->FunctionFlags;
Func->FunctionFlags |= 0x400;
UObject::ProcessEvent(Func, &Parms);
Func->FunctionFlags = Flgs;
}
// Function FortniteGame.FortPlayerController.ServerUpgradeBuildingActor
// (Net, NetReliable, Native, Event, Public, NetServer, NetValidate)
// Parameters:
// class ABuildingActor* BuildingActorToUpgrade (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// int32 NewUpgradeLevel (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
void AFortPlayerController::ServerUpgradeBuildingActor(class ABuildingActor* BuildingActorToUpgrade, int32 NewUpgradeLevel)
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("FortPlayerController", "ServerUpgradeBuildingActor");
Params::FortPlayerController_ServerUpgradeBuildingActor Parms{};
Parms.BuildingActorToUpgrade = BuildingActorToUpgrade;
Parms.NewUpgradeLevel = NewUpgradeLevel;
auto Flgs = Func->FunctionFlags;
Func->FunctionFlags |= 0x400;
UObject::ProcessEvent(Func, &Parms);
Func->FunctionFlags = Flgs;
}
// Function FortniteGame.FortPlayerController.SetCinematicOverrideClass
// (Final, Native, Public, BlueprintCallable)
// Parameters:
// TSubclassOf<class UFortCinematicCamera> OverrideCameraClass (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, UObjectWrapper, HasGetValueTypeHash, NativeAccessSpecifierPublic)
void AFortPlayerController::SetCinematicOverrideClass(TSubclassOf<class UFortCinematicCamera> OverrideCameraClass)
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("FortPlayerController", "SetCinematicOverrideClass");
Params::FortPlayerController_SetCinematicOverrideClass Parms{};
Parms.OverrideCameraClass = OverrideCameraClass;
auto Flgs = Func->FunctionFlags;
Func->FunctionFlags |= 0x400;
UObject::ProcessEvent(Func, &Parms);
Func->FunctionFlags = Flgs;
}
// Function FortniteGame.FortPlayerController.SetInputPitchScale
// (Final, Native, Public, BlueprintCallable)
// Parameters:
// float InInputPitchScale (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
void AFortPlayerController::SetInputPitchScale(float InInputPitchScale)
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("FortPlayerController", "SetInputPitchScale");
Params::FortPlayerController_SetInputPitchScale Parms{};
Parms.InInputPitchScale = InInputPitchScale;
auto Flgs = Func->FunctionFlags;
Func->FunctionFlags |= 0x400;
UObject::ProcessEvent(Func, &Parms);
Func->FunctionFlags = Flgs;
}
// Function FortniteGame.FortPlayerController.SetInputYawScale
// (Final, Native, Public, BlueprintCallable)
// Parameters:
// float InInputYawScale (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
void AFortPlayerController::SetInputYawScale(float InInputYawScale)
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("FortPlayerController", "SetInputYawScale");
Params::FortPlayerController_SetInputYawScale Parms{};
Parms.InInputYawScale = InInputYawScale;
auto Flgs = Func->FunctionFlags;
Func->FunctionFlags |= 0x400;
UObject::ProcessEvent(Func, &Parms);
Func->FunctionFlags = Flgs;
}
// Function FortniteGame.FortPlayerController.SetShowHUD
// (Final, BlueprintCosmetic, Native, Public, BlueprintCallable)
// Parameters:
// bool bNewShowHUD (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, NativeAccessSpecifierPublic)
void AFortPlayerController::SetShowHUD(bool bNewShowHUD)
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("FortPlayerController", "SetShowHUD");
Params::FortPlayerController_SetShowHUD Parms{};
Parms.bNewShowHUD = bNewShowHUD;
auto Flgs = Func->FunctionFlags;
Func->FunctionFlags |= 0x400;
UObject::ProcessEvent(Func, &Parms);
Func->FunctionFlags = Flgs;
}
// Function FortniteGame.FortPlayerController.SpawnCameraLensEffectDirectional
// (Final, Native, Public, HasOutParams, BlueprintCallable)
// Parameters:
// TSubclassOf<class AFortEmitterCameraLensEffectDirectional>LensEffectEmitterClass (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, UObjectWrapper, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// class AFortPawn* DamageDealer (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// const struct FHitResult& HitInfo (ConstParm, Parm, OutParm, ReferenceParm, ContainsInstancedReference, NativeAccessSpecifierPublic)
// class AFortEmitterCameraLensEffectDirectional*ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
class AFortEmitterCameraLensEffectDirectional* AFortPlayerController::SpawnCameraLensEffectDirectional(TSubclassOf<class AFortEmitterCameraLensEffectDirectional> LensEffectEmitterClass, class AFortPawn* DamageDealer, const struct FHitResult& HitInfo)
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("FortPlayerController", "SpawnCameraLensEffectDirectional");
Params::FortPlayerController_SpawnCameraLensEffectDirectional Parms{};
Parms.LensEffectEmitterClass = LensEffectEmitterClass;
Parms.DamageDealer = DamageDealer;
Parms.HitInfo = std::move(HitInfo);
auto Flgs = Func->FunctionFlags;
Func->FunctionFlags |= 0x400;
UObject::ProcessEvent(Func, &Parms);
Func->FunctionFlags = Flgs;
return Parms.ReturnValue;
}
// Function FortniteGame.FortPlayerController.StartReadyCheck
// (Final, BlueprintAuthorityOnly, Exec, Native, Public, BlueprintCallable)
// Parameters:
// const class FText& QueryText (Parm, NativeAccessSpecifierPublic)
// const class FText& YesText (Parm, NativeAccessSpecifierPublic)
// const class FText& NoText (Parm, NativeAccessSpecifierPublic)
// float PercentageToPass (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// bool ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, NativeAccessSpecifierPublic)
bool AFortPlayerController::StartReadyCheck(const class FText& QueryText, const class FText& YesText, const class FText& NoText, float PercentageToPass)
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("FortPlayerController", "StartReadyCheck");
Params::FortPlayerController_StartReadyCheck Parms{};
Parms.QueryText = std::move(QueryText);
Parms.YesText = std::move(YesText);
Parms.NoText = std::move(NoText);
Parms.PercentageToPass = PercentageToPass;
auto Flgs = Func->FunctionFlags;
Func->FunctionFlags |= 0x400;
UObject::ProcessEvent(Func, &Parms);
Func->FunctionFlags = Flgs;
return Parms.ReturnValue;
}
// Function FortniteGame.FortPlayerController.Suicide
// (Exec, Native, Public)
void AFortPlayerController::Suicide()
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("FortPlayerController", "Suicide");
auto Flgs = Func->FunctionFlags;
Func->FunctionFlags |= 0x400;
UObject::ProcessEvent(Func, nullptr);
Func->FunctionFlags = Flgs;
}
// Function FortniteGame.FortPlayerController.SuppressEventNotifications
// (Final, BlueprintAuthorityOnly, Native, Public, BlueprintCallable)
// Parameters:
// bool bSuppress (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, NativeAccessSpecifierPublic)
void AFortPlayerController::SuppressEventNotifications(bool bSuppress)
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("FortPlayerController", "SuppressEventNotifications");
Params::FortPlayerController_SuppressEventNotifications Parms{};
Parms.bSuppress = bSuppress;
auto Flgs = Func->FunctionFlags;
Func->FunctionFlags |= 0x400;
UObject::ProcessEvent(Func, &Parms);
Func->FunctionFlags = Flgs;
}
// Function FortniteGame.FortPlayerController.ToggleFullScreenMap
// (Final, Exec, Native, Public)
void AFortPlayerController::ToggleFullScreenMap()
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("FortPlayerController", "ToggleFullScreenMap");
auto Flgs = Func->FunctionFlags;
Func->FunctionFlags |= 0x400;
UObject::ProcessEvent(Func, nullptr);
Func->FunctionFlags = Flgs;
}
// Function FortniteGame.FortPlayerController.ToggleInventory
// (Exec, Native, Public)
void AFortPlayerController::ToggleInventory()
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("FortPlayerController", "ToggleInventory");
auto Flgs = Func->FunctionFlags;
Func->FunctionFlags |= 0x400;
UObject::ProcessEvent(Func, nullptr);
Func->FunctionFlags = Flgs;
}
// Function FortniteGame.FortPlayerController.ToggleMirrorBuildPreview
// (Native, Protected)
void AFortPlayerController::ToggleMirrorBuildPreview()
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("FortPlayerController", "ToggleMirrorBuildPreview");
auto Flgs = Func->FunctionFlags;
Func->FunctionFlags |= 0x400;
UObject::ProcessEvent(Func, nullptr);
Func->FunctionFlags = Flgs;
}
// Function FortniteGame.FortPlayerController.ToggleStats
// (Exec, Native, Public)
void AFortPlayerController::ToggleStats()
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("FortPlayerController", "ToggleStats");
auto Flgs = Func->FunctionFlags;
Func->FunctionFlags |= 0x400;
UObject::ProcessEvent(Func, nullptr);
Func->FunctionFlags = Flgs;
}
// Function FortniteGame.FortPlayerController.DumpHomebaseRatingInfo
// (Final, Exec, Native, Public, Const)
void AFortPlayerController::DumpHomebaseRatingInfo() const
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("FortPlayerController", "DumpHomebaseRatingInfo");
auto Flgs = Func->FunctionFlags;
Func->FunctionFlags |= 0x400;
UObject::ProcessEvent(Func, nullptr);
Func->FunctionFlags = Flgs;
}
// Function FortniteGame.FortPlayerController.GetAccountLevel
// (Final, BlueprintAuthorityOnly, Native, Public, BlueprintCallable, BlueprintPure, Const)
// Parameters:
// int32 ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
int32 AFortPlayerController::GetAccountLevel() const
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("FortPlayerController", "GetAccountLevel");
Params::FortPlayerController_GetAccountLevel Parms{};
auto Flgs = Func->FunctionFlags;
Func->FunctionFlags |= 0x400;
UObject::ProcessEvent(Func, &Parms);
Func->FunctionFlags = Flgs;
return Parms.ReturnValue;
}
// Function FortniteGame.FortPlayerController.GetAccountLevelProgression
// (Final, BlueprintAuthorityOnly, Native, Public, BlueprintCallable, BlueprintPure, Const)
// Parameters:
// float ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
float AFortPlayerController::GetAccountLevelProgression() const
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("FortPlayerController", "GetAccountLevelProgression");
Params::FortPlayerController_GetAccountLevelProgression Parms{};
auto Flgs = Func->FunctionFlags;
Func->FunctionFlags |= 0x400;
UObject::ProcessEvent(Func, &Parms);
Func->FunctionFlags = Flgs;
return Parms.ReturnValue;
}
// Function FortniteGame.FortPlayerController.GetActorUnderReticle
// (Final, Native, Public, BlueprintCallable, BlueprintPure, Const)
// Parameters:
// class AActor* ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
class AActor* AFortPlayerController::GetActorUnderReticle() const
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("FortPlayerController", "GetActorUnderReticle");
Params::FortPlayerController_GetActorUnderReticle Parms{};
auto Flgs = Func->FunctionFlags;
Func->FunctionFlags |= 0x400;
UObject::ProcessEvent(Func, &Parms);
Func->FunctionFlags = Flgs;
return Parms.ReturnValue;
}
// Function FortniteGame.FortPlayerController.GetQuestManager
// (Final, Native, Public, BlueprintCallable, BlueprintPure, Const)
// Parameters:
// class UFortQuestManager* ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
class UFortQuestManager* AFortPlayerController::GetQuestManager() const
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("FortPlayerController", "GetQuestManager");
Params::FortPlayerController_GetQuestManager Parms{};
auto Flgs = Func->FunctionFlags;
Func->FunctionFlags |= 0x400;
UObject::ProcessEvent(Func, &Parms);
Func->FunctionFlags = Flgs;
return Parms.ReturnValue;
}
// Function FortniteGame.FortPlayerController.IsClientBot
// (Final, Native, Public, BlueprintCallable, BlueprintPure, Const)
// Parameters:
// bool ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, NativeAccessSpecifierPublic)
bool AFortPlayerController::IsClientBot() const
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("FortPlayerController", "IsClientBot");
Params::FortPlayerController_IsClientBot Parms{};
auto Flgs = Func->FunctionFlags;
Func->FunctionFlags |= 0x400;
UObject::ProcessEvent(Func, &Parms);
Func->FunctionFlags = Flgs;
return Parms.ReturnValue;
}
// Function FortniteGame.FortPlayerController.IsRequirementsMet
// (Native, Public, HasOutParams, BlueprintCallable, BlueprintPure, Const)
// Parameters:
// const struct FFortRequirementsInfo& InRequirements (ConstParm, Parm, OutParm, ReferenceParm, NativeAccessSpecifierPublic)
// bool ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, NativeAccessSpecifierPublic)
bool AFortPlayerController::IsRequirementsMet(const struct FFortRequirementsInfo& InRequirements) const
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("FortPlayerController", "IsRequirementsMet");
Params::FortPlayerController_IsRequirementsMet Parms{};
Parms.InRequirements = std::move(InRequirements);
auto Flgs = Func->FunctionFlags;
Func->FunctionFlags |= 0x400;
UObject::ProcessEvent(Func, &Parms);
Func->FunctionFlags = Flgs;
return Parms.ReturnValue;
}
// Function FortniteGame.FortPlayerController.IsUsingFirstPersonCamera
// (Final, Native, Public, BlueprintCallable, BlueprintPure, Const)
// Parameters:
// bool ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, NativeAccessSpecifierPublic)
bool AFortPlayerController::IsUsingFirstPersonCamera() const
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("FortPlayerController", "IsUsingFirstPersonCamera");
Params::FortPlayerController_IsUsingFirstPersonCamera Parms{};
auto Flgs = Func->FunctionFlags;
Func->FunctionFlags |= 0x400;
UObject::ProcessEvent(Func, &Parms);
Func->FunctionFlags = Flgs;
return Parms.ReturnValue;
}
// Function FortniteGame.FortTooltipInterface.GetTooltip
// (Native, Public, BlueprintCallable, BlueprintPure, Const)
// Parameters:
// TSubclassOf<class UFortTooltip> ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, UObjectWrapper, HasGetValueTypeHash, NativeAccessSpecifierPublic)
TSubclassOf<class UFortTooltip> IFortTooltipInterface::GetTooltip() const
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("FortTooltipInterface", "GetTooltip");
Params::FortTooltipInterface_GetTooltip Parms{};
auto Flgs = Func->FunctionFlags;
Func->FunctionFlags |= 0x400;
UObject::ProcessEvent(Func, &Parms);
Func->FunctionFlags = Flgs;
return Parms.ReturnValue;
}
// Function FortniteGame.FortTooltipContext.SpawnTooltipContext
// (Final, BlueprintCosmetic, Native, Static, Public, BlueprintCallable)
// Parameters:
// class UFortTooltipContext* ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
class UFortTooltipContext* UFortTooltipContext::SpawnTooltipContext()
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = StaticClass()->GetFunction("FortTooltipContext", "SpawnTooltipContext");
Params::FortTooltipContext_SpawnTooltipContext Parms{};
auto Flgs = Func->FunctionFlags;
Func->FunctionFlags |= 0x400;
GetDefaultObj()->ProcessEvent(Func, &Parms);
Func->FunctionFlags = Flgs;
return Parms.ReturnValue;
}
// Function FortniteGame.FortItemDefinition.CreateTemporaryItemInstanceBP
// (Final, Native, Public, BlueprintCallable, BlueprintPure, Const)
// Parameters:
// class UFortItem* ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
class UFortItem* UFortItemDefinition::CreateTemporaryItemInstanceBP() const
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("FortItemDefinition", "CreateTemporaryItemInstanceBP");
Params::FortItemDefinition_CreateTemporaryItemInstanceBP Parms{};
auto Flgs = Func->FunctionFlags;
Func->FunctionFlags |= 0x400;
UObject::ProcessEvent(Func, &Parms);
Func->FunctionFlags = Flgs;
return Parms.ReturnValue;
}
// Function FortniteGame.FortItemDefinition.GetDescription
// (Native, Public, BlueprintCallable, BlueprintPure, Const)
// Parameters:
// TArray<class FText> ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, NativeAccessSpecifierPublic)
TArray<class FText> UFortItemDefinition::GetDescription() const
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("FortItemDefinition", "GetDescription");
Params::FortItemDefinition_GetDescription Parms{};
auto Flgs = Func->FunctionFlags;
Func->FunctionFlags |= 0x400;
UObject::ProcessEvent(Func, &Parms);
Func->FunctionFlags = Flgs;
return Parms.ReturnValue;
}
// Function FortniteGame.FortItemDefinition.GetDisplayName
// (Native, Public, BlueprintCallable, BlueprintPure, Const)
// Parameters:
// bool bBaseName (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, NativeAccessSpecifierPublic)
// class FText ReturnValue (Parm, OutParm, ReturnParm, NativeAccessSpecifierPublic)
class FText UFortItemDefinition::GetDisplayName(bool bBaseName) const
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("FortItemDefinition", "GetDisplayName");
Params::FortItemDefinition_GetDisplayName Parms{};
Parms.bBaseName = bBaseName;
auto Flgs = Func->FunctionFlags;
Func->FunctionFlags |= 0x400;
UObject::ProcessEvent(Func, &Parms);
Func->FunctionFlags = Flgs;
return Parms.ReturnValue;
}
// Function FortniteGame.FortItemDefinition.GetIconBrush
// (Native, Public, HasOutParams, BlueprintCallable, BlueprintPure, Const)
// Parameters:
// struct FSlateBrush* IconBrush_0 (Parm, OutParm, NativeAccessSpecifierPublic)
// EFortBrushSize BrushSize (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
void UFortItemDefinition::GetIconBrush(struct FSlateBrush* IconBrush_0, EFortBrushSize BrushSize) const
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("FortItemDefinition", "GetIconBrush");
Params::FortItemDefinition_GetIconBrush Parms{};
Parms.BrushSize = BrushSize;
auto Flgs = Func->FunctionFlags;
Func->FunctionFlags |= 0x400;
UObject::ProcessEvent(Func, &Parms);
Func->FunctionFlags = Flgs;
if (IconBrush_0 != nullptr)
*IconBrush_0 = std::move(Parms.IconBrush_0);
}
// Function FortniteGame.FortItemDefinition.GetSingleLineDescription
// (Native, Public, BlueprintCallable, BlueprintPure, Const)
// Parameters:
// class FText ReturnValue (Parm, OutParm, ReturnParm, NativeAccessSpecifierPublic)
class FText UFortItemDefinition::GetSingleLineDescription() const
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("FortItemDefinition", "GetSingleLineDescription");
Params::FortItemDefinition_GetSingleLineDescription Parms{};
auto Flgs = Func->FunctionFlags;
Func->FunctionFlags |= 0x400;
UObject::ProcessEvent(Func, &Parms);
Func->FunctionFlags = Flgs;
return Parms.ReturnValue;
}
// Function FortniteGame.FortItemDefinition.GetTooltip
// (Native, Public, BlueprintCallable, BlueprintPure, Const)
// Parameters:
// TSubclassOf<class UFortTooltip> ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, UObjectWrapper, HasGetValueTypeHash, NativeAccessSpecifierPublic)
TSubclassOf<class UFortTooltip> UFortItemDefinition::GetTooltip() const
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("FortItemDefinition", "GetTooltip");
Params::FortItemDefinition_GetTooltip Parms{};
auto Flgs = Func->FunctionFlags;
Func->FunctionFlags |= 0x400;
UObject::ProcessEvent(Func, &Parms);
Func->FunctionFlags = Flgs;
return Parms.ReturnValue;
}
// Function FortniteGame.FortDamageNumbersActor.OnNewDamageNumber
// (Event, Protected, HasOutParams, BlueprintCallable, BlueprintEvent)
// Parameters:
// const struct FFortDamageNumberInfo& NewDamageNumberInfo (ConstParm, Parm, OutParm, ReferenceParm, ContainsInstancedReference, NativeAccessSpecifierPublic)
void AFortDamageNumbersActor::OnNewDamageNumber(const struct FFortDamageNumberInfo& NewDamageNumberInfo)
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("FortDamageNumbersActor", "OnNewDamageNumber");
Params::FortDamageNumbersActor_OnNewDamageNumber Parms{};
Parms.NewDamageNumberInfo = std::move(NewDamageNumberInfo);
UObject::ProcessEvent(Func, &Parms);
}
// Function FortniteGame.FortTrait.GetAbilityKitSlots
// (Final, Native, Public, BlueprintCallable)
// Parameters:
// TArray<struct FFortAbilityKitSlot> ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, NativeAccessSpecifierPublic)
TArray<struct FFortAbilityKitSlot> UFortTrait::GetAbilityKitSlots()
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("FortTrait", "GetAbilityKitSlots");
Params::FortTrait_GetAbilityKitSlots Parms{};
auto Flgs = Func->FunctionFlags;
Func->FunctionFlags |= 0x400;
UObject::ProcessEvent(Func, &Parms);
Func->FunctionFlags = Flgs;
return Parms.ReturnValue;
}
// Function FortniteGame.FortCheatManager.AllowRespawn
// (Final, Exec, Native, Public)
void UFortCheatManager::AllowRespawn()
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("FortCheatManager", "AllowRespawn");
auto Flgs = Func->FunctionFlags;
Func->FunctionFlags |= 0x400;
UObject::ProcessEvent(Func, nullptr);
Func->FunctionFlags = Flgs;
}
// Function FortniteGame.FortCheatManager.ApplyWeaponAlteration
// (Final, Exec, Native, Public)
// Parameters:
// const class FString& AlterationName (Parm, ZeroConstructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
void UFortCheatManager::ApplyWeaponAlteration(const class FString& AlterationName)
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("FortCheatManager", "ApplyWeaponAlteration");
Params::FortCheatManager_ApplyWeaponAlteration Parms{};
Parms.AlterationName = std::move(AlterationName);
auto Flgs = Func->FunctionFlags;
Func->FunctionFlags |= 0x400;
UObject::ProcessEvent(Func, &Parms);
Func->FunctionFlags = Flgs;
}
// Function FortniteGame.FortCheatManager.BackpackSetSize
// (Final, Exec, Native, Public)
// Parameters:
// int32 Size (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
void UFortCheatManager::BackpackSetSize(int32 Size)
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("FortCheatManager", "BackpackSetSize");
Params::FortCheatManager_BackpackSetSize Parms{};
Parms.Size = Size;
auto Flgs = Func->FunctionFlags;
Func->FunctionFlags |= 0x400;
UObject::ProcessEvent(Func, &Parms);
Func->FunctionFlags = Flgs;
}
// Function FortniteGame.FortCheatManager.Badass
// (Final, Exec, Native, Public)
void UFortCheatManager::Badass()
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("FortCheatManager", "Badass");
auto Flgs = Func->FunctionFlags;
Func->FunctionFlags |= 0x400;
UObject::ProcessEvent(Func, nullptr);
Func->FunctionFlags = Flgs;
}
// Function FortniteGame.FortCheatManager.BanPlayer
// (Final, Exec, Native, Public)
// Parameters:
// const class FString& PlayerName (Parm, ZeroConstructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
void UFortCheatManager::BanPlayer(const class FString& PlayerName)
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("FortCheatManager", "BanPlayer");
Params::FortCheatManager_BanPlayer Parms{};
Parms.PlayerName = std::move(PlayerName);
auto Flgs = Func->FunctionFlags;
Func->FunctionFlags |= 0x400;
UObject::ProcessEvent(Func, &Parms);
Func->FunctionFlags = Flgs;
}
// Function FortniteGame.FortCheatManager.BeautyMode
// (Final, Exec, Native, Public)
void UFortCheatManager::BeautyMode()
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("FortCheatManager", "BeautyMode");
auto Flgs = Func->FunctionFlags;
Func->FunctionFlags |= 0x400;
UObject::ProcessEvent(Func, nullptr);
Func->FunctionFlags = Flgs;
}
// Function FortniteGame.FortCheatManager.BounceContainer
// (Final, Exec, Native, Public)
void UFortCheatManager::BounceContainer()
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("FortCheatManager", "BounceContainer");
auto Flgs = Func->FunctionFlags;
Func->FunctionFlags |= 0x400;
UObject::ProcessEvent(Func, nullptr);
Func->FunctionFlags = Flgs;
}
// Function FortniteGame.FortCheatManager.BuildFree
// (Final, Exec, Native, Public)
void UFortCheatManager::BuildFree()
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("FortCheatManager", "BuildFree");
auto Flgs = Func->FunctionFlags;
Func->FunctionFlags |= 0x400;
UObject::ProcessEvent(Func, nullptr);
Func->FunctionFlags = Flgs;
}
// Function FortniteGame.FortCheatManager.BuildWith
// (Final, Exec, Native, Public)
// Parameters:
// const class FString& ResourceTypeAndOrLevel (Parm, ZeroConstructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
void UFortCheatManager::BuildWith(const class FString& ResourceTypeAndOrLevel)
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("FortCheatManager", "BuildWith");
Params::FortCheatManager_BuildWith Parms{};
Parms.ResourceTypeAndOrLevel = std::move(ResourceTypeAndOrLevel);
auto Flgs = Func->FunctionFlags;
Func->FunctionFlags |= 0x400;
UObject::ProcessEvent(Func, &Parms);
Func->FunctionFlags = Flgs;
}
// Function FortniteGame.FortCheatManager.CheatScript
// (Final, Exec, Native, Public)
// Parameters:
// const class FString& ScriptName (Parm, ZeroConstructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
void UFortCheatManager::CheatScript(const class FString& ScriptName)
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("FortCheatManager", "CheatScript");
Params::FortCheatManager_CheatScript Parms{};
Parms.ScriptName = std::move(ScriptName);
auto Flgs = Func->FunctionFlags;
Func->FunctionFlags |= 0x400;
UObject::ProcessEvent(Func, &Parms);
Func->FunctionFlags = Flgs;
}
// Function FortniteGame.FortCheatManager.ClearBannedPlayers
// (Final, Exec, Native, Public)
void UFortCheatManager::ClearBannedPlayers()
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("FortCheatManager", "ClearBannedPlayers");
auto Flgs = Func->FunctionFlags;
Func->FunctionFlags |= 0x400;
UObject::ProcessEvent(Func, nullptr);
Func->FunctionFlags = Flgs;
}
// Function FortniteGame.FortCheatManager.ClearEncounterSimulatedNumberOfPlayers
// (Final, Exec, Native, Public)
void UFortCheatManager::ClearEncounterSimulatedNumberOfPlayers()
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("FortCheatManager", "ClearEncounterSimulatedNumberOfPlayers");
auto Flgs = Func->FunctionFlags;
Func->FunctionFlags |= 0x400;
UObject::ProcessEvent(Func, nullptr);
Func->FunctionFlags = Flgs;
}
// Function FortniteGame.FortCheatManager.ClearEncounterSpawnPointsCap
// (Final, Exec, Native, Public)
void UFortCheatManager::ClearEncounterSpawnPointsCap()
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("FortCheatManager", "ClearEncounterSpawnPointsCap");
auto Flgs = Func->FunctionFlags;
Func->FunctionFlags |= 0x400;
UObject::ProcessEvent(Func, nullptr);
Func->FunctionFlags = Flgs;
}
// Function FortniteGame.FortCheatManager.ClearEncounterSpawnPointsCurve
// (Final, Exec, Native, Public)
void UFortCheatManager::ClearEncounterSpawnPointsCurve()
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("FortCheatManager", "ClearEncounterSpawnPointsCurve");
auto Flgs = Func->FunctionFlags;
Func->FunctionFlags |= 0x400;
UObject::ProcessEvent(Func, nullptr);
Func->FunctionFlags = Flgs;
}
// Function FortniteGame.FortCheatManager.ClearKeepSave
// (Final, Exec, Native, Public)
void UFortCheatManager::ClearKeepSave()
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("FortCheatManager", "ClearKeepSave");
auto Flgs = Func->FunctionFlags;
Func->FunctionFlags |= 0x400;
UObject::ProcessEvent(Func, nullptr);
Func->FunctionFlags = Flgs;
}
// Function FortniteGame.FortCheatManager.ClearRespawnTimer
// (Final, Exec, Native, Public)
void UFortCheatManager::ClearRespawnTimer()
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("FortCheatManager", "ClearRespawnTimer");
auto Flgs = Func->FunctionFlags;
Func->FunctionFlags |= 0x400;
UObject::ProcessEvent(Func, nullptr);
Func->FunctionFlags = Flgs;
}
// Function FortniteGame.FortCheatManager.ConstructTileWorld
// (Final, Exec, Native, Public)
// Parameters:
// int32 MaxTiles (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// int32 X (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// int32 Y (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
void UFortCheatManager::ConstructTileWorld(int32 MaxTiles, int32 X, int32 Y)
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("FortCheatManager", "ConstructTileWorld");
Params::FortCheatManager_ConstructTileWorld Parms{};
Parms.MaxTiles = MaxTiles;
Parms.X = X;
Parms.Y = Y;
auto Flgs = Func->FunctionFlags;
Func->FunctionFlags |= 0x400;
UObject::ProcessEvent(Func, &Parms);
Func->FunctionFlags = Flgs;
}
// Function FortniteGame.FortCheatManager.CoverMap
// (Final, Exec, Native, Public)
void UFortCheatManager::CoverMap()
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("FortCheatManager", "CoverMap");
auto Flgs = Func->FunctionFlags;
Func->FunctionFlags |= 0x400;
UObject::ProcessEvent(Func, nullptr);
Func->FunctionFlags = Flgs;
}
// Function FortniteGame.FortCheatManager.CycleCurrentEncounterToDebug
// (Exec, Native, Public)
void UFortCheatManager::CycleCurrentEncounterToDebug()
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("FortCheatManager", "CycleCurrentEncounterToDebug");
auto Flgs = Func->FunctionFlags;
Func->FunctionFlags |= 0x400;
UObject::ProcessEvent(Func, nullptr);
Func->FunctionFlags = Flgs;
}
// Function FortniteGame.FortCheatManager.CycleEncounterEQSQueryToDebug
// (Final, Exec, Native, Public)
void UFortCheatManager::CycleEncounterEQSQueryToDebug()
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("FortCheatManager", "CycleEncounterEQSQueryToDebug");
auto Flgs = Func->FunctionFlags;
Func->FunctionFlags |= 0x400;
UObject::ProcessEvent(Func, nullptr);
Func->FunctionFlags = Flgs;
}
// Function FortniteGame.FortCheatManager.CycleTheaterDisplayed
// (Final, Exec, Native, Public)
void UFortCheatManager::CycleTheaterDisplayed()
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("FortCheatManager", "CycleTheaterDisplayed");
auto Flgs = Func->FunctionFlags;
Func->FunctionFlags |= 0x400;
UObject::ProcessEvent(Func, nullptr);
Func->FunctionFlags = Flgs;
}
// Function FortniteGame.FortCheatManager.DebugAbilityTags
// (Exec, Native, Public)
void UFortCheatManager::DebugAbilityTags()
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("FortCheatManager", "DebugAbilityTags");
auto Flgs = Func->FunctionFlags;
Func->FunctionFlags |= 0x400;
UObject::ProcessEvent(Func, nullptr);
Func->FunctionFlags = Flgs;
}
// Function FortniteGame.FortCheatManager.DebugAttribute
// (Exec, Native, Public, HasOutParams)
// Parameters:
// class FString* Attribute (Parm, OutParm, ZeroConstructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
void UFortCheatManager::DebugAttribute(class FString* Attribute)
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("FortCheatManager", "DebugAttribute");
Params::FortCheatManager_DebugAttribute Parms{};
auto Flgs = Func->FunctionFlags;
Func->FunctionFlags |= 0x400;
UObject::ProcessEvent(Func, &Parms);
Func->FunctionFlags = Flgs;
if (Attribute != nullptr)
*Attribute = std::move(Parms.Attribute);
}
// Function FortniteGame.FortCheatManager.DebugAttributeClear
// (Exec, Native, Public)
void UFortCheatManager::DebugAttributeClear()
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("FortCheatManager", "DebugAttributeClear");
auto Flgs = Func->FunctionFlags;
Func->FunctionFlags |= 0x400;
UObject::ProcessEvent(Func, nullptr);
Func->FunctionFlags = Flgs;
}
// Function FortniteGame.FortCheatManager.DebugAttributeModifiers
// (Exec, Native, Public)
void UFortCheatManager::DebugAttributeModifiers()
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("FortCheatManager", "DebugAttributeModifiers");
auto Flgs = Func->FunctionFlags;
Func->FunctionFlags |= 0x400;
UObject::ProcessEvent(Func, nullptr);
Func->FunctionFlags = Flgs;
}
// Function FortniteGame.FortCheatManager.DebugBuildingDetection
// (Final, Exec, Native, Public)
void UFortCheatManager::DebugBuildingDetection()
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("FortCheatManager", "DebugBuildingDetection");
auto Flgs = Func->FunctionFlags;
Func->FunctionFlags |= 0x400;
UObject::ProcessEvent(Func, nullptr);
Func->FunctionFlags = Flgs;
}
// Function FortniteGame.FortCheatManager.DebugForceEnsure
// (Final, Exec, Native, Public)
void UFortCheatManager::DebugForceEnsure()
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("FortCheatManager", "DebugForceEnsure");
auto Flgs = Func->FunctionFlags;
Func->FunctionFlags |= 0x400;
UObject::ProcessEvent(Func, nullptr);
Func->FunctionFlags = Flgs;
}
// Function FortniteGame.FortCheatManager.DebugHideLoadingScreen
// (Final, Exec, Native, Public)
void UFortCheatManager::DebugHideLoadingScreen()
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("FortCheatManager", "DebugHideLoadingScreen");
auto Flgs = Func->FunctionFlags;
Func->FunctionFlags |= 0x400;
UObject::ProcessEvent(Func, nullptr);
Func->FunctionFlags = Flgs;
}
// Function FortniteGame.FortCheatManager.DebugHotSpots
// (Final, Exec, Native, Public)
void UFortCheatManager::DebugHotSpots()
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("FortCheatManager", "DebugHotSpots");
auto Flgs = Func->FunctionFlags;
Func->FunctionFlags |= 0x400;
UObject::ProcessEvent(Func, nullptr);
Func->FunctionFlags = Flgs;
}
// Function FortniteGame.FortCheatManager.DebugKickPlayerDueToInactivity
// (Final, Exec, Native, Public)
void UFortCheatManager::DebugKickPlayerDueToInactivity()
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("FortCheatManager", "DebugKickPlayerDueToInactivity");
auto Flgs = Func->FunctionFlags;
Func->FunctionFlags |= 0x400;
UObject::ProcessEvent(Func, nullptr);
Func->FunctionFlags = Flgs;
}
// Function FortniteGame.FortCheatManager.DebugLoadingScreen
// (Final, Exec, Native, Public)
// Parameters:
// const class FString& MissionGen (Parm, ZeroConstructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
void UFortCheatManager::DebugLoadingScreen(const class FString& MissionGen)
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("FortCheatManager", "DebugLoadingScreen");
Params::FortCheatManager_DebugLoadingScreen Parms{};
Parms.MissionGen = std::move(MissionGen);
auto Flgs = Func->FunctionFlags;
Func->FunctionFlags |= 0x400;
UObject::ProcessEvent(Func, &Parms);
Func->FunctionFlags = Flgs;
}
// Function FortniteGame.FortCheatManager.DebugRifts
// (Final, Exec, Native, Public)
void UFortCheatManager::DebugRifts()
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("FortCheatManager", "DebugRifts");
auto Flgs = Func->FunctionFlags;
Func->FunctionFlags |= 0x400;
UObject::ProcessEvent(Func, nullptr);
Func->FunctionFlags = Flgs;
}
// Function FortniteGame.FortCheatManager.DebugStructuralSupport
// (Exec, Native, Public)
void UFortCheatManager::DebugStructuralSupport()
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("FortCheatManager", "DebugStructuralSupport");
auto Flgs = Func->FunctionFlags;
Func->FunctionFlags |= 0x400;
UObject::ProcessEvent(Func, nullptr);
Func->FunctionFlags = Flgs;
}
// Function FortniteGame.FortCheatManager.DebugThisAI
// (Exec, Native, Public)
void UFortCheatManager::DebugThisAI()
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("FortCheatManager", "DebugThisAI");
auto Flgs = Func->FunctionFlags;
Func->FunctionFlags |= 0x400;
UObject::ProcessEvent(Func, nullptr);
Func->FunctionFlags = Flgs;
}
// Function FortniteGame.FortCheatManager.DebugUseDedicatedServer
// (Final, Exec, Native, Public)
// Parameters:
// bool bUse (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, NativeAccessSpecifierPublic)
void UFortCheatManager::DebugUseDedicatedServer(bool bUse)
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("FortCheatManager", "DebugUseDedicatedServer");
Params::FortCheatManager_DebugUseDedicatedServer Parms{};
Parms.bUse = bUse;
auto Flgs = Func->FunctionFlags;
Func->FunctionFlags |= 0x400;
UObject::ProcessEvent(Func, &Parms);
Func->FunctionFlags = Flgs;
}
// Function FortniteGame.FortCheatManager.DeleteWorld
// (Final, Exec, Native, Public)
// Parameters:
// const class FString& WorldName (Parm, ZeroConstructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
void UFortCheatManager::DeleteWorld(const class FString& WorldName)
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("FortCheatManager", "DeleteWorld");
Params::FortCheatManager_DeleteWorld Parms{};
Parms.WorldName = std::move(WorldName);
auto Flgs = Func->FunctionFlags;
Func->FunctionFlags |= 0x400;
UObject::ProcessEvent(Func, &Parms);
Func->FunctionFlags = Flgs;
}
// Function FortniteGame.FortCheatManager.DisableAI
// (Final, Exec, Native, Public)
void UFortCheatManager::DisableAI()
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("FortCheatManager", "DisableAI");
auto Flgs = Func->FunctionFlags;
Func->FunctionFlags |= 0x400;
UObject::ProcessEvent(Func, nullptr);
Func->FunctionFlags = Flgs;
}
// Function FortniteGame.FortCheatManager.DumpActiveGameplayEffects
// (Final, Exec, Native, Public)
void UFortCheatManager::DumpActiveGameplayEffects()
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("FortCheatManager", "DumpActiveGameplayEffects");
auto Flgs = Func->FunctionFlags;
Func->FunctionFlags |= 0x400;
UObject::ProcessEvent(Func, nullptr);
Func->FunctionFlags = Flgs;
}
// Function FortniteGame.FortCheatManager.DumpActorsWithAssetTags
// (Final, Exec, Native, Public)
// Parameters:
// const class FString& TagList (Parm, ZeroConstructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
void UFortCheatManager::DumpActorsWithAssetTags(const class FString& TagList)
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("FortCheatManager", "DumpActorsWithAssetTags");
Params::FortCheatManager_DumpActorsWithAssetTags Parms{};
Parms.TagList = std::move(TagList);
auto Flgs = Func->FunctionFlags;
Func->FunctionFlags |= 0x400;
UObject::ProcessEvent(Func, &Parms);
Func->FunctionFlags = Flgs;
}
// Function FortniteGame.FortCheatManager.DumpAllActorsWithAssetTags
// (Final, Exec, Native, Public)
void UFortCheatManager::DumpAllActorsWithAssetTags()
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("FortCheatManager", "DumpAllActorsWithAssetTags");
auto Flgs = Func->FunctionFlags;
Func->FunctionFlags |= 0x400;
UObject::ProcessEvent(Func, nullptr);
Func->FunctionFlags = Flgs;
}
// Function FortniteGame.FortCheatManager.DumpGameStats
// (Final, Exec, Native, Public)
// Parameters:
// const class FString& FilterName (Parm, ZeroConstructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
void UFortCheatManager::DumpGameStats(const class FString& FilterName)
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("FortCheatManager", "DumpGameStats");
Params::FortCheatManager_DumpGameStats Parms{};
Parms.FilterName = std::move(FilterName);
auto Flgs = Func->FunctionFlags;
Func->FunctionFlags |= 0x400;
UObject::ProcessEvent(Func, &Parms);
Func->FunctionFlags = Flgs;
}
// Function FortniteGame.FortCheatManager.EnableAltKeybinds
// (Final, Exec, Native, Public)
// Parameters:
// bool bEnable (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, NativeAccessSpecifierPublic)
void UFortCheatManager::EnableAltKeybinds(bool bEnable)
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("FortCheatManager", "EnableAltKeybinds");
Params::FortCheatManager_EnableAltKeybinds Parms{};
Parms.bEnable = bEnable;
auto Flgs = Func->FunctionFlags;
Func->FunctionFlags |= 0x400;
UObject::ProcessEvent(Func, &Parms);
Func->FunctionFlags = Flgs;
}
// Function FortniteGame.FortCheatManager.EnableNewCustomizationPanel
// (Final, Exec, Native, Public)
// Parameters:
// bool bEnable (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, NativeAccessSpecifierPublic)
void UFortCheatManager::EnableNewCustomizationPanel(bool bEnable)
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("FortCheatManager", "EnableNewCustomizationPanel");
Params::FortCheatManager_EnableNewCustomizationPanel Parms{};
Parms.bEnable = bEnable;
auto Flgs = Func->FunctionFlags;
Func->FunctionFlags |= 0x400;
UObject::ProcessEvent(Func, &Parms);
Func->FunctionFlags = Flgs;
}
// Function FortniteGame.FortCheatManager.EncounterCurrentUtilities
// (Final, Exec, Native, Public)
void UFortCheatManager::EncounterCurrentUtilities()
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("FortCheatManager", "EncounterCurrentUtilities");
auto Flgs = Func->FunctionFlags;
Func->FunctionFlags |= 0x400;
UObject::ProcessEvent(Func, nullptr);
Func->FunctionFlags = Flgs;
}
// Function FortniteGame.FortCheatManager.EncounterInitialUtilities
// (Final, Exec, Native, Public)
void UFortCheatManager::EncounterInitialUtilities()
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("FortCheatManager", "EncounterInitialUtilities");
auto Flgs = Func->FunctionFlags;
Func->FunctionFlags |= 0x400;
UObject::ProcessEvent(Func, nullptr);
Func->FunctionFlags = Flgs;
}
// Function FortniteGame.FortCheatManager.EncounterSetDifficultyLevel
// (Final, Exec, Native, Public)
// Parameters:
// float NewDifficulty (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
void UFortCheatManager::EncounterSetDifficultyLevel(float NewDifficulty)
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("FortCheatManager", "EncounterSetDifficultyLevel");
Params::FortCheatManager_EncounterSetDifficultyLevel Parms{};
Parms.NewDifficulty = NewDifficulty;
auto Flgs = Func->FunctionFlags;
Func->FunctionFlags |= 0x400;
UObject::ProcessEvent(Func, &Parms);
Func->FunctionFlags = Flgs;
}
// Function FortniteGame.FortCheatManager.EncounterSpawnProbabilities
// (Final, Exec, Native, Public)
void UFortCheatManager::EncounterSpawnProbabilities()
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("FortCheatManager", "EncounterSpawnProbabilities");
auto Flgs = Func->FunctionFlags;
Func->FunctionFlags |= 0x400;
UObject::ProcessEvent(Func, nullptr);
Func->FunctionFlags = Flgs;
}
// Function FortniteGame.FortCheatManager.EncounterTopUtilityPercentages
// (Final, Exec, Native, Public)
void UFortCheatManager::EncounterTopUtilityPercentages()
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("FortCheatManager", "EncounterTopUtilityPercentages");
auto Flgs = Func->FunctionFlags;
Func->FunctionFlags |= 0x400;
UObject::ProcessEvent(Func, nullptr);
Func->FunctionFlags = Flgs;
}
// Function FortniteGame.FortCheatManager.ExecuteNewMissionGeneration
// (Final, Exec, Native, Public)
// Parameters:
// float DifficultyLevel (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// const class FString& GeneratorName (Parm, ZeroConstructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
void UFortCheatManager::ExecuteNewMissionGeneration(float DifficultyLevel, const class FString& GeneratorName)
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("FortCheatManager", "ExecuteNewMissionGeneration");
Params::FortCheatManager_ExecuteNewMissionGeneration Parms{};
Parms.DifficultyLevel = DifficultyLevel;
Parms.GeneratorName = std::move(GeneratorName);
auto Flgs = Func->FunctionFlags;
Func->FunctionFlags |= 0x400;
UObject::ProcessEvent(Func, &Parms);
Func->FunctionFlags = Flgs;
}
// Function FortniteGame.FortCheatManager.FakeZoneScoreboard
// (Final, Exec, Native, Public)
void UFortCheatManager::FakeZoneScoreboard()
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("FortCheatManager", "FakeZoneScoreboard");
auto Flgs = Func->FunctionFlags;
Func->FunctionFlags |= 0x400;
UObject::ProcessEvent(Func, nullptr);
Func->FunctionFlags = Flgs;
}
// Function FortniteGame.FortCheatManager.ForceAILODs
// (Final, Exec, Native, Public)
// Parameters:
// EFortAILODLevel inForcedAILODValue (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
void UFortCheatManager::ForceAILODs(EFortAILODLevel inForcedAILODValue)
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("FortCheatManager", "ForceAILODs");
Params::FortCheatManager_ForceAILODs Parms{};
Parms.inForcedAILODValue = inForcedAILODValue;
auto Flgs = Func->FunctionFlags;
Func->FunctionFlags |= 0x400;
UObject::ProcessEvent(Func, &Parms);
Func->FunctionFlags = Flgs;
}
// Function FortniteGame.FortCheatManager.ForceHeroType
// (Final, Exec, Native, Public)
// Parameters:
// const class FString& HeroPersistentName (Parm, ZeroConstructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
void UFortCheatManager::ForceHeroType(const class FString& HeroPersistentName)
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("FortCheatManager", "ForceHeroType");
Params::FortCheatManager_ForceHeroType Parms{};
Parms.HeroPersistentName = std::move(HeroPersistentName);
auto Flgs = Func->FunctionFlags;
Func->FunctionFlags |= 0x400;
UObject::ProcessEvent(Func, &Parms);
Func->FunctionFlags = Flgs;
}
// Function FortniteGame.FortCheatManager.ForceNakedOutfit
// (Final, Exec, Native, Public)
void UFortCheatManager::ForceNakedOutfit()
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("FortCheatManager", "ForceNakedOutfit");
auto Flgs = Func->FunctionFlags;
Func->FunctionFlags |= 0x400;
UObject::ProcessEvent(Func, nullptr);
Func->FunctionFlags = Flgs;
}
// Function FortniteGame.FortCheatManager.ForceSaveMissionStateAndWorld
// (Final, Exec, Native, Public)
// Parameters:
// const class FString& SaveFilename (Parm, ZeroConstructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
void UFortCheatManager::ForceSaveMissionStateAndWorld(const class FString& SaveFilename)
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("FortCheatManager", "ForceSaveMissionStateAndWorld");
Params::FortCheatManager_ForceSaveMissionStateAndWorld Parms{};
Parms.SaveFilename = std::move(SaveFilename);
auto Flgs = Func->FunctionFlags;
Func->FunctionFlags |= 0x400;
UObject::ProcessEvent(Func, &Parms);
Func->FunctionFlags = Flgs;
}
// Function FortniteGame.FortCheatManager.ForceSaveWorld
// (Final, Exec, Native, Public)
// Parameters:
// const class FString& SaveFilename (Parm, ZeroConstructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
void UFortCheatManager::ForceSaveWorld(const class FString& SaveFilename)
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("FortCheatManager", "ForceSaveWorld");
Params::FortCheatManager_ForceSaveWorld Parms{};
Parms.SaveFilename = std::move(SaveFilename);
auto Flgs = Func->FunctionFlags;
Func->FunctionFlags |= 0x400;
UObject::ProcessEvent(Func, &Parms);
Func->FunctionFlags = Flgs;
}
// Function FortniteGame.FortCheatManager.ForceSetHeroRemoteCharacter
// (Final, Exec, Native, Public)
// Parameters:
// int32 PartyMemberIndex (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// bool bEnabled (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, NativeAccessSpecifierPublic)
void UFortCheatManager::ForceSetHeroRemoteCharacter(int32 PartyMemberIndex, bool bEnabled)
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("FortCheatManager", "ForceSetHeroRemoteCharacter");
Params::FortCheatManager_ForceSetHeroRemoteCharacter Parms{};
Parms.PartyMemberIndex = PartyMemberIndex;
Parms.bEnabled = bEnabled;
auto Flgs = Func->FunctionFlags;
Func->FunctionFlags |= 0x400;
UObject::ProcessEvent(Func, &Parms);
Func->FunctionFlags = Flgs;
}
// Function FortniteGame.FortCheatManager.ForceShowScoreboard
// (Final, Exec, Native, Public)
void UFortCheatManager::ForceShowScoreboard()
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("FortCheatManager", "ForceShowScoreboard");
auto Flgs = Func->FunctionFlags;
Func->FunctionFlags |= 0x400;
UObject::ProcessEvent(Func, nullptr);
Func->FunctionFlags = Flgs;
}
// Function FortniteGame.FortCheatManager.GeneratePolysInPathingRange
// (Final, Exec, Native, Public)
// Parameters:
// float MaxDistance (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// float MinDistance (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
void UFortCheatManager::GeneratePolysInPathingRange(float MaxDistance, float MinDistance)
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("FortCheatManager", "GeneratePolysInPathingRange");
Params::FortCheatManager_GeneratePolysInPathingRange Parms{};
Parms.MaxDistance = MaxDistance;
Parms.MinDistance = MinDistance;
auto Flgs = Func->FunctionFlags;
Func->FunctionFlags |= 0x400;
UObject::ProcessEvent(Func, &Parms);
Func->FunctionFlags = Flgs;
}
// Function FortniteGame.FortCheatManager.GetAllReplStats
// (Final, Exec, Native, Public)
void UFortCheatManager::GetAllReplStats()
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("FortCheatManager", "GetAllReplStats");
auto Flgs = Func->FunctionFlags;
Func->FunctionFlags |= 0x400;
UObject::ProcessEvent(Func, nullptr);
Func->FunctionFlags = Flgs;
}
// Function FortniteGame.FortCheatManager.GetFocusedMissionInfo
// (Final, Exec, Native, Public)
void UFortCheatManager::GetFocusedMissionInfo()
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("FortCheatManager", "GetFocusedMissionInfo");
auto Flgs = Func->FunctionFlags;
Func->FunctionFlags |= 0x400;
UObject::ProcessEvent(Func, nullptr);
Func->FunctionFlags = Flgs;
}
// Function FortniteGame.FortCheatManager.GetGameStat
// (Final, Exec, Native, Public)
// Parameters:
// const class FString& StatName (Parm, ZeroConstructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
void UFortCheatManager::GetGameStat(const class FString& StatName)
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("FortCheatManager", "GetGameStat");
Params::FortCheatManager_GetGameStat Parms{};
Parms.StatName = std::move(StatName);
auto Flgs = Func->FunctionFlags;
Func->FunctionFlags |= 0x400;
UObject::ProcessEvent(Func, &Parms);
Func->FunctionFlags = Flgs;
}
// Function FortniteGame.FortCheatManager.GetReplStat
// (Final, Exec, Native, Public)
// Parameters:
// EFortReplicatedStat Stat (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
void UFortCheatManager::GetReplStat(EFortReplicatedStat Stat)
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("FortCheatManager", "GetReplStat");
Params::FortCheatManager_GetReplStat Parms{};
Parms.Stat = Stat;
auto Flgs = Func->FunctionFlags;
Func->FunctionFlags |= 0x400;
UObject::ProcessEvent(Func, &Parms);
Func->FunctionFlags = Flgs;
}
// Function FortniteGame.FortCheatManager.GetWorldDifficulty
// (Final, Exec, Native, Public)
void UFortCheatManager::GetWorldDifficulty()
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("FortCheatManager", "GetWorldDifficulty");
auto Flgs = Func->FunctionFlags;
Func->FunctionFlags |= 0x400;
UObject::ProcessEvent(Func, nullptr);
Func->FunctionFlags = Flgs;
}
// Function FortniteGame.FortCheatManager.GetWorldLevel
// (Final, Exec, Native, Public)
void UFortCheatManager::GetWorldLevel()
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("FortCheatManager", "GetWorldLevel");
auto Flgs = Func->FunctionFlags;
Func->FunctionFlags |= 0x400;
UObject::ProcessEvent(Func, nullptr);
Func->FunctionFlags = Flgs;
}
// Function FortniteGame.FortCheatManager.GetWorldLockStatus
// (Final, Exec, Native, Public)
// Parameters:
// const class FString& WUID (Parm, ZeroConstructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
void UFortCheatManager::GetWorldLockStatus(const class FString& WUID)
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("FortCheatManager", "GetWorldLockStatus");
Params::FortCheatManager_GetWorldLockStatus Parms{};
Parms.WUID = std::move(WUID);
auto Flgs = Func->FunctionFlags;
Func->FunctionFlags |= 0x400;
UObject::ProcessEvent(Func, &Parms);
Func->FunctionFlags = Flgs;
}
// Function FortniteGame.FortCheatManager.GetWTFRotations
// (Final, Exec, Native, Public)
void UFortCheatManager::GetWTFRotations()
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("FortCheatManager", "GetWTFRotations");
auto Flgs = Func->FunctionFlags;
Func->FunctionFlags |= 0x400;
UObject::ProcessEvent(Func, nullptr);
Func->FunctionFlags = Flgs;
}
// Function FortniteGame.FortCheatManager.GiveAllConsumables
// (Final, Exec, Native, Public)
// Parameters:
// int32 NumItems (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
void UFortCheatManager::GiveAllConsumables(int32 NumItems)
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("FortCheatManager", "GiveAllConsumables");
Params::FortCheatManager_GiveAllConsumables Parms{};
Parms.NumItems = NumItems;
auto Flgs = Func->FunctionFlags;
Func->FunctionFlags |= 0x400;
UObject::ProcessEvent(Func, &Parms);
Func->FunctionFlags = Flgs;
}
// Function FortniteGame.FortCheatManager.GiveAllDecorations
// (Final, Exec, Native, Public)
void UFortCheatManager::GiveAllDecorations()
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("FortCheatManager", "GiveAllDecorations");
auto Flgs = Func->FunctionFlags;
Func->FunctionFlags |= 0x400;
UObject::ProcessEvent(Func, nullptr);
Func->FunctionFlags = Flgs;
}
// Function FortniteGame.FortCheatManager.GiveAllIngredients
// (Final, Exec, Native, Public)
// Parameters:
// int32 NumIngredients (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
void UFortCheatManager::GiveAllIngredients(int32 NumIngredients)
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("FortCheatManager", "GiveAllIngredients");
Params::FortCheatManager_GiveAllIngredients Parms{};
Parms.NumIngredients = NumIngredients;
auto Flgs = Func->FunctionFlags;
Func->FunctionFlags |= 0x400;
UObject::ProcessEvent(Func, &Parms);
Func->FunctionFlags = Flgs;
}
// Function FortniteGame.FortCheatManager.GiveAllMelee
// (Final, Exec, Native, Public)
void UFortCheatManager::GiveAllMelee()
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("FortCheatManager", "GiveAllMelee");
auto Flgs = Func->FunctionFlags;
Func->FunctionFlags |= 0x400;
UObject::ProcessEvent(Func, nullptr);
Func->FunctionFlags = Flgs;
}
// Function FortniteGame.FortCheatManager.GiveAllPistols
// (Final, Exec, Native, Public)
void UFortCheatManager::GiveAllPistols()
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("FortCheatManager", "GiveAllPistols");
auto Flgs = Func->FunctionFlags;
Func->FunctionFlags |= 0x400;
UObject::ProcessEvent(Func, nullptr);
Func->FunctionFlags = Flgs;
}
// Function FortniteGame.FortCheatManager.GiveAllRifles
// (Final, Exec, Native, Public)
void UFortCheatManager::GiveAllRifles()
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("FortCheatManager", "GiveAllRifles");
auto Flgs = Func->FunctionFlags;
Func->FunctionFlags |= 0x400;
UObject::ProcessEvent(Func, nullptr);
Func->FunctionFlags = Flgs;
}
// Function FortniteGame.FortCheatManager.GiveAllShotguns
// (Final, Exec, Native, Public)
void UFortCheatManager::GiveAllShotguns()
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("FortCheatManager", "GiveAllShotguns");
auto Flgs = Func->FunctionFlags;
Func->FunctionFlags |= 0x400;
UObject::ProcessEvent(Func, nullptr);
Func->FunctionFlags = Flgs;
}
// Function FortniteGame.FortCheatManager.GiveAllTraps
// (Final, Exec, Native, Public)
// Parameters:
// int32 NumItems (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
void UFortCheatManager::GiveAllTraps(int32 NumItems)
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("FortCheatManager", "GiveAllTraps");
Params::FortCheatManager_GiveAllTraps Parms{};
Parms.NumItems = NumItems;
auto Flgs = Func->FunctionFlags;
Func->FunctionFlags |= 0x400;
UObject::ProcessEvent(Func, &Parms);
Func->FunctionFlags = Flgs;
}
// Function FortniteGame.FortCheatManager.GiveAllWeapons
// (Final, Exec, Native, Public)
void UFortCheatManager::GiveAllWeapons()
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("FortCheatManager", "GiveAllWeapons");
auto Flgs = Func->FunctionFlags;
Func->FunctionFlags |= 0x400;
UObject::ProcessEvent(Func, nullptr);
Func->FunctionFlags = Flgs;
}
// Function FortniteGame.FortCheatManager.GiveAmmo
// (Final, Exec, Native, Public)
// Parameters:
// const class FString& AmmoNameAndAmmount (Parm, ZeroConstructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
void UFortCheatManager::GiveAmmo(const class FString& AmmoNameAndAmmount)
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("FortCheatManager", "GiveAmmo");
Params::FortCheatManager_GiveAmmo Parms{};
Parms.AmmoNameAndAmmount = std::move(AmmoNameAndAmmount);
auto Flgs = Func->FunctionFlags;
Func->FunctionFlags |= 0x400;
UObject::ProcessEvent(Func, &Parms);
Func->FunctionFlags = Flgs;
}
// Function FortniteGame.FortCheatManager.GiveBluGlo
// (Final, Exec, Native, Public)
// Parameters:
// int32 Amount (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
void UFortCheatManager::GiveBluGlo(int32 Amount)
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("FortCheatManager", "GiveBluGlo");
Params::FortCheatManager_GiveBluGlo Parms{};
Parms.Amount = Amount;
auto Flgs = Func->FunctionFlags;
Func->FunctionFlags |= 0x400;
UObject::ProcessEvent(Func, &Parms);
Func->FunctionFlags = Flgs;
}
// Function FortniteGame.FortCheatManager.GiveCheatInventory
// (Final, Exec, Native, Public)
void UFortCheatManager::GiveCheatInventory()
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("FortCheatManager", "GiveCheatInventory");
auto Flgs = Func->FunctionFlags;
Func->FunctionFlags |= 0x400;
UObject::ProcessEvent(Func, nullptr);
Func->FunctionFlags = Flgs;
}
// Function FortniteGame.FortCheatManager.GiveFakeBuildingGameplayEffect
// (Final, Exec, Native, Public)
// Parameters:
// const class FString& BuildingTemplateId (Parm, ZeroConstructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// int32 Level (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
void UFortCheatManager::GiveFakeBuildingGameplayEffect(const class FString& BuildingTemplateId, int32 Level)
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("FortCheatManager", "GiveFakeBuildingGameplayEffect");
Params::FortCheatManager_GiveFakeBuildingGameplayEffect Parms{};
Parms.BuildingTemplateId = std::move(BuildingTemplateId);
Parms.Level = Level;
auto Flgs = Func->FunctionFlags;
Func->FunctionFlags |= 0x400;
UObject::ProcessEvent(Func, &Parms);
Func->FunctionFlags = Flgs;
}
// Function FortniteGame.FortCheatManager.GiveGadget
// (Final, Exec, Native, Public)
// Parameters:
// const class FString& GadgetName (Parm, ZeroConstructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// int32 ItemLevel (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
void UFortCheatManager::GiveGadget(const class FString& GadgetName, int32 ItemLevel)
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("FortCheatManager", "GiveGadget");
Params::FortCheatManager_GiveGadget Parms{};
Parms.GadgetName = std::move(GadgetName);
Parms.ItemLevel = ItemLevel;
auto Flgs = Func->FunctionFlags;
Func->FunctionFlags |= 0x400;
UObject::ProcessEvent(Func, &Parms);
Func->FunctionFlags = Flgs;
}
// Function FortniteGame.FortCheatManager.GiveGadgets
// (Final, Exec, Native, Public)
// Parameters:
// const class FString& GadgetName (Parm, ZeroConstructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// int32 Quantity (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// int32 ItemLevel (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
void UFortCheatManager::GiveGadgets(const class FString& GadgetName, int32 Quantity, int32 ItemLevel)
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("FortCheatManager", "GiveGadgets");
Params::FortCheatManager_GiveGadgets Parms{};
Parms.GadgetName = std::move(GadgetName);
Parms.Quantity = Quantity;
Parms.ItemLevel = ItemLevel;
auto Flgs = Func->FunctionFlags;
Func->FunctionFlags |= 0x400;
UObject::ProcessEvent(Func, &Parms);
Func->FunctionFlags = Flgs;
}
// Function FortniteGame.FortCheatManager.GiveGoodWeapons
// (Final, Exec, Native, Public)
void UFortCheatManager::GiveGoodWeapons()
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("FortCheatManager", "GiveGoodWeapons");
auto Flgs = Func->FunctionFlags;
Func->FunctionFlags |= 0x400;
UObject::ProcessEvent(Func, nullptr);
Func->FunctionFlags = Flgs;
}
// Function FortniteGame.FortCheatManager.GiveHeroSpecialization
// (Final, Exec, Native, Public)
// Parameters:
// const class FString& SpecializationName (Parm, ZeroConstructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
void UFortCheatManager::GiveHeroSpecialization(const class FString& SpecializationName)
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("FortCheatManager", "GiveHeroSpecialization");
Params::FortCheatManager_GiveHeroSpecialization Parms{};
Parms.SpecializationName = std::move(SpecializationName);
auto Flgs = Func->FunctionFlags;
Func->FunctionFlags |= 0x400;
UObject::ProcessEvent(Func, &Parms);
Func->FunctionFlags = Flgs;
}
// Function FortniteGame.FortCheatManager.GiveMetal
// (Final, Exec, Native, Public)
// Parameters:
// int32 Amount (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
void UFortCheatManager::GiveMetal(int32 Amount)
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("FortCheatManager", "GiveMetal");
Params::FortCheatManager_GiveMetal Parms{};
Parms.Amount = Amount;
auto Flgs = Func->FunctionFlags;
Func->FunctionFlags |= 0x400;
UObject::ProcessEvent(Func, &Parms);
Func->FunctionFlags = Flgs;
}
// Function FortniteGame.FortCheatManager.GiveResources
// (Final, Exec, Native, Public)
// Parameters:
// int32 Amount (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
void UFortCheatManager::GiveResources(int32 Amount)
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("FortCheatManager", "GiveResources");
Params::FortCheatManager_GiveResources Parms{};
Parms.Amount = Amount;
auto Flgs = Func->FunctionFlags;
Func->FunctionFlags |= 0x400;
UObject::ProcessEvent(Func, &Parms);
Func->FunctionFlags = Flgs;
}
// Function FortniteGame.FortCheatManager.GiveSBA
// (Final, Exec, Native, Public)
// Parameters:
// const class FString& StrategicBuildingName (Parm, ZeroConstructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
void UFortCheatManager::GiveSBA(const class FString& StrategicBuildingName)
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("FortCheatManager", "GiveSBA");
Params::FortCheatManager_GiveSBA Parms{};
Parms.StrategicBuildingName = std::move(StrategicBuildingName);
auto Flgs = Func->FunctionFlags;
Func->FunctionFlags |= 0x400;
UObject::ProcessEvent(Func, &Parms);
Func->FunctionFlags = Flgs;
}
// Function FortniteGame.FortCheatManager.GiveSpecificItem
// (Final, Exec, Native, Public)
// Parameters:
// const class FString& ItemPath (Parm, ZeroConstructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// int32 ItemLevel (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
void UFortCheatManager::GiveSpecificItem(const class FString& ItemPath, int32 ItemLevel)
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("FortCheatManager", "GiveSpecificItem");
Params::FortCheatManager_GiveSpecificItem Parms{};
Parms.ItemPath = std::move(ItemPath);
Parms.ItemLevel = ItemLevel;
auto Flgs = Func->FunctionFlags;
Func->FunctionFlags |= 0x400;
UObject::ProcessEvent(Func, &Parms);
Func->FunctionFlags = Flgs;
}
// Function FortniteGame.FortCheatManager.GiveStone
// (Final, Exec, Native, Public)
// Parameters:
// int32 Amount (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
void UFortCheatManager::GiveStone(int32 Amount)
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("FortCheatManager", "GiveStone");
Params::FortCheatManager_GiveStone Parms{};
Parms.Amount = Amount;
auto Flgs = Func->FunctionFlags;
Func->FunctionFlags |= 0x400;
UObject::ProcessEvent(Func, &Parms);
Func->FunctionFlags = Flgs;
}
// Function FortniteGame.FortCheatManager.GiveTrap
// (Final, Exec, Native, Public)
// Parameters:
// const class FString& TrapName (Parm, ZeroConstructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// int32 RequestedLevel (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
void UFortCheatManager::GiveTrap(const class FString& TrapName, int32 RequestedLevel)
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("FortCheatManager", "GiveTrap");
Params::FortCheatManager_GiveTrap Parms{};
Parms.TrapName = std::move(TrapName);
Parms.RequestedLevel = RequestedLevel;
auto Flgs = Func->FunctionFlags;
Func->FunctionFlags |= 0x400;
UObject::ProcessEvent(Func, &Parms);
Func->FunctionFlags = Flgs;
}
// Function FortniteGame.FortCheatManager.GiveUsefulThings
// (Final, Exec, Native, Public)
// Parameters:
// int32 NumOfUsefulThings (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
void UFortCheatManager::GiveUsefulThings(int32 NumOfUsefulThings)
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("FortCheatManager", "GiveUsefulThings");
Params::FortCheatManager_GiveUsefulThings Parms{};
Parms.NumOfUsefulThings = NumOfUsefulThings;
auto Flgs = Func->FunctionFlags;
Func->FunctionFlags |= 0x400;
UObject::ProcessEvent(Func, &Parms);
Func->FunctionFlags = Flgs;
}
// Function FortniteGame.FortCheatManager.GiveWeapon
// (Final, Exec, Native, Public)
// Parameters:
// const class FString& WeaponName (Parm, ZeroConstructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// int32 RequestedLevel (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
void UFortCheatManager::GiveWeapon(const class FString& WeaponName, int32 RequestedLevel)
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("FortCheatManager", "GiveWeapon");
Params::FortCheatManager_GiveWeapon Parms{};
Parms.WeaponName = std::move(WeaponName);
Parms.RequestedLevel = RequestedLevel;
auto Flgs = Func->FunctionFlags;
Func->FunctionFlags |= 0x400;
UObject::ProcessEvent(Func, &Parms);
Func->FunctionFlags = Flgs;
}
// Function FortniteGame.FortCheatManager.GiveWeapons
// (Final, Exec, Native, Public)
// Parameters:
// class FName Tag (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
void UFortCheatManager::GiveWeapons(class FName Tag)
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("FortCheatManager", "GiveWeapons");
Params::FortCheatManager_GiveWeapons Parms{};
Parms.Tag = Tag;
auto Flgs = Func->FunctionFlags;
Func->FunctionFlags |= 0x400;
UObject::ProcessEvent(Func, &Parms);
Func->FunctionFlags = Flgs;
}
// Function FortniteGame.FortCheatManager.GiveWood
// (Final, Exec, Native, Public)
// Parameters:
// int32 Amount (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
void UFortCheatManager::GiveWood(int32 Amount)
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("FortCheatManager", "GiveWood");
Params::FortCheatManager_GiveWood Parms{};
Parms.Amount = Amount;
auto Flgs = Func->FunctionFlags;
Func->FunctionFlags |= 0x400;
UObject::ProcessEvent(Func, &Parms);
Func->FunctionFlags = Flgs;
}
// Function FortniteGame.FortCheatManager.KillPawns
// (Exec, Native, Public)
// Parameters:
// TSubclassOf<class AFortPawn> aClass (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, UObjectWrapper, HasGetValueTypeHash, NativeAccessSpecifierPublic)
void UFortCheatManager::KillPawns(TSubclassOf<class AFortPawn> aClass)
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("FortCheatManager", "KillPawns");
Params::FortCheatManager_KillPawns Parms{};
Parms.aClass = aClass;
auto Flgs = Func->FunctionFlags;
Func->FunctionFlags |= 0x400;
UObject::ProcessEvent(Func, &Parms);
Func->FunctionFlags = Flgs;
}
// Function FortniteGame.FortCheatManager.ListActiveEncounters
// (Final, Exec, Native, Public)
void UFortCheatManager::ListActiveEncounters()
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("FortCheatManager", "ListActiveEncounters");
auto Flgs = Func->FunctionFlags;
Func->FunctionFlags |= 0x400;
UObject::ProcessEvent(Func, nullptr);
Func->FunctionFlags = Flgs;
}
// Function FortniteGame.FortCheatManager.ListAIUtilities
// (Final, Exec, Native, Public)
void UFortCheatManager::ListAIUtilities()
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("FortCheatManager", "ListAIUtilities");
auto Flgs = Func->FunctionFlags;
Func->FunctionFlags |= 0x400;
UObject::ProcessEvent(Func, nullptr);
Func->FunctionFlags = Flgs;
}
// Function FortniteGame.FortCheatManager.ListAmmo
// (Final, Exec, Native, Public)
void UFortCheatManager::ListAmmo()
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("FortCheatManager", "ListAmmo");
auto Flgs = Func->FunctionFlags;
Func->FunctionFlags |= 0x400;
UObject::ProcessEvent(Func, nullptr);
Func->FunctionFlags = Flgs;
}
// Function FortniteGame.FortCheatManager.ListBannedPlayers
// (Final, Exec, Native, Public)
void UFortCheatManager::ListBannedPlayers()
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("FortCheatManager", "ListBannedPlayers");
auto Flgs = Func->FunctionFlags;
Func->FunctionFlags |= 0x400;
UObject::ProcessEvent(Func, nullptr);
Func->FunctionFlags = Flgs;
}
// Function FortniteGame.FortCheatManager.ListCheats
// (Final, Exec, Native, Public)
void UFortCheatManager::ListCheats()
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("FortCheatManager", "ListCheats");
auto Flgs = Func->FunctionFlags;
Func->FunctionFlags |= 0x400;
UObject::ProcessEvent(Func, nullptr);
Func->FunctionFlags = Flgs;
}
// Function FortniteGame.FortCheatManager.ListDecorations
// (Final, Exec, Native, Public)
void UFortCheatManager::ListDecorations()
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("FortCheatManager", "ListDecorations");
auto Flgs = Func->FunctionFlags;
Func->FunctionFlags |= 0x400;
UObject::ProcessEvent(Func, nullptr);
Func->FunctionFlags = Flgs;
}
// Function FortniteGame.FortCheatManager.ListEmotes
// (Final, Exec, Native, Public)
void UFortCheatManager::ListEmotes()
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("FortCheatManager", "ListEmotes");
auto Flgs = Func->FunctionFlags;
Func->FunctionFlags |= 0x400;
UObject::ProcessEvent(Func, nullptr);
Func->FunctionFlags = Flgs;
}
// Function FortniteGame.FortCheatManager.ListEnemyMutators
// (Final, Exec, Native, Public)
void UFortCheatManager::ListEnemyMutators()
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("FortCheatManager", "ListEnemyMutators");
auto Flgs = Func->FunctionFlags;
Func->FunctionFlags |= 0x400;
UObject::ProcessEvent(Func, nullptr);
Func->FunctionFlags = Flgs;
}
// Function FortniteGame.FortCheatManager.ListMissionGenerators
// (Final, Exec, Native, Public)
void UFortCheatManager::ListMissionGenerators()
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("FortCheatManager", "ListMissionGenerators");
auto Flgs = Func->FunctionFlags;
Func->FunctionFlags |= 0x400;
UObject::ProcessEvent(Func, nullptr);
Func->FunctionFlags = Flgs;
}
// Function FortniteGame.FortCheatManager.ListMissions
// (Final, Exec, Native, Public)
void UFortCheatManager::ListMissions()
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("FortCheatManager", "ListMissions");
auto Flgs = Func->FunctionFlags;
Func->FunctionFlags |= 0x400;
UObject::ProcessEvent(Func, nullptr);
Func->FunctionFlags = Flgs;
}
// Function FortniteGame.FortCheatManager.ListSpawnGroups
// (Final, Exec, Native, Public)
void UFortCheatManager::ListSpawnGroups()
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("FortCheatManager", "ListSpawnGroups");
auto Flgs = Func->FunctionFlags;
Func->FunctionFlags |= 0x400;
UObject::ProcessEvent(Func, nullptr);
Func->FunctionFlags = Flgs;
}
// Function FortniteGame.FortCheatManager.LoadMission
// (Final, Exec, Native, Public)
// Parameters:
// const class FString& MissionName (Parm, ZeroConstructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
void UFortCheatManager::LoadMission(const class FString& MissionName)
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("FortCheatManager", "LoadMission");
Params::FortCheatManager_LoadMission Parms{};
Parms.MissionName = std::move(MissionName);
auto Flgs = Func->FunctionFlags;
Func->FunctionFlags |= 0x400;
UObject::ProcessEvent(Func, &Parms);
Func->FunctionFlags = Flgs;
}
// Function FortniteGame.FortCheatManager.LoadMissionGenerator
// (Final, Exec, Native, Public)
// Parameters:
// const class FString& GeneratorName (Parm, ZeroConstructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
void UFortCheatManager::LoadMissionGenerator(const class FString& GeneratorName)
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("FortCheatManager", "LoadMissionGenerator");
Params::FortCheatManager_LoadMissionGenerator Parms{};
Parms.GeneratorName = std::move(GeneratorName);
auto Flgs = Func->FunctionFlags;
Func->FunctionFlags |= 0x400;
UObject::ProcessEvent(Func, &Parms);
Func->FunctionFlags = Flgs;
}
// Function FortniteGame.FortCheatManager.McpApplyAlteration
// (Final, Exec, Native, Public)
// Parameters:
// const class FString& Schematic (Parm, ZeroConstructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// const class FString& Alteration (Parm, ZeroConstructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
void UFortCheatManager::McpApplyAlteration(const class FString& Schematic, const class FString& Alteration)
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("FortCheatManager", "McpApplyAlteration");
Params::FortCheatManager_McpApplyAlteration Parms{};
Parms.Schematic = std::move(Schematic);
Parms.Alteration = std::move(Alteration);
auto Flgs = Func->FunctionFlags;
Func->FunctionFlags |= 0x400;
UObject::ProcessEvent(Func, &Parms);
Func->FunctionFlags = Flgs;
}
// Function FortniteGame.FortCheatManager.McpCheat
// (Final, Exec, Native, Public)
void UFortCheatManager::McpCheat()
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("FortCheatManager", "McpCheat");
auto Flgs = Func->FunctionFlags;
Func->FunctionFlags |= 0x400;
UObject::ProcessEvent(Func, nullptr);
Func->FunctionFlags = Flgs;
}
// Function FortniteGame.FortCheatManager.McpCompleteCurrentPrimaryMission
// (Final, Exec, Native, Public)
// Parameters:
// int32 NumMissionPoints (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
void UFortCheatManager::McpCompleteCurrentPrimaryMission(int32 NumMissionPoints)
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("FortCheatManager", "McpCompleteCurrentPrimaryMission");
Params::FortCheatManager_McpCompleteCurrentPrimaryMission Parms{};
Parms.NumMissionPoints = NumMissionPoints;
auto Flgs = Func->FunctionFlags;
Func->FunctionFlags |= 0x400;
UObject::ProcessEvent(Func, &Parms);
Func->FunctionFlags = Flgs;
}
// Function FortniteGame.FortCheatManager.McpCompleteHexMission
// (Final, Exec, Native, Public)
void UFortCheatManager::McpCompleteHexMission()
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("FortCheatManager", "McpCompleteHexMission");
auto Flgs = Func->FunctionFlags;
Func->FunctionFlags |= 0x400;
UObject::ProcessEvent(Func, nullptr);
Func->FunctionFlags = Flgs;
}
// Function FortniteGame.FortCheatManager.McpEarnScore
// (Final, Exec, Native, Public)
// Parameters:
// int32 ScoreAmount (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
void UFortCheatManager::McpEarnScore(int32 ScoreAmount)
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("FortCheatManager", "McpEarnScore");
Params::FortCheatManager_McpEarnScore Parms{};
Parms.ScoreAmount = ScoreAmount;
auto Flgs = Func->FunctionFlags;
Func->FunctionFlags |= 0x400;
UObject::ProcessEvent(Func, &Parms);
Func->FunctionFlags = Flgs;
}
// Function FortniteGame.FortCheatManager.McpEquipCharCosmetic
// (Final, Exec, Native, Public)
// Parameters:
// const class FString& CharacterId (Parm, ZeroConstructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// const class FString& CosmeticId (Parm, ZeroConstructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// int32 CosmeticType (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
void UFortCheatManager::McpEquipCharCosmetic(const class FString& CharacterId, const class FString& CosmeticId, int32 CosmeticType)
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("FortCheatManager", "McpEquipCharCosmetic");
Params::FortCheatManager_McpEquipCharCosmetic Parms{};
Parms.CharacterId = std::move(CharacterId);
Parms.CosmeticId = std::move(CosmeticId);
Parms.CosmeticType = CosmeticType;
auto Flgs = Func->FunctionFlags;
Func->FunctionFlags |= 0x400;
UObject::ProcessEvent(Func, &Parms);
Func->FunctionFlags = Flgs;
}
// Function FortniteGame.FortCheatManager.McpGetCachedPersistence
// (Final, Exec, Native, Public)
void UFortCheatManager::McpGetCachedPersistence()
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("FortCheatManager", "McpGetCachedPersistence");
auto Flgs = Func->FunctionFlags;
Func->FunctionFlags |= 0x400;
UObject::ProcessEvent(Func, nullptr);
Func->FunctionFlags = Flgs;
}
// Function FortniteGame.FortCheatManager.McpGetCurrencyAmount
// (Final, Exec, Native, Public)
void UFortCheatManager::McpGetCurrencyAmount()
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("FortCheatManager", "McpGetCurrencyAmount");
auto Flgs = Func->FunctionFlags;
Func->FunctionFlags |= 0x400;
UObject::ProcessEvent(Func, nullptr);
Func->FunctionFlags = Flgs;
}
// Function FortniteGame.FortCheatManager.McpGetHexMission
// (Final, Exec, Native, Public)
void UFortCheatManager::McpGetHexMission()
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("FortCheatManager", "McpGetHexMission");
auto Flgs = Func->FunctionFlags;
Func->FunctionFlags |= 0x400;
UObject::ProcessEvent(Func, nullptr);
Func->FunctionFlags = Flgs;
}
// Function FortniteGame.FortCheatManager.McpGetPersonnelXP
// (Final, Exec, Native, Public)
void UFortCheatManager::McpGetPersonnelXP()
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("FortCheatManager", "McpGetPersonnelXP");
auto Flgs = Func->FunctionFlags;
Func->FunctionFlags |= 0x400;
UObject::ProcessEvent(Func, nullptr);
Func->FunctionFlags = Flgs;
}
// Function FortniteGame.FortCheatManager.McpGetSchematicXP
// (Final, Exec, Native, Public)
void UFortCheatManager::McpGetSchematicXP()
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("FortCheatManager", "McpGetSchematicXP");
auto Flgs = Func->FunctionFlags;
Func->FunctionFlags |= 0x400;
UObject::ProcessEvent(Func, nullptr);
Func->FunctionFlags = Flgs;
}
// Function FortniteGame.FortCheatManager.McpGetVersion
// (Final, Exec, Native, Public)
void UFortCheatManager::McpGetVersion()
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("FortCheatManager", "McpGetVersion");
auto Flgs = Func->FunctionFlags;
Func->FunctionFlags |= 0x400;
UObject::ProcessEvent(Func, nullptr);
Func->FunctionFlags = Flgs;
}
// Function FortniteGame.FortCheatManager.McpGrantAllSchematics
// (Final, Exec, Native, Public)
void UFortCheatManager::McpGrantAllSchematics()
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("FortCheatManager", "McpGrantAllSchematics");
auto Flgs = Func->FunctionFlags;
Func->FunctionFlags |= 0x400;
UObject::ProcessEvent(Func, nullptr);
Func->FunctionFlags = Flgs;
}
// Function FortniteGame.FortCheatManager.McpGrantCurrency
// (Final, Exec, Native, Public)
// Parameters:
// int32 Amount (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
void UFortCheatManager::McpGrantCurrency(int32 Amount)
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("FortCheatManager", "McpGrantCurrency");
Params::FortCheatManager_McpGrantCurrency Parms{};
Parms.Amount = Amount;
auto Flgs = Func->FunctionFlags;
Func->FunctionFlags |= 0x400;
UObject::ProcessEvent(Func, &Parms);
Func->FunctionFlags = Flgs;
}
// Function FortniteGame.FortCheatManager.McpGrantItem
// (Final, Exec, Native, Public)
// Parameters:
// const class FString& ItemId (Parm, ZeroConstructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
void UFortCheatManager::McpGrantItem(const class FString& ItemId)
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("FortCheatManager", "McpGrantItem");
Params::FortCheatManager_McpGrantItem Parms{};
Parms.ItemId = std::move(ItemId);
auto Flgs = Func->FunctionFlags;
Func->FunctionFlags |= 0x400;
UObject::ProcessEvent(Func, &Parms);
Func->FunctionFlags = Flgs;
}
// Function FortniteGame.FortCheatManager.McpGrantPersonnelXP
// (Final, Exec, Native, Public)
// Parameters:
// int32 Amount (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
void UFortCheatManager::McpGrantPersonnelXP(int32 Amount)
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("FortCheatManager", "McpGrantPersonnelXP");
Params::FortCheatManager_McpGrantPersonnelXP Parms{};
Parms.Amount = Amount;
auto Flgs = Func->FunctionFlags;
Func->FunctionFlags |= 0x400;
UObject::ProcessEvent(Func, &Parms);
Func->FunctionFlags = Flgs;
}
// Function FortniteGame.FortCheatManager.McpGrantSchematicXP
// (Final, Exec, Native, Public)
// Parameters:
// int32 Amount (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
void UFortCheatManager::McpGrantSchematicXP(int32 Amount)
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("FortCheatManager", "McpGrantSchematicXP");
Params::FortCheatManager_McpGrantSchematicXP Parms{};
Parms.Amount = Amount;
auto Flgs = Func->FunctionFlags;
Func->FunctionFlags |= 0x400;
UObject::ProcessEvent(Func, &Parms);
Func->FunctionFlags = Flgs;
}
// Function FortniteGame.FortCheatManager.McpHeroAssignToBuilding
// (Final, Exec, Native, Public)
// Parameters:
// const class FString& HeroName (Parm, ZeroConstructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// const class FString& BuildingType (Parm, ZeroConstructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// int32 SlotIdx (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
void UFortCheatManager::McpHeroAssignToBuilding(const class FString& HeroName, const class FString& BuildingType, int32 SlotIdx)
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("FortCheatManager", "McpHeroAssignToBuilding");
Params::FortCheatManager_McpHeroAssignToBuilding Parms{};
Parms.HeroName = std::move(HeroName);
Parms.BuildingType = std::move(BuildingType);
Parms.SlotIdx = SlotIdx;
auto Flgs = Func->FunctionFlags;
Func->FunctionFlags |= 0x400;
UObject::ProcessEvent(Func, &Parms);
Func->FunctionFlags = Flgs;
}
// Function FortniteGame.FortCheatManager.McpHeroCreate
// (Final, Exec, Native, Public)
// Parameters:
// const class FString& HeroType (Parm, ZeroConstructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// const class FString& Name_0 (Parm, ZeroConstructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
void UFortCheatManager::McpHeroCreate(const class FString& HeroType, const class FString& Name_0)
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("FortCheatManager", "McpHeroCreate");
Params::FortCheatManager_McpHeroCreate Parms{};
Parms.HeroType = std::move(HeroType);
Parms.Name_0 = std::move(Name_0);
auto Flgs = Func->FunctionFlags;
Func->FunctionFlags |= 0x400;
UObject::ProcessEvent(Func, &Parms);
Func->FunctionFlags = Flgs;
}
// Function FortniteGame.FortCheatManager.McpHeroDelete
// (Final, Exec, Native, Public)
// Parameters:
// const class FString& HeroName (Parm, ZeroConstructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
void UFortCheatManager::McpHeroDelete(const class FString& HeroName)
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("FortCheatManager", "McpHeroDelete");
Params::FortCheatManager_McpHeroDelete Parms{};
Parms.HeroName = std::move(HeroName);
auto Flgs = Func->FunctionFlags;
Func->FunctionFlags |= 0x400;
UObject::ProcessEvent(Func, &Parms);
Func->FunctionFlags = Flgs;
}
// Function FortniteGame.FortCheatManager.McpHeroRename
// (Final, Exec, Native, Public)
// Parameters:
// const class FString& OldHeroName (Parm, ZeroConstructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// const class FString& NewHeroName (Parm, ZeroConstructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
void UFortCheatManager::McpHeroRename(const class FString& OldHeroName, const class FString& NewHeroName)
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("FortCheatManager", "McpHeroRename");
Params::FortCheatManager_McpHeroRename Parms{};
Parms.OldHeroName = std::move(OldHeroName);
Parms.NewHeroName = std::move(NewHeroName);
auto Flgs = Func->FunctionFlags;
Func->FunctionFlags |= 0x400;
UObject::ProcessEvent(Func, &Parms);
Func->FunctionFlags = Flgs;
}
// Function FortniteGame.FortCheatManager.McpHostGetAllPlayerCachedPersistence
// (Final, Exec, Native, Public)
void UFortCheatManager::McpHostGetAllPlayerCachedPersistence()
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("FortCheatManager", "McpHostGetAllPlayerCachedPersistence");
auto Flgs = Func->FunctionFlags;
Func->FunctionFlags |= 0x400;
UObject::ProcessEvent(Func, nullptr);
Func->FunctionFlags = Flgs;
}
// Function FortniteGame.FortCheatManager.McpHostGetPlayers
// (Final, Exec, Native, Public)
void UFortCheatManager::McpHostGetPlayers()
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("FortCheatManager", "McpHostGetPlayers");
auto Flgs = Func->FunctionFlags;
Func->FunctionFlags |= 0x400;
UObject::ProcessEvent(Func, nullptr);
Func->FunctionFlags = Flgs;
}
// Function FortniteGame.FortCheatManager.McpHostGrantAllPlayersSchematic
// (Final, Exec, Native, Public)
// Parameters:
// const class FString& SchematicId (Parm, ZeroConstructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
void UFortCheatManager::McpHostGrantAllPlayersSchematic(const class FString& SchematicId)
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("FortCheatManager", "McpHostGrantAllPlayersSchematic");
Params::FortCheatManager_McpHostGrantAllPlayersSchematic Parms{};
Parms.SchematicId = std::move(SchematicId);
auto Flgs = Func->FunctionFlags;
Func->FunctionFlags |= 0x400;
UObject::ProcessEvent(Func, &Parms);
Func->FunctionFlags = Flgs;
}
// Function FortniteGame.FortCheatManager.McpLogout
// (Final, Exec, Native, Public)
void UFortCheatManager::McpLogout()
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("FortCheatManager", "McpLogout");
auto Flgs = Func->FunctionFlags;
Func->FunctionFlags |= 0x400;
UObject::ProcessEvent(Func, nullptr);
Func->FunctionFlags = Flgs;
}
// Function FortniteGame.FortCheatManager.McpOpenCardPack
// (Final, Exec, Native, Public)
// Parameters:
// const class FString& CardPackItemId (Parm, ZeroConstructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// int32 SelectionIdx (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
void UFortCheatManager::McpOpenCardPack(const class FString& CardPackItemId, int32 SelectionIdx)
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("FortCheatManager", "McpOpenCardPack");
Params::FortCheatManager_McpOpenCardPack Parms{};
Parms.CardPackItemId = std::move(CardPackItemId);
Parms.SelectionIdx = SelectionIdx;
auto Flgs = Func->FunctionFlags;
Func->FunctionFlags |= 0x400;
UObject::ProcessEvent(Func, &Parms);
Func->FunctionFlags = Flgs;
}
// Function FortniteGame.FortCheatManager.McpRecycleItem
// (Final, Exec, Native, Public)
// Parameters:
// const class FString& ItemToRecycle (Parm, ZeroConstructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
void UFortCheatManager::McpRecycleItem(const class FString& ItemToRecycle)
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("FortCheatManager", "McpRecycleItem");
Params::FortCheatManager_McpRecycleItem Parms{};
Parms.ItemToRecycle = std::move(ItemToRecycle);
auto Flgs = Func->FunctionFlags;
Func->FunctionFlags |= 0x400;
UObject::ProcessEvent(Func, &Parms);
Func->FunctionFlags = Flgs;
}
// Function FortniteGame.FortCheatManager.McpRedeemPurchases
// (Final, Exec, Native, Public)
void UFortCheatManager::McpRedeemPurchases()
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("FortCheatManager", "McpRedeemPurchases");
auto Flgs = Func->FunctionFlags;
Func->FunctionFlags |= 0x400;
UObject::ProcessEvent(Func, nullptr);
Func->FunctionFlags = Flgs;
}
// Function FortniteGame.FortCheatManager.McpRefreshCatalog
// (Final, Exec, Native, Public)
void UFortCheatManager::McpRefreshCatalog()
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("FortCheatManager", "McpRefreshCatalog");
auto Flgs = Func->FunctionFlags;
Func->FunctionFlags |= 0x400;
UObject::ProcessEvent(Func, nullptr);
Func->FunctionFlags = Flgs;
}
// Function FortniteGame.FortCheatManager.McpRefreshProfile
// (Final, Exec, Native, Public)
void UFortCheatManager::McpRefreshProfile()
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("FortCheatManager", "McpRefreshProfile");
auto Flgs = Func->FunctionFlags;
Func->FunctionFlags |= 0x400;
UObject::ProcessEvent(Func, nullptr);
Func->FunctionFlags = Flgs;
}
// Function FortniteGame.FortCheatManager.McpResetPersistence
// (Final, Exec, Native, Public)
void UFortCheatManager::McpResetPersistence()
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("FortCheatManager", "McpResetPersistence");
auto Flgs = Func->FunctionFlags;
Func->FunctionFlags |= 0x400;
UObject::ProcessEvent(Func, nullptr);
Func->FunctionFlags = Flgs;
}
// Function FortniteGame.FortCheatManager.McpUpgradeItem
// (Final, Exec, Native, Public)
// Parameters:
// const class FString& ItemToUpgrade (Parm, ZeroConstructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
void UFortCheatManager::McpUpgradeItem(const class FString& ItemToUpgrade)
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("FortCheatManager", "McpUpgradeItem");
Params::FortCheatManager_McpUpgradeItem Parms{};
Parms.ItemToUpgrade = std::move(ItemToUpgrade);
auto Flgs = Func->FunctionFlags;
Func->FunctionFlags |= 0x400;
UObject::ProcessEvent(Func, &Parms);
Func->FunctionFlags = Flgs;
}
// Function FortniteGame.FortCheatManager.MissionForceFailure
// (Final, Exec, Native, Public)
// Parameters:
// const class FString& MissionName (Parm, ZeroConstructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
void UFortCheatManager::MissionForceFailure(const class FString& MissionName)
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("FortCheatManager", "MissionForceFailure");
Params::FortCheatManager_MissionForceFailure Parms{};
Parms.MissionName = std::move(MissionName);
auto Flgs = Func->FunctionFlags;
Func->FunctionFlags |= 0x400;
UObject::ProcessEvent(Func, &Parms);
Func->FunctionFlags = Flgs;
}
// Function FortniteGame.FortCheatManager.MissionForcePrimarySuccess
// (Final, Exec, Native, Public)
void UFortCheatManager::MissionForcePrimarySuccess()
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("FortCheatManager", "MissionForcePrimarySuccess");
auto Flgs = Func->FunctionFlags;
Func->FunctionFlags |= 0x400;
UObject::ProcessEvent(Func, nullptr);
Func->FunctionFlags = Flgs;
}
// Function FortniteGame.FortCheatManager.MissionForceSuccess
// (Final, Exec, Native, Public)
// Parameters:
// const class FString& MissionName (Parm, ZeroConstructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
void UFortCheatManager::MissionForceSuccess(const class FString& MissionName)
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("FortCheatManager", "MissionForceSuccess");
Params::FortCheatManager_MissionForceSuccess Parms{};
Parms.MissionName = std::move(MissionName);
auto Flgs = Func->FunctionFlags;
Func->FunctionFlags |= 0x400;
UObject::ProcessEvent(Func, &Parms);
Func->FunctionFlags = Flgs;
}
// Function FortniteGame.FortCheatManager.ModItemDurability
// (Final, Exec, Native, Public)
// Parameters:
// float InValue (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
void UFortCheatManager::ModItemDurability(float InValue)
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("FortCheatManager", "ModItemDurability");
Params::FortCheatManager_ModItemDurability Parms{};
Parms.InValue = InValue;
auto Flgs = Func->FunctionFlags;
Func->FunctionFlags |= 0x400;
UObject::ProcessEvent(Func, &Parms);
Func->FunctionFlags = Flgs;
}
// Function FortniteGame.FortCheatManager.MyFortAddHeroSlot
// (Final, Exec, Native, Public)
void UFortCheatManager::MyFortAddHeroSlot()
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("FortCheatManager", "MyFortAddHeroSlot");
auto Flgs = Func->FunctionFlags;
Func->FunctionFlags |= 0x400;
UObject::ProcessEvent(Func, nullptr);
Func->FunctionFlags = Flgs;
}
// Function FortniteGame.FortCheatManager.MyFortAddWorker
// (Final, Exec, Native, Public)
void UFortCheatManager::MyFortAddWorker()
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("FortCheatManager", "MyFortAddWorker");
auto Flgs = Func->FunctionFlags;
Func->FunctionFlags |= 0x400;
UObject::ProcessEvent(Func, nullptr);
Func->FunctionFlags = Flgs;
}
// Function FortniteGame.FortCheatManager.MyFortCollectAccumulatedResources
// (Final, Exec, Native, Public)
// Parameters:
// EFortPersistentResources ResourceType (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
void UFortCheatManager::MyFortCollectAccumulatedResources(EFortPersistentResources ResourceType)
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("FortCheatManager", "MyFortCollectAccumulatedResources");
Params::FortCheatManager_MyFortCollectAccumulatedResources Parms{};
Parms.ResourceType = ResourceType;
auto Flgs = Func->FunctionFlags;
Func->FunctionFlags |= 0x400;
UObject::ProcessEvent(Func, &Parms);
Func->FunctionFlags = Flgs;
}
// Function FortniteGame.FortCheatManager.MyFortConsumeAllResources
// (Final, Exec, Native, Public)
// Parameters:
// int32 Amount (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
void UFortCheatManager::MyFortConsumeAllResources(int32 Amount)
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("FortCheatManager", "MyFortConsumeAllResources");
Params::FortCheatManager_MyFortConsumeAllResources Parms{};
Parms.Amount = Amount;
auto Flgs = Func->FunctionFlags;
Func->FunctionFlags |= 0x400;
UObject::ProcessEvent(Func, &Parms);
Func->FunctionFlags = Flgs;
}
// Function FortniteGame.FortCheatManager.MyFortConsumeResources
// (Final, Exec, Native, Public)
// Parameters:
// int32 Amount (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// EFortPersistentResources ResourceType (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
void UFortCheatManager::MyFortConsumeResources(int32 Amount, EFortPersistentResources ResourceType)
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("FortCheatManager", "MyFortConsumeResources");
Params::FortCheatManager_MyFortConsumeResources Parms{};
Parms.Amount = Amount;
Parms.ResourceType = ResourceType;
auto Flgs = Func->FunctionFlags;
Func->FunctionFlags |= 0x400;
UObject::ProcessEvent(Func, &Parms);
Func->FunctionFlags = Flgs;
}
// Function FortniteGame.FortCheatManager.MyFortFillWarehouse
// (Final, Exec, Native, Public)
// Parameters:
// EFortPersistentResources ResourceType (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
void UFortCheatManager::MyFortFillWarehouse(EFortPersistentResources ResourceType)
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("FortCheatManager", "MyFortFillWarehouse");
Params::FortCheatManager_MyFortFillWarehouse Parms{};
Parms.ResourceType = ResourceType;
auto Flgs = Func->FunctionFlags;
Func->FunctionFlags |= 0x400;
UObject::ProcessEvent(Func, &Parms);
Func->FunctionFlags = Flgs;
}
// Function FortniteGame.FortCheatManager.MyFortGrantAllResources
// (Final, Exec, Native, Public)
// Parameters:
// int32 Amount (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
void UFortCheatManager::MyFortGrantAllResources(int32 Amount)
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("FortCheatManager", "MyFortGrantAllResources");
Params::FortCheatManager_MyFortGrantAllResources Parms{};
Parms.Amount = Amount;
auto Flgs = Func->FunctionFlags;
Func->FunctionFlags |= 0x400;
UObject::ProcessEvent(Func, &Parms);
Func->FunctionFlags = Flgs;
}
// Function FortniteGame.FortCheatManager.MyFortRequestUpdate
// (Final, Exec, Native, Public)
void UFortCheatManager::MyFortRequestUpdate()
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("FortCheatManager", "MyFortRequestUpdate");
auto Flgs = Func->FunctionFlags;
Func->FunctionFlags |= 0x400;
UObject::ProcessEvent(Func, nullptr);
Func->FunctionFlags = Flgs;
}
// Function FortniteGame.FortCheatManager.MyFortSetChecksDisabled
// (Final, Exec, Native, Public)
// Parameters:
// bool bSet (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, NativeAccessSpecifierPublic)
void UFortCheatManager::MyFortSetChecksDisabled(bool bSet)
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("FortCheatManager", "MyFortSetChecksDisabled");
Params::FortCheatManager_MyFortSetChecksDisabled Parms{};
Parms.bSet = bSet;
auto Flgs = Func->FunctionFlags;
Func->FunctionFlags |= 0x400;
UObject::ProcessEvent(Func, &Parms);
Func->FunctionFlags = Flgs;
}
// Function FortniteGame.FortCheatManager.MyFortTestDefaultHeroId
// (Final, Exec, Native, Public)
void UFortCheatManager::MyFortTestDefaultHeroId()
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("FortCheatManager", "MyFortTestDefaultHeroId");
auto Flgs = Func->FunctionFlags;
Func->FunctionFlags |= 0x400;
UObject::ProcessEvent(Func, nullptr);
Func->FunctionFlags = Flgs;
}
// Function FortniteGame.FortCheatManager.MyFortTestLastRatings
// (Final, Exec, Native, Public)
// Parameters:
// const class FString& BuildingId (Parm, ZeroConstructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// int32 LastMaxLevel (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// int32 LastMaxRating (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
void UFortCheatManager::MyFortTestLastRatings(const class FString& BuildingId, int32 LastMaxLevel, int32 LastMaxRating)
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("FortCheatManager", "MyFortTestLastRatings");
Params::FortCheatManager_MyFortTestLastRatings Parms{};
Parms.BuildingId = std::move(BuildingId);
Parms.LastMaxLevel = LastMaxLevel;
Parms.LastMaxRating = LastMaxRating;
auto Flgs = Func->FunctionFlags;
Func->FunctionFlags |= 0x400;
UObject::ProcessEvent(Func, &Parms);
Func->FunctionFlags = Flgs;
}
// Function FortniteGame.FortCheatManager.MyFortUpgradeBuilding
// (Final, Exec, Native, Public)
// Parameters:
// const class FString& BuildingId (Parm, ZeroConstructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
void UFortCheatManager::MyFortUpgradeBuilding(const class FString& BuildingId)
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("FortCheatManager", "MyFortUpgradeBuilding");
Params::FortCheatManager_MyFortUpgradeBuilding Parms{};
Parms.BuildingId = std::move(BuildingId);
auto Flgs = Func->FunctionFlags;
Func->FunctionFlags |= 0x400;
UObject::ProcessEvent(Func, &Parms);
Func->FunctionFlags = Flgs;
}
// Function FortniteGame.FortCheatManager.MyTownToggleBetweenKeepAndManor
// (Final, Exec, Native, Public)
// Parameters:
// bool bNowShowKeep (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, NativeAccessSpecifierPublic)
void UFortCheatManager::MyTownToggleBetweenKeepAndManor(bool bNowShowKeep)
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("FortCheatManager", "MyTownToggleBetweenKeepAndManor");
Params::FortCheatManager_MyTownToggleBetweenKeepAndManor Parms{};
Parms.bNowShowKeep = bNowShowKeep;
auto Flgs = Func->FunctionFlags;
Func->FunctionFlags |= 0x400;
UObject::ProcessEvent(Func, &Parms);
Func->FunctionFlags = Flgs;
}
// Function FortniteGame.FortCheatManager.MyTownToggleFriendsHomeBase
// (Final, Exec, Native, Public)
// Parameters:
// const class FString& FriendsAccountId (Parm, ZeroConstructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// const class FString& FriendsName (Parm, ZeroConstructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
void UFortCheatManager::MyTownToggleFriendsHomeBase(const class FString& FriendsAccountId, const class FString& FriendsName)
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("FortCheatManager", "MyTownToggleFriendsHomeBase");
Params::FortCheatManager_MyTownToggleFriendsHomeBase Parms{};
Parms.FriendsAccountId = std::move(FriendsAccountId);
Parms.FriendsName = std::move(FriendsName);
auto Flgs = Func->FunctionFlags;
Func->FunctionFlags |= 0x400;
UObject::ProcessEvent(Func, &Parms);
Func->FunctionFlags = Flgs;
}
// Function FortniteGame.FortCheatManager.OpenClassSelectScreen
// (Final, Exec, Native, Public)
void UFortCheatManager::OpenClassSelectScreen()
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("FortCheatManager", "OpenClassSelectScreen");
auto Flgs = Func->FunctionFlags;
Func->FunctionFlags |= 0x400;
UObject::ProcessEvent(Func, nullptr);
Func->FunctionFlags = Flgs;
}
// Function FortniteGame.FortCheatManager.PrintShotReport
// (Final, Exec, Native, Public)
void UFortCheatManager::PrintShotReport()
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("FortCheatManager", "PrintShotReport");
auto Flgs = Func->FunctionFlags;
Func->FunctionFlags |= 0x400;
UObject::ProcessEvent(Func, nullptr);
Func->FunctionFlags = Flgs;
}
// Function FortniteGame.FortCheatManager.PrintTileWorld
// (Final, Exec, Native, Public)
void UFortCheatManager::PrintTileWorld()
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("FortCheatManager", "PrintTileWorld");
auto Flgs = Func->FunctionFlags;
Func->FunctionFlags |= 0x400;
UObject::ProcessEvent(Func, nullptr);
Func->FunctionFlags = Flgs;
}
// Function FortniteGame.FortCheatManager.RefreshTheaters
// (Final, Exec, Native, Public)
void UFortCheatManager::RefreshTheaters()
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("FortCheatManager", "RefreshTheaters");
auto Flgs = Func->FunctionFlags;
Func->FunctionFlags |= 0x400;
UObject::ProcessEvent(Func, nullptr);
Func->FunctionFlags = Flgs;
}
// Function FortniteGame.FortCheatManager.RegenerateZoneMissions
// (Final, Exec, Native, Public)
// Parameters:
// bool bUseNewMissionGeneration (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, NativeAccessSpecifierPublic)
void UFortCheatManager::RegenerateZoneMissions(bool bUseNewMissionGeneration)
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("FortCheatManager", "RegenerateZoneMissions");
Params::FortCheatManager_RegenerateZoneMissions Parms{};
Parms.bUseNewMissionGeneration = bUseNewMissionGeneration;
auto Flgs = Func->FunctionFlags;
Func->FunctionFlags |= 0x400;
UObject::ProcessEvent(Func, &Parms);
Func->FunctionFlags = Flgs;
}
// Function FortniteGame.FortCheatManager.RegenerateZoneMissionsWithDifficultyLevel
// (Final, Exec, Native, Public)
// Parameters:
// bool bUseNewMissionGeneration (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, NativeAccessSpecifierPublic)
// float DifficultyLevelOverride (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
void UFortCheatManager::RegenerateZoneMissionsWithDifficultyLevel(bool bUseNewMissionGeneration, float DifficultyLevelOverride)
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("FortCheatManager", "RegenerateZoneMissionsWithDifficultyLevel");
Params::FortCheatManager_RegenerateZoneMissionsWithDifficultyLevel Parms{};
Parms.bUseNewMissionGeneration = bUseNewMissionGeneration;
Parms.DifficultyLevelOverride = DifficultyLevelOverride;
auto Flgs = Func->FunctionFlags;
Func->FunctionFlags |= 0x400;
UObject::ProcessEvent(Func, &Parms);
Func->FunctionFlags = Flgs;
}
// Function FortniteGame.FortCheatManager.ReInitHUD
// (Final, Exec, Native, Public)
void UFortCheatManager::ReInitHUD()
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("FortCheatManager", "ReInitHUD");
auto Flgs = Func->FunctionFlags;
Func->FunctionFlags |= 0x400;
UObject::ProcessEvent(Func, nullptr);
Func->FunctionFlags = Flgs;
}
// Function FortniteGame.FortCheatManager.ReloadUI
// (Final, Exec, Native, Public)
void UFortCheatManager::ReloadUI()
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("FortCheatManager", "ReloadUI");
auto Flgs = Func->FunctionFlags;
Func->FunctionFlags |= 0x400;
UObject::ProcessEvent(Func, nullptr);
Func->FunctionFlags = Flgs;
}
// Function FortniteGame.FortCheatManager.ReloadUMG
// (Final, Exec, Native, Public)
void UFortCheatManager::ReloadUMG()
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("FortCheatManager", "ReloadUMG");
auto Flgs = Func->FunctionFlags;
Func->FunctionFlags |= 0x400;
UObject::ProcessEvent(Func, nullptr);
Func->FunctionFlags = Flgs;
}
// Function FortniteGame.FortCheatManager.ReRandomizeTiles
// (Final, Exec, Native, Public)
void UFortCheatManager::ReRandomizeTiles()
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("FortCheatManager", "ReRandomizeTiles");
auto Flgs = Func->FunctionFlags;
Func->FunctionFlags |= 0x400;
UObject::ProcessEvent(Func, nullptr);
Func->FunctionFlags = Flgs;
}
// Function FortniteGame.FortCheatManager.ResetEncounterWave
// (Final, Exec, Native, Public)
void UFortCheatManager::ResetEncounterWave()
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("FortCheatManager", "ResetEncounterWave");
auto Flgs = Func->FunctionFlags;
Func->FunctionFlags |= 0x400;
UObject::ProcessEvent(Func, nullptr);
Func->FunctionFlags = Flgs;
}
// Function FortniteGame.FortCheatManager.ResetMaxAITracking
// (Final, Exec, Native, Public)
void UFortCheatManager::ResetMaxAITracking()
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("FortCheatManager", "ResetMaxAITracking");
auto Flgs = Func->FunctionFlags;
Func->FunctionFlags |= 0x400;
UObject::ProcessEvent(Func, nullptr);
Func->FunctionFlags = Flgs;
}
// Function FortniteGame.FortCheatManager.RunMonteCarlo
// (Final, Exec, Native, Public)
// Parameters:
// int32 X (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// int32 Y (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// const class FString& TileGroup (Parm, ZeroConstructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// int32 NumIterations (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
void UFortCheatManager::RunMonteCarlo(int32 X, int32 Y, const class FString& TileGroup, int32 NumIterations)
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("FortCheatManager", "RunMonteCarlo");
Params::FortCheatManager_RunMonteCarlo Parms{};
Parms.X = X;
Parms.Y = Y;
Parms.TileGroup = std::move(TileGroup);
Parms.NumIterations = NumIterations;
auto Flgs = Func->FunctionFlags;
Func->FunctionFlags |= 0x400;
UObject::ProcessEvent(Func, &Parms);
Func->FunctionFlags = Flgs;
}
// Function FortniteGame.FortCheatManager.SendCheatNotifications
// (Final, Exec, Native, Public)
// Parameters:
// int32 NumOfNotifications (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
void UFortCheatManager::SendCheatNotifications(int32 NumOfNotifications)
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("FortCheatManager", "SendCheatNotifications");
Params::FortCheatManager_SendCheatNotifications Parms{};
Parms.NumOfNotifications = NumOfNotifications;
auto Flgs = Func->FunctionFlags;
Func->FunctionFlags |= 0x400;
UObject::ProcessEvent(Func, &Parms);
Func->FunctionFlags = Flgs;
}
// Function FortniteGame.FortCheatManager.SendMissionEvent
// (Final, Exec, Native, Public)
// Parameters:
// const class FString& MissionEventName (Parm, ZeroConstructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
void UFortCheatManager::SendMissionEvent(const class FString& MissionEventName)
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("FortCheatManager", "SendMissionEvent");
Params::FortCheatManager_SendMissionEvent Parms{};
Parms.MissionEventName = std::move(MissionEventName);
auto Flgs = Func->FunctionFlags;
Func->FunctionFlags |= 0x400;
UObject::ProcessEvent(Func, &Parms);
Func->FunctionFlags = Flgs;
}
// Function FortniteGame.FortCheatManager.SendQuestEvent
// (Final, Exec, Native, Public)
// Parameters:
// class FName Type (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// class FName TargetTag (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// class FName SourceTag (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// class FName ContextTag (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
void UFortCheatManager::SendQuestEvent(class FName Type, class FName TargetTag, class FName SourceTag, class FName ContextTag)
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("FortCheatManager", "SendQuestEvent");
Params::FortCheatManager_SendQuestEvent Parms{};
Parms.Type = Type;
Parms.TargetTag = TargetTag;
Parms.SourceTag = SourceTag;
Parms.ContextTag = ContextTag;
auto Flgs = Func->FunctionFlags;
Func->FunctionFlags |= 0x400;
UObject::ProcessEvent(Func, &Parms);
Func->FunctionFlags = Flgs;
}
// Function FortniteGame.FortCheatManager.SetActionMappingEnabled
// (Final, Exec, Native, Public)
// Parameters:
// class FName Action (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// bool bEnabled (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, NativeAccessSpecifierPublic)
void UFortCheatManager::SetActionMappingEnabled(class FName Action, bool bEnabled)
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("FortCheatManager", "SetActionMappingEnabled");
Params::FortCheatManager_SetActionMappingEnabled Parms{};
Parms.Action = Action;
Parms.bEnabled = bEnabled;
auto Flgs = Func->FunctionFlags;
Func->FunctionFlags |= 0x400;
UObject::ProcessEvent(Func, &Parms);
Func->FunctionFlags = Flgs;
}
// Function FortniteGame.FortCheatManager.SetAimMode
// (Final, Exec, Native, Public)
// Parameters:
// uint32 Mode (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
void UFortCheatManager::SetAimMode(uint32 Mode)
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("FortCheatManager", "SetAimMode");
Params::FortCheatManager_SetAimMode Parms{};
Parms.Mode = Mode;
auto Flgs = Func->FunctionFlags;
Func->FunctionFlags |= 0x400;
UObject::ProcessEvent(Func, &Parms);
Func->FunctionFlags = Flgs;
}
// Function FortniteGame.FortCheatManager.SetBaseScaleLevelOverride
// (Final, Exec, Native, Public)
// Parameters:
// float BaseScaleLevelOverrideValue (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
void UFortCheatManager::SetBaseScaleLevelOverride(float BaseScaleLevelOverrideValue)
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("FortCheatManager", "SetBaseScaleLevelOverride");
Params::FortCheatManager_SetBaseScaleLevelOverride Parms{};
Parms.BaseScaleLevelOverrideValue = BaseScaleLevelOverrideValue;
auto Flgs = Func->FunctionFlags;
Func->FunctionFlags |= 0x400;
UObject::ProcessEvent(Func, &Parms);
Func->FunctionFlags = Flgs;
}
// Function FortniteGame.FortCheatManager.SetBTProbability
// (Final, Exec, Native, Public)
// Parameters:
// float Propability (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
void UFortCheatManager::SetBTProbability(float Propability)
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("FortCheatManager", "SetBTProbability");
Params::FortCheatManager_SetBTProbability Parms{};
Parms.Propability = Propability;
auto Flgs = Func->FunctionFlags;
Func->FunctionFlags |= 0x400;
UObject::ProcessEvent(Func, &Parms);
Func->FunctionFlags = Flgs;
}
// Function FortniteGame.FortCheatManager.SetBuildAnimCheatHeight
// (Exec, Native, Public)
// Parameters:
// float NewHeight (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
void UFortCheatManager::SetBuildAnimCheatHeight(float NewHeight)
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("FortCheatManager", "SetBuildAnimCheatHeight");
Params::FortCheatManager_SetBuildAnimCheatHeight Parms{};
Parms.NewHeight = NewHeight;
auto Flgs = Func->FunctionFlags;
Func->FunctionFlags |= 0x400;
UObject::ProcessEvent(Func, &Parms);
Func->FunctionFlags = Flgs;
}
// Function FortniteGame.FortCheatManager.SetBuildAnimCheatSpeedMultiplier
// (Exec, Native, Public)
// Parameters:
// float NewMultiplier (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
void UFortCheatManager::SetBuildAnimCheatSpeedMultiplier(float NewMultiplier)
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("FortCheatManager", "SetBuildAnimCheatSpeedMultiplier");
Params::FortCheatManager_SetBuildAnimCheatSpeedMultiplier Parms{};
Parms.NewMultiplier = NewMultiplier;
auto Flgs = Func->FunctionFlags;
Func->FunctionFlags |= 0x400;
UObject::ProcessEvent(Func, &Parms);
Func->FunctionFlags = Flgs;
}
// Function FortniteGame.FortCheatManager.SetBuildAnimCheatStartDelay
// (Exec, Native, Public)
// Parameters:
// float MaxRandDelay (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
void UFortCheatManager::SetBuildAnimCheatStartDelay(float MaxRandDelay)
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("FortCheatManager", "SetBuildAnimCheatStartDelay");
Params::FortCheatManager_SetBuildAnimCheatStartDelay Parms{};
Parms.MaxRandDelay = MaxRandDelay;
auto Flgs = Func->FunctionFlags;
Func->FunctionFlags |= 0x400;
UObject::ProcessEvent(Func, &Parms);
Func->FunctionFlags = Flgs;
}
// Function FortniteGame.FortCheatManager.SetCameraDistanceMultiplier
// (Final, Exec, Native, Public)
// Parameters:
// float XMultiplier (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// float YMultiplier (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// float ZMultiplier (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
void UFortCheatManager::SetCameraDistanceMultiplier(float XMultiplier, float YMultiplier, float ZMultiplier)
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("FortCheatManager", "SetCameraDistanceMultiplier");
Params::FortCheatManager_SetCameraDistanceMultiplier Parms{};
Parms.XMultiplier = XMultiplier;
Parms.YMultiplier = YMultiplier;
Parms.ZMultiplier = ZMultiplier;
auto Flgs = Func->FunctionFlags;
Func->FunctionFlags |= 0x400;
UObject::ProcessEvent(Func, &Parms);
Func->FunctionFlags = Flgs;
}
// Function FortniteGame.FortCheatManager.SetCameraFOVMultiplier
// (Final, Exec, Native, Public)
// Parameters:
// float Multiplier (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
void UFortCheatManager::SetCameraFOVMultiplier(float Multiplier)
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("FortCheatManager", "SetCameraFOVMultiplier");
Params::FortCheatManager_SetCameraFOVMultiplier Parms{};
Parms.Multiplier = Multiplier;
auto Flgs = Func->FunctionFlags;
Func->FunctionFlags |= 0x400;
UObject::ProcessEvent(Func, &Parms);
Func->FunctionFlags = Flgs;
}
// Function FortniteGame.FortCheatManager.SetCameraPrototype
// (Final, Exec, Native, Public)
// Parameters:
// class FName ProtoName (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
void UFortCheatManager::SetCameraPrototype(class FName ProtoName)
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("FortCheatManager", "SetCameraPrototype");
Params::FortCheatManager_SetCameraPrototype Parms{};
Parms.ProtoName = ProtoName;
auto Flgs = Func->FunctionFlags;
Func->FunctionFlags |= 0x400;
UObject::ProcessEvent(Func, &Parms);
Func->FunctionFlags = Flgs;
}
// Function FortniteGame.FortCheatManager.SetCapturePercentage
// (Final, Exec, Native, Public)
// Parameters:
// float NewCapturePercentage (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
void UFortCheatManager::SetCapturePercentage(float NewCapturePercentage)
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("FortCheatManager", "SetCapturePercentage");
Params::FortCheatManager_SetCapturePercentage Parms{};
Parms.NewCapturePercentage = NewCapturePercentage;
auto Flgs = Func->FunctionFlags;
Func->FunctionFlags |= 0x400;
UObject::ProcessEvent(Func, &Parms);
Func->FunctionFlags = Flgs;
}
// Function FortniteGame.FortCheatManager.SetCombatGraphHistoryLength
// (Exec, Native, Public)
// Parameters:
// int32 Seconds (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
void UFortCheatManager::SetCombatGraphHistoryLength(int32 Seconds)
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("FortCheatManager", "SetCombatGraphHistoryLength");
Params::FortCheatManager_SetCombatGraphHistoryLength Parms{};
Parms.Seconds = Seconds;
auto Flgs = Func->FunctionFlags;
Func->FunctionFlags |= 0x400;
UObject::ProcessEvent(Func, &Parms);
Func->FunctionFlags = Flgs;
}
// Function FortniteGame.FortCheatManager.SetCullValues
// (Final, Exec, Native, Public)
// Parameters:
// float DefaultCullObjectSize (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// float DefaultCullDistance (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// float MinCullObjectSize (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// float MinCullDistance (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// float MaxCullObjectSize (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// float MaxCullDistance (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
void UFortCheatManager::SetCullValues(float DefaultCullObjectSize, float DefaultCullDistance, float MinCullObjectSize, float MinCullDistance, float MaxCullObjectSize, float MaxCullDistance)
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("FortCheatManager", "SetCullValues");
Params::FortCheatManager_SetCullValues Parms{};
Parms.DefaultCullObjectSize = DefaultCullObjectSize;
Parms.DefaultCullDistance = DefaultCullDistance;
Parms.MinCullObjectSize = MinCullObjectSize;
Parms.MinCullDistance = MinCullDistance;
Parms.MaxCullObjectSize = MaxCullObjectSize;
Parms.MaxCullDistance = MaxCullDistance;
auto Flgs = Func->FunctionFlags;
Func->FunctionFlags |= 0x400;
UObject::ProcessEvent(Func, &Parms);
Func->FunctionFlags = Flgs;
}
// Function FortniteGame.FortCheatManager.SetCurrentEncounterToDebug
// (Final, Exec, Native, Public)
// Parameters:
// int32 EncounterIndex (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
void UFortCheatManager::SetCurrentEncounterToDebug(int32 EncounterIndex)
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("FortCheatManager", "SetCurrentEncounterToDebug");
Params::FortCheatManager_SetCurrentEncounterToDebug Parms{};
Parms.EncounterIndex = EncounterIndex;
auto Flgs = Func->FunctionFlags;
Func->FunctionFlags |= 0x400;
UObject::ProcessEvent(Func, &Parms);
Func->FunctionFlags = Flgs;
}
// Function FortniteGame.FortCheatManager.SetEncounterDirections
// (Final, Exec, Native, Public)
// Parameters:
// const TArray<EFortEncounterDirection>& Directions (Parm, ZeroConstructor, NativeAccessSpecifierPublic)
void UFortCheatManager::SetEncounterDirections(const TArray<EFortEncounterDirection>& Directions)
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("FortCheatManager", "SetEncounterDirections");
Params::FortCheatManager_SetEncounterDirections Parms{};
Parms.Directions = std::move(Directions);
auto Flgs = Func->FunctionFlags;
Func->FunctionFlags |= 0x400;
UObject::ProcessEvent(Func, &Parms);
Func->FunctionFlags = Flgs;
}
// Function FortniteGame.FortCheatManager.SetEncounterGraphsHistoryLength
// (Exec, Native, Public)
// Parameters:
// int32 Seconds (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
void UFortCheatManager::SetEncounterGraphsHistoryLength(int32 Seconds)
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("FortCheatManager", "SetEncounterGraphsHistoryLength");
Params::FortCheatManager_SetEncounterGraphsHistoryLength Parms{};
Parms.Seconds = Seconds;
auto Flgs = Func->FunctionFlags;
Func->FunctionFlags |= 0x400;
UObject::ProcessEvent(Func, &Parms);
Func->FunctionFlags = Flgs;
}
// Function FortniteGame.FortCheatManager.SetEncounterSimulatedNumberOfPlayers
// (Final, Exec, Native, Public)
// Parameters:
// int32 NumPlayers (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
void UFortCheatManager::SetEncounterSimulatedNumberOfPlayers(int32 NumPlayers)
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("FortCheatManager", "SetEncounterSimulatedNumberOfPlayers");
Params::FortCheatManager_SetEncounterSimulatedNumberOfPlayers Parms{};
Parms.NumPlayers = NumPlayers;
auto Flgs = Func->FunctionFlags;
Func->FunctionFlags |= 0x400;
UObject::ProcessEvent(Func, &Parms);
Func->FunctionFlags = Flgs;
}
// Function FortniteGame.FortCheatManager.SetEncounterSpawnPointsCap
// (Final, Exec, Native, Public)
// Parameters:
// int32 SpawnPointsCap (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
void UFortCheatManager::SetEncounterSpawnPointsCap(int32 SpawnPointsCap)
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("FortCheatManager", "SetEncounterSpawnPointsCap");
Params::FortCheatManager_SetEncounterSpawnPointsCap Parms{};
Parms.SpawnPointsCap = SpawnPointsCap;
auto Flgs = Func->FunctionFlags;
Func->FunctionFlags |= 0x400;
UObject::ProcessEvent(Func, &Parms);
Func->FunctionFlags = Flgs;
}
// Function FortniteGame.FortCheatManager.SetEncounterSpawnPointsCurve
// (Final, Exec, Native, Public)
// Parameters:
// const class FString& CurveName (Parm, ZeroConstructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
void UFortCheatManager::SetEncounterSpawnPointsCurve(const class FString& CurveName)
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("FortCheatManager", "SetEncounterSpawnPointsCurve");
Params::FortCheatManager_SetEncounterSpawnPointsCurve Parms{};
Parms.CurveName = std::move(CurveName);
auto Flgs = Func->FunctionFlags;
Func->FunctionFlags |= 0x400;
UObject::ProcessEvent(Func, &Parms);
Func->FunctionFlags = Flgs;
}
// Function FortniteGame.FortCheatManager.SetEncounterTopUtilityPercentages
// (Final, Exec, Native, Public)
// Parameters:
// const class FString& UtilitiesAndPercentages (Parm, ZeroConstructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
void UFortCheatManager::SetEncounterTopUtilityPercentages(const class FString& UtilitiesAndPercentages)
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("FortCheatManager", "SetEncounterTopUtilityPercentages");
Params::FortCheatManager_SetEncounterTopUtilityPercentages Parms{};
Parms.UtilitiesAndPercentages = std::move(UtilitiesAndPercentages);
auto Flgs = Func->FunctionFlags;
Func->FunctionFlags |= 0x400;
UObject::ProcessEvent(Func, &Parms);
Func->FunctionFlags = Flgs;
}
// Function FortniteGame.FortCheatManager.SetGameDifficultyOverride
// (Final, Exec, Native, Public)
// Parameters:
// float GameDifficultyOverrideValue (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
void UFortCheatManager::SetGameDifficultyOverride(float GameDifficultyOverrideValue)
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("FortCheatManager", "SetGameDifficultyOverride");
Params::FortCheatManager_SetGameDifficultyOverride Parms{};
Parms.GameDifficultyOverrideValue = GameDifficultyOverrideValue;
auto Flgs = Func->FunctionFlags;
Func->FunctionFlags |= 0x400;
UObject::ProcessEvent(Func, &Parms);
Func->FunctionFlags = Flgs;
}
// Function FortniteGame.FortCheatManager.SetGameStat
// (Final, Exec, Native, Public)
// Parameters:
// const class FString& StatName (Parm, ZeroConstructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// int32 Amount (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
void UFortCheatManager::SetGameStat(const class FString& StatName, int32 Amount)
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("FortCheatManager", "SetGameStat");
Params::FortCheatManager_SetGameStat Parms{};
Parms.StatName = std::move(StatName);
Parms.Amount = Amount;
auto Flgs = Func->FunctionFlags;
Func->FunctionFlags |= 0x400;
UObject::ProcessEvent(Func, &Parms);
Func->FunctionFlags = Flgs;
}
// Function FortniteGame.FortCheatManager.SetHealthPercent
// (Final, Exec, Native, Public)
// Parameters:
// float Percent (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
void UFortCheatManager::SetHealthPercent(float Percent)
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("FortCheatManager", "SetHealthPercent");
Params::FortCheatManager_SetHealthPercent Parms{};
Parms.Percent = Percent;
auto Flgs = Func->FunctionFlags;
Func->FunctionFlags |= 0x400;
UObject::ProcessEvent(Func, &Parms);
Func->FunctionFlags = Flgs;
}
// Function FortniteGame.FortCheatManager.SetInteractExtent
// (Final, Exec, Native, Public)
// Parameters:
// float Extent (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
void UFortCheatManager::SetInteractExtent(float Extent)
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("FortCheatManager", "SetInteractExtent");
Params::FortCheatManager_SetInteractExtent Parms{};
Parms.Extent = Extent;
auto Flgs = Func->FunctionFlags;
Func->FunctionFlags |= 0x400;
UObject::ProcessEvent(Func, &Parms);
Func->FunctionFlags = Flgs;
}
// Function FortniteGame.FortCheatManager.SetInteractionDistances
// (Final, Exec, Native, Public)
// Parameters:
// float InteractionDistance (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// float InteractionHighlightDistance (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
void UFortCheatManager::SetInteractionDistances(float InteractionDistance, float InteractionHighlightDistance)
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("FortCheatManager", "SetInteractionDistances");
Params::FortCheatManager_SetInteractionDistances Parms{};
Parms.InteractionDistance = InteractionDistance;
Parms.InteractionHighlightDistance = InteractionHighlightDistance;
auto Flgs = Func->FunctionFlags;
Func->FunctionFlags |= 0x400;
UObject::ProcessEvent(Func, &Parms);
Func->FunctionFlags = Flgs;
}
// Function FortniteGame.FortCheatManager.SetJumpStaminaCost
// (Final, Exec, Native, Public)
// Parameters:
// class FName ModeName (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
void UFortCheatManager::SetJumpStaminaCost(class FName ModeName)
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("FortCheatManager", "SetJumpStaminaCost");
Params::FortCheatManager_SetJumpStaminaCost Parms{};
Parms.ModeName = ModeName;
auto Flgs = Func->FunctionFlags;
Func->FunctionFlags |= 0x400;
UObject::ProcessEvent(Func, &Parms);
Func->FunctionFlags = Flgs;
}
// Function FortniteGame.FortCheatManager.SetMaxClouds
// (Final, Exec, Native, Public)
// Parameters:
// int32 MaxClouds (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
void UFortCheatManager::SetMaxClouds(int32 MaxClouds)
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("FortCheatManager", "SetMaxClouds");
Params::FortCheatManager_SetMaxClouds Parms{};
Parms.MaxClouds = MaxClouds;
auto Flgs = Func->FunctionFlags;
Func->FunctionFlags |= 0x400;
UObject::ProcessEvent(Func, &Parms);
Func->FunctionFlags = Flgs;
}
// Function FortniteGame.FortCheatManager.SetPvPRoundTime
// (Final, Exec, Native, Public)
// Parameters:
// int32 NumSeconds (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// int32 CriticalThreshold (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
void UFortCheatManager::SetPvPRoundTime(int32 NumSeconds, int32 CriticalThreshold)
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("FortCheatManager", "SetPvPRoundTime");
Params::FortCheatManager_SetPvPRoundTime Parms{};
Parms.NumSeconds = NumSeconds;
Parms.CriticalThreshold = CriticalThreshold;
auto Flgs = Func->FunctionFlags;
Func->FunctionFlags |= 0x400;
UObject::ProcessEvent(Func, &Parms);
Func->FunctionFlags = Flgs;
}
// Function FortniteGame.FortCheatManager.SetPvPStalemateTime
// (Final, Exec, Native, Public)
// Parameters:
// int32 NumSeconds (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
void UFortCheatManager::SetPvPStalemateTime(int32 NumSeconds)
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("FortCheatManager", "SetPvPStalemateTime");
Params::FortCheatManager_SetPvPStalemateTime Parms{};
Parms.NumSeconds = NumSeconds;
auto Flgs = Func->FunctionFlags;
Func->FunctionFlags |= 0x400;
UObject::ProcessEvent(Func, &Parms);
Func->FunctionFlags = Flgs;
}
// Function FortniteGame.FortCheatManager.SetReplStat
// (Final, Exec, Native, Public)
// Parameters:
// EFortReplicatedStat Stat (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// int32 Amount (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
void UFortCheatManager::SetReplStat(EFortReplicatedStat Stat, int32 Amount)
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("FortCheatManager", "SetReplStat");
Params::FortCheatManager_SetReplStat Parms{};
Parms.Stat = Stat;
Parms.Amount = Amount;
auto Flgs = Func->FunctionFlags;
Func->FunctionFlags |= 0x400;
UObject::ProcessEvent(Func, &Parms);
Func->FunctionFlags = Flgs;
}
// Function FortniteGame.FortCheatManager.SetRespawnTimerOverride
// (Final, Exec, Native, Public)
// Parameters:
// float TimeUntilRespawn (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
void UFortCheatManager::SetRespawnTimerOverride(float TimeUntilRespawn)
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("FortCheatManager", "SetRespawnTimerOverride");
Params::FortCheatManager_SetRespawnTimerOverride Parms{};
Parms.TimeUntilRespawn = TimeUntilRespawn;
auto Flgs = Func->FunctionFlags;
Func->FunctionFlags |= 0x400;
UObject::ProcessEvent(Func, &Parms);
Func->FunctionFlags = Flgs;
}
// Function FortniteGame.FortCheatManager.SetWorldDaysElapsed
// (Final, Exec, Native, Public)
// Parameters:
// float days (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
void UFortCheatManager::SetWorldDaysElapsed(float days)
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("FortCheatManager", "SetWorldDaysElapsed");
Params::FortCheatManager_SetWorldDaysElapsed Parms{};
Parms.days = days;
auto Flgs = Func->FunctionFlags;
Func->FunctionFlags |= 0x400;
UObject::ProcessEvent(Func, &Parms);
Func->FunctionFlags = Flgs;
}
// Function FortniteGame.FortCheatManager.SetWorldLevel
// (Final, Exec, Native, Public)
// Parameters:
// float Level (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
void UFortCheatManager::SetWorldLevel(float Level)
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("FortCheatManager", "SetWorldLevel");
Params::FortCheatManager_SetWorldLevel Parms{};
Parms.Level = Level;
auto Flgs = Func->FunctionFlags;
Func->FunctionFlags |= 0x400;
UObject::ProcessEvent(Func, &Parms);
Func->FunctionFlags = Flgs;
}
// Function FortniteGame.FortCheatManager.SimulateLoot
// (Final, Exec, Native, Public)
// Parameters:
// const class FName TierGroup (ConstParm, Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// int32 LootTier (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
void UFortCheatManager::SimulateLoot(const class FName TierGroup, int32 LootTier)
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("FortCheatManager", "SimulateLoot");
Params::FortCheatManager_SimulateLoot Parms{};
Parms.TierGroup = TierGroup;
Parms.LootTier = LootTier;
auto Flgs = Func->FunctionFlags;
Func->FunctionFlags |= 0x400;
UObject::ProcessEvent(Func, &Parms);
Func->FunctionFlags = Flgs;
}
// Function FortniteGame.FortCheatManager.SimulateLootDrops
// (Final, Exec, Native, Public)
void UFortCheatManager::SimulateLootDrops()
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("FortCheatManager", "SimulateLootDrops");
auto Flgs = Func->FunctionFlags;
Func->FunctionFlags |= 0x400;
UObject::ProcessEvent(Func, nullptr);
Func->FunctionFlags = Flgs;
}
// Function FortniteGame.FortCheatManager.SpawnAIGroup
// (Final, Exec, Native, Public)
// Parameters:
// const class FString& SpawnGroupName (Parm, ZeroConstructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
void UFortCheatManager::SpawnAIGroup(const class FString& SpawnGroupName)
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("FortCheatManager", "SpawnAIGroup");
Params::FortCheatManager_SpawnAIGroup Parms{};
Parms.SpawnGroupName = std::move(SpawnGroupName);
auto Flgs = Func->FunctionFlags;
Func->FunctionFlags |= 0x400;
UObject::ProcessEvent(Func, &Parms);
Func->FunctionFlags = Flgs;
}
// Function FortniteGame.FortCheatManager.SpawnAIGroupFromExternalSpawner
// (Final, Exec, Native, Public)
// Parameters:
// const class FString& SpawnGroupName (Parm, ZeroConstructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
void UFortCheatManager::SpawnAIGroupFromExternalSpawner(const class FString& SpawnGroupName)
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("FortCheatManager", "SpawnAIGroupFromExternalSpawner");
Params::FortCheatManager_SpawnAIGroupFromExternalSpawner Parms{};
Parms.SpawnGroupName = std::move(SpawnGroupName);
auto Flgs = Func->FunctionFlags;
Func->FunctionFlags |= 0x400;
UObject::ProcessEvent(Func, &Parms);
Func->FunctionFlags = Flgs;
}
// Function FortniteGame.FortCheatManager.SpawnAIGroupWithMutator
// (Final, Exec, Native, Public)
// Parameters:
// const class FString& SpawnGroupName (Parm, ZeroConstructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// const class FString& MutatorName (Parm, ZeroConstructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// int32 DummyInt (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
void UFortCheatManager::SpawnAIGroupWithMutator(const class FString& SpawnGroupName, const class FString& MutatorName, int32 DummyInt)
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("FortCheatManager", "SpawnAIGroupWithMutator");
Params::FortCheatManager_SpawnAIGroupWithMutator Parms{};
Parms.SpawnGroupName = std::move(SpawnGroupName);
Parms.MutatorName = std::move(MutatorName);
Parms.DummyInt = DummyInt;
auto Flgs = Func->FunctionFlags;
Func->FunctionFlags |= 0x400;
UObject::ProcessEvent(Func, &Parms);
Func->FunctionFlags = Flgs;
}
// Function FortniteGame.FortCheatManager.SpawnGuardians
// (Final, Exec, Native, Public)
void UFortCheatManager::SpawnGuardians()
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("FortCheatManager", "SpawnGuardians");
auto Flgs = Func->FunctionFlags;
Func->FunctionFlags |= 0x400;
UObject::ProcessEvent(Func, nullptr);
Func->FunctionFlags = Flgs;
}
// Function FortniteGame.FortCheatManager.SpawnPawn
// (Exec, Native, Public)
// Parameters:
// const class FString& PawnType (Parm, ZeroConstructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// class AFortPawn* ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
class AFortPawn* UFortCheatManager::SpawnPawn(const class FString& PawnType)
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("FortCheatManager", "SpawnPawn");
Params::FortCheatManager_SpawnPawn Parms{};
Parms.PawnType = std::move(PawnType);
auto Flgs = Func->FunctionFlags;
Func->FunctionFlags |= 0x400;
UObject::ProcessEvent(Func, &Parms);
Func->FunctionFlags = Flgs;
return Parms.ReturnValue;
}
// Function FortniteGame.FortCheatManager.StopDummyDebugEncounter
// (Final, Exec, Native, Public)
void UFortCheatManager::StopDummyDebugEncounter()
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("FortCheatManager", "StopDummyDebugEncounter");
auto Flgs = Func->FunctionFlags;
Func->FunctionFlags |= 0x400;
UObject::ProcessEvent(Func, nullptr);
Func->FunctionFlags = Flgs;
}
// Function FortniteGame.FortCheatManager.SwitchHeroToClass
// (Final, Exec, Native, Public)
// Parameters:
// const class FString& NewHeroID (Parm, ZeroConstructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
void UFortCheatManager::SwitchHeroToClass(const class FString& NewHeroID)
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("FortCheatManager", "SwitchHeroToClass");
Params::FortCheatManager_SwitchHeroToClass Parms{};
Parms.NewHeroID = std::move(NewHeroID);
auto Flgs = Func->FunctionFlags;
Func->FunctionFlags |= 0x400;
UObject::ProcessEvent(Func, &Parms);
Func->FunctionFlags = Flgs;
}
// Function FortniteGame.FortCheatManager.SwitchTeam
// (Final, Exec, Native, Public)
void UFortCheatManager::SwitchTeam()
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("FortCheatManager", "SwitchTeam");
auto Flgs = Func->FunctionFlags;
Func->FunctionFlags |= 0x400;
UObject::ProcessEvent(Func, nullptr);
Func->FunctionFlags = Flgs;
}
// Function FortniteGame.FortCheatManager.TeleportToActor
// (Final, Exec, Native, Public)
// Parameters:
// const class FString& ClassOrInstanceName (Parm, ZeroConstructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
void UFortCheatManager::TeleportToActor(const class FString& ClassOrInstanceName)
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("FortCheatManager", "TeleportToActor");
Params::FortCheatManager_TeleportToActor Parms{};
Parms.ClassOrInstanceName = std::move(ClassOrInstanceName);
auto Flgs = Func->FunctionFlags;
Func->FunctionFlags |= 0x400;
UObject::ProcessEvent(Func, &Parms);
Func->FunctionFlags = Flgs;
}
// Function FortniteGame.FortCheatManager.TeleportToLocation
// (Final, Exec, Native, Public)
// Parameters:
// float X (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// float Y (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// float Z (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
void UFortCheatManager::TeleportToLocation(float X, float Y, float Z)
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("FortCheatManager", "TeleportToLocation");
Params::FortCheatManager_TeleportToLocation Parms{};
Parms.X = X;
Parms.Y = Y;
Parms.Z = Z;
auto Flgs = Func->FunctionFlags;
Func->FunctionFlags |= 0x400;
UObject::ProcessEvent(Func, &Parms);
Func->FunctionFlags = Flgs;
}
// Function FortniteGame.FortCheatManager.TeleportToMissionActor
// (Final, Exec, Native, Public)
void UFortCheatManager::TeleportToMissionActor()
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("FortCheatManager", "TeleportToMissionActor");
auto Flgs = Func->FunctionFlags;
Func->FunctionFlags |= 0x400;
UObject::ProcessEvent(Func, nullptr);
Func->FunctionFlags = Flgs;
}
// Function FortniteGame.FortCheatManager.TestCancelLobby
// (Final, Exec, Native, Public)
void UFortCheatManager::TestCancelLobby()
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("FortCheatManager", "TestCancelLobby");
auto Flgs = Func->FunctionFlags;
Func->FunctionFlags |= 0x400;
UObject::ProcessEvent(Func, nullptr);
Func->FunctionFlags = Flgs;
}
// Function FortniteGame.FortCheatManager.TestChangePartyPrivacy
// (Final, Exec, Native, Public)
// Parameters:
// bool bPrivate (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, NativeAccessSpecifierPublic)
// bool bLeaderFriendsOnly (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, NativeAccessSpecifierPublic)
// bool bLeaderInvitesOnly (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, NativeAccessSpecifierPublic)
void UFortCheatManager::TestChangePartyPrivacy(bool bPrivate, bool bLeaderFriendsOnly, bool bLeaderInvitesOnly)
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("FortCheatManager", "TestChangePartyPrivacy");
Params::FortCheatManager_TestChangePartyPrivacy Parms{};
Parms.bPrivate = bPrivate;
Parms.bLeaderFriendsOnly = bLeaderFriendsOnly;
Parms.bLeaderInvitesOnly = bLeaderInvitesOnly;
auto Flgs = Func->FunctionFlags;
Func->FunctionFlags |= 0x400;
UObject::ProcessEvent(Func, &Parms);
Func->FunctionFlags = Flgs;
}
// Function FortniteGame.FortCheatManager.TestChangePartySize
// (Final, Exec, Native, Public)
// Parameters:
// int32 NewSize (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
void UFortCheatManager::TestChangePartySize(int32 NewSize)
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("FortCheatManager", "TestChangePartySize");
Params::FortCheatManager_TestChangePartySize Parms{};
Parms.NewSize = NewSize;
auto Flgs = Func->FunctionFlags;
Func->FunctionFlags |= 0x400;
UObject::ProcessEvent(Func, &Parms);
Func->FunctionFlags = Flgs;
}
// Function FortniteGame.FortCheatManager.TestDisconnect
// (Final, Exec, Native, Public)
void UFortCheatManager::TestDisconnect()
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("FortCheatManager", "TestDisconnect");
auto Flgs = Func->FunctionFlags;
Func->FunctionFlags |= 0x400;
UObject::ProcessEvent(Func, nullptr);
Func->FunctionFlags = Flgs;
}
// Function FortniteGame.FortCheatManager.TestFogLoad
// (Final, Exec, Native, Public)
void UFortCheatManager::TestFogLoad()
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("FortCheatManager", "TestFogLoad");
auto Flgs = Func->FunctionFlags;
Func->FunctionFlags |= 0x400;
UObject::ProcessEvent(Func, nullptr);
Func->FunctionFlags = Flgs;
}
// Function FortniteGame.FortCheatManager.TestFogReplicate
// (Final, Exec, Native, Public)
void UFortCheatManager::TestFogReplicate()
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("FortCheatManager", "TestFogReplicate");
auto Flgs = Func->FunctionFlags;
Func->FunctionFlags |= 0x400;
UObject::ProcessEvent(Func, nullptr);
Func->FunctionFlags = Flgs;
}
// Function FortniteGame.FortCheatManager.TestFogSave
// (Final, Exec, Native, Public)
void UFortCheatManager::TestFogSave()
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("FortCheatManager", "TestFogSave");
auto Flgs = Func->FunctionFlags;
Func->FunctionFlags |= 0x400;
UObject::ProcessEvent(Func, nullptr);
Func->FunctionFlags = Flgs;
}
// Function FortniteGame.FortCheatManager.TestJoin
// (Final, Exec, Native, Public)
void UFortCheatManager::TestJoin()
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("FortCheatManager", "TestJoin");
auto Flgs = Func->FunctionFlags;
Func->FunctionFlags |= 0x400;
UObject::ProcessEvent(Func, nullptr);
Func->FunctionFlags = Flgs;
}
// Function FortniteGame.FortCheatManager.TestKnockback
// (Final, Exec, Native, Public)
// Parameters:
// float KnockbackMagnitude (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// float KnockbackZAngle (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
void UFortCheatManager::TestKnockback(float KnockbackMagnitude, float KnockbackZAngle)
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("FortCheatManager", "TestKnockback");
Params::FortCheatManager_TestKnockback Parms{};
Parms.KnockbackMagnitude = KnockbackMagnitude;
Parms.KnockbackZAngle = KnockbackZAngle;
auto Flgs = Func->FunctionFlags;
Func->FunctionFlags |= 0x400;
UObject::ProcessEvent(Func, &Parms);
Func->FunctionFlags = Flgs;
}
// Function FortniteGame.FortCheatManager.TestLeaveGame
// (Final, Exec, Native, Public)
void UFortCheatManager::TestLeaveGame()
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("FortCheatManager", "TestLeaveGame");
auto Flgs = Func->FunctionFlags;
Func->FunctionFlags |= 0x400;
UObject::ProcessEvent(Func, nullptr);
Func->FunctionFlags = Flgs;
}
// Function FortniteGame.FortCheatManager.TestLockWorld
// (Final, Exec, Native, Public)
// Parameters:
// const class FString& WUID (Parm, ZeroConstructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// bool bLock (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, NativeAccessSpecifierPublic)
void UFortCheatManager::TestLockWorld(const class FString& WUID, bool bLock)
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("FortCheatManager", "TestLockWorld");
Params::FortCheatManager_TestLockWorld Parms{};
Parms.WUID = std::move(WUID);
Parms.bLock = bLock;
auto Flgs = Func->FunctionFlags;
Func->FunctionFlags |= 0x400;
UObject::ProcessEvent(Func, &Parms);
Func->FunctionFlags = Flgs;
}
// Function FortniteGame.FortCheatManager.TestOutpostUI
// (Final, Exec, Native, Public)
void UFortCheatManager::TestOutpostUI()
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("FortCheatManager", "TestOutpostUI");
auto Flgs = Func->FunctionFlags;
Func->FunctionFlags |= 0x400;
UObject::ProcessEvent(Func, nullptr);
Func->FunctionFlags = Flgs;
}
// Function FortniteGame.FortCheatManager.TestSetOutpostDefenseActive
// (Final, Exec, Native, Public)
// Parameters:
// bool bActive (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, NativeAccessSpecifierPublic)
void UFortCheatManager::TestSetOutpostDefenseActive(bool bActive)
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("FortCheatManager", "TestSetOutpostDefenseActive");
Params::FortCheatManager_TestSetOutpostDefenseActive Parms{};
Parms.bActive = bActive;
auto Flgs = Func->FunctionFlags;
Func->FunctionFlags |= 0x400;
UObject::ProcessEvent(Func, &Parms);
Func->FunctionFlags = Flgs;
}
// Function FortniteGame.FortCheatManager.TestStun
// (Final, Exec, Native, Public)
// Parameters:
// float StunStime (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
void UFortCheatManager::TestStun(float StunStime)
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("FortCheatManager", "TestStun");
Params::FortCheatManager_TestStun Parms{};
Parms.StunStime = StunStime;
auto Flgs = Func->FunctionFlags;
Func->FunctionFlags |= 0x400;
UObject::ProcessEvent(Func, &Parms);
Func->FunctionFlags = Flgs;
}
// Function FortniteGame.FortCheatManager.TestUpgradeOutpostItem
// (Final, Exec, Native, Public)
// Parameters:
// const class FString& ItemTemplateId (Parm, ZeroConstructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
void UFortCheatManager::TestUpgradeOutpostItem(const class FString& ItemTemplateId)
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("FortCheatManager", "TestUpgradeOutpostItem");
Params::FortCheatManager_TestUpgradeOutpostItem Parms{};
Parms.ItemTemplateId = std::move(ItemTemplateId);
auto Flgs = Func->FunctionFlags;
Func->FunctionFlags |= 0x400;
UObject::ProcessEvent(Func, &Parms);
Func->FunctionFlags = Flgs;
}
// Function FortniteGame.FortCheatManager.ToggleAIAnim
// (Final, Exec, Native, Public)
void UFortCheatManager::ToggleAIAnim()
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("FortCheatManager", "ToggleAIAnim");
auto Flgs = Func->FunctionFlags;
Func->FunctionFlags |= 0x400;
UObject::ProcessEvent(Func, nullptr);
Func->FunctionFlags = Flgs;
}
// Function FortniteGame.FortCheatManager.ToggleAIDespawning
// (Final, Exec, Native, Public)
void UFortCheatManager::ToggleAIDespawning()
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("FortCheatManager", "ToggleAIDespawning");
auto Flgs = Func->FunctionFlags;
Func->FunctionFlags |= 0x400;
UObject::ProcessEvent(Func, nullptr);
Func->FunctionFlags = Flgs;
}
// Function FortniteGame.FortCheatManager.ToggleAIDirectorLogging
// (Final, Exec, Native, Public)
void UFortCheatManager::ToggleAIDirectorLogging()
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("FortCheatManager", "ToggleAIDirectorLogging");
auto Flgs = Func->FunctionFlags;
Func->FunctionFlags |= 0x400;
UObject::ProcessEvent(Func, nullptr);
Func->FunctionFlags = Flgs;
}
// Function FortniteGame.FortCheatManager.ToggleAISpawnCap
// (Final, Exec, Native, Public)
void UFortCheatManager::ToggleAISpawnCap()
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("FortCheatManager", "ToggleAISpawnCap");
auto Flgs = Func->FunctionFlags;
Func->FunctionFlags |= 0x400;
UObject::ProcessEvent(Func, nullptr);
Func->FunctionFlags = Flgs;
}
// Function FortniteGame.FortCheatManager.ToggleAISpawning
// (Final, Exec, Native, Public)
void UFortCheatManager::ToggleAISpawning()
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("FortCheatManager", "ToggleAISpawning");
auto Flgs = Func->FunctionFlags;
Func->FunctionFlags |= 0x400;
UObject::ProcessEvent(Func, nullptr);
Func->FunctionFlags = Flgs;
}
// Function FortniteGame.FortCheatManager.ToggleBuildAnimCheat
// (Exec, Native, Public)
void UFortCheatManager::ToggleBuildAnimCheat()
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("FortCheatManager", "ToggleBuildAnimCheat");
auto Flgs = Func->FunctionFlags;
Func->FunctionFlags |= 0x400;
UObject::ProcessEvent(Func, nullptr);
Func->FunctionFlags = Flgs;
}
// Function FortniteGame.FortCheatManager.ToggleBuildingActorsTransparency
// (Final, Exec, Native, Public)
void UFortCheatManager::ToggleBuildingActorsTransparency()
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("FortCheatManager", "ToggleBuildingActorsTransparency");
auto Flgs = Func->FunctionFlags;
Func->FunctionFlags |= 0x400;
UObject::ProcessEvent(Func, nullptr);
Func->FunctionFlags = Flgs;
}
// Function FortniteGame.FortCheatManager.ToggleCombatGraph
// (Exec, Native, Public)
void UFortCheatManager::ToggleCombatGraph()
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("FortCheatManager", "ToggleCombatGraph");
auto Flgs = Func->FunctionFlags;
Func->FunctionFlags |= 0x400;
UObject::ProcessEvent(Func, nullptr);
Func->FunctionFlags = Flgs;
}
// Function FortniteGame.FortCheatManager.ToggleDrawRunVariationDebug
// (Final, Exec, Native, Public)
void UFortCheatManager::ToggleDrawRunVariationDebug()
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("FortCheatManager", "ToggleDrawRunVariationDebug");
auto Flgs = Func->FunctionFlags;
Func->FunctionFlags |= 0x400;
UObject::ProcessEvent(Func, nullptr);
Func->FunctionFlags = Flgs;
}
// Function FortniteGame.FortCheatManager.ToggleDrawTargetSelectionDebug
// (Final, Exec, Native, Public)
void UFortCheatManager::ToggleDrawTargetSelectionDebug()
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("FortCheatManager", "ToggleDrawTargetSelectionDebug");
auto Flgs = Func->FunctionFlags;
Func->FunctionFlags |= 0x400;
UObject::ProcessEvent(Func, nullptr);
Func->FunctionFlags = Flgs;
}
// Function FortniteGame.FortCheatManager.ToggleDrawTargetSelectionDebugByClass
// (Final, Exec, Native, Public)
// Parameters:
// TSubclassOf<class AActor> TargetSelectionDebugSourceClass (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, UObjectWrapper, HasGetValueTypeHash, NativeAccessSpecifierPublic)
void UFortCheatManager::ToggleDrawTargetSelectionDebugByClass(TSubclassOf<class AActor> TargetSelectionDebugSourceClass)
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("FortCheatManager", "ToggleDrawTargetSelectionDebugByClass");
Params::FortCheatManager_ToggleDrawTargetSelectionDebugByClass Parms{};
Parms.TargetSelectionDebugSourceClass = TargetSelectionDebugSourceClass;
auto Flgs = Func->FunctionFlags;
Func->FunctionFlags |= 0x400;
UObject::ProcessEvent(Func, &Parms);
Func->FunctionFlags = Flgs;
}
// Function FortniteGame.FortCheatManager.ToggleDrawTurnTransitionDebug
// (Final, Exec, Native, Public)
void UFortCheatManager::ToggleDrawTurnTransitionDebug()
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("FortCheatManager", "ToggleDrawTurnTransitionDebug");
auto Flgs = Func->FunctionFlags;
Func->FunctionFlags |= 0x400;
UObject::ProcessEvent(Func, nullptr);
Func->FunctionFlags = Flgs;
}
// Function FortniteGame.FortCheatManager.ToggleEncounterEQSDebug
// (Final, Exec, Native, Public)
void UFortCheatManager::ToggleEncounterEQSDebug()
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("FortCheatManager", "ToggleEncounterEQSDebug");
auto Flgs = Func->FunctionFlags;
Func->FunctionFlags |= 0x400;
UObject::ProcessEvent(Func, nullptr);
Func->FunctionFlags = Flgs;
}
// Function FortniteGame.FortCheatManager.ToggleFactorGraph
// (Exec, Native, Public)
void UFortCheatManager::ToggleFactorGraph()
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("FortCheatManager", "ToggleFactorGraph");
auto Flgs = Func->FunctionFlags;
Func->FunctionFlags |= 0x400;
UObject::ProcessEvent(Func, nullptr);
Func->FunctionFlags = Flgs;
}
// Function FortniteGame.FortCheatManager.ToggleFloorsOnMiniMap
// (Final, Exec, Native, Public)
void UFortCheatManager::ToggleFloorsOnMiniMap()
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("FortCheatManager", "ToggleFloorsOnMiniMap");
auto Flgs = Func->FunctionFlags;
Func->FunctionFlags |= 0x400;
UObject::ProcessEvent(Func, nullptr);
Func->FunctionFlags = Flgs;
}
// Function FortniteGame.FortCheatManager.ToggleFreezeAILOD
// (Final, Exec, Native, Public)
void UFortCheatManager::ToggleFreezeAILOD()
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("FortCheatManager", "ToggleFreezeAILOD");
auto Flgs = Func->FunctionFlags;
Func->FunctionFlags |= 0x400;
UObject::ProcessEvent(Func, nullptr);
Func->FunctionFlags = Flgs;
}
// Function FortniteGame.FortCheatManager.ToggleGameDifficultyHUD
// (Final, Exec, Native, Public)
void UFortCheatManager::ToggleGameDifficultyHUD()
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("FortCheatManager", "ToggleGameDifficultyHUD");
auto Flgs = Func->FunctionFlags;
Func->FunctionFlags |= 0x400;
UObject::ProcessEvent(Func, nullptr);
Func->FunctionFlags = Flgs;
}
// Function FortniteGame.FortCheatManager.ToggleIndestructibleKeep
// (Final, Exec, Native, Public)
void UFortCheatManager::ToggleIndestructibleKeep()
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("FortCheatManager", "ToggleIndestructibleKeep");
auto Flgs = Func->FunctionFlags;
Func->FunctionFlags |= 0x400;
UObject::ProcessEvent(Func, nullptr);
Func->FunctionFlags = Flgs;
}
// Function FortniteGame.FortCheatManager.ToggleInfiniteAmmo
// (Final, Exec, Native, Public)
void UFortCheatManager::ToggleInfiniteAmmo()
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("FortCheatManager", "ToggleInfiniteAmmo");
auto Flgs = Func->FunctionFlags;
Func->FunctionFlags |= 0x400;
UObject::ProcessEvent(Func, nullptr);
Func->FunctionFlags = Flgs;
}
// Function FortniteGame.FortCheatManager.ToggleInfiniteDurability
// (Final, Exec, Native, Public)
void UFortCheatManager::ToggleInfiniteDurability()
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("FortCheatManager", "ToggleInfiniteDurability");
auto Flgs = Func->FunctionFlags;
Func->FunctionFlags |= 0x400;
UObject::ProcessEvent(Func, nullptr);
Func->FunctionFlags = Flgs;
}
// Function FortniteGame.FortCheatManager.ToggleInfiniteStamina
// (Final, Exec, Native, Public)
void UFortCheatManager::ToggleInfiniteStamina()
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("FortCheatManager", "ToggleInfiniteStamina");
auto Flgs = Func->FunctionFlags;
Func->FunctionFlags |= 0x400;
UObject::ProcessEvent(Func, nullptr);
Func->FunctionFlags = Flgs;
}
// Function FortniteGame.FortCheatManager.ToggleIntensityGraph
// (Exec, Native, Public)
void UFortCheatManager::ToggleIntensityGraph()
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("FortCheatManager", "ToggleIntensityGraph");
auto Flgs = Func->FunctionFlags;
Func->FunctionFlags |= 0x400;
UObject::ProcessEvent(Func, nullptr);
Func->FunctionFlags = Flgs;
}
// Function FortniteGame.FortCheatManager.ToggleIntensityHUD
// (Final, Exec, Native, Public)
void UFortCheatManager::ToggleIntensityHUD()
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("FortCheatManager", "ToggleIntensityHUD");
auto Flgs = Func->FunctionFlags;
Func->FunctionFlags |= 0x400;
UObject::ProcessEvent(Func, nullptr);
Func->FunctionFlags = Flgs;
}
// Function FortniteGame.FortCheatManager.ToggleInteractTrace
// (Final, Exec, Native, Public)
void UFortCheatManager::ToggleInteractTrace()
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("FortCheatManager", "ToggleInteractTrace");
auto Flgs = Func->FunctionFlags;
Func->FunctionFlags |= 0x400;
UObject::ProcessEvent(Func, nullptr);
Func->FunctionFlags = Flgs;
}
// Function FortniteGame.FortCheatManager.ToggleInvincibleCornerstones
// (Final, Exec, Native, Public)
void UFortCheatManager::ToggleInvincibleCornerstones()
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("FortCheatManager", "ToggleInvincibleCornerstones");
auto Flgs = Func->FunctionFlags;
Func->FunctionFlags |= 0x400;
UObject::ProcessEvent(Func, nullptr);
Func->FunctionFlags = Flgs;
}
// Function FortniteGame.FortCheatManager.ToggleLogCharacterCustomization
// (Final, Exec, Native, Public)
void UFortCheatManager::ToggleLogCharacterCustomization()
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("FortCheatManager", "ToggleLogCharacterCustomization");
auto Flgs = Func->FunctionFlags;
Func->FunctionFlags |= 0x400;
UObject::ProcessEvent(Func, nullptr);
Func->FunctionFlags = Flgs;
}
// Function FortniteGame.FortCheatManager.ToggleMaxAIHUD
// (Final, Exec, Native, Public)
void UFortCheatManager::ToggleMaxAIHUD()
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("FortCheatManager", "ToggleMaxAIHUD");
auto Flgs = Func->FunctionFlags;
Func->FunctionFlags |= 0x400;
UObject::ProcessEvent(Func, nullptr);
Func->FunctionFlags = Flgs;
}
// Function FortniteGame.FortCheatManager.ToggleNoCoolDown
// (Final, Exec, Native, Public)
void UFortCheatManager::ToggleNoCoolDown()
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("FortCheatManager", "ToggleNoCoolDown");
auto Flgs = Func->FunctionFlags;
Func->FunctionFlags |= 0x400;
UObject::ProcessEvent(Func, nullptr);
Func->FunctionFlags = Flgs;
}
// Function FortniteGame.FortCheatManager.TogglePickupSpline
// (Final, Exec, Native, Public)
void UFortCheatManager::TogglePickupSpline()
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("FortCheatManager", "TogglePickupSpline");
auto Flgs = Func->FunctionFlags;
Func->FunctionFlags |= 0x400;
UObject::ProcessEvent(Func, nullptr);
Func->FunctionFlags = Flgs;
}
// Function FortniteGame.FortCheatManager.TogglePIDContributionsGraph
// (Exec, Native, Public)
void UFortCheatManager::TogglePIDContributionsGraph()
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("FortCheatManager", "TogglePIDContributionsGraph");
auto Flgs = Func->FunctionFlags;
Func->FunctionFlags |= 0x400;
UObject::ProcessEvent(Func, nullptr);
Func->FunctionFlags = Flgs;
}
// Function FortniteGame.FortCheatManager.TogglePIDValuesGraph
// (Exec, Native, Public)
void UFortCheatManager::TogglePIDValuesGraph()
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("FortCheatManager", "TogglePIDValuesGraph");
auto Flgs = Func->FunctionFlags;
Func->FunctionFlags |= 0x400;
UObject::ProcessEvent(Func, nullptr);
Func->FunctionFlags = Flgs;
}
// Function FortniteGame.FortCheatManager.TogglePlayerNames
// (Exec, Native, Public)
void UFortCheatManager::TogglePlayerNames()
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("FortCheatManager", "TogglePlayerNames");
auto Flgs = Func->FunctionFlags;
Func->FunctionFlags |= 0x400;
UObject::ProcessEvent(Func, nullptr);
Func->FunctionFlags = Flgs;
}
// Function FortniteGame.FortCheatManager.ToggleShotLogging
// (Final, Exec, Native, Public)
void UFortCheatManager::ToggleShotLogging()
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("FortCheatManager", "ToggleShotLogging");
auto Flgs = Func->FunctionFlags;
Func->FunctionFlags |= 0x400;
UObject::ProcessEvent(Func, nullptr);
Func->FunctionFlags = Flgs;
}
// Function FortniteGame.FortCheatManager.ToggleSpawnPATrolls
// (Final, Exec, Native, Public)
void UFortCheatManager::ToggleSpawnPATrolls()
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("FortCheatManager", "ToggleSpawnPATrolls");
auto Flgs = Func->FunctionFlags;
Func->FunctionFlags |= 0x400;
UObject::ProcessEvent(Func, nullptr);
Func->FunctionFlags = Flgs;
}
// Function FortniteGame.FortCheatManager.ToggleSpawnPointsHUD
// (Final, Exec, Native, Public)
void UFortCheatManager::ToggleSpawnPointsHUD()
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("FortCheatManager", "ToggleSpawnPointsHUD");
auto Flgs = Func->FunctionFlags;
Func->FunctionFlags |= 0x400;
UObject::ProcessEvent(Func, nullptr);
Func->FunctionFlags = Flgs;
}
// Function FortniteGame.FortCheatManager.ToggleTreeVisibility
// (Final, Exec, Native, Public)
void UFortCheatManager::ToggleTreeVisibility()
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("FortCheatManager", "ToggleTreeVisibility");
auto Flgs = Func->FunctionFlags;
Func->FunctionFlags |= 0x400;
UObject::ProcessEvent(Func, nullptr);
Func->FunctionFlags = Flgs;
}
// Function FortniteGame.FortCheatManager.ToggleUnlimitedHealth
// (Final, Exec, Native, Public)
void UFortCheatManager::ToggleUnlimitedHealth()
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("FortCheatManager", "ToggleUnlimitedHealth");
auto Flgs = Func->FunctionFlags;
Func->FunctionFlags |= 0x400;
UObject::ProcessEvent(Func, nullptr);
Func->FunctionFlags = Flgs;
}
// Function FortniteGame.FortCheatManager.ToggleUtilitiesGraph
// (Exec, Native, Public)
void UFortCheatManager::ToggleUtilitiesGraph()
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("FortCheatManager", "ToggleUtilitiesGraph");
auto Flgs = Func->FunctionFlags;
Func->FunctionFlags |= 0x400;
UObject::ProcessEvent(Func, nullptr);
Func->FunctionFlags = Flgs;
}
// Function FortniteGame.FortCheatManager.ToggleVoiceDebug
// (Final, Exec, Native, Public)
void UFortCheatManager::ToggleVoiceDebug()
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("FortCheatManager", "ToggleVoiceDebug");
auto Flgs = Func->FunctionFlags;
Func->FunctionFlags |= 0x400;
UObject::ProcessEvent(Func, nullptr);
Func->FunctionFlags = Flgs;
}
// Function FortniteGame.FortCheatManager.ToggleWalkOnWalls
// (Final, Exec, Native, Public)
void UFortCheatManager::ToggleWalkOnWalls()
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("FortCheatManager", "ToggleWalkOnWalls");
auto Flgs = Func->FunctionFlags;
Func->FunctionFlags |= 0x400;
UObject::ProcessEvent(Func, nullptr);
Func->FunctionFlags = Flgs;
}
// Function FortniteGame.FortCheatManager.TriggerOutOfStaminaFeedback
// (Final, Exec, Native, Public)
void UFortCheatManager::TriggerOutOfStaminaFeedback()
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("FortCheatManager", "TriggerOutOfStaminaFeedback");
auto Flgs = Func->FunctionFlags;
Func->FunctionFlags |= 0x400;
UObject::ProcessEvent(Func, nullptr);
Func->FunctionFlags = Flgs;
}
// Function FortniteGame.FortCheatManager.TutorialAddHidden
// (Final, Exec, Native, Public)
// Parameters:
// class FName Hidden (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
void UFortCheatManager::TutorialAddHidden(class FName Hidden)
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("FortCheatManager", "TutorialAddHidden");
Params::FortCheatManager_TutorialAddHidden Parms{};
Parms.Hidden = Hidden;
auto Flgs = Func->FunctionFlags;
Func->FunctionFlags |= 0x400;
UObject::ProcessEvent(Func, &Parms);
Func->FunctionFlags = Flgs;
}
// Function FortniteGame.FortCheatManager.TutorialAddHighlight
// (Final, Exec, Native, Public)
// Parameters:
// class FName Highlight (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
void UFortCheatManager::TutorialAddHighlight(class FName Highlight)
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("FortCheatManager", "TutorialAddHighlight");
Params::FortCheatManager_TutorialAddHighlight Parms{};
Parms.Highlight = Highlight;
auto Flgs = Func->FunctionFlags;
Func->FunctionFlags |= 0x400;
UObject::ProcessEvent(Func, &Parms);
Func->FunctionFlags = Flgs;
}
// Function FortniteGame.FortCheatManager.TutorialListAll
// (Final, Exec, Native, Public)
void UFortCheatManager::TutorialListAll()
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("FortCheatManager", "TutorialListAll");
auto Flgs = Func->FunctionFlags;
Func->FunctionFlags |= 0x400;
UObject::ProcessEvent(Func, nullptr);
Func->FunctionFlags = Flgs;
}
// Function FortniteGame.FortCheatManager.TutorialListHidden
// (Final, Exec, Native, Public)
void UFortCheatManager::TutorialListHidden()
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("FortCheatManager", "TutorialListHidden");
auto Flgs = Func->FunctionFlags;
Func->FunctionFlags |= 0x400;
UObject::ProcessEvent(Func, nullptr);
Func->FunctionFlags = Flgs;
}
// Function FortniteGame.FortCheatManager.TutorialListHighlights
// (Final, Exec, Native, Public)
void UFortCheatManager::TutorialListHighlights()
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("FortCheatManager", "TutorialListHighlights");
auto Flgs = Func->FunctionFlags;
Func->FunctionFlags |= 0x400;
UObject::ProcessEvent(Func, nullptr);
Func->FunctionFlags = Flgs;
}
// Function FortniteGame.FortCheatManager.TutorialRemoveHidden
// (Final, Exec, Native, Public)
// Parameters:
// class FName Hidden (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
void UFortCheatManager::TutorialRemoveHidden(class FName Hidden)
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("FortCheatManager", "TutorialRemoveHidden");
Params::FortCheatManager_TutorialRemoveHidden Parms{};
Parms.Hidden = Hidden;
auto Flgs = Func->FunctionFlags;
Func->FunctionFlags |= 0x400;
UObject::ProcessEvent(Func, &Parms);
Func->FunctionFlags = Flgs;
}
// Function FortniteGame.FortCheatManager.TutorialRemoveHighlight
// (Final, Exec, Native, Public)
// Parameters:
// class FName Highlight (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
void UFortCheatManager::TutorialRemoveHighlight(class FName Highlight)
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("FortCheatManager", "TutorialRemoveHighlight");
Params::FortCheatManager_TutorialRemoveHighlight Parms{};
Parms.Highlight = Highlight;
auto Flgs = Func->FunctionFlags;
Func->FunctionFlags |= 0x400;
UObject::ProcessEvent(Func, &Parms);
Func->FunctionFlags = Flgs;
}
// Function FortniteGame.FortCheatManager.UnbanPlayer
// (Final, Exec, Native, Public)
// Parameters:
// const class FString& PlayerName (Parm, ZeroConstructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
void UFortCheatManager::UnbanPlayer(const class FString& PlayerName)
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("FortCheatManager", "UnbanPlayer");
Params::FortCheatManager_UnbanPlayer Parms{};
Parms.PlayerName = std::move(PlayerName);
auto Flgs = Func->FunctionFlags;
Func->FunctionFlags |= 0x400;
UObject::ProcessEvent(Func, &Parms);
Func->FunctionFlags = Flgs;
}
// Function FortniteGame.FortCheatManager.UncoverMap
// (Final, Exec, Native, Public)
void UFortCheatManager::UncoverMap()
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("FortCheatManager", "UncoverMap");
auto Flgs = Func->FunctionFlags;
Func->FunctionFlags |= 0x400;
UObject::ProcessEvent(Func, nullptr);
Func->FunctionFlags = Flgs;
}
// Function FortniteGame.FortCheatManager.UnforceAILODs
// (Final, Exec, Native, Public)
void UFortCheatManager::UnforceAILODs()
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("FortCheatManager", "UnforceAILODs");
auto Flgs = Func->FunctionFlags;
Func->FunctionFlags |= 0x400;
UObject::ProcessEvent(Func, nullptr);
Func->FunctionFlags = Flgs;
}
// Function FortniteGame.FortCheatManager.UnlockAllZones
// (Final, Exec, Native, Public)
void UFortCheatManager::UnlockAllZones()
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("FortCheatManager", "UnlockAllZones");
auto Flgs = Func->FunctionFlags;
Func->FunctionFlags |= 0x400;
UObject::ProcessEvent(Func, nullptr);
Func->FunctionFlags = Flgs;
}
// Function FortniteGame.FortCheatManager.UpdateHomebaseGameplayEffects
// (Final, Exec, Native, Public)
void UFortCheatManager::UpdateHomebaseGameplayEffects()
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("FortCheatManager", "UpdateHomebaseGameplayEffects");
auto Flgs = Func->FunctionFlags;
Func->FunctionFlags |= 0x400;
UObject::ProcessEvent(Func, nullptr);
Func->FunctionFlags = Flgs;
}
// Function FortniteGame.FortCheatManager.ViewStuck
// (Final, Exec, Native, Public)
void UFortCheatManager::ViewStuck()
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("FortCheatManager", "ViewStuck");
auto Flgs = Func->FunctionFlags;
Func->FunctionFlags |= 0x400;
UObject::ProcessEvent(Func, nullptr);
Func->FunctionFlags = Flgs;
}
// Function FortniteGame.FortCheatManager.WannaGun
// (Final, Exec, Native, Public)
void UFortCheatManager::WannaGun()
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("FortCheatManager", "WannaGun");
auto Flgs = Func->FunctionFlags;
Func->FunctionFlags |= 0x400;
UObject::ProcessEvent(Func, nullptr);
Func->FunctionFlags = Flgs;
}
// Function FortniteGame.FortCheatManager.WriteLootReport
// (Final, Exec, Native, Public)
void UFortCheatManager::WriteLootReport()
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("FortCheatManager", "WriteLootReport");
auto Flgs = Func->FunctionFlags;
Func->FunctionFlags |= 0x400;
UObject::ProcessEvent(Func, nullptr);
Func->FunctionFlags = Flgs;
}
// Function FortniteGame.FortCheatManager.ListGadgets
// (Final, Exec, Native, Public, Const)
void UFortCheatManager::ListGadgets() const
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("FortCheatManager", "ListGadgets");
auto Flgs = Func->FunctionFlags;
Func->FunctionFlags |= 0x400;
UObject::ProcessEvent(Func, nullptr);
Func->FunctionFlags = Flgs;
}
// Function FortniteGame.FortCheatManager.ListTraps
// (Final, Exec, Native, Public, Const)
void UFortCheatManager::ListTraps() const
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("FortCheatManager", "ListTraps");
auto Flgs = Func->FunctionFlags;
Func->FunctionFlags |= 0x400;
UObject::ProcessEvent(Func, nullptr);
Func->FunctionFlags = Flgs;
}
// Function FortniteGame.FortCheatManager.ListWeapons
// (Final, Exec, Native, Public, Const)
void UFortCheatManager::ListWeapons() const
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("FortCheatManager", "ListWeapons");
auto Flgs = Func->FunctionFlags;
Func->FunctionFlags |= 0x400;
UObject::ProcessEvent(Func, nullptr);
Func->FunctionFlags = Flgs;
}
// Function FortniteGame.FortAbilityKit.GetDescription
// (Final, RequiredAPI, Native, Public, BlueprintCallable, BlueprintPure, Const)
// Parameters:
// TArray<class FText> ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, NativeAccessSpecifierPublic)
TArray<class FText> UFortAbilityKit::GetDescription() const
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("FortAbilityKit", "GetDescription");
Params::FortAbilityKit_GetDescription Parms{};
auto Flgs = Func->FunctionFlags;
Func->FunctionFlags |= 0x400;
UObject::ProcessEvent(Func, &Parms);
Func->FunctionFlags = Flgs;
return Parms.ReturnValue;
}
// Function FortniteGame.FortItem.CanBeDropped
// (Native, Public, BlueprintCallable, BlueprintPure, Const)
// Parameters:
// bool ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, NativeAccessSpecifierPublic)
bool UFortItem::CanBeDropped() const
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("FortItem", "CanBeDropped");
Params::FortItem_CanBeDropped Parms{};
auto Flgs = Func->FunctionFlags;
Func->FunctionFlags |= 0x400;
UObject::ProcessEvent(Func, &Parms);
Func->FunctionFlags = Flgs;
return Parms.ReturnValue;
}
// Function FortniteGame.FortItem.CanBeUnslotted
// (Native, Public, BlueprintCallable, BlueprintPure, Const)
// Parameters:
// bool ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, NativeAccessSpecifierPublic)
bool UFortItem::CanBeUnslotted() const
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("FortItem", "CanBeUnslotted");
Params::FortItem_CanBeUnslotted Parms{};
auto Flgs = Func->FunctionFlags;
Func->FunctionFlags |= 0x400;
UObject::ProcessEvent(Func, &Parms);
Func->FunctionFlags = Flgs;
return Parms.ReturnValue;
}
// Function FortniteGame.FortItem.CanBeUpgraded
// (Native, Public, BlueprintCallable, BlueprintPure, Const)
// Parameters:
// bool ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, NativeAccessSpecifierPublic)
bool UFortItem::CanBeUpgraded() const
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("FortItem", "CanBeUpgraded");
Params::FortItem_CanBeUpgraded Parms{};
auto Flgs = Func->FunctionFlags;
Func->FunctionFlags |= 0x400;
UObject::ProcessEvent(Func, &Parms);
Func->FunctionFlags = Flgs;
return Parms.ReturnValue;
}
// Function FortniteGame.FortItem.DoesMatchSearchString
// (Final, Native, Public, BlueprintCallable, BlueprintPure, Const)
// Parameters:
// const class FString& SearchString (Parm, ZeroConstructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// bool ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, NativeAccessSpecifierPublic)
bool UFortItem::DoesMatchSearchString(const class FString& SearchString) const
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("FortItem", "DoesMatchSearchString");
Params::FortItem_DoesMatchSearchString Parms{};
Parms.SearchString = std::move(SearchString);
auto Flgs = Func->FunctionFlags;
Func->FunctionFlags |= 0x400;
UObject::ProcessEvent(Func, &Parms);
Func->FunctionFlags = Flgs;
return Parms.ReturnValue;
}
// Function FortniteGame.FortItem.GetAlterations
// (Native, Public, BlueprintCallable, BlueprintPure, Const)
// Parameters:
// TArray<class UFortAlterationItemDefinition*>ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, NativeAccessSpecifierPublic)
TArray<class UFortAlterationItemDefinition*> UFortItem::GetAlterations() const
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("FortItem", "GetAlterations");
Params::FortItem_GetAlterations Parms{};
auto Flgs = Func->FunctionFlags;
Func->FunctionFlags |= 0x400;
UObject::ProcessEvent(Func, &Parms);
Func->FunctionFlags = Flgs;
return Parms.ReturnValue;
}
// Function FortniteGame.FortItem.GetAlterationSlotActivationRequirement
// (Native, Public, BlueprintCallable, BlueprintPure, Const)
// Parameters:
// int32 SlotIndex (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// class FText ReturnValue (Parm, OutParm, ReturnParm, NativeAccessSpecifierPublic)
class FText UFortItem::GetAlterationSlotActivationRequirement(int32 SlotIndex) const
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("FortItem", "GetAlterationSlotActivationRequirement");
Params::FortItem_GetAlterationSlotActivationRequirement Parms{};
Parms.SlotIndex = SlotIndex;
auto Flgs = Func->FunctionFlags;
Func->FunctionFlags |= 0x400;
UObject::ProcessEvent(Func, &Parms);
Func->FunctionFlags = Flgs;
return Parms.ReturnValue;
}
// Function FortniteGame.FortItem.GetCoolDownPercentageRemaining
// (Native, Public, BlueprintCallable, BlueprintPure, Const)
// Parameters:
// class AFortPlayerController* FortPC (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// float ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
float UFortItem::GetCoolDownPercentageRemaining(class AFortPlayerController* FortPC) const
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("FortItem", "GetCoolDownPercentageRemaining");
Params::FortItem_GetCoolDownPercentageRemaining Parms{};
Parms.FortPC = FortPC;
auto Flgs = Func->FunctionFlags;
Func->FunctionFlags |= 0x400;
UObject::ProcessEvent(Func, &Parms);
Func->FunctionFlags = Flgs;
return Parms.ReturnValue;
}
// Function FortniteGame.FortItem.GetCoolDownTimeRemaining
// (Native, Public, HasOutParams, BlueprintCallable, BlueprintPure, Const)
// Parameters:
// class AFortPlayerController* FortPC (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// float* CooldownDuration (Parm, OutParm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// float ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
float UFortItem::GetCoolDownTimeRemaining(class AFortPlayerController* FortPC, float* CooldownDuration) const
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("FortItem", "GetCoolDownTimeRemaining");
Params::FortItem_GetCoolDownTimeRemaining Parms{};
Parms.FortPC = FortPC;
auto Flgs = Func->FunctionFlags;
Func->FunctionFlags |= 0x400;
UObject::ProcessEvent(Func, &Parms);
Func->FunctionFlags = Flgs;
if (CooldownDuration != nullptr)
*CooldownDuration = Parms.CooldownDuration;
return Parms.ReturnValue;
}
// Function FortniteGame.FortItem.GetDescription
// (Native, Public, BlueprintCallable, BlueprintPure, Const)
// Parameters:
// class FText ReturnValue (Parm, OutParm, ReturnParm, NativeAccessSpecifierPublic)
class FText UFortItem::GetDescription() const
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("FortItem", "GetDescription");
Params::FortItem_GetDescription Parms{};
auto Flgs = Func->FunctionFlags;
Func->FunctionFlags |= 0x400;
UObject::ProcessEvent(Func, &Parms);
Func->FunctionFlags = Flgs;
return Parms.ReturnValue;
}
// Function FortniteGame.FortItem.GetDisplayName
// (Native, Public, BlueprintCallable, BlueprintPure, Const)
// Parameters:
// class FText ReturnValue (Parm, OutParm, ReturnParm, NativeAccessSpecifierPublic)
class FText UFortItem::GetDisplayName() const
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("FortItem", "GetDisplayName");
Params::FortItem_GetDisplayName Parms{};
auto Flgs = Func->FunctionFlags;
Func->FunctionFlags |= 0x400;
UObject::ProcessEvent(Func, &Parms);
Func->FunctionFlags = Flgs;
return Parms.ReturnValue;
}
// Function FortniteGame.FortItem.GetDurability
// (Native, Public, BlueprintCallable, BlueprintPure, Const)
// Parameters:
// float ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
float UFortItem::GetDurability() const
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("FortItem", "GetDurability");
Params::FortItem_GetDurability Parms{};
auto Flgs = Func->FunctionFlags;
Func->FunctionFlags |= 0x400;
UObject::ProcessEvent(Func, &Parms);
Func->FunctionFlags = Flgs;
return Parms.ReturnValue;
}
// Function FortniteGame.FortItem.GetFilterCategory
// (Native, Public, BlueprintCallable, BlueprintPure, Const)
// Parameters:
// EFortInventoryFilter ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
EFortInventoryFilter UFortItem::GetFilterCategory() const
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("FortItem", "GetFilterCategory");
Params::FortItem_GetFilterCategory Parms{};
auto Flgs = Func->FunctionFlags;
Func->FunctionFlags |= 0x400;
UObject::ProcessEvent(Func, &Parms);
Func->FunctionFlags = Flgs;
return Parms.ReturnValue;
}
// Function FortniteGame.FortItem.GetIconBrush
// (Native, Public, HasOutParams, BlueprintCallable, BlueprintPure, Const)
// Parameters:
// struct FSlateBrush* IconBrush (Parm, OutParm, NativeAccessSpecifierPublic)
// EFortBrushSize BrushSize (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
void UFortItem::GetIconBrush(struct FSlateBrush* IconBrush, EFortBrushSize BrushSize) const
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("FortItem", "GetIconBrush");
Params::FortItem_GetIconBrush Parms{};
Parms.BrushSize = BrushSize;
auto Flgs = Func->FunctionFlags;
Func->FunctionFlags |= 0x400;
UObject::ProcessEvent(Func, &Parms);
Func->FunctionFlags = Flgs;
if (IconBrush != nullptr)
*IconBrush = std::move(Parms.IconBrush);
}
// Function FortniteGame.FortItem.GetItemDefinitionBP
// (Final, Native, Public, BlueprintCallable, BlueprintPure, Const)
// Parameters:
// class UFortItemDefinition* ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
class UFortItemDefinition* UFortItem::GetItemDefinitionBP() const
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("FortItem", "GetItemDefinitionBP");
Params::FortItem_GetItemDefinitionBP Parms{};
auto Flgs = Func->FunctionFlags;
Func->FunctionFlags |= 0x400;
UObject::ProcessEvent(Func, &Parms);
Func->FunctionFlags = Flgs;
return Parms.ReturnValue;
}
// Function FortniteGame.FortItem.GetItemGuid
// (Native, Public, HasDefaults, BlueprintCallable, BlueprintPure, Const)
// Parameters:
// struct FGuid ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, NativeAccessSpecifierPublic)
struct FGuid UFortItem::GetItemGuid() const
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("FortItem", "GetItemGuid");
Params::FortItem_GetItemGuid Parms{};
auto Flgs = Func->FunctionFlags;
Func->FunctionFlags |= 0x400;
UObject::ProcessEvent(Func, &Parms);
Func->FunctionFlags = Flgs;
return Parms.ReturnValue;
}
// Function FortniteGame.FortItem.GetLevel
// (Native, Public, BlueprintCallable, BlueprintPure, Const)
// Parameters:
// int32 ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
int32 UFortItem::GetLevel() const
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("FortItem", "GetLevel");
Params::FortItem_GetLevel Parms{};
auto Flgs = Func->FunctionFlags;
Func->FunctionFlags |= 0x400;
UObject::ProcessEvent(Func, &Parms);
Func->FunctionFlags = Flgs;
return Parms.ReturnValue;
}
// Function FortniteGame.FortItem.GetLoadedAmmo
// (Native, Public, BlueprintCallable, BlueprintPure, Const)
// Parameters:
// int32 ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
int32 UFortItem::GetLoadedAmmo() const
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("FortItem", "GetLoadedAmmo");
Params::FortItem_GetLoadedAmmo Parms{};
auto Flgs = Func->FunctionFlags;
Func->FunctionFlags |= 0x400;
UObject::ProcessEvent(Func, &Parms);
Func->FunctionFlags = Flgs;
return Parms.ReturnValue;
}
// Function FortniteGame.FortItem.GetMaxLevel
// (Native, Public, BlueprintCallable, BlueprintPure, Const)
// Parameters:
// int32 ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
int32 UFortItem::GetMaxLevel() const
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("FortItem", "GetMaxLevel");
Params::FortItem_GetMaxLevel Parms{};
auto Flgs = Func->FunctionFlags;
Func->FunctionFlags |= 0x400;
UObject::ProcessEvent(Func, &Parms);
Func->FunctionFlags = Flgs;
return Parms.ReturnValue;
}
// Function FortniteGame.FortItem.GetNormalizedDurability
// (Native, Public, BlueprintCallable, BlueprintPure, Const)
// Parameters:
// float ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
float UFortItem::GetNormalizedDurability() const
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("FortItem", "GetNormalizedDurability");
Params::FortItem_GetNormalizedDurability Parms{};
auto Flgs = Func->FunctionFlags;
Func->FunctionFlags |= 0x400;
UObject::ProcessEvent(Func, &Parms);
Func->FunctionFlags = Flgs;
return Parms.ReturnValue;
}
// Function FortniteGame.FortItem.GetNumInStack
// (Native, Public, BlueprintCallable, BlueprintPure, Const)
// Parameters:
// int32 ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
int32 UFortItem::GetNumInStack() const
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("FortItem", "GetNumInStack");
Params::FortItem_GetNumInStack Parms{};
auto Flgs = Func->FunctionFlags;
Func->FunctionFlags |= 0x400;
UObject::ProcessEvent(Func, &Parms);
Func->FunctionFlags = Flgs;
return Parms.ReturnValue;
}
// Function FortniteGame.FortItem.GetPrimaryCategory
// (Native, Public, HasOutParams, BlueprintCallable, BlueprintPure, Const)
// Parameters:
// class FText* ItemCategoryText (Parm, OutParm, NativeAccessSpecifierPublic)
// bool ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, NativeAccessSpecifierPublic)
bool UFortItem::GetPrimaryCategory(class FText* ItemCategoryText) const
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("FortItem", "GetPrimaryCategory");
Params::FortItem_GetPrimaryCategory Parms{};
auto Flgs = Func->FunctionFlags;
Func->FunctionFlags |= 0x400;
UObject::ProcessEvent(Func, &Parms);
Func->FunctionFlags = Flgs;
if (ItemCategoryText != nullptr)
*ItemCategoryText = std::move(Parms.ItemCategoryText);
return Parms.ReturnValue;
}
// Function FortniteGame.FortItem.GetRarity
// (Final, Native, Public, BlueprintCallable, BlueprintPure, Const)
// Parameters:
// EFortRarity ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
EFortRarity UFortItem::GetRarity() const
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("FortItem", "GetRarity");
Params::FortItem_GetRarity Parms{};
auto Flgs = Func->FunctionFlags;
Func->FunctionFlags |= 0x400;
UObject::ProcessEvent(Func, &Parms);
Func->FunctionFlags = Flgs;
return Parms.ReturnValue;
}
// Function FortniteGame.FortItem.GetRarityColor
// (Native, Public, HasDefaults, BlueprintCallable, BlueprintPure, Const)
// Parameters:
// struct FLinearColor ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, NativeAccessSpecifierPublic)
struct FLinearColor UFortItem::GetRarityColor() const
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("FortItem", "GetRarityColor");
Params::FortItem_GetRarityColor Parms{};
auto Flgs = Func->FunctionFlags;
Func->FunctionFlags |= 0x400;
UObject::ProcessEvent(Func, &Parms);
Func->FunctionFlags = Flgs;
return Parms.ReturnValue;
}
// Function FortniteGame.FortItem.GetRaritySecondaryColor
// (Final, Native, Public, HasDefaults, BlueprintCallable, BlueprintPure, Const)
// Parameters:
// struct FLinearColor ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, NativeAccessSpecifierPublic)
struct FLinearColor UFortItem::GetRaritySecondaryColor() const
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("FortItem", "GetRaritySecondaryColor");
Params::FortItem_GetRaritySecondaryColor Parms{};
auto Flgs = Func->FunctionFlags;
Func->FunctionFlags |= 0x400;
UObject::ProcessEvent(Func, &Parms);
Func->FunctionFlags = Flgs;
return Parms.ReturnValue;
}
// Function FortniteGame.FortItem.GetRarityTextShadowColor
// (Native, Public, HasDefaults, BlueprintCallable, BlueprintPure, Const)
// Parameters:
// struct FLinearColor ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, NativeAccessSpecifierPublic)
struct FLinearColor UFortItem::GetRarityTextShadowColor() const
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("FortItem", "GetRarityTextShadowColor");
Params::FortItem_GetRarityTextShadowColor Parms{};
auto Flgs = Func->FunctionFlags;
Func->FunctionFlags |= 0x400;
UObject::ProcessEvent(Func, &Parms);
Func->FunctionFlags = Flgs;
return Parms.ReturnValue;
}
// Function FortniteGame.FortItem.GetRecycleValue
// (Native, Public, BlueprintCallable, BlueprintPure, Const)
// Parameters:
// int32 ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
int32 UFortItem::GetRecycleValue() const
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("FortItem", "GetRecycleValue");
Params::FortItem_GetRecycleValue Parms{};
auto Flgs = Func->FunctionFlags;
Func->FunctionFlags |= 0x400;
UObject::ProcessEvent(Func, &Parms);
Func->FunctionFlags = Flgs;
return Parms.ReturnValue;
}
// Function FortniteGame.FortItem.GetRemainingAmmo
// (Native, Public, BlueprintCallable, BlueprintPure, Const)
// Parameters:
// int32 ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
int32 UFortItem::GetRemainingAmmo() const
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("FortItem", "GetRemainingAmmo");
Params::FortItem_GetRemainingAmmo Parms{};
auto Flgs = Func->FunctionFlags;
Func->FunctionFlags |= 0x400;
UObject::ProcessEvent(Func, &Parms);
Func->FunctionFlags = Flgs;
return Parms.ReturnValue;
}
// Function FortniteGame.FortItem.GetSchematicCraftingResultBP
// (Final, Native, Public, BlueprintCallable, BlueprintPure, Const)
// Parameters:
// class UFortItemDefinition* ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
class UFortItemDefinition* UFortItem::GetSchematicCraftingResultBP() const
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("FortItem", "GetSchematicCraftingResultBP");
Params::FortItem_GetSchematicCraftingResultBP Parms{};
auto Flgs = Func->FunctionFlags;
Func->FunctionFlags |= 0x400;
UObject::ProcessEvent(Func, &Parms);
Func->FunctionFlags = Flgs;
return Parms.ReturnValue;
}
// Function FortniteGame.FortItem.GetSchematicResultType
// (Native, Public, BlueprintCallable, BlueprintPure, Const)
// Parameters:
// EFortItemType ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
EFortItemType UFortItem::GetSchematicResultType() const
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("FortItem", "GetSchematicResultType");
Params::FortItem_GetSchematicResultType Parms{};
auto Flgs = Func->FunctionFlags;
Func->FunctionFlags |= 0x400;
UObject::ProcessEvent(Func, &Parms);
Func->FunctionFlags = Flgs;
return Parms.ReturnValue;
}
// Function FortniteGame.FortItem.GetSearchTags
// (Native, Public, BlueprintCallable, BlueprintPure, Const)
// Parameters:
// class FText ReturnValue (Parm, OutParm, ReturnParm, NativeAccessSpecifierPublic)
class FText UFortItem::GetSearchTags() const
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("FortItem", "GetSearchTags");
Params::FortItem_GetSearchTags Parms{};
auto Flgs = Func->FunctionFlags;
Func->FunctionFlags |= 0x400;
UObject::ProcessEvent(Func, &Parms);
Func->FunctionFlags = Flgs;
return Parms.ReturnValue;
}
// Function FortniteGame.FortItem.GetSecondaryCategory
// (Native, Public, HasOutParams, BlueprintCallable, BlueprintPure, Const)
// Parameters:
// class FText* ItemCategoryText (Parm, OutParm, NativeAccessSpecifierPublic)
// struct FSlateBrush* ItemCategoryBrush (Parm, OutParm, NativeAccessSpecifierPublic)
// EFortBrushSize BrushSize (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// bool ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, NativeAccessSpecifierPublic)
bool UFortItem::GetSecondaryCategory(class FText* ItemCategoryText, struct FSlateBrush* ItemCategoryBrush, EFortBrushSize BrushSize) const
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("FortItem", "GetSecondaryCategory");
Params::FortItem_GetSecondaryCategory Parms{};
Parms.BrushSize = BrushSize;
auto Flgs = Func->FunctionFlags;
Func->FunctionFlags |= 0x400;
UObject::ProcessEvent(Func, &Parms);
Func->FunctionFlags = Flgs;
if (ItemCategoryText != nullptr)
*ItemCategoryText = std::move(Parms.ItemCategoryText);
if (ItemCategoryBrush != nullptr)
*ItemCategoryBrush = std::move(Parms.ItemCategoryBrush);
return Parms.ReturnValue;
}
// Function FortniteGame.FortItem.GetTertiaryCategory
// (Native, Public, HasOutParams, BlueprintCallable, BlueprintPure, Const)
// Parameters:
// class FText* ItemCategoryText (Parm, OutParm, NativeAccessSpecifierPublic)
// struct FSlateBrush* ItemCategoryBrush (Parm, OutParm, NativeAccessSpecifierPublic)
// EFortBrushSize BrushSize (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// bool ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, NativeAccessSpecifierPublic)
bool UFortItem::GetTertiaryCategory(class FText* ItemCategoryText, struct FSlateBrush* ItemCategoryBrush, EFortBrushSize BrushSize) const
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("FortItem", "GetTertiaryCategory");
Params::FortItem_GetTertiaryCategory Parms{};
Parms.BrushSize = BrushSize;
auto Flgs = Func->FunctionFlags;
Func->FunctionFlags |= 0x400;
UObject::ProcessEvent(Func, &Parms);
Func->FunctionFlags = Flgs;
if (ItemCategoryText != nullptr)
*ItemCategoryText = std::move(Parms.ItemCategoryText);
if (ItemCategoryBrush != nullptr)
*ItemCategoryBrush = std::move(Parms.ItemCategoryBrush);
return Parms.ReturnValue;
}
// Function FortniteGame.FortItem.GetTier
// (Final, Native, Public, BlueprintCallable, BlueprintPure, Const)
// Parameters:
// EFortItemTier ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
EFortItemTier UFortItem::GetTier() const
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("FortItem", "GetTier");
Params::FortItem_GetTier Parms{};
auto Flgs = Func->FunctionFlags;
Func->FunctionFlags |= 0x400;
UObject::ProcessEvent(Func, &Parms);
Func->FunctionFlags = Flgs;
return Parms.ReturnValue;
}
// Function FortniteGame.FortItem.GetType
// (Native, Public, BlueprintCallable, BlueprintPure, Const)
// Parameters:
// EFortItemType ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
EFortItemType UFortItem::GetType() const
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("FortItem", "GetType");
Params::FortItem_GetType Parms{};
auto Flgs = Func->FunctionFlags;
Func->FunctionFlags |= 0x400;
UObject::ProcessEvent(Func, &Parms);
Func->FunctionFlags = Flgs;
return Parms.ReturnValue;
}
// Function FortniteGame.FortItem.GetUpgradeCost
// (Native, Public, BlueprintCallable, BlueprintPure, Const)
// Parameters:
// int32 ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
int32 UFortItem::GetUpgradeCost() const
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("FortItem", "GetUpgradeCost");
Params::FortItem_GetUpgradeCost Parms{};
auto Flgs = Func->FunctionFlags;
Func->FunctionFlags |= 0x400;
UObject::ProcessEvent(Func, &Parms);
Func->FunctionFlags = Flgs;
return Parms.ReturnValue;
}
// Function FortniteGame.FortItem.HasDurability
// (Native, Public, BlueprintCallable, BlueprintPure, Const)
// Parameters:
// bool ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, NativeAccessSpecifierPublic)
bool UFortItem::HasDurability() const
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("FortItem", "HasDurability");
Params::FortItem_HasDurability Parms{};
auto Flgs = Func->FunctionFlags;
Func->FunctionFlags |= 0x400;
UObject::ProcessEvent(Func, &Parms);
Func->FunctionFlags = Flgs;
return Parms.ReturnValue;
}
// Function FortniteGame.FortItem.IsActivatable
// (Native, Public, BlueprintCallable, BlueprintPure, Const)
// Parameters:
// class AFortPlayerController* FortPC (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// bool ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, NativeAccessSpecifierPublic)
bool UFortItem::IsActivatable(class AFortPlayerController* FortPC) const
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("FortItem", "IsActivatable");
Params::FortItem_IsActivatable Parms{};
Parms.FortPC = FortPC;
auto Flgs = Func->FunctionFlags;
Func->FunctionFlags |= 0x400;
UObject::ProcessEvent(Func, &Parms);
Func->FunctionFlags = Flgs;
return Parms.ReturnValue;
}
// Function FortniteGame.FortItem.IsAlterationSlotActive
// (Native, Public, BlueprintCallable, BlueprintPure, Const)
// Parameters:
// int32 SlotIndex (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// bool ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, NativeAccessSpecifierPublic)
bool UFortItem::IsAlterationSlotActive(int32 SlotIndex) const
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("FortItem", "IsAlterationSlotActive");
Params::FortItem_IsAlterationSlotActive Parms{};
Parms.SlotIndex = SlotIndex;
auto Flgs = Func->FunctionFlags;
Func->FunctionFlags |= 0x400;
UObject::ProcessEvent(Func, &Parms);
Func->FunctionFlags = Flgs;
return Parms.ReturnValue;
}
// Function FortniteGame.FortItem.IsEquipable
// (Native, Public, BlueprintCallable, BlueprintPure, Const)
// Parameters:
// const class AFortPlayerController* EquippingPC (ConstParm, Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// bool ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, NativeAccessSpecifierPublic)
bool UFortItem::IsEquipable(const class AFortPlayerController* EquippingPC) const
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("FortItem", "IsEquipable");
Params::FortItem_IsEquipable Parms{};
Parms.EquippingPC = EquippingPC;
auto Flgs = Func->FunctionFlags;
Func->FunctionFlags |= 0x400;
UObject::ProcessEvent(Func, &Parms);
Func->FunctionFlags = Flgs;
return Parms.ReturnValue;
}
// Function FortniteGame.FortItem.IsEquipped
// (Native, Public, BlueprintCallable, BlueprintPure, Const)
// Parameters:
// bool ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, NativeAccessSpecifierPublic)
bool UFortItem::IsEquipped() const
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("FortItem", "IsEquipped");
Params::FortItem_IsEquipped Parms{};
auto Flgs = Func->FunctionFlags;
Func->FunctionFlags |= 0x400;
UObject::ProcessEvent(Func, &Parms);
Func->FunctionFlags = Flgs;
return Parms.ReturnValue;
}
// Function FortniteGame.FortItem.IsInBackpackOverflow
// (Native, Public, BlueprintCallable, BlueprintPure, Const)
// Parameters:
// bool ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, NativeAccessSpecifierPublic)
bool UFortItem::IsInBackpackOverflow() const
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("FortItem", "IsInBackpackOverflow");
Params::FortItem_IsInBackpackOverflow Parms{};
auto Flgs = Func->FunctionFlags;
Func->FunctionFlags |= 0x400;
UObject::ProcessEvent(Func, &Parms);
Func->FunctionFlags = Flgs;
return Parms.ReturnValue;
}
// Function FortniteGame.FortItem.IsInStorageVault
// (Native, Public, BlueprintCallable, BlueprintPure, Const)
// Parameters:
// bool ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, NativeAccessSpecifierPublic)
bool UFortItem::IsInStorageVault() const
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("FortItem", "IsInStorageVault");
Params::FortItem_IsInStorageVault Parms{};
auto Flgs = Func->FunctionFlags;
Func->FunctionFlags |= 0x400;
UObject::ProcessEvent(Func, &Parms);
Func->FunctionFlags = Flgs;
return Parms.ReturnValue;
}
// Function FortniteGame.FortItem.IsSchematic
// (Native, Public, BlueprintCallable, BlueprintPure, Const)
// Parameters:
// bool ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, NativeAccessSpecifierPublic)
bool UFortItem::IsSchematic() const
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("FortItem", "IsSchematic");
Params::FortItem_IsSchematic Parms{};
auto Flgs = Func->FunctionFlags;
Func->FunctionFlags |= 0x400;
UObject::ProcessEvent(Func, &Parms);
Func->FunctionFlags = Flgs;
return Parms.ReturnValue;
}
// Function FortniteGame.FortItem.IsSlotted
// (Native, Public, BlueprintCallable, BlueprintPure, Const)
// Parameters:
// bool ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, NativeAccessSpecifierPublic)
bool UFortItem::IsSlotted() const
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("FortItem", "IsSlotted");
Params::FortItem_IsSlotted Parms{};
auto Flgs = Func->FunctionFlags;
Func->FunctionFlags |= 0x400;
UObject::ProcessEvent(Func, &Parms);
Func->FunctionFlags = Flgs;
return Parms.ReturnValue;
}
// Function FortniteGame.FortDialogNotification.CloseTalkingHead
// (Final, BlueprintCosmetic, Native, Public, BlueprintCallable)
void AFortDialogNotification::CloseTalkingHead()
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("FortDialogNotification", "CloseTalkingHead");
auto Flgs = Func->FunctionFlags;
Func->FunctionFlags |= 0x400;
UObject::ProcessEvent(Func, nullptr);
Func->FunctionFlags = Flgs;
}
// Function FortniteGame.FortDialogNotification.OnDialogInterrupted
// (BlueprintCosmetic, Event, Public, BlueprintEvent)
void AFortDialogNotification::OnDialogInterrupted()
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("FortDialogNotification", "OnDialogInterrupted");
UObject::ProcessEvent(Func, nullptr);
}
// Function FortniteGame.FortDialogNotification.OpenTalkingHead
// (Final, BlueprintCosmetic, Native, Public, BlueprintCallable)
// Parameters:
// class UTexture2D* Image (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// const class FText& Title (Parm, NativeAccessSpecifierPublic)
void AFortDialogNotification::OpenTalkingHead(class UTexture2D* Image, const class FText& Title)
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("FortDialogNotification", "OpenTalkingHead");
Params::FortDialogNotification_OpenTalkingHead Parms{};
Parms.Image = Image;
Parms.Title = std::move(Title);
auto Flgs = Func->FunctionFlags;
Func->FunctionFlags |= 0x400;
UObject::ProcessEvent(Func, &Parms);
Func->FunctionFlags = Flgs;
}
// Function FortniteGame.FortAccountItem.HasBeenSeenLocally
// (Native, Public, BlueprintCallable, BlueprintPure, Const)
// Parameters:
// bool ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, NativeAccessSpecifierPublic)
bool UFortAccountItem::HasBeenSeenLocally() const
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("FortAccountItem", "HasBeenSeenLocally");
Params::FortAccountItem_HasBeenSeenLocally Parms{};
auto Flgs = Func->FunctionFlags;
Func->FunctionFlags |= 0x400;
UObject::ProcessEvent(Func, &Parms);
Func->FunctionFlags = Flgs;
return Parms.ReturnValue;
}
// Function FortniteGame.FortWorker.GetSecondaryCategory
// (Native, Public, HasOutParams, BlueprintCallable, BlueprintPure, Const)
// Parameters:
// class FText* ItemCategoryText (Parm, OutParm, NativeAccessSpecifierPublic)
// struct FSlateBrush* ItemCategoryBrush (Parm, OutParm, NativeAccessSpecifierPublic)
// EFortBrushSize BrushSize (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// bool ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, NativeAccessSpecifierPublic)
bool UFortWorker::GetSecondaryCategory(class FText* ItemCategoryText, struct FSlateBrush* ItemCategoryBrush, EFortBrushSize BrushSize) const
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("FortWorker", "GetSecondaryCategory");
Params::FortWorker_GetSecondaryCategory Parms{};
Parms.BrushSize = BrushSize;
auto Flgs = Func->FunctionFlags;
Func->FunctionFlags |= 0x400;
UObject::ProcessEvent(Func, &Parms);
Func->FunctionFlags = Flgs;
if (ItemCategoryText != nullptr)
*ItemCategoryText = std::move(Parms.ItemCategoryText);
if (ItemCategoryBrush != nullptr)
*ItemCategoryBrush = std::move(Parms.ItemCategoryBrush);
return Parms.ReturnValue;
}
// Function FortniteGame.FortWorker.GetTertiaryCategory
// (Native, Public, HasOutParams, BlueprintCallable, BlueprintPure, Const)
// Parameters:
// class FText* ItemCategoryText (Parm, OutParm, NativeAccessSpecifierPublic)
// struct FSlateBrush* ItemCategoryBrush (Parm, OutParm, NativeAccessSpecifierPublic)
// EFortBrushSize BrushSize (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// bool ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, NativeAccessSpecifierPublic)
bool UFortWorker::GetTertiaryCategory(class FText* ItemCategoryText, struct FSlateBrush* ItemCategoryBrush, EFortBrushSize BrushSize) const
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("FortWorker", "GetTertiaryCategory");
Params::FortWorker_GetTertiaryCategory Parms{};
Parms.BrushSize = BrushSize;
auto Flgs = Func->FunctionFlags;
Func->FunctionFlags |= 0x400;
UObject::ProcessEvent(Func, &Parms);
Func->FunctionFlags = Flgs;
if (ItemCategoryText != nullptr)
*ItemCategoryText = std::move(Parms.ItemCategoryText);
if (ItemCategoryBrush != nullptr)
*ItemCategoryBrush = std::move(Parms.ItemCategoryBrush);
return Parms.ReturnValue;
}
// Function FortniteGame.FortWorker.GetWorkerTypeBP
// (Final, Native, Public, BlueprintCallable, BlueprintPure, Const)
// Parameters:
// class UFortWorkerType* ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
class UFortWorkerType* UFortWorker::GetWorkerTypeBP() const
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("FortWorker", "GetWorkerTypeBP");
Params::FortWorker_GetWorkerTypeBP Parms{};
auto Flgs = Func->FunctionFlags;
Func->FunctionFlags |= 0x400;
UObject::ProcessEvent(Func, &Parms);
Func->FunctionFlags = Flgs;
return Parms.ReturnValue;
}
// Function FortniteGame.FortHero.GetHeroTypeBP
// (Final, Native, Public, BlueprintCallable, BlueprintPure, Const)
// Parameters:
// class UFortHeroType* ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
class UFortHeroType* UFortHero::GetHeroTypeBP() const
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("FortHero", "GetHeroTypeBP");
Params::FortHero_GetHeroTypeBP Parms{};
auto Flgs = Func->FunctionFlags;
Func->FunctionFlags |= 0x400;
UObject::ProcessEvent(Func, &Parms);
Func->FunctionFlags = Flgs;
return Parms.ReturnValue;
}
// Function FortniteGame.MyTownBuildingDefinitionData.GetBuildingTemplateId
// (Final, Native, Public, BlueprintCallable, BlueprintPure, Const)
// Parameters:
// class FString ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, HasGetValueTypeHash, NativeAccessSpecifierPublic)
class FString UMyTownBuildingDefinitionData::GetBuildingTemplateId() const
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("MyTownBuildingDefinitionData", "GetBuildingTemplateId");
Params::MyTownBuildingDefinitionData_GetBuildingTemplateId Parms{};
auto Flgs = Func->FunctionFlags;
Func->FunctionFlags |= 0x400;
UObject::ProcessEvent(Func, &Parms);
Func->FunctionFlags = Flgs;
return Parms.ReturnValue;
}
// Function FortniteGame.MyTownBuildingDefinitionData.GetDescription
// (Native, Public, BlueprintCallable, BlueprintPure, Const)
// Parameters:
// TArray<class FText> ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, NativeAccessSpecifierPublic)
TArray<class FText> UMyTownBuildingDefinitionData::GetDescription() const
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("MyTownBuildingDefinitionData", "GetDescription");
Params::MyTownBuildingDefinitionData_GetDescription Parms{};
auto Flgs = Func->FunctionFlags;
Func->FunctionFlags |= 0x400;
UObject::ProcessEvent(Func, &Parms);
Func->FunctionFlags = Flgs;
return Parms.ReturnValue;
}
// Function FortniteGame.FortMcpContext.ApplyAlteration
// (Final, Native, Public, BlueprintCallable)
// Parameters:
// class UFortAlterableItem* Item (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// class UFortAlterationItem* AlterationToApply (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
void UFortMcpContext::ApplyAlteration(class UFortAlterableItem* Item, class UFortAlterationItem* AlterationToApply)
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("FortMcpContext", "ApplyAlteration");
Params::FortMcpContext_ApplyAlteration Parms{};
Parms.Item = Item;
Parms.AlterationToApply = AlterationToApply;
auto Flgs = Func->FunctionFlags;
Func->FunctionFlags |= 0x400;
UObject::ProcessEvent(Func, &Parms);
Func->FunctionFlags = Flgs;
}
// Function FortniteGame.FortMcpContext.CancelEpicPurchasingDisplay
// (Final, Native, Public, BlueprintCallable)
void UFortMcpContext::CancelEpicPurchasingDisplay()
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("FortMcpContext", "CancelEpicPurchasingDisplay");
auto Flgs = Func->FunctionFlags;
Func->FunctionFlags |= 0x400;
UObject::ProcessEvent(Func, nullptr);
Func->FunctionFlags = Flgs;
}
// Function FortniteGame.FortMcpContext.ListMtxPackages
// (Final, Native, Public, HasOutParams, BlueprintCallable)
// Parameters:
// const TDelegate<void(const TArray<struct FMtxPackage>& Offers)>&Callback (ConstParm, Parm, OutParm, ZeroConstructor, ReferenceParm, NoDestructor, NativeAccessSpecifierPublic)
void UFortMcpContext::ListMtxPackages(const TDelegate<void(const TArray<struct FMtxPackage>& Offers)>& Callback)
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("FortMcpContext", "ListMtxPackages");
Params::FortMcpContext_ListMtxPackages Parms{};
Parms.Callback = Callback;
auto Flgs = Func->FunctionFlags;
Func->FunctionFlags |= 0x400;
UObject::ProcessEvent(Func, &Parms);
Func->FunctionFlags = Flgs;
}
// Function FortniteGame.FortMcpContext.MarkItemSeen
// (Final, Native, Public, BlueprintCallable)
// Parameters:
// const class UFortAccountItem* ItemToMarkSeen (ConstParm, Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
void UFortMcpContext::MarkItemSeen(const class UFortAccountItem* ItemToMarkSeen)
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("FortMcpContext", "MarkItemSeen");
Params::FortMcpContext_MarkItemSeen Parms{};
Parms.ItemToMarkSeen = ItemToMarkSeen;
auto Flgs = Func->FunctionFlags;
Func->FunctionFlags |= 0x400;
UObject::ProcessEvent(Func, &Parms);
Func->FunctionFlags = Flgs;
}
// Function FortniteGame.FortMcpContext.PurchaseRealMoneyCatalogEntry
// (Final, Native, Public, HasOutParams, BlueprintCallable)
// Parameters:
// const class FString& OfferId (Parm, ZeroConstructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// const TDelegate<void(bool bSuccess)>& Callback (ConstParm, Parm, OutParm, ZeroConstructor, ReferenceParm, NoDestructor, NativeAccessSpecifierPublic)
void UFortMcpContext::PurchaseRealMoneyCatalogEntry(const class FString& OfferId, const TDelegate<void(bool bSuccess)>& Callback)
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("FortMcpContext", "PurchaseRealMoneyCatalogEntry");
Params::FortMcpContext_PurchaseRealMoneyCatalogEntry Parms{};
Parms.OfferId = std::move(OfferId);
Parms.Callback = Callback;
auto Flgs = Func->FunctionFlags;
Func->FunctionFlags |= 0x400;
UObject::ProcessEvent(Func, &Parms);
Func->FunctionFlags = Flgs;
}
// Function FortniteGame.FortMcpContext.RecycleItem
// (Final, Native, Public, BlueprintCallable)
// Parameters:
// const class UFortItem* ItemToRecycle (ConstParm, Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
void UFortMcpContext::RecycleItem(const class UFortItem* ItemToRecycle)
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("FortMcpContext", "RecycleItem");
Params::FortMcpContext_RecycleItem Parms{};
Parms.ItemToRecycle = ItemToRecycle;
auto Flgs = Func->FunctionFlags;
Func->FunctionFlags |= 0x400;
UObject::ProcessEvent(Func, &Parms);
Func->FunctionFlags = Flgs;
}
// Function FortniteGame.FortMcpContext.RegisterForEpicPurchasingDisplay
// (Final, Native, Public, HasOutParams, BlueprintCallable)
// Parameters:
// const TDelegate<void(class UWidget* WebWidget, const class FString& OfferId)>&DisplayCallback (ConstParm, Parm, OutParm, ZeroConstructor, ReferenceParm, NoDestructor, NativeAccessSpecifierPublic)
// const TDelegate<void()>& DismissCallback (ConstParm, Parm, OutParm, ZeroConstructor, ReferenceParm, NoDestructor, NativeAccessSpecifierPublic)
void UFortMcpContext::RegisterForEpicPurchasingDisplay(const TDelegate<void(class UWidget* WebWidget, const class FString& OfferId)>& DisplayCallback, const TDelegate<void()>& DismissCallback)
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("FortMcpContext", "RegisterForEpicPurchasingDisplay");
Params::FortMcpContext_RegisterForEpicPurchasingDisplay Parms{};
Parms.DisplayCallback = DisplayCallback;
Parms.DismissCallback = DismissCallback;
auto Flgs = Func->FunctionFlags;
Func->FunctionFlags |= 0x400;
UObject::ProcessEvent(Func, &Parms);
Func->FunctionFlags = Flgs;
}
// Function FortniteGame.FortMcpContext.UpgradeItem
// (Final, Native, Public, BlueprintCallable)
// Parameters:
// const class UFortItem* ItemToUpgrade (ConstParm, Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
void UFortMcpContext::UpgradeItem(const class UFortItem* ItemToUpgrade)
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("FortMcpContext", "UpgradeItem");
Params::FortMcpContext_UpgradeItem Parms{};
Parms.ItemToUpgrade = ItemToUpgrade;
auto Flgs = Func->FunctionFlags;
Func->FunctionFlags |= 0x400;
UObject::ProcessEvent(Func, &Parms);
Func->FunctionFlags = Flgs;
}
// Function FortniteGame.FortMcpContext.GetAccountItemWithDefinition
// (Final, Native, Public, BlueprintCallable, BlueprintPure, Const)
// Parameters:
// const class UFortAccountItemDefinition* AccountItemDefinition (ConstParm, Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// class UFortAccountItem* ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
class UFortAccountItem* UFortMcpContext::GetAccountItemWithDefinition(const class UFortAccountItemDefinition* AccountItemDefinition) const
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("FortMcpContext", "GetAccountItemWithDefinition");
Params::FortMcpContext_GetAccountItemWithDefinition Parms{};
Parms.AccountItemDefinition = AccountItemDefinition;
auto Flgs = Func->FunctionFlags;
Func->FunctionFlags |= 0x400;
UObject::ProcessEvent(Func, &Parms);
Func->FunctionFlags = Flgs;
return Parms.ReturnValue;
}
// Function FortniteGame.FortMcpContext.GetAllAlterations
// (Final, Native, Public, HasOutParams, BlueprintCallable, BlueprintPure, Const)
// Parameters:
// TArray<class UFortAlterationItem*>* OutAlterations (Parm, OutParm, ZeroConstructor, NativeAccessSpecifierPublic)
// EFortAlteration InAlterationType (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
void UFortMcpContext::GetAllAlterations(TArray<class UFortAlterationItem*>* OutAlterations, EFortAlteration InAlterationType) const
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("FortMcpContext", "GetAllAlterations");
Params::FortMcpContext_GetAllAlterations Parms{};
Parms.InAlterationType = InAlterationType;
auto Flgs = Func->FunctionFlags;
Func->FunctionFlags |= 0x400;
UObject::ProcessEvent(Func, &Parms);
Func->FunctionFlags = Flgs;
if (OutAlterations != nullptr)
*OutAlterations = std::move(Parms.OutAlterations);
}
// Function FortniteGame.FortMcpContext.GetAllHeroes
// (Final, Native, Public, HasOutParams, BlueprintCallable, BlueprintPure, Const)
// Parameters:
// TArray<class UFortHero*>* Result (Parm, OutParm, ZeroConstructor, NativeAccessSpecifierPublic)
void UFortMcpContext::GetAllHeroes(TArray<class UFortHero*>* Result) const
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("FortMcpContext", "GetAllHeroes");
Params::FortMcpContext_GetAllHeroes Parms{};
auto Flgs = Func->FunctionFlags;
Func->FunctionFlags |= 0x400;
UObject::ProcessEvent(Func, &Parms);
Func->FunctionFlags = Flgs;
if (Result != nullptr)
*Result = std::move(Parms.Result);
}
// Function FortniteGame.FortMcpContext.GetCurrentlyViewedAccountInfo
// (Final, Native, Public, HasOutParams, BlueprintCallable, BlueprintPure, Const)
// Parameters:
// struct FFortPublicAccountInfo* Result (Parm, OutParm, NativeAccessSpecifierPublic)
void UFortMcpContext::GetCurrentlyViewedAccountInfo(struct FFortPublicAccountInfo* Result) const
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("FortMcpContext", "GetCurrentlyViewedAccountInfo");
Params::FortMcpContext_GetCurrentlyViewedAccountInfo Parms{};
auto Flgs = Func->FunctionFlags;
Func->FunctionFlags |= 0x400;
UObject::ProcessEvent(Func, &Parms);
Func->FunctionFlags = Flgs;
if (Result != nullptr)
*Result = std::move(Parms.Result);
}
// Function FortniteGame.FortMcpContext.GetDefaultHero
// (Final, Native, Public, BlueprintCallable, BlueprintPure, Const)
// Parameters:
// class UFortHero* ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
class UFortHero* UFortMcpContext::GetDefaultHero() const
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("FortMcpContext", "GetDefaultHero");
Params::FortMcpContext_GetDefaultHero Parms{};
auto Flgs = Func->FunctionFlags;
Func->FunctionFlags |= 0x400;
UObject::ProcessEvent(Func, &Parms);
Func->FunctionFlags = Flgs;
return Parms.ReturnValue;
}
// Function FortniteGame.FortMcpContext.GetHomeBaseInfo
// (Final, Native, Public, HasOutParams, BlueprintCallable, BlueprintPure, Const)
// Parameters:
// struct FFortHomeBaseInfo* Result (Parm, OutParm, NativeAccessSpecifierPublic)
void UFortMcpContext::GetHomeBaseInfo(struct FFortHomeBaseInfo* Result) const
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("FortMcpContext", "GetHomeBaseInfo");
Params::FortMcpContext_GetHomeBaseInfo Parms{};
auto Flgs = Func->FunctionFlags;
Func->FunctionFlags |= 0x400;
UObject::ProcessEvent(Func, &Parms);
Func->FunctionFlags = Flgs;
if (Result != nullptr)
*Result = std::move(Parms.Result);
}
// Function FortniteGame.FortMcpContext.GetHomeBaseInfoForPlayer
// (Final, Native, Public, HasOutParams, BlueprintCallable, BlueprintPure, Const)
// Parameters:
// struct FFortHomeBaseInfo* Result (Parm, OutParm, NativeAccessSpecifierPublic)
// const struct FUniqueNetIdRepl& MemberUniqueId (Parm, NativeAccessSpecifierPublic)
void UFortMcpContext::GetHomeBaseInfoForPlayer(struct FFortHomeBaseInfo* Result, const struct FUniqueNetIdRepl& MemberUniqueId) const
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("FortMcpContext", "GetHomeBaseInfoForPlayer");
Params::FortMcpContext_GetHomeBaseInfoForPlayer Parms{};
Parms.MemberUniqueId = std::move(MemberUniqueId);
auto Flgs = Func->FunctionFlags;
Func->FunctionFlags |= 0x400;
UObject::ProcessEvent(Func, &Parms);
Func->FunctionFlags = Flgs;
if (Result != nullptr)
*Result = std::move(Parms.Result);
}
// Function FortniteGame.FortMcpContext.GetLocalAccountInfo
// (Final, Native, Public, HasOutParams, BlueprintCallable, BlueprintPure, Const)
// Parameters:
// struct FFortPrivateAccountInfo* Result (Parm, OutParm, NativeAccessSpecifierPublic)
void UFortMcpContext::GetLocalAccountInfo(struct FFortPrivateAccountInfo* Result) const
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("FortMcpContext", "GetLocalAccountInfo");
Params::FortMcpContext_GetLocalAccountInfo Parms{};
auto Flgs = Func->FunctionFlags;
Func->FunctionFlags |= 0x400;
UObject::ProcessEvent(Func, &Parms);
Func->FunctionFlags = Flgs;
if (Result != nullptr)
*Result = std::move(Parms.Result);
}
// Function FortniteGame.FortMcpContext.GetPersonnelXpBalance
// (Final, Native, Public, BlueprintCallable, BlueprintPure, Const)
// Parameters:
// int32 ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
int32 UFortMcpContext::GetPersonnelXpBalance() const
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("FortMcpContext", "GetPersonnelXpBalance");
Params::FortMcpContext_GetPersonnelXpBalance Parms{};
auto Flgs = Func->FunctionFlags;
Func->FunctionFlags |= 0x400;
UObject::ProcessEvent(Func, &Parms);
Func->FunctionFlags = Flgs;
return Parms.ReturnValue;
}
// Function FortniteGame.FortMcpContext.GetSchematicXpBalance
// (Final, Native, Public, BlueprintCallable, BlueprintPure, Const)
// Parameters:
// int32 ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
int32 UFortMcpContext::GetSchematicXpBalance() const
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("FortMcpContext", "GetSchematicXpBalance");
Params::FortMcpContext_GetSchematicXpBalance Parms{};
auto Flgs = Func->FunctionFlags;
Func->FunctionFlags |= 0x400;
UObject::ProcessEvent(Func, &Parms);
Func->FunctionFlags = Flgs;
return Parms.ReturnValue;
}
// Function FortniteGame.FortMcpContext.IsDailyRewardAvailable
// (Final, Native, Public, HasOutParams, BlueprintCallable, BlueprintPure, Const)
// Parameters:
// float* OutSecondsUntilNextReward (Parm, OutParm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// bool* OutRewardAvailable (Parm, OutParm, ZeroConstructor, IsPlainOldData, NoDestructor, NativeAccessSpecifierPublic)
// bool ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, NativeAccessSpecifierPublic)
bool UFortMcpContext::IsDailyRewardAvailable(float* OutSecondsUntilNextReward, bool* OutRewardAvailable) const
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("FortMcpContext", "IsDailyRewardAvailable");
Params::FortMcpContext_IsDailyRewardAvailable Parms{};
auto Flgs = Func->FunctionFlags;
Func->FunctionFlags |= 0x400;
UObject::ProcessEvent(Func, &Parms);
Func->FunctionFlags = Flgs;
if (OutSecondsUntilNextReward != nullptr)
*OutSecondsUntilNextReward = Parms.OutSecondsUntilNextReward;
if (OutRewardAvailable != nullptr)
*OutRewardAvailable = Parms.OutRewardAvailable;
return Parms.ReturnValue;
}
// Function FortniteGame.FortMcpContext.IsLocalPlayersUniqueID
// (Final, Native, Public, HasOutParams, BlueprintCallable, BlueprintPure, Const)
// Parameters:
// const struct FUniqueNetIdRepl& PlayerID (ConstParm, Parm, OutParm, ReferenceParm, NativeAccessSpecifierPublic)
// bool ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, NativeAccessSpecifierPublic)
bool UFortMcpContext::IsLocalPlayersUniqueID(const struct FUniqueNetIdRepl& PlayerID) const
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("FortMcpContext", "IsLocalPlayersUniqueID");
Params::FortMcpContext_IsLocalPlayersUniqueID Parms{};
Parms.PlayerID = std::move(PlayerID);
auto Flgs = Func->FunctionFlags;
Func->FunctionFlags |= 0x400;
UObject::ProcessEvent(Func, &Parms);
Func->FunctionFlags = Flgs;
return Parms.ReturnValue;
}
// Function FortniteGame.FortOutpostContext.DepositPOSTResource
// (Final, Native, Public, BlueprintCallable)
// Parameters:
// const class UFortItemDefinition* ResourceItem (ConstParm, Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// int32 Count (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
void UFortOutpostContext::DepositPOSTResource(const class UFortItemDefinition* ResourceItem, int32 Count)
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("FortOutpostContext", "DepositPOSTResource");
Params::FortOutpostContext_DepositPOSTResource Parms{};
Parms.ResourceItem = ResourceItem;
Parms.Count = Count;
auto Flgs = Func->FunctionFlags;
Func->FunctionFlags |= 0x400;
UObject::ProcessEvent(Func, &Parms);
Func->FunctionFlags = Flgs;
}
// Function FortniteGame.FortOutpostContext.IncreaseOutpostPrestigeLevel
// (Final, Native, Public, BlueprintCallable)
void UFortOutpostContext::IncreaseOutpostPrestigeLevel()
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("FortOutpostContext", "IncreaseOutpostPrestigeLevel");
auto Flgs = Func->FunctionFlags;
Func->FunctionFlags |= 0x400;
UObject::ProcessEvent(Func, nullptr);
Func->FunctionFlags = Flgs;
}
// Function FortniteGame.FortOutpostContext.UpgradePOST
// (Final, Native, Public, BlueprintCallable)
void UFortOutpostContext::UpgradePOST()
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("FortOutpostContext", "UpgradePOST");
auto Flgs = Func->FunctionFlags;
Func->FunctionFlags |= 0x400;
UObject::ProcessEvent(Func, nullptr);
Func->FunctionFlags = Flgs;
}
// Function FortniteGame.FortOutpostContext.UpgradeStructure
// (Final, Native, Public, BlueprintCallable)
// Parameters:
// class UFortOutpostItemDefinition* StructureToUpgrade (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
void UFortOutpostContext::UpgradeStructure(class UFortOutpostItemDefinition* StructureToUpgrade)
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("FortOutpostContext", "UpgradeStructure");
Params::FortOutpostContext_UpgradeStructure Parms{};
Parms.StructureToUpgrade = StructureToUpgrade;
auto Flgs = Func->FunctionFlags;
Func->FunctionFlags |= 0x400;
UObject::ProcessEvent(Func, &Parms);
Func->FunctionFlags = Flgs;
}
// Function FortniteGame.FortOutpostContext.CanUpgradePOST
// (Final, Native, Public, BlueprintCallable, BlueprintPure, Const)
// Parameters:
// bool ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, NativeAccessSpecifierPublic)
bool UFortOutpostContext::CanUpgradePOST() const
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("FortOutpostContext", "CanUpgradePOST");
Params::FortOutpostContext_CanUpgradePOST Parms{};
auto Flgs = Func->FunctionFlags;
Func->FunctionFlags |= 0x400;
UObject::ProcessEvent(Func, &Parms);
Func->FunctionFlags = Flgs;
return Parms.ReturnValue;
}
// Function FortniteGame.FortOutpostContext.CanUpgradeStructure
// (Final, Native, Public, BlueprintCallable, BlueprintPure, Const)
// Parameters:
// class UFortOutpostItemDefinition* OutpostStructure (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// bool bLog (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, NativeAccessSpecifierPublic)
// bool ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, NativeAccessSpecifierPublic)
bool UFortOutpostContext::CanUpgradeStructure(class UFortOutpostItemDefinition* OutpostStructure, bool bLog) const
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("FortOutpostContext", "CanUpgradeStructure");
Params::FortOutpostContext_CanUpgradeStructure Parms{};
Parms.OutpostStructure = OutpostStructure;
Parms.bLog = bLog;
auto Flgs = Func->FunctionFlags;
Func->FunctionFlags |= 0x400;
UObject::ProcessEvent(Func, &Parms);
Func->FunctionFlags = Flgs;
return Parms.ReturnValue;
}
// Function FortniteGame.FortOutpostContext.GetHarvestingToolForLevel
// (Final, Native, Public, BlueprintCallable, BlueprintPure, Const)
// Parameters:
// int32 InHarvestingOptimizerLevel (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// class UFortWorldItemDefinition* ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
class UFortWorldItemDefinition* UFortOutpostContext::GetHarvestingToolForLevel(int32 InHarvestingOptimizerLevel) const
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("FortOutpostContext", "GetHarvestingToolForLevel");
Params::FortOutpostContext_GetHarvestingToolForLevel Parms{};
Parms.InHarvestingOptimizerLevel = InHarvestingOptimizerLevel;
auto Flgs = Func->FunctionFlags;
Func->FunctionFlags |= 0x400;
UObject::ProcessEvent(Func, &Parms);
Func->FunctionFlags = Flgs;
return Parms.ReturnValue;
}
// Function FortniteGame.FortOutpostContext.GetNextPOSTLevelRequirements
// (Final, Native, Public, BlueprintCallable, BlueprintPure, Const)
// Parameters:
// TArray<class UOutpostPOSTRequirementData*>ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, NativeAccessSpecifierPublic)
TArray<class UOutpostPOSTRequirementData*> UFortOutpostContext::GetNextPOSTLevelRequirements() const
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("FortOutpostContext", "GetNextPOSTLevelRequirements");
Params::FortOutpostContext_GetNextPOSTLevelRequirements Parms{};
auto Flgs = Func->FunctionFlags;
Func->FunctionFlags |= 0x400;
UObject::ProcessEvent(Func, &Parms);
Func->FunctionFlags = Flgs;
return Parms.ReturnValue;
}
// Function FortniteGame.FortOutpostContext.GetOutpostPrestigeLevel
// (Final, Native, Public, BlueprintCallable, BlueprintPure, Const)
// Parameters:
// int32 ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
int32 UFortOutpostContext::GetOutpostPrestigeLevel() const
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("FortOutpostContext", "GetOutpostPrestigeLevel");
Params::FortOutpostContext_GetOutpostPrestigeLevel Parms{};
auto Flgs = Func->FunctionFlags;
Func->FunctionFlags |= 0x400;
UObject::ProcessEvent(Func, &Parms);
Func->FunctionFlags = Flgs;
return Parms.ReturnValue;
}
// Function FortniteGame.FortOutpostContext.GetOutpostStructure
// (Final, Native, Public, BlueprintCallable, BlueprintPure, Const)
// Parameters:
// class UFortOutpostItemDefinition* OutpostStructure (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// class AOutpostStructureBase* ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
class AOutpostStructureBase* UFortOutpostContext::GetOutpostStructure(class UFortOutpostItemDefinition* OutpostStructure) const
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("FortOutpostContext", "GetOutpostStructure");
Params::FortOutpostContext_GetOutpostStructure Parms{};
Parms.OutpostStructure = OutpostStructure;
auto Flgs = Func->FunctionFlags;
Func->FunctionFlags |= 0x400;
UObject::ProcessEvent(Func, &Parms);
Func->FunctionFlags = Flgs;
return Parms.ReturnValue;
}
// Function FortniteGame.FortOutpostContext.GetPOSTBuildingHealthMod
// (Final, Native, Public, BlueprintCallable, BlueprintPure, Const)
// Parameters:
// int32 POSTLevel (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// float ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
float UFortOutpostContext::GetPOSTBuildingHealthMod(int32 POSTLevel) const
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("FortOutpostContext", "GetPOSTBuildingHealthMod");
Params::FortOutpostContext_GetPOSTBuildingHealthMod Parms{};
Parms.POSTLevel = POSTLevel;
auto Flgs = Func->FunctionFlags;
Func->FunctionFlags |= 0x400;
UObject::ProcessEvent(Func, &Parms);
Func->FunctionFlags = Flgs;
return Parms.ReturnValue;
}
// Function FortniteGame.FortOutpostContext.GetStormShieldLevelDefended
// (Final, Native, Public, BlueprintCallable, BlueprintPure, Const)
// Parameters:
// int32 ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
int32 UFortOutpostContext::GetStormShieldLevelDefended() const
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("FortOutpostContext", "GetStormShieldLevelDefended");
Params::FortOutpostContext_GetStormShieldLevelDefended Parms{};
auto Flgs = Func->FunctionFlags;
Func->FunctionFlags |= 0x400;
UObject::ProcessEvent(Func, &Parms);
Func->FunctionFlags = Flgs;
return Parms.ReturnValue;
}
// Function FortniteGame.FortOutpostContext.GetStructureLevel
// (Final, Native, Public, BlueprintCallable, BlueprintPure, Const)
// Parameters:
// class UFortOutpostItemDefinition* OutpostStructure (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// int32 ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
int32 UFortOutpostContext::GetStructureLevel(class UFortOutpostItemDefinition* OutpostStructure) const
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("FortOutpostContext", "GetStructureLevel");
Params::FortOutpostContext_GetStructureLevel Parms{};
Parms.OutpostStructure = OutpostStructure;
auto Flgs = Func->FunctionFlags;
Func->FunctionFlags |= 0x400;
UObject::ProcessEvent(Func, &Parms);
Func->FunctionFlags = Flgs;
return Parms.ReturnValue;
}
// Function FortniteGame.FortOutpostContext.GetStructureMaxLevel
// (Final, Native, Public, BlueprintCallable, BlueprintPure, Const)
// Parameters:
// class UFortOutpostItemDefinition* OutpostStructure (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// int32 ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
int32 UFortOutpostContext::GetStructureMaxLevel(class UFortOutpostItemDefinition* OutpostStructure) const
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("FortOutpostContext", "GetStructureMaxLevel");
Params::FortOutpostContext_GetStructureMaxLevel Parms{};
Parms.OutpostStructure = OutpostStructure;
auto Flgs = Func->FunctionFlags;
Func->FunctionFlags |= 0x400;
UObject::ProcessEvent(Func, &Parms);
Func->FunctionFlags = Flgs;
return Parms.ReturnValue;
}
// Function FortniteGame.FortOutpostContext.GetUpgradeStructureCost
// (Final, Native, Public, HasOutParams, BlueprintCallable, BlueprintPure, Const)
// Parameters:
// class UFortOutpostItemDefinition* OutpostStructure (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// TArray<struct FFortItemQuantityPair>* OutWorldItems (Parm, OutParm, ZeroConstructor, NativeAccessSpecifierPublic)
// TArray<struct FFortItemQuantityPair>* OutAccountItems (Parm, OutParm, ZeroConstructor, NativeAccessSpecifierPublic)
void UFortOutpostContext::GetUpgradeStructureCost(class UFortOutpostItemDefinition* OutpostStructure, TArray<struct FFortItemQuantityPair>* OutWorldItems, TArray<struct FFortItemQuantityPair>* OutAccountItems) const
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("FortOutpostContext", "GetUpgradeStructureCost");
Params::FortOutpostContext_GetUpgradeStructureCost Parms{};
Parms.OutpostStructure = OutpostStructure;
auto Flgs = Func->FunctionFlags;
Func->FunctionFlags |= 0x400;
UObject::ProcessEvent(Func, &Parms);
Func->FunctionFlags = Flgs;
if (OutWorldItems != nullptr)
*OutWorldItems = std::move(Parms.OutWorldItems);
if (OutAccountItems != nullptr)
*OutAccountItems = std::move(Parms.OutAccountItems);
}
// Function FortniteGame.FortOutpostContext.IsPrestigeAllowed
// (Final, Native, Public, BlueprintCallable, BlueprintPure, Const)
// Parameters:
// bool ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, NativeAccessSpecifierPublic)
bool UFortOutpostContext::IsPrestigeAllowed() const
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("FortOutpostContext", "IsPrestigeAllowed");
Params::FortOutpostContext_IsPrestigeAllowed Parms{};
auto Flgs = Func->FunctionFlags;
Func->FunctionFlags |= 0x400;
UObject::ProcessEvent(Func, &Parms);
Func->FunctionFlags = Flgs;
return Parms.ReturnValue;
}
// Function FortniteGame.FortOutpostContext.LeaveOutpostAsParty
// (Final, Native, Public, BlueprintCallable, Const)
void UFortOutpostContext::LeaveOutpostAsParty() const
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("FortOutpostContext", "LeaveOutpostAsParty");
auto Flgs = Func->FunctionFlags;
Func->FunctionFlags |= 0x400;
UObject::ProcessEvent(Func, nullptr);
Func->FunctionFlags = Flgs;
}
// Function FortniteGame.FortUITeamInfo.GetTeamHitPointFractions
// (Final, Native, Public, HasOutParams, BlueprintCallable)
// Parameters:
// TArray<float>* HealthFractions (Parm, OutParm, ZeroConstructor, NativeAccessSpecifierPublic)
// TArray<float>* ShieldFractions (Parm, OutParm, ZeroConstructor, NativeAccessSpecifierPublic)
void UFortUITeamInfo::GetTeamHitPointFractions(TArray<float>* HealthFractions, TArray<float>* ShieldFractions)
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("FortUITeamInfo", "GetTeamHitPointFractions");
Params::FortUITeamInfo_GetTeamHitPointFractions Parms{};
auto Flgs = Func->FunctionFlags;
Func->FunctionFlags |= 0x400;
UObject::ProcessEvent(Func, &Parms);
Func->FunctionFlags = Flgs;
if (HealthFractions != nullptr)
*HealthFractions = std::move(Parms.HealthFractions);
if (ShieldFractions != nullptr)
*ShieldFractions = std::move(Parms.ShieldFractions);
}
// Function FortniteGame.FortUITeamInfo.GetTeamMemberIDs
// (Final, Native, Public, HasOutParams, BlueprintCallable)
// Parameters:
// TArray<struct FUniqueNetIdRepl>* TeamMemberIDs (Parm, OutParm, ZeroConstructor, NativeAccessSpecifierPublic)
void UFortUITeamInfo::GetTeamMemberIDs(TArray<struct FUniqueNetIdRepl>* TeamMemberIDs)
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("FortUITeamInfo", "GetTeamMemberIDs");
Params::FortUITeamInfo_GetTeamMemberIDs Parms{};
auto Flgs = Func->FunctionFlags;
Func->FunctionFlags |= 0x400;
UObject::ProcessEvent(Func, &Parms);
Func->FunctionFlags = Flgs;
if (TeamMemberIDs != nullptr)
*TeamMemberIDs = std::move(Parms.TeamMemberIDs);
}
// Function FortniteGame.FortUITeamInfo.GetTeamMembers
// (Final, Native, Public, HasOutParams, BlueprintCallable)
// Parameters:
// TArray<struct FFortTeamMemberInfo>* TeamMembers (Parm, OutParm, ZeroConstructor, NativeAccessSpecifierPublic)
void UFortUITeamInfo::GetTeamMembers(TArray<struct FFortTeamMemberInfo>* TeamMembers)
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("FortUITeamInfo", "GetTeamMembers");
Params::FortUITeamInfo_GetTeamMembers Parms{};
auto Flgs = Func->FunctionFlags;
Func->FunctionFlags |= 0x400;
UObject::ProcessEvent(Func, &Parms);
Func->FunctionFlags = Flgs;
if (TeamMembers != nullptr)
*TeamMembers = std::move(Parms.TeamMembers);
}
// Function FortniteGame.FortPartyContext.IsValidNetID
// (Final, Native, Static, Public, HasOutParams, BlueprintCallable)
// Parameters:
// const struct FUniqueNetIdRepl& UniqueNetID (ConstParm, Parm, OutParm, ReferenceParm, NativeAccessSpecifierPublic)
// bool ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, NativeAccessSpecifierPublic)
bool UFortPartyContext::IsValidNetID(const struct FUniqueNetIdRepl& UniqueNetID)
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = StaticClass()->GetFunction("FortPartyContext", "IsValidNetID");
Params::FortPartyContext_IsValidNetID Parms{};
Parms.UniqueNetID = std::move(UniqueNetID);
auto Flgs = Func->FunctionFlags;
Func->FunctionFlags |= 0x400;
GetDefaultObj()->ProcessEvent(Func, &Parms);
Func->FunctionFlags = Flgs;
return Parms.ReturnValue;
}
// Function FortniteGame.FortPartyContext.AcceptFriendRequest
// (Final, Native, Public, HasOutParams, BlueprintCallable)
// Parameters:
// const struct FUniqueNetIdRepl& PlayerID (ConstParm, Parm, OutParm, ReferenceParm, NativeAccessSpecifierPublic)
void UFortPartyContext::AcceptFriendRequest(const struct FUniqueNetIdRepl& PlayerID)
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("FortPartyContext", "AcceptFriendRequest");
Params::FortPartyContext_AcceptFriendRequest Parms{};
Parms.PlayerID = std::move(PlayerID);
auto Flgs = Func->FunctionFlags;
Func->FunctionFlags |= 0x400;
UObject::ProcessEvent(Func, &Parms);
Func->FunctionFlags = Flgs;
}
// Function FortniteGame.FortPartyContext.CancelFriendRequest
// (Final, Native, Public, HasOutParams, BlueprintCallable)
// Parameters:
// const struct FUniqueNetIdRepl& PlayerID (ConstParm, Parm, OutParm, ReferenceParm, NativeAccessSpecifierPublic)
void UFortPartyContext::CancelFriendRequest(const struct FUniqueNetIdRepl& PlayerID)
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("FortPartyContext", "CancelFriendRequest");
Params::FortPartyContext_CancelFriendRequest Parms{};
Parms.PlayerID = std::move(PlayerID);
auto Flgs = Func->FunctionFlags;
Func->FunctionFlags |= 0x400;
UObject::ProcessEvent(Func, &Parms);
Func->FunctionFlags = Flgs;
}
// Function FortniteGame.FortPartyContext.ClearPendingInvites
// (Final, Native, Public, BlueprintCallable)
void UFortPartyContext::ClearPendingInvites()
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("FortPartyContext", "ClearPendingInvites");
auto Flgs = Func->FunctionFlags;
Func->FunctionFlags |= 0x400;
UObject::ProcessEvent(Func, nullptr);
Func->FunctionFlags = Flgs;
}
// Function FortniteGame.FortPartyContext.GetActiveFriendsList
// (Final, Native, Public, HasOutParams, BlueprintCallable)
// Parameters:
// TArray<class UFortSocialItem*>* OutActiveFriends (Parm, OutParm, ZeroConstructor, NativeAccessSpecifierPublic)
void UFortPartyContext::GetActiveFriendsList(TArray<class UFortSocialItem*>* OutActiveFriends)
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("FortPartyContext", "GetActiveFriendsList");
Params::FortPartyContext_GetActiveFriendsList Parms{};
auto Flgs = Func->FunctionFlags;
Func->FunctionFlags |= 0x400;
UObject::ProcessEvent(Func, &Parms);
Func->FunctionFlags = Flgs;
if (OutActiveFriends != nullptr)
*OutActiveFriends = std::move(Parms.OutActiveFriends);
}
// Function FortniteGame.FortPartyContext.GetPartyInvites
// (Final, Native, Public, HasOutParams, BlueprintCallable)
// Parameters:
// TArray<class UFortSocialItem*>* OutPartyInvites (Parm, OutParm, ZeroConstructor, NativeAccessSpecifierPublic)
void UFortPartyContext::GetPartyInvites(TArray<class UFortSocialItem*>* OutPartyInvites)
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("FortPartyContext", "GetPartyInvites");
Params::FortPartyContext_GetPartyInvites Parms{};
auto Flgs = Func->FunctionFlags;
Func->FunctionFlags |= 0x400;
UObject::ProcessEvent(Func, &Parms);
Func->FunctionFlags = Flgs;
if (OutPartyInvites != nullptr)
*OutPartyInvites = std::move(Parms.OutPartyInvites);
}
// Function FortniteGame.FortPartyContext.GetPartyPrivacySetting
// (Final, Native, Public, HasOutParams, BlueprintCallable)
// Parameters:
// EPartyType* OutPartyType (Parm, OutParm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// bool* OutLeaderFriendsOnly (Parm, OutParm, ZeroConstructor, IsPlainOldData, NoDestructor, NativeAccessSpecifierPublic)
// bool* OutLeaderInvitesOnly (Parm, OutParm, ZeroConstructor, IsPlainOldData, NoDestructor, NativeAccessSpecifierPublic)
// bool ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, NativeAccessSpecifierPublic)
bool UFortPartyContext::GetPartyPrivacySetting(EPartyType* OutPartyType, bool* OutLeaderFriendsOnly, bool* OutLeaderInvitesOnly)
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("FortPartyContext", "GetPartyPrivacySetting");
Params::FortPartyContext_GetPartyPrivacySetting Parms{};
auto Flgs = Func->FunctionFlags;
Func->FunctionFlags |= 0x400;
UObject::ProcessEvent(Func, &Parms);
Func->FunctionFlags = Flgs;
if (OutPartyType != nullptr)
*OutPartyType = Parms.OutPartyType;
if (OutLeaderFriendsOnly != nullptr)
*OutLeaderFriendsOnly = Parms.OutLeaderFriendsOnly;
if (OutLeaderInvitesOnly != nullptr)
*OutLeaderInvitesOnly = Parms.OutLeaderInvitesOnly;
return Parms.ReturnValue;
}
// Function FortniteGame.FortPartyContext.GetSocialItemList
// (Final, Native, Public, HasOutParams, BlueprintCallable)
// Parameters:
// TArray<class UFortSocialItem*>* OutSocialItems (Parm, OutParm, ZeroConstructor, NativeAccessSpecifierPublic)
void UFortPartyContext::GetSocialItemList(TArray<class UFortSocialItem*>* OutSocialItems)
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("FortPartyContext", "GetSocialItemList");
Params::FortPartyContext_GetSocialItemList Parms{};
auto Flgs = Func->FunctionFlags;
Func->FunctionFlags |= 0x400;
UObject::ProcessEvent(Func, &Parms);
Func->FunctionFlags = Flgs;
if (OutSocialItems != nullptr)
*OutSocialItems = std::move(Parms.OutSocialItems);
}
// Function FortniteGame.FortPartyContext.GetTeamInfo
// (Final, Native, Public, BlueprintCallable)
// Parameters:
// EFortTeam Team (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// class UFortUITeamInfo* ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
class UFortUITeamInfo* UFortPartyContext::GetTeamInfo(EFortTeam Team)
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("FortPartyContext", "GetTeamInfo");
Params::FortPartyContext_GetTeamInfo Parms{};
Parms.Team = Team;
auto Flgs = Func->FunctionFlags;
Func->FunctionFlags |= 0x400;
UObject::ProcessEvent(Func, &Parms);
Func->FunctionFlags = Flgs;
return Parms.ReturnValue;
}
// Function FortniteGame.FortPartyContext.HandlePendingInvites
// (Final, Native, Public, BlueprintCallable)
void UFortPartyContext::HandlePendingInvites()
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("FortPartyContext", "HandlePendingInvites");
auto Flgs = Func->FunctionFlags;
Func->FunctionFlags |= 0x400;
UObject::ProcessEvent(Func, nullptr);
Func->FunctionFlags = Flgs;
}
// Function FortniteGame.FortPartyContext.JoinParty
// (Final, Native, Public, BlueprintCallable)
// Parameters:
// class UFortSocialItem* PartyItem (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
void UFortPartyContext::JoinParty(class UFortSocialItem* PartyItem)
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("FortPartyContext", "JoinParty");
Params::FortPartyContext_JoinParty Parms{};
Parms.PartyItem = PartyItem;
auto Flgs = Func->FunctionFlags;
Func->FunctionFlags |= 0x400;
UObject::ProcessEvent(Func, &Parms);
Func->FunctionFlags = Flgs;
}
// Function FortniteGame.FortPartyContext.KickPartyMember
// (Final, Native, Public, HasOutParams, BlueprintCallable)
// Parameters:
// const struct FUniqueNetIdRepl& PartyMemberId (ConstParm, Parm, OutParm, ReferenceParm, NativeAccessSpecifierPublic)
void UFortPartyContext::KickPartyMember(const struct FUniqueNetIdRepl& PartyMemberId)
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("FortPartyContext", "KickPartyMember");
Params::FortPartyContext_KickPartyMember Parms{};
Parms.PartyMemberId = std::move(PartyMemberId);
auto Flgs = Func->FunctionFlags;
Func->FunctionFlags |= 0x400;
UObject::ProcessEvent(Func, &Parms);
Func->FunctionFlags = Flgs;
}
// Function FortniteGame.FortPartyContext.LeaveParty
// (Final, Native, Public, BlueprintCallable)
void UFortPartyContext::LeaveParty()
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("FortPartyContext", "LeaveParty");
auto Flgs = Func->FunctionFlags;
Func->FunctionFlags |= 0x400;
UObject::ProcessEvent(Func, nullptr);
Func->FunctionFlags = Flgs;
}
// Function FortniteGame.FortPartyContext.PromotePartyMemberToLeader
// (Final, Native, Public, HasOutParams, BlueprintCallable)
// Parameters:
// const struct FUniqueNetIdRepl& PartyMemberId (ConstParm, Parm, OutParm, ReferenceParm, NativeAccessSpecifierPublic)
void UFortPartyContext::PromotePartyMemberToLeader(const struct FUniqueNetIdRepl& PartyMemberId)
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("FortPartyContext", "PromotePartyMemberToLeader");
Params::FortPartyContext_PromotePartyMemberToLeader Parms{};
Parms.PartyMemberId = std::move(PartyMemberId);
auto Flgs = Func->FunctionFlags;
Func->FunctionFlags |= 0x400;
UObject::ProcessEvent(Func, &Parms);
Func->FunctionFlags = Flgs;
}
// Function FortniteGame.FortPartyContext.RejectFriendRequest
// (Final, Native, Public, HasOutParams, BlueprintCallable)
// Parameters:
// const struct FUniqueNetIdRepl& PlayerID (ConstParm, Parm, OutParm, ReferenceParm, NativeAccessSpecifierPublic)
void UFortPartyContext::RejectFriendRequest(const struct FUniqueNetIdRepl& PlayerID)
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("FortPartyContext", "RejectFriendRequest");
Params::FortPartyContext_RejectFriendRequest Parms{};
Parms.PlayerID = std::move(PlayerID);
auto Flgs = Func->FunctionFlags;
Func->FunctionFlags |= 0x400;
UObject::ProcessEvent(Func, &Parms);
Func->FunctionFlags = Flgs;
}
// Function FortniteGame.FortPartyContext.RejectPartyInvite
// (Final, Native, Public, BlueprintCallable)
// Parameters:
// class UFortSocialItem* PartyInvite (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
void UFortPartyContext::RejectPartyInvite(class UFortSocialItem* PartyInvite)
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("FortPartyContext", "RejectPartyInvite");
Params::FortPartyContext_RejectPartyInvite Parms{};
Parms.PartyInvite = PartyInvite;
auto Flgs = Func->FunctionFlags;
Func->FunctionFlags |= 0x400;
UObject::ProcessEvent(Func, &Parms);
Func->FunctionFlags = Flgs;
}
// Function FortniteGame.FortPartyContext.SendFriendRequest
// (Final, Native, Public, HasOutParams, BlueprintCallable)
// Parameters:
// const struct FUniqueNetIdRepl& PlayerID (ConstParm, Parm, OutParm, ReferenceParm, NativeAccessSpecifierPublic)
void UFortPartyContext::SendFriendRequest(const struct FUniqueNetIdRepl& PlayerID)
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("FortPartyContext", "SendFriendRequest");
Params::FortPartyContext_SendFriendRequest Parms{};
Parms.PlayerID = std::move(PlayerID);
auto Flgs = Func->FunctionFlags;
Func->FunctionFlags |= 0x400;
UObject::ProcessEvent(Func, &Parms);
Func->FunctionFlags = Flgs;
}
// Function FortniteGame.FortPartyContext.SendPartyInvite
// (Final, Native, Public, BlueprintCallable)
// Parameters:
// class UFortSocialItem* SocialItem (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
void UFortPartyContext::SendPartyInvite(class UFortSocialItem* SocialItem)
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("FortPartyContext", "SendPartyInvite");
Params::FortPartyContext_SendPartyInvite Parms{};
Parms.SocialItem = SocialItem;
auto Flgs = Func->FunctionFlags;
Func->FunctionFlags |= 0x400;
UObject::ProcessEvent(Func, &Parms);
Func->FunctionFlags = Flgs;
}
// Function FortniteGame.FortPartyContext.SetChatWhisperTarget
// (Final, Native, Public, HasOutParams, BlueprintCallable)
// Parameters:
// const struct FUniqueNetIdRepl& FriendID (ConstParm, Parm, OutParm, ReferenceParm, NativeAccessSpecifierPublic)
void UFortPartyContext::SetChatWhisperTarget(const struct FUniqueNetIdRepl& FriendID)
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("FortPartyContext", "SetChatWhisperTarget");
Params::FortPartyContext_SetChatWhisperTarget Parms{};
Parms.FriendID = std::move(FriendID);
auto Flgs = Func->FunctionFlags;
Func->FunctionFlags |= 0x400;
UObject::ProcessEvent(Func, &Parms);
Func->FunctionFlags = Flgs;
}
// Function FortniteGame.FortPartyContext.SetPartyPrivacySetting
// (Final, Native, Public, BlueprintCallable)
// Parameters:
// EPartyType PartyType (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// bool bLeaderFriendsOnly (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, NativeAccessSpecifierPublic)
// bool bLeaderInvitesOnly (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, NativeAccessSpecifierPublic)
void UFortPartyContext::SetPartyPrivacySetting(EPartyType PartyType, bool bLeaderFriendsOnly, bool bLeaderInvitesOnly)
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("FortPartyContext", "SetPartyPrivacySetting");
Params::FortPartyContext_SetPartyPrivacySetting Parms{};
Parms.PartyType = PartyType;
Parms.bLeaderFriendsOnly = bLeaderFriendsOnly;
Parms.bLeaderInvitesOnly = bLeaderInvitesOnly;
auto Flgs = Func->FunctionFlags;
Func->FunctionFlags |= 0x400;
UObject::ProcessEvent(Func, &Parms);
Func->FunctionFlags = Flgs;
}
// Function FortniteGame.FortPartyContext.CanBeInvited
// (Final, Native, Public, HasOutParams, BlueprintCallable, BlueprintPure, Const)
// Parameters:
// class UFortSocialItem* SocialItem (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// EFortPartyRestriction* FailReason (Parm, OutParm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// bool ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, NativeAccessSpecifierPublic)
bool UFortPartyContext::CanBeInvited(class UFortSocialItem* SocialItem, EFortPartyRestriction* FailReason) const
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("FortPartyContext", "CanBeInvited");
Params::FortPartyContext_CanBeInvited Parms{};
Parms.SocialItem = SocialItem;
auto Flgs = Func->FunctionFlags;
Func->FunctionFlags |= 0x400;
UObject::ProcessEvent(Func, &Parms);
Func->FunctionFlags = Flgs;
if (FailReason != nullptr)
*FailReason = Parms.FailReason;
return Parms.ReturnValue;
}
// Function FortniteGame.FortPartyContext.CanBeJoined
// (Final, Native, Public, HasOutParams, BlueprintCallable, BlueprintPure, Const)
// Parameters:
// class UFortSocialItem* SocialItem (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// EFortPartyRestriction* FailReason (Parm, OutParm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// bool ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, NativeAccessSpecifierPublic)
bool UFortPartyContext::CanBeJoined(class UFortSocialItem* SocialItem, EFortPartyRestriction* FailReason) const
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("FortPartyContext", "CanBeJoined");
Params::FortPartyContext_CanBeJoined Parms{};
Parms.SocialItem = SocialItem;
auto Flgs = Func->FunctionFlags;
Func->FunctionFlags |= 0x400;
UObject::ProcessEvent(Func, &Parms);
Func->FunctionFlags = Flgs;
if (FailReason != nullptr)
*FailReason = Parms.FailReason;
return Parms.ReturnValue;
}
// Function FortniteGame.FortPartyContext.GetFriendRequestStatusForPlayer
// (Final, Native, Public, HasOutParams, BlueprintCallable, BlueprintPure, Const)
// Parameters:
// const struct FUniqueNetIdRepl& PlayerID (ConstParm, Parm, OutParm, ReferenceParm, NativeAccessSpecifierPublic)
// EFortFriendRequestStatus ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
EFortFriendRequestStatus UFortPartyContext::GetFriendRequestStatusForPlayer(const struct FUniqueNetIdRepl& PlayerID) const
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("FortPartyContext", "GetFriendRequestStatusForPlayer");
Params::FortPartyContext_GetFriendRequestStatusForPlayer Parms{};
Parms.PlayerID = std::move(PlayerID);
auto Flgs = Func->FunctionFlags;
Func->FunctionFlags |= 0x400;
UObject::ProcessEvent(Func, &Parms);
Func->FunctionFlags = Flgs;
return Parms.ReturnValue;
}
// Function FortniteGame.FortPartyContext.GetLocalPartyMemberIDs
// (Final, Native, Public, HasOutParams, BlueprintCallable, BlueprintPure, Const)
// Parameters:
// TArray<struct FUniqueNetIdRepl>* PartyMemberIDs (Parm, OutParm, ZeroConstructor, NativeAccessSpecifierPublic)
// bool bIncludeLocalPlayerID (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, NativeAccessSpecifierPublic)
void UFortPartyContext::GetLocalPartyMemberIDs(TArray<struct FUniqueNetIdRepl>* PartyMemberIDs, bool bIncludeLocalPlayerID) const
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("FortPartyContext", "GetLocalPartyMemberIDs");
Params::FortPartyContext_GetLocalPartyMemberIDs Parms{};
Parms.bIncludeLocalPlayerID = bIncludeLocalPlayerID;
auto Flgs = Func->FunctionFlags;
Func->FunctionFlags |= 0x400;
UObject::ProcessEvent(Func, &Parms);
Func->FunctionFlags = Flgs;
if (PartyMemberIDs != nullptr)
*PartyMemberIDs = std::move(Parms.PartyMemberIDs);
}
// Function FortniteGame.FortPartyContext.GetLocalPartyProgression
// (Final, Native, Public, BlueprintCallable, BlueprintPure, Const)
// Parameters:
// EFortPartyState ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
EFortPartyState UFortPartyContext::GetLocalPartyProgression() const
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("FortPartyContext", "GetLocalPartyProgression");
Params::FortPartyContext_GetLocalPartyProgression Parms{};
auto Flgs = Func->FunctionFlags;
Func->FunctionFlags |= 0x400;
UObject::ProcessEvent(Func, &Parms);
Func->FunctionFlags = Flgs;
return Parms.ReturnValue;
}
// Function FortniteGame.FortPartyContext.GetLocalPlayerDisplayName
// (Final, Native, Public, BlueprintCallable, BlueprintPure, Const)
// Parameters:
// class FString ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, HasGetValueTypeHash, NativeAccessSpecifierPublic)
class FString UFortPartyContext::GetLocalPlayerDisplayName() const
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("FortPartyContext", "GetLocalPlayerDisplayName");
Params::FortPartyContext_GetLocalPlayerDisplayName Parms{};
auto Flgs = Func->FunctionFlags;
Func->FunctionFlags |= 0x400;
UObject::ProcessEvent(Func, &Parms);
Func->FunctionFlags = Flgs;
return Parms.ReturnValue;
}
// Function FortniteGame.FortPartyContext.GetLocalPlayerTeam
// (Final, Native, Public, BlueprintCallable, BlueprintPure, Const)
// Parameters:
// class UFortUITeamInfo* ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
class UFortUITeamInfo* UFortPartyContext::GetLocalPlayerTeam() const
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("FortPartyContext", "GetLocalPlayerTeam");
Params::FortPartyContext_GetLocalPlayerTeam Parms{};
auto Flgs = Func->FunctionFlags;
Func->FunctionFlags |= 0x400;
UObject::ProcessEvent(Func, &Parms);
Func->FunctionFlags = Flgs;
return Parms.ReturnValue;
}
// Function FortniteGame.FortPartyContext.GetLocalPlayerTeamMemberInfo
// (Final, Native, Public, HasOutParams, BlueprintCallable, BlueprintPure, Const)
// Parameters:
// struct FFortTeamMemberInfo* LocalPlayerInfo (Parm, OutParm, NativeAccessSpecifierPublic)
void UFortPartyContext::GetLocalPlayerTeamMemberInfo(struct FFortTeamMemberInfo* LocalPlayerInfo) const
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("FortPartyContext", "GetLocalPlayerTeamMemberInfo");
Params::FortPartyContext_GetLocalPlayerTeamMemberInfo Parms{};
auto Flgs = Func->FunctionFlags;
Func->FunctionFlags |= 0x400;
UObject::ProcessEvent(Func, &Parms);
Func->FunctionFlags = Flgs;
if (LocalPlayerInfo != nullptr)
*LocalPlayerInfo = std::move(Parms.LocalPlayerInfo);
}
// Function FortniteGame.FortPartyContext.GetMaxTeamSizeForSelectedTheater
// (Final, Native, Public, BlueprintCallable, BlueprintPure, Const)
// Parameters:
// int32 ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
int32 UFortPartyContext::GetMaxTeamSizeForSelectedTheater() const
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("FortPartyContext", "GetMaxTeamSizeForSelectedTheater");
Params::FortPartyContext_GetMaxTeamSizeForSelectedTheater Parms{};
auto Flgs = Func->FunctionFlags;
Func->FunctionFlags |= 0x400;
UObject::ProcessEvent(Func, &Parms);
Func->FunctionFlags = Flgs;
return Parms.ReturnValue;
}
// Function FortniteGame.FortPartyContext.GetNumPlayersInLocalParty
// (Final, Native, Public, BlueprintCallable, BlueprintPure, Const)
// Parameters:
// int32 ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
int32 UFortPartyContext::GetNumPlayersInLocalParty() const
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("FortPartyContext", "GetNumPlayersInLocalParty");
Params::FortPartyContext_GetNumPlayersInLocalParty Parms{};
auto Flgs = Func->FunctionFlags;
Func->FunctionFlags |= 0x400;
UObject::ProcessEvent(Func, &Parms);
Func->FunctionFlags = Flgs;
return Parms.ReturnValue;
}
// Function FortniteGame.FortPartyContext.HasPendingFriendRequest
// (Final, Native, Public, BlueprintCallable, BlueprintPure, Const)
// Parameters:
// bool ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, NativeAccessSpecifierPublic)
bool UFortPartyContext::HasPendingFriendRequest() const
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("FortPartyContext", "HasPendingFriendRequest");
Params::FortPartyContext_HasPendingFriendRequest Parms{};
auto Flgs = Func->FunctionFlags;
Func->FunctionFlags |= 0x400;
UObject::ProcessEvent(Func, &Parms);
Func->FunctionFlags = Flgs;
return Parms.ReturnValue;
}
// Function FortniteGame.FortPartyContext.IsActiveFriend
// (Final, Native, Public, HasOutParams, BlueprintCallable, BlueprintPure, Const)
// Parameters:
// const struct FUniqueNetIdRepl& PlayerID (ConstParm, Parm, OutParm, ReferenceParm, NativeAccessSpecifierPublic)
// bool ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, NativeAccessSpecifierPublic)
bool UFortPartyContext::IsActiveFriend(const struct FUniqueNetIdRepl& PlayerID) const
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("FortPartyContext", "IsActiveFriend");
Params::FortPartyContext_IsActiveFriend Parms{};
Parms.PlayerID = std::move(PlayerID);
auto Flgs = Func->FunctionFlags;
Func->FunctionFlags |= 0x400;
UObject::ProcessEvent(Func, &Parms);
Func->FunctionFlags = Flgs;
return Parms.ReturnValue;
}
// Function FortniteGame.FortPartyContext.IsActiveFriendsListRetrieved
// (Final, Native, Public, BlueprintCallable, BlueprintPure, Const)
// Parameters:
// bool ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, NativeAccessSpecifierPublic)
bool UFortPartyContext::IsActiveFriendsListRetrieved() const
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("FortPartyContext", "IsActiveFriendsListRetrieved");
Params::FortPartyContext_IsActiveFriendsListRetrieved Parms{};
auto Flgs = Func->FunctionFlags;
Func->FunctionFlags |= 0x400;
UObject::ProcessEvent(Func, &Parms);
Func->FunctionFlags = Flgs;
return Parms.ReturnValue;
}
// Function FortniteGame.FortPartyContext.IsEntirePartyInFrontEnd
// (Final, Native, Public, BlueprintCallable, BlueprintPure, Const)
// Parameters:
// bool ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, NativeAccessSpecifierPublic)
bool UFortPartyContext::IsEntirePartyInFrontEnd() const
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("FortPartyContext", "IsEntirePartyInFrontEnd");
Params::FortPartyContext_IsEntirePartyInFrontEnd Parms{};
auto Flgs = Func->FunctionFlags;
Func->FunctionFlags |= 0x400;
UObject::ProcessEvent(Func, &Parms);
Func->FunctionFlags = Flgs;
return Parms.ReturnValue;
}
// Function FortniteGame.FortPartyContext.IsInLocalPlayersParty
// (Final, Native, Public, HasOutParams, BlueprintCallable, BlueprintPure, Const)
// Parameters:
// const struct FUniqueNetIdRepl& PlayerID (ConstParm, Parm, OutParm, ReferenceParm, NativeAccessSpecifierPublic)
// bool ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, NativeAccessSpecifierPublic)
bool UFortPartyContext::IsInLocalPlayersParty(const struct FUniqueNetIdRepl& PlayerID) const
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("FortPartyContext", "IsInLocalPlayersParty");
Params::FortPartyContext_IsInLocalPlayersParty Parms{};
Parms.PlayerID = std::move(PlayerID);
auto Flgs = Func->FunctionFlags;
Func->FunctionFlags |= 0x400;
UObject::ProcessEvent(Func, &Parms);
Func->FunctionFlags = Flgs;
return Parms.ReturnValue;
}
// Function FortniteGame.FortPartyContext.IsLocalPlayerInParty
// (Final, Native, Public, BlueprintCallable, BlueprintPure, Const)
// Parameters:
// class UFortSocialItem* SocialItem (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// bool ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, NativeAccessSpecifierPublic)
bool UFortPartyContext::IsLocalPlayerInParty(class UFortSocialItem* SocialItem) const
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("FortPartyContext", "IsLocalPlayerInParty");
Params::FortPartyContext_IsLocalPlayerInParty Parms{};
Parms.SocialItem = SocialItem;
auto Flgs = Func->FunctionFlags;
Func->FunctionFlags |= 0x400;
UObject::ProcessEvent(Func, &Parms);
Func->FunctionFlags = Flgs;
return Parms.ReturnValue;
}
// Function FortniteGame.FortPartyContext.IsLocalPlayerPartyLeader
// (Final, Native, Public, BlueprintCallable, BlueprintPure, Const)
// Parameters:
// bool ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, NativeAccessSpecifierPublic)
bool UFortPartyContext::IsLocalPlayerPartyLeader() const
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("FortPartyContext", "IsLocalPlayerPartyLeader");
Params::FortPartyContext_IsLocalPlayerPartyLeader Parms{};
auto Flgs = Func->FunctionFlags;
Func->FunctionFlags |= 0x400;
UObject::ProcessEvent(Func, &Parms);
Func->FunctionFlags = Flgs;
return Parms.ReturnValue;
}
// Function FortniteGame.FortPartyContext.ShouldShowHeroPortraits
// (Final, Native, Public, BlueprintCallable, BlueprintPure, Const)
// Parameters:
// bool ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, NativeAccessSpecifierPublic)
bool UFortPartyContext::ShouldShowHeroPortraits() const
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("FortPartyContext", "ShouldShowHeroPortraits");
Params::FortPartyContext_ShouldShowHeroPortraits Parms{};
auto Flgs = Func->FunctionFlags;
Func->FunctionFlags |= 0x400;
UObject::ProcessEvent(Func, &Parms);
Func->FunctionFlags = Flgs;
return Parms.ReturnValue;
}
// Function FortniteGame.FortTutorialContext.ClearTutorialHighlights
// (Final, Native, Public, BlueprintCallable)
void UFortTutorialContext::ClearTutorialHighlights()
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("FortTutorialContext", "ClearTutorialHighlights");
auto Flgs = Func->FunctionFlags;
Func->FunctionFlags |= 0x400;
UObject::ProcessEvent(Func, nullptr);
Func->FunctionFlags = Flgs;
}
// Function FortniteGame.FortTutorialContext.DisableTutorialHighlight
// (Final, Native, Public, BlueprintCallable)
// Parameters:
// class FName WidgetName (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
void UFortTutorialContext::DisableTutorialHighlight(class FName WidgetName)
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("FortTutorialContext", "DisableTutorialHighlight");
Params::FortTutorialContext_DisableTutorialHighlight Parms{};
Parms.WidgetName = WidgetName;
auto Flgs = Func->FunctionFlags;
Func->FunctionFlags |= 0x400;
UObject::ProcessEvent(Func, &Parms);
Func->FunctionFlags = Flgs;
}
// Function FortniteGame.FortTutorialContext.DisableTutorialHighlightForBang
// (Final, Native, Public, BlueprintCallable)
// Parameters:
// EFortBangType BangType (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
void UFortTutorialContext::DisableTutorialHighlightForBang(EFortBangType BangType)
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("FortTutorialContext", "DisableTutorialHighlightForBang");
Params::FortTutorialContext_DisableTutorialHighlightForBang Parms{};
Parms.BangType = BangType;
auto Flgs = Func->FunctionFlags;
Func->FunctionFlags |= 0x400;
UObject::ProcessEvent(Func, &Parms);
Func->FunctionFlags = Flgs;
}
// Function FortniteGame.FortTutorialContext.EnableTutorialHighlight
// (Final, Native, Public, BlueprintCallable)
// Parameters:
// class FName WidgetName (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
void UFortTutorialContext::EnableTutorialHighlight(class FName WidgetName)
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("FortTutorialContext", "EnableTutorialHighlight");
Params::FortTutorialContext_EnableTutorialHighlight Parms{};
Parms.WidgetName = WidgetName;
auto Flgs = Func->FunctionFlags;
Func->FunctionFlags |= 0x400;
UObject::ProcessEvent(Func, &Parms);
Func->FunctionFlags = Flgs;
}
// Function FortniteGame.FortTutorialContext.EnableTutorialHighlightForBang
// (Final, Native, Public, BlueprintCallable)
// Parameters:
// EFortBangType BangType (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
void UFortTutorialContext::EnableTutorialHighlightForBang(EFortBangType BangType)
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("FortTutorialContext", "EnableTutorialHighlightForBang");
Params::FortTutorialContext_EnableTutorialHighlightForBang Parms{};
Parms.BangType = BangType;
auto Flgs = Func->FunctionFlags;
Func->FunctionFlags |= 0x400;
UObject::ProcessEvent(Func, &Parms);
Func->FunctionFlags = Flgs;
}
// Function FortniteGame.FortTutorialContext.HideTutorialWidget
// (Final, Native, Public, BlueprintCallable)
// Parameters:
// class FName WidgetName (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
void UFortTutorialContext::HideTutorialWidget(class FName WidgetName)
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("FortTutorialContext", "HideTutorialWidget");
Params::FortTutorialContext_HideTutorialWidget Parms{};
Parms.WidgetName = WidgetName;
auto Flgs = Func->FunctionFlags;
Func->FunctionFlags |= 0x400;
UObject::ProcessEvent(Func, &Parms);
Func->FunctionFlags = Flgs;
}
// Function FortniteGame.FortTutorialContext.HideTutorialWidgetForBang
// (Final, Native, Public, BlueprintCallable)
// Parameters:
// EFortBangType BangType (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
void UFortTutorialContext::HideTutorialWidgetForBang(EFortBangType BangType)
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("FortTutorialContext", "HideTutorialWidgetForBang");
Params::FortTutorialContext_HideTutorialWidgetForBang Parms{};
Parms.BangType = BangType;
auto Flgs = Func->FunctionFlags;
Func->FunctionFlags |= 0x400;
UObject::ProcessEvent(Func, &Parms);
Func->FunctionFlags = Flgs;
}
// Function FortniteGame.FortTutorialContext.SetTutorialNotificationActive
// (Final, Native, Public, BlueprintCallable)
// Parameters:
// bool bActive (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, NativeAccessSpecifierPublic)
void UFortTutorialContext::SetTutorialNotificationActive(bool bActive)
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("FortTutorialContext", "SetTutorialNotificationActive");
Params::FortTutorialContext_SetTutorialNotificationActive Parms{};
Parms.bActive = bActive;
auto Flgs = Func->FunctionFlags;
Func->FunctionFlags |= 0x400;
UObject::ProcessEvent(Func, &Parms);
Func->FunctionFlags = Flgs;
}
// Function FortniteGame.FortTutorialContext.SkipTutorial
// (Final, Native, Public, BlueprintCallable)
void UFortTutorialContext::SkipTutorial()
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("FortTutorialContext", "SkipTutorial");
auto Flgs = Func->FunctionFlags;
Func->FunctionFlags |= 0x400;
UObject::ProcessEvent(Func, nullptr);
Func->FunctionFlags = Flgs;
}
// Function FortniteGame.FortTutorialContext.UnhideAllTutorialWidgets
// (Final, Native, Public, BlueprintCallable)
void UFortTutorialContext::UnhideAllTutorialWidgets()
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("FortTutorialContext", "UnhideAllTutorialWidgets");
auto Flgs = Func->FunctionFlags;
Func->FunctionFlags |= 0x400;
UObject::ProcessEvent(Func, nullptr);
Func->FunctionFlags = Flgs;
}
// Function FortniteGame.FortTutorialContext.UnhideTutorialWidget
// (Final, Native, Public, BlueprintCallable)
// Parameters:
// class FName WidgetName (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
void UFortTutorialContext::UnhideTutorialWidget(class FName WidgetName)
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("FortTutorialContext", "UnhideTutorialWidget");
Params::FortTutorialContext_UnhideTutorialWidget Parms{};
Parms.WidgetName = WidgetName;
auto Flgs = Func->FunctionFlags;
Func->FunctionFlags |= 0x400;
UObject::ProcessEvent(Func, &Parms);
Func->FunctionFlags = Flgs;
}
// Function FortniteGame.FortTutorialContext.UnhideTutorialWidgetForBang
// (Final, Native, Public, BlueprintCallable)
// Parameters:
// EFortBangType BangType (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
void UFortTutorialContext::UnhideTutorialWidgetForBang(EFortBangType BangType)
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("FortTutorialContext", "UnhideTutorialWidgetForBang");
Params::FortTutorialContext_UnhideTutorialWidgetForBang Parms{};
Parms.BangType = BangType;
auto Flgs = Func->FunctionFlags;
Func->FunctionFlags |= 0x400;
UObject::ProcessEvent(Func, &Parms);
Func->FunctionFlags = Flgs;
}
// Function FortniteGame.FortTutorialContext.ShouldPromptToSkipTutorial
// (Final, Native, Public, BlueprintCallable, BlueprintPure, Const)
// Parameters:
// bool ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, NativeAccessSpecifierPublic)
bool UFortTutorialContext::ShouldPromptToSkipTutorial() const
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("FortTutorialContext", "ShouldPromptToSkipTutorial");
Params::FortTutorialContext_ShouldPromptToSkipTutorial Parms{};
auto Flgs = Func->FunctionFlags;
Func->FunctionFlags |= 0x400;
UObject::ProcessEvent(Func, &Parms);
Func->FunctionFlags = Flgs;
return Parms.ReturnValue;
}
// Function FortniteGame.FortQuestObjectiveInfo.GetObjectiveStatRow
// (Final, Native, Public, HasOutParams, BlueprintCallable, BlueprintPure, Const)
// Parameters:
// struct FFortQuestObjectiveStatTableRow* OutRow (Parm, OutParm, NativeAccessSpecifierPublic)
// bool ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, NativeAccessSpecifierPublic)
bool UFortQuestObjectiveInfo::GetObjectiveStatRow(struct FFortQuestObjectiveStatTableRow* OutRow) const
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("FortQuestObjectiveInfo", "GetObjectiveStatRow");
Params::FortQuestObjectiveInfo_GetObjectiveStatRow Parms{};
auto Flgs = Func->FunctionFlags;
Func->FunctionFlags |= 0x400;
UObject::ProcessEvent(Func, &Parms);
Func->FunctionFlags = Flgs;
if (OutRow != nullptr)
*OutRow = std::move(Parms.OutRow);
return Parms.ReturnValue;
}
// Function FortniteGame.FortQuestObjectiveInfo.GetOwningQuest
// (Final, Native, Public, BlueprintCallable, BlueprintPure, Const)
// Parameters:
// class UFortQuestItem* ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
class UFortQuestItem* UFortQuestObjectiveInfo::GetOwningQuest() const
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("FortQuestObjectiveInfo", "GetOwningQuest");
Params::FortQuestObjectiveInfo_GetOwningQuest Parms{};
auto Flgs = Func->FunctionFlags;
Func->FunctionFlags |= 0x400;
UObject::ProcessEvent(Func, &Parms);
Func->FunctionFlags = Flgs;
return Parms.ReturnValue;
}
// Function FortniteGame.FortQuestItem.GetMissionConfigData
// (Final, Native, Public, BlueprintCallable)
// Parameters:
// const struct FGameplayTag& InBucketTag (Parm, NativeAccessSpecifierPublic)
// class UFortMissionConfigData* ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
class UFortMissionConfigData* UFortQuestItem::GetMissionConfigData(const struct FGameplayTag& InBucketTag)
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("FortQuestItem", "GetMissionConfigData");
Params::FortQuestItem_GetMissionConfigData Parms{};
Parms.InBucketTag = std::move(InBucketTag);
auto Flgs = Func->FunctionFlags;
Func->FunctionFlags |= 0x400;
UObject::ProcessEvent(Func, &Parms);
Func->FunctionFlags = Flgs;
return Parms.ReturnValue;
}
// Function FortniteGame.FortQuestItem.GetAchievedCount
// (Final, Native, Public, HasOutParams, BlueprintCallable, BlueprintPure, Const)
// Parameters:
// int32* OutTotalAchievedCount (Parm, OutParm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// int32* OutTotalRequiredCount (Parm, OutParm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
void UFortQuestItem::GetAchievedCount(int32* OutTotalAchievedCount, int32* OutTotalRequiredCount) const
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("FortQuestItem", "GetAchievedCount");
Params::FortQuestItem_GetAchievedCount Parms{};
auto Flgs = Func->FunctionFlags;
Func->FunctionFlags |= 0x400;
UObject::ProcessEvent(Func, &Parms);
Func->FunctionFlags = Flgs;
if (OutTotalAchievedCount != nullptr)
*OutTotalAchievedCount = Parms.OutTotalAchievedCount;
if (OutTotalRequiredCount != nullptr)
*OutTotalRequiredCount = Parms.OutTotalRequiredCount;
}
// Function FortniteGame.FortQuestItem.GetObjectiveInfo
// (Final, Native, Public, BlueprintCallable, BlueprintPure, Const)
// Parameters:
// const struct FDataTableRowHandle& ObjectiveStatHandle (Parm, NativeAccessSpecifierPublic)
// class UFortQuestObjectiveInfo* ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
class UFortQuestObjectiveInfo* UFortQuestItem::GetObjectiveInfo(const struct FDataTableRowHandle& ObjectiveStatHandle) const
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("FortQuestItem", "GetObjectiveInfo");
Params::FortQuestItem_GetObjectiveInfo Parms{};
Parms.ObjectiveStatHandle = std::move(ObjectiveStatHandle);
auto Flgs = Func->FunctionFlags;
Func->FunctionFlags |= 0x400;
UObject::ProcessEvent(Func, &Parms);
Func->FunctionFlags = Flgs;
return Parms.ReturnValue;
}
// Function FortniteGame.FortQuestItem.GetPercentageComplete
// (Final, Native, Public, BlueprintCallable, BlueprintPure, Const)
// Parameters:
// float ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
float UFortQuestItem::GetPercentageComplete() const
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("FortQuestItem", "GetPercentageComplete");
Params::FortQuestItem_GetPercentageComplete Parms{};
auto Flgs = Func->FunctionFlags;
Func->FunctionFlags |= 0x400;
UObject::ProcessEvent(Func, &Parms);
Func->FunctionFlags = Flgs;
return Parms.ReturnValue;
}
// Function FortniteGame.FortQuestItem.GetPreviewRewards
// (Final, Native, Public, BlueprintCallable, BlueprintPure, Const)
// Parameters:
// TArray<struct FFortQuestReward> ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, NativeAccessSpecifierPublic)
TArray<struct FFortQuestReward> UFortQuestItem::GetPreviewRewards() const
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("FortQuestItem", "GetPreviewRewards");
Params::FortQuestItem_GetPreviewRewards Parms{};
auto Flgs = Func->FunctionFlags;
Func->FunctionFlags |= 0x400;
UObject::ProcessEvent(Func, &Parms);
Func->FunctionFlags = Flgs;
return Parms.ReturnValue;
}
// Function FortniteGame.FortQuestItem.GetQuestDefinitionBP
// (Final, Native, Public, BlueprintCallable, BlueprintPure, Const)
// Parameters:
// class UFortQuestItemDefinition* ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
class UFortQuestItemDefinition* UFortQuestItem::GetQuestDefinitionBP() const
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("FortQuestItem", "GetQuestDefinitionBP");
Params::FortQuestItem_GetQuestDefinitionBP Parms{};
auto Flgs = Func->FunctionFlags;
Func->FunctionFlags |= 0x400;
UObject::ProcessEvent(Func, &Parms);
Func->FunctionFlags = Flgs;
return Parms.ReturnValue;
}
// Function FortniteGame.FortQuestItem.HasCompletedObjective
// (Final, Native, Public, BlueprintCallable, BlueprintPure, Const)
// Parameters:
// const struct FDataTableRowHandle& ObjectiveStatHandle (Parm, NativeAccessSpecifierPublic)
// bool ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, NativeAccessSpecifierPublic)
bool UFortQuestItem::HasCompletedObjective(const struct FDataTableRowHandle& ObjectiveStatHandle) const
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("FortQuestItem", "HasCompletedObjective");
Params::FortQuestItem_HasCompletedObjective Parms{};
Parms.ObjectiveStatHandle = std::move(ObjectiveStatHandle);
auto Flgs = Func->FunctionFlags;
Func->FunctionFlags |= 0x400;
UObject::ProcessEvent(Func, &Parms);
Func->FunctionFlags = Flgs;
return Parms.ReturnValue;
}
// Function FortniteGame.FortQuestItem.HasCompletedQuest
// (Final, Native, Public, BlueprintCallable, BlueprintPure, Const)
// Parameters:
// bool ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, NativeAccessSpecifierPublic)
bool UFortQuestItem::HasCompletedQuest() const
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("FortQuestItem", "HasCompletedQuest");
Params::FortQuestItem_HasCompletedQuest Parms{};
auto Flgs = Func->FunctionFlags;
Func->FunctionFlags |= 0x400;
UObject::ProcessEvent(Func, &Parms);
Func->FunctionFlags = Flgs;
return Parms.ReturnValue;
}
// Function FortniteGame.FortQuestItem.IsVisibleToUser
// (Final, Native, Public, BlueprintCallable, BlueprintPure, Const)
// Parameters:
// bool ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, NativeAccessSpecifierPublic)
bool UFortQuestItem::IsVisibleToUser() const
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("FortQuestItem", "IsVisibleToUser");
Params::FortQuestItem_IsVisibleToUser Parms{};
auto Flgs = Func->FunctionFlags;
Func->FunctionFlags |= 0x400;
UObject::ProcessEvent(Func, &Parms);
Func->FunctionFlags = Flgs;
return Parms.ReturnValue;
}
// Function FortniteGame.FortMcpProfileAccount.ApplyAlteration
// (Net, NetReliable, NetRequest, Native, Event, Public, HasOutParams)
// Parameters:
// const class FString& TargetItemId (Parm, ZeroConstructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// const class FString& AlterationItemId (Parm, ZeroConstructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// struct FClientUrlContext* Context (Parm, OutParm, RepSkip, NativeAccessSpecifierPublic)
void UFortMcpProfileAccount::ApplyAlteration(const class FString& TargetItemId, const class FString& AlterationItemId, struct FClientUrlContext* Context)
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("FortMcpProfileAccount", "ApplyAlteration");
Params::FortMcpProfileAccount_ApplyAlteration Parms{};
Parms.TargetItemId = std::move(TargetItemId);
Parms.AlterationItemId = std::move(AlterationItemId);
auto Flgs = Func->FunctionFlags;
Func->FunctionFlags |= 0x400;
UObject::ProcessEvent(Func, &Parms);
Func->FunctionFlags = Flgs;
if (Context != nullptr)
*Context = std::move(Parms.Context);
}
// Function FortniteGame.FortMcpProfileAccount.AssignWorkerToBuilding
// (Net, NetReliable, NetRequest, Native, Event, Public, HasOutParams)
// Parameters:
// const class FString& WorkerId (Parm, ZeroConstructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// const class FString& BuildingId (Parm, ZeroConstructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// int32 SlotIndex (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// struct FClientUrlContext* Context (Parm, OutParm, RepSkip, NativeAccessSpecifierPublic)
void UFortMcpProfileAccount::AssignWorkerToBuilding(const class FString& WorkerId, const class FString& BuildingId, int32 SlotIndex, struct FClientUrlContext* Context)
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("FortMcpProfileAccount", "AssignWorkerToBuilding");
Params::FortMcpProfileAccount_AssignWorkerToBuilding Parms{};
Parms.WorkerId = std::move(WorkerId);
Parms.BuildingId = std::move(BuildingId);
Parms.SlotIndex = SlotIndex;
auto Flgs = Func->FunctionFlags;
Func->FunctionFlags |= 0x400;
UObject::ProcessEvent(Func, &Parms);
Func->FunctionFlags = Flgs;
if (Context != nullptr)
*Context = std::move(Parms.Context);
}
// Function FortniteGame.FortMcpProfileAccount.AssignWorkerToBuildingBatch
// (Net, NetReliable, NetRequest, Native, Event, Public, HasOutParams)
// Parameters:
// const TArray<class FString>& WorkerIds (ConstParm, Parm, ZeroConstructor, ReferenceParm, NativeAccessSpecifierPublic)
// const TArray<class FString>& BuildingIds (ConstParm, Parm, ZeroConstructor, ReferenceParm, NativeAccessSpecifierPublic)
// const TArray<int32>& SlotIndices (ConstParm, Parm, ZeroConstructor, ReferenceParm, NativeAccessSpecifierPublic)
// struct FClientUrlContext* Context (Parm, OutParm, RepSkip, NativeAccessSpecifierPublic)
void UFortMcpProfileAccount::AssignWorkerToBuildingBatch(const TArray<class FString>& WorkerIds, const TArray<class FString>& BuildingIds, const TArray<int32>& SlotIndices, struct FClientUrlContext* Context)
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("FortMcpProfileAccount", "AssignWorkerToBuildingBatch");
Params::FortMcpProfileAccount_AssignWorkerToBuildingBatch Parms{};
Parms.WorkerIds = std::move(WorkerIds);
Parms.BuildingIds = std::move(BuildingIds);
Parms.SlotIndices = std::move(SlotIndices);
auto Flgs = Func->FunctionFlags;
Func->FunctionFlags |= 0x400;
UObject::ProcessEvent(Func, &Parms);
Func->FunctionFlags = Flgs;
if (Context != nullptr)
*Context = std::move(Parms.Context);
}
// Function FortniteGame.FortMcpProfileAccount.ClaimLoginReward
// (Net, NetReliable, NetRequest, Native, Event, Public, HasOutParams)
// Parameters:
// struct FClientUrlContext* Context (Parm, OutParm, RepSkip, NativeAccessSpecifierPublic)
void UFortMcpProfileAccount::ClaimLoginReward(struct FClientUrlContext* Context)
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("FortMcpProfileAccount", "ClaimLoginReward");
Params::FortMcpProfileAccount_ClaimLoginReward Parms{};
auto Flgs = Func->FunctionFlags;
Func->FunctionFlags |= 0x400;
UObject::ProcessEvent(Func, &Parms);
Func->FunctionFlags = Flgs;
if (Context != nullptr)
*Context = std::move(Parms.Context);
}
// Function FortniteGame.FortMcpProfileAccount.ClaimQuestReward
// (Net, NetReliable, NetRequest, Native, Event, Public, HasOutParams)
// Parameters:
// const class FString& QuestId (Parm, ZeroConstructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// struct FClientUrlContext* Context (Parm, OutParm, RepSkip, NativeAccessSpecifierPublic)
void UFortMcpProfileAccount::ClaimQuestReward(const class FString& QuestId, struct FClientUrlContext* Context)
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("FortMcpProfileAccount", "ClaimQuestReward");
Params::FortMcpProfileAccount_ClaimQuestReward Parms{};
Parms.QuestId = std::move(QuestId);
auto Flgs = Func->FunctionFlags;
Func->FunctionFlags |= 0x400;
UObject::ProcessEvent(Func, &Parms);
Func->FunctionFlags = Flgs;
if (Context != nullptr)
*Context = std::move(Parms.Context);
}
// Function FortniteGame.FortMcpProfileAccount.ConsumeItems
// (Net, NetReliable, NetRequest, Native, Event, Public, HasOutParams)
// Parameters:
// const TArray<class FString>& ItemsToConsumeIds (ConstParm, Parm, ZeroConstructor, ReferenceParm, NativeAccessSpecifierPublic)
// const TArray<int32>& ItemCountsToConsume (ConstParm, Parm, ZeroConstructor, ReferenceParm, NativeAccessSpecifierPublic)
// const class FString& ConsumeReason (Parm, ZeroConstructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// struct FDedicatedServerUrlContext* Context (Parm, OutParm, RepSkip, NativeAccessSpecifierPublic)
void UFortMcpProfileAccount::ConsumeItems(const TArray<class FString>& ItemsToConsumeIds, const TArray<int32>& ItemCountsToConsume, const class FString& ConsumeReason, struct FDedicatedServerUrlContext* Context)
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("FortMcpProfileAccount", "ConsumeItems");
Params::FortMcpProfileAccount_ConsumeItems Parms{};
Parms.ItemsToConsumeIds = std::move(ItemsToConsumeIds);
Parms.ItemCountsToConsume = std::move(ItemCountsToConsume);
Parms.ConsumeReason = std::move(ConsumeReason);
auto Flgs = Func->FunctionFlags;
Func->FunctionFlags |= 0x400;
UObject::ProcessEvent(Func, &Parms);
Func->FunctionFlags = Flgs;
if (Context != nullptr)
*Context = std::move(Parms.Context);
}
// Function FortniteGame.FortMcpProfileAccount.CreateBuilding
// (Net, NetReliable, NetRequest, Native, Event, Public, HasOutParams)
// Parameters:
// const class FString& TemplateId (Parm, ZeroConstructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// struct FClientUrlContext* Context (Parm, OutParm, RepSkip, NativeAccessSpecifierPublic)
void UFortMcpProfileAccount::CreateBuilding(const class FString& TemplateId, struct FClientUrlContext* Context)
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("FortMcpProfileAccount", "CreateBuilding");
Params::FortMcpProfileAccount_CreateBuilding Parms{};
Parms.TemplateId = std::move(TemplateId);
auto Flgs = Func->FunctionFlags;
Func->FunctionFlags |= 0x400;
UObject::ProcessEvent(Func, &Parms);
Func->FunctionFlags = Flgs;
if (Context != nullptr)
*Context = std::move(Parms.Context);
}
// Function FortniteGame.FortMcpProfileAccount.CreateHero
// (Net, NetReliable, NetRequest, Native, Event, Public, HasOutParams)
// Parameters:
// const class FString& HeroName (Parm, ZeroConstructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// int32 Gender (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// const class FString& HeroTemplateId (Parm, ZeroConstructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// struct FClientUrlContext* Context (Parm, OutParm, RepSkip, NativeAccessSpecifierPublic)
void UFortMcpProfileAccount::CreateHero(const class FString& HeroName, int32 Gender, const class FString& HeroTemplateId, struct FClientUrlContext* Context)
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("FortMcpProfileAccount", "CreateHero");
Params::FortMcpProfileAccount_CreateHero Parms{};
Parms.HeroName = std::move(HeroName);
Parms.Gender = Gender;
Parms.HeroTemplateId = std::move(HeroTemplateId);
auto Flgs = Func->FunctionFlags;
Func->FunctionFlags |= 0x400;
UObject::ProcessEvent(Func, &Parms);
Func->FunctionFlags = Flgs;
if (Context != nullptr)
*Context = std::move(Parms.Context);
}
// Function FortniteGame.FortMcpProfileAccount.DeleteHero
// (Net, NetReliable, NetRequest, Native, Event, Public, HasOutParams)
// Parameters:
// const class FString& HeroId (Parm, ZeroConstructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// struct FClientUrlContext* Context (Parm, OutParm, RepSkip, NativeAccessSpecifierPublic)
void UFortMcpProfileAccount::DeleteHero(const class FString& HeroId, struct FClientUrlContext* Context)
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("FortMcpProfileAccount", "DeleteHero");
Params::FortMcpProfileAccount_DeleteHero Parms{};
Parms.HeroId = std::move(HeroId);
auto Flgs = Func->FunctionFlags;
Func->FunctionFlags |= 0x400;
UObject::ProcessEvent(Func, &Parms);
Func->FunctionFlags = Flgs;
if (Context != nullptr)
*Context = std::move(Parms.Context);
}
// Function FortniteGame.FortMcpProfileAccount.EarnScore
// (Net, NetReliable, NetRequest, Native, Event, Public, HasOutParams)
// Parameters:
// int32 TotalScore (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// const class FString& MatchmakingSessionId (Parm, ZeroConstructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// const class FString& HeroId (Parm, ZeroConstructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// bool bCriticalMatchBonus (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, NativeAccessSpecifierPublic)
// struct FDedicatedServerUrlContext* Context (Parm, OutParm, RepSkip, NativeAccessSpecifierPublic)
void UFortMcpProfileAccount::EarnScore(int32 TotalScore, const class FString& MatchmakingSessionId, const class FString& HeroId, bool bCriticalMatchBonus, struct FDedicatedServerUrlContext* Context)
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("FortMcpProfileAccount", "EarnScore");
Params::FortMcpProfileAccount_EarnScore Parms{};
Parms.TotalScore = TotalScore;
Parms.MatchmakingSessionId = std::move(MatchmakingSessionId);
Parms.HeroId = std::move(HeroId);
Parms.bCriticalMatchBonus = bCriticalMatchBonus;
auto Flgs = Func->FunctionFlags;
Func->FunctionFlags |= 0x400;
UObject::ProcessEvent(Func, &Parms);
Func->FunctionFlags = Flgs;
if (Context != nullptr)
*Context = std::move(Parms.Context);
}
// Function FortniteGame.FortMcpProfileAccount.EndPrimaryMission
// (Net, NetReliable, NetRequest, Native, Event, Public, HasOutParams)
// Parameters:
// const class FString& MatchmakingSessionId (Parm, ZeroConstructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// const class FString& MissionName (Parm, ZeroConstructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// const class FString& MissionStatus (Parm, ZeroConstructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// int32 NumMissionPoints (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// bool bCriticalMatchBonus (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, NativeAccessSpecifierPublic)
// struct FDedicatedServerUrlContext* Context (Parm, OutParm, RepSkip, NativeAccessSpecifierPublic)
void UFortMcpProfileAccount::EndPrimaryMission(const class FString& MatchmakingSessionId, const class FString& MissionName, const class FString& MissionStatus, int32 NumMissionPoints, bool bCriticalMatchBonus, struct FDedicatedServerUrlContext* Context)
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("FortMcpProfileAccount", "EndPrimaryMission");
Params::FortMcpProfileAccount_EndPrimaryMission Parms{};
Parms.MatchmakingSessionId = std::move(MatchmakingSessionId);
Parms.MissionName = std::move(MissionName);
Parms.MissionStatus = std::move(MissionStatus);
Parms.NumMissionPoints = NumMissionPoints;
Parms.bCriticalMatchBonus = bCriticalMatchBonus;
auto Flgs = Func->FunctionFlags;
Func->FunctionFlags |= 0x400;
UObject::ProcessEvent(Func, &Parms);
Func->FunctionFlags = Flgs;
if (Context != nullptr)
*Context = std::move(Parms.Context);
}
// Function FortniteGame.FortMcpProfileAccount.EquipCharCosmetic
// (Net, NetReliable, NetRequest, Native, Event, Public, HasOutParams)
// Parameters:
// const class FString& CharacterId (Parm, ZeroConstructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// const class FString& CosmeticId (Parm, ZeroConstructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// int32 TypeId (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// struct FClientUrlContext* Context (Parm, OutParm, RepSkip, NativeAccessSpecifierPublic)
void UFortMcpProfileAccount::EquipCharCosmetic(const class FString& CharacterId, const class FString& CosmeticId, int32 TypeId, struct FClientUrlContext* Context)
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("FortMcpProfileAccount", "EquipCharCosmetic");
Params::FortMcpProfileAccount_EquipCharCosmetic Parms{};
Parms.CharacterId = std::move(CharacterId);
Parms.CosmeticId = std::move(CosmeticId);
Parms.TypeId = TypeId;
auto Flgs = Func->FunctionFlags;
Func->FunctionFlags |= 0x400;
UObject::ProcessEvent(Func, &Parms);
Func->FunctionFlags = Flgs;
if (Context != nullptr)
*Context = std::move(Parms.Context);
}
// Function FortniteGame.FortMcpProfileAccount.FortRerollDailyQuest
// (Net, NetReliable, NetRequest, Native, Event, Public, HasOutParams)
// Parameters:
// const class FString& QuestId (Parm, ZeroConstructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// struct FClientUrlContext* Context (Parm, OutParm, RepSkip, NativeAccessSpecifierPublic)
void UFortMcpProfileAccount::FortRerollDailyQuest(const class FString& QuestId, struct FClientUrlContext* Context)
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("FortMcpProfileAccount", "FortRerollDailyQuest");
Params::FortMcpProfileAccount_FortRerollDailyQuest Parms{};
Parms.QuestId = std::move(QuestId);
auto Flgs = Func->FunctionFlags;
Func->FunctionFlags |= 0x400;
UObject::ProcessEvent(Func, &Parms);
Func->FunctionFlags = Flgs;
if (Context != nullptr)
*Context = std::move(Parms.Context);
}
// Function FortniteGame.FortMcpProfileAccount.MarkItemSeen
// (Net, NetReliable, NetRequest, Native, Event, Public, HasOutParams)
// Parameters:
// const TArray<class FString>& ItemIds (ConstParm, Parm, ZeroConstructor, ReferenceParm, NativeAccessSpecifierPublic)
// struct FClientUrlContext* Context (Parm, OutParm, RepSkip, NativeAccessSpecifierPublic)
void UFortMcpProfileAccount::MarkItemSeen(const TArray<class FString>& ItemIds, struct FClientUrlContext* Context)
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("FortMcpProfileAccount", "MarkItemSeen");
Params::FortMcpProfileAccount_MarkItemSeen Parms{};
Parms.ItemIds = std::move(ItemIds);
auto Flgs = Func->FunctionFlags;
Func->FunctionFlags |= 0x400;
UObject::ProcessEvent(Func, &Parms);
Func->FunctionFlags = Flgs;
if (Context != nullptr)
*Context = std::move(Parms.Context);
}
// Function FortniteGame.FortMcpProfileAccount.MarkNewQuestNotificationSent
// (Net, NetReliable, NetRequest, Native, Event, Public, HasOutParams)
// Parameters:
// const TArray<class FString>& ItemIds (ConstParm, Parm, ZeroConstructor, ReferenceParm, NativeAccessSpecifierPublic)
// struct FClientUrlContext* Context (Parm, OutParm, RepSkip, NativeAccessSpecifierPublic)
void UFortMcpProfileAccount::MarkNewQuestNotificationSent(const TArray<class FString>& ItemIds, struct FClientUrlContext* Context)
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("FortMcpProfileAccount", "MarkNewQuestNotificationSent");
Params::FortMcpProfileAccount_MarkNewQuestNotificationSent Parms{};
Parms.ItemIds = std::move(ItemIds);
auto Flgs = Func->FunctionFlags;
Func->FunctionFlags |= 0x400;
UObject::ProcessEvent(Func, &Parms);
Func->FunctionFlags = Flgs;
if (Context != nullptr)
*Context = std::move(Parms.Context);
}
// Function FortniteGame.FortMcpProfileAccount.OpenCardPack
// (Net, NetReliable, NetRequest, Native, Event, Public, HasOutParams)
// Parameters:
// const class FString& CardPackItemId (Parm, ZeroConstructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// int32 SelectionIdx (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// struct FClientUrlContext* Context (Parm, OutParm, RepSkip, NativeAccessSpecifierPublic)
void UFortMcpProfileAccount::OpenCardPack(const class FString& CardPackItemId, int32 SelectionIdx, struct FClientUrlContext* Context)
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("FortMcpProfileAccount", "OpenCardPack");
Params::FortMcpProfileAccount_OpenCardPack Parms{};
Parms.CardPackItemId = std::move(CardPackItemId);
Parms.SelectionIdx = SelectionIdx;
auto Flgs = Func->FunctionFlags;
Func->FunctionFlags |= 0x400;
UObject::ProcessEvent(Func, &Parms);
Func->FunctionFlags = Flgs;
if (Context != nullptr)
*Context = std::move(Parms.Context);
}
// Function FortniteGame.FortMcpProfileAccount.QuestLogin
// (Net, NetReliable, NetRequest, Native, Event, Public, HasOutParams)
// Parameters:
// struct FClientUrlContext* Context (Parm, OutParm, RepSkip, NativeAccessSpecifierPublic)
void UFortMcpProfileAccount::QuestLogin(struct FClientUrlContext* Context)
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("FortMcpProfileAccount", "QuestLogin");
Params::FortMcpProfileAccount_QuestLogin Parms{};
auto Flgs = Func->FunctionFlags;
Func->FunctionFlags |= 0x400;
UObject::ProcessEvent(Func, &Parms);
Func->FunctionFlags = Flgs;
if (Context != nullptr)
*Context = std::move(Parms.Context);
}
// Function FortniteGame.FortMcpProfileAccount.RecycleItem
// (Net, NetReliable, NetRequest, Native, Event, Public, HasOutParams)
// Parameters:
// const class FString& TargetItemId (Parm, ZeroConstructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// struct FClientUrlContext* Context (Parm, OutParm, RepSkip, NativeAccessSpecifierPublic)
void UFortMcpProfileAccount::RecycleItem(const class FString& TargetItemId, struct FClientUrlContext* Context)
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("FortMcpProfileAccount", "RecycleItem");
Params::FortMcpProfileAccount_RecycleItem Parms{};
Parms.TargetItemId = std::move(TargetItemId);
auto Flgs = Func->FunctionFlags;
Func->FunctionFlags |= 0x400;
UObject::ProcessEvent(Func, &Parms);
Func->FunctionFlags = Flgs;
if (Context != nullptr)
*Context = std::move(Parms.Context);
}
// Function FortniteGame.FortMcpProfileAccount.RenameHero
// (Net, NetReliable, NetRequest, Native, Event, Public, HasOutParams)
// Parameters:
// const class FString& HeroId (Parm, ZeroConstructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// const class FString& NewHeroName (Parm, ZeroConstructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// struct FClientUrlContext* Context (Parm, OutParm, RepSkip, NativeAccessSpecifierPublic)
void UFortMcpProfileAccount::RenameHero(const class FString& HeroId, const class FString& NewHeroName, struct FClientUrlContext* Context)
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("FortMcpProfileAccount", "RenameHero");
Params::FortMcpProfileAccount_RenameHero Parms{};
Parms.HeroId = std::move(HeroId);
Parms.NewHeroName = std::move(NewHeroName);
auto Flgs = Func->FunctionFlags;
Func->FunctionFlags |= 0x400;
UObject::ProcessEvent(Func, &Parms);
Func->FunctionFlags = Flgs;
if (Context != nullptr)
*Context = std::move(Parms.Context);
}
// Function FortniteGame.FortMcpProfileAccount.SetDefaultHero
// (Net, NetReliable, NetRequest, Native, Event, Public, HasOutParams)
// Parameters:
// const class FString& DefaultHeroId (Parm, ZeroConstructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// struct FClientUrlContext* Context (Parm, OutParm, RepSkip, NativeAccessSpecifierPublic)
void UFortMcpProfileAccount::SetDefaultHero(const class FString& DefaultHeroId, struct FClientUrlContext* Context)
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("FortMcpProfileAccount", "SetDefaultHero");
Params::FortMcpProfileAccount_SetDefaultHero Parms{};
Parms.DefaultHeroId = std::move(DefaultHeroId);
auto Flgs = Func->FunctionFlags;
Func->FunctionFlags |= 0x400;
UObject::ProcessEvent(Func, &Parms);
Func->FunctionFlags = Flgs;
if (Context != nullptr)
*Context = std::move(Parms.Context);
}
// Function FortniteGame.FortMcpProfileAccount.SetGameplayStats
// (Net, NetReliable, NetRequest, Native, Event, Public, HasOutParams)
// Parameters:
// const TArray<struct FFortPersistentGameplayStatValue>&GameplayStats (ConstParm, Parm, ZeroConstructor, ReferenceParm, NativeAccessSpecifierPublic)
// struct FClientUrlContext* Context (Parm, OutParm, RepSkip, NativeAccessSpecifierPublic)
void UFortMcpProfileAccount::SetGameplayStats(const TArray<struct FFortPersistentGameplayStatValue>& GameplayStats, struct FClientUrlContext* Context)
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("FortMcpProfileAccount", "SetGameplayStats");
Params::FortMcpProfileAccount_SetGameplayStats Parms{};
Parms.GameplayStats = std::move(GameplayStats);
auto Flgs = Func->FunctionFlags;
Func->FunctionFlags |= 0x400;
UObject::ProcessEvent(Func, &Parms);
Func->FunctionFlags = Flgs;
if (Context != nullptr)
*Context = std::move(Parms.Context);
}
// Function FortniteGame.FortMcpProfileAccount.SetHeroAbilities
// (Net, NetReliable, NetRequest, Native, Event, Public, HasOutParams)
// Parameters:
// const class FString& HeroId (Parm, ZeroConstructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// int32 PrimaryTraitAbilities (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// int32 SecondaryTraitAbilities_Alpha (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// int32 SecondaryTraitAbilities_Beta (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// int32 SecondaryTraitAbilities_Gamma (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// int32 SecondaryTraitAbilities_Delta (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// struct FClientUrlContext* Context (Parm, OutParm, RepSkip, NativeAccessSpecifierPublic)
void UFortMcpProfileAccount::SetHeroAbilities(const class FString& HeroId, int32 PrimaryTraitAbilities, int32 SecondaryTraitAbilities_Alpha, int32 SecondaryTraitAbilities_Beta, int32 SecondaryTraitAbilities_Gamma, int32 SecondaryTraitAbilities_Delta, struct FClientUrlContext* Context)
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("FortMcpProfileAccount", "SetHeroAbilities");
Params::FortMcpProfileAccount_SetHeroAbilities Parms{};
Parms.HeroId = std::move(HeroId);
Parms.PrimaryTraitAbilities = PrimaryTraitAbilities;
Parms.SecondaryTraitAbilities_Alpha = SecondaryTraitAbilities_Alpha;
Parms.SecondaryTraitAbilities_Beta = SecondaryTraitAbilities_Beta;
Parms.SecondaryTraitAbilities_Gamma = SecondaryTraitAbilities_Gamma;
Parms.SecondaryTraitAbilities_Delta = SecondaryTraitAbilities_Delta;
auto Flgs = Func->FunctionFlags;
Func->FunctionFlags |= 0x400;
UObject::ProcessEvent(Func, &Parms);
Func->FunctionFlags = Flgs;
if (Context != nullptr)
*Context = std::move(Parms.Context);
}
// Function FortniteGame.FortMcpProfileAccount.SetHeroModeLoadout
// (Net, NetReliable, NetRequest, Native, Event, Public, HasOutParams)
// Parameters:
// const class FString& HeroId (Parm, ZeroConstructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// const struct FFortSavedModeLoadout& ModeLoadout (ConstParm, Parm, ReferenceParm, NativeAccessSpecifierPublic)
// struct FClientUrlContext* Context (Parm, OutParm, RepSkip, NativeAccessSpecifierPublic)
void UFortMcpProfileAccount::SetHeroModeLoadout(const class FString& HeroId, const struct FFortSavedModeLoadout& ModeLoadout, struct FClientUrlContext* Context)
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("FortMcpProfileAccount", "SetHeroModeLoadout");
Params::FortMcpProfileAccount_SetHeroModeLoadout Parms{};
Parms.HeroId = std::move(HeroId);
Parms.ModeLoadout = std::move(ModeLoadout);
auto Flgs = Func->FunctionFlags;
Func->FunctionFlags |= 0x400;
UObject::ProcessEvent(Func, &Parms);
Func->FunctionFlags = Flgs;
if (Context != nullptr)
*Context = std::move(Parms.Context);
}
// Function FortniteGame.FortMcpProfileAccount.SetHomebaseMeta
// (Net, NetReliable, NetRequest, Native, Event, Public, HasOutParams)
// Parameters:
// const class FString& TownName (Parm, ZeroConstructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// int32 FlagPattern (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// float FlagColor (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// struct FClientUrlContext* Context (Parm, OutParm, RepSkip, NativeAccessSpecifierPublic)
void UFortMcpProfileAccount::SetHomebaseMeta(const class FString& TownName, int32 FlagPattern, float FlagColor, struct FClientUrlContext* Context)
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("FortMcpProfileAccount", "SetHomebaseMeta");
Params::FortMcpProfileAccount_SetHomebaseMeta Parms{};
Parms.TownName = std::move(TownName);
Parms.FlagPattern = FlagPattern;
Parms.FlagColor = FlagColor;
auto Flgs = Func->FunctionFlags;
Func->FunctionFlags |= 0x400;
UObject::ProcessEvent(Func, &Parms);
Func->FunctionFlags = Flgs;
if (Context != nullptr)
*Context = std::move(Parms.Context);
}
// Function FortniteGame.FortMcpProfileAccount.SetModeLoadout
// (Net, NetReliable, NetRequest, Native, Event, Public, HasOutParams)
// Parameters:
// const struct FFortSavedModeLoadout& ModeLoadout (ConstParm, Parm, ReferenceParm, NativeAccessSpecifierPublic)
// const class FString& HeroId (Parm, ZeroConstructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// const struct FFortSavedModeLoadout& HeroModeLoadout (ConstParm, Parm, ReferenceParm, NativeAccessSpecifierPublic)
// struct FClientUrlContext* Context (Parm, OutParm, RepSkip, NativeAccessSpecifierPublic)
void UFortMcpProfileAccount::SetModeLoadout(const struct FFortSavedModeLoadout& ModeLoadout, const class FString& HeroId, const struct FFortSavedModeLoadout& HeroModeLoadout, struct FClientUrlContext* Context)
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("FortMcpProfileAccount", "SetModeLoadout");
Params::FortMcpProfileAccount_SetModeLoadout Parms{};
Parms.ModeLoadout = std::move(ModeLoadout);
Parms.HeroId = std::move(HeroId);
Parms.HeroModeLoadout = std::move(HeroModeLoadout);
auto Flgs = Func->FunctionFlags;
Func->FunctionFlags |= 0x400;
UObject::ProcessEvent(Func, &Parms);
Func->FunctionFlags = Flgs;
if (Context != nullptr)
*Context = std::move(Parms.Context);
}
// Function FortniteGame.FortMcpProfileAccount.SkipTutorial
// (Net, NetReliable, NetRequest, Native, Event, Public, HasOutParams)
// Parameters:
// struct FClientUrlContext* Context (Parm, OutParm, RepSkip, NativeAccessSpecifierPublic)
void UFortMcpProfileAccount::SkipTutorial(struct FClientUrlContext* Context)
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("FortMcpProfileAccount", "SkipTutorial");
Params::FortMcpProfileAccount_SkipTutorial Parms{};
auto Flgs = Func->FunctionFlags;
Func->FunctionFlags |= 0x400;
UObject::ProcessEvent(Func, &Parms);
Func->FunctionFlags = Flgs;
if (Context != nullptr)
*Context = std::move(Parms.Context);
}
// Function FortniteGame.FortMcpProfileAccount.UnloadWarehouse
// (Net, NetReliable, NetRequest, Native, Event, Public, HasOutParams)
// Parameters:
// const TArray<class FString>& ResourceTypes (ConstParm, Parm, ZeroConstructor, ReferenceParm, NativeAccessSpecifierPublic)
// struct FClientUrlContext* Context (Parm, OutParm, RepSkip, NativeAccessSpecifierPublic)
void UFortMcpProfileAccount::UnloadWarehouse(const TArray<class FString>& ResourceTypes, struct FClientUrlContext* Context)
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("FortMcpProfileAccount", "UnloadWarehouse");
Params::FortMcpProfileAccount_UnloadWarehouse Parms{};
Parms.ResourceTypes = std::move(ResourceTypes);
auto Flgs = Func->FunctionFlags;
Func->FunctionFlags |= 0x400;
UObject::ProcessEvent(Func, &Parms);
Func->FunctionFlags = Flgs;
if (Context != nullptr)
*Context = std::move(Parms.Context);
}
// Function FortniteGame.FortMcpProfileAccount.UnslotAllWorkers
// (Net, NetReliable, NetRequest, Native, Event, Public, HasOutParams)
// Parameters:
// const TArray<class FString>& BuildingIds (ConstParm, Parm, ZeroConstructor, ReferenceParm, NativeAccessSpecifierPublic)
// struct FClientUrlContext* Context (Parm, OutParm, RepSkip, NativeAccessSpecifierPublic)
void UFortMcpProfileAccount::UnslotAllWorkers(const TArray<class FString>& BuildingIds, struct FClientUrlContext* Context)
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("FortMcpProfileAccount", "UnslotAllWorkers");
Params::FortMcpProfileAccount_UnslotAllWorkers Parms{};
Parms.BuildingIds = std::move(BuildingIds);
auto Flgs = Func->FunctionFlags;
Func->FunctionFlags |= 0x400;
UObject::ProcessEvent(Func, &Parms);
Func->FunctionFlags = Flgs;
if (Context != nullptr)
*Context = std::move(Parms.Context);
}
// Function FortniteGame.FortMcpProfileAccount.UpdateBuildingLevelAndRating
// (Net, NetReliable, NetRequest, Native, Event, Public, HasOutParams)
// Parameters:
// const class FString& BuildingId (Parm, ZeroConstructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// int32 LastBuildingLevel (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// int32 LastBuildingRating (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// struct FClientUrlContext* Context (Parm, OutParm, RepSkip, NativeAccessSpecifierPublic)
void UFortMcpProfileAccount::UpdateBuildingLevelAndRating(const class FString& BuildingId, int32 LastBuildingLevel, int32 LastBuildingRating, struct FClientUrlContext* Context)
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("FortMcpProfileAccount", "UpdateBuildingLevelAndRating");
Params::FortMcpProfileAccount_UpdateBuildingLevelAndRating Parms{};
Parms.BuildingId = std::move(BuildingId);
Parms.LastBuildingLevel = LastBuildingLevel;
Parms.LastBuildingRating = LastBuildingRating;
auto Flgs = Func->FunctionFlags;
Func->FunctionFlags |= 0x400;
UObject::ProcessEvent(Func, &Parms);
Func->FunctionFlags = Flgs;
if (Context != nullptr)
*Context = std::move(Parms.Context);
}
// Function FortniteGame.FortMcpProfileAccount.UpdateQuestClientObjectives
// (Net, NetReliable, NetRequest, Native, Event, Public, HasOutParams)
// Parameters:
// const TArray<struct FFortQuestObjectiveCompletion>&Advance (ConstParm, Parm, ZeroConstructor, ReferenceParm, NativeAccessSpecifierPublic)
// struct FClientUrlContext* Context (Parm, OutParm, RepSkip, NativeAccessSpecifierPublic)
void UFortMcpProfileAccount::UpdateQuestClientObjectives(const TArray<struct FFortQuestObjectiveCompletion>& Advance, struct FClientUrlContext* Context)
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("FortMcpProfileAccount", "UpdateQuestClientObjectives");
Params::FortMcpProfileAccount_UpdateQuestClientObjectives Parms{};
Parms.Advance = std::move(Advance);
auto Flgs = Func->FunctionFlags;
Func->FunctionFlags |= 0x400;
UObject::ProcessEvent(Func, &Parms);
Func->FunctionFlags = Flgs;
if (Context != nullptr)
*Context = std::move(Parms.Context);
}
// Function FortniteGame.FortMcpProfileAccount.UpdateQuests
// (Net, NetReliable, NetRequest, Native, Event, Public, HasOutParams)
// Parameters:
// const TArray<struct FFortQuestObjectiveCompletion>&Advance (ConstParm, Parm, ZeroConstructor, ReferenceParm, NativeAccessSpecifierPublic)
// struct FDedicatedServerUrlContext* Context (Parm, OutParm, RepSkip, NativeAccessSpecifierPublic)
void UFortMcpProfileAccount::UpdateQuests(const TArray<struct FFortQuestObjectiveCompletion>& Advance, struct FDedicatedServerUrlContext* Context)
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("FortMcpProfileAccount", "UpdateQuests");
Params::FortMcpProfileAccount_UpdateQuests Parms{};
Parms.Advance = std::move(Advance);
auto Flgs = Func->FunctionFlags;
Func->FunctionFlags |= 0x400;
UObject::ProcessEvent(Func, &Parms);
Func->FunctionFlags = Flgs;
if (Context != nullptr)
*Context = std::move(Parms.Context);
}
// Function FortniteGame.FortMcpProfileAccount.UpgradeBuilding
// (Net, NetReliable, NetRequest, Native, Event, Public, HasOutParams)
// Parameters:
// const class FString& BuildingId (Parm, ZeroConstructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// struct FClientUrlContext* Context (Parm, OutParm, RepSkip, NativeAccessSpecifierPublic)
void UFortMcpProfileAccount::UpgradeBuilding(const class FString& BuildingId, struct FClientUrlContext* Context)
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("FortMcpProfileAccount", "UpgradeBuilding");
Params::FortMcpProfileAccount_UpgradeBuilding Parms{};
Parms.BuildingId = std::move(BuildingId);
auto Flgs = Func->FunctionFlags;
Func->FunctionFlags |= 0x400;
UObject::ProcessEvent(Func, &Parms);
Func->FunctionFlags = Flgs;
if (Context != nullptr)
*Context = std::move(Parms.Context);
}
// Function FortniteGame.FortMcpProfileAccount.UpgradeItem
// (Net, NetReliable, NetRequest, Native, Event, Public, HasOutParams)
// Parameters:
// const class FString& TargetItemId (Parm, ZeroConstructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// struct FClientUrlContext* Context (Parm, OutParm, RepSkip, NativeAccessSpecifierPublic)
void UFortMcpProfileAccount::UpgradeItem(const class FString& TargetItemId, struct FClientUrlContext* Context)
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("FortMcpProfileAccount", "UpgradeItem");
Params::FortMcpProfileAccount_UpgradeItem Parms{};
Parms.TargetItemId = std::move(TargetItemId);
auto Flgs = Func->FunctionFlags;
Func->FunctionFlags |= 0x400;
UObject::ProcessEvent(Func, &Parms);
Func->FunctionFlags = Flgs;
if (Context != nullptr)
*Context = std::move(Parms.Context);
}
// Function FortniteGame.FortMcpProfileAccount.UpgradeWorker
// (Net, NetReliable, NetRequest, Native, Event, Public, HasOutParams)
// Parameters:
// const class FString& TargetWorkerId (Parm, ZeroConstructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// struct FClientUrlContext* Context (Parm, OutParm, RepSkip, NativeAccessSpecifierPublic)
void UFortMcpProfileAccount::UpgradeWorker(const class FString& TargetWorkerId, struct FClientUrlContext* Context)
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("FortMcpProfileAccount", "UpgradeWorker");
Params::FortMcpProfileAccount_UpgradeWorker Parms{};
Parms.TargetWorkerId = std::move(TargetWorkerId);
auto Flgs = Func->FunctionFlags;
Func->FunctionFlags |= 0x400;
UObject::ProcessEvent(Func, &Parms);
Func->FunctionFlags = Flgs;
if (Context != nullptr)
*Context = std::move(Parms.Context);
}
// Function FortniteGame.FortMissionPowerPointsInterface.GetAvailabilityWeight
// (Native, Public, Const)
// Parameters:
// float DifficultyLevel (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// float ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
float IFortMissionPowerPointsInterface::GetAvailabilityWeight(float DifficultyLevel) const
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("FortMissionPowerPointsInterface", "GetAvailabilityWeight");
Params::FortMissionPowerPointsInterface_GetAvailabilityWeight Parms{};
Parms.DifficultyLevel = DifficultyLevel;
auto Flgs = Func->FunctionFlags;
Func->FunctionFlags |= 0x400;
UObject::ProcessEvent(Func, &Parms);
Func->FunctionFlags = Flgs;
return Parms.ReturnValue;
}
// Function FortniteGame.FortMissionPowerPointsInterface.GetInitialRangeLerpValue
// (Native, Public, Const)
// Parameters:
// float PointsAvailable (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// float ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
float IFortMissionPowerPointsInterface::GetInitialRangeLerpValue(float PointsAvailable) const
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("FortMissionPowerPointsInterface", "GetInitialRangeLerpValue");
Params::FortMissionPowerPointsInterface_GetInitialRangeLerpValue Parms{};
Parms.PointsAvailable = PointsAvailable;
auto Flgs = Func->FunctionFlags;
Func->FunctionFlags |= 0x400;
UObject::ProcessEvent(Func, &Parms);
Func->FunctionFlags = Flgs;
return Parms.ReturnValue;
}
// Function FortniteGame.FortMissionPowerPointsInterface.GetMaxRangeLerpValue
// (Native, Public, Const)
// Parameters:
// float PointsAvailable (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// float PreviousLerpValue (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// float ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
float IFortMissionPowerPointsInterface::GetMaxRangeLerpValue(float PointsAvailable, float PreviousLerpValue) const
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("FortMissionPowerPointsInterface", "GetMaxRangeLerpValue");
Params::FortMissionPowerPointsInterface_GetMaxRangeLerpValue Parms{};
Parms.PointsAvailable = PointsAvailable;
Parms.PreviousLerpValue = PreviousLerpValue;
auto Flgs = Func->FunctionFlags;
Func->FunctionFlags |= 0x400;
UObject::ProcessEvent(Func, &Parms);
Func->FunctionFlags = Flgs;
return Parms.ReturnValue;
}
// Function FortniteGame.FortMissionPowerPointsInterface.GetPowerPointsCost
// (Native, Public, Const)
// Parameters:
// float LerpValue (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// float ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
float IFortMissionPowerPointsInterface::GetPowerPointsCost(float LerpValue) const
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("FortMissionPowerPointsInterface", "GetPowerPointsCost");
Params::FortMissionPowerPointsInterface_GetPowerPointsCost Parms{};
Parms.LerpValue = LerpValue;
auto Flgs = Func->FunctionFlags;
Func->FunctionFlags |= 0x400;
UObject::ProcessEvent(Func, &Parms);
Func->FunctionFlags = Flgs;
return Parms.ReturnValue;
}
// Function FortniteGame.FortItemDroppedParams.BreakData
// (Final, Native, Public, HasOutParams, BlueprintCallable, BlueprintPure)
// Parameters:
// class UFortWorldItemDefinition** _DroppedItemDefinition (Parm, OutParm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// class AFortPlayerController** _DroppedBy (Parm, OutParm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// int32* _AmountCollected (Parm, OutParm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
void UFortItemDroppedParams::BreakData(class UFortWorldItemDefinition** _DroppedItemDefinition, class AFortPlayerController** _DroppedBy, int32* _AmountCollected)
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("FortItemDroppedParams", "BreakData");
Params::FortItemDroppedParams_BreakData Parms{};
auto Flgs = Func->FunctionFlags;
Func->FunctionFlags |= 0x400;
UObject::ProcessEvent(Func, &Parms);
Func->FunctionFlags = Flgs;
if (_DroppedItemDefinition != nullptr)
*_DroppedItemDefinition = Parms._DroppedItemDefinition;
if (_DroppedBy != nullptr)
*_DroppedBy = Parms._DroppedBy;
if (_AmountCollected != nullptr)
*_AmountCollected = Parms._AmountCollected;
}
// Function FortniteGame.FortItemDroppedParams.MakeData
// (Final, Native, Public, HasOutParams, BlueprintCallable)
// Parameters:
// const class UFortWorldItemDefinition* _DroppedItemDefinition (ConstParm, Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// class AFortPlayerController* _DroppedBy (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// int32 _AmountCollected (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// class UFortItemDroppedParams** ThisParam (Parm, OutParm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
void UFortItemDroppedParams::MakeData(const class UFortWorldItemDefinition* _DroppedItemDefinition, class AFortPlayerController* _DroppedBy, int32 _AmountCollected, class UFortItemDroppedParams** ThisParam)
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("FortItemDroppedParams", "MakeData");
Params::FortItemDroppedParams_MakeData Parms{};
Parms._DroppedItemDefinition = _DroppedItemDefinition;
Parms._DroppedBy = _DroppedBy;
Parms._AmountCollected = _AmountCollected;
auto Flgs = Func->FunctionFlags;
Func->FunctionFlags |= 0x400;
UObject::ProcessEvent(Func, &Parms);
Func->FunctionFlags = Flgs;
if (ThisParam != nullptr)
*ThisParam = Parms.ThisParam;
}
// Function FortniteGame.FortItemCraftedParams.BreakData
// (Final, Native, Public, HasOutParams, BlueprintCallable, BlueprintPure)
// Parameters:
// class UFortSchematicItemDefinition** _SchematicDefinition (Parm, OutParm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// class AFortPlayerController** _CraftedBy (Parm, OutParm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// int32* _AmountCrafted (Parm, OutParm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
void UFortItemCraftedParams::BreakData(class UFortSchematicItemDefinition** _SchematicDefinition, class AFortPlayerController** _CraftedBy, int32* _AmountCrafted)
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("FortItemCraftedParams", "BreakData");
Params::FortItemCraftedParams_BreakData Parms{};
auto Flgs = Func->FunctionFlags;
Func->FunctionFlags |= 0x400;
UObject::ProcessEvent(Func, &Parms);
Func->FunctionFlags = Flgs;
if (_SchematicDefinition != nullptr)
*_SchematicDefinition = Parms._SchematicDefinition;
if (_CraftedBy != nullptr)
*_CraftedBy = Parms._CraftedBy;
if (_AmountCrafted != nullptr)
*_AmountCrafted = Parms._AmountCrafted;
}
// Function FortniteGame.FortItemCraftedParams.MakeData
// (Final, Native, Public, HasOutParams, BlueprintCallable)
// Parameters:
// const class UFortSchematicItemDefinition*_SchematicDefinition (ConstParm, Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// class AFortPlayerController* _CraftedBy (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// int32 _AmountCrafted (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// class UFortItemCraftedParams** ThisParam (Parm, OutParm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
void UFortItemCraftedParams::MakeData(const class UFortSchematicItemDefinition* _SchematicDefinition, class AFortPlayerController* _CraftedBy, int32 _AmountCrafted, class UFortItemCraftedParams** ThisParam)
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("FortItemCraftedParams", "MakeData");
Params::FortItemCraftedParams_MakeData Parms{};
Parms._SchematicDefinition = _SchematicDefinition;
Parms._CraftedBy = _CraftedBy;
Parms._AmountCrafted = _AmountCrafted;
auto Flgs = Func->FunctionFlags;
Func->FunctionFlags |= 0x400;
UObject::ProcessEvent(Func, &Parms);
Func->FunctionFlags = Flgs;
if (ThisParam != nullptr)
*ThisParam = Parms.ThisParam;
}
// Function FortniteGame.FortEnemyKilledParams.BreakData
// (Final, Native, Public, HasOutParams, BlueprintCallable, BlueprintPure)
// Parameters:
// class AFortPawn** _KilledPawn (Parm, OutParm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// class AFortPlayerController** _KilledBy (Parm, OutParm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
void UFortEnemyKilledParams::BreakData(class AFortPawn** _KilledPawn, class AFortPlayerController** _KilledBy)
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("FortEnemyKilledParams", "BreakData");
Params::FortEnemyKilledParams_BreakData Parms{};
auto Flgs = Func->FunctionFlags;
Func->FunctionFlags |= 0x400;
UObject::ProcessEvent(Func, &Parms);
Func->FunctionFlags = Flgs;
if (_KilledPawn != nullptr)
*_KilledPawn = Parms._KilledPawn;
if (_KilledBy != nullptr)
*_KilledBy = Parms._KilledBy;
}
// Function FortniteGame.FortEnemyKilledParams.MakeData
// (Final, Native, Public, HasOutParams, BlueprintCallable)
// Parameters:
// class AFortPawn* _KilledPawn (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// class AFortPlayerController* _KilledBy (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// class UFortEnemyKilledParams** ThisParam (Parm, OutParm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
void UFortEnemyKilledParams::MakeData(class AFortPawn* _KilledPawn, class AFortPlayerController* _KilledBy, class UFortEnemyKilledParams** ThisParam)
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("FortEnemyKilledParams", "MakeData");
Params::FortEnemyKilledParams_MakeData Parms{};
Parms._KilledPawn = _KilledPawn;
Parms._KilledBy = _KilledBy;
auto Flgs = Func->FunctionFlags;
Func->FunctionFlags |= 0x400;
UObject::ProcessEvent(Func, &Parms);
Func->FunctionFlags = Flgs;
if (ThisParam != nullptr)
*ThisParam = Parms.ThisParam;
}
// Function FortniteGame.FortEnemyDamagedParams.BreakData
// (Final, Native, Public, HasOutParams, BlueprintCallable, BlueprintPure)
// Parameters:
// class AFortPawn** _DamagedPawn (Parm, OutParm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// class AFortPlayerController** _DamagedBy (Parm, OutParm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// float* _DamageAmount (Parm, OutParm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
void UFortEnemyDamagedParams::BreakData(class AFortPawn** _DamagedPawn, class AFortPlayerController** _DamagedBy, float* _DamageAmount)
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("FortEnemyDamagedParams", "BreakData");
Params::FortEnemyDamagedParams_BreakData Parms{};
auto Flgs = Func->FunctionFlags;
Func->FunctionFlags |= 0x400;
UObject::ProcessEvent(Func, &Parms);
Func->FunctionFlags = Flgs;
if (_DamagedPawn != nullptr)
*_DamagedPawn = Parms._DamagedPawn;
if (_DamagedBy != nullptr)
*_DamagedBy = Parms._DamagedBy;
if (_DamageAmount != nullptr)
*_DamageAmount = Parms._DamageAmount;
}
// Function FortniteGame.FortEnemyDamagedParams.MakeData
// (Final, Native, Public, HasOutParams, BlueprintCallable)
// Parameters:
// class AFortPawn* _DamagedPawn (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// class AFortPlayerController* _DamagedBy (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// float _DamageAmount (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// class UFortEnemyDamagedParams** ThisParam (Parm, OutParm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
void UFortEnemyDamagedParams::MakeData(class AFortPawn* _DamagedPawn, class AFortPlayerController* _DamagedBy, float _DamageAmount, class UFortEnemyDamagedParams** ThisParam)
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("FortEnemyDamagedParams", "MakeData");
Params::FortEnemyDamagedParams_MakeData Parms{};
Parms._DamagedPawn = _DamagedPawn;
Parms._DamagedBy = _DamagedBy;
Parms._DamageAmount = _DamageAmount;
auto Flgs = Func->FunctionFlags;
Func->FunctionFlags |= 0x400;
UObject::ProcessEvent(Func, &Parms);
Func->FunctionFlags = Flgs;
if (ThisParam != nullptr)
*ThisParam = Parms.ThisParam;
}
// Function FortniteGame.FortNewPlayerParams.BreakData
// (Final, Native, Public, HasOutParams, BlueprintCallable, BlueprintPure)
// Parameters:
// class AFortPlayerController** _NewPlayerController (Parm, OutParm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
void UFortNewPlayerParams::BreakData(class AFortPlayerController** _NewPlayerController)
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("FortNewPlayerParams", "BreakData");
Params::FortNewPlayerParams_BreakData Parms{};
auto Flgs = Func->FunctionFlags;
Func->FunctionFlags |= 0x400;
UObject::ProcessEvent(Func, &Parms);
Func->FunctionFlags = Flgs;
if (_NewPlayerController != nullptr)
*_NewPlayerController = Parms._NewPlayerController;
}
// Function FortniteGame.FortNewPlayerParams.MakeData
// (Final, Native, Public, HasOutParams, BlueprintCallable)
// Parameters:
// class AFortPlayerController* _NewPlayerController (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// class UFortNewPlayerParams** ThisParam (Parm, OutParm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
void UFortNewPlayerParams::MakeData(class AFortPlayerController* _NewPlayerController, class UFortNewPlayerParams** ThisParam)
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("FortNewPlayerParams", "MakeData");
Params::FortNewPlayerParams_MakeData Parms{};
Parms._NewPlayerController = _NewPlayerController;
auto Flgs = Func->FunctionFlags;
Func->FunctionFlags |= 0x400;
UObject::ProcessEvent(Func, &Parms);
Func->FunctionFlags = Flgs;
if (ThisParam != nullptr)
*ThisParam = Parms.ThisParam;
}
// Function FortniteGame.FortPlayerSpawnedParams.BreakData
// (Final, Native, Public, HasOutParams, BlueprintCallable, BlueprintPure)
// Parameters:
// class AFortPlayerController** _SpawnedPlayerController (Parm, OutParm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
void UFortPlayerSpawnedParams::BreakData(class AFortPlayerController** _SpawnedPlayerController)
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("FortPlayerSpawnedParams", "BreakData");
Params::FortPlayerSpawnedParams_BreakData Parms{};
auto Flgs = Func->FunctionFlags;
Func->FunctionFlags |= 0x400;
UObject::ProcessEvent(Func, &Parms);
Func->FunctionFlags = Flgs;
if (_SpawnedPlayerController != nullptr)
*_SpawnedPlayerController = Parms._SpawnedPlayerController;
}
// Function FortniteGame.FortPlayerSpawnedParams.MakeData
// (Final, Native, Public, HasOutParams, BlueprintCallable)
// Parameters:
// class AFortPlayerController* _SpawnedPlayerController (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// class UFortPlayerSpawnedParams** ThisParam (Parm, OutParm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
void UFortPlayerSpawnedParams::MakeData(class AFortPlayerController* _SpawnedPlayerController, class UFortPlayerSpawnedParams** ThisParam)
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("FortPlayerSpawnedParams", "MakeData");
Params::FortPlayerSpawnedParams_MakeData Parms{};
Parms._SpawnedPlayerController = _SpawnedPlayerController;
auto Flgs = Func->FunctionFlags;
Func->FunctionFlags |= 0x400;
UObject::ProcessEvent(Func, &Parms);
Func->FunctionFlags = Flgs;
if (ThisParam != nullptr)
*ThisParam = Parms.ThisParam;
}
// Function FortniteGame.FortPlayerDiedParams.BreakData
// (Final, Native, Public, HasOutParams, BlueprintCallable, BlueprintPure)
// Parameters:
// class AFortPlayerPawn** _KilledPlayer (Parm, OutParm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// class AController** _KilledBy (Parm, OutParm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
void UFortPlayerDiedParams::BreakData(class AFortPlayerPawn** _KilledPlayer, class AController** _KilledBy)
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("FortPlayerDiedParams", "BreakData");
Params::FortPlayerDiedParams_BreakData Parms{};
auto Flgs = Func->FunctionFlags;
Func->FunctionFlags |= 0x400;
UObject::ProcessEvent(Func, &Parms);
Func->FunctionFlags = Flgs;
if (_KilledPlayer != nullptr)
*_KilledPlayer = Parms._KilledPlayer;
if (_KilledBy != nullptr)
*_KilledBy = Parms._KilledBy;
}
// Function FortniteGame.FortPlayerDiedParams.MakeData
// (Final, Native, Public, HasOutParams, BlueprintCallable)
// Parameters:
// class AFortPlayerPawn* _KilledPlayer (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// class AController* _KilledBy (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// class UFortPlayerDiedParams** ThisParam (Parm, OutParm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
void UFortPlayerDiedParams::MakeData(class AFortPlayerPawn* _KilledPlayer, class AController* _KilledBy, class UFortPlayerDiedParams** ThisParam)
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("FortPlayerDiedParams", "MakeData");
Params::FortPlayerDiedParams_MakeData Parms{};
Parms._KilledPlayer = _KilledPlayer;
Parms._KilledBy = _KilledBy;
auto Flgs = Func->FunctionFlags;
Func->FunctionFlags |= 0x400;
UObject::ProcessEvent(Func, &Parms);
Func->FunctionFlags = Flgs;
if (ThisParam != nullptr)
*ThisParam = Parms.ThisParam;
}
// Function FortniteGame.FortDayPhaseChangeParams.BreakData
// (Final, Native, Public, HasOutParams, BlueprintCallable, BlueprintPure)
// Parameters:
// class AFortDayNightLightingAndFog** _LightingAndFogManager (Parm, OutParm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// EFortDayPhase* _NewDayPhase (Parm, OutParm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
void UFortDayPhaseChangeParams::BreakData(class AFortDayNightLightingAndFog** _LightingAndFogManager, EFortDayPhase* _NewDayPhase)
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("FortDayPhaseChangeParams", "BreakData");
Params::FortDayPhaseChangeParams_BreakData Parms{};
auto Flgs = Func->FunctionFlags;
Func->FunctionFlags |= 0x400;
UObject::ProcessEvent(Func, &Parms);
Func->FunctionFlags = Flgs;
if (_LightingAndFogManager != nullptr)
*_LightingAndFogManager = Parms._LightingAndFogManager;
if (_NewDayPhase != nullptr)
*_NewDayPhase = Parms._NewDayPhase;
}
// Function FortniteGame.FortDayPhaseChangeParams.MakeData
// (Final, Native, Public, HasOutParams, BlueprintCallable)
// Parameters:
// class AFortDayNightLightingAndFog* _LightingAndFogManager (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// EFortDayPhase _NewDayPhase (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// class UFortDayPhaseChangeParams** ThisParam (Parm, OutParm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
void UFortDayPhaseChangeParams::MakeData(class AFortDayNightLightingAndFog* _LightingAndFogManager, EFortDayPhase _NewDayPhase, class UFortDayPhaseChangeParams** ThisParam)
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("FortDayPhaseChangeParams", "MakeData");
Params::FortDayPhaseChangeParams_MakeData Parms{};
Parms._LightingAndFogManager = _LightingAndFogManager;
Parms._NewDayPhase = _NewDayPhase;
auto Flgs = Func->FunctionFlags;
Func->FunctionFlags |= 0x400;
UObject::ProcessEvent(Func, &Parms);
Func->FunctionFlags = Flgs;
if (ThisParam != nullptr)
*ThisParam = Parms.ThisParam;
}
// Function FortniteGame.FortPlayerBuiltParams.BreakData
// (Final, Native, Public, HasOutParams, BlueprintCallable, BlueprintPure)
// Parameters:
// class ABuildingActor** _Building (Parm, OutParm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// EFortBuildingType* _BuildingType (Parm, OutParm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// class AFortPlayerController** _Builder (Parm, OutParm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
void UFortPlayerBuiltParams::BreakData(class ABuildingActor** _Building, EFortBuildingType* _BuildingType, class AFortPlayerController** _Builder)
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("FortPlayerBuiltParams", "BreakData");
Params::FortPlayerBuiltParams_BreakData Parms{};
auto Flgs = Func->FunctionFlags;
Func->FunctionFlags |= 0x400;
UObject::ProcessEvent(Func, &Parms);
Func->FunctionFlags = Flgs;
if (_Building != nullptr)
*_Building = Parms._Building;
if (_BuildingType != nullptr)
*_BuildingType = Parms._BuildingType;
if (_Builder != nullptr)
*_Builder = Parms._Builder;
}
// Function FortniteGame.FortPlayerBuiltParams.MakeData
// (Final, Native, Public, HasOutParams, BlueprintCallable)
// Parameters:
// class ABuildingActor* _Building (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// EFortBuildingType _BuildingType (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// class AFortPlayerController* _Builder (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// class UFortPlayerBuiltParams** ThisParam (Parm, OutParm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
void UFortPlayerBuiltParams::MakeData(class ABuildingActor* _Building, EFortBuildingType _BuildingType, class AFortPlayerController* _Builder, class UFortPlayerBuiltParams** ThisParam)
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("FortPlayerBuiltParams", "MakeData");
Params::FortPlayerBuiltParams_MakeData Parms{};
Parms._Building = _Building;
Parms._BuildingType = _BuildingType;
Parms._Builder = _Builder;
auto Flgs = Func->FunctionFlags;
Func->FunctionFlags |= 0x400;
UObject::ProcessEvent(Func, &Parms);
Func->FunctionFlags = Flgs;
if (ThisParam != nullptr)
*ThisParam = Parms.ThisParam;
}
// Function FortniteGame.FortBuildingDestroyedParams.BreakData
// (Final, Native, Public, HasOutParams, BlueprintCallable, BlueprintPure)
// Parameters:
// class ABuildingActor** _Building (Parm, OutParm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// EFortBuildingType* _BuildingType (Parm, OutParm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// class AController** _Destroyer (Parm, OutParm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
void UFortBuildingDestroyedParams::BreakData(class ABuildingActor** _Building, EFortBuildingType* _BuildingType, class AController** _Destroyer)
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("FortBuildingDestroyedParams", "BreakData");
Params::FortBuildingDestroyedParams_BreakData Parms{};
auto Flgs = Func->FunctionFlags;
Func->FunctionFlags |= 0x400;
UObject::ProcessEvent(Func, &Parms);
Func->FunctionFlags = Flgs;
if (_Building != nullptr)
*_Building = Parms._Building;
if (_BuildingType != nullptr)
*_BuildingType = Parms._BuildingType;
if (_Destroyer != nullptr)
*_Destroyer = Parms._Destroyer;
}
// Function FortniteGame.FortBuildingDestroyedParams.MakeData
// (Final, Native, Public, HasOutParams, BlueprintCallable)
// Parameters:
// class ABuildingActor* _Building (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// EFortBuildingType _BuildingType (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// class AController* _Destroyer (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// class UFortBuildingDestroyedParams** ThisParam (Parm, OutParm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
void UFortBuildingDestroyedParams::MakeData(class ABuildingActor* _Building, EFortBuildingType _BuildingType, class AController* _Destroyer, class UFortBuildingDestroyedParams** ThisParam)
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("FortBuildingDestroyedParams", "MakeData");
Params::FortBuildingDestroyedParams_MakeData Parms{};
Parms._Building = _Building;
Parms._BuildingType = _BuildingType;
Parms._Destroyer = _Destroyer;
auto Flgs = Func->FunctionFlags;
Func->FunctionFlags |= 0x400;
UObject::ProcessEvent(Func, &Parms);
Func->FunctionFlags = Flgs;
if (ThisParam != nullptr)
*ThisParam = Parms.ThisParam;
}
// Function FortniteGame.FortBuildingEditedParams.BreakData
// (Final, Native, Public, HasOutParams, BlueprintCallable, BlueprintPure)
// Parameters:
// class ABuildingActor** _OriginalBuilding (Parm, OutParm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// class ABuildingActor** _NewBuilding (Parm, OutParm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// EFortBuildingType* _BuildingType (Parm, OutParm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// class AFortPlayerController** _Editor (Parm, OutParm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
void UFortBuildingEditedParams::BreakData(class ABuildingActor** _OriginalBuilding, class ABuildingActor** _NewBuilding, EFortBuildingType* _BuildingType, class AFortPlayerController** _Editor)
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("FortBuildingEditedParams", "BreakData");
Params::FortBuildingEditedParams_BreakData Parms{};
auto Flgs = Func->FunctionFlags;
Func->FunctionFlags |= 0x400;
UObject::ProcessEvent(Func, &Parms);
Func->FunctionFlags = Flgs;
if (_OriginalBuilding != nullptr)
*_OriginalBuilding = Parms._OriginalBuilding;
if (_NewBuilding != nullptr)
*_NewBuilding = Parms._NewBuilding;
if (_BuildingType != nullptr)
*_BuildingType = Parms._BuildingType;
if (_Editor != nullptr)
*_Editor = Parms._Editor;
}
// Function FortniteGame.FortBuildingEditedParams.MakeData
// (Final, Native, Public, HasOutParams, BlueprintCallable)
// Parameters:
// class ABuildingActor* _OriginalBuilding (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// class ABuildingActor* _NewBuilding (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// EFortBuildingType _BuildingType (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// class AFortPlayerController* _Editor (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// class UFortBuildingEditedParams** ThisParam (Parm, OutParm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
void UFortBuildingEditedParams::MakeData(class ABuildingActor* _OriginalBuilding, class ABuildingActor* _NewBuilding, EFortBuildingType _BuildingType, class AFortPlayerController* _Editor, class UFortBuildingEditedParams** ThisParam)
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("FortBuildingEditedParams", "MakeData");
Params::FortBuildingEditedParams_MakeData Parms{};
Parms._OriginalBuilding = _OriginalBuilding;
Parms._NewBuilding = _NewBuilding;
Parms._BuildingType = _BuildingType;
Parms._Editor = _Editor;
auto Flgs = Func->FunctionFlags;
Func->FunctionFlags |= 0x400;
UObject::ProcessEvent(Func, &Parms);
Func->FunctionFlags = Flgs;
if (ThisParam != nullptr)
*ThisParam = Parms.ThisParam;
}
// Function FortniteGame.FortBuildingDamagedParams.BreakData
// (Final, Native, Public, HasOutParams, BlueprintCallable, BlueprintPure)
// Parameters:
// class ABuildingActor** _Building (Parm, OutParm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// EFortBuildingType* _BuildingType (Parm, OutParm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// class AController** _DamagedBy (Parm, OutParm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// float* _DamageAmount (Parm, OutParm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
void UFortBuildingDamagedParams::BreakData(class ABuildingActor** _Building, EFortBuildingType* _BuildingType, class AController** _DamagedBy, float* _DamageAmount)
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("FortBuildingDamagedParams", "BreakData");
Params::FortBuildingDamagedParams_BreakData Parms{};
auto Flgs = Func->FunctionFlags;
Func->FunctionFlags |= 0x400;
UObject::ProcessEvent(Func, &Parms);
Func->FunctionFlags = Flgs;
if (_Building != nullptr)
*_Building = Parms._Building;
if (_BuildingType != nullptr)
*_BuildingType = Parms._BuildingType;
if (_DamagedBy != nullptr)
*_DamagedBy = Parms._DamagedBy;
if (_DamageAmount != nullptr)
*_DamageAmount = Parms._DamageAmount;
}
// Function FortniteGame.FortBuildingDamagedParams.MakeData
// (Final, Native, Public, HasOutParams, BlueprintCallable)
// Parameters:
// class ABuildingActor* _Building (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// EFortBuildingType _BuildingType (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// class AController* _DamagedBy (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// float _DamageAmount (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// class UFortBuildingDamagedParams** ThisParam (Parm, OutParm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
void UFortBuildingDamagedParams::MakeData(class ABuildingActor* _Building, EFortBuildingType _BuildingType, class AController* _DamagedBy, float _DamageAmount, class UFortBuildingDamagedParams** ThisParam)
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("FortBuildingDamagedParams", "MakeData");
Params::FortBuildingDamagedParams_MakeData Parms{};
Parms._Building = _Building;
Parms._BuildingType = _BuildingType;
Parms._DamagedBy = _DamagedBy;
Parms._DamageAmount = _DamageAmount;
auto Flgs = Func->FunctionFlags;
Func->FunctionFlags |= 0x400;
UObject::ProcessEvent(Func, &Parms);
Func->FunctionFlags = Flgs;
if (ThisParam != nullptr)
*ThisParam = Parms.ThisParam;
}
// Function FortniteGame.FortMissionSucceededParams.BreakData
// (Final, Native, Public, HasOutParams, BlueprintCallable, BlueprintPure)
// Parameters:
// class AFortMission** _SucceededMission (Parm, OutParm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
void UFortMissionSucceededParams::BreakData(class AFortMission** _SucceededMission)
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("FortMissionSucceededParams", "BreakData");
Params::FortMissionSucceededParams_BreakData Parms{};
auto Flgs = Func->FunctionFlags;
Func->FunctionFlags |= 0x400;
UObject::ProcessEvent(Func, &Parms);
Func->FunctionFlags = Flgs;
if (_SucceededMission != nullptr)
*_SucceededMission = Parms._SucceededMission;
}
// Function FortniteGame.FortMissionSucceededParams.MakeData
// (Final, Native, Public, HasOutParams, BlueprintCallable)
// Parameters:
// class AFortMission* _SucceededMission (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// class UFortMissionSucceededParams** ThisParam (Parm, OutParm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
void UFortMissionSucceededParams::MakeData(class AFortMission* _SucceededMission, class UFortMissionSucceededParams** ThisParam)
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("FortMissionSucceededParams", "MakeData");
Params::FortMissionSucceededParams_MakeData Parms{};
Parms._SucceededMission = _SucceededMission;
auto Flgs = Func->FunctionFlags;
Func->FunctionFlags |= 0x400;
UObject::ProcessEvent(Func, &Parms);
Func->FunctionFlags = Flgs;
if (ThisParam != nullptr)
*ThisParam = Parms.ThisParam;
}
// Function FortniteGame.FortMissionFailedParams.BreakData
// (Final, Native, Public, HasOutParams, BlueprintCallable, BlueprintPure)
// Parameters:
// class AFortMission** _FailedMission (Parm, OutParm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
void UFortMissionFailedParams::BreakData(class AFortMission** _FailedMission)
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("FortMissionFailedParams", "BreakData");
Params::FortMissionFailedParams_BreakData Parms{};
auto Flgs = Func->FunctionFlags;
Func->FunctionFlags |= 0x400;
UObject::ProcessEvent(Func, &Parms);
Func->FunctionFlags = Flgs;
if (_FailedMission != nullptr)
*_FailedMission = Parms._FailedMission;
}
// Function FortniteGame.FortMissionFailedParams.MakeData
// (Final, Native, Public, HasOutParams, BlueprintCallable)
// Parameters:
// class AFortMission* _FailedMission (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// class UFortMissionFailedParams** ThisParam (Parm, OutParm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
void UFortMissionFailedParams::MakeData(class AFortMission* _FailedMission, class UFortMissionFailedParams** ThisParam)
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("FortMissionFailedParams", "MakeData");
Params::FortMissionFailedParams_MakeData Parms{};
Parms._FailedMission = _FailedMission;
auto Flgs = Func->FunctionFlags;
Func->FunctionFlags |= 0x400;
UObject::ProcessEvent(Func, &Parms);
Func->FunctionFlags = Flgs;
if (ThisParam != nullptr)
*ThisParam = Parms.ThisParam;
}
// Function FortniteGame.FortMissionNeutralCompleteParams.BreakData
// (Final, Native, Public, HasOutParams, BlueprintCallable, BlueprintPure)
// Parameters:
// class AFortMission** _NeutrallyCompletedMission (Parm, OutParm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
void UFortMissionNeutralCompleteParams::BreakData(class AFortMission** _NeutrallyCompletedMission)
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("FortMissionNeutralCompleteParams", "BreakData");
Params::FortMissionNeutralCompleteParams_BreakData Parms{};
auto Flgs = Func->FunctionFlags;
Func->FunctionFlags |= 0x400;
UObject::ProcessEvent(Func, &Parms);
Func->FunctionFlags = Flgs;
if (_NeutrallyCompletedMission != nullptr)
*_NeutrallyCompletedMission = Parms._NeutrallyCompletedMission;
}
// Function FortniteGame.FortMissionNeutralCompleteParams.MakeData
// (Final, Native, Public, HasOutParams, BlueprintCallable)
// Parameters:
// class AFortMission* _NeutrallyCompletedMission (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// class UFortMissionNeutralCompleteParams**ThisParam (Parm, OutParm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
void UFortMissionNeutralCompleteParams::MakeData(class AFortMission* _NeutrallyCompletedMission, class UFortMissionNeutralCompleteParams** ThisParam)
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("FortMissionNeutralCompleteParams", "MakeData");
Params::FortMissionNeutralCompleteParams_MakeData Parms{};
Parms._NeutrallyCompletedMission = _NeutrallyCompletedMission;
auto Flgs = Func->FunctionFlags;
Func->FunctionFlags |= 0x400;
UObject::ProcessEvent(Func, &Parms);
Func->FunctionFlags = Flgs;
if (ThisParam != nullptr)
*ThisParam = Parms.ThisParam;
}
// Function FortniteGame.FortObjectiveSucceededParams.BreakData
// (Final, Native, Public, HasOutParams, BlueprintCallable, BlueprintPure)
// Parameters:
// class AFortObjectiveBase** _SucceededObjective (Parm, OutParm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
void UFortObjectiveSucceededParams::BreakData(class AFortObjectiveBase** _SucceededObjective)
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("FortObjectiveSucceededParams", "BreakData");
Params::FortObjectiveSucceededParams_BreakData Parms{};
auto Flgs = Func->FunctionFlags;
Func->FunctionFlags |= 0x400;
UObject::ProcessEvent(Func, &Parms);
Func->FunctionFlags = Flgs;
if (_SucceededObjective != nullptr)
*_SucceededObjective = Parms._SucceededObjective;
}
// Function FortniteGame.FortObjectiveSucceededParams.MakeData
// (Final, Native, Public, HasOutParams, BlueprintCallable)
// Parameters:
// class AFortObjectiveBase* _SucceededObjective (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// class UFortObjectiveSucceededParams** ThisParam (Parm, OutParm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
void UFortObjectiveSucceededParams::MakeData(class AFortObjectiveBase* _SucceededObjective, class UFortObjectiveSucceededParams** ThisParam)
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("FortObjectiveSucceededParams", "MakeData");
Params::FortObjectiveSucceededParams_MakeData Parms{};
Parms._SucceededObjective = _SucceededObjective;
auto Flgs = Func->FunctionFlags;
Func->FunctionFlags |= 0x400;
UObject::ProcessEvent(Func, &Parms);
Func->FunctionFlags = Flgs;
if (ThisParam != nullptr)
*ThisParam = Parms.ThisParam;
}
// Function FortniteGame.FortObjectiveFailedParams.BreakData
// (Final, Native, Public, HasOutParams, BlueprintCallable, BlueprintPure)
// Parameters:
// class AFortObjectiveBase** _FailedObjective (Parm, OutParm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
void UFortObjectiveFailedParams::BreakData(class AFortObjectiveBase** _FailedObjective)
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("FortObjectiveFailedParams", "BreakData");
Params::FortObjectiveFailedParams_BreakData Parms{};
auto Flgs = Func->FunctionFlags;
Func->FunctionFlags |= 0x400;
UObject::ProcessEvent(Func, &Parms);
Func->FunctionFlags = Flgs;
if (_FailedObjective != nullptr)
*_FailedObjective = Parms._FailedObjective;
}
// Function FortniteGame.FortObjectiveFailedParams.MakeData
// (Final, Native, Public, HasOutParams, BlueprintCallable)
// Parameters:
// class AFortObjectiveBase* _FailedObjective (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// class UFortObjectiveFailedParams** ThisParam (Parm, OutParm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
void UFortObjectiveFailedParams::MakeData(class AFortObjectiveBase* _FailedObjective, class UFortObjectiveFailedParams** ThisParam)
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("FortObjectiveFailedParams", "MakeData");
Params::FortObjectiveFailedParams_MakeData Parms{};
Parms._FailedObjective = _FailedObjective;
auto Flgs = Func->FunctionFlags;
Func->FunctionFlags |= 0x400;
UObject::ProcessEvent(Func, &Parms);
Func->FunctionFlags = Flgs;
if (ThisParam != nullptr)
*ThisParam = Parms.ThisParam;
}
// Function FortniteGame.FortObjectiveNeutralCompleteParams.BreakData
// (Final, Native, Public, HasOutParams, BlueprintCallable, BlueprintPure)
// Parameters:
// class AFortObjectiveBase** _NeutrallyCompletedObjective (Parm, OutParm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
void UFortObjectiveNeutralCompleteParams::BreakData(class AFortObjectiveBase** _NeutrallyCompletedObjective)
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("FortObjectiveNeutralCompleteParams", "BreakData");
Params::FortObjectiveNeutralCompleteParams_BreakData Parms{};
auto Flgs = Func->FunctionFlags;
Func->FunctionFlags |= 0x400;
UObject::ProcessEvent(Func, &Parms);
Func->FunctionFlags = Flgs;
if (_NeutrallyCompletedObjective != nullptr)
*_NeutrallyCompletedObjective = Parms._NeutrallyCompletedObjective;
}
// Function FortniteGame.FortObjectiveNeutralCompleteParams.MakeData
// (Final, Native, Public, HasOutParams, BlueprintCallable)
// Parameters:
// class AFortObjectiveBase* _NeutrallyCompletedObjective (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// class UFortObjectiveNeutralCompleteParams**ThisParam (Parm, OutParm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
void UFortObjectiveNeutralCompleteParams::MakeData(class AFortObjectiveBase* _NeutrallyCompletedObjective, class UFortObjectiveNeutralCompleteParams** ThisParam)
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("FortObjectiveNeutralCompleteParams", "MakeData");
Params::FortObjectiveNeutralCompleteParams_MakeData Parms{};
Parms._NeutrallyCompletedObjective = _NeutrallyCompletedObjective;
auto Flgs = Func->FunctionFlags;
Func->FunctionFlags |= 0x400;
UObject::ProcessEvent(Func, &Parms);
Func->FunctionFlags = Flgs;
if (ThisParam != nullptr)
*ThisParam = Parms.ThisParam;
}
// Function FortniteGame.FortToggledCursorModeParams.BreakData
// (Final, Native, Public, HasOutParams, BlueprintCallable, BlueprintPure)
// Parameters:
// class AFortPlayerController** _PlayerThatToggledCursorMode (Parm, OutParm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// bool* InCursorMode (Parm, OutParm, ZeroConstructor, IsPlainOldData, NoDestructor, NativeAccessSpecifierPublic)
void UFortToggledCursorModeParams::BreakData(class AFortPlayerController** _PlayerThatToggledCursorMode, bool* InCursorMode)
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("FortToggledCursorModeParams", "BreakData");
Params::FortToggledCursorModeParams_BreakData Parms{};
auto Flgs = Func->FunctionFlags;
Func->FunctionFlags |= 0x400;
UObject::ProcessEvent(Func, &Parms);
Func->FunctionFlags = Flgs;
if (_PlayerThatToggledCursorMode != nullptr)
*_PlayerThatToggledCursorMode = Parms._PlayerThatToggledCursorMode;
if (InCursorMode != nullptr)
*InCursorMode = Parms.InCursorMode;
}
// Function FortniteGame.FortToggledCursorModeParams.MakeData
// (Final, Native, Public, HasOutParams, BlueprintCallable)
// Parameters:
// class AFortPlayerController* _PlayerThatToggledCursorMode (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// bool InCursorMode (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, NativeAccessSpecifierPublic)
// class UFortToggledCursorModeParams** ThisParam (Parm, OutParm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
void UFortToggledCursorModeParams::MakeData(class AFortPlayerController* _PlayerThatToggledCursorMode, bool InCursorMode, class UFortToggledCursorModeParams** ThisParam)
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("FortToggledCursorModeParams", "MakeData");
Params::FortToggledCursorModeParams_MakeData Parms{};
Parms._PlayerThatToggledCursorMode = _PlayerThatToggledCursorMode;
Parms.InCursorMode = InCursorMode;
auto Flgs = Func->FunctionFlags;
Func->FunctionFlags |= 0x400;
UObject::ProcessEvent(Func, &Parms);
Func->FunctionFlags = Flgs;
if (ThisParam != nullptr)
*ThisParam = Parms.ThisParam;
}
// Function FortniteGame.FortToggledOptionsMenuParams.BreakData
// (Final, Native, Public, HasOutParams, BlueprintCallable, BlueprintPure)
// Parameters:
// class AFortPlayerController** _PlayerThatToggledOptionsMenu (Parm, OutParm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// bool* Opened (Parm, OutParm, ZeroConstructor, IsPlainOldData, NoDestructor, NativeAccessSpecifierPublic)
void UFortToggledOptionsMenuParams::BreakData(class AFortPlayerController** _PlayerThatToggledOptionsMenu, bool* Opened)
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("FortToggledOptionsMenuParams", "BreakData");
Params::FortToggledOptionsMenuParams_BreakData Parms{};
auto Flgs = Func->FunctionFlags;
Func->FunctionFlags |= 0x400;
UObject::ProcessEvent(Func, &Parms);
Func->FunctionFlags = Flgs;
if (_PlayerThatToggledOptionsMenu != nullptr)
*_PlayerThatToggledOptionsMenu = Parms._PlayerThatToggledOptionsMenu;
if (Opened != nullptr)
*Opened = Parms.Opened;
}
// Function FortniteGame.FortToggledOptionsMenuParams.MakeData
// (Final, Native, Public, HasOutParams, BlueprintCallable)
// Parameters:
// class AFortPlayerController* _PlayerThatToggledOptionsMenu (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// bool Opened (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, NativeAccessSpecifierPublic)
// class UFortToggledOptionsMenuParams** ThisParam (Parm, OutParm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
void UFortToggledOptionsMenuParams::MakeData(class AFortPlayerController* _PlayerThatToggledOptionsMenu, bool Opened, class UFortToggledOptionsMenuParams** ThisParam)
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("FortToggledOptionsMenuParams", "MakeData");
Params::FortToggledOptionsMenuParams_MakeData Parms{};
Parms._PlayerThatToggledOptionsMenu = _PlayerThatToggledOptionsMenu;
Parms.Opened = Opened;
auto Flgs = Func->FunctionFlags;
Func->FunctionFlags |= 0x400;
UObject::ProcessEvent(Func, &Parms);
Func->FunctionFlags = Flgs;
if (ThisParam != nullptr)
*ThisParam = Parms.ThisParam;
}
// Function FortniteGame.FortToggledEditModeParams.BreakData
// (Final, Native, Public, HasOutParams, BlueprintCallable, BlueprintPure)
// Parameters:
// class AFortPlayerController** _PlayerThatToggledEditMode (Parm, OutParm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// bool* InEditMode (Parm, OutParm, ZeroConstructor, IsPlainOldData, NoDestructor, NativeAccessSpecifierPublic)
void UFortToggledEditModeParams::BreakData(class AFortPlayerController** _PlayerThatToggledEditMode, bool* InEditMode)
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("FortToggledEditModeParams", "BreakData");
Params::FortToggledEditModeParams_BreakData Parms{};
auto Flgs = Func->FunctionFlags;
Func->FunctionFlags |= 0x400;
UObject::ProcessEvent(Func, &Parms);
Func->FunctionFlags = Flgs;
if (_PlayerThatToggledEditMode != nullptr)
*_PlayerThatToggledEditMode = Parms._PlayerThatToggledEditMode;
if (InEditMode != nullptr)
*InEditMode = Parms.InEditMode;
}
// Function FortniteGame.FortToggledEditModeParams.MakeData
// (Final, Native, Public, HasOutParams, BlueprintCallable)
// Parameters:
// class AFortPlayerController* _PlayerThatToggledEditMode (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// bool InEditMode (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, NativeAccessSpecifierPublic)
// class UFortToggledEditModeParams** ThisParam (Parm, OutParm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
void UFortToggledEditModeParams::MakeData(class AFortPlayerController* _PlayerThatToggledEditMode, bool InEditMode, class UFortToggledEditModeParams** ThisParam)
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("FortToggledEditModeParams", "MakeData");
Params::FortToggledEditModeParams_MakeData Parms{};
Parms._PlayerThatToggledEditMode = _PlayerThatToggledEditMode;
Parms.InEditMode = InEditMode;
auto Flgs = Func->FunctionFlags;
Func->FunctionFlags |= 0x400;
UObject::ProcessEvent(Func, &Parms);
Func->FunctionFlags = Flgs;
if (ThisParam != nullptr)
*ThisParam = Parms.ThisParam;
}
// Function FortniteGame.FortInitializationInterface.IsGameImportant
// (Native, Public)
// Parameters:
// bool ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, NativeAccessSpecifierPublic)
bool IFortInitializationInterface::IsGameImportant()
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("FortInitializationInterface", "IsGameImportant");
Params::FortInitializationInterface_IsGameImportant Parms{};
auto Flgs = Func->FunctionFlags;
Func->FunctionFlags |= 0x400;
UObject::ProcessEvent(Func, &Parms);
Func->FunctionFlags = Flgs;
return Parms.ReturnValue;
}
// Function FortniteGame.FortInitializationInterface.MatchStarted
// (Native, Public)
void IFortInitializationInterface::MatchStarted()
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("FortInitializationInterface", "MatchStarted");
auto Flgs = Func->FunctionFlags;
Func->FunctionFlags |= 0x400;
UObject::ProcessEvent(Func, nullptr);
Func->FunctionFlags = Flgs;
}
// Function FortniteGame.FortInitializationInterface.NeedsWorldReady
// (Native, Public)
// Parameters:
// bool ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, NativeAccessSpecifierPublic)
bool IFortInitializationInterface::NeedsWorldReady()
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("FortInitializationInterface", "NeedsWorldReady");
Params::FortInitializationInterface_NeedsWorldReady Parms{};
auto Flgs = Func->FunctionFlags;
Func->FunctionFlags |= 0x400;
UObject::ProcessEvent(Func, &Parms);
Func->FunctionFlags = Flgs;
return Parms.ReturnValue;
}
// Function FortniteGame.FortInitializationInterface.WorldReady
// (Native, Public)
void IFortInitializationInterface::WorldReady()
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("FortInitializationInterface", "WorldReady");
auto Flgs = Func->FunctionFlags;
Func->FunctionFlags |= 0x400;
UObject::ProcessEvent(Func, nullptr);
Func->FunctionFlags = Flgs;
}
// Function FortniteGame.FortMissionState.OnMatchStarted
// (BlueprintAuthorityOnly, Event, Public, BlueprintEvent)
void AFortMissionState::OnMatchStarted()
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("FortMissionState", "OnMatchStarted");
UObject::ProcessEvent(Func, nullptr);
}
// Function FortniteGame.FortMissionState.OnWorldReady
// (BlueprintAuthorityOnly, Event, Public, BlueprintEvent)
void AFortMissionState::OnWorldReady()
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("FortMissionState", "OnWorldReady");
UObject::ProcessEvent(Func, nullptr);
}
// Function FortniteGame.FortObjectiveBase.AttemptMissionSave
// (Final, BlueprintAuthorityOnly, Native, Protected, BlueprintCallable)
// Parameters:
// const class FString& OptionalSaveName (Parm, ZeroConstructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
void AFortObjectiveBase::AttemptMissionSave(const class FString& OptionalSaveName)
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("FortObjectiveBase", "AttemptMissionSave");
Params::FortObjectiveBase_AttemptMissionSave Parms{};
Parms.OptionalSaveName = std::move(OptionalSaveName);
auto Flgs = Func->FunctionFlags;
Func->FunctionFlags |= 0x400;
UObject::ProcessEvent(Func, &Parms);
Func->FunctionFlags = Flgs;
}
// Function FortniteGame.FortObjectiveBase.BlueprintHandleMissionEventNoReply
// (BlueprintAuthorityOnly, Event, Protected, HasOutParams, BlueprintEvent)
// Parameters:
// const struct FFortMissionEvent& MissionEvent (ConstParm, Parm, OutParm, ReferenceParm, NativeAccessSpecifierPublic)
void AFortObjectiveBase::BlueprintHandleMissionEventNoReply(const struct FFortMissionEvent& MissionEvent)
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("FortObjectiveBase", "BlueprintHandleMissionEventNoReply");
Params::FortObjectiveBase_BlueprintHandleMissionEventNoReply Parms{};
Parms.MissionEvent = std::move(MissionEvent);
UObject::ProcessEvent(Func, &Parms);
}
// Function FortniteGame.FortObjectiveBase.BlueprintOnActivated
// (BlueprintAuthorityOnly, Event, Protected, BlueprintEvent)
// Parameters:
// class AActor* InObjectiveFocus (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// class AFortPawn* InObjectiveInstigator (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
void AFortObjectiveBase::BlueprintOnActivated(class AActor* InObjectiveFocus, class AFortPawn* InObjectiveInstigator)
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("FortObjectiveBase", "BlueprintOnActivated");
Params::FortObjectiveBase_BlueprintOnActivated Parms{};
Parms.InObjectiveFocus = InObjectiveFocus;
Parms.InObjectiveInstigator = InObjectiveInstigator;
UObject::ProcessEvent(Func, &Parms);
}
// Function FortniteGame.FortObjectiveBase.BlueprintOnObjectiveEnd
// (BlueprintAuthorityOnly, Event, Protected, BlueprintEvent)
// Parameters:
// EFortObjectiveStatus Status (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
void AFortObjectiveBase::BlueprintOnObjectiveEnd(EFortObjectiveStatus Status)
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("FortObjectiveBase", "BlueprintOnObjectiveEnd");
Params::FortObjectiveBase_BlueprintOnObjectiveEnd Parms{};
Parms.Status = Status;
UObject::ProcessEvent(Func, &Parms);
}
// Function FortniteGame.FortObjectiveBase.BlueprintOnStartPlaying
// (BlueprintAuthorityOnly, Event, Protected, BlueprintEvent)
// Parameters:
// class AActor* InObjectiveFocus (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// class AFortPawn* InObjectiveInstigator (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
void AFortObjectiveBase::BlueprintOnStartPlaying(class AActor* InObjectiveFocus, class AFortPawn* InObjectiveInstigator)
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("FortObjectiveBase", "BlueprintOnStartPlaying");
Params::FortObjectiveBase_BlueprintOnStartPlaying Parms{};
Parms.InObjectiveFocus = InObjectiveFocus;
Parms.InObjectiveInstigator = InObjectiveInstigator;
UObject::ProcessEvent(Func, &Parms);
}
// Function FortniteGame.FortObjectiveBase.BlueprintPostObjectiveLoad
// (BlueprintAuthorityOnly, Event, Protected, BlueprintEvent)
void AFortObjectiveBase::BlueprintPostObjectiveLoad()
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("FortObjectiveBase", "BlueprintPostObjectiveLoad");
UObject::ProcessEvent(Func, nullptr);
}
// Function FortniteGame.FortObjectiveBase.ClearObjectiveTimer
// (Final, BlueprintAuthorityOnly, Native, Protected, BlueprintCallable)
void AFortObjectiveBase::ClearObjectiveTimer()
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("FortObjectiveBase", "ClearObjectiveTimer");
auto Flgs = Func->FunctionFlags;
Func->FunctionFlags |= 0x400;
UObject::ProcessEvent(Func, nullptr);
Func->FunctionFlags = Flgs;
}
// Function FortniteGame.FortObjectiveBase.DrawAttentionToUI
// (Final, BlueprintAuthorityOnly, Native, Public, BlueprintCallable)
void AFortObjectiveBase::DrawAttentionToUI()
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("FortObjectiveBase", "DrawAttentionToUI");
auto Flgs = Func->FunctionFlags;
Func->FunctionFlags |= 0x400;
UObject::ProcessEvent(Func, nullptr);
Func->FunctionFlags = Flgs;
}
// Function FortniteGame.FortObjectiveBase.EnableTick
// (Final, Native, Public, BlueprintCallable)
// Parameters:
// bool bEnabled (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, NativeAccessSpecifierPublic)
void AFortObjectiveBase::EnableTick(bool bEnabled)
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("FortObjectiveBase", "EnableTick");
Params::FortObjectiveBase_EnableTick Parms{};
Parms.bEnabled = bEnabled;
auto Flgs = Func->FunctionFlags;
Func->FunctionFlags |= 0x400;
UObject::ProcessEvent(Func, &Parms);
Func->FunctionFlags = Flgs;
}
// Function FortniteGame.FortObjectiveBase.FocusParentMission
// (Final, BlueprintAuthorityOnly, Native, Protected, BlueprintCallable)
// Parameters:
// bool bTemporaryFocus (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, NativeAccessSpecifierPublic)
void AFortObjectiveBase::FocusParentMission(bool bTemporaryFocus)
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("FortObjectiveBase", "FocusParentMission");
Params::FortObjectiveBase_FocusParentMission Parms{};
Parms.bTemporaryFocus = bTemporaryFocus;
auto Flgs = Func->FunctionFlags;
Func->FunctionFlags |= 0x400;
UObject::ProcessEvent(Func, &Parms);
Func->FunctionFlags = Flgs;
}
// Function FortniteGame.FortObjectiveBase.GrantRewardsByTag
// (Final, BlueprintAuthorityOnly, Native, Protected, BlueprintCallable)
// Parameters:
// const struct FGameplayTag& RewardTag (ConstParm, Parm, NativeAccessSpecifierPublic)
// EFortRewardType RewardType (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
void AFortObjectiveBase::GrantRewardsByTag(const struct FGameplayTag& RewardTag, EFortRewardType RewardType)
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("FortObjectiveBase", "GrantRewardsByTag");
Params::FortObjectiveBase_GrantRewardsByTag Parms{};
Parms.RewardTag = std::move(RewardTag);
Parms.RewardType = RewardType;
auto Flgs = Func->FunctionFlags;
Func->FunctionFlags |= 0x400;
UObject::ProcessEvent(Func, &Parms);
Func->FunctionFlags = Flgs;
}
// Function FortniteGame.FortObjectiveBase.OnMatchStarted
// (BlueprintAuthorityOnly, Event, Protected, BlueprintEvent)
void AFortObjectiveBase::OnMatchStarted()
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("FortObjectiveBase", "OnMatchStarted");
UObject::ProcessEvent(Func, nullptr);
}
// Function FortniteGame.FortObjectiveBase.OnRep_bIsObjectiveVisible
// (Final, Native, Protected)
void AFortObjectiveBase::OnRep_bIsObjectiveVisible()
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("FortObjectiveBase", "OnRep_bIsObjectiveVisible");
auto Flgs = Func->FunctionFlags;
Func->FunctionFlags |= 0x400;
UObject::ProcessEvent(Func, nullptr);
Func->FunctionFlags = Flgs;
}
// Function FortniteGame.FortObjectiveBase.OnRep_ObjectiveStatus
// (Final, Native, Protected)
void AFortObjectiveBase::OnRep_ObjectiveStatus()
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("FortObjectiveBase", "OnRep_ObjectiveStatus");
auto Flgs = Func->FunctionFlags;
Func->FunctionFlags |= 0x400;
UObject::ProcessEvent(Func, nullptr);
Func->FunctionFlags = Flgs;
}
// Function FortniteGame.FortObjectiveBase.OnWorldReady
// (BlueprintAuthorityOnly, Event, Protected, BlueprintEvent)
void AFortObjectiveBase::OnWorldReady()
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("FortObjectiveBase", "OnWorldReady");
UObject::ProcessEvent(Func, nullptr);
}
// Function FortniteGame.FortObjectiveBase.PauseObjectiveTimer
// (Final, BlueprintAuthorityOnly, Native, Protected, BlueprintCallable)
void AFortObjectiveBase::PauseObjectiveTimer()
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("FortObjectiveBase", "PauseObjectiveTimer");
auto Flgs = Func->FunctionFlags;
Func->FunctionFlags |= 0x400;
UObject::ProcessEvent(Func, nullptr);
Func->FunctionFlags = Flgs;
}
// Function FortniteGame.FortObjectiveBase.PlayerStatChanged
// (BlueprintAuthorityOnly, Event, Public, BlueprintEvent)
// Parameters:
// class AFortPlayerController* OwningPlayer (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// class FName ChangedStat (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// int32 NewValueZone (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// int32 NewValueWorld (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// int32 NewValueAccount (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
void AFortObjectiveBase::PlayerStatChanged(class AFortPlayerController* OwningPlayer, class FName ChangedStat, int32 NewValueZone, int32 NewValueWorld, int32 NewValueAccount)
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("FortObjectiveBase", "PlayerStatChanged");
Params::FortObjectiveBase_PlayerStatChanged Parms{};
Parms.OwningPlayer = OwningPlayer;
Parms.ChangedStat = ChangedStat;
Parms.NewValueZone = NewValueZone;
Parms.NewValueWorld = NewValueWorld;
Parms.NewValueAccount = NewValueAccount;
UObject::ProcessEvent(Func, &Parms);
}
// Function FortniteGame.FortObjectiveBase.ResetObjectiveTimer
// (Final, BlueprintAuthorityOnly, Native, Protected, BlueprintCallable)
void AFortObjectiveBase::ResetObjectiveTimer()
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("FortObjectiveBase", "ResetObjectiveTimer");
auto Flgs = Func->FunctionFlags;
Func->FunctionFlags |= 0x400;
UObject::ProcessEvent(Func, nullptr);
Func->FunctionFlags = Flgs;
}
// Function FortniteGame.FortObjectiveBase.SetObjectiveTimer
// (Final, BlueprintAuthorityOnly, Native, Protected, BlueprintCallable)
// Parameters:
// const class FString& FunctionName (Parm, ZeroConstructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// float TimerLength (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// bool bStartPaused (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, NativeAccessSpecifierPublic)
void AFortObjectiveBase::SetObjectiveTimer(const class FString& FunctionName, float TimerLength, bool bStartPaused)
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("FortObjectiveBase", "SetObjectiveTimer");
Params::FortObjectiveBase_SetObjectiveTimer Parms{};
Parms.FunctionName = std::move(FunctionName);
Parms.TimerLength = TimerLength;
Parms.bStartPaused = bStartPaused;
auto Flgs = Func->FunctionFlags;
Func->FunctionFlags |= 0x400;
UObject::ProcessEvent(Func, &Parms);
Func->FunctionFlags = Flgs;
}
// Function FortniteGame.FortObjectiveBase.SetUiVisibility
// (Final, BlueprintAuthorityOnly, Native, Public, BlueprintCallable)
// Parameters:
// bool bInIsObjectiveVisible (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, NativeAccessSpecifierPublic)
void AFortObjectiveBase::SetUiVisibility(bool bInIsObjectiveVisible)
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("FortObjectiveBase", "SetUiVisibility");
Params::FortObjectiveBase_SetUiVisibility Parms{};
Parms.bInIsObjectiveVisible = bInIsObjectiveVisible;
auto Flgs = Func->FunctionFlags;
Func->FunctionFlags |= 0x400;
UObject::ProcessEvent(Func, &Parms);
Func->FunctionFlags = Flgs;
}
// Function FortniteGame.FortObjectiveBase.StartMissionNotification
// (Final, BlueprintAuthorityOnly, Native, Protected, BlueprintCallable)
// Parameters:
// const struct FLatentActionInfo& LatentInfo (Parm, NativeAccessSpecifierPublic)
// TSubclassOf<class AFortClientNotification>Notification (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, UObjectWrapper, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// class AFortPlayerController* SpecificPlayer (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// const class FText& OverrideDisplayText (Parm, NativeAccessSpecifierPublic)
// class AFortPlayerPawn* OptionalPlayerPawn1 (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// class AFortPlayerPawn* OptionalPlayerPawn2 (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// class FName OptionalActionName (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// const class USoundBase* OptionalSound (ConstParm, Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// bool bTreatAsUnique (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, NativeAccessSpecifierPublic)
// bool bCancelActiveNotification (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, NativeAccessSpecifierPublic)
// bool bWaitForClients (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, NativeAccessSpecifierPublic)
void AFortObjectiveBase::StartMissionNotification(const struct FLatentActionInfo& LatentInfo, TSubclassOf<class AFortClientNotification> Notification, class AFortPlayerController* SpecificPlayer, const class FText& OverrideDisplayText, class AFortPlayerPawn* OptionalPlayerPawn1, class AFortPlayerPawn* OptionalPlayerPawn2, class FName OptionalActionName, const class USoundBase* OptionalSound, bool bTreatAsUnique, bool bCancelActiveNotification, bool bWaitForClients)
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("FortObjectiveBase", "StartMissionNotification");
Params::FortObjectiveBase_StartMissionNotification Parms{};
Parms.LatentInfo = std::move(LatentInfo);
Parms.Notification = Notification;
Parms.SpecificPlayer = SpecificPlayer;
Parms.OverrideDisplayText = std::move(OverrideDisplayText);
Parms.OptionalPlayerPawn1 = OptionalPlayerPawn1;
Parms.OptionalPlayerPawn2 = OptionalPlayerPawn2;
Parms.OptionalActionName = OptionalActionName;
Parms.OptionalSound = OptionalSound;
Parms.bTreatAsUnique = bTreatAsUnique;
Parms.bCancelActiveNotification = bCancelActiveNotification;
Parms.bWaitForClients = bWaitForClients;
auto Flgs = Func->FunctionFlags;
Func->FunctionFlags |= 0x400;
UObject::ProcessEvent(Func, &Parms);
Func->FunctionFlags = Flgs;
}
// Function FortniteGame.FortObjectiveBase.StartPlayingObjective
// (BlueprintAuthorityOnly, Native, Public, HasOutParams, BlueprintCallable)
// Parameters:
// const struct FFortMissionEvent& MissionEvent (ConstParm, Parm, OutParm, ReferenceParm, NativeAccessSpecifierPublic)
// bool ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, NativeAccessSpecifierPublic)
bool AFortObjectiveBase::StartPlayingObjective(const struct FFortMissionEvent& MissionEvent)
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("FortObjectiveBase", "StartPlayingObjective");
Params::FortObjectiveBase_StartPlayingObjective Parms{};
Parms.MissionEvent = std::move(MissionEvent);
auto Flgs = Func->FunctionFlags;
Func->FunctionFlags |= 0x400;
UObject::ProcessEvent(Func, &Parms);
Func->FunctionFlags = Flgs;
return Parms.ReturnValue;
}
// Function FortniteGame.FortObjectiveBase.StopObjective
// (BlueprintAuthorityOnly, Native, Protected, BlueprintCallable)
// Parameters:
// EFortObjectiveStatus Status (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// const class FString& Description (Parm, ZeroConstructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// const struct FGameplayTagContainer& CompletionTags (Parm, NativeAccessSpecifierPublic)
// class UFortBadgeItemDefinition* ExtraBadgeToGrant (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
void AFortObjectiveBase::StopObjective(EFortObjectiveStatus Status, const class FString& Description, const struct FGameplayTagContainer& CompletionTags, class UFortBadgeItemDefinition* ExtraBadgeToGrant)
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("FortObjectiveBase", "StopObjective");
Params::FortObjectiveBase_StopObjective Parms{};
Parms.Status = Status;
Parms.Description = std::move(Description);
Parms.CompletionTags = std::move(CompletionTags);
Parms.ExtraBadgeToGrant = ExtraBadgeToGrant;
auto Flgs = Func->FunctionFlags;
Func->FunctionFlags |= 0x400;
UObject::ProcessEvent(Func, &Parms);
Func->FunctionFlags = Flgs;
}
// Function FortniteGame.FortObjectiveBase.UnpauseObjectiveTimer
// (Final, BlueprintAuthorityOnly, Native, Protected, BlueprintCallable)
void AFortObjectiveBase::UnpauseObjectiveTimer()
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("FortObjectiveBase", "UnpauseObjectiveTimer");
auto Flgs = Func->FunctionFlags;
Func->FunctionFlags |= 0x400;
UObject::ProcessEvent(Func, nullptr);
Func->FunctionFlags = Flgs;
}
// Function FortniteGame.FortObjectiveBase.BlueprintGetNumProgressBars
// (BlueprintCosmetic, Event, Protected, BlueprintEvent, Const)
// Parameters:
// int32 ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
int32 AFortObjectiveBase::BlueprintGetNumProgressBars() const
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("FortObjectiveBase", "BlueprintGetNumProgressBars");
Params::FortObjectiveBase_BlueprintGetNumProgressBars Parms{};
UObject::ProcessEvent(Func, &Parms);
return Parms.ReturnValue;
}
// Function FortniteGame.FortObjectiveBase.BlueprintGetObjectiveDisplayText
// (BlueprintCosmetic, Event, Protected, BlueprintEvent, Const)
// Parameters:
// class FText ReturnValue (Parm, OutParm, ReturnParm, NativeAccessSpecifierPublic)
class FText AFortObjectiveBase::BlueprintGetObjectiveDisplayText() const
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("FortObjectiveBase", "BlueprintGetObjectiveDisplayText");
Params::FortObjectiveBase_BlueprintGetObjectiveDisplayText Parms{};
UObject::ProcessEvent(Func, &Parms);
return Parms.ReturnValue;
}
// Function FortniteGame.FortObjectiveBase.BlueprintGetProgressBarColor
// (BlueprintCosmetic, Event, Protected, HasDefaults, BlueprintEvent, Const)
// Parameters:
// int32 ProgressBarIdx (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// struct FLinearColor ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, NativeAccessSpecifierPublic)
struct FLinearColor AFortObjectiveBase::BlueprintGetProgressBarColor(int32 ProgressBarIdx) const
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("FortObjectiveBase", "BlueprintGetProgressBarColor");
Params::FortObjectiveBase_BlueprintGetProgressBarColor Parms{};
Parms.ProgressBarIdx = ProgressBarIdx;
UObject::ProcessEvent(Func, &Parms);
return Parms.ReturnValue;
}
// Function FortniteGame.FortObjectiveBase.BlueprintGetProgressBarPercentage
// (BlueprintCosmetic, Event, Protected, BlueprintEvent, Const)
// Parameters:
// int32 ProgressBarIdx (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// float ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
float AFortObjectiveBase::BlueprintGetProgressBarPercentage(int32 ProgressBarIdx) const
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("FortObjectiveBase", "BlueprintGetProgressBarPercentage");
Params::FortObjectiveBase_BlueprintGetProgressBarPercentage Parms{};
Parms.ProgressBarIdx = ProgressBarIdx;
UObject::ProcessEvent(Func, &Parms);
return Parms.ReturnValue;
}
// Function FortniteGame.FortObjectiveBase.BlueprintGetProgressBarText
// (BlueprintCosmetic, Event, Protected, BlueprintEvent, Const)
// Parameters:
// int32 ProgressBarIdx (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// class FText ReturnValue (Parm, OutParm, ReturnParm, NativeAccessSpecifierPublic)
class FText AFortObjectiveBase::BlueprintGetProgressBarText(int32 ProgressBarIdx) const
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("FortObjectiveBase", "BlueprintGetProgressBarText");
Params::FortObjectiveBase_BlueprintGetProgressBarText Parms{};
Parms.ProgressBarIdx = ProgressBarIdx;
UObject::ProcessEvent(Func, &Parms);
return Parms.ReturnValue;
}
// Function FortniteGame.FortObjectiveBase.BlueprintGetTimeForUI
// (BlueprintCosmetic, Event, Protected, BlueprintEvent, Const)
// Parameters:
// float ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
float AFortObjectiveBase::BlueprintGetTimeForUI() const
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("FortObjectiveBase", "BlueprintGetTimeForUI");
Params::FortObjectiveBase_BlueprintGetTimeForUI Parms{};
UObject::ProcessEvent(Func, &Parms);
return Parms.ReturnValue;
}
// Function FortniteGame.FortObjectiveBase.GetMissionGuid
// (Final, Native, Public, HasDefaults, BlueprintCallable, BlueprintPure, Const)
// Parameters:
// struct FGuid ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, NativeAccessSpecifierPublic)
struct FGuid AFortObjectiveBase::GetMissionGuid() const
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("FortObjectiveBase", "GetMissionGuid");
Params::FortObjectiveBase_GetMissionGuid Parms{};
auto Flgs = Func->FunctionFlags;
Func->FunctionFlags |= 0x400;
UObject::ProcessEvent(Func, &Parms);
Func->FunctionFlags = Flgs;
return Parms.ReturnValue;
}
// Function FortniteGame.FortObjectiveBase.GetObjectiveTimerNormalizedTime
// (Final, Native, Protected, BlueprintCallable, BlueprintPure, Const)
// Parameters:
// float ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
float AFortObjectiveBase::GetObjectiveTimerNormalizedTime() const
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("FortObjectiveBase", "GetObjectiveTimerNormalizedTime");
Params::FortObjectiveBase_GetObjectiveTimerNormalizedTime Parms{};
auto Flgs = Func->FunctionFlags;
Func->FunctionFlags |= 0x400;
UObject::ProcessEvent(Func, &Parms);
Func->FunctionFlags = Flgs;
return Parms.ReturnValue;
}
// Function FortniteGame.FortObjectiveBase.GetObjectiveTimerTimeRemaining
// (Final, Native, Protected, BlueprintCallable, BlueprintPure, Const)
// Parameters:
// float ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
float AFortObjectiveBase::GetObjectiveTimerTimeRemaining() const
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("FortObjectiveBase", "GetObjectiveTimerTimeRemaining");
Params::FortObjectiveBase_GetObjectiveTimerTimeRemaining Parms{};
auto Flgs = Func->FunctionFlags;
Func->FunctionFlags |= 0x400;
UObject::ProcessEvent(Func, &Parms);
Func->FunctionFlags = Flgs;
return Parms.ReturnValue;
}
// Function FortniteGame.FortObjectiveBase.IsActorRelevantToTeam
// (Final, RequiredAPI, Native, Public, BlueprintCallable, BlueprintPure, Const)
// Parameters:
// const class AActor* Actor (ConstParm, Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// bool ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, NativeAccessSpecifierPublic)
bool AFortObjectiveBase::IsActorRelevantToTeam(const class AActor* Actor) const
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("FortObjectiveBase", "IsActorRelevantToTeam");
Params::FortObjectiveBase_IsActorRelevantToTeam Parms{};
Parms.Actor = Actor;
auto Flgs = Func->FunctionFlags;
Func->FunctionFlags |= 0x400;
UObject::ProcessEvent(Func, &Parms);
Func->FunctionFlags = Flgs;
return Parms.ReturnValue;
}
// Function FortniteGame.FortObjectiveBase.IsObjectiveTimerPaused
// (Final, Native, Protected, BlueprintCallable, BlueprintPure, Const)
// Parameters:
// bool ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, NativeAccessSpecifierPublic)
bool AFortObjectiveBase::IsObjectiveTimerPaused() const
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("FortObjectiveBase", "IsObjectiveTimerPaused");
Params::FortObjectiveBase_IsObjectiveTimerPaused Parms{};
auto Flgs = Func->FunctionFlags;
Func->FunctionFlags |= 0x400;
UObject::ProcessEvent(Func, &Parms);
Func->FunctionFlags = Flgs;
return Parms.ReturnValue;
}
// Function FortniteGame.FortObjectiveBase.IsObjectiveTimerSet
// (Final, Native, Protected, BlueprintCallable, BlueprintPure, Const)
// Parameters:
// bool ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, NativeAccessSpecifierPublic)
bool AFortObjectiveBase::IsObjectiveTimerSet() const
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("FortObjectiveBase", "IsObjectiveTimerSet");
Params::FortObjectiveBase_IsObjectiveTimerSet Parms{};
auto Flgs = Func->FunctionFlags;
Func->FunctionFlags |= 0x400;
UObject::ProcessEvent(Func, &Parms);
Func->FunctionFlags = Flgs;
return Parms.ReturnValue;
}
// Function FortniteGame.FortObjectiveBase.IsRelevantToASpecificTeam
// (Final, RequiredAPI, Native, Public, BlueprintCallable, BlueprintPure, Const)
// Parameters:
// bool ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, NativeAccessSpecifierPublic)
bool AFortObjectiveBase::IsRelevantToASpecificTeam() const
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("FortObjectiveBase", "IsRelevantToASpecificTeam");
Params::FortObjectiveBase_IsRelevantToASpecificTeam Parms{};
auto Flgs = Func->FunctionFlags;
Func->FunctionFlags |= 0x400;
UObject::ProcessEvent(Func, &Parms);
Func->FunctionFlags = Flgs;
return Parms.ReturnValue;
}
// Function FortniteGame.FortObjectiveBase.IsRelevantToTeam
// (Final, RequiredAPI, Native, Public, BlueprintCallable, BlueprintPure, Const)
// Parameters:
// EFortTeam Team (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// bool ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, NativeAccessSpecifierPublic)
bool AFortObjectiveBase::IsRelevantToTeam(EFortTeam Team) const
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("FortObjectiveBase", "IsRelevantToTeam");
Params::FortObjectiveBase_IsRelevantToTeam Parms{};
Parms.Team = Team;
auto Flgs = Func->FunctionFlags;
Func->FunctionFlags |= 0x400;
UObject::ProcessEvent(Func, &Parms);
Func->FunctionFlags = Flgs;
return Parms.ReturnValue;
}
// Function FortniteGame.CustomCharacterPartModifier.OnDayPhaseChanged
// (BlueprintCosmetic, Event, Public, BlueprintEvent)
// Parameters:
// EFortDayPhase CurrentDayPhase (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// EFortDayPhase PreviousDayPhase (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// bool bAtCreation (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, NativeAccessSpecifierPublic)
void ACustomCharacterPartModifier::OnDayPhaseChanged(EFortDayPhase CurrentDayPhase, EFortDayPhase PreviousDayPhase, bool bAtCreation)
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("CustomCharacterPartModifier", "OnDayPhaseChanged");
Params::CustomCharacterPartModifier_OnDayPhaseChanged Parms{};
Parms.CurrentDayPhase = CurrentDayPhase;
Parms.PreviousDayPhase = PreviousDayPhase;
Parms.bAtCreation = bAtCreation;
UObject::ProcessEvent(Func, &Parms);
}
// Function FortniteGame.CustomCharacterPartModifier.PreDestruction
// (BlueprintCosmetic, Event, Public, BlueprintEvent)
void ACustomCharacterPartModifier::PreDestruction()
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("CustomCharacterPartModifier", "PreDestruction");
UObject::ProcessEvent(Func, nullptr);
}
// Function FortniteGame.CustomCharacterPartModifier.GetAssociatedPlayerPawn
// (Native, Public, BlueprintCallable, BlueprintPure, Const)
// Parameters:
// class AFortPlayerPawn* ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
class AFortPlayerPawn* ACustomCharacterPartModifier::GetAssociatedPlayerPawn() const
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("CustomCharacterPartModifier", "GetAssociatedPlayerPawn");
Params::CustomCharacterPartModifier_GetAssociatedPlayerPawn Parms{};
auto Flgs = Func->FunctionFlags;
Func->FunctionFlags |= 0x400;
UObject::ProcessEvent(Func, &Parms);
Func->FunctionFlags = Flgs;
return Parms.ReturnValue;
}
// Function FortniteGame.CustomCharacterPartModifier.GetCharacterPartType
// (Native, Public, BlueprintCallable, BlueprintPure, Const)
// Parameters:
// const EFortCustomPartType ReturnValue (ConstParm, Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
const EFortCustomPartType ACustomCharacterPartModifier::GetCharacterPartType() const
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("CustomCharacterPartModifier", "GetCharacterPartType");
Params::CustomCharacterPartModifier_GetCharacterPartType Parms{};
auto Flgs = Func->FunctionFlags;
Func->FunctionFlags |= 0x400;
UObject::ProcessEvent(Func, &Parms);
Func->FunctionFlags = Flgs;
return Parms.ReturnValue;
}
// Function FortniteGame.FortInventory.HandleInventoryLocalUpdate
// (Final, Native, Public)
void AFortInventory::HandleInventoryLocalUpdate()
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("FortInventory", "HandleInventoryLocalUpdate");
auto Flgs = Func->FunctionFlags;
Func->FunctionFlags |= 0x400;
UObject::ProcessEvent(Func, nullptr);
Func->FunctionFlags = Flgs;
}
// Function FortniteGame.FortWorldItemDefinition.CanBeDisassembled
// (Final, Native, Public, BlueprintCallable, BlueprintPure, Const)
// Parameters:
// bool ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, NativeAccessSpecifierPublic)
bool UFortWorldItemDefinition::CanBeDisassembled() const
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("FortWorldItemDefinition", "CanBeDisassembled");
Params::FortWorldItemDefinition_CanBeDisassembled Parms{};
auto Flgs = Func->FunctionFlags;
Func->FunctionFlags |= 0x400;
UObject::ProcessEvent(Func, &Parms);
Func->FunctionFlags = Flgs;
return Parms.ReturnValue;
}
// Function FortniteGame.FortWorldItemDefinition.GetDPSAtLevel
// (Native, Public, BlueprintCallable, BlueprintPure, Const)
// Parameters:
// int32 ItemLevel (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// float ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
float UFortWorldItemDefinition::GetDPSAtLevel(int32 ItemLevel) const
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("FortWorldItemDefinition", "GetDPSAtLevel");
Params::FortWorldItemDefinition_GetDPSAtLevel Parms{};
Parms.ItemLevel = ItemLevel;
auto Flgs = Func->FunctionFlags;
Func->FunctionFlags |= 0x400;
UObject::ProcessEvent(Func, &Parms);
Func->FunctionFlags = Flgs;
return Parms.ReturnValue;
}
// Function FortniteGame.FortWorldItemDefinition.GetMaxDurability
// (Native, Public, BlueprintCallable, BlueprintPure, Const)
// Parameters:
// int32 ItemLevel (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// float ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
float UFortWorldItemDefinition::GetMaxDurability(int32 ItemLevel) const
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("FortWorldItemDefinition", "GetMaxDurability");
Params::FortWorldItemDefinition_GetMaxDurability Parms{};
Parms.ItemLevel = ItemLevel;
auto Flgs = Func->FunctionFlags;
Func->FunctionFlags |= 0x400;
UObject::ProcessEvent(Func, &Parms);
Func->FunctionFlags = Flgs;
return Parms.ReturnValue;
}
// Function FortniteGame.FortSpline.AddControlPoint
// (Final, Native, Public, HasOutParams, HasDefaults, BlueprintCallable)
// Parameters:
// const struct FVector& Point (ConstParm, Parm, OutParm, ZeroConstructor, ReferenceParm, IsPlainOldData, NoDestructor, NativeAccessSpecifierPublic)
// int32 INDEX (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
void UFortSpline::AddControlPoint(const struct FVector& Point, int32 INDEX)
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("FortSpline", "AddControlPoint");
Params::FortSpline_AddControlPoint Parms{};
Parms.Point = std::move(Point);
Parms.INDEX = INDEX;
auto Flgs = Func->FunctionFlags;
Func->FunctionFlags |= 0x400;
UObject::ProcessEvent(Func, &Parms);
Func->FunctionFlags = Flgs;
}
// Function FortniteGame.FortSpline.ClearSpline
// (Final, Native, Public, BlueprintCallable)
void UFortSpline::ClearSpline()
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("FortSpline", "ClearSpline");
auto Flgs = Func->FunctionFlags;
Func->FunctionFlags |= 0x400;
UObject::ProcessEvent(Func, nullptr);
Func->FunctionFlags = Flgs;
}
// Function FortniteGame.FortSpline.DrawDebugSpline
// (Final, Native, Public, BlueprintCallable)
// Parameters:
// class UObject* WorldContextObject (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// int32 Steps (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// float LifeTime (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// float Thickness (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// bool bPersistent (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, NativeAccessSpecifierPublic)
// bool bJustDrawSpline (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, NativeAccessSpecifierPublic)
// float BasisLength (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
void UFortSpline::DrawDebugSpline(class UObject* WorldContextObject, int32 Steps, float LifeTime, float Thickness, bool bPersistent, bool bJustDrawSpline, float BasisLength)
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("FortSpline", "DrawDebugSpline");
Params::FortSpline_DrawDebugSpline Parms{};
Parms.WorldContextObject = WorldContextObject;
Parms.Steps = Steps;
Parms.LifeTime = LifeTime;
Parms.Thickness = Thickness;
Parms.bPersistent = bPersistent;
Parms.bJustDrawSpline = bJustDrawSpline;
Parms.BasisLength = BasisLength;
auto Flgs = Func->FunctionFlags;
Func->FunctionFlags |= 0x400;
UObject::ProcessEvent(Func, &Parms);
Func->FunctionFlags = Flgs;
}
// Function FortniteGame.FortSpline.EnableConstantVelocity
// (Final, Native, Public, BlueprintCallable)
// Parameters:
// bool ConstVelEnabled (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, NativeAccessSpecifierPublic)
void UFortSpline::EnableConstantVelocity(bool ConstVelEnabled)
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("FortSpline", "EnableConstantVelocity");
Params::FortSpline_EnableConstantVelocity Parms{};
Parms.ConstVelEnabled = ConstVelEnabled;
auto Flgs = Func->FunctionFlags;
Func->FunctionFlags |= 0x400;
UObject::ProcessEvent(Func, &Parms);
Func->FunctionFlags = Flgs;
}
// Function FortniteGame.FortSpline.SetDuration
// (Final, Native, Public, BlueprintCallable)
// Parameters:
// float InDuration (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
void UFortSpline::SetDuration(float InDuration)
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("FortSpline", "SetDuration");
Params::FortSpline_SetDuration Parms{};
Parms.InDuration = InDuration;
auto Flgs = Func->FunctionFlags;
Func->FunctionFlags |= 0x400;
UObject::ProcessEvent(Func, &Parms);
Func->FunctionFlags = Flgs;
}
// Function FortniteGame.FortSpline.SetupSpline
// (Final, Native, Public, BlueprintCallable)
// Parameters:
// const TArray<struct FVector>& ControlPoints (Parm, ZeroConstructor, NativeAccessSpecifierPublic)
// float InDuration (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
void UFortSpline::SetupSpline(const TArray<struct FVector>& ControlPoints, float InDuration)
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("FortSpline", "SetupSpline");
Params::FortSpline_SetupSpline Parms{};
Parms.ControlPoints = std::move(ControlPoints);
Parms.InDuration = InDuration;
auto Flgs = Func->FunctionFlags;
Func->FunctionFlags |= 0x400;
UObject::ProcessEvent(Func, &Parms);
Func->FunctionFlags = Flgs;
}
// Function FortniteGame.FortSpline.GetBinormalFromTime
// (Final, Native, Public, HasDefaults, BlueprintCallable, BlueprintPure, Const)
// Parameters:
// float Time (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// struct FVector ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, NativeAccessSpecifierPublic)
struct FVector UFortSpline::GetBinormalFromTime(float Time) const
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("FortSpline", "GetBinormalFromTime");
Params::FortSpline_GetBinormalFromTime Parms{};
Parms.Time = Time;
auto Flgs = Func->FunctionFlags;
Func->FunctionFlags |= 0x400;
UObject::ProcessEvent(Func, &Parms);
Func->FunctionFlags = Flgs;
return Parms.ReturnValue;
}
// Function FortniteGame.FortSpline.GetDuration
// (Final, Native, Public, BlueprintCallable, BlueprintPure, Const)
// Parameters:
// float ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
float UFortSpline::GetDuration() const
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("FortSpline", "GetDuration");
Params::FortSpline_GetDuration Parms{};
auto Flgs = Func->FunctionFlags;
Func->FunctionFlags |= 0x400;
UObject::ProcessEvent(Func, &Parms);
Func->FunctionFlags = Flgs;
return Parms.ReturnValue;
}
// Function FortniteGame.FortSpline.GetEndPoint
// (Final, Native, Public, HasDefaults, BlueprintCallable, BlueprintPure, Const)
// Parameters:
// struct FVector ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, NativeAccessSpecifierPublic)
struct FVector UFortSpline::GetEndPoint() const
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("FortSpline", "GetEndPoint");
Params::FortSpline_GetEndPoint Parms{};
auto Flgs = Func->FunctionFlags;
Func->FunctionFlags |= 0x400;
UObject::ProcessEvent(Func, &Parms);
Func->FunctionFlags = Flgs;
return Parms.ReturnValue;
}
// Function FortniteGame.FortSpline.GetNormalFromTime
// (Final, Native, Public, HasDefaults, BlueprintCallable, BlueprintPure, Const)
// Parameters:
// float Time (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// struct FVector ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, NativeAccessSpecifierPublic)
struct FVector UFortSpline::GetNormalFromTime(float Time) const
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("FortSpline", "GetNormalFromTime");
Params::FortSpline_GetNormalFromTime Parms{};
Parms.Time = Time;
auto Flgs = Func->FunctionFlags;
Func->FunctionFlags |= 0x400;
UObject::ProcessEvent(Func, &Parms);
Func->FunctionFlags = Flgs;
return Parms.ReturnValue;
}
// Function FortniteGame.FortSpline.GetNumberOfControlPoints
// (Final, Native, Public, BlueprintCallable, BlueprintPure, Const)
// Parameters:
// int32 ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
int32 UFortSpline::GetNumberOfControlPoints() const
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("FortSpline", "GetNumberOfControlPoints");
Params::FortSpline_GetNumberOfControlPoints Parms{};
auto Flgs = Func->FunctionFlags;
Func->FunctionFlags |= 0x400;
UObject::ProcessEvent(Func, &Parms);
Func->FunctionFlags = Flgs;
return Parms.ReturnValue;
}
// Function FortniteGame.FortSpline.GetPositionFromTime
// (Final, Native, Public, HasDefaults, BlueprintCallable, BlueprintPure, Const)
// Parameters:
// float Time (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// struct FVector ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, NativeAccessSpecifierPublic)
struct FVector UFortSpline::GetPositionFromTime(float Time) const
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("FortSpline", "GetPositionFromTime");
Params::FortSpline_GetPositionFromTime Parms{};
Parms.Time = Time;
auto Flgs = Func->FunctionFlags;
Func->FunctionFlags |= 0x400;
UObject::ProcessEvent(Func, &Parms);
Func->FunctionFlags = Flgs;
return Parms.ReturnValue;
}
// Function FortniteGame.FortSpline.GetSplineLength
// (Final, Native, Public, BlueprintCallable, BlueprintPure, Const)
// Parameters:
// float StepSize (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// float ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
float UFortSpline::GetSplineLength(float StepSize) const
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("FortSpline", "GetSplineLength");
Params::FortSpline_GetSplineLength Parms{};
Parms.StepSize = StepSize;
auto Flgs = Func->FunctionFlags;
Func->FunctionFlags |= 0x400;
UObject::ProcessEvent(Func, &Parms);
Func->FunctionFlags = Flgs;
return Parms.ReturnValue;
}
// Function FortniteGame.FortSpline.GetSplineLengthAtTime
// (Final, Native, Public, BlueprintCallable, BlueprintPure, Const)
// Parameters:
// float Time (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// float StepSize (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// float ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
float UFortSpline::GetSplineLengthAtTime(float Time, float StepSize) const
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("FortSpline", "GetSplineLengthAtTime");
Params::FortSpline_GetSplineLengthAtTime Parms{};
Parms.Time = Time;
Parms.StepSize = StepSize;
auto Flgs = Func->FunctionFlags;
Func->FunctionFlags |= 0x400;
UObject::ProcessEvent(Func, &Parms);
Func->FunctionFlags = Flgs;
return Parms.ReturnValue;
}
// Function FortniteGame.FortSpline.GetStartPoint
// (Final, Native, Public, HasDefaults, BlueprintCallable, BlueprintPure, Const)
// Parameters:
// struct FVector ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, NativeAccessSpecifierPublic)
struct FVector UFortSpline::GetStartPoint() const
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("FortSpline", "GetStartPoint");
Params::FortSpline_GetStartPoint Parms{};
auto Flgs = Func->FunctionFlags;
Func->FunctionFlags |= 0x400;
UObject::ProcessEvent(Func, &Parms);
Func->FunctionFlags = Flgs;
return Parms.ReturnValue;
}
// Function FortniteGame.FortSpline.GetTangentFromTime
// (Final, Native, Public, HasDefaults, BlueprintCallable, BlueprintPure, Const)
// Parameters:
// float Time (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// struct FVector ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, NativeAccessSpecifierPublic)
struct FVector UFortSpline::GetTangentFromTime(float Time) const
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("FortSpline", "GetTangentFromTime");
Params::FortSpline_GetTangentFromTime Parms{};
Parms.Time = Time;
auto Flgs = Func->FunctionFlags;
Func->FunctionFlags |= 0x400;
UObject::ProcessEvent(Func, &Parms);
Func->FunctionFlags = Flgs;
return Parms.ReturnValue;
}
// Function FortniteGame.FortSpline.GetVelocityCorrectedTime
// (Final, Native, Public, BlueprintCallable, BlueprintPure, Const)
// Parameters:
// float Time (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// float ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
float UFortSpline::GetVelocityCorrectedTime(float Time) const
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("FortSpline", "GetVelocityCorrectedTime");
Params::FortSpline_GetVelocityCorrectedTime Parms{};
Parms.Time = Time;
auto Flgs = Func->FunctionFlags;
Func->FunctionFlags |= 0x400;
UObject::ProcessEvent(Func, &Parms);
Func->FunctionFlags = Flgs;
return Parms.ReturnValue;
}
// Function FortniteGame.FortSpline.IsValid
// (Final, Native, Public, BlueprintCallable, BlueprintPure, Const)
// Parameters:
// bool ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, NativeAccessSpecifierPublic)
bool UFortSpline::IsValid() const
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("FortSpline", "IsValid");
Params::FortSpline_IsValid Parms{};
auto Flgs = Func->FunctionFlags;
Func->FunctionFlags |= 0x400;
UObject::ProcessEvent(Func, &Parms);
Func->FunctionFlags = Flgs;
return Parms.ReturnValue;
}
// Function FortniteGame.FortInteractInterface.CanInteract
// (Native, Public, HasOutParams)
// Parameters:
// const struct FInteractionType& InteractType (ConstParm, Parm, OutParm, ReferenceParm, ContainsInstancedReference, NativeAccessSpecifierPublic)
// bool ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, NativeAccessSpecifierPublic)
bool IFortInteractInterface::CanInteract(const struct FInteractionType& InteractType)
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("FortInteractInterface", "CanInteract");
Params::FortInteractInterface_CanInteract Parms{};
Parms.InteractType = std::move(InteractType);
auto Flgs = Func->FunctionFlags;
Func->FunctionFlags |= 0x400;
UObject::ProcessEvent(Func, &Parms);
Func->FunctionFlags = Flgs;
return Parms.ReturnValue;
}
// Function FortniteGame.FortInteractInterface.CanShowContextInfo
// (Native, Public, HasOutParams)
// Parameters:
// const struct FInteractionType& InteractType (ConstParm, Parm, OutParm, ReferenceParm, ContainsInstancedReference, NativeAccessSpecifierPublic)
// bool ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, NativeAccessSpecifierPublic)
bool IFortInteractInterface::CanShowContextInfo(const struct FInteractionType& InteractType)
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("FortInteractInterface", "CanShowContextInfo");
Params::FortInteractInterface_CanShowContextInfo Parms{};
Parms.InteractType = std::move(InteractType);
auto Flgs = Func->FunctionFlags;
Func->FunctionFlags |= 0x400;
UObject::ProcessEvent(Func, &Parms);
Func->FunctionFlags = Flgs;
return Parms.ReturnValue;
}
// Function FortniteGame.FortInteractInterface.GetContextInfo
// (Native, Public, HasOutParams)
// Parameters:
// const struct FInteractionType& InteractType (ConstParm, Parm, OutParm, ReferenceParm, ContainsInstancedReference, NativeAccessSpecifierPublic)
// struct FInteractContextInfo ReturnValue (Parm, OutParm, ReturnParm, ContainsInstancedReference, NativeAccessSpecifierPublic)
struct FInteractContextInfo IFortInteractInterface::GetContextInfo(const struct FInteractionType& InteractType)
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("FortInteractInterface", "GetContextInfo");
Params::FortInteractInterface_GetContextInfo Parms{};
Parms.InteractType = std::move(InteractType);
auto Flgs = Func->FunctionFlags;
Func->FunctionFlags |= 0x400;
UObject::ProcessEvent(Func, &Parms);
Func->FunctionFlags = Flgs;
return Parms.ReturnValue;
}
// Function FortniteGame.FortInteractInterface.HasDisplayWidget
// (Native, Public, HasOutParams)
// Parameters:
// const struct FInteractionType& InteractType (ConstParm, Parm, OutParm, ReferenceParm, ContainsInstancedReference, NativeAccessSpecifierPublic)
// bool ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, NativeAccessSpecifierPublic)
bool IFortInteractInterface::HasDisplayWidget(const struct FInteractionType& InteractType)
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("FortInteractInterface", "HasDisplayWidget");
Params::FortInteractInterface_HasDisplayWidget Parms{};
Parms.InteractType = std::move(InteractType);
auto Flgs = Func->FunctionFlags;
Func->FunctionFlags |= 0x400;
UObject::ProcessEvent(Func, &Parms);
Func->FunctionFlags = Flgs;
return Parms.ReturnValue;
}
// Function FortniteGame.FortInteractInterface.LocalBeginLongUse
// (Native, Public)
void IFortInteractInterface::LocalBeginLongUse()
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("FortInteractInterface", "LocalBeginLongUse");
auto Flgs = Func->FunctionFlags;
Func->FunctionFlags |= 0x400;
UObject::ProcessEvent(Func, nullptr);
Func->FunctionFlags = Flgs;
}
// Function FortniteGame.FortInteractInterface.LocalOnAttemptInteract
// (Native, Public, HasOutParams)
// Parameters:
// const struct FInteractionType& InteractType (ConstParm, Parm, OutParm, ReferenceParm, ContainsInstancedReference, NativeAccessSpecifierPublic)
// bool ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, NativeAccessSpecifierPublic)
bool IFortInteractInterface::LocalOnAttemptInteract(const struct FInteractionType& InteractType)
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("FortInteractInterface", "LocalOnAttemptInteract");
Params::FortInteractInterface_LocalOnAttemptInteract Parms{};
Parms.InteractType = std::move(InteractType);
auto Flgs = Func->FunctionFlags;
Func->FunctionFlags |= 0x400;
UObject::ProcessEvent(Func, &Parms);
Func->FunctionFlags = Flgs;
return Parms.ReturnValue;
}
// Function FortniteGame.FortInteractInterface.LocalOnInterruptInteract
// (Native, Public, HasOutParams)
// Parameters:
// const struct FInteractionType& InteractType (ConstParm, Parm, OutParm, ReferenceParm, ContainsInstancedReference, NativeAccessSpecifierPublic)
void IFortInteractInterface::LocalOnInterruptInteract(const struct FInteractionType& InteractType)
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("FortInteractInterface", "LocalOnInterruptInteract");
Params::FortInteractInterface_LocalOnInterruptInteract Parms{};
Parms.InteractType = std::move(InteractType);
auto Flgs = Func->FunctionFlags;
Func->FunctionFlags |= 0x400;
UObject::ProcessEvent(Func, &Parms);
Func->FunctionFlags = Flgs;
}
// Function FortniteGame.FortInteractInterface.ServerOnAttemptInteract
// (Native, Public, HasOutParams)
// Parameters:
// const struct FInteractionType& InteractType (ConstParm, Parm, OutParm, ReferenceParm, ContainsInstancedReference, NativeAccessSpecifierPublic)
// bool ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, NativeAccessSpecifierPublic)
bool IFortInteractInterface::ServerOnAttemptInteract(const struct FInteractionType& InteractType)
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("FortInteractInterface", "ServerOnAttemptInteract");
Params::FortInteractInterface_ServerOnAttemptInteract Parms{};
Parms.InteractType = std::move(InteractType);
auto Flgs = Func->FunctionFlags;
Func->FunctionFlags |= 0x400;
UObject::ProcessEvent(Func, &Parms);
Func->FunctionFlags = Flgs;
return Parms.ReturnValue;
}
// Function FortniteGame.FortPickup.GetDisplayName
// (Final, BlueprintAuthorityOnly, Native, Public, BlueprintCallable)
// Parameters:
// class FText ReturnValue (Parm, OutParm, ReturnParm, NativeAccessSpecifierPublic)
class FText AFortPickup::GetDisplayName()
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("FortPickup", "GetDisplayName");
Params::FortPickup_GetDisplayName Parms{};
auto Flgs = Func->FunctionFlags;
Func->FunctionFlags |= 0x400;
UObject::ProcessEvent(Func, &Parms);
Func->FunctionFlags = Flgs;
return Parms.ReturnValue;
}
// Function FortniteGame.FortPickup.OnRep_PickupLocationData
// (Native, Protected)
void AFortPickup::OnRep_PickupLocationData()
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("FortPickup", "OnRep_PickupLocationData");
auto Flgs = Func->FunctionFlags;
Func->FunctionFlags |= 0x400;
UObject::ProcessEvent(Func, nullptr);
Func->FunctionFlags = Flgs;
}
// Function FortniteGame.FortPickup.OnRep_PickupOwnerData
// (Native, Protected)
void AFortPickup::OnRep_PickupOwnerData()
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("FortPickup", "OnRep_PickupOwnerData");
auto Flgs = Func->FunctionFlags;
Func->FunctionFlags |= 0x400;
UObject::ProcessEvent(Func, nullptr);
Func->FunctionFlags = Flgs;
}
// Function FortniteGame.FortPickup.OnRep_PrimaryPickupItemEntry
// (Native, Protected)
void AFortPickup::OnRep_PrimaryPickupItemEntry()
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("FortPickup", "OnRep_PrimaryPickupItemEntry");
auto Flgs = Func->FunctionFlags;
Func->FunctionFlags |= 0x400;
UObject::ProcessEvent(Func, nullptr);
Func->FunctionFlags = Flgs;
}
// Function FortniteGame.FortPickup.TossPickup
// (Final, BlueprintAuthorityOnly, Native, Public, HasDefaults, BlueprintCallable)
// Parameters:
// const struct FVector& FinalLocation (ConstParm, Parm, ZeroConstructor, IsPlainOldData, NoDestructor, NativeAccessSpecifierPublic)
// class APawn* ItemOwner (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// int32 OverrideMaxStackCount (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
void AFortPickup::TossPickup(const struct FVector& FinalLocation, class APawn* ItemOwner, int32 OverrideMaxStackCount)
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("FortPickup", "TossPickup");
Params::FortPickup_TossPickup Parms{};
Parms.FinalLocation = std::move(FinalLocation);
Parms.ItemOwner = ItemOwner;
Parms.OverrideMaxStackCount = OverrideMaxStackCount;
auto Flgs = Func->FunctionFlags;
Func->FunctionFlags |= 0x400;
UObject::ProcessEvent(Func, &Parms);
Func->FunctionFlags = Flgs;
}
// Function FortniteGame.FortFeedbackManager.GetAnnouncerPawn
// (Final, Native, Static, Public, BlueprintCallable, BlueprintPure)
// Parameters:
// class UObject* WorldContextObject (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// class AFortPawn_FeedbackAnnouncer* ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
class AFortPawn_FeedbackAnnouncer* AFortFeedbackManager::GetAnnouncerPawn(class UObject* WorldContextObject)
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = StaticClass()->GetFunction("FortFeedbackManager", "GetAnnouncerPawn");
Params::FortFeedbackManager_GetAnnouncerPawn Parms{};
Parms.WorldContextObject = WorldContextObject;
auto Flgs = Func->FunctionFlags;
Func->FunctionFlags |= 0x400;
GetDefaultObj()->ProcessEvent(Func, &Parms);
Func->FunctionFlags = Flgs;
return Parms.ReturnValue;
}
// Function FortniteGame.FortFeedbackManager.GetFeedbackManager
// (Final, Native, Static, Public, BlueprintCallable, BlueprintPure)
// Parameters:
// class UObject* WorldContextObject (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// class AFortFeedbackManager* ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
class AFortFeedbackManager* AFortFeedbackManager::GetFeedbackManager(class UObject* WorldContextObject)
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = StaticClass()->GetFunction("FortFeedbackManager", "GetFeedbackManager");
Params::FortFeedbackManager_GetFeedbackManager Parms{};
Parms.WorldContextObject = WorldContextObject;
auto Flgs = Func->FunctionFlags;
Func->FunctionFlags |= 0x400;
GetDefaultObj()->ProcessEvent(Func, &Parms);
Func->FunctionFlags = Flgs;
return Parms.ReturnValue;
}
// Function FortniteGame.FortFeedbackManager.SuppressProceduralFeedback
// (Final, BlueprintAuthorityOnly, Native, Public, BlueprintCallable)
// Parameters:
// const TArray<class AController*>& ControllersToSuppress (Parm, ZeroConstructor, NativeAccessSpecifierPublic)
void AFortFeedbackManager::SuppressProceduralFeedback(const TArray<class AController*>& ControllersToSuppress)
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("FortFeedbackManager", "SuppressProceduralFeedback");
Params::FortFeedbackManager_SuppressProceduralFeedback Parms{};
Parms.ControllersToSuppress = std::move(ControllersToSuppress);
auto Flgs = Func->FunctionFlags;
Func->FunctionFlags |= 0x400;
UObject::ProcessEvent(Func, &Parms);
Func->FunctionFlags = Flgs;
}
// Function FortniteGame.FortAbilityTask_SpawnProjectileAndWait.SpawnProjectileAndWait
// (Final, Native, Static, Public, HasOutParams, HasDefaults, BlueprintCallable)
// Parameters:
// class UObject* WorldContextObject (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// TSubclassOf<class AFortProjectileBase> Class_0 (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, UObjectWrapper, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// class AActor* RequestedBy_0 (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// const struct FVector& SpawnLocation_0 (ConstParm, Parm, OutParm, ZeroConstructor, ReferenceParm, IsPlainOldData, NoDestructor, NativeAccessSpecifierPublic)
// const struct FRotator& SpawnRotation_0 (ConstParm, Parm, OutParm, ZeroConstructor, ReferenceParm, IsPlainOldData, NoDestructor, NativeAccessSpecifierPublic)
// const struct FRotator& SpawnDirection_0 (ConstParm, Parm, OutParm, ZeroConstructor, ReferenceParm, IsPlainOldData, NoDestructor, NativeAccessSpecifierPublic)
// float InitialSpeed_0 (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// const struct FFortGameplayEffectContainerSpec&EffectContainerSpecToApplyOnHit_0 (Parm, NativeAccessSpecifierPublic)
// const struct FFortGameplayEffectContainerSpec&EffectContainerSpecToApplyOnExplode_0 (Parm, NativeAccessSpecifierPublic)
// float GravityScale_0 (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// class AActor* HomingTarget_0 (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// class UFortAbilityTask_SpawnProjectileAndWait*ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
class UFortAbilityTask_SpawnProjectileAndWait* UFortAbilityTask_SpawnProjectileAndWait::SpawnProjectileAndWait(class UObject* WorldContextObject, TSubclassOf<class AFortProjectileBase> Class_0, class AActor* RequestedBy_0, const struct FVector& SpawnLocation_0, const struct FRotator& SpawnRotation_0, const struct FRotator& SpawnDirection_0, float InitialSpeed_0, const struct FFortGameplayEffectContainerSpec& EffectContainerSpecToApplyOnHit_0, const struct FFortGameplayEffectContainerSpec& EffectContainerSpecToApplyOnExplode_0, float GravityScale_0, class AActor* HomingTarget_0)
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = StaticClass()->GetFunction("FortAbilityTask_SpawnProjectileAndWait", "SpawnProjectileAndWait");
Params::FortAbilityTask_SpawnProjectileAndWait_SpawnProjectileAndWait Parms{};
Parms.WorldContextObject = WorldContextObject;
Parms.Class_0 = Class_0;
Parms.RequestedBy_0 = RequestedBy_0;
Parms.SpawnLocation_0 = std::move(SpawnLocation_0);
Parms.SpawnRotation_0 = std::move(SpawnRotation_0);
Parms.SpawnDirection_0 = std::move(SpawnDirection_0);
Parms.InitialSpeed_0 = InitialSpeed_0;
Parms.EffectContainerSpecToApplyOnHit_0 = std::move(EffectContainerSpecToApplyOnHit_0);
Parms.EffectContainerSpecToApplyOnExplode_0 = std::move(EffectContainerSpecToApplyOnExplode_0);
Parms.GravityScale_0 = GravityScale_0;
Parms.HomingTarget_0 = HomingTarget_0;
auto Flgs = Func->FunctionFlags;
Func->FunctionFlags |= 0x400;
GetDefaultObj()->ProcessEvent(Func, &Parms);
Func->FunctionFlags = Flgs;
return Parms.ReturnValue;
}
// Function FortniteGame.FortAbilityTask_SpawnProjectileAndWait.BeginSpawningActor
// (Final, Native, Public, HasOutParams, BlueprintCallable)
// Parameters:
// class UObject* WorldContextObject (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// TSubclassOf<class AFortProjectileBase> Class_0 (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, UObjectWrapper, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// class AFortProjectileBase** SpawnedActor (Parm, OutParm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// bool ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, NativeAccessSpecifierPublic)
bool UFortAbilityTask_SpawnProjectileAndWait::BeginSpawningActor(class UObject* WorldContextObject, TSubclassOf<class AFortProjectileBase> Class_0, class AFortProjectileBase** SpawnedActor)
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("FortAbilityTask_SpawnProjectileAndWait", "BeginSpawningActor");
Params::FortAbilityTask_SpawnProjectileAndWait_BeginSpawningActor Parms{};
Parms.WorldContextObject = WorldContextObject;
Parms.Class_0 = Class_0;
auto Flgs = Func->FunctionFlags;
Func->FunctionFlags |= 0x400;
UObject::ProcessEvent(Func, &Parms);
Func->FunctionFlags = Flgs;
if (SpawnedActor != nullptr)
*SpawnedActor = Parms.SpawnedActor;
return Parms.ReturnValue;
}
// Function FortniteGame.FortAbilityTask_SpawnProjectileAndWait.FinishSpawningActor
// (Final, Native, Public, BlueprintCallable)
// Parameters:
// class UObject* WorldContextObject (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// class AFortProjectileBase* SpawnedActor (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
void UFortAbilityTask_SpawnProjectileAndWait::FinishSpawningActor(class UObject* WorldContextObject, class AFortProjectileBase* SpawnedActor)
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("FortAbilityTask_SpawnProjectileAndWait", "FinishSpawningActor");
Params::FortAbilityTask_SpawnProjectileAndWait_FinishSpawningActor Parms{};
Parms.WorldContextObject = WorldContextObject;
Parms.SpawnedActor = SpawnedActor;
auto Flgs = Func->FunctionFlags;
Func->FunctionFlags |= 0x400;
UObject::ProcessEvent(Func, &Parms);
Func->FunctionFlags = Flgs;
}
// Function FortniteGame.FortAbilityTask_SpawnProjectileAndWait.OnProjectileDestroyed
// (Final, Native, Public)
void UFortAbilityTask_SpawnProjectileAndWait::OnProjectileDestroyed()
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("FortAbilityTask_SpawnProjectileAndWait", "OnProjectileDestroyed");
auto Flgs = Func->FunctionFlags;
Func->FunctionFlags |= 0x400;
UObject::ProcessEvent(Func, nullptr);
Func->FunctionFlags = Flgs;
}
// Function FortniteGame.FortAIEncounterInfoOwnerInterface.GetEncounterInfo
// (Native, Public, BlueprintCallable, BlueprintPure, Const)
// Parameters:
// class UFortAIEncounterInfo* ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
class UFortAIEncounterInfo* IFortAIEncounterInfoOwnerInterface::GetEncounterInfo() const
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("FortAIEncounterInfoOwnerInterface", "GetEncounterInfo");
Params::FortAIEncounterInfoOwnerInterface_GetEncounterInfo Parms{};
auto Flgs = Func->FunctionFlags;
Func->FunctionFlags |= 0x400;
UObject::ProcessEvent(Func, &Parms);
Func->FunctionFlags = Flgs;
return Parms.ReturnValue;
}
// Function FortniteGame.FortTeamActorInterface.GetTeam
// (Native, Public, Const)
// Parameters:
// EFortTeam ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
EFortTeam IFortTeamActorInterface::GetTeam() const
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("FortTeamActorInterface", "GetTeam");
Params::FortTeamActorInterface_GetTeam Parms{};
auto Flgs = Func->FunctionFlags;
Func->FunctionFlags |= 0x400;
UObject::ProcessEvent(Func, &Parms);
Func->FunctionFlags = Flgs;
return Parms.ReturnValue;
}
// Function FortniteGame.FortAIGoalProvider.InitializeGoalProvider
// (Native, Public, BlueprintCallable)
// Parameters:
// class UWorld* ContextWorld (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// class UFortAIAssignment* Assignment (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// bool ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, NativeAccessSpecifierPublic)
bool UFortAIGoalProvider::InitializeGoalProvider(class UWorld* ContextWorld, class UFortAIAssignment* Assignment)
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("FortAIGoalProvider", "InitializeGoalProvider");
Params::FortAIGoalProvider_InitializeGoalProvider Parms{};
Parms.ContextWorld = ContextWorld;
Parms.Assignment = Assignment;
auto Flgs = Func->FunctionFlags;
Func->FunctionFlags |= 0x400;
UObject::ProcessEvent(Func, &Parms);
Func->FunctionFlags = Flgs;
return Parms.ReturnValue;
}
// Function FortniteGame.FortAIGoalProvider.UpdateGoals
// (Native, Public, BlueprintCallable)
void UFortAIGoalProvider::UpdateGoals()
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("FortAIGoalProvider", "UpdateGoals");
auto Flgs = Func->FunctionFlags;
Func->FunctionFlags |= 0x400;
UObject::ProcessEvent(Func, nullptr);
Func->FunctionFlags = Flgs;
}
// Function FortniteGame.FortAIGoalProvider.GetEncounterInfo
// (Native, Public, BlueprintCallable, BlueprintPure, Const)
// Parameters:
// class UFortAIEncounterInfo* ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
class UFortAIEncounterInfo* UFortAIGoalProvider::GetEncounterInfo() const
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("FortAIGoalProvider", "GetEncounterInfo");
Params::FortAIGoalProvider_GetEncounterInfo Parms{};
auto Flgs = Func->FunctionFlags;
Func->FunctionFlags |= 0x400;
UObject::ProcessEvent(Func, &Parms);
Func->FunctionFlags = Flgs;
return Parms.ReturnValue;
}
// Function FortniteGame.FortTargetSelectionInterface.GetTargetingTransform
// (Native, Public, HasDefaults, BlueprintCallable, BlueprintPure, Const)
// Parameters:
// EFortAbilityTargetingSource Source (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// class UFortGameplayAbility* SourceAbility (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// struct FTransform ReturnValue (Parm, OutParm, ReturnParm, IsPlainOldData, NoDestructor, NativeAccessSpecifierPublic)
struct FTransform IFortTargetSelectionInterface::GetTargetingTransform(EFortAbilityTargetingSource Source, class UFortGameplayAbility* SourceAbility) const
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("FortTargetSelectionInterface", "GetTargetingTransform");
Params::FortTargetSelectionInterface_GetTargetingTransform Parms{};
Parms.Source = Source;
Parms.SourceAbility = SourceAbility;
auto Flgs = Func->FunctionFlags;
Func->FunctionFlags |= 0x400;
UObject::ProcessEvent(Func, &Parms);
Func->FunctionFlags = Flgs;
return Parms.ReturnValue;
}
// Function FortniteGame.FortAbilityTask_PlayMontageWaitTarget.PlayMontageInfoAndWaitForTrigger
// (Final, Native, Static, Public, HasOutParams, BlueprintCallable)
// Parameters:
// class UObject* WorldContextObject (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// class FName TaskInstanceName (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// const struct FFortGameplayAbilityMontageInfo&MontageInfo_0 (ConstParm, Parm, OutParm, ReferenceParm, NativeAccessSpecifierPublic)
// class UFortAbilityTask_PlayMontageWaitTarget*ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
class UFortAbilityTask_PlayMontageWaitTarget* UFortAbilityTask_PlayMontageWaitTarget::PlayMontageInfoAndWaitForTrigger(class UObject* WorldContextObject, class FName TaskInstanceName, const struct FFortGameplayAbilityMontageInfo& MontageInfo_0)
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = StaticClass()->GetFunction("FortAbilityTask_PlayMontageWaitTarget", "PlayMontageInfoAndWaitForTrigger");
Params::FortAbilityTask_PlayMontageWaitTarget_PlayMontageInfoAndWaitForTrigger Parms{};
Parms.WorldContextObject = WorldContextObject;
Parms.TaskInstanceName = TaskInstanceName;
Parms.MontageInfo_0 = std::move(MontageInfo_0);
auto Flgs = Func->FunctionFlags;
Func->FunctionFlags |= 0x400;
GetDefaultObj()->ProcessEvent(Func, &Parms);
Func->FunctionFlags = Flgs;
return Parms.ReturnValue;
}
// Function FortniteGame.FortAbilityTask_PlayMontageWaitTarget.PlayMontageWaitTarget
// (Final, Native, Static, Public, BlueprintCallable)
// Parameters:
// class UObject* WorldContextObject (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// class FName TaskInstanceName (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// class UAnimMontage* MontageToPlay (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// float AnimPlayRate (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// EFortGameplayAbilityMontageSectionToPlaySectionToPlay (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// class FName OverrideSection (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// float AnimRootMotionTranslationScale (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// class UFortAbilityTask_PlayMontageWaitTarget*ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
class UFortAbilityTask_PlayMontageWaitTarget* UFortAbilityTask_PlayMontageWaitTarget::PlayMontageWaitTarget(class UObject* WorldContextObject, class FName TaskInstanceName, class UAnimMontage* MontageToPlay, float AnimPlayRate, EFortGameplayAbilityMontageSectionToPlay SectionToPlay, class FName OverrideSection, float AnimRootMotionTranslationScale)
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = StaticClass()->GetFunction("FortAbilityTask_PlayMontageWaitTarget", "PlayMontageWaitTarget");
Params::FortAbilityTask_PlayMontageWaitTarget_PlayMontageWaitTarget Parms{};
Parms.WorldContextObject = WorldContextObject;
Parms.TaskInstanceName = TaskInstanceName;
Parms.MontageToPlay = MontageToPlay;
Parms.AnimPlayRate = AnimPlayRate;
Parms.SectionToPlay = SectionToPlay;
Parms.OverrideSection = OverrideSection;
Parms.AnimRootMotionTranslationScale = AnimRootMotionTranslationScale;
auto Flgs = Func->FunctionFlags;
Func->FunctionFlags |= 0x400;
GetDefaultObj()->ProcessEvent(Func, &Parms);
Func->FunctionFlags = Flgs;
return Parms.ReturnValue;
}
// Function FortniteGame.FortAbilityTask_PlayMontageWaitTarget.PlayMontageWithCharPartsWait
// (Final, Native, Static, Public, BlueprintCallable)
// Parameters:
// class UObject* WorldContextObject (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// class FName TaskInstanceName (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// class UAnimMontage* MontageToPlay (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// const TArray<struct FFortCharacterPartMontageInfo>&CharacterPartMontages (Parm, ZeroConstructor, NativeAccessSpecifierPublic)
// float AnimPlayRate (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// EFortGameplayAbilityMontageSectionToPlaySectionToPlay (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// class FName OverrideSection (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// float AnimRootMotionTranslationScale (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// class UFortAbilityTask_PlayMontageWaitTarget*ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
class UFortAbilityTask_PlayMontageWaitTarget* UFortAbilityTask_PlayMontageWaitTarget::PlayMontageWithCharPartsWait(class UObject* WorldContextObject, class FName TaskInstanceName, class UAnimMontage* MontageToPlay, const TArray<struct FFortCharacterPartMontageInfo>& CharacterPartMontages, float AnimPlayRate, EFortGameplayAbilityMontageSectionToPlay SectionToPlay, class FName OverrideSection, float AnimRootMotionTranslationScale)
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = StaticClass()->GetFunction("FortAbilityTask_PlayMontageWaitTarget", "PlayMontageWithCharPartsWait");
Params::FortAbilityTask_PlayMontageWaitTarget_PlayMontageWithCharPartsWait Parms{};
Parms.WorldContextObject = WorldContextObject;
Parms.TaskInstanceName = TaskInstanceName;
Parms.MontageToPlay = MontageToPlay;
Parms.CharacterPartMontages = std::move(CharacterPartMontages);
Parms.AnimPlayRate = AnimPlayRate;
Parms.SectionToPlay = SectionToPlay;
Parms.OverrideSection = OverrideSection;
Parms.AnimRootMotionTranslationScale = AnimRootMotionTranslationScale;
auto Flgs = Func->FunctionFlags;
Func->FunctionFlags |= 0x400;
GetDefaultObj()->ProcessEvent(Func, &Parms);
Func->FunctionFlags = Flgs;
return Parms.ReturnValue;
}
// Function FortniteGame.FortAbilityTask_PlayMontageWaitTarget.OnTargetDataCancelledCallback
// (Final, Native, Public)
void UFortAbilityTask_PlayMontageWaitTarget::OnTargetDataCancelledCallback()
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("FortAbilityTask_PlayMontageWaitTarget", "OnTargetDataCancelledCallback");
auto Flgs = Func->FunctionFlags;
Func->FunctionFlags |= 0x400;
UObject::ProcessEvent(Func, nullptr);
Func->FunctionFlags = Flgs;
}
// Function FortniteGame.FortAbilityTask_PlayMontageWaitTarget.OnTargetDataReadyCallback
// (Final, Native, Public, HasOutParams)
// Parameters:
// const struct FGameplayAbilityTargetDataHandle&TargetData (ConstParm, Parm, OutParm, ReferenceParm, NativeAccessSpecifierPublic)
// const struct FGameplayTag& ApplicationTag (Parm, NativeAccessSpecifierPublic)
void UFortAbilityTask_PlayMontageWaitTarget::OnTargetDataReadyCallback(const struct FGameplayAbilityTargetDataHandle& TargetData, const struct FGameplayTag& ApplicationTag)
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("FortAbilityTask_PlayMontageWaitTarget", "OnTargetDataReadyCallback");
Params::FortAbilityTask_PlayMontageWaitTarget_OnTargetDataReadyCallback Parms{};
Parms.TargetData = std::move(TargetData);
Parms.ApplicationTag = std::move(ApplicationTag);
auto Flgs = Func->FunctionFlags;
Func->FunctionFlags |= 0x400;
UObject::ProcessEvent(Func, &Parms);
Func->FunctionFlags = Flgs;
}
// Function FortniteGame.FortPawn.AlignRotationTo4WaysHitReaction
// (Final, Native, Public, HasOutParams, HasDefaults, BlueprintCallable)
// Parameters:
// const struct FVector& HitDirection (ConstParm, Parm, OutParm, ZeroConstructor, ReferenceParm, IsPlainOldData, NoDestructor, NativeAccessSpecifierPublic)
// float FrontOffset (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// float BackOffset (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// float LeftOffset (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// float RightOffset (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
void AFortPawn::AlignRotationTo4WaysHitReaction(const struct FVector& HitDirection, float FrontOffset, float BackOffset, float LeftOffset, float RightOffset)
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("FortPawn", "AlignRotationTo4WaysHitReaction");
Params::FortPawn_AlignRotationTo4WaysHitReaction Parms{};
Parms.HitDirection = std::move(HitDirection);
Parms.FrontOffset = FrontOffset;
Parms.BackOffset = BackOffset;
Parms.LeftOffset = LeftOffset;
Parms.RightOffset = RightOffset;
auto Flgs = Func->FunctionFlags;
Func->FunctionFlags |= 0x400;
UObject::ProcessEvent(Func, &Parms);
Func->FunctionFlags = Flgs;
}
// Function FortniteGame.FortPawn.AlignRotationToHitDirection
// (Final, Native, Public, HasOutParams, HasDefaults, BlueprintCallable)
// Parameters:
// const struct FVector& HitDirection (ConstParm, Parm, OutParm, ZeroConstructor, ReferenceParm, IsPlainOldData, NoDestructor, NativeAccessSpecifierPublic)
void AFortPawn::AlignRotationToHitDirection(const struct FVector& HitDirection)
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("FortPawn", "AlignRotationToHitDirection");
Params::FortPawn_AlignRotationToHitDirection Parms{};
Parms.HitDirection = std::move(HitDirection);
auto Flgs = Func->FunctionFlags;
Func->FunctionFlags |= 0x400;
UObject::ProcessEvent(Func, &Parms);
Func->FunctionFlags = Flgs;
}
// Function FortniteGame.FortPawn.AnimMontage_LocalJumpToSectionName
// (Final, Native, Public, BlueprintCallable)
// Parameters:
// class FName SectionName (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// bool ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, NativeAccessSpecifierPublic)
bool AFortPawn::AnimMontage_LocalJumpToSectionName(class FName SectionName)
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("FortPawn", "AnimMontage_LocalJumpToSectionName");
Params::FortPawn_AnimMontage_LocalJumpToSectionName Parms{};
Parms.SectionName = SectionName;
auto Flgs = Func->FunctionFlags;
Func->FunctionFlags |= 0x400;
UObject::ProcessEvent(Func, &Parms);
Func->FunctionFlags = Flgs;
return Parms.ReturnValue;
}
// Function FortniteGame.FortPawn.AnimMontage_LocalSetNextSectionName
// (Final, Native, Public, BlueprintCallable)
// Parameters:
// class UAnimMontage* AnimMontage (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// class FName SectionName (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// class FName NextSectionName (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
void AFortPawn::AnimMontage_LocalSetNextSectionName(class UAnimMontage* AnimMontage, class FName SectionName, class FName NextSectionName)
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("FortPawn", "AnimMontage_LocalSetNextSectionName");
Params::FortPawn_AnimMontage_LocalSetNextSectionName Parms{};
Parms.AnimMontage = AnimMontage;
Parms.SectionName = SectionName;
Parms.NextSectionName = NextSectionName;
auto Flgs = Func->FunctionFlags;
Func->FunctionFlags |= 0x400;
UObject::ProcessEvent(Func, &Parms);
Func->FunctionFlags = Flgs;
}
// Function FortniteGame.FortPawn.ApplyKnockback
// (Final, BlueprintAuthorityOnly, Native, Public, HasDefaults, BlueprintCallable)
// Parameters:
// float KnockbackMagnitude (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// float KnockbackZAngle (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// const struct FVector& ImpulseDir (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, NativeAccessSpecifierPublic)
void AFortPawn::ApplyKnockback(float KnockbackMagnitude, float KnockbackZAngle, const struct FVector& ImpulseDir)
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("FortPawn", "ApplyKnockback");
Params::FortPawn_ApplyKnockback Parms{};
Parms.KnockbackMagnitude = KnockbackMagnitude;
Parms.KnockbackZAngle = KnockbackZAngle;
Parms.ImpulseDir = std::move(ImpulseDir);
auto Flgs = Func->FunctionFlags;
Func->FunctionFlags |= 0x400;
UObject::ProcessEvent(Func, &Parms);
Func->FunctionFlags = Flgs;
}
// Function FortniteGame.FortPawn.AttachAssetToSocket
// (Final, Native, Public, HasOutParams, BlueprintCallable)
// Parameters:
// const struct FAssetAttachment& InAttachment (ConstParm, Parm, OutParm, ReferenceParm, ContainsInstancedReference, NativeAccessSpecifierPublic)
void AFortPawn::AttachAssetToSocket(const struct FAssetAttachment& InAttachment)
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("FortPawn", "AttachAssetToSocket");
Params::FortPawn_AttachAssetToSocket Parms{};
Parms.InAttachment = std::move(InAttachment);
auto Flgs = Func->FunctionFlags;
Func->FunctionFlags |= 0x400;
UObject::ProcessEvent(Func, &Parms);
Func->FunctionFlags = Flgs;
}
// Function FortniteGame.FortPawn.ClientInternalEquipWeapon
// (Final, Net, NetReliable, Native, Event, Private, NetClient)
// Parameters:
// class AFortWeapon* Weap (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
void AFortPawn::ClientInternalEquipWeapon(class AFortWeapon* Weap)
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("FortPawn", "ClientInternalEquipWeapon");
Params::FortPawn_ClientInternalEquipWeapon Parms{};
Parms.Weap = Weap;
auto Flgs = Func->FunctionFlags;
Func->FunctionFlags |= 0x400;
UObject::ProcessEvent(Func, &Parms);
Func->FunctionFlags = Flgs;
}
// Function FortniteGame.FortPawn.DetachAssetFromSocket
// (Final, Native, Public, BlueprintCallable)
// Parameters:
// class FName SocketName (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
void AFortPawn::DetachAssetFromSocket(class FName SocketName)
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("FortPawn", "DetachAssetFromSocket");
Params::FortPawn_DetachAssetFromSocket Parms{};
Parms.SocketName = SocketName;
auto Flgs = Func->FunctionFlags;
Func->FunctionFlags |= 0x400;
UObject::ProcessEvent(Func, &Parms);
Func->FunctionFlags = Flgs;
}
// Function FortniteGame.FortPawn.DoFatalDamage
// (Final, BlueprintAuthorityOnly, Native, Public, BlueprintCallable)
// Parameters:
// class UAbilitySystemComponent* KillerAbilitySystemComponent (Parm, ZeroConstructor, InstancedReference, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
void AFortPawn::DoFatalDamage(class UAbilitySystemComponent* KillerAbilitySystemComponent)
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("FortPawn", "DoFatalDamage");
Params::FortPawn_DoFatalDamage Parms{};
Parms.KillerAbilitySystemComponent = KillerAbilitySystemComponent;
auto Flgs = Func->FunctionFlags;
Func->FunctionFlags |= 0x400;
UObject::ProcessEvent(Func, &Parms);
Func->FunctionFlags = Flgs;
}
// Function FortniteGame.FortPawn.ForceKill
// (Final, BlueprintAuthorityOnly, Native, Public, BlueprintCallable)
// Parameters:
// const struct FGameplayTag& DeathReason (Parm, NativeAccessSpecifierPublic)
// class AController* KillerController (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// class AActor* KillerActor (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
void AFortPawn::ForceKill(const struct FGameplayTag& DeathReason, class AController* KillerController, class AActor* KillerActor)
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("FortPawn", "ForceKill");
Params::FortPawn_ForceKill Parms{};
Parms.DeathReason = std::move(DeathReason);
Parms.KillerController = KillerController;
Parms.KillerActor = KillerActor;
auto Flgs = Func->FunctionFlags;
Func->FunctionFlags |= 0x400;
UObject::ProcessEvent(Func, &Parms);
Func->FunctionFlags = Flgs;
}
// Function FortniteGame.FortPawn.GameplayCue
// (Native, Protected)
// Parameters:
// EGameplayCueEvent EventType (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// const struct FGameplayCueParameters& Parameters (Parm, NativeAccessSpecifierPublic)
void AFortPawn::GameplayCue(EGameplayCueEvent EventType, const struct FGameplayCueParameters& Parameters)
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("FortPawn", "GameplayCue");
Params::FortPawn_GameplayCue Parms{};
Parms.EventType = EventType;
Parms.Parameters = std::move(Parameters);
auto Flgs = Func->FunctionFlags;
Func->FunctionFlags |= 0x400;
UObject::ProcessEvent(Func, &Parms);
Func->FunctionFlags = Flgs;
}
// Function FortniteGame.FortPawn.GameplayCue_Damage
// (Native, Protected, BlueprintCallable)
// Parameters:
// EGameplayCueEvent EventType (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// const struct FGameplayCueParameters& Parameters (Parm, NativeAccessSpecifierPublic)
void AFortPawn::GameplayCue_Damage(EGameplayCueEvent EventType, const struct FGameplayCueParameters& Parameters)
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("FortPawn", "GameplayCue_Damage");
Params::FortPawn_GameplayCue_Damage Parms{};
Parms.EventType = EventType;
Parms.Parameters = std::move(Parameters);
auto Flgs = Func->FunctionFlags;
Func->FunctionFlags |= 0x400;
UObject::ProcessEvent(Func, &Parms);
Func->FunctionFlags = Flgs;
}
// Function FortniteGame.FortPawn.GameplayCue_InstantDeath
// (Native, Protected)
// Parameters:
// EGameplayCueEvent EventType (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// const struct FGameplayCueParameters& Parameters (Parm, NativeAccessSpecifierPublic)
void AFortPawn::GameplayCue_InstantDeath(EGameplayCueEvent EventType, const struct FGameplayCueParameters& Parameters)
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("FortPawn", "GameplayCue_InstantDeath");
Params::FortPawn_GameplayCue_InstantDeath Parms{};
Parms.EventType = EventType;
Parms.Parameters = std::move(Parameters);
auto Flgs = Func->FunctionFlags;
Func->FunctionFlags |= 0x400;
UObject::ProcessEvent(Func, &Parms);
Func->FunctionFlags = Flgs;
}
// Function FortniteGame.FortPawn.GetAssetSkeletalMeshComponentAttachment
// (Final, Native, Public, BlueprintCallable)
// Parameters:
// class FName SocketName (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// class USkeletalMeshComponent* ReturnValue (ExportObject, Parm, OutParm, ZeroConstructor, ReturnParm, InstancedReference, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
class USkeletalMeshComponent* AFortPawn::GetAssetSkeletalMeshComponentAttachment(class FName SocketName)
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("FortPawn", "GetAssetSkeletalMeshComponentAttachment");
Params::FortPawn_GetAssetSkeletalMeshComponentAttachment Parms{};
Parms.SocketName = SocketName;
auto Flgs = Func->FunctionFlags;
Func->FunctionFlags |= 0x400;
UObject::ProcessEvent(Func, &Parms);
Func->FunctionFlags = Flgs;
return Parms.ReturnValue;
}
// Function FortniteGame.FortPawn.GetAssetStaticMeshComponentAttachment
// (Final, Native, Public, BlueprintCallable)
// Parameters:
// class FName SocketName (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// class UStaticMeshComponent* ReturnValue (ExportObject, Parm, OutParm, ZeroConstructor, ReturnParm, InstancedReference, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
class UStaticMeshComponent* AFortPawn::GetAssetStaticMeshComponentAttachment(class FName SocketName)
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("FortPawn", "GetAssetStaticMeshComponentAttachment");
Params::FortPawn_GetAssetStaticMeshComponentAttachment Parms{};
Parms.SocketName = SocketName;
auto Flgs = Func->FunctionFlags;
Func->FunctionFlags |= 0x400;
UObject::ProcessEvent(Func, &Parms);
Func->FunctionFlags = Flgs;
return Parms.ReturnValue;
}
// Function FortniteGame.FortPawn.GetCurrentFeedbackDuration
// (Final, Native, Public, BlueprintCallable, BlueprintPure)
// Parameters:
// float ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
float AFortPawn::GetCurrentFeedbackDuration()
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("FortPawn", "GetCurrentFeedbackDuration");
Params::FortPawn_GetCurrentFeedbackDuration Parms{};
auto Flgs = Func->FunctionFlags;
Func->FunctionFlags |= 0x400;
UObject::ProcessEvent(Func, &Parms);
Func->FunctionFlags = Flgs;
return Parms.ReturnValue;
}
// Function FortniteGame.FortPawn.GetCurrentMontageSectionTimeLeft
// (Final, Native, Public, BlueprintCallable)
// Parameters:
// float ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
float AFortPawn::GetCurrentMontageSectionTimeLeft()
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("FortPawn", "GetCurrentMontageSectionTimeLeft");
Params::FortPawn_GetCurrentMontageSectionTimeLeft Parms{};
auto Flgs = Func->FunctionFlags;
Func->FunctionFlags |= 0x400;
UObject::ProcessEvent(Func, &Parms);
Func->FunctionFlags = Flgs;
return Parms.ReturnValue;
}
// Function FortniteGame.FortPawn.GetFeedbackAudioComponent
// (Final, BlueprintAuthorityOnly, Native, Public, BlueprintCallable)
// Parameters:
// class UAudioComponent* ReturnValue (ExportObject, Parm, OutParm, ZeroConstructor, ReturnParm, InstancedReference, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
class UAudioComponent* AFortPawn::GetFeedbackAudioComponent()
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("FortPawn", "GetFeedbackAudioComponent");
Params::FortPawn_GetFeedbackAudioComponent Parms{};
auto Flgs = Func->FunctionFlags;
Func->FunctionFlags |= 0x400;
UObject::ProcessEvent(Func, &Parms);
Func->FunctionFlags = Flgs;
return Parms.ReturnValue;
}
// Function FortniteGame.FortPawn.GetHealthPercent
// (Native, Public)
// Parameters:
// float ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
float AFortPawn::GetHealthPercent()
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("FortPawn", "GetHealthPercent");
Params::FortPawn_GetHealthPercent Parms{};
auto Flgs = Func->FunctionFlags;
Func->FunctionFlags |= 0x400;
UObject::ProcessEvent(Func, &Parms);
Func->FunctionFlags = Flgs;
return Parms.ReturnValue;
}
// Function FortniteGame.FortPawn.GetMyMovementBaseActor
// (Final, Native, Public, BlueprintCallable)
// Parameters:
// class AActor* ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
class AActor* AFortPawn::GetMyMovementBaseActor()
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("FortPawn", "GetMyMovementBaseActor");
Params::FortPawn_GetMyMovementBaseActor Parms{};
auto Flgs = Func->FunctionFlags;
Func->FunctionFlags |= 0x400;
UObject::ProcessEvent(Func, &Parms);
Func->FunctionFlags = Flgs;
return Parms.ReturnValue;
}
// Function FortniteGame.FortPawn.GetPawnMID
// (Final, Native, Public, BlueprintCallable)
// Parameters:
// int32 ElementIndex (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// class UMaterialInstanceDynamic* ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
class UMaterialInstanceDynamic* AFortPawn::GetPawnMID(int32 ElementIndex)
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("FortPawn", "GetPawnMID");
Params::FortPawn_GetPawnMID Parms{};
Parms.ElementIndex = ElementIndex;
auto Flgs = Func->FunctionFlags;
Func->FunctionFlags |= 0x400;
UObject::ProcessEvent(Func, &Parms);
Func->FunctionFlags = Flgs;
return Parms.ReturnValue;
}
// Function FortniteGame.FortPawn.HandleIsDying
// (Native, Public)
void AFortPawn::HandleIsDying()
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("FortPawn", "HandleIsDying");
auto Flgs = Func->FunctionFlags;
Func->FunctionFlags |= 0x400;
UObject::ProcessEvent(Func, nullptr);
Func->FunctionFlags = Flgs;
}
// Function FortniteGame.FortPawn.HandleIsHiddenForDeath
// (Native, Public)
void AFortPawn::HandleIsHiddenForDeath()
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("FortPawn", "HandleIsHiddenForDeath");
auto Flgs = Func->FunctionFlags;
Func->FunctionFlags |= 0x400;
UObject::ProcessEvent(Func, nullptr);
Func->FunctionFlags = Flgs;
}
// Function FortniteGame.FortPawn.HideBodyOnDeath
// (Native, Public, BlueprintCallable)
void AFortPawn::HideBodyOnDeath()
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("FortPawn", "HideBodyOnDeath");
auto Flgs = Func->FunctionFlags;
Func->FunctionFlags |= 0x400;
UObject::ProcessEvent(Func, nullptr);
Func->FunctionFlags = Flgs;
}
// Function FortniteGame.FortPawn.HoldAnimationFrames
// (Final, Native, Public, BlueprintCallable)
// Parameters:
// float StartTime (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// float HoldTime (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
void AFortPawn::HoldAnimationFrames(float StartTime, float HoldTime)
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("FortPawn", "HoldAnimationFrames");
Params::FortPawn_HoldAnimationFrames Parms{};
Parms.StartTime = StartTime;
Parms.HoldTime = HoldTime;
auto Flgs = Func->FunctionFlags;
Func->FunctionFlags |= 0x400;
UObject::ProcessEvent(Func, &Parms);
Func->FunctionFlags = Flgs;
}
// Function FortniteGame.FortPawn.InitializeDeathHitSocket
// (Final, Native, Public, HasDefaults, BlueprintCallable)
// Parameters:
// const struct FVector& WorldLocation (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, NativeAccessSpecifierPublic)
// const struct FVector& WorldNormal (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, NativeAccessSpecifierPublic)
void AFortPawn::InitializeDeathHitSocket(const struct FVector& WorldLocation, const struct FVector& WorldNormal)
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("FortPawn", "InitializeDeathHitSocket");
Params::FortPawn_InitializeDeathHitSocket Parms{};
Parms.WorldLocation = std::move(WorldLocation);
Parms.WorldNormal = std::move(WorldNormal);
auto Flgs = Func->FunctionFlags;
Func->FunctionFlags |= 0x400;
UObject::ProcessEvent(Func, &Parms);
Func->FunctionFlags = Flgs;
}
// Function FortniteGame.FortPawn.OnBaseChanged
// (Event, Public, BlueprintEvent)
// Parameters:
// class AActor* NewBase (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
void AFortPawn::OnBaseChanged(class AActor* NewBase)
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("FortPawn", "OnBaseChanged");
Params::FortPawn_OnBaseChanged Parms{};
Parms.NewBase = NewBase;
UObject::ProcessEvent(Func, &Parms);
}
// Function FortniteGame.FortPawn.OnBumpPushedPawn
// (Event, Public, BlueprintEvent)
// Parameters:
// class AFortPawn* InstigatedBy (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// float PushTimeLeft (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
void AFortPawn::OnBumpPushedPawn(class AFortPawn* InstigatedBy, float PushTimeLeft)
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("FortPawn", "OnBumpPushedPawn");
Params::FortPawn_OnBumpPushedPawn Parms{};
Parms.InstigatedBy = InstigatedBy;
Parms.PushTimeLeft = PushTimeLeft;
UObject::ProcessEvent(Func, &Parms);
}
// Function FortniteGame.FortPawn.OnDamagePlayEffects
// (BlueprintCosmetic, Event, Public, HasOutParams, HasDefaults, BlueprintEvent)
// Parameters:
// float Damage (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// const struct FGameplayTagContainer& DamageTags (ConstParm, Parm, OutParm, ReferenceParm, NativeAccessSpecifierPublic)
// const struct FVector& Momentum (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, NativeAccessSpecifierPublic)
// const struct FHitResult& HitInfo (ConstParm, Parm, OutParm, ReferenceParm, ContainsInstancedReference, NativeAccessSpecifierPublic)
// class AFortPawn* InstigatedBy (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// class AActor* DamageCauser (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// const struct FGameplayEffectContextHandle&EffectContext (Parm, NativeAccessSpecifierPublic)
void AFortPawn::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("FortPawn", "OnDamagePlayEffects");
Params::FortPawn_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 FortniteGame.FortPawn.OnDamageServer
// (BlueprintAuthorityOnly, Event, Public, HasOutParams, HasDefaults, BlueprintEvent)
// Parameters:
// float Damage (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// const struct FGameplayTagContainer& DamageTags (ConstParm, Parm, OutParm, ReferenceParm, NativeAccessSpecifierPublic)
// const struct FVector& Momentum (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, NativeAccessSpecifierPublic)
// const struct FHitResult& HitInfo (ConstParm, Parm, OutParm, ReferenceParm, ContainsInstancedReference, NativeAccessSpecifierPublic)
// class AController* InstigatedBy (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// class AActor* DamageCauser (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// const struct FGameplayEffectContextHandle&EffectContext (Parm, NativeAccessSpecifierPublic)
void AFortPawn::OnDamageServer(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("FortPawn", "OnDamageServer");
Params::FortPawn_OnDamageServer 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 FortniteGame.FortPawn.OnDamageZoneStatusChanged
// (Event, Public, BlueprintEvent)
// Parameters:
// EFortDamageZone Zone (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// bool bStatus (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, NativeAccessSpecifierPublic)
void AFortPawn::OnDamageZoneStatusChanged(EFortDamageZone Zone, bool bStatus)
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("FortPawn", "OnDamageZoneStatusChanged");
Params::FortPawn_OnDamageZoneStatusChanged Parms{};
Parms.Zone = Zone;
Parms.bStatus = bStatus;
UObject::ProcessEvent(Func, &Parms);
}
// Function FortniteGame.FortPawn.OnDeathPlayEffects
// (BlueprintCosmetic, Event, Public, HasOutParams, HasDefaults, BlueprintEvent)
// Parameters:
// float Damage (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// const struct FGameplayTagContainer& DamageTags (ConstParm, Parm, OutParm, ReferenceParm, NativeAccessSpecifierPublic)
// const struct FVector& Momentum (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, NativeAccessSpecifierPublic)
// const struct FHitResult& HitInfo (ConstParm, Parm, OutParm, ReferenceParm, ContainsInstancedReference, NativeAccessSpecifierPublic)
// class AFortPawn* InstigatedBy (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// class AActor* DamageCauser (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// const struct FGameplayEffectContextHandle&EffectContext (Parm, NativeAccessSpecifierPublic)
void AFortPawn::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("FortPawn", "OnDeathPlayEffects");
Params::FortPawn_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 FortniteGame.FortPawn.OnDeathServer
// (BlueprintAuthorityOnly, Event, Public, HasOutParams, HasDefaults, BlueprintEvent)
// Parameters:
// float Damage (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// const struct FGameplayTagContainer& DamageTags (ConstParm, Parm, OutParm, ReferenceParm, NativeAccessSpecifierPublic)
// const struct FVector& Momentum (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, NativeAccessSpecifierPublic)
// const struct FHitResult& HitInfo (ConstParm, Parm, OutParm, ReferenceParm, ContainsInstancedReference, NativeAccessSpecifierPublic)
// class AController* InstigatedBy (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// class AActor* DamageCauser (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// const struct FGameplayEffectContextHandle&EffectContext (Parm, NativeAccessSpecifierPublic)
void AFortPawn::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("FortPawn", "OnDeathServer");
Params::FortPawn_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 FortniteGame.FortPawn.OnMontageEnded
// (Final, Native, Protected)
// Parameters:
// class UAnimMontage* Montage (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// bool bInterrupted (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, NativeAccessSpecifierPublic)
void AFortPawn::OnMontageEnded(class UAnimMontage* Montage, bool bInterrupted)
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("FortPawn", "OnMontageEnded");
Params::FortPawn_OnMontageEnded Parms{};
Parms.Montage = Montage;
Parms.bInterrupted = bInterrupted;
auto Flgs = Func->FunctionFlags;
Func->FunctionFlags |= 0x400;
UObject::ProcessEvent(Func, &Parms);
Func->FunctionFlags = Flgs;
}
// Function FortniteGame.FortPawn.OnMontageStarted
// (Final, Native, Protected)
// Parameters:
// class UAnimMontage* Montage (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
void AFortPawn::OnMontageStarted(class UAnimMontage* Montage)
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("FortPawn", "OnMontageStarted");
Params::FortPawn_OnMontageStarted Parms{};
Parms.Montage = Montage;
auto Flgs = Func->FunctionFlags;
Func->FunctionFlags |= 0x400;
UObject::ProcessEvent(Func, &Parms);
Func->FunctionFlags = Flgs;
}
// Function FortniteGame.FortPawn.OnRep_bWeaponHolstered
// (Final, Native, Public)
void AFortPawn::OnRep_bWeaponHolstered()
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("FortPawn", "OnRep_bWeaponHolstered");
auto Flgs = Func->FunctionFlags;
Func->FunctionFlags |= 0x400;
UObject::ProcessEvent(Func, nullptr);
Func->FunctionFlags = Flgs;
}
// Function FortniteGame.FortPawn.OnRep_CurrentWeapon
// (Native, Public)
void AFortPawn::OnRep_CurrentWeapon()
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("FortPawn", "OnRep_CurrentWeapon");
auto Flgs = Func->FunctionFlags;
Func->FunctionFlags |= 0x400;
UObject::ProcessEvent(Func, nullptr);
Func->FunctionFlags = Flgs;
}
// Function FortniteGame.FortPawn.OnRep_DamageZoneActiveBitMask
// (Final, Native, Public)
void AFortPawn::OnRep_DamageZoneActiveBitMask()
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("FortPawn", "OnRep_DamageZoneActiveBitMask");
auto Flgs = Func->FunctionFlags;
Func->FunctionFlags |= 0x400;
UObject::ProcessEvent(Func, nullptr);
Func->FunctionFlags = Flgs;
}
// Function FortniteGame.FortPawn.OnRep_PawnUniqueID
// (Final, Native, Public)
void AFortPawn::OnRep_PawnUniqueID()
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("FortPawn", "OnRep_PawnUniqueID");
auto Flgs = Func->FunctionFlags;
Func->FunctionFlags |= 0x400;
UObject::ProcessEvent(Func, nullptr);
Func->FunctionFlags = Flgs;
}
// Function FortniteGame.FortPawn.OnRep_PushMomentum
// (Final, Native, Private)
void AFortPawn::OnRep_PushMomentum()
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("FortPawn", "OnRep_PushMomentum");
auto Flgs = Func->FunctionFlags;
Func->FunctionFlags |= 0x400;
UObject::ProcessEvent(Func, nullptr);
Func->FunctionFlags = Flgs;
}
// Function FortniteGame.FortPawn.OnRep_VocalChords
// (Native, Public)
void AFortPawn::OnRep_VocalChords()
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("FortPawn", "OnRep_VocalChords");
auto Flgs = Func->FunctionFlags;
Func->FunctionFlags |= 0x400;
UObject::ProcessEvent(Func, nullptr);
Func->FunctionFlags = Flgs;
}
// Function FortniteGame.FortPawn.OnStunned
// (BlueprintAuthorityOnly, Event, Public, BlueprintCallable, BlueprintEvent)
void AFortPawn::OnStunned()
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("FortPawn", "OnStunned");
UObject::ProcessEvent(Func, nullptr);
}
// Function FortniteGame.FortPawn.OnStunnedEffectBegin
// (BlueprintCosmetic, Event, Public, BlueprintCallable, BlueprintEvent)
void AFortPawn::OnStunnedEffectBegin()
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("FortPawn", "OnStunnedEffectBegin");
UObject::ProcessEvent(Func, nullptr);
}
// Function FortniteGame.FortPawn.OnStunnedEffectEnd
// (BlueprintCosmetic, Event, Public, BlueprintCallable, BlueprintEvent)
void AFortPawn::OnStunnedEffectEnd()
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("FortPawn", "OnStunnedEffectEnd");
UObject::ProcessEvent(Func, nullptr);
}
// Function FortniteGame.FortPawn.OnWeaponEquipped
// (Event, Public, BlueprintEvent)
// Parameters:
// class AFortWeapon* NewWeapon (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// class AFortWeapon* PrevWeapon (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
void AFortPawn::OnWeaponEquipped(class AFortWeapon* NewWeapon, class AFortWeapon* PrevWeapon)
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("FortPawn", "OnWeaponEquipped");
Params::FortPawn_OnWeaponEquipped Parms{};
Parms.NewWeapon = NewWeapon;
Parms.PrevWeapon = PrevWeapon;
UObject::ProcessEvent(Func, &Parms);
}
// Function FortniteGame.FortPawn.PawnUniqueIDSet
// (Event, Public, BlueprintEvent)
void AFortPawn::PawnUniqueIDSet()
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("FortPawn", "PawnUniqueIDSet");
UObject::ProcessEvent(Func, nullptr);
}
// Function FortniteGame.FortPawn.PickUpActor
// (BlueprintAuthorityOnly, Native, Public, BlueprintCallable)
// Parameters:
// class AActor* PickupTarget (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// class UFortDecoItemDefinition* PlacementDecoItemDefinition (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// bool ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, NativeAccessSpecifierPublic)
bool AFortPawn::PickUpActor(class AActor* PickupTarget, class UFortDecoItemDefinition* PlacementDecoItemDefinition)
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("FortPawn", "PickUpActor");
Params::FortPawn_PickUpActor Parms{};
Parms.PickupTarget = PickupTarget;
Parms.PlacementDecoItemDefinition = PlacementDecoItemDefinition;
auto Flgs = Func->FunctionFlags;
Func->FunctionFlags |= 0x400;
UObject::ProcessEvent(Func, &Parms);
Func->FunctionFlags = Flgs;
return Parms.ReturnValue;
}
// Function FortniteGame.FortPawn.PlayFootStepSound
// (Native, Public, BlueprintCallable)
// Parameters:
// int32 FootDown (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
void AFortPawn::PlayFootStepSound(int32 FootDown)
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("FortPawn", "PlayFootStepSound");
Params::FortPawn_PlayFootStepSound Parms{};
Parms.FootDown = FootDown;
auto Flgs = Func->FunctionFlags;
Func->FunctionFlags |= 0x400;
UObject::ProcessEvent(Func, &Parms);
Func->FunctionFlags = Flgs;
}
// Function FortniteGame.FortPawn.PlayHitReactionAdditiveCringe
// (Final, BlueprintCosmetic, Native, Public, BlueprintCallable)
void AFortPawn::PlayHitReactionAdditiveCringe()
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("FortPawn", "PlayHitReactionAdditiveCringe");
auto Flgs = Func->FunctionFlags;
Func->FunctionFlags |= 0x400;
UObject::ProcessEvent(Func, nullptr);
Func->FunctionFlags = Flgs;
}
// Function FortniteGame.FortPawn.PlayLocalAnimMontage
// (Final, Native, Public, BlueprintCallable)
// Parameters:
// class UAnimMontage* NewAnimMontage (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// float InPlayRate (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// class FName StartSectionName (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// float ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
float AFortPawn::PlayLocalAnimMontage(class UAnimMontage* NewAnimMontage, float InPlayRate, class FName StartSectionName)
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("FortPawn", "PlayLocalAnimMontage");
Params::FortPawn_PlayLocalAnimMontage Parms{};
Parms.NewAnimMontage = NewAnimMontage;
Parms.InPlayRate = InPlayRate;
Parms.StartSectionName = StartSectionName;
auto Flgs = Func->FunctionFlags;
Func->FunctionFlags |= 0x400;
UObject::ProcessEvent(Func, &Parms);
Func->FunctionFlags = Flgs;
return Parms.ReturnValue;
}
// Function FortniteGame.FortPawn.PlaySound
// (Net, Native, Event, Public, NetClient)
// Parameters:
// class USoundBase* Sound (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// float VolumeMultiplier (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// float PitchMultiplier (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
void AFortPawn::PlaySound(class USoundBase* Sound, float VolumeMultiplier, float PitchMultiplier)
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("FortPawn", "PlaySound");
Params::FortPawn_PlaySound Parms{};
Parms.Sound = Sound;
Parms.VolumeMultiplier = VolumeMultiplier;
Parms.PitchMultiplier = PitchMultiplier;
auto Flgs = Func->FunctionFlags;
Func->FunctionFlags |= 0x400;
UObject::ProcessEvent(Func, &Parms);
Func->FunctionFlags = Flgs;
}
// Function FortniteGame.FortPawn.PrototypeCharacterMovement
// (Final, Native, Public, HasDefaults, BlueprintCallable)
// Parameters:
// EMovementMode MovementMode (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// const struct FVector& LaunchVelocity (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, NativeAccessSpecifierPublic)
void AFortPawn::PrototypeCharacterMovement(EMovementMode MovementMode, const struct FVector& LaunchVelocity)
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("FortPawn", "PrototypeCharacterMovement");
Params::FortPawn_PrototypeCharacterMovement Parms{};
Parms.MovementMode = MovementMode;
Parms.LaunchVelocity = std::move(LaunchVelocity);
auto Flgs = Func->FunctionFlags;
Func->FunctionFlags |= 0x400;
UObject::ProcessEvent(Func, &Parms);
Func->FunctionFlags = Flgs;
}
// Function FortniteGame.FortPawn.ServerInternalEquipWeapon
// (Final, Net, NetReliable, Native, Event, Private, NetServer, NetValidate)
// Parameters:
// class AFortWeapon* Weap (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
void AFortPawn::ServerInternalEquipWeapon(class AFortWeapon* Weap)
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("FortPawn", "ServerInternalEquipWeapon");
Params::FortPawn_ServerInternalEquipWeapon Parms{};
Parms.Weap = Weap;
auto Flgs = Func->FunctionFlags;
Func->FunctionFlags |= 0x400;
UObject::ProcessEvent(Func, &Parms);
Func->FunctionFlags = Flgs;
}
// Function FortniteGame.FortPawn.ServerTeleportNearLocation
// (Net, NetReliable, Native, Event, Public, NetServer, HasDefaults, NetValidate)
// Parameters:
// const struct FVector& ActorLocation (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, NativeAccessSpecifierPublic)
void AFortPawn::ServerTeleportNearLocation(const struct FVector& ActorLocation)
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("FortPawn", "ServerTeleportNearLocation");
Params::FortPawn_ServerTeleportNearLocation Parms{};
Parms.ActorLocation = std::move(ActorLocation);
auto Flgs = Func->FunctionFlags;
Func->FunctionFlags |= 0x400;
UObject::ProcessEvent(Func, &Parms);
Func->FunctionFlags = Flgs;
}
// Function FortniteGame.FortPawn.SetDamageZoneActiveStatus
// (Final, BlueprintAuthorityOnly, Native, Public, BlueprintCallable)
// Parameters:
// EFortDamageZone Zone (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// bool bActive (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, NativeAccessSpecifierPublic)
void AFortPawn::SetDamageZoneActiveStatus(EFortDamageZone Zone, bool bActive)
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("FortPawn", "SetDamageZoneActiveStatus");
Params::FortPawn_SetDamageZoneActiveStatus Parms{};
Parms.Zone = Zone;
Parms.bActive = bActive;
auto Flgs = Func->FunctionFlags;
Func->FunctionFlags |= 0x400;
UObject::ProcessEvent(Func, &Parms);
Func->FunctionFlags = Flgs;
}
// Function FortniteGame.FortPawn.SetFNameBasedOnHitDirection
// (Final, Native, Public, HasOutParams, HasDefaults, BlueprintCallable)
// Parameters:
// const struct FVector& HitDirection (ConstParm, Parm, OutParm, ZeroConstructor, ReferenceParm, IsPlainOldData, NoDestructor, NativeAccessSpecifierPublic)
// class FName* NameResult (Parm, OutParm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// class FName NameFront (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// class FName NameBack (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// class FName NameLeft (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// class FName NameRight (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
void AFortPawn::SetFNameBasedOnHitDirection(const struct FVector& HitDirection, class FName* NameResult, class FName NameFront, class FName NameBack, class FName NameLeft, class FName NameRight)
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("FortPawn", "SetFNameBasedOnHitDirection");
Params::FortPawn_SetFNameBasedOnHitDirection Parms{};
Parms.HitDirection = std::move(HitDirection);
Parms.NameFront = NameFront;
Parms.NameBack = NameBack;
Parms.NameLeft = NameLeft;
Parms.NameRight = NameRight;
auto Flgs = Func->FunctionFlags;
Func->FunctionFlags |= 0x400;
UObject::ProcessEvent(Func, &Parms);
Func->FunctionFlags = Flgs;
if (NameResult != nullptr)
*NameResult = Parms.NameResult;
}
// Function FortniteGame.FortPawn.SetHealth
// (Final, RequiredAPI, Native, Public, BlueprintCallable)
// Parameters:
// float NewHealthVal (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
void AFortPawn::SetHealth(float NewHealthVal)
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("FortPawn", "SetHealth");
Params::FortPawn_SetHealth Parms{};
Parms.NewHealthVal = NewHealthVal;
auto Flgs = Func->FunctionFlags;
Func->FunctionFlags |= 0x400;
UObject::ProcessEvent(Func, &Parms);
Func->FunctionFlags = Flgs;
}
// Function FortniteGame.FortPawn.SetHolsterWeapon
// (Final, Native, Public, BlueprintCallable)
// Parameters:
// bool bHolster (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, NativeAccessSpecifierPublic)
void AFortPawn::SetHolsterWeapon(bool bHolster)
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("FortPawn", "SetHolsterWeapon");
Params::FortPawn_SetHolsterWeapon Parms{};
Parms.bHolster = bHolster;
auto Flgs = Func->FunctionFlags;
Func->FunctionFlags |= 0x400;
UObject::ProcessEvent(Func, &Parms);
Func->FunctionFlags = Flgs;
}
// Function FortniteGame.FortPawn.SetPawnAndControlRotation
// (Final, Native, Public, HasDefaults, BlueprintCallable)
// Parameters:
// const struct FRotator& NewRotation (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, NativeAccessSpecifierPublic)
void AFortPawn::SetPawnAndControlRotation(const struct FRotator& NewRotation)
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("FortPawn", "SetPawnAndControlRotation");
Params::FortPawn_SetPawnAndControlRotation Parms{};
Parms.NewRotation = std::move(NewRotation);
auto Flgs = Func->FunctionFlags;
Func->FunctionFlags |= 0x400;
UObject::ProcessEvent(Func, &Parms);
Func->FunctionFlags = Flgs;
}
// Function FortniteGame.FortPawn.SetPawnVisibility
// (Final, Native, Public, BlueprintCallable)
// Parameters:
// bool bNewHidden (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, NativeAccessSpecifierPublic)
void AFortPawn::SetPawnVisibility(bool bNewHidden)
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("FortPawn", "SetPawnVisibility");
Params::FortPawn_SetPawnVisibility Parms{};
Parms.bNewHidden = bNewHidden;
auto Flgs = Func->FunctionFlags;
Func->FunctionFlags |= 0x400;
UObject::ProcessEvent(Func, &Parms);
Func->FunctionFlags = Flgs;
}
// Function FortniteGame.FortPawn.StartPushMomentum
// (Final, Native, Public, HasDefaults, BlueprintCallable)
// Parameters:
// const struct FVector& NewPushMomentum (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, NativeAccessSpecifierPublic)
// float Duration (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
void AFortPawn::StartPushMomentum(const struct FVector& NewPushMomentum, float Duration)
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("FortPawn", "StartPushMomentum");
Params::FortPawn_StartPushMomentum Parms{};
Parms.NewPushMomentum = std::move(NewPushMomentum);
Parms.Duration = Duration;
auto Flgs = Func->FunctionFlags;
Func->FunctionFlags |= 0x400;
UObject::ProcessEvent(Func, &Parms);
Func->FunctionFlags = Flgs;
}
// Function FortniteGame.FortPawn.StealFromActor
// (BlueprintAuthorityOnly, Native, Public, BlueprintCallable)
// Parameters:
// class AFortPawn* PawnToStealFrom (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// bool ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, NativeAccessSpecifierPublic)
bool AFortPawn::StealFromActor(class AFortPawn* PawnToStealFrom)
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("FortPawn", "StealFromActor");
Params::FortPawn_StealFromActor Parms{};
Parms.PawnToStealFrom = PawnToStealFrom;
auto Flgs = Func->FunctionFlags;
Func->FunctionFlags |= 0x400;
UObject::ProcessEvent(Func, &Parms);
Func->FunctionFlags = Flgs;
return Parms.ReturnValue;
}
// Function FortniteGame.FortPawn.StopPushMomentum
// (Final, Native, Public, BlueprintCallable)
void AFortPawn::StopPushMomentum()
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("FortPawn", "StopPushMomentum");
auto Flgs = Func->FunctionFlags;
Func->FunctionFlags |= 0x400;
UObject::ProcessEvent(Func, nullptr);
Func->FunctionFlags = Flgs;
}
// Function FortniteGame.FortPawn.TriggerFeedbackEvent
// (Final, BlueprintAuthorityOnly, Native, Public, BlueprintCallable)
// Parameters:
// class FName EventName (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// class AFortPawn* InstigatorPawn (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// class AFortPawn* Recipient (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// float OverriddenDelay (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
void AFortPawn::TriggerFeedbackEvent(class FName EventName, class AFortPawn* InstigatorPawn, class AFortPawn* Recipient, float OverriddenDelay)
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("FortPawn", "TriggerFeedbackEvent");
Params::FortPawn_TriggerFeedbackEvent Parms{};
Parms.EventName = EventName;
Parms.InstigatorPawn = InstigatorPawn;
Parms.Recipient = Recipient;
Parms.OverriddenDelay = OverriddenDelay;
auto Flgs = Func->FunctionFlags;
Func->FunctionFlags |= 0x400;
UObject::ProcessEvent(Func, &Parms);
Func->FunctionFlags = Flgs;
}
// Function FortniteGame.FortPawn.GetAbilityDecisionWindowTriggerTag
// (Final, Native, Public, BlueprintCallable, BlueprintPure, Const)
// Parameters:
// bool bPrimaryInput (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, NativeAccessSpecifierPublic)
// struct FGameplayTag ReturnValue (Parm, OutParm, ReturnParm, NativeAccessSpecifierPublic)
struct FGameplayTag AFortPawn::GetAbilityDecisionWindowTriggerTag(bool bPrimaryInput) const
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("FortPawn", "GetAbilityDecisionWindowTriggerTag");
Params::FortPawn_GetAbilityDecisionWindowTriggerTag Parms{};
Parms.bPrimaryInput = bPrimaryInput;
auto Flgs = Func->FunctionFlags;
Func->FunctionFlags |= 0x400;
UObject::ProcessEvent(Func, &Parms);
Func->FunctionFlags = Flgs;
return Parms.ReturnValue;
}
// Function FortniteGame.FortPawn.GetDamageZone
// (Final, Native, Public, BlueprintCallable, BlueprintPure, Const)
// Parameters:
// class FName BoneName (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// EFortDamageZone ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
EFortDamageZone AFortPawn::GetDamageZone(class FName BoneName) const
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("FortPawn", "GetDamageZone");
Params::FortPawn_GetDamageZone Parms{};
Parms.BoneName = BoneName;
auto Flgs = Func->FunctionFlags;
Func->FunctionFlags |= 0x400;
UObject::ProcessEvent(Func, &Parms);
Func->FunctionFlags = Flgs;
return Parms.ReturnValue;
}
// Function FortniteGame.FortPawn.GetDefaultTargetingOrigin
// (Native, Public, HasDefaults, BlueprintCallable, BlueprintPure, Const)
// Parameters:
// struct FVector ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, NativeAccessSpecifierPublic)
struct FVector AFortPawn::GetDefaultTargetingOrigin() const
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("FortPawn", "GetDefaultTargetingOrigin");
Params::FortPawn_GetDefaultTargetingOrigin Parms{};
auto Flgs = Func->FunctionFlags;
Func->FunctionFlags |= 0x400;
UObject::ProcessEvent(Func, &Parms);
Func->FunctionFlags = Flgs;
return Parms.ReturnValue;
}
// Function FortniteGame.FortPawn.GetDefaultTargetingRotation
// (Native, Public, HasDefaults, BlueprintCallable, BlueprintPure, Const)
// Parameters:
// struct FRotator ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, NativeAccessSpecifierPublic)
struct FRotator AFortPawn::GetDefaultTargetingRotation() const
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("FortPawn", "GetDefaultTargetingRotation");
Params::FortPawn_GetDefaultTargetingRotation Parms{};
auto Flgs = Func->FunctionFlags;
Func->FunctionFlags |= 0x400;
UObject::ProcessEvent(Func, &Parms);
Func->FunctionFlags = Flgs;
return Parms.ReturnValue;
}
// Function FortniteGame.FortPawn.GetEncounterInfo
// (Native, Public, BlueprintCallable, BlueprintPure, Const)
// Parameters:
// class UFortAIEncounterInfo* ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
class UFortAIEncounterInfo* AFortPawn::GetEncounterInfo() const
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("FortPawn", "GetEncounterInfo");
Params::FortPawn_GetEncounterInfo Parms{};
auto Flgs = Func->FunctionFlags;
Func->FunctionFlags |= 0x400;
UObject::ProcessEvent(Func, &Parms);
Func->FunctionFlags = Flgs;
return Parms.ReturnValue;
}
// Function FortniteGame.FortPawn.GetHealth
// (Final, RequiredAPI, Native, Public, BlueprintCallable, BlueprintPure, Const)
// Parameters:
// float ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
float AFortPawn::GetHealth() const
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("FortPawn", "GetHealth");
Params::FortPawn_GetHealth Parms{};
auto Flgs = Func->FunctionFlags;
Func->FunctionFlags |= 0x400;
UObject::ProcessEvent(Func, &Parms);
Func->FunctionFlags = Flgs;
return Parms.ReturnValue;
}
// Function FortniteGame.FortPawn.GetMaxHealth
// (Native, Public, BlueprintCallable, BlueprintPure, Const)
// Parameters:
// float ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
float AFortPawn::GetMaxHealth() const
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("FortPawn", "GetMaxHealth");
Params::FortPawn_GetMaxHealth Parms{};
auto Flgs = Func->FunctionFlags;
Func->FunctionFlags |= 0x400;
UObject::ProcessEvent(Func, &Parms);
Func->FunctionFlags = Flgs;
return Parms.ReturnValue;
}
// Function FortniteGame.FortPawn.GetMaxShield
// (Final, RequiredAPI, Native, Public, BlueprintCallable, BlueprintPure, Const)
// Parameters:
// float ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
float AFortPawn::GetMaxShield() const
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("FortPawn", "GetMaxShield");
Params::FortPawn_GetMaxShield Parms{};
auto Flgs = Func->FunctionFlags;
Func->FunctionFlags |= 0x400;
UObject::ProcessEvent(Func, &Parms);
Func->FunctionFlags = Flgs;
return Parms.ReturnValue;
}
// Function FortniteGame.FortPawn.GetMeleeComboCounter
// (Final, Native, Public, BlueprintCallable, BlueprintPure, Const)
// Parameters:
// int32 ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
int32 AFortPawn::GetMeleeComboCounter() const
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("FortPawn", "GetMeleeComboCounter");
Params::FortPawn_GetMeleeComboCounter Parms{};
auto Flgs = Func->FunctionFlags;
Func->FunctionFlags |= 0x400;
UObject::ProcessEvent(Func, &Parms);
Func->FunctionFlags = Flgs;
return Parms.ReturnValue;
}
// Function FortniteGame.FortPawn.GetMeleeRange
// (Final, Native, Public, BlueprintCallable, BlueprintPure, Const)
// Parameters:
// float ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
float AFortPawn::GetMeleeRange() const
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("FortPawn", "GetMeleeRange");
Params::FortPawn_GetMeleeRange Parms{};
auto Flgs = Func->FunctionFlags;
Func->FunctionFlags |= 0x400;
UObject::ProcessEvent(Func, &Parms);
Func->FunctionFlags = Flgs;
return Parms.ReturnValue;
}
// Function FortniteGame.FortPawn.GetMeleeReticleStrikeAngle
// (Final, Native, Public, BlueprintCallable, BlueprintPure, Const)
// Parameters:
// bool bPrimaryInput (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, NativeAccessSpecifierPublic)
// float ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
float AFortPawn::GetMeleeReticleStrikeAngle(bool bPrimaryInput) const
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("FortPawn", "GetMeleeReticleStrikeAngle");
Params::FortPawn_GetMeleeReticleStrikeAngle Parms{};
Parms.bPrimaryInput = bPrimaryInput;
auto Flgs = Func->FunctionFlags;
Func->FunctionFlags |= 0x400;
UObject::ProcessEvent(Func, &Parms);
Func->FunctionFlags = Flgs;
return Parms.ReturnValue;
}
// Function FortniteGame.FortPawn.GetMovementPredictionPosition
// (Final, Native, Public, HasDefaults, BlueprintCallable, BlueprintPure, Const)
// Parameters:
// float PredictionDeltaTime (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// struct FVector ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, NativeAccessSpecifierPublic)
struct FVector AFortPawn::GetMovementPredictionPosition(float PredictionDeltaTime) const
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("FortPawn", "GetMovementPredictionPosition");
Params::FortPawn_GetMovementPredictionPosition Parms{};
Parms.PredictionDeltaTime = PredictionDeltaTime;
auto Flgs = Func->FunctionFlags;
Func->FunctionFlags |= 0x400;
UObject::ProcessEvent(Func, &Parms);
Func->FunctionFlags = Flgs;
return Parms.ReturnValue;
}
// Function FortniteGame.FortPawn.GetShield
// (Final, RequiredAPI, Native, Public, BlueprintCallable, BlueprintPure, Const)
// Parameters:
// float ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
float AFortPawn::GetShield() const
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("FortPawn", "GetShield");
Params::FortPawn_GetShield Parms{};
auto Flgs = Func->FunctionFlags;
Func->FunctionFlags |= 0x400;
UObject::ProcessEvent(Func, &Parms);
Func->FunctionFlags = Flgs;
return Parms.ReturnValue;
}
// Function FortniteGame.FortPawn.GetSphericalHitDirection
// (Final, Native, Public, HasOutParams, HasDefaults, BlueprintCallable, BlueprintPure, Const)
// Parameters:
// const struct FVector& HitDirection (ConstParm, Parm, OutParm, ZeroConstructor, ReferenceParm, IsPlainOldData, NoDestructor, NativeAccessSpecifierPublic)
// float* Azimuth (Parm, OutParm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// float* Elevation (Parm, OutParm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
void AFortPawn::GetSphericalHitDirection(const struct FVector& HitDirection, float* Azimuth, float* Elevation) const
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("FortPawn", "GetSphericalHitDirection");
Params::FortPawn_GetSphericalHitDirection Parms{};
Parms.HitDirection = std::move(HitDirection);
auto Flgs = Func->FunctionFlags;
Func->FunctionFlags |= 0x400;
UObject::ProcessEvent(Func, &Parms);
Func->FunctionFlags = Flgs;
if (Azimuth != nullptr)
*Azimuth = Parms.Azimuth;
if (Elevation != nullptr)
*Elevation = Parms.Elevation;
}
// Function FortniteGame.FortPawn.GetTargetingTransform
// (Native, Public, HasDefaults, BlueprintCallable, BlueprintPure, Const)
// Parameters:
// EFortAbilityTargetingSource Source (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// class UFortGameplayAbility* SourceAbility (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// struct FTransform ReturnValue (Parm, OutParm, ReturnParm, IsPlainOldData, NoDestructor, NativeAccessSpecifierPublic)
struct FTransform AFortPawn::GetTargetingTransform(EFortAbilityTargetingSource Source, class UFortGameplayAbility* SourceAbility) const
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("FortPawn", "GetTargetingTransform");
Params::FortPawn_GetTargetingTransform Parms{};
Parms.Source = Source;
Parms.SourceAbility = SourceAbility;
auto Flgs = Func->FunctionFlags;
Func->FunctionFlags |= 0x400;
UObject::ProcessEvent(Func, &Parms);
Func->FunctionFlags = Flgs;
return Parms.ReturnValue;
}
// Function FortniteGame.FortPawn.HasCurrentMontage
// (Final, Native, Public, BlueprintCallable, BlueprintPure, Const)
// Parameters:
// bool ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, NativeAccessSpecifierPublic)
bool AFortPawn::HasCurrentMontage() const
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("FortPawn", "HasCurrentMontage");
Params::FortPawn_HasCurrentMontage Parms{};
auto Flgs = Func->FunctionFlags;
Func->FunctionFlags |= 0x400;
UObject::ProcessEvent(Func, &Parms);
Func->FunctionFlags = Flgs;
return Parms.ReturnValue;
}
// Function FortniteGame.FortPawn.IsDamageZoneActive
// (Final, Native, Public, BlueprintCallable, BlueprintPure, Const)
// Parameters:
// EFortDamageZone Zone (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// bool ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, NativeAccessSpecifierPublic)
bool AFortPawn::IsDamageZoneActive(EFortDamageZone Zone) const
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("FortPawn", "IsDamageZoneActive");
Params::FortPawn_IsDamageZoneActive Parms{};
Parms.Zone = Zone;
auto Flgs = Func->FunctionFlags;
Func->FunctionFlags |= 0x400;
UObject::ProcessEvent(Func, &Parms);
Func->FunctionFlags = Flgs;
return Parms.ReturnValue;
}
// Function FortniteGame.FortPawn.IsDead
// (Final, RequiredAPI, Native, Public, BlueprintCallable, BlueprintPure, Const)
// Parameters:
// bool ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, NativeAccessSpecifierPublic)
bool AFortPawn::IsDead() const
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("FortPawn", "IsDead");
Params::FortPawn_IsDead Parms{};
auto Flgs = Func->FunctionFlags;
Func->FunctionFlags |= 0x400;
UObject::ProcessEvent(Func, &Parms);
Func->FunctionFlags = Flgs;
return Parms.ReturnValue;
}
// Function FortniteGame.FortPawn.IsFrontalHit
// (Final, Native, Public, HasOutParams, HasDefaults, BlueprintCallable, BlueprintPure, Const)
// Parameters:
// const struct FVector& HitDirection (ConstParm, Parm, OutParm, ZeroConstructor, ReferenceParm, IsPlainOldData, NoDestructor, NativeAccessSpecifierPublic)
// bool ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, NativeAccessSpecifierPublic)
bool AFortPawn::IsFrontalHit(const struct FVector& HitDirection) const
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("FortPawn", "IsFrontalHit");
Params::FortPawn_IsFrontalHit Parms{};
Parms.HitDirection = std::move(HitDirection);
auto Flgs = Func->FunctionFlags;
Func->FunctionFlags |= 0x400;
UObject::ProcessEvent(Func, &Parms);
Func->FunctionFlags = Flgs;
return Parms.ReturnValue;
}
// Function FortniteGame.FortPawn.IsWeaponHolstered
// (Final, Native, Public, BlueprintCallable, BlueprintPure, Const)
// Parameters:
// bool ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, NativeAccessSpecifierPublic)
bool AFortPawn::IsWeaponHolstered() const
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("FortPawn", "IsWeaponHolstered");
Params::FortPawn_IsWeaponHolstered Parms{};
auto Flgs = Func->FunctionFlags;
Func->FunctionFlags |= 0x400;
UObject::ProcessEvent(Func, &Parms);
Func->FunctionFlags = Flgs;
return Parms.ReturnValue;
}
// Function FortniteGame.FortCarriedObjectHolderInterface.OnCarriedObjectAttach
// (Native, Public)
// Parameters:
// class AActor* AttachedObject (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
void IFortCarriedObjectHolderInterface::OnCarriedObjectAttach(class AActor* AttachedObject)
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("FortCarriedObjectHolderInterface", "OnCarriedObjectAttach");
Params::FortCarriedObjectHolderInterface_OnCarriedObjectAttach Parms{};
Parms.AttachedObject = AttachedObject;
auto Flgs = Func->FunctionFlags;
Func->FunctionFlags |= 0x400;
UObject::ProcessEvent(Func, &Parms);
Func->FunctionFlags = Flgs;
}
// Function FortniteGame.FortCarriedObjectHolderInterface.OnCarriedObjectDetach
// (Native, Public)
// Parameters:
// class AActor* DetachedObject (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
void IFortCarriedObjectHolderInterface::OnCarriedObjectDetach(class AActor* DetachedObject)
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("FortCarriedObjectHolderInterface", "OnCarriedObjectDetach");
Params::FortCarriedObjectHolderInterface_OnCarriedObjectDetach Parms{};
Parms.DetachedObject = DetachedObject;
auto Flgs = Func->FunctionFlags;
Func->FunctionFlags |= 0x400;
UObject::ProcessEvent(Func, &Parms);
Func->FunctionFlags = Flgs;
}
// Function FortniteGame.FortCarriedObjectHolderInterface.CanHoldObject
// (Native, Public, Const)
// Parameters:
// class AActor* CarriableObject (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// bool ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, NativeAccessSpecifierPublic)
bool IFortCarriedObjectHolderInterface::CanHoldObject(class AActor* CarriableObject) const
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("FortCarriedObjectHolderInterface", "CanHoldObject");
Params::FortCarriedObjectHolderInterface_CanHoldObject Parms{};
Parms.CarriableObject = CarriableObject;
auto Flgs = Func->FunctionFlags;
Func->FunctionFlags |= 0x400;
UObject::ProcessEvent(Func, &Parms);
Func->FunctionFlags = Flgs;
return Parms.ReturnValue;
}
// Function FortniteGame.FortCarriedObjectHolderInterface.GetAttachmentComponent
// (Native, Public, Const)
// Parameters:
// class FName SocketName (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// class USceneComponent* ReturnValue (ExportObject, Parm, OutParm, ZeroConstructor, ReturnParm, InstancedReference, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
class USceneComponent* IFortCarriedObjectHolderInterface::GetAttachmentComponent(class FName SocketName) const
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("FortCarriedObjectHolderInterface", "GetAttachmentComponent");
Params::FortCarriedObjectHolderInterface_GetAttachmentComponent Parms{};
Parms.SocketName = SocketName;
auto Flgs = Func->FunctionFlags;
Func->FunctionFlags |= 0x400;
UObject::ProcessEvent(Func, &Parms);
Func->FunctionFlags = Flgs;
return Parms.ReturnValue;
}
// Function FortniteGame.FortCarriedObjectHolderInterface.GetCarriedObjectAttachmentInfo
// (Native, Public, HasOutParams, Const)
// Parameters:
// struct FCarriedObjectAttachmentInfo* OutAttachInfo (Parm, OutParm, NativeAccessSpecifierPublic)
void IFortCarriedObjectHolderInterface::GetCarriedObjectAttachmentInfo(struct FCarriedObjectAttachmentInfo* OutAttachInfo) const
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("FortCarriedObjectHolderInterface", "GetCarriedObjectAttachmentInfo");
Params::FortCarriedObjectHolderInterface_GetCarriedObjectAttachmentInfo Parms{};
auto Flgs = Func->FunctionFlags;
Func->FunctionFlags |= 0x400;
UObject::ProcessEvent(Func, &Parms);
Func->FunctionFlags = Flgs;
if (OutAttachInfo != nullptr)
*OutAttachInfo = std::move(Parms.OutAttachInfo);
}
// Function FortniteGame.FortAIDirector.ShouldSpawnGuardians
// (Final, Native, Static, Public, BlueprintCallable)
// Parameters:
// bool ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, NativeAccessSpecifierPublic)
bool AFortAIDirector::ShouldSpawnGuardians()
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = StaticClass()->GetFunction("FortAIDirector", "ShouldSpawnGuardians");
Params::FortAIDirector_ShouldSpawnGuardians Parms{};
auto Flgs = Func->FunctionFlags;
Func->FunctionFlags |= 0x400;
GetDefaultObj()->ProcessEvent(Func, &Parms);
Func->FunctionFlags = Flgs;
return Parms.ReturnValue;
}
// Function FortniteGame.FortAIDirector.Activate
// (BlueprintAuthorityOnly, Native, Public, BlueprintCallable)
void AFortAIDirector::Activate()
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("FortAIDirector", "Activate");
auto Flgs = Func->FunctionFlags;
Func->FunctionFlags |= 0x400;
UObject::ProcessEvent(Func, nullptr);
Func->FunctionFlags = Flgs;
}
// Function FortniteGame.FortAIDirector.Deactivate
// (BlueprintAuthorityOnly, Native, Public, BlueprintCallable)
void AFortAIDirector::Deactivate()
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("FortAIDirector", "Deactivate");
auto Flgs = Func->FunctionFlags;
Func->FunctionFlags |= 0x400;
UObject::ProcessEvent(Func, nullptr);
Func->FunctionFlags = Flgs;
}
// Function FortniteGame.FortAIDirector.GetClosestRift
// (BlueprintAuthorityOnly, Native, Public, HasDefaults, BlueprintCallable)
// Parameters:
// const struct FVector& TestPosition (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, NativeAccessSpecifierPublic)
// float MinDistance (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// float MaxDistance (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// class ABuildingRift* ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
class ABuildingRift* AFortAIDirector::GetClosestRift(const struct FVector& TestPosition, float MinDistance, float MaxDistance)
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("FortAIDirector", "GetClosestRift");
Params::FortAIDirector_GetClosestRift Parms{};
Parms.TestPosition = std::move(TestPosition);
Parms.MinDistance = MinDistance;
Parms.MaxDistance = MaxDistance;
auto Flgs = Func->FunctionFlags;
Func->FunctionFlags |= 0x400;
UObject::ProcessEvent(Func, &Parms);
Func->FunctionFlags = Flgs;
return Parms.ReturnValue;
}
// Function FortniteGame.FortAIDirector.GetNumPlayers
// (BlueprintAuthorityOnly, Native, Public, BlueprintCallable)
// Parameters:
// int32 ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
int32 AFortAIDirector::GetNumPlayers()
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("FortAIDirector", "GetNumPlayers");
Params::FortAIDirector_GetNumPlayers Parms{};
auto Flgs = Func->FunctionFlags;
Func->FunctionFlags |= 0x400;
UObject::ProcessEvent(Func, &Parms);
Func->FunctionFlags = Flgs;
return Parms.ReturnValue;
}
// Function FortniteGame.FortAIDirector.OnDayPhaseChanged
// (Native, Public)
// Parameters:
// EFortDayPhase CurrentDayPhase (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// EFortDayPhase PreviousDayPhase (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// bool bAtCreation (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, NativeAccessSpecifierPublic)
void AFortAIDirector::OnDayPhaseChanged(EFortDayPhase CurrentDayPhase, EFortDayPhase PreviousDayPhase, bool bAtCreation)
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("FortAIDirector", "OnDayPhaseChanged");
Params::FortAIDirector_OnDayPhaseChanged Parms{};
Parms.CurrentDayPhase = CurrentDayPhase;
Parms.PreviousDayPhase = PreviousDayPhase;
Parms.bAtCreation = bAtCreation;
auto Flgs = Func->FunctionFlags;
Func->FunctionFlags |= 0x400;
UObject::ProcessEvent(Func, &Parms);
Func->FunctionFlags = Flgs;
}
// Function FortniteGame.FortAIDirector.OnDirectorDeactivated
// (BlueprintAuthorityOnly, Event, Public, BlueprintEvent)
void AFortAIDirector::OnDirectorDeactivated()
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("FortAIDirector", "OnDirectorDeactivated");
UObject::ProcessEvent(Func, nullptr);
}
// Function FortniteGame.FortAIDirector.OnFadeStarted
// (Event, Public, BlueprintEvent)
void AFortAIDirector::OnFadeStarted()
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("FortAIDirector", "OnFadeStarted");
UObject::ProcessEvent(Func, nullptr);
}
// Function FortniteGame.FortAIDirector.OnPawnDied
// (BlueprintAuthorityOnly, Event, Public, BlueprintEvent)
// Parameters:
// class AFortAIPawn* KilledPawn (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
void AFortAIDirector::OnPawnDied(class AFortAIPawn* KilledPawn)
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("FortAIDirector", "OnPawnDied");
Params::FortAIDirector_OnPawnDied Parms{};
Parms.KilledPawn = KilledPawn;
UObject::ProcessEvent(Func, &Parms);
}
// Function FortniteGame.FortAIDirector.OnPeakStarted
// (Event, Public, BlueprintEvent)
void AFortAIDirector::OnPeakStarted()
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("FortAIDirector", "OnPeakStarted");
UObject::ProcessEvent(Func, nullptr);
}
// Function FortniteGame.FortAIDirector.OnPlayerDied
// (BlueprintAuthorityOnly, Event, Public, BlueprintEvent)
// Parameters:
// class AFortPlayerPawn* PlayerPawn (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
void AFortAIDirector::OnPlayerDied(class AFortPlayerPawn* PlayerPawn)
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("FortAIDirector", "OnPlayerDied");
Params::FortAIDirector_OnPlayerDied Parms{};
Parms.PlayerPawn = PlayerPawn;
UObject::ProcessEvent(Func, &Parms);
}
// Function FortniteGame.FortAIDirector.OnPlayerSpawn
// (BlueprintAuthorityOnly, Event, Public, BlueprintEvent)
// Parameters:
// class AFortPlayerPawn* PlayerPawn (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
void AFortAIDirector::OnPlayerSpawn(class AFortPlayerPawn* PlayerPawn)
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("FortAIDirector", "OnPlayerSpawn");
Params::FortAIDirector_OnPlayerSpawn Parms{};
Parms.PlayerPawn = PlayerPawn;
UObject::ProcessEvent(Func, &Parms);
}
// Function FortniteGame.FortAIDirector.OnRampStarted
// (Event, Public, BlueprintEvent)
void AFortAIDirector::OnRampStarted()
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("FortAIDirector", "OnRampStarted");
UObject::ProcessEvent(Func, nullptr);
}
// Function FortniteGame.FortAIDirector.OnReadyToSpawnGuardians
// (BlueprintAuthorityOnly, Native, Event, Public, HasOutParams, BlueprintEvent)
// Parameters:
// const TArray<class ABuildingContainer*>&BuildingContainersToGuard (ConstParm, Parm, OutParm, ZeroConstructor, ReferenceParm, NativeAccessSpecifierPublic)
void AFortAIDirector::OnReadyToSpawnGuardians(const TArray<class ABuildingContainer*>& BuildingContainersToGuard)
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("FortAIDirector", "OnReadyToSpawnGuardians");
Params::FortAIDirector_OnReadyToSpawnGuardians Parms{};
Parms.BuildingContainersToGuard = std::move(BuildingContainersToGuard);
auto Flgs = Func->FunctionFlags;
Func->FunctionFlags |= 0x400;
UObject::ProcessEvent(Func, &Parms);
Func->FunctionFlags = Flgs;
}
// Function FortniteGame.FortAIDirector.OnRestStarted
// (Event, Public, BlueprintEvent)
void AFortAIDirector::OnRestStarted()
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("FortAIDirector", "OnRestStarted");
UObject::ProcessEvent(Func, nullptr);
}
// Function FortniteGame.FortAIDirector.OnStartSpawningPATrolls
// (Event, Public, BlueprintEvent)
void AFortAIDirector::OnStartSpawningPATrolls()
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("FortAIDirector", "OnStartSpawningPATrolls");
UObject::ProcessEvent(Func, nullptr);
}
// Function FortniteGame.FortAIDirector.OnStopSpawningPATrolls
// (Event, Public, BlueprintEvent)
void AFortAIDirector::OnStopSpawningPATrolls()
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("FortAIDirector", "OnStopSpawningPATrolls");
UObject::ProcessEvent(Func, nullptr);
}
// Function FortniteGame.FortAIDirector.PostDayPhaseChanged
// (BlueprintAuthorityOnly, Event, Public, BlueprintEvent)
// Parameters:
// EFortDayPhase CurrentDayPhase (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// EFortDayPhase PreviousDayPhase (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// bool bAtCreation (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, NativeAccessSpecifierPublic)
void AFortAIDirector::PostDayPhaseChanged(EFortDayPhase CurrentDayPhase, EFortDayPhase PreviousDayPhase, bool bAtCreation)
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("FortAIDirector", "PostDayPhaseChanged");
Params::FortAIDirector_PostDayPhaseChanged Parms{};
Parms.CurrentDayPhase = CurrentDayPhase;
Parms.PreviousDayPhase = PreviousDayPhase;
Parms.bAtCreation = bAtCreation;
UObject::ProcessEvent(Func, &Parms);
}
// Function FortniteGame.FortAIDirector.ReceivePawnSpawned
// (BlueprintAuthorityOnly, Event, Public, BlueprintEvent)
// Parameters:
// class AFortPawn* SpawnedPawn (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
void AFortAIDirector::ReceivePawnSpawned(class AFortPawn* SpawnedPawn)
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("FortAIDirector", "ReceivePawnSpawned");
Params::FortAIDirector_ReceivePawnSpawned Parms{};
Parms.SpawnedPawn = SpawnedPawn;
UObject::ProcessEvent(Func, &Parms);
}
// Function FortniteGame.FortAIDirector.RegisterPatrolWard
// (Final, Native, Public, BlueprintCallable)
// Parameters:
// TScriptInterface<class IFortPatrolWardInterface>PatrolWard (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, UObjectWrapper, NativeAccessSpecifierPublic)
void AFortAIDirector::RegisterPatrolWard(TScriptInterface<class IFortPatrolWardInterface> PatrolWard)
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("FortAIDirector", "RegisterPatrolWard");
Params::FortAIDirector_RegisterPatrolWard Parms{};
Parms.PatrolWard = PatrolWard;
auto Flgs = Func->FunctionFlags;
Func->FunctionFlags |= 0x400;
UObject::ProcessEvent(Func, &Parms);
Func->FunctionFlags = Flgs;
}
// Function FortniteGame.FortAIDirector.UnregisterPatrolWard
// (Final, Native, Public, BlueprintCallable)
// Parameters:
// TScriptInterface<class IFortPatrolWardInterface>PatrolWard (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, UObjectWrapper, NativeAccessSpecifierPublic)
void AFortAIDirector::UnregisterPatrolWard(TScriptInterface<class IFortPatrolWardInterface> PatrolWard)
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("FortAIDirector", "UnregisterPatrolWard");
Params::FortAIDirector_UnregisterPatrolWard Parms{};
Parms.PatrolWard = PatrolWard;
auto Flgs = Func->FunctionFlags;
Func->FunctionFlags |= 0x400;
UObject::ProcessEvent(Func, &Parms);
Func->FunctionFlags = Flgs;
}
// Function FortniteGame.FortAIDirector.IsAnyActiveEncounterRelevantToPlayer
// (Final, Native, Public, BlueprintCallable, BlueprintPure, Const)
// Parameters:
// class AFortPlayerPawn* Player (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// bool ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, NativeAccessSpecifierPublic)
bool AFortAIDirector::IsAnyActiveEncounterRelevantToPlayer(class AFortPlayerPawn* Player) const
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("FortAIDirector", "IsAnyActiveEncounterRelevantToPlayer");
Params::FortAIDirector_IsAnyActiveEncounterRelevantToPlayer Parms{};
Parms.Player = Player;
auto Flgs = Func->FunctionFlags;
Func->FunctionFlags |= 0x400;
UObject::ProcessEvent(Func, &Parms);
Func->FunctionFlags = Flgs;
return Parms.ReturnValue;
}
// Function FortniteGame.FortAIDirector.IsAnyAIRelevantToPlayer
// (Final, Native, Public, BlueprintCallable, BlueprintPure, Const)
// Parameters:
// class AFortPlayerPawn* Player (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// bool ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, NativeAccessSpecifierPublic)
bool AFortAIDirector::IsAnyAIRelevantToPlayer(class AFortPlayerPawn* Player) const
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("FortAIDirector", "IsAnyAIRelevantToPlayer");
Params::FortAIDirector_IsAnyAIRelevantToPlayer Parms{};
Parms.Player = Player;
auto Flgs = Func->FunctionFlags;
Func->FunctionFlags |= 0x400;
UObject::ProcessEvent(Func, &Parms);
Func->FunctionFlags = Flgs;
return Parms.ReturnValue;
}
// Function FortniteGame.FortAIDirector.IsAnyEncounterGoalWithinDistanceOfPoint
// (Final, Native, Public, HasOutParams, HasDefaults, BlueprintCallable, BlueprintPure, Const)
// Parameters:
// const struct FVector& Point (ConstParm, Parm, OutParm, ZeroConstructor, ReferenceParm, IsPlainOldData, NoDestructor, NativeAccessSpecifierPublic)
// float Distance (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// bool bOnlyActiveEncounters (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, NativeAccessSpecifierPublic)
// bool ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, NativeAccessSpecifierPublic)
bool AFortAIDirector::IsAnyEncounterGoalWithinDistanceOfPoint(const struct FVector& Point, float Distance, bool bOnlyActiveEncounters) const
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("FortAIDirector", "IsAnyEncounterGoalWithinDistanceOfPoint");
Params::FortAIDirector_IsAnyEncounterGoalWithinDistanceOfPoint Parms{};
Parms.Point = std::move(Point);
Parms.Distance = Distance;
Parms.bOnlyActiveEncounters = bOnlyActiveEncounters;
auto Flgs = Func->FunctionFlags;
Func->FunctionFlags |= 0x400;
UObject::ProcessEvent(Func, &Parms);
Func->FunctionFlags = Flgs;
return Parms.ReturnValue;
}
// Function FortniteGame.FortAIDirector.IsLineTooCloseToPatrolWards
// (Final, Native, Public, HasOutParams, HasDefaults, BlueprintCallable, BlueprintPure, Const)
// Parameters:
// const struct FVector& LineStart (ConstParm, Parm, OutParm, ZeroConstructor, ReferenceParm, IsPlainOldData, NoDestructor, NativeAccessSpecifierPublic)
// const struct FVector& LineEnd (ConstParm, Parm, OutParm, ZeroConstructor, ReferenceParm, IsPlainOldData, NoDestructor, NativeAccessSpecifierPublic)
// bool ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, NativeAccessSpecifierPublic)
bool AFortAIDirector::IsLineTooCloseToPatrolWards(const struct FVector& LineStart, const struct FVector& LineEnd) const
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("FortAIDirector", "IsLineTooCloseToPatrolWards");
Params::FortAIDirector_IsLineTooCloseToPatrolWards Parms{};
Parms.LineStart = std::move(LineStart);
Parms.LineEnd = std::move(LineEnd);
auto Flgs = Func->FunctionFlags;
Func->FunctionFlags |= 0x400;
UObject::ProcessEvent(Func, &Parms);
Func->FunctionFlags = Flgs;
return Parms.ReturnValue;
}
// Function FortniteGame.FortAIDirector.IsPointTooCloseToPatrolWards
// (Final, Native, Public, HasOutParams, HasDefaults, BlueprintCallable, BlueprintPure, Const)
// Parameters:
// const struct FVector& Point (ConstParm, Parm, OutParm, ZeroConstructor, ReferenceParm, IsPlainOldData, NoDestructor, NativeAccessSpecifierPublic)
// const EWardAffectType WardEffectTypeFilter (ConstParm, Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// bool ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, NativeAccessSpecifierPublic)
bool AFortAIDirector::IsPointTooCloseToPatrolWards(const struct FVector& Point, const EWardAffectType WardEffectTypeFilter) const
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("FortAIDirector", "IsPointTooCloseToPatrolWards");
Params::FortAIDirector_IsPointTooCloseToPatrolWards Parms{};
Parms.Point = std::move(Point);
Parms.WardEffectTypeFilter = WardEffectTypeFilter;
auto Flgs = Func->FunctionFlags;
Func->FunctionFlags |= 0x400;
UObject::ProcessEvent(Func, &Parms);
Func->FunctionFlags = Flgs;
return Parms.ReturnValue;
}
// Function FortniteGame.FortHealthSet.OnRep_CurrentShield
// (Final, Native, Public)
void UFortHealthSet::OnRep_CurrentShield()
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("FortHealthSet", "OnRep_CurrentShield");
auto Flgs = Func->FunctionFlags;
Func->FunctionFlags |= 0x400;
UObject::ProcessEvent(Func, nullptr);
Func->FunctionFlags = Flgs;
}
// Function FortniteGame.FortHealthSet.OnRep_Health
// (Final, Native, Public)
void UFortHealthSet::OnRep_Health()
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("FortHealthSet", "OnRep_Health");
auto Flgs = Func->FunctionFlags;
Func->FunctionFlags |= 0x400;
UObject::ProcessEvent(Func, nullptr);
Func->FunctionFlags = Flgs;
}
// Function FortniteGame.FortHealthSet.OnRep_MaxHealth
// (Final, Native, Public)
void UFortHealthSet::OnRep_MaxHealth()
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("FortHealthSet", "OnRep_MaxHealth");
auto Flgs = Func->FunctionFlags;
Func->FunctionFlags |= 0x400;
UObject::ProcessEvent(Func, nullptr);
Func->FunctionFlags = Flgs;
}
// Function FortniteGame.FortHealthSet.OnRep_Shield
// (Final, Native, Public)
void UFortHealthSet::OnRep_Shield()
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("FortHealthSet", "OnRep_Shield");
auto Flgs = Func->FunctionFlags;
Func->FunctionFlags |= 0x400;
UObject::ProcessEvent(Func, nullptr);
Func->FunctionFlags = Flgs;
}
// Function FortniteGame.FortAIPawn.GetGroundSpeedForUrgency
// (Final, Native, Static, Public, BlueprintCallable, BlueprintPure)
// Parameters:
// class AFortAIPawn* FortAIPawn (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// EFortMovementUrgency Urgency (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// float ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
float AFortAIPawn::GetGroundSpeedForUrgency(class AFortAIPawn* FortAIPawn, EFortMovementUrgency Urgency)
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = StaticClass()->GetFunction("FortAIPawn", "GetGroundSpeedForUrgency");
Params::FortAIPawn_GetGroundSpeedForUrgency Parms{};
Parms.FortAIPawn = FortAIPawn;
Parms.Urgency = Urgency;
auto Flgs = Func->FunctionFlags;
Func->FunctionFlags |= 0x400;
GetDefaultObj()->ProcessEvent(Func, &Parms);
Func->FunctionFlags = Flgs;
return Parms.ReturnValue;
}
// Function FortniteGame.FortAIPawn.GetMovementStyle
// (Final, Native, Static, Public, BlueprintCallable, BlueprintPure)
// Parameters:
// const class AFortAIPawn* FortAIPawn (ConstParm, Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// EFortMovementStyle ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
EFortMovementStyle AFortAIPawn::GetMovementStyle(const class AFortAIPawn* FortAIPawn)
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = StaticClass()->GetFunction("FortAIPawn", "GetMovementStyle");
Params::FortAIPawn_GetMovementStyle Parms{};
Parms.FortAIPawn = FortAIPawn;
auto Flgs = Func->FunctionFlags;
Func->FunctionFlags |= 0x400;
GetDefaultObj()->ProcessEvent(Func, &Parms);
Func->FunctionFlags = Flgs;
return Parms.ReturnValue;
}
// Function FortniteGame.FortAIPawn.GetMovementUrgency
// (Final, Native, Static, Public, BlueprintCallable, BlueprintPure)
// Parameters:
// class AFortAIPawn* FortAIPawn (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// EFortMovementUrgency ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
EFortMovementUrgency AFortAIPawn::GetMovementUrgency(class AFortAIPawn* FortAIPawn)
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = StaticClass()->GetFunction("FortAIPawn", "GetMovementUrgency");
Params::FortAIPawn_GetMovementUrgency Parms{};
Parms.FortAIPawn = FortAIPawn;
auto Flgs = Func->FunctionFlags;
Func->FunctionFlags |= 0x400;
GetDefaultObj()->ProcessEvent(Func, &Parms);
Func->FunctionFlags = Flgs;
return Parms.ReturnValue;
}
// Function FortniteGame.FortAIPawn.AddFortAbilitySet
// (Final, Native, Public, BlueprintCallable)
// Parameters:
// class UFortAbilitySet* FortAbilitySet (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
void AFortAIPawn::AddFortAbilitySet(class UFortAbilitySet* FortAbilitySet)
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("FortAIPawn", "AddFortAbilitySet");
Params::FortAIPawn_AddFortAbilitySet Parms{};
Parms.FortAbilitySet = FortAbilitySet;
auto Flgs = Func->FunctionFlags;
Func->FunctionFlags |= 0x400;
UObject::ProcessEvent(Func, &Parms);
Func->FunctionFlags = Flgs;
}
// Function FortniteGame.FortAIPawn.BroadcastSpawnFromRift
// (Final, Native, Public)
void AFortAIPawn::BroadcastSpawnFromRift()
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("FortAIPawn", "BroadcastSpawnFromRift");
auto Flgs = Func->FunctionFlags;
Func->FunctionFlags |= 0x400;
UObject::ProcessEvent(Func, nullptr);
Func->FunctionFlags = Flgs;
}
// Function FortniteGame.FortAIPawn.DestroyStolenItem
// (Final, Native, Public, BlueprintCallable)
void AFortAIPawn::DestroyStolenItem()
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("FortAIPawn", "DestroyStolenItem");
auto Flgs = Func->FunctionFlags;
Func->FunctionFlags |= 0x400;
UObject::ProcessEvent(Func, nullptr);
Func->FunctionFlags = Flgs;
}
// Function FortniteGame.FortAIPawn.DetermineFailedToReachGoalState
// (Final, Native, Public, BlueprintCallable)
void AFortAIPawn::DetermineFailedToReachGoalState()
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("FortAIPawn", "DetermineFailedToReachGoalState");
auto Flgs = Func->FunctionFlags;
Func->FunctionFlags |= 0x400;
UObject::ProcessEvent(Func, nullptr);
Func->FunctionFlags = Flgs;
}
// Function FortniteGame.FortAIPawn.DetermineProximateState
// (Final, Native, Public, BlueprintCallable)
void AFortAIPawn::DetermineProximateState()
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("FortAIPawn", "DetermineProximateState");
auto Flgs = Func->FunctionFlags;
Func->FunctionFlags |= 0x400;
UObject::ProcessEvent(Func, nullptr);
Func->FunctionFlags = Flgs;
}
// Function FortniteGame.FortAIPawn.DetermineReachedGoalState
// (Final, Native, Public, BlueprintCallable)
void AFortAIPawn::DetermineReachedGoalState()
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("FortAIPawn", "DetermineReachedGoalState");
auto Flgs = Func->FunctionFlags;
Func->FunctionFlags |= 0x400;
UObject::ProcessEvent(Func, nullptr);
Func->FunctionFlags = Flgs;
}
// Function FortniteGame.FortAIPawn.DropStolenItem
// (Final, Native, Public, BlueprintCallable)
void AFortAIPawn::DropStolenItem()
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("FortAIPawn", "DropStolenItem");
auto Flgs = Func->FunctionFlags;
Func->FunctionFlags |= 0x400;
UObject::ProcessEvent(Func, nullptr);
Func->FunctionFlags = Flgs;
}
// Function FortniteGame.FortAIPawn.FailsafeKill
// (Final, Native, Public, BlueprintCallable)
void AFortAIPawn::FailsafeKill()
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("FortAIPawn", "FailsafeKill");
auto Flgs = Func->FunctionFlags;
Func->FunctionFlags |= 0x400;
UObject::ProcessEvent(Func, nullptr);
Func->FunctionFlags = Flgs;
}
// Function FortniteGame.FortAIPawn.FinishSpawning
// (Final, Native, Public)
void AFortAIPawn::FinishSpawning()
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("FortAIPawn", "FinishSpawning");
auto Flgs = Func->FunctionFlags;
Func->FunctionFlags |= 0x400;
UObject::ProcessEvent(Func, nullptr);
Func->FunctionFlags = Flgs;
}
// Function FortniteGame.FortAIPawn.HandleFailedToReachGoalState
// (Event, Public, BlueprintEvent)
// Parameters:
// const class AActor* GoalActor (ConstParm, Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
void AFortAIPawn::HandleFailedToReachGoalState(const class AActor* GoalActor)
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("FortAIPawn", "HandleFailedToReachGoalState");
Params::FortAIPawn_HandleFailedToReachGoalState Parms{};
Parms.GoalActor = GoalActor;
UObject::ProcessEvent(Func, &Parms);
}
// Function FortniteGame.FortAIPawn.HandleReachedGoalState
// (Event, Public, BlueprintEvent)
// Parameters:
// const class AActor* GoalActor (ConstParm, Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
void AFortAIPawn::HandleReachedGoalState(const class AActor* GoalActor)
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("FortAIPawn", "HandleReachedGoalState");
Params::FortAIPawn_HandleReachedGoalState Parms{};
Parms.GoalActor = GoalActor;
UObject::ProcessEvent(Func, &Parms);
}
// Function FortniteGame.FortAIPawn.HasStolenItem
// (Final, Native, Public, BlueprintCallable, BlueprintPure)
// Parameters:
// bool ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, NativeAccessSpecifierPublic)
bool AFortAIPawn::HasStolenItem()
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("FortAIPawn", "HasStolenItem");
Params::FortAIPawn_HasStolenItem Parms{};
auto Flgs = Func->FunctionFlags;
Func->FunctionFlags |= 0x400;
UObject::ProcessEvent(Func, &Parms);
Func->FunctionFlags = Flgs;
return Parms.ReturnValue;
}
// Function FortniteGame.FortAIPawn.IsValidNavigationLocation
// (Final, BlueprintAuthorityOnly, Native, Public, HasDefaults, BlueprintCallable)
// Parameters:
// const struct FVector& Location (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, NativeAccessSpecifierPublic)
// bool ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, NativeAccessSpecifierPublic)
bool AFortAIPawn::IsValidNavigationLocation(const struct FVector& Location)
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("FortAIPawn", "IsValidNavigationLocation");
Params::FortAIPawn_IsValidNavigationLocation Parms{};
Parms.Location = std::move(Location);
auto Flgs = Func->FunctionFlags;
Func->FunctionFlags |= 0x400;
UObject::ProcessEvent(Func, &Parms);
Func->FunctionFlags = Flgs;
return Parms.ReturnValue;
}
// Function FortniteGame.FortAIPawn.OnBeginSleepEffects
// (BlueprintCosmetic, Event, Public, BlueprintEvent)
void AFortAIPawn::OnBeginSleepEffects()
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("FortAIPawn", "OnBeginSleepEffects");
UObject::ProcessEvent(Func, nullptr);
}
// Function FortniteGame.FortAIPawn.OnDetermineProximateState
// (Event, Public, BlueprintEvent)
// Parameters:
// const class AActor* GoalActor (ConstParm, Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
void AFortAIPawn::OnDetermineProximateState(const class AActor* GoalActor)
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("FortAIPawn", "OnDetermineProximateState");
Params::FortAIPawn_OnDetermineProximateState Parms{};
Parms.GoalActor = GoalActor;
UObject::ProcessEvent(Func, &Parms);
}
// Function FortniteGame.FortAIPawn.OnEndSleepEffects
// (BlueprintCosmetic, Event, Public, BlueprintEvent)
void AFortAIPawn::OnEndSleepEffects()
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("FortAIPawn", "OnEndSleepEffects");
UObject::ProcessEvent(Func, nullptr);
}
// Function FortniteGame.FortAIPawn.OnForceSpawnEffectCompletion
// (BlueprintCosmetic, Event, Public, BlueprintEvent)
void AFortAIPawn::OnForceSpawnEffectCompletion()
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("FortAIPawn", "OnForceSpawnEffectCompletion");
UObject::ProcessEvent(Func, nullptr);
}
// Function FortniteGame.FortAIPawn.OnRep_bIsSleeping
// (Final, Native, Protected)
void AFortAIPawn::OnRep_bIsSleeping()
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("FortAIPawn", "OnRep_bIsSleeping");
auto Flgs = Func->FunctionFlags;
Func->FunctionFlags |= 0x400;
UObject::ProcessEvent(Func, nullptr);
Func->FunctionFlags = Flgs;
}
// Function FortniteGame.FortAIPawn.OnRep_CurrentFortAILODLevel
// (Final, Native, Public)
void AFortAIPawn::OnRep_CurrentFortAILODLevel()
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("FortAIPawn", "OnRep_CurrentFortAILODLevel");
auto Flgs = Func->FunctionFlags;
Func->FunctionFlags |= 0x400;
UObject::ProcessEvent(Func, nullptr);
Func->FunctionFlags = Flgs;
}
// Function FortniteGame.FortAIPawn.OnRep_FinishSpawning
// (Final, Native, Public)
void AFortAIPawn::OnRep_FinishSpawning()
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("FortAIPawn", "OnRep_FinishSpawning");
auto Flgs = Func->FunctionFlags;
Func->FunctionFlags |= 0x400;
UObject::ProcessEvent(Func, nullptr);
Func->FunctionFlags = Flgs;
}
// Function FortniteGame.FortAIPawn.OnSleepingAIsFloorBuildingActorDied
// (Final, Native, Public, HasDefaults)
// Parameters:
// class AActor* DamagedActor (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// float Damage (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// class AController* InstigatedBy (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// class AActor* DamageCauser (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// const struct FVector& HitLocation (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, NativeAccessSpecifierPublic)
// class UPrimitiveComponent* FHitComponent (Parm, ZeroConstructor, InstancedReference, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// class FName BoneName (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// const struct FVector& Momentum (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, NativeAccessSpecifierPublic)
void AFortAIPawn::OnSleepingAIsFloorBuildingActorDied(class AActor* DamagedActor, float Damage, class AController* InstigatedBy, class AActor* DamageCauser, const struct FVector& HitLocation, class UPrimitiveComponent* FHitComponent, class FName BoneName, const struct FVector& Momentum)
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("FortAIPawn", "OnSleepingAIsFloorBuildingActorDied");
Params::FortAIPawn_OnSleepingAIsFloorBuildingActorDied Parms{};
Parms.DamagedActor = DamagedActor;
Parms.Damage = Damage;
Parms.InstigatedBy = InstigatedBy;
Parms.DamageCauser = DamageCauser;
Parms.HitLocation = std::move(HitLocation);
Parms.FHitComponent = FHitComponent;
Parms.BoneName = BoneName;
Parms.Momentum = std::move(Momentum);
auto Flgs = Func->FunctionFlags;
Func->FunctionFlags |= 0x400;
UObject::ProcessEvent(Func, &Parms);
Func->FunctionFlags = Flgs;
}
// Function FortniteGame.FortAIPawn.OnSpawnedFromRift
// (BlueprintCosmetic, Event, Public, BlueprintEvent)
void AFortAIPawn::OnSpawnedFromRift()
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("FortAIPawn", "OnSpawnedFromRift");
UObject::ProcessEvent(Func, nullptr);
}
// Function FortniteGame.FortAIPawn.SetAIType
// (Final, Native, Public, BlueprintCallable)
// Parameters:
// EFortressAIType InAIType (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
void AFortAIPawn::SetAIType(EFortressAIType InAIType)
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("FortAIPawn", "SetAIType");
Params::FortAIPawn_SetAIType Parms{};
Parms.InAIType = InAIType;
auto Flgs = Func->FunctionFlags;
Func->FunctionFlags |= 0x400;
UObject::ProcessEvent(Func, &Parms);
Func->FunctionFlags = Flgs;
}
// Function FortniteGame.FortAIPawn.SetEncounterInfo
// (Final, Native, Public, BlueprintCallable)
// Parameters:
// class UFortAIEncounterInfo* InEncounterInfo (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
void AFortAIPawn::SetEncounterInfo(class UFortAIEncounterInfo* InEncounterInfo)
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("FortAIPawn", "SetEncounterInfo");
Params::FortAIPawn_SetEncounterInfo Parms{};
Parms.InEncounterInfo = InEncounterInfo;
auto Flgs = Func->FunctionFlags;
Func->FunctionFlags |= 0x400;
UObject::ProcessEvent(Func, &Parms);
Func->FunctionFlags = Flgs;
}
// Function FortniteGame.FortAIPawn.SetEyeColor
// (BlueprintAuthorityOnly, Native, Public, HasDefaults, BlueprintCallable)
// Parameters:
// const struct FLinearColor& NewEyeColor (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, NativeAccessSpecifierPublic)
// float NewEyeBrightness (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
void AFortAIPawn::SetEyeColor(const struct FLinearColor& NewEyeColor, float NewEyeBrightness)
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("FortAIPawn", "SetEyeColor");
Params::FortAIPawn_SetEyeColor Parms{};
Parms.NewEyeColor = std::move(NewEyeColor);
Parms.NewEyeBrightness = NewEyeBrightness;
auto Flgs = Func->FunctionFlags;
Func->FunctionFlags |= 0x400;
UObject::ProcessEvent(Func, &Parms);
Func->FunctionFlags = Flgs;
}
// Function FortniteGame.FortAIPawn.SetIsCharging
// (BlueprintAuthorityOnly, Native, Public, BlueprintCallable)
// Parameters:
// bool bNewIsCharging (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, NativeAccessSpecifierPublic)
void AFortAIPawn::SetIsCharging(bool bNewIsCharging)
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("FortAIPawn", "SetIsCharging");
Params::FortAIPawn_SetIsCharging Parms{};
Parms.bNewIsCharging = bNewIsCharging;
auto Flgs = Func->FunctionFlags;
Func->FunctionFlags |= 0x400;
UObject::ProcessEvent(Func, &Parms);
Func->FunctionFlags = Flgs;
}
// Function FortniteGame.FortAIPawn.SetMovementUrgency
// (Native, Public, BlueprintCallable)
// Parameters:
// EFortMovementUrgency Urgency (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
void AFortAIPawn::SetMovementUrgency(EFortMovementUrgency Urgency)
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("FortAIPawn", "SetMovementUrgency");
Params::FortAIPawn_SetMovementUrgency Parms{};
Parms.Urgency = Urgency;
auto Flgs = Func->FunctionFlags;
Func->FunctionFlags |= 0x400;
UObject::ProcessEvent(Func, &Parms);
Func->FunctionFlags = Flgs;
}
// Function FortniteGame.FortAIPawn.SetRequiresNormalLOD
// (Final, Native, Public, BlueprintCallable)
// Parameters:
// bool bRequiresNormalLOD_0 (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, NativeAccessSpecifierPublic)
void AFortAIPawn::SetRequiresNormalLOD(bool bRequiresNormalLOD_0)
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("FortAIPawn", "SetRequiresNormalLOD");
Params::FortAIPawn_SetRequiresNormalLOD Parms{};
Parms.bRequiresNormalLOD_0 = bRequiresNormalLOD_0;
auto Flgs = Func->FunctionFlags;
Func->FunctionFlags |= 0x400;
UObject::ProcessEvent(Func, &Parms);
Func->FunctionFlags = Flgs;
}
// Function FortniteGame.FortAIPawn.SetSkinColor
// (BlueprintAuthorityOnly, Native, Public, HasDefaults, BlueprintCallable)
// Parameters:
// const struct FLinearColor& NewSkinColor (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, NativeAccessSpecifierPublic)
// float NewSkinBrightness (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
void AFortAIPawn::SetSkinColor(const struct FLinearColor& NewSkinColor, float NewSkinBrightness)
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("FortAIPawn", "SetSkinColor");
Params::FortAIPawn_SetSkinColor Parms{};
Parms.NewSkinColor = std::move(NewSkinColor);
Parms.NewSkinBrightness = NewSkinBrightness;
auto Flgs = Func->FunctionFlags;
Func->FunctionFlags |= 0x400;
UObject::ProcessEvent(Func, &Parms);
Func->FunctionFlags = Flgs;
}
// Function FortniteGame.FortAIPawn.StartMovingAndThinking
// (Final, Native, Public)
void AFortAIPawn::StartMovingAndThinking()
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("FortAIPawn", "StartMovingAndThinking");
auto Flgs = Func->FunctionFlags;
Func->FunctionFlags |= 0x400;
UObject::ProcessEvent(Func, nullptr);
Func->FunctionFlags = Flgs;
}
// Function FortniteGame.FortAIPawn.TurnOnSleepingOptimizations
// (Final, Native, Public, BlueprintCallable)
void AFortAIPawn::TurnOnSleepingOptimizations()
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("FortAIPawn", "TurnOnSleepingOptimizations");
auto Flgs = Func->FunctionFlags;
Func->FunctionFlags |= 0x400;
UObject::ProcessEvent(Func, nullptr);
Func->FunctionFlags = Flgs;
}
// Function FortniteGame.FortAIPawn.CanOpenDoors
// (Final, Native, Public, BlueprintCallable, BlueprintPure, Const)
// Parameters:
// bool ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, NativeAccessSpecifierPublic)
bool AFortAIPawn::CanOpenDoors() const
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("FortAIPawn", "CanOpenDoors");
Params::FortAIPawn_CanOpenDoors Parms{};
auto Flgs = Func->FunctionFlags;
Func->FunctionFlags |= 0x400;
UObject::ProcessEvent(Func, &Parms);
Func->FunctionFlags = Flgs;
return Parms.ReturnValue;
}
// Function FortniteGame.FortAIPawn.GetImpactPhysicalSurfaceEffect
// (Final, Native, Public, HasOutParams, BlueprintCallable, BlueprintPure, Const)
// Parameters:
// const struct FHitResult& Impact (ConstParm, Parm, OutParm, ReferenceParm, ContainsInstancedReference, NativeAccessSpecifierPublic)
// class UParticleSystem* ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
class UParticleSystem* AFortAIPawn::GetImpactPhysicalSurfaceEffect(const struct FHitResult& Impact) const
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("FortAIPawn", "GetImpactPhysicalSurfaceEffect");
Params::FortAIPawn_GetImpactPhysicalSurfaceEffect Parms{};
Parms.Impact = std::move(Impact);
auto Flgs = Func->FunctionFlags;
Func->FunctionFlags |= 0x400;
UObject::ProcessEvent(Func, &Parms);
Func->FunctionFlags = Flgs;
return Parms.ReturnValue;
}
// Function FortniteGame.FortAIPawn.GetImpactPhysicalSurfaceSound
// (Final, Native, Public, HasOutParams, BlueprintCallable, BlueprintPure, Const)
// Parameters:
// const struct FHitResult& Impact (ConstParm, Parm, OutParm, ReferenceParm, ContainsInstancedReference, NativeAccessSpecifierPublic)
// class USoundBase* ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
class USoundBase* AFortAIPawn::GetImpactPhysicalSurfaceSound(const struct FHitResult& Impact) const
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("FortAIPawn", "GetImpactPhysicalSurfaceSound");
Params::FortAIPawn_GetImpactPhysicalSurfaceSound Parms{};
Parms.Impact = std::move(Impact);
auto Flgs = Func->FunctionFlags;
Func->FunctionFlags |= 0x400;
UObject::ProcessEvent(Func, &Parms);
Func->FunctionFlags = Flgs;
return Parms.ReturnValue;
}
// Function FortniteGame.FortAIPawn.GetLocalWildcardAsFloat
// (Final, Native, Public, BlueprintCallable, BlueprintPure, Const)
// Parameters:
// const struct FFortLocalWildcardData& Data (Parm, NativeAccessSpecifierPublic)
// float ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
float AFortAIPawn::GetLocalWildcardAsFloat(const struct FFortLocalWildcardData& Data) const
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("FortAIPawn", "GetLocalWildcardAsFloat");
Params::FortAIPawn_GetLocalWildcardAsFloat Parms{};
Parms.Data = std::move(Data);
auto Flgs = Func->FunctionFlags;
Func->FunctionFlags |= 0x400;
UObject::ProcessEvent(Func, &Parms);
Func->FunctionFlags = Flgs;
return Parms.ReturnValue;
}
// Function FortniteGame.FortAIPawn.GetLocalWildcardAsInt
// (Final, Native, Public, BlueprintCallable, BlueprintPure, Const)
// Parameters:
// const struct FFortLocalWildcardData& Data (Parm, NativeAccessSpecifierPublic)
// int32 ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
int32 AFortAIPawn::GetLocalWildcardAsInt(const struct FFortLocalWildcardData& Data) const
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("FortAIPawn", "GetLocalWildcardAsInt");
Params::FortAIPawn_GetLocalWildcardAsInt Parms{};
Parms.Data = std::move(Data);
auto Flgs = Func->FunctionFlags;
Func->FunctionFlags |= 0x400;
UObject::ProcessEvent(Func, &Parms);
Func->FunctionFlags = Flgs;
return Parms.ReturnValue;
}
// Function FortniteGame.FortAIPawn.GetProximityNotifyDistXY
// (Final, Native, Public, BlueprintCallable, BlueprintPure, Const)
// Parameters:
// float ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
float AFortAIPawn::GetProximityNotifyDistXY() const
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("FortAIPawn", "GetProximityNotifyDistXY");
Params::FortAIPawn_GetProximityNotifyDistXY Parms{};
auto Flgs = Func->FunctionFlags;
Func->FunctionFlags |= 0x400;
UObject::ProcessEvent(Func, &Parms);
Func->FunctionFlags = Flgs;
return Parms.ReturnValue;
}
// Function FortniteGame.FortAIPawn.GetSpawnLocation
// (Final, BlueprintAuthorityOnly, Native, Public, HasDefaults, BlueprintCallable, BlueprintPure, Const)
// Parameters:
// struct FVector ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, NativeAccessSpecifierPublic)
struct FVector AFortAIPawn::GetSpawnLocation() const
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("FortAIPawn", "GetSpawnLocation");
Params::FortAIPawn_GetSpawnLocation Parms{};
auto Flgs = Func->FunctionFlags;
Func->FunctionFlags |= 0x400;
UObject::ProcessEvent(Func, &Parms);
Func->FunctionFlags = Flgs;
return Parms.ReturnValue;
}
// Function FortniteGame.FortAIPawn.GetSpawnRotation
// (Final, BlueprintAuthorityOnly, Native, Public, HasDefaults, BlueprintCallable, BlueprintPure, Const)
// Parameters:
// struct FRotator ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, NativeAccessSpecifierPublic)
struct FRotator AFortAIPawn::GetSpawnRotation() const
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("FortAIPawn", "GetSpawnRotation");
Params::FortAIPawn_GetSpawnRotation Parms{};
auto Flgs = Func->FunctionFlags;
Func->FunctionFlags |= 0x400;
UObject::ProcessEvent(Func, &Parms);
Func->FunctionFlags = Flgs;
return Parms.ReturnValue;
}
// Function FortniteGame.FortAIPawn.GetTimeSinceLastHit
// (Final, BlueprintAuthorityOnly, Native, Public, BlueprintCallable, BlueprintPure, Const)
// Parameters:
// float ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
float AFortAIPawn::GetTimeSinceLastHit() const
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("FortAIPawn", "GetTimeSinceLastHit");
Params::FortAIPawn_GetTimeSinceLastHit Parms{};
auto Flgs = Func->FunctionFlags;
Func->FunctionFlags |= 0x400;
UObject::ProcessEvent(Func, &Parms);
Func->FunctionFlags = Flgs;
return Parms.ReturnValue;
}
// Function FortniteGame.FortAIPawn.GetWildcardDataAsFloat
// (Final, Native, Public, BlueprintCallable, BlueprintPure, Const)
// Parameters:
// const struct FFortWildcardData& Data (Parm, NativeAccessSpecifierPublic)
// float ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
float AFortAIPawn::GetWildcardDataAsFloat(const struct FFortWildcardData& Data) const
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("FortAIPawn", "GetWildcardDataAsFloat");
Params::FortAIPawn_GetWildcardDataAsFloat Parms{};
Parms.Data = std::move(Data);
auto Flgs = Func->FunctionFlags;
Func->FunctionFlags |= 0x400;
UObject::ProcessEvent(Func, &Parms);
Func->FunctionFlags = Flgs;
return Parms.ReturnValue;
}
// Function FortniteGame.FortAIPawn.GetWildcardDataAsInt
// (Final, Native, Public, BlueprintCallable, BlueprintPure, Const)
// Parameters:
// const struct FFortWildcardData& Data (Parm, NativeAccessSpecifierPublic)
// int32 ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
int32 AFortAIPawn::GetWildcardDataAsInt(const struct FFortWildcardData& Data) const
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("FortAIPawn", "GetWildcardDataAsInt");
Params::FortAIPawn_GetWildcardDataAsInt Parms{};
Parms.Data = std::move(Data);
auto Flgs = Func->FunctionFlags;
Func->FunctionFlags |= 0x400;
UObject::ProcessEvent(Func, &Parms);
Func->FunctionFlags = Flgs;
return Parms.ReturnValue;
}
// Function FortniteGame.FortAIPawn.ShouldPauseAfterMelee
// (Final, Native, Public, BlueprintCallable, BlueprintPure, Const)
// Parameters:
// bool ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, NativeAccessSpecifierPublic)
bool AFortAIPawn::ShouldPauseAfterMelee() const
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("FortAIPawn", "ShouldPauseAfterMelee");
Params::FortAIPawn_ShouldPauseAfterMelee Parms{};
auto Flgs = Func->FunctionFlags;
Func->FunctionFlags |= 0x400;
UObject::ProcessEvent(Func, &Parms);
Func->FunctionFlags = Flgs;
return Parms.ReturnValue;
}
// Function FortniteGame.FortAIPawn.ShouldPerformMeleeLungeAttacks
// (Final, Native, Public, BlueprintCallable, BlueprintPure, Const)
// Parameters:
// bool ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, NativeAccessSpecifierPublic)
bool AFortAIPawn::ShouldPerformMeleeLungeAttacks() const
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("FortAIPawn", "ShouldPerformMeleeLungeAttacks");
Params::FortAIPawn_ShouldPerformMeleeLungeAttacks Parms{};
auto Flgs = Func->FunctionFlags;
Func->FunctionFlags |= 0x400;
UObject::ProcessEvent(Func, &Parms);
Func->FunctionFlags = Flgs;
return Parms.ReturnValue;
}
// Function FortniteGame.FortAIPawn.ShouldStopOnMelee
// (Final, Native, Public, BlueprintCallable, BlueprintPure, Const)
// Parameters:
// bool ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, NativeAccessSpecifierPublic)
bool AFortAIPawn::ShouldStopOnMelee() const
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("FortAIPawn", "ShouldStopOnMelee");
Params::FortAIPawn_ShouldStopOnMelee Parms{};
auto Flgs = Func->FunctionFlags;
Func->FunctionFlags |= 0x400;
UObject::ProcessEvent(Func, &Parms);
Func->FunctionFlags = Flgs;
return Parms.ReturnValue;
}
// Function FortniteGame.FortHealthRegenInterface.GetHealthRegenDelayGameplayEffect
// (Native, Public, BlueprintCallable, BlueprintPure, Const)
// Parameters:
// class UGameplayEffect* ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
class UGameplayEffect* IFortHealthRegenInterface::GetHealthRegenDelayGameplayEffect() const
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("FortHealthRegenInterface", "GetHealthRegenDelayGameplayEffect");
Params::FortHealthRegenInterface_GetHealthRegenDelayGameplayEffect Parms{};
auto Flgs = Func->FunctionFlags;
Func->FunctionFlags |= 0x400;
UObject::ProcessEvent(Func, &Parms);
Func->FunctionFlags = Flgs;
return Parms.ReturnValue;
}
// Function FortniteGame.FortHealthRegenInterface.GetHealthRegenGameplayEffect
// (Native, Public, BlueprintCallable, BlueprintPure, Const)
// Parameters:
// class UGameplayEffect* ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
class UGameplayEffect* IFortHealthRegenInterface::GetHealthRegenGameplayEffect() const
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("FortHealthRegenInterface", "GetHealthRegenGameplayEffect");
Params::FortHealthRegenInterface_GetHealthRegenGameplayEffect Parms{};
auto Flgs = Func->FunctionFlags;
Func->FunctionFlags |= 0x400;
UObject::ProcessEvent(Func, &Parms);
Func->FunctionFlags = Flgs;
return Parms.ReturnValue;
}
// Function FortniteGame.FortHealthRegenInterface.GetHealthRegenGameplayEffectClass
// (Native, Public, BlueprintCallable, BlueprintPure, Const)
// Parameters:
// TSubclassOf<class UGameplayEffect> ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, UObjectWrapper, HasGetValueTypeHash, NativeAccessSpecifierPublic)
TSubclassOf<class UGameplayEffect> IFortHealthRegenInterface::GetHealthRegenGameplayEffectClass() const
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("FortHealthRegenInterface", "GetHealthRegenGameplayEffectClass");
Params::FortHealthRegenInterface_GetHealthRegenGameplayEffectClass Parms{};
auto Flgs = Func->FunctionFlags;
Func->FunctionFlags |= 0x400;
UObject::ProcessEvent(Func, &Parms);
Func->FunctionFlags = Flgs;
return Parms.ReturnValue;
}
// Function FortniteGame.FortHealthRegenInterface.GetShieldRegenDelayGameplayEffect
// (Native, Public, BlueprintCallable, BlueprintPure, Const)
// Parameters:
// class UGameplayEffect* ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
class UGameplayEffect* IFortHealthRegenInterface::GetShieldRegenDelayGameplayEffect() const
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("FortHealthRegenInterface", "GetShieldRegenDelayGameplayEffect");
Params::FortHealthRegenInterface_GetShieldRegenDelayGameplayEffect Parms{};
auto Flgs = Func->FunctionFlags;
Func->FunctionFlags |= 0x400;
UObject::ProcessEvent(Func, &Parms);
Func->FunctionFlags = Flgs;
return Parms.ReturnValue;
}
// Function FortniteGame.FortHealthRegenInterface.GetShieldRegenGameplayEffect
// (Native, Public, BlueprintCallable, BlueprintPure, Const)
// Parameters:
// class UGameplayEffect* ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
class UGameplayEffect* IFortHealthRegenInterface::GetShieldRegenGameplayEffect() const
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("FortHealthRegenInterface", "GetShieldRegenGameplayEffect");
Params::FortHealthRegenInterface_GetShieldRegenGameplayEffect Parms{};
auto Flgs = Func->FunctionFlags;
Func->FunctionFlags |= 0x400;
UObject::ProcessEvent(Func, &Parms);
Func->FunctionFlags = Flgs;
return Parms.ReturnValue;
}
// Function FortniteGame.FortHealthRegenInterface.GetShieldRegenGameplayEffectClass
// (Native, Public, BlueprintCallable, BlueprintPure, Const)
// Parameters:
// TSubclassOf<class UGameplayEffect> ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, UObjectWrapper, HasGetValueTypeHash, NativeAccessSpecifierPublic)
TSubclassOf<class UGameplayEffect> IFortHealthRegenInterface::GetShieldRegenGameplayEffectClass() const
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("FortHealthRegenInterface", "GetShieldRegenGameplayEffectClass");
Params::FortHealthRegenInterface_GetShieldRegenGameplayEffectClass Parms{};
auto Flgs = Func->FunctionFlags;
Func->FunctionFlags |= 0x400;
UObject::ProcessEvent(Func, &Parms);
Func->FunctionFlags = Flgs;
return Parms.ReturnValue;
}
// Function FortniteGame.FortPlayerPawn.CanPredictJumpApex
// (Final, Native, Public, BlueprintCallable)
// Parameters:
// bool ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, NativeAccessSpecifierPublic)
bool AFortPlayerPawn::CanPredictJumpApex()
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("FortPlayerPawn", "CanPredictJumpApex");
Params::FortPlayerPawn_CanPredictJumpApex Parms{};
auto Flgs = Func->FunctionFlags;
Func->FunctionFlags |= 0x400;
UObject::ProcessEvent(Func, &Parms);
Func->FunctionFlags = Flgs;
return Parms.ReturnValue;
}
// Function FortniteGame.FortPlayerPawn.ClientNotifyAbilityFailed
// (Net, Native, Event, Public, NetClient)
// Parameters:
// const class UGameplayAbility* FailedAbility (ConstParm, Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// const struct FGameplayTagContainer& FailedReason (ConstParm, Parm, ReferenceParm, NativeAccessSpecifierPublic)
void AFortPlayerPawn::ClientNotifyAbilityFailed(const class UGameplayAbility* FailedAbility, const struct FGameplayTagContainer& FailedReason)
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("FortPlayerPawn", "ClientNotifyAbilityFailed");
Params::FortPlayerPawn_ClientNotifyAbilityFailed Parms{};
Parms.FailedAbility = FailedAbility;
Parms.FailedReason = std::move(FailedReason);
auto Flgs = Func->FunctionFlags;
Func->FunctionFlags |= 0x400;
UObject::ProcessEvent(Func, &Parms);
Func->FunctionFlags = Flgs;
}
// Function FortniteGame.FortPlayerPawn.CycleNextOutfit
// (Final, Exec, Native, Private)
void AFortPlayerPawn::CycleNextOutfit()
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("FortPlayerPawn", "CycleNextOutfit");
auto Flgs = Func->FunctionFlags;
Func->FunctionFlags |= 0x400;
UObject::ProcessEvent(Func, nullptr);
Func->FunctionFlags = Flgs;
}
// Function FortniteGame.FortPlayerPawn.CyclePreviousOutfit
// (Final, Exec, Native, Private)
void AFortPlayerPawn::CyclePreviousOutfit()
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("FortPlayerPawn", "CyclePreviousOutfit");
auto Flgs = Func->FunctionFlags;
Func->FunctionFlags |= 0x400;
UObject::ProcessEvent(Func, nullptr);
Func->FunctionFlags = Flgs;
}
// Function FortniteGame.FortPlayerPawn.GetNavLocation
// (Final, Native, Public, HasDefaults, BlueprintCallable, BlueprintPure)
// Parameters:
// struct FVector ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, NativeAccessSpecifierPublic)
struct FVector AFortPlayerPawn::GetNavLocation()
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("FortPlayerPawn", "GetNavLocation");
Params::FortPlayerPawn_GetNavLocation Parms{};
auto Flgs = Func->FunctionFlags;
Func->FunctionFlags |= 0x400;
UObject::ProcessEvent(Func, &Parms);
Func->FunctionFlags = Flgs;
return Parms.ReturnValue;
}
// Function FortniteGame.FortPlayerPawn.HandleInStasis
// (Final, Native, Public)
void AFortPlayerPawn::HandleInStasis()
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("FortPlayerPawn", "HandleInStasis");
auto Flgs = Func->FunctionFlags;
Func->FunctionFlags |= 0x400;
UObject::ProcessEvent(Func, nullptr);
Func->FunctionFlags = Flgs;
}
// Function FortniteGame.FortPlayerPawn.InternalServerSetTargeting
// (Final, Net, NetReliable, Native, Event, Private, NetServer, NetValidate)
// Parameters:
// bool bNewTargeting (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, NativeAccessSpecifierPublic)
void AFortPlayerPawn::InternalServerSetTargeting(bool bNewTargeting)
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("FortPlayerPawn", "InternalServerSetTargeting");
Params::FortPlayerPawn_InternalServerSetTargeting Parms{};
Parms.bNewTargeting = bNewTargeting;
auto Flgs = Func->FunctionFlags;
Func->FunctionFlags |= 0x400;
UObject::ProcessEvent(Func, &Parms);
Func->FunctionFlags = Flgs;
}
// Function FortniteGame.FortPlayerPawn.OnCharacterPartsReinitialized
// (Event, Protected, BlueprintEvent)
void AFortPlayerPawn::OnCharacterPartsReinitialized()
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("FortPlayerPawn", "OnCharacterPartsReinitialized");
UObject::ProcessEvent(Func, nullptr);
}
// Function FortniteGame.FortPlayerPawn.OnCoolDownEnded
// (Event, Public, BlueprintEvent)
void AFortPlayerPawn::OnCoolDownEnded()
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("FortPlayerPawn", "OnCoolDownEnded");
UObject::ProcessEvent(Func, nullptr);
}
// Function FortniteGame.FortPlayerPawn.OnCoolDownStarted
// (Event, Public, BlueprintEvent)
void AFortPlayerPawn::OnCoolDownStarted()
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("FortPlayerPawn", "OnCoolDownStarted");
UObject::ProcessEvent(Func, nullptr);
}
// Function FortniteGame.FortPlayerPawn.OnRep_CharPartAnimMontageInfo
// (Final, Native, Private)
void AFortPlayerPawn::OnRep_CharPartAnimMontageInfo()
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("FortPlayerPawn", "OnRep_CharPartAnimMontageInfo");
auto Flgs = Func->FunctionFlags;
Func->FunctionFlags |= 0x400;
UObject::ProcessEvent(Func, nullptr);
Func->FunctionFlags = Flgs;
}
// Function FortniteGame.FortPlayerPawn.RandomizeCharacter
// (Final, Exec, Native, Private)
// Parameters:
// const class FString& GenderString (Parm, ZeroConstructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
void AFortPlayerPawn::RandomizeCharacter(const class FString& GenderString)
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("FortPlayerPawn", "RandomizeCharacter");
Params::FortPlayerPawn_RandomizeCharacter Parms{};
Parms.GenderString = std::move(GenderString);
auto Flgs = Func->FunctionFlags;
Func->FunctionFlags |= 0x400;
UObject::ProcessEvent(Func, &Parms);
Func->FunctionFlags = Flgs;
}
// Function FortniteGame.FortPlayerPawn.RandomizeOutfit
// (Final, Exec, Native, Private)
// Parameters:
// const class FString& GenderString (Parm, ZeroConstructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
void AFortPlayerPawn::RandomizeOutfit(const class FString& GenderString)
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("FortPlayerPawn", "RandomizeOutfit");
Params::FortPlayerPawn_RandomizeOutfit Parms{};
Parms.GenderString = std::move(GenderString);
auto Flgs = Func->FunctionFlags;
Func->FunctionFlags |= 0x400;
UObject::ProcessEvent(Func, &Parms);
Func->FunctionFlags = Flgs;
}
// Function FortniteGame.FortPlayerPawn.ServerChooseGender
// (Net, NetReliable, Native, Event, Public, NetServer, NetValidate)
// Parameters:
// EFortCustomGender Gender (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
void AFortPlayerPawn::ServerChooseGender(EFortCustomGender Gender)
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("FortPlayerPawn", "ServerChooseGender");
Params::FortPlayerPawn_ServerChooseGender Parms{};
Parms.Gender = Gender;
auto Flgs = Func->FunctionFlags;
Func->FunctionFlags |= 0x400;
UObject::ProcessEvent(Func, &Parms);
Func->FunctionFlags = Flgs;
}
// Function FortniteGame.FortPlayerPawn.ServerChoosePart
// (Net, NetReliable, Native, Event, Public, NetServer, NetValidate)
// Parameters:
// EFortCustomPartType Part (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// class UCustomCharacterPart* ChosenCharacterPart (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
void AFortPlayerPawn::ServerChoosePart(EFortCustomPartType Part, class UCustomCharacterPart* ChosenCharacterPart)
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("FortPlayerPawn", "ServerChoosePart");
Params::FortPlayerPawn_ServerChoosePart Parms{};
Parms.Part = Part;
Parms.ChosenCharacterPart = ChosenCharacterPart;
auto Flgs = Func->FunctionFlags;
Func->FunctionFlags |= 0x400;
UObject::ProcessEvent(Func, &Parms);
Func->FunctionFlags = Flgs;
}
// Function FortniteGame.FortPlayerPawn.ServerCycleAccessoryColorSwatch
// (Net, NetReliable, Native, Event, Public, NetServer, NetValidate)
// Parameters:
// EFortCustomPartType Part (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// bool bNext (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, NativeAccessSpecifierPublic)
void AFortPlayerPawn::ServerCycleAccessoryColorSwatch(EFortCustomPartType Part, bool bNext)
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("FortPlayerPawn", "ServerCycleAccessoryColorSwatch");
Params::FortPlayerPawn_ServerCycleAccessoryColorSwatch Parms{};
Parms.Part = Part;
Parms.bNext = bNext;
auto Flgs = Func->FunctionFlags;
Func->FunctionFlags |= 0x400;
UObject::ProcessEvent(Func, &Parms);
Func->FunctionFlags = Flgs;
}
// Function FortniteGame.FortPlayerPawn.ServerCycleColorSwatch
// (Net, NetReliable, Native, Event, Public, NetServer, NetValidate)
// Parameters:
// EColorSwatchType SwatchType (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// bool bNext (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, NativeAccessSpecifierPublic)
void AFortPlayerPawn::ServerCycleColorSwatch(EColorSwatchType SwatchType, bool bNext)
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("FortPlayerPawn", "ServerCycleColorSwatch");
Params::FortPlayerPawn_ServerCycleColorSwatch Parms{};
Parms.SwatchType = SwatchType;
Parms.bNext = bNext;
auto Flgs = Func->FunctionFlags;
Func->FunctionFlags |= 0x400;
UObject::ProcessEvent(Func, &Parms);
Func->FunctionFlags = Flgs;
}
// Function FortniteGame.FortPlayerPawn.ServerCycleOutfit
// (Net, NetReliable, Native, Event, Public, NetServer, NetValidate)
// Parameters:
// bool bNextOutfit (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, NativeAccessSpecifierPublic)
void AFortPlayerPawn::ServerCycleOutfit(bool bNextOutfit)
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("FortPlayerPawn", "ServerCycleOutfit");
Params::FortPlayerPawn_ServerCycleOutfit Parms{};
Parms.bNextOutfit = bNextOutfit;
auto Flgs = Func->FunctionFlags;
Func->FunctionFlags |= 0x400;
UObject::ProcessEvent(Func, &Parms);
Func->FunctionFlags = Flgs;
}
// Function FortniteGame.FortPlayerPawn.ServerCyclePart
// (Net, NetReliable, Native, Event, Public, NetServer, NetValidate)
// Parameters:
// EFortCustomPartType Part (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// bool bNextPart (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, NativeAccessSpecifierPublic)
void AFortPlayerPawn::ServerCyclePart(EFortCustomPartType Part, bool bNextPart)
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("FortPlayerPawn", "ServerCyclePart");
Params::FortPlayerPawn_ServerCyclePart Parms{};
Parms.Part = Part;
Parms.bNextPart = bNextPart;
auto Flgs = Func->FunctionFlags;
Func->FunctionFlags |= 0x400;
UObject::ProcessEvent(Func, &Parms);
Func->FunctionFlags = Flgs;
}
// Function FortniteGame.FortPlayerPawn.ServerHandlePickup
// (Net, NetReliable, Native, Event, Public, NetServer, HasDefaults, NetValidate)
// Parameters:
// class AFortPickup* Pickup (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// float InFlyTime (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// const struct FVector& InStartDirection (ConstParm, Parm, ZeroConstructor, IsPlainOldData, NoDestructor, NativeAccessSpecifierPublic)
// bool bPlayPickupSound (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, NativeAccessSpecifierPublic)
void AFortPlayerPawn::ServerHandlePickup(class AFortPickup* Pickup, float InFlyTime, const struct FVector& InStartDirection, bool bPlayPickupSound)
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("FortPlayerPawn", "ServerHandlePickup");
Params::FortPlayerPawn_ServerHandlePickup Parms{};
Parms.Pickup = Pickup;
Parms.InFlyTime = InFlyTime;
Parms.InStartDirection = std::move(InStartDirection);
Parms.bPlayPickupSound = bPlayPickupSound;
auto Flgs = Func->FunctionFlags;
Func->FunctionFlags |= 0x400;
UObject::ProcessEvent(Func, &Parms);
Func->FunctionFlags = Flgs;
}
// Function FortniteGame.FortPlayerPawn.ServerPlayDeniedByCoolDown
// (Net, Native, Event, Public, NetServer, NetValidate)
void AFortPlayerPawn::ServerPlayDeniedByCoolDown()
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("FortPlayerPawn", "ServerPlayDeniedByCoolDown");
auto Flgs = Func->FunctionFlags;
Func->FunctionFlags |= 0x400;
UObject::ProcessEvent(Func, nullptr);
Func->FunctionFlags = Flgs;
}
// Function FortniteGame.FortPlayerPawn.ServerRootMotionInterruptNotifyStopMontage
// (Final, Net, NetReliable, Native, Event, Private, NetServer, NetValidate)
// Parameters:
// class UAnimMontage* MontageToStop (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
void AFortPlayerPawn::ServerRootMotionInterruptNotifyStopMontage(class UAnimMontage* MontageToStop)
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("FortPlayerPawn", "ServerRootMotionInterruptNotifyStopMontage");
Params::FortPlayerPawn_ServerRootMotionInterruptNotifyStopMontage Parms{};
Parms.MontageToStop = MontageToStop;
auto Flgs = Func->FunctionFlags;
Func->FunctionFlags |= 0x400;
UObject::ProcessEvent(Func, &Parms);
Func->FunctionFlags = Flgs;
}
// Function FortniteGame.FortPlayerPawn.ServerToggleBodyType
// (Net, NetReliable, Native, Event, Public, NetServer, NetValidate)
void AFortPlayerPawn::ServerToggleBodyType()
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("FortPlayerPawn", "ServerToggleBodyType");
auto Flgs = Func->FunctionFlags;
Func->FunctionFlags |= 0x400;
UObject::ProcessEvent(Func, nullptr);
Func->FunctionFlags = Flgs;
}
// Function FortniteGame.FortPlayerPawn.ServerToggleGender
// (Net, NetReliable, Native, Event, Public, NetServer, NetValidate)
void AFortPlayerPawn::ServerToggleGender()
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("FortPlayerPawn", "ServerToggleGender");
auto Flgs = Func->FunctionFlags;
Func->FunctionFlags |= 0x400;
UObject::ProcessEvent(Func, nullptr);
Func->FunctionFlags = Flgs;
}
// Function FortniteGame.FortPlayerPawn.SetFirstPersonCamera
// (Event, Public, BlueprintEvent)
// Parameters:
// bool bNewUseFirstPersonCamera (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, NativeAccessSpecifierPublic)
void AFortPlayerPawn::SetFirstPersonCamera(bool bNewUseFirstPersonCamera)
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("FortPlayerPawn", "SetFirstPersonCamera");
Params::FortPlayerPawn_SetFirstPersonCamera Parms{};
Parms.bNewUseFirstPersonCamera = bNewUseFirstPersonCamera;
UObject::ProcessEvent(Func, &Parms);
}
// Function FortniteGame.FortPlayerPawn.SetHomeActor
// (Final, BlueprintAuthorityOnly, Native, Public, BlueprintCallable)
// Parameters:
// class AActor* NewActor (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
void AFortPlayerPawn::SetHomeActor(class AActor* NewActor)
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("FortPlayerPawn", "SetHomeActor");
Params::FortPlayerPawn_SetHomeActor Parms{};
Parms.NewActor = NewActor;
auto Flgs = Func->FunctionFlags;
Func->FunctionFlags |= 0x400;
UObject::ProcessEvent(Func, &Parms);
Func->FunctionFlags = Flgs;
}
// Function FortniteGame.FortPlayerPawn.SetVectorParameterValueForAllCharacterParts
// (Native, Public, HasDefaults, BlueprintCallable)
// Parameters:
// class FName ParameterName (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// const struct FLinearColor& Value (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, NativeAccessSpecifierPublic)
void AFortPlayerPawn::SetVectorParameterValueForAllCharacterParts(class FName ParameterName, const struct FLinearColor& Value)
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("FortPlayerPawn", "SetVectorParameterValueForAllCharacterParts");
Params::FortPlayerPawn_SetVectorParameterValueForAllCharacterParts Parms{};
Parms.ParameterName = ParameterName;
Parms.Value = std::move(Value);
auto Flgs = Func->FunctionFlags;
Func->FunctionFlags |= 0x400;
UObject::ProcessEvent(Func, &Parms);
Func->FunctionFlags = Flgs;
}
// Function FortniteGame.FortPlayerPawn.SetVectorParameterValueForBodyParts
// (Native, Public, HasDefaults, BlueprintCallable)
// Parameters:
// class FName ParameterName (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// const struct FLinearColor& Value (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, NativeAccessSpecifierPublic)
void AFortPlayerPawn::SetVectorParameterValueForBodyParts(class FName ParameterName, const struct FLinearColor& Value)
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("FortPlayerPawn", "SetVectorParameterValueForBodyParts");
Params::FortPlayerPawn_SetVectorParameterValueForBodyParts Parms{};
Parms.ParameterName = ParameterName;
Parms.Value = std::move(Value);
auto Flgs = Func->FunctionFlags;
Func->FunctionFlags |= 0x400;
UObject::ProcessEvent(Func, &Parms);
Func->FunctionFlags = Flgs;
}
// Function FortniteGame.FortPlayerPawn.SwitchToNextPart
// (Final, Exec, Native, Private)
// Parameters:
// const class FString& PartName (Parm, ZeroConstructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
void AFortPlayerPawn::SwitchToNextPart(const class FString& PartName)
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("FortPlayerPawn", "SwitchToNextPart");
Params::FortPlayerPawn_SwitchToNextPart Parms{};
Parms.PartName = std::move(PartName);
auto Flgs = Func->FunctionFlags;
Func->FunctionFlags |= 0x400;
UObject::ProcessEvent(Func, &Parms);
Func->FunctionFlags = Flgs;
}
// Function FortniteGame.FortPlayerPawn.SwitchToPreviousPart
// (Final, Exec, Native, Private)
// Parameters:
// const class FString& PartName (Parm, ZeroConstructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
void AFortPlayerPawn::SwitchToPreviousPart(const class FString& PartName)
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("FortPlayerPawn", "SwitchToPreviousPart");
Params::FortPlayerPawn_SwitchToPreviousPart Parms{};
Parms.PartName = std::move(PartName);
auto Flgs = Func->FunctionFlags;
Func->FunctionFlags |= 0x400;
UObject::ProcessEvent(Func, &Parms);
Func->FunctionFlags = Flgs;
}
// Function FortniteGame.FortPlayerPawn.ToggleBodyType
// (Final, Exec, Native, Public)
void AFortPlayerPawn::ToggleBodyType()
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("FortPlayerPawn", "ToggleBodyType");
auto Flgs = Func->FunctionFlags;
Func->FunctionFlags |= 0x400;
UObject::ProcessEvent(Func, nullptr);
Func->FunctionFlags = Flgs;
}
// Function FortniteGame.FortPlayerPawn.ToggleGender
// (Final, Exec, Native, Public)
void AFortPlayerPawn::ToggleGender()
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("FortPlayerPawn", "ToggleGender");
auto Flgs = Func->FunctionFlags;
Func->FunctionFlags |= 0x400;
UObject::ProcessEvent(Func, nullptr);
Func->FunctionFlags = Flgs;
}
// Function FortniteGame.FortPlayerPawn.DefaultTimeToJumpApex
// (Final, Native, Public, BlueprintCallable, BlueprintPure, Const)
// Parameters:
// float ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
float AFortPlayerPawn::DefaultTimeToJumpApex() const
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("FortPlayerPawn", "DefaultTimeToJumpApex");
Params::FortPlayerPawn_DefaultTimeToJumpApex Parms{};
auto Flgs = Func->FunctionFlags;
Func->FunctionFlags |= 0x400;
UObject::ProcessEvent(Func, &Parms);
Func->FunctionFlags = Flgs;
return Parms.ReturnValue;
}
// Function FortniteGame.FortPlayerPawn.GetCharacterBodyType
// (Final, Native, Public, BlueprintCallable, BlueprintPure, Const)
// Parameters:
// EFortCustomBodyType ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
EFortCustomBodyType AFortPlayerPawn::GetCharacterBodyType() const
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("FortPlayerPawn", "GetCharacterBodyType");
Params::FortPlayerPawn_GetCharacterBodyType Parms{};
auto Flgs = Func->FunctionFlags;
Func->FunctionFlags |= 0x400;
UObject::ProcessEvent(Func, &Parms);
Func->FunctionFlags = Flgs;
return Parms.ReturnValue;
}
// Function FortniteGame.FortPlayerPawn.GetCharacterGender
// (Final, Native, Public, BlueprintCallable, BlueprintPure, Const)
// Parameters:
// EFortCustomGender ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
EFortCustomGender AFortPlayerPawn::GetCharacterGender() const
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("FortPlayerPawn", "GetCharacterGender");
Params::FortPlayerPawn_GetCharacterGender Parms{};
auto Flgs = Func->FunctionFlags;
Func->FunctionFlags |= 0x400;
UObject::ProcessEvent(Func, &Parms);
Func->FunctionFlags = Flgs;
return Parms.ReturnValue;
}
// Function FortniteGame.FortPlayerPawn.GetGender
// (Final, Native, Public, HasOutParams, BlueprintCallable, BlueprintPure, Const)
// Parameters:
// bool* IsMale (Parm, OutParm, ZeroConstructor, IsPlainOldData, NoDestructor, NativeAccessSpecifierPublic)
// bool* IsFemale (Parm, OutParm, ZeroConstructor, IsPlainOldData, NoDestructor, NativeAccessSpecifierPublic)
void AFortPlayerPawn::GetGender(bool* IsMale, bool* IsFemale) const
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("FortPlayerPawn", "GetGender");
Params::FortPlayerPawn_GetGender Parms{};
auto Flgs = Func->FunctionFlags;
Func->FunctionFlags |= 0x400;
UObject::ProcessEvent(Func, &Parms);
Func->FunctionFlags = Flgs;
if (IsMale != nullptr)
*IsMale = Parms.IsMale;
if (IsFemale != nullptr)
*IsFemale = Parms.IsFemale;
}
// Function FortniteGame.FortPlayerPawn.GetHomeActor
// (Final, Native, Public, BlueprintCallable, BlueprintPure, Const)
// Parameters:
// class AActor* ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
class AActor* AFortPlayerPawn::GetHomeActor() const
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("FortPlayerPawn", "GetHomeActor");
Params::FortPlayerPawn_GetHomeActor Parms{};
auto Flgs = Func->FunctionFlags;
Func->FunctionFlags |= 0x400;
UObject::ProcessEvent(Func, &Parms);
Func->FunctionFlags = Flgs;
return Parms.ReturnValue;
}
// Function FortniteGame.FortPlayerPawn.GetJumpZ
// (Final, Native, Public, BlueprintCallable, BlueprintPure, Const)
// Parameters:
// float ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
float AFortPlayerPawn::GetJumpZ() const
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("FortPlayerPawn", "GetJumpZ");
Params::FortPlayerPawn_GetJumpZ Parms{};
auto Flgs = Func->FunctionFlags;
Func->FunctionFlags |= 0x400;
UObject::ProcessEvent(Func, &Parms);
Func->FunctionFlags = Flgs;
return Parms.ReturnValue;
}
// Function FortniteGame.FortPlayerPawn.GetMaxStamina
// (Final, Native, Public, BlueprintCallable, BlueprintPure, Const)
// Parameters:
// float ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
float AFortPlayerPawn::GetMaxStamina() const
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("FortPlayerPawn", "GetMaxStamina");
Params::FortPlayerPawn_GetMaxStamina Parms{};
auto Flgs = Func->FunctionFlags;
Func->FunctionFlags |= 0x400;
UObject::ProcessEvent(Func, &Parms);
Func->FunctionFlags = Flgs;
return Parms.ReturnValue;
}
// Function FortniteGame.FortPlayerPawn.GetPercentageOutfitComplete
// (Final, Native, Public, BlueprintCallable, BlueprintPure, Const)
// Parameters:
// EFortCustomPartType Part (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// float ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
float AFortPlayerPawn::GetPercentageOutfitComplete(EFortCustomPartType Part) const
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("FortPlayerPawn", "GetPercentageOutfitComplete");
Params::FortPlayerPawn_GetPercentageOutfitComplete Parms{};
Parms.Part = Part;
auto Flgs = Func->FunctionFlags;
Func->FunctionFlags |= 0x400;
UObject::ProcessEvent(Func, &Parms);
Func->FunctionFlags = Flgs;
return Parms.ReturnValue;
}
// Function FortniteGame.FortPlayerPawn.GetSkeletalMeshForPartType
// (Native, Public, BlueprintCallable, BlueprintPure, Const)
// Parameters:
// EFortCustomPartType PartType (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// class USkeletalMeshComponent* ReturnValue (ExportObject, Parm, OutParm, ZeroConstructor, ReturnParm, InstancedReference, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
class USkeletalMeshComponent* AFortPlayerPawn::GetSkeletalMeshForPartType(EFortCustomPartType PartType) const
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("FortPlayerPawn", "GetSkeletalMeshForPartType");
Params::FortPlayerPawn_GetSkeletalMeshForPartType Parms{};
Parms.PartType = PartType;
auto Flgs = Func->FunctionFlags;
Func->FunctionFlags |= 0x400;
UObject::ProcessEvent(Func, &Parms);
Func->FunctionFlags = Flgs;
return Parms.ReturnValue;
}
// Function FortniteGame.FortPlayerPawn.GetStamina
// (Final, Native, Public, BlueprintCallable, BlueprintPure, Const)
// Parameters:
// float ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
float AFortPlayerPawn::GetStamina() const
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("FortPlayerPawn", "GetStamina");
Params::FortPlayerPawn_GetStamina Parms{};
auto Flgs = Func->FunctionFlags;
Func->FunctionFlags |= 0x400;
UObject::ProcessEvent(Func, &Parms);
Func->FunctionFlags = Flgs;
return Parms.ReturnValue;
}
// Function FortniteGame.FortPlayerPawn.IsSprinting
// (Final, Native, Public, BlueprintCallable, BlueprintPure, Const)
// Parameters:
// bool ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, NativeAccessSpecifierPublic)
bool AFortPlayerPawn::IsSprinting() const
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("FortPlayerPawn", "IsSprinting");
Params::FortPlayerPawn_IsSprinting Parms{};
auto Flgs = Func->FunctionFlags;
Func->FunctionFlags |= 0x400;
UObject::ProcessEvent(Func, &Parms);
Func->FunctionFlags = Flgs;
return Parms.ReturnValue;
}
// Function FortniteGame.FortPlayerPawn.ListCharacterParts
// (Final, Exec, Native, Private, Const)
// Parameters:
// const class FString& GenderAndOrPartString (Parm, ZeroConstructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
void AFortPlayerPawn::ListCharacterParts(const class FString& GenderAndOrPartString) const
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("FortPlayerPawn", "ListCharacterParts");
Params::FortPlayerPawn_ListCharacterParts Parms{};
Parms.GenderAndOrPartString = std::move(GenderAndOrPartString);
auto Flgs = Func->FunctionFlags;
Func->FunctionFlags |= 0x400;
UObject::ProcessEvent(Func, &Parms);
Func->FunctionFlags = Flgs;
}
// Function FortniteGame.FortPlayerPawn.PartOutfitIsComplete
// (Final, Native, Public, BlueprintCallable, BlueprintPure, Const)
// Parameters:
// EFortCustomPartType Part (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// bool ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, NativeAccessSpecifierPublic)
bool AFortPlayerPawn::PartOutfitIsComplete(EFortCustomPartType Part) const
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("FortPlayerPawn", "PartOutfitIsComplete");
Params::FortPlayerPawn_PartOutfitIsComplete Parms{};
Parms.Part = Part;
auto Flgs = Func->FunctionFlags;
Func->FunctionFlags |= 0x400;
UObject::ProcessEvent(Func, &Parms);
Func->FunctionFlags = Flgs;
return Parms.ReturnValue;
}
// Function FortniteGame.FortPlayerPawn.TimeFromJumpApex
// (Final, Native, Public, BlueprintCallable, BlueprintPure, Const)
// Parameters:
// float ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
float AFortPlayerPawn::TimeFromJumpApex() const
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("FortPlayerPawn", "TimeFromJumpApex");
Params::FortPlayerPawn_TimeFromJumpApex Parms{};
auto Flgs = Func->FunctionFlags;
Func->FunctionFlags |= 0x400;
UObject::ProcessEvent(Func, &Parms);
Func->FunctionFlags = Flgs;
return Parms.ReturnValue;
}
// Function FortniteGame.FortPlayerState.GetCurrentPawn
// (Native, Public, BlueprintCallable)
// Parameters:
// class AFortPlayerPawn* ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
class AFortPlayerPawn* AFortPlayerState::GetCurrentPawn()
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("FortPlayerState", "GetCurrentPawn");
Params::FortPlayerState_GetCurrentPawn Parms{};
auto Flgs = Func->FunctionFlags;
Func->FunctionFlags |= 0x400;
UObject::ProcessEvent(Func, &Parms);
Func->FunctionFlags = Flgs;
return Parms.ReturnValue;
}
// Function FortniteGame.FortPlayerState.OnRep_AccessoryColorSwatches
// (Final, Native, Protected)
void AFortPlayerState::OnRep_AccessoryColorSwatches()
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("FortPlayerState", "OnRep_AccessoryColorSwatches");
auto Flgs = Func->FunctionFlags;
Func->FunctionFlags |= 0x400;
UObject::ProcessEvent(Func, nullptr);
Func->FunctionFlags = Flgs;
}
// Function FortniteGame.FortPlayerState.OnRep_CharacterColorSwatches
// (Final, Native, Protected)
void AFortPlayerState::OnRep_CharacterColorSwatches()
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("FortPlayerState", "OnRep_CharacterColorSwatches");
auto Flgs = Func->FunctionFlags;
Func->FunctionFlags |= 0x400;
UObject::ProcessEvent(Func, nullptr);
Func->FunctionFlags = Flgs;
}
// Function FortniteGame.FortPlayerState.OnRep_CharacterParts
// (Final, Native, Protected)
void AFortPlayerState::OnRep_CharacterParts()
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("FortPlayerState", "OnRep_CharacterParts");
auto Flgs = Func->FunctionFlags;
Func->FunctionFlags |= 0x400;
UObject::ProcessEvent(Func, nullptr);
Func->FunctionFlags = Flgs;
}
// Function FortniteGame.FortPlayerState.OnRep_CurrentCharXP
// (Final, Native, Protected)
void AFortPlayerState::OnRep_CurrentCharXP()
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("FortPlayerState", "OnRep_CurrentCharXP");
auto Flgs = Func->FunctionFlags;
Func->FunctionFlags |= 0x400;
UObject::ProcessEvent(Func, nullptr);
Func->FunctionFlags = Flgs;
}
// Function FortniteGame.FortPlayerState.OnRep_HeroID
// (Final, Native, Protected)
void AFortPlayerState::OnRep_HeroID()
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("FortPlayerState", "OnRep_HeroID");
auto Flgs = Func->FunctionFlags;
Func->FunctionFlags |= 0x400;
UObject::ProcessEvent(Func, nullptr);
Func->FunctionFlags = Flgs;
}
// Function FortniteGame.FortPlayerState.OnRep_HeroType
// (Final, Native, Protected)
void AFortPlayerState::OnRep_HeroType()
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("FortPlayerState", "OnRep_HeroType");
auto Flgs = Func->FunctionFlags;
Func->FunctionFlags |= 0x400;
UObject::ProcessEvent(Func, nullptr);
Func->FunctionFlags = Flgs;
}
// Function FortniteGame.FortPlayerState.OnRep_HomeActor
// (Native, Protected)
// Parameters:
// class AActor* OldHomeActor (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
void AFortPlayerState::OnRep_HomeActor(class AActor* OldHomeActor)
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("FortPlayerState", "OnRep_HomeActor");
Params::FortPlayerState_OnRep_HomeActor Parms{};
Parms.OldHomeActor = OldHomeActor;
auto Flgs = Func->FunctionFlags;
Func->FunctionFlags |= 0x400;
UObject::ProcessEvent(Func, &Parms);
Func->FunctionFlags = Flgs;
}
// Function FortniteGame.FortPlayerState.OnRep_PartyOwner
// (Final, Native, Protected)
void AFortPlayerState::OnRep_PartyOwner()
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("FortPlayerState", "OnRep_PartyOwner");
auto Flgs = Func->FunctionFlags;
Func->FunctionFlags |= 0x400;
UObject::ProcessEvent(Func, nullptr);
Func->FunctionFlags = Flgs;
}
// Function FortniteGame.FortPlayerState.OnRep_PlayerName
// (Native, Protected)
void AFortPlayerState::OnRep_PlayerName()
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("FortPlayerState", "OnRep_PlayerName");
auto Flgs = Func->FunctionFlags;
Func->FunctionFlags |= 0x400;
UObject::ProcessEvent(Func, nullptr);
Func->FunctionFlags = Flgs;
}
// Function FortniteGame.FortPlayerState.OnRep_PlayerTeam
// (Native, Protected)
void AFortPlayerState::OnRep_PlayerTeam()
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("FortPlayerState", "OnRep_PlayerTeam");
auto Flgs = Func->FunctionFlags;
Func->FunctionFlags |= 0x400;
UObject::ProcessEvent(Func, nullptr);
Func->FunctionFlags = Flgs;
}
// Function FortniteGame.FortPlayerState.OnRep_ScoreStatChanged
// (Native, Protected)
void AFortPlayerState::OnRep_ScoreStatChanged()
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("FortPlayerState", "OnRep_ScoreStatChanged");
auto Flgs = Func->FunctionFlags;
Func->FunctionFlags |= 0x400;
UObject::ProcessEvent(Func, nullptr);
Func->FunctionFlags = Flgs;
}
// Function FortniteGame.FortPlayerState.OnRep_SessionOwner
// (Final, Native, Protected)
void AFortPlayerState::OnRep_SessionOwner()
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("FortPlayerState", "OnRep_SessionOwner");
auto Flgs = Func->FunctionFlags;
Func->FunctionFlags |= 0x400;
UObject::ProcessEvent(Func, nullptr);
Func->FunctionFlags = Flgs;
}
// Function FortniteGame.FortPlayerState.GetPlayerAttributesProxyActor
// (Final, Native, Public, BlueprintCallable, BlueprintPure, Const)
// Parameters:
// class AFortPlayerAttributesProxyActor* ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
class AFortPlayerAttributesProxyActor* AFortPlayerState::GetPlayerAttributesProxyActor() const
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("FortPlayerState", "GetPlayerAttributesProxyActor");
Params::FortPlayerState_GetPlayerAttributesProxyActor Parms{};
auto Flgs = Func->FunctionFlags;
Func->FunctionFlags |= 0x400;
UObject::ProcessEvent(Func, &Parms);
Func->FunctionFlags = Flgs;
return Parms.ReturnValue;
}
// Function FortniteGame.FortPlayerState.GetUniqueID
// (Final, Native, Public, BlueprintCallable, BlueprintPure, Const)
// Parameters:
// struct FUniqueNetIdRepl ReturnValue (Parm, OutParm, ReturnParm, NativeAccessSpecifierPublic)
struct FUniqueNetIdRepl AFortPlayerState::GetUniqueID() const
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("FortPlayerState", "GetUniqueID");
Params::FortPlayerState_GetUniqueID Parms{};
auto Flgs = Func->FunctionFlags;
Func->FunctionFlags |= 0x400;
UObject::ProcessEvent(Func, &Parms);
Func->FunctionFlags = Flgs;
return Parms.ReturnValue;
}
// Function FortniteGame.MyTownManager.RegisterSlotCamera
// (Final, Native, Public, BlueprintCallable)
// Parameters:
// int32 MapSlotId (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// class UCameraComponent* InCameraComponent (Parm, ZeroConstructor, InstancedReference, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
void UMyTownManager::RegisterSlotCamera(int32 MapSlotId, class UCameraComponent* InCameraComponent)
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("MyTownManager", "RegisterSlotCamera");
Params::MyTownManager_RegisterSlotCamera Parms{};
Parms.MapSlotId = MapSlotId;
Parms.InCameraComponent = InCameraComponent;
auto Flgs = Func->FunctionFlags;
Func->FunctionFlags |= 0x400;
UObject::ProcessEvent(Func, &Parms);
Func->FunctionFlags = Flgs;
}
// Function FortniteGame.HomeBaseContext.GetStaticSetBonusData
// (Final, Native, Static, Public, HasOutParams, BlueprintCallable, BlueprintPure)
// Parameters:
// const struct FGameplayTag& InSetBonusTag (ConstParm, Parm, OutParm, ReferenceParm, NativeAccessSpecifierPublic)
// const EFortBrushSize InBrushSize (ConstParm, Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// int32* OutRequiredWorkersCount (Parm, OutParm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// class FText* OutSetBonusName (Parm, OutParm, NativeAccessSpecifierPublic)
// struct FSlateBrush* OutBrush (Parm, OutParm, NativeAccessSpecifierPublic)
void UHomeBaseContext::GetStaticSetBonusData(const struct FGameplayTag& InSetBonusTag, const EFortBrushSize InBrushSize, int32* OutRequiredWorkersCount, class FText* OutSetBonusName, struct FSlateBrush* OutBrush)
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = StaticClass()->GetFunction("HomeBaseContext", "GetStaticSetBonusData");
Params::HomeBaseContext_GetStaticSetBonusData Parms{};
Parms.InSetBonusTag = std::move(InSetBonusTag);
Parms.InBrushSize = InBrushSize;
auto Flgs = Func->FunctionFlags;
Func->FunctionFlags |= 0x400;
GetDefaultObj()->ProcessEvent(Func, &Parms);
Func->FunctionFlags = Flgs;
if (OutRequiredWorkersCount != nullptr)
*OutRequiredWorkersCount = Parms.OutRequiredWorkersCount;
if (OutSetBonusName != nullptr)
*OutSetBonusName = std::move(Parms.OutSetBonusName);
if (OutBrush != nullptr)
*OutBrush = std::move(Parms.OutBrush);
}
// Function FortniteGame.HomeBaseContext.AutoSlotAllWorkers
// (Final, Native, Public, BlueprintCallable)
void UHomeBaseContext::AutoSlotAllWorkers()
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("HomeBaseContext", "AutoSlotAllWorkers");
auto Flgs = Func->FunctionFlags;
Func->FunctionFlags |= 0x400;
UObject::ProcessEvent(Func, nullptr);
Func->FunctionFlags = Flgs;
}
// Function FortniteGame.HomeBaseContext.BeginWorkerPreview
// (Final, Native, Public, BlueprintCallable)
// Parameters:
// const class UFortWorker* WorkerItem (ConstParm, Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// const class UHomeBaseMainBuilding* BuildingToOccupy (ConstParm, Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// const int32 WorkerSlotToOccupy (ConstParm, Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
void UHomeBaseContext::BeginWorkerPreview(const class UFortWorker* WorkerItem, const class UHomeBaseMainBuilding* BuildingToOccupy, const int32 WorkerSlotToOccupy)
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("HomeBaseContext", "BeginWorkerPreview");
Params::HomeBaseContext_BeginWorkerPreview Parms{};
Parms.WorkerItem = WorkerItem;
Parms.BuildingToOccupy = BuildingToOccupy;
Parms.WorkerSlotToOccupy = WorkerSlotToOccupy;
auto Flgs = Func->FunctionFlags;
Func->FunctionFlags |= 0x400;
UObject::ProcessEvent(Func, &Parms);
Func->FunctionFlags = Flgs;
}
// Function FortniteGame.HomeBaseContext.EndWorkerPreview
// (Final, Native, Public, BlueprintCallable)
void UHomeBaseContext::EndWorkerPreview()
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("HomeBaseContext", "EndWorkerPreview");
auto Flgs = Func->FunctionFlags;
Func->FunctionFlags |= 0x400;
UObject::ProcessEvent(Func, nullptr);
Func->FunctionFlags = Flgs;
}
// Function FortniteGame.HomeBaseContext.GetWorkerRatingAtLevelForBuilding
// (Final, Native, Public, BlueprintCallable, BlueprintPure)
// Parameters:
// const class UFortWorker* WorkerItem (ConstParm, Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// const int32 WorkerLevel (ConstParm, Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// const class UHomeBaseMainBuilding* Building (ConstParm, Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// int32 ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
int32 UHomeBaseContext::GetWorkerRatingAtLevelForBuilding(const class UFortWorker* WorkerItem, const int32 WorkerLevel, const class UHomeBaseMainBuilding* Building)
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("HomeBaseContext", "GetWorkerRatingAtLevelForBuilding");
Params::HomeBaseContext_GetWorkerRatingAtLevelForBuilding Parms{};
Parms.WorkerItem = WorkerItem;
Parms.WorkerLevel = WorkerLevel;
Parms.Building = Building;
auto Flgs = Func->FunctionFlags;
Func->FunctionFlags |= 0x400;
UObject::ProcessEvent(Func, &Parms);
Func->FunctionFlags = Flgs;
return Parms.ReturnValue;
}
// Function FortniteGame.HomeBaseContext.RequestCloseBuildingPanel
// (Final, Native, Public, BlueprintCallable)
void UHomeBaseContext::RequestCloseBuildingPanel()
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("HomeBaseContext", "RequestCloseBuildingPanel");
auto Flgs = Func->FunctionFlags;
Func->FunctionFlags |= 0x400;
UObject::ProcessEvent(Func, nullptr);
Func->FunctionFlags = Flgs;
}
// Function FortniteGame.HomeBaseContext.RequestCloseOverview
// (Final, Native, Public, BlueprintCallable)
void UHomeBaseContext::RequestCloseOverview()
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("HomeBaseContext", "RequestCloseOverview");
auto Flgs = Func->FunctionFlags;
Func->FunctionFlags |= 0x400;
UObject::ProcessEvent(Func, nullptr);
Func->FunctionFlags = Flgs;
}
// Function FortniteGame.HomeBaseContext.RequestOpenBuildingPanel
// (Final, Native, Public, BlueprintCallable)
// Parameters:
// const class UHomeBaseMainBuilding* Building (ConstParm, Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
void UHomeBaseContext::RequestOpenBuildingPanel(const class UHomeBaseMainBuilding* Building)
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("HomeBaseContext", "RequestOpenBuildingPanel");
Params::HomeBaseContext_RequestOpenBuildingPanel Parms{};
Parms.Building = Building;
auto Flgs = Func->FunctionFlags;
Func->FunctionFlags |= 0x400;
UObject::ProcessEvent(Func, &Parms);
Func->FunctionFlags = Flgs;
}
// Function FortniteGame.HomeBaseContext.RequestOpenOverview
// (Final, Native, Public, BlueprintCallable)
void UHomeBaseContext::RequestOpenOverview()
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("HomeBaseContext", "RequestOpenOverview");
auto Flgs = Func->FunctionFlags;
Func->FunctionFlags |= 0x400;
UObject::ProcessEvent(Func, nullptr);
Func->FunctionFlags = Flgs;
}
// Function FortniteGame.HomeBaseContext.ShouldShowBang
// (Final, Native, Public, BlueprintCallable, BlueprintPure)
// Parameters:
// const class UHomeBaseBuilding* Building (ConstParm, Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// bool ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, NativeAccessSpecifierPublic)
bool UHomeBaseContext::ShouldShowBang(const class UHomeBaseBuilding* Building)
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("HomeBaseContext", "ShouldShowBang");
Params::HomeBaseContext_ShouldShowBang Parms{};
Parms.Building = Building;
auto Flgs = Func->FunctionFlags;
Func->FunctionFlags |= 0x400;
UObject::ProcessEvent(Func, &Parms);
Func->FunctionFlags = Flgs;
return Parms.ReturnValue;
}
// Function FortniteGame.HomeBaseContext.UnslotAllWorkers
// (Final, Native, Public, BlueprintCallable)
void UHomeBaseContext::UnslotAllWorkers()
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("HomeBaseContext", "UnslotAllWorkers");
auto Flgs = Func->FunctionFlags;
Func->FunctionFlags |= 0x400;
UObject::ProcessEvent(Func, nullptr);
Func->FunctionFlags = Flgs;
}
// Function FortniteGame.HomeBaseContext.GetAccountLevel
// (Final, Native, Public, BlueprintCallable, BlueprintPure, Const)
// Parameters:
// int32 ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
int32 UHomeBaseContext::GetAccountLevel() const
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("HomeBaseContext", "GetAccountLevel");
Params::HomeBaseContext_GetAccountLevel Parms{};
auto Flgs = Func->FunctionFlags;
Func->FunctionFlags |= 0x400;
UObject::ProcessEvent(Func, &Parms);
Func->FunctionFlags = Flgs;
return Parms.ReturnValue;
}
// Function FortniteGame.HomeBaseContext.GetAllBuildings
// (Final, Native, Public, BlueprintCallable, BlueprintPure, Const)
// Parameters:
// TArray<class UHomeBaseMainBuilding*> ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, NativeAccessSpecifierPublic)
TArray<class UHomeBaseMainBuilding*> UHomeBaseContext::GetAllBuildings() const
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("HomeBaseContext", "GetAllBuildings");
Params::HomeBaseContext_GetAllBuildings Parms{};
auto Flgs = Func->FunctionFlags;
Func->FunctionFlags |= 0x400;
UObject::ProcessEvent(Func, &Parms);
Func->FunctionFlags = Flgs;
return Parms.ReturnValue;
}
// Function FortniteGame.HomeBaseContext.GetBuilding
// (Final, Native, Public, BlueprintCallable, BlueprintPure, Const)
// Parameters:
// const class FString& TemplateId (Parm, ZeroConstructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// class UHomeBaseMainBuilding* ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
class UHomeBaseMainBuilding* UHomeBaseContext::GetBuilding(const class FString& TemplateId) const
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("HomeBaseContext", "GetBuilding");
Params::HomeBaseContext_GetBuilding Parms{};
Parms.TemplateId = std::move(TemplateId);
auto Flgs = Func->FunctionFlags;
Func->FunctionFlags |= 0x400;
UObject::ProcessEvent(Func, &Parms);
Func->FunctionFlags = Flgs;
return Parms.ReturnValue;
}
// Function FortniteGame.HomeBaseContext.GetBuildingBonusDescriptionsForSetBonus
// (Final, Native, Public, HasOutParams, BlueprintCallable, BlueprintPure, Const)
// Parameters:
// const struct FGameplayTag& SetBonusTag (ConstParm, Parm, OutParm, ReferenceParm, NativeAccessSpecifierPublic)
// TArray<struct FSingleBuildingBonusDescription>ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, NativeAccessSpecifierPublic)
TArray<struct FSingleBuildingBonusDescription> UHomeBaseContext::GetBuildingBonusDescriptionsForSetBonus(const struct FGameplayTag& SetBonusTag) const
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("HomeBaseContext", "GetBuildingBonusDescriptionsForSetBonus");
Params::HomeBaseContext_GetBuildingBonusDescriptionsForSetBonus Parms{};
Parms.SetBonusTag = std::move(SetBonusTag);
auto Flgs = Func->FunctionFlags;
Func->FunctionFlags |= 0x400;
UObject::ProcessEvent(Func, &Parms);
Func->FunctionFlags = Flgs;
return Parms.ReturnValue;
}
// Function FortniteGame.HomeBaseContext.GetBuildingTemplateIdFromInstanceId
// (Final, Native, Public, BlueprintCallable, BlueprintPure, Const)
// Parameters:
// const class FString& InstanceId (Parm, ZeroConstructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// class FString ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, HasGetValueTypeHash, NativeAccessSpecifierPublic)
class FString UHomeBaseContext::GetBuildingTemplateIdFromInstanceId(const class FString& InstanceId) const
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("HomeBaseContext", "GetBuildingTemplateIdFromInstanceId");
Params::HomeBaseContext_GetBuildingTemplateIdFromInstanceId Parms{};
Parms.InstanceId = std::move(InstanceId);
auto Flgs = Func->FunctionFlags;
Func->FunctionFlags |= 0x400;
UObject::ProcessEvent(Func, &Parms);
Func->FunctionFlags = Flgs;
return Parms.ReturnValue;
}
// Function FortniteGame.HomeBaseContext.GetHomeBaseData
// (Final, Native, Public, BlueprintCallable, BlueprintPure, Const)
// Parameters:
// class UMyTownData* ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
class UMyTownData* UHomeBaseContext::GetHomeBaseData() const
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("HomeBaseContext", "GetHomeBaseData");
Params::HomeBaseContext_GetHomeBaseData Parms{};
auto Flgs = Func->FunctionFlags;
Func->FunctionFlags |= 0x400;
UObject::ProcessEvent(Func, &Parms);
Func->FunctionFlags = Flgs;
return Parms.ReturnValue;
}
// Function FortniteGame.HomeBaseContext.GetWorkerPreviewStatus
// (Final, Native, Public, HasOutParams, BlueprintCallable, BlueprintPure, Const)
// Parameters:
// bool* OutIsPreviewing (Parm, OutParm, ZeroConstructor, IsPlainOldData, NoDestructor, NativeAccessSpecifierPublic)
// class UFortWorker** OutWorker (Parm, OutParm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// bool* OutMatchesPersonality (Parm, OutParm, ZeroConstructor, IsPlainOldData, NoDestructor, NativeAccessSpecifierPublic)
// bool* OutMatchesBuildingType (Parm, OutParm, ZeroConstructor, IsPlainOldData, NoDestructor, NativeAccessSpecifierPublic)
// struct FWorkerSetBonusState* OutSetBonusState (Parm, OutParm, NativeAccessSpecifierPublic)
void UHomeBaseContext::GetWorkerPreviewStatus(bool* OutIsPreviewing, class UFortWorker** OutWorker, bool* OutMatchesPersonality, bool* OutMatchesBuildingType, struct FWorkerSetBonusState* OutSetBonusState) const
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("HomeBaseContext", "GetWorkerPreviewStatus");
Params::HomeBaseContext_GetWorkerPreviewStatus Parms{};
auto Flgs = Func->FunctionFlags;
Func->FunctionFlags |= 0x400;
UObject::ProcessEvent(Func, &Parms);
Func->FunctionFlags = Flgs;
if (OutIsPreviewing != nullptr)
*OutIsPreviewing = Parms.OutIsPreviewing;
if (OutWorker != nullptr)
*OutWorker = Parms.OutWorker;
if (OutMatchesPersonality != nullptr)
*OutMatchesPersonality = Parms.OutMatchesPersonality;
if (OutMatchesBuildingType != nullptr)
*OutMatchesBuildingType = Parms.OutMatchesBuildingType;
if (OutSetBonusState != nullptr)
*OutSetBonusState = std::move(Parms.OutSetBonusState);
}
// Function FortniteGame.HomeBaseContext.GetWorkerSetBonusStates
// (Final, Native, Public, HasOutParams, BlueprintCallable, BlueprintPure, Const)
// Parameters:
// const TArray<class UFortWorker*>& Workers (ConstParm, Parm, OutParm, ZeroConstructor, ReferenceParm, NativeAccessSpecifierPublic)
// TArray<struct FWorkerSetBonusState> ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, NativeAccessSpecifierPublic)
TArray<struct FWorkerSetBonusState> UHomeBaseContext::GetWorkerSetBonusStates(const TArray<class UFortWorker*>& Workers) const
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("HomeBaseContext", "GetWorkerSetBonusStates");
Params::HomeBaseContext_GetWorkerSetBonusStates Parms{};
Parms.Workers = std::move(Workers);
auto Flgs = Func->FunctionFlags;
Func->FunctionFlags |= 0x400;
UObject::ProcessEvent(Func, &Parms);
Func->FunctionFlags = Flgs;
return Parms.ReturnValue;
}
// Function FortniteGame.HomeBaseContext.GetWorkerSlottingPreviewState
// (Final, Native, Public, HasOutParams, BlueprintCallable, BlueprintPure, Const)
// Parameters:
// class UFortWorker** OutWorkerItem (Parm, OutParm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// class UHomeBaseMainBuilding** OutHostBuilding (Parm, OutParm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// int32* OutSlotIndex (Parm, OutParm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
void UHomeBaseContext::GetWorkerSlottingPreviewState(class UFortWorker** OutWorkerItem, class UHomeBaseMainBuilding** OutHostBuilding, int32* OutSlotIndex) const
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("HomeBaseContext", "GetWorkerSlottingPreviewState");
Params::HomeBaseContext_GetWorkerSlottingPreviewState Parms{};
auto Flgs = Func->FunctionFlags;
Func->FunctionFlags |= 0x400;
UObject::ProcessEvent(Func, &Parms);
Func->FunctionFlags = Flgs;
if (OutWorkerItem != nullptr)
*OutWorkerItem = Parms.OutWorkerItem;
if (OutHostBuilding != nullptr)
*OutHostBuilding = Parms.OutHostBuilding;
if (OutSlotIndex != nullptr)
*OutSlotIndex = Parms.OutSlotIndex;
}
// Function FortniteGame.HomeBaseContext.IsBuildingPanelOpen
// (Final, Native, Public, BlueprintCallable, BlueprintPure, Const)
// Parameters:
// bool ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, NativeAccessSpecifierPublic)
bool UHomeBaseContext::IsBuildingPanelOpen() const
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("HomeBaseContext", "IsBuildingPanelOpen");
Params::HomeBaseContext_IsBuildingPanelOpen Parms{};
auto Flgs = Func->FunctionFlags;
Func->FunctionFlags |= 0x400;
UObject::ProcessEvent(Func, &Parms);
Func->FunctionFlags = Flgs;
return Parms.ReturnValue;
}
// Function FortniteGame.HomeBaseContext.IsPreviewingWorkerSlotting
// (Final, Native, Public, BlueprintCallable, BlueprintPure, Const)
// Parameters:
// bool ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, NativeAccessSpecifierPublic)
bool UHomeBaseContext::IsPreviewingWorkerSlotting() const
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("HomeBaseContext", "IsPreviewingWorkerSlotting");
Params::HomeBaseContext_IsPreviewingWorkerSlotting Parms{};
auto Flgs = Func->FunctionFlags;
Func->FunctionFlags |= 0x400;
UObject::ProcessEvent(Func, &Parms);
Func->FunctionFlags = Flgs;
return Parms.ReturnValue;
}
// Function FortniteGame.HomeBaseContext.NotifyBuildingPanelClosed
// (Final, Native, Public, BlueprintCallable, Const)
void UHomeBaseContext::NotifyBuildingPanelClosed() const
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("HomeBaseContext", "NotifyBuildingPanelClosed");
auto Flgs = Func->FunctionFlags;
Func->FunctionFlags |= 0x400;
UObject::ProcessEvent(Func, nullptr);
Func->FunctionFlags = Flgs;
}
// Function FortniteGame.HomeBaseContext.NotifyBuildingPanelOpened
// (Final, Native, Public, BlueprintCallable, Const)
// Parameters:
// const class UHomeBaseMainBuilding* Building (ConstParm, Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
void UHomeBaseContext::NotifyBuildingPanelOpened(const class UHomeBaseMainBuilding* Building) const
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("HomeBaseContext", "NotifyBuildingPanelOpened");
Params::HomeBaseContext_NotifyBuildingPanelOpened Parms{};
Parms.Building = Building;
auto Flgs = Func->FunctionFlags;
Func->FunctionFlags |= 0x400;
UObject::ProcessEvent(Func, &Parms);
Func->FunctionFlags = Flgs;
}
// Function FortniteGame.BlueprintContextLibrary.GetContext
// (Final, BlueprintCosmetic, Native, Static, Public, BlueprintCallable, BlueprintPure)
// Parameters:
// class UObject* ContextObject (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// TSubclassOf<class UBlueprintContextBase>Class_0 (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, UObjectWrapper, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// class UBlueprintContextBase* ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
class UBlueprintContextBase* UBlueprintContextLibrary::GetContext(class UObject* ContextObject, TSubclassOf<class UBlueprintContextBase> Class_0)
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = StaticClass()->GetFunction("BlueprintContextLibrary", "GetContext");
Params::BlueprintContextLibrary_GetContext Parms{};
Parms.ContextObject = ContextObject;
Parms.Class_0 = Class_0;
auto Flgs = Func->FunctionFlags;
Func->FunctionFlags |= 0x400;
GetDefaultObj()->ProcessEvent(Func, &Parms);
Func->FunctionFlags = Flgs;
return Parms.ReturnValue;
}
// Function FortniteGame.FortSpawnableByPlacementSystemInterface.GetMission
// (Native, Public, BlueprintCallable, BlueprintPure, Const)
// Parameters:
// class AFortMission* ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
class AFortMission* IFortSpawnableByPlacementSystemInterface::GetMission() const
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("FortSpawnableByPlacementSystemInterface", "GetMission");
Params::FortSpawnableByPlacementSystemInterface_GetMission Parms{};
auto Flgs = Func->FunctionFlags;
Func->FunctionFlags |= 0x400;
UObject::ProcessEvent(Func, &Parms);
Func->FunctionFlags = Flgs;
return Parms.ReturnValue;
}
// Function FortniteGame.FortSpawnableByPlacementSystemInterface.GetMissionGuid
// (Native, Public, HasDefaults, BlueprintCallable, BlueprintPure, Const)
// Parameters:
// struct FGuid ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, NativeAccessSpecifierPublic)
struct FGuid IFortSpawnableByPlacementSystemInterface::GetMissionGuid() const
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("FortSpawnableByPlacementSystemInterface", "GetMissionGuid");
Params::FortSpawnableByPlacementSystemInterface_GetMissionGuid Parms{};
auto Flgs = Func->FunctionFlags;
Func->FunctionFlags |= 0x400;
UObject::ProcessEvent(Func, &Parms);
Func->FunctionFlags = Flgs;
return Parms.ReturnValue;
}
// Function FortniteGame.BuildingActor.BlueprintOnBeginInteract
// (BlueprintCosmetic, Event, Public, BlueprintEvent)
void ABuildingActor::BlueprintOnBeginInteract()
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("BuildingActor", "BlueprintOnBeginInteract");
UObject::ProcessEvent(Func, nullptr);
}
// Function FortniteGame.BuildingActor.BlueprintOnInteract
// (BlueprintAuthorityOnly, Event, Public, BlueprintEvent)
// Parameters:
// const class AFortPawn* InteractingPawn (ConstParm, Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
void ABuildingActor::BlueprintOnInteract(const class AFortPawn* InteractingPawn)
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("BuildingActor", "BlueprintOnInteract");
Params::BuildingActor_BlueprintOnInteract Parms{};
Parms.InteractingPawn = InteractingPawn;
UObject::ProcessEvent(Func, &Parms);
}
// Function FortniteGame.BuildingActor.CustomStateChanged
// (Event, Public, BlueprintEvent)
void ABuildingActor::CustomStateChanged()
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("BuildingActor", "CustomStateChanged");
UObject::ProcessEvent(Func, nullptr);
}
// Function FortniteGame.BuildingActor.GameplayCue_Damage
// (Native, Protected)
// Parameters:
// EGameplayCueEvent EventType (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// const struct FGameplayCueParameters& Parameters (Parm, NativeAccessSpecifierPublic)
void ABuildingActor::GameplayCue_Damage(EGameplayCueEvent EventType, const struct FGameplayCueParameters& Parameters)
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("BuildingActor", "GameplayCue_Damage");
Params::BuildingActor_GameplayCue_Damage Parms{};
Parms.EventType = EventType;
Parms.Parameters = std::move(Parameters);
auto Flgs = Func->FunctionFlags;
Func->FunctionFlags |= 0x400;
UObject::ProcessEvent(Func, &Parms);
Func->FunctionFlags = Flgs;
}
// Function FortniteGame.BuildingActor.GameplayCue_Healing
// (Native, Protected)
// Parameters:
// EGameplayCueEvent EventType (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// const struct FGameplayCueParameters& Parameters (Parm, NativeAccessSpecifierPublic)
void ABuildingActor::GameplayCue_Healing(EGameplayCueEvent EventType, const struct FGameplayCueParameters& Parameters)
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("BuildingActor", "GameplayCue_Healing");
Params::BuildingActor_GameplayCue_Healing Parms{};
Parms.EventType = EventType;
Parms.Parameters = std::move(Parameters);
auto Flgs = Func->FunctionFlags;
Func->FunctionFlags |= 0x400;
UObject::ProcessEvent(Func, &Parms);
Func->FunctionFlags = Flgs;
}
// Function FortniteGame.BuildingActor.GameplayCue_InstantDeath
// (Native, Protected)
// Parameters:
// EGameplayCueEvent EventType (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// const struct FGameplayCueParameters& Parameters (Parm, NativeAccessSpecifierPublic)
void ABuildingActor::GameplayCue_InstantDeath(EGameplayCueEvent EventType, const struct FGameplayCueParameters& Parameters)
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("BuildingActor", "GameplayCue_InstantDeath");
Params::BuildingActor_GameplayCue_InstantDeath Parms{};
Parms.EventType = EventType;
Parms.Parameters = std::move(Parameters);
auto Flgs = Func->FunctionFlags;
Func->FunctionFlags |= 0x400;
UObject::ProcessEvent(Func, &Parms);
Func->FunctionFlags = Flgs;
}
// Function FortniteGame.BuildingActor.HandleDestroyed
// (Native, Protected)
void ABuildingActor::HandleDestroyed()
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("BuildingActor", "HandleDestroyed");
auto Flgs = Func->FunctionFlags;
Func->FunctionFlags |= 0x400;
UObject::ProcessEvent(Func, nullptr);
Func->FunctionFlags = Flgs;
}
// Function FortniteGame.BuildingActor.InitializeKismetSpawnedBuildingActor
// (BlueprintAuthorityOnly, Native, Public, BlueprintCallable)
// Parameters:
// class ABuildingActor* BuildingOwner (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// class AFortPlayerController* SpawningController (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
void ABuildingActor::InitializeKismetSpawnedBuildingActor(class ABuildingActor* BuildingOwner, class AFortPlayerController* SpawningController)
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("BuildingActor", "InitializeKismetSpawnedBuildingActor");
Params::BuildingActor_InitializeKismetSpawnedBuildingActor Parms{};
Parms.BuildingOwner = BuildingOwner;
Parms.SpawningController = SpawningController;
auto Flgs = Func->FunctionFlags;
Func->FunctionFlags |= 0x400;
UObject::ProcessEvent(Func, &Parms);
Func->FunctionFlags = Flgs;
}
// Function FortniteGame.BuildingActor.OnBuildingActorInitialized
// (BlueprintAuthorityOnly, Native, Event, Public, BlueprintEvent)
// Parameters:
// EFortBuildingInitializationReason InitializationReason (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// EFortBuildingPersistentState BuildingPersistentState (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
void ABuildingActor::OnBuildingActorInitialized(EFortBuildingInitializationReason InitializationReason, EFortBuildingPersistentState BuildingPersistentState)
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("BuildingActor", "OnBuildingActorInitialized");
Params::BuildingActor_OnBuildingActorInitialized Parms{};
Parms.InitializationReason = InitializationReason;
Parms.BuildingPersistentState = BuildingPersistentState;
auto Flgs = Func->FunctionFlags;
Func->FunctionFlags |= 0x400;
UObject::ProcessEvent(Func, &Parms);
Func->FunctionFlags = Flgs;
}
// Function FortniteGame.BuildingActor.OnDamagePlayEffects
// (BlueprintCosmetic, Event, Public, HasOutParams, HasDefaults, BlueprintEvent)
// Parameters:
// float Damage (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// const struct FGameplayTagContainer& DamageTags (ConstParm, Parm, OutParm, ReferenceParm, NativeAccessSpecifierPublic)
// const struct FVector& Momentum (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, NativeAccessSpecifierPublic)
// const struct FHitResult& HitInfo (ConstParm, Parm, OutParm, ReferenceParm, ContainsInstancedReference, NativeAccessSpecifierPublic)
// class AFortPawn* InstigatedBy (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// class AActor* DamageCauser (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// const struct FGameplayEffectContextHandle&EffectContext (Parm, NativeAccessSpecifierPublic)
void ABuildingActor::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("BuildingActor", "OnDamagePlayEffects");
Params::BuildingActor_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 FortniteGame.BuildingActor.OnDamageServer
// (BlueprintAuthorityOnly, Event, Public, HasOutParams, HasDefaults, BlueprintEvent)
// Parameters:
// float Damage (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// const struct FGameplayTagContainer& DamageTags (ConstParm, Parm, OutParm, ReferenceParm, NativeAccessSpecifierPublic)
// const struct FVector& Momentum (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, NativeAccessSpecifierPublic)
// const struct FHitResult& HitInfo (ConstParm, Parm, OutParm, ReferenceParm, ContainsInstancedReference, NativeAccessSpecifierPublic)
// class AController* InstigatedBy (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// class AActor* DamageCauser (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// const struct FGameplayEffectContextHandle&EffectContext (Parm, NativeAccessSpecifierPublic)
void ABuildingActor::OnDamageServer(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("BuildingActor", "OnDamageServer");
Params::BuildingActor_OnDamageServer 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 FortniteGame.BuildingActor.OnDayPhaseChanged
// (Native, Event, Public, BlueprintEvent)
// Parameters:
// EFortDayPhase CurrentDayPhase (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// EFortDayPhase PreviousDayPhase (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// bool bAtCreation (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, NativeAccessSpecifierPublic)
void ABuildingActor::OnDayPhaseChanged(EFortDayPhase CurrentDayPhase, EFortDayPhase PreviousDayPhase, bool bAtCreation)
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("BuildingActor", "OnDayPhaseChanged");
Params::BuildingActor_OnDayPhaseChanged Parms{};
Parms.CurrentDayPhase = CurrentDayPhase;
Parms.PreviousDayPhase = PreviousDayPhase;
Parms.bAtCreation = bAtCreation;
auto Flgs = Func->FunctionFlags;
Func->FunctionFlags |= 0x400;
UObject::ProcessEvent(Func, &Parms);
Func->FunctionFlags = Flgs;
}
// Function FortniteGame.BuildingActor.OnDeathPlayEffects
// (BlueprintCosmetic, Event, Public, HasOutParams, HasDefaults, BlueprintEvent)
// Parameters:
// float Damage (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// const struct FGameplayTagContainer& DamageTags (ConstParm, Parm, OutParm, ReferenceParm, NativeAccessSpecifierPublic)
// const struct FVector& Momentum (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, NativeAccessSpecifierPublic)
// const struct FHitResult& HitInfo (ConstParm, Parm, OutParm, ReferenceParm, ContainsInstancedReference, NativeAccessSpecifierPublic)
// class AFortPawn* InstigatedBy (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// class AActor* DamageCauser (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// const struct FGameplayEffectContextHandle&EffectContext (Parm, NativeAccessSpecifierPublic)
void ABuildingActor::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("BuildingActor", "OnDeathPlayEffects");
Params::BuildingActor_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 FortniteGame.BuildingActor.OnDeathServer
// (BlueprintAuthorityOnly, Event, Public, HasOutParams, HasDefaults, BlueprintEvent)
// Parameters:
// float Damage (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// const struct FGameplayTagContainer& DamageTags (ConstParm, Parm, OutParm, ReferenceParm, NativeAccessSpecifierPublic)
// const struct FVector& Momentum (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, NativeAccessSpecifierPublic)
// const struct FHitResult& HitInfo (ConstParm, Parm, OutParm, ReferenceParm, ContainsInstancedReference, NativeAccessSpecifierPublic)
// class AController* InstigatedBy (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// class AActor* DamageCauser (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// const struct FGameplayEffectContextHandle&EffectContext (Parm, NativeAccessSpecifierPublic)
void ABuildingActor::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("BuildingActor", "OnDeathServer");
Params::BuildingActor_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 FortniteGame.BuildingActor.OnMatchStarted
// (Event, Public, BlueprintEvent)
void ABuildingActor::OnMatchStarted()
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("BuildingActor", "OnMatchStarted");
UObject::ProcessEvent(Func, nullptr);
}
// Function FortniteGame.BuildingActor.OnRep_CurrentBuildingLevel
// (Native, Protected)
void ABuildingActor::OnRep_CurrentBuildingLevel()
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("BuildingActor", "OnRep_CurrentBuildingLevel");
auto Flgs = Func->FunctionFlags;
Func->FunctionFlags |= 0x400;
UObject::ProcessEvent(Func, nullptr);
Func->FunctionFlags = Flgs;
}
// Function FortniteGame.BuildingActor.OnRep_CustomState
// (Native, Protected)
void ABuildingActor::OnRep_CustomState()
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("BuildingActor", "OnRep_CustomState");
auto Flgs = Func->FunctionFlags;
Func->FunctionFlags |= 0x400;
UObject::ProcessEvent(Func, nullptr);
Func->FunctionFlags = Flgs;
}
// Function FortniteGame.BuildingActor.OnWorldReady
// (Event, Public, BlueprintEvent)
void ABuildingActor::OnWorldReady()
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("BuildingActor", "OnWorldReady");
UObject::ProcessEvent(Func, nullptr);
}
// Function FortniteGame.BuildingActor.PlacedByPlacementTool
// (Native, Event, Public, BlueprintEvent)
void ABuildingActor::PlacedByPlacementTool()
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("BuildingActor", "PlacedByPlacementTool");
auto Flgs = Func->FunctionFlags;
Func->FunctionFlags |= 0x400;
UObject::ProcessEvent(Func, nullptr);
Func->FunctionFlags = Flgs;
}
// Function FortniteGame.BuildingActor.SetCanExportNavigationObstacle
// (Final, Native, Public, BlueprintCallable)
// Parameters:
// bool InCanExportNavigationObstacle (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, NativeAccessSpecifierPublic)
void ABuildingActor::SetCanExportNavigationObstacle(bool InCanExportNavigationObstacle)
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("BuildingActor", "SetCanExportNavigationObstacle");
Params::BuildingActor_SetCanExportNavigationObstacle Parms{};
Parms.InCanExportNavigationObstacle = InCanExportNavigationObstacle;
auto Flgs = Func->FunctionFlags;
Func->FunctionFlags |= 0x400;
UObject::ProcessEvent(Func, &Parms);
Func->FunctionFlags = Flgs;
}
// Function FortniteGame.BuildingActor.SetCustomState
// (BlueprintAuthorityOnly, Native, Public, BlueprintCallable)
// Parameters:
// const class FString& NewState (Parm, ZeroConstructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
void ABuildingActor::SetCustomState(const class FString& NewState)
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("BuildingActor", "SetCustomState");
Params::BuildingActor_SetCustomState Parms{};
Parms.NewState = std::move(NewState);
auto Flgs = Func->FunctionFlags;
Func->FunctionFlags |= 0x400;
UObject::ProcessEvent(Func, &Parms);
Func->FunctionFlags = Flgs;
}
// Function FortniteGame.BuildingActor.SetNavigationModifier
// (Final, Native, Public, BlueprintCallable)
// Parameters:
// bool bEnableModifier (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, NativeAccessSpecifierPublic)
void ABuildingActor::SetNavigationModifier(bool bEnableModifier)
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("BuildingActor", "SetNavigationModifier");
Params::BuildingActor_SetNavigationModifier Parms{};
Parms.bEnableModifier = bEnableModifier;
auto Flgs = Func->FunctionFlags;
Func->FunctionFlags |= 0x400;
UObject::ProcessEvent(Func, &Parms);
Func->FunctionFlags = Flgs;
}
// Function FortniteGame.BuildingActor.ShouldDie
// (BlueprintAuthorityOnly, Native, Event, Public, BlueprintEvent)
// Parameters:
// float Damage (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// class AController* EventInstigator (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// class AActor* DamageCauser (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// bool ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, NativeAccessSpecifierPublic)
bool ABuildingActor::ShouldDie(float Damage, class AController* EventInstigator, class AActor* DamageCauser)
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("BuildingActor", "ShouldDie");
Params::BuildingActor_ShouldDie Parms{};
Parms.Damage = Damage;
Parms.EventInstigator = EventInstigator;
Parms.DamageCauser = DamageCauser;
auto Flgs = Func->FunctionFlags;
Func->FunctionFlags |= 0x400;
UObject::ProcessEvent(Func, &Parms);
Func->FunctionFlags = Flgs;
return Parms.ReturnValue;
}
// Function FortniteGame.BuildingActor.SilentDie
// (BlueprintAuthorityOnly, Native, Public, BlueprintCallable)
void ABuildingActor::SilentDie()
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("BuildingActor", "SilentDie");
auto Flgs = Func->FunctionFlags;
Func->FunctionFlags |= 0x400;
UObject::ProcessEvent(Func, nullptr);
Func->FunctionFlags = Flgs;
}
// Function FortniteGame.BuildingActor.BlueprintCanInteract
// (Event, Public, BlueprintCallable, BlueprintEvent, BlueprintPure, Const)
// Parameters:
// const class AFortPawn* InteractingPawn (ConstParm, Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// bool ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, NativeAccessSpecifierPublic)
bool ABuildingActor::BlueprintCanInteract(const class AFortPawn* InteractingPawn) const
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("BuildingActor", "BlueprintCanInteract");
Params::BuildingActor_BlueprintCanInteract Parms{};
Parms.InteractingPawn = InteractingPawn;
UObject::ProcessEvent(Func, &Parms);
return Parms.ReturnValue;
}
// Function FortniteGame.BuildingActor.BlueprintGetFailedInteractionString
// (Event, Public, BlueprintEvent, Const)
// Parameters:
// const class AFortPawn* InteractingPawn (ConstParm, Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// class FText ReturnValue (Parm, OutParm, ReturnParm, NativeAccessSpecifierPublic)
class FText ABuildingActor::BlueprintGetFailedInteractionString(const class AFortPawn* InteractingPawn) const
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("BuildingActor", "BlueprintGetFailedInteractionString");
Params::BuildingActor_BlueprintGetFailedInteractionString Parms{};
Parms.InteractingPawn = InteractingPawn;
UObject::ProcessEvent(Func, &Parms);
return Parms.ReturnValue;
}
// Function FortniteGame.BuildingActor.BlueprintGetInteractionString
// (Event, Public, BlueprintEvent, Const)
// Parameters:
// const class AFortPawn* InteractingPawn (ConstParm, Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// class FText ReturnValue (Parm, OutParm, ReturnParm, NativeAccessSpecifierPublic)
class FText ABuildingActor::BlueprintGetInteractionString(const class AFortPawn* InteractingPawn) const
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("BuildingActor", "BlueprintGetInteractionString");
Params::BuildingActor_BlueprintGetInteractionString Parms{};
Parms.InteractingPawn = InteractingPawn;
UObject::ProcessEvent(Func, &Parms);
return Parms.ReturnValue;
}
// Function FortniteGame.BuildingActor.GetCentroid
// (Native, Public, HasDefaults, BlueprintCallable, BlueprintPure, Const)
// Parameters:
// struct FVector ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, NativeAccessSpecifierPublic)
struct FVector ABuildingActor::GetCentroid() const
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("BuildingActor", "GetCentroid");
Params::BuildingActor_GetCentroid Parms{};
auto Flgs = Func->FunctionFlags;
Func->FunctionFlags |= 0x400;
UObject::ProcessEvent(Func, &Parms);
Func->FunctionFlags = Flgs;
return Parms.ReturnValue;
}
// Function FortniteGame.BuildingActor.GetCurrentBuildingLevel
// (Native, Public, BlueprintCallable, BlueprintPure, Const)
// Parameters:
// int32 ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
int32 ABuildingActor::GetCurrentBuildingLevel() const
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("BuildingActor", "GetCurrentBuildingLevel");
Params::BuildingActor_GetCurrentBuildingLevel Parms{};
auto Flgs = Func->FunctionFlags;
Func->FunctionFlags |= 0x400;
UObject::ProcessEvent(Func, &Parms);
Func->FunctionFlags = Flgs;
return Parms.ReturnValue;
}
// Function FortniteGame.BuildingActor.GetCustomState
// (Native, Public, BlueprintCallable, BlueprintPure, Const)
// Parameters:
// class FString ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, HasGetValueTypeHash, NativeAccessSpecifierPublic)
class FString ABuildingActor::GetCustomState() const
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("BuildingActor", "GetCustomState");
Params::BuildingActor_GetCustomState Parms{};
auto Flgs = Func->FunctionFlags;
Func->FunctionFlags |= 0x400;
UObject::ProcessEvent(Func, &Parms);
Func->FunctionFlags = Flgs;
return Parms.ReturnValue;
}
// Function FortniteGame.BuildingActor.GetHealth
// (Final, Native, Public, BlueprintCallable, BlueprintPure, Const)
// Parameters:
// float ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
float ABuildingActor::GetHealth() const
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("BuildingActor", "GetHealth");
Params::BuildingActor_GetHealth Parms{};
auto Flgs = Func->FunctionFlags;
Func->FunctionFlags |= 0x400;
UObject::ProcessEvent(Func, &Parms);
Func->FunctionFlags = Flgs;
return Parms.ReturnValue;
}
// Function FortniteGame.BuildingActor.GetHealthPercent
// (Final, Native, Public, BlueprintCallable, BlueprintPure, Const)
// Parameters:
// float ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
float ABuildingActor::GetHealthPercent() const
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("BuildingActor", "GetHealthPercent");
Params::BuildingActor_GetHealthPercent Parms{};
auto Flgs = Func->FunctionFlags;
Func->FunctionFlags |= 0x400;
UObject::ProcessEvent(Func, &Parms);
Func->FunctionFlags = Flgs;
return Parms.ReturnValue;
}
// Function FortniteGame.BuildingActor.GetMaxHealth
// (Final, Native, Public, BlueprintCallable, BlueprintPure, Const)
// Parameters:
// float ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
float ABuildingActor::GetMaxHealth() const
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("BuildingActor", "GetMaxHealth");
Params::BuildingActor_GetMaxHealth Parms{};
auto Flgs = Func->FunctionFlags;
Func->FunctionFlags |= 0x400;
UObject::ProcessEvent(Func, &Parms);
Func->FunctionFlags = Flgs;
return Parms.ReturnValue;
}
// Function FortniteGame.BuildingActor.GetMissingHealth
// (Final, Native, Public, BlueprintCallable, BlueprintPure, Const)
// Parameters:
// float ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
float ABuildingActor::GetMissingHealth() const
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("BuildingActor", "GetMissingHealth");
Params::BuildingActor_GetMissingHealth Parms{};
auto Flgs = Func->FunctionFlags;
Func->FunctionFlags |= 0x400;
UObject::ProcessEvent(Func, &Parms);
Func->FunctionFlags = Flgs;
return Parms.ReturnValue;
}
// Function FortniteGame.BuildingActor.GetOwningController
// (Final, BlueprintAuthorityOnly, Native, Public, BlueprintCallable, BlueprintPure, Const)
// Parameters:
// class AController* ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
class AController* ABuildingActor::GetOwningController() const
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("BuildingActor", "GetOwningController");
Params::BuildingActor_GetOwningController Parms{};
auto Flgs = Func->FunctionFlags;
Func->FunctionFlags |= 0x400;
UObject::ProcessEvent(Func, &Parms);
Func->FunctionFlags = Flgs;
return Parms.ReturnValue;
}
// Function FortniteGame.BuildingActor.GetOwningPlayerState
// (Final, Native, Public, BlueprintCallable, BlueprintPure, Const)
// Parameters:
// class AFortPlayerState* ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
class AFortPlayerState* ABuildingActor::GetOwningPlayerState() const
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("BuildingActor", "GetOwningPlayerState");
Params::BuildingActor_GetOwningPlayerState Parms{};
auto Flgs = Func->FunctionFlags;
Func->FunctionFlags |= 0x400;
UObject::ProcessEvent(Func, &Parms);
Func->FunctionFlags = Flgs;
return Parms.ReturnValue;
}
// Function FortniteGame.BuildingActor.HasHealthLeft
// (Final, Native, Public, BlueprintCallable, BlueprintPure, Const)
// Parameters:
// bool ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, NativeAccessSpecifierPublic)
bool ABuildingActor::HasHealthLeft() const
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("BuildingActor", "HasHealthLeft");
Params::BuildingActor_HasHealthLeft Parms{};
auto Flgs = Func->FunctionFlags;
Func->FunctionFlags |= 0x400;
UObject::ProcessEvent(Func, &Parms);
Func->FunctionFlags = Flgs;
return Parms.ReturnValue;
}
// Function FortniteGame.BuildingActor.IsAcceptablePositionForPlacement
// (Native, Event, Public, HasOutParams, HasDefaults, BlueprintCallable, BlueprintEvent, BlueprintPure, Const)
// Parameters:
// const struct FVector& InLocation (ConstParm, Parm, OutParm, ZeroConstructor, ReferenceParm, IsPlainOldData, NoDestructor, NativeAccessSpecifierPublic)
// const struct FRotator& InRotation (ConstParm, Parm, OutParm, ZeroConstructor, ReferenceParm, IsPlainOldData, NoDestructor, NativeAccessSpecifierPublic)
// class AFortDecoTool* DecoTool (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// bool bIsCDO (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, NativeAccessSpecifierPublic)
// class FText* OutFailureReason (Parm, OutParm, NativeAccessSpecifierPublic)
// bool ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, NativeAccessSpecifierPublic)
bool ABuildingActor::IsAcceptablePositionForPlacement(const struct FVector& InLocation, const struct FRotator& InRotation, class AFortDecoTool* DecoTool, bool bIsCDO, class FText* OutFailureReason) const
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("BuildingActor", "IsAcceptablePositionForPlacement");
Params::BuildingActor_IsAcceptablePositionForPlacement Parms{};
Parms.InLocation = std::move(InLocation);
Parms.InRotation = std::move(InRotation);
Parms.DecoTool = DecoTool;
Parms.bIsCDO = bIsCDO;
auto Flgs = Func->FunctionFlags;
Func->FunctionFlags |= 0x400;
UObject::ProcessEvent(Func, &Parms);
Func->FunctionFlags = Flgs;
if (OutFailureReason != nullptr)
*OutFailureReason = std::move(Parms.OutFailureReason);
return Parms.ReturnValue;
}
// Function FortniteGame.BuildingActor.IsDamaged
// (Final, Native, Public, BlueprintCallable, BlueprintPure, Const)
// Parameters:
// bool ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, NativeAccessSpecifierPublic)
bool ABuildingActor::IsDamaged() const
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("BuildingActor", "IsDamaged");
Params::BuildingActor_IsDamaged Parms{};
auto Flgs = Func->FunctionFlags;
Func->FunctionFlags |= 0x400;
UObject::ProcessEvent(Func, &Parms);
Func->FunctionFlags = Flgs;
return Parms.ReturnValue;
}
// Function FortniteGame.BuildingActor.IsPlayerBuilt
// (Final, Native, Public, BlueprintCallable, BlueprintPure, Const)
// Parameters:
// bool ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, NativeAccessSpecifierPublic)
bool ABuildingActor::IsPlayerBuilt() const
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("BuildingActor", "IsPlayerBuilt");
Params::BuildingActor_IsPlayerBuilt Parms{};
auto Flgs = Func->FunctionFlags;
Func->FunctionFlags |= 0x400;
UObject::ProcessEvent(Func, &Parms);
Func->FunctionFlags = Flgs;
return Parms.ReturnValue;
}
// Function FortniteGame.BuildingActor.UseDefaultHealthBar
// (Native, Event, Public, BlueprintEvent, Const)
// Parameters:
// bool ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, NativeAccessSpecifierPublic)
bool ABuildingActor::UseDefaultHealthBar() const
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("BuildingActor", "UseDefaultHealthBar");
Params::BuildingActor_UseDefaultHealthBar Parms{};
auto Flgs = Func->FunctionFlags;
Func->FunctionFlags |= 0x400;
UObject::ProcessEvent(Func, &Parms);
Func->FunctionFlags = Flgs;
return Parms.ReturnValue;
}
// Function FortniteGame.FortAIEncounterRiftManager.GetAssociatedMission
// (Final, Native, Public, BlueprintCallable, BlueprintPure, Const)
// Parameters:
// class AFortMission* ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
class AFortMission* UFortAIEncounterRiftManager::GetAssociatedMission() const
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("FortAIEncounterRiftManager", "GetAssociatedMission");
Params::FortAIEncounterRiftManager_GetAssociatedMission Parms{};
auto Flgs = Func->FunctionFlags;
Func->FunctionFlags |= 0x400;
UObject::ProcessEvent(Func, &Parms);
Func->FunctionFlags = Flgs;
return Parms.ReturnValue;
}
// Function FortniteGame.BuildingGameplayActor.DisableAbilityDeliveryInfo
// (Final, BlueprintAuthorityOnly, Native, Public, BlueprintCallable)
// Parameters:
// const struct FGameplayTag& BucketTag (Parm, NativeAccessSpecifierPublic)
void ABuildingGameplayActor::DisableAbilityDeliveryInfo(const struct FGameplayTag& BucketTag)
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("BuildingGameplayActor", "DisableAbilityDeliveryInfo");
Params::BuildingGameplayActor_DisableAbilityDeliveryInfo Parms{};
Parms.BucketTag = std::move(BucketTag);
auto Flgs = Func->FunctionFlags;
Func->FunctionFlags |= 0x400;
UObject::ProcessEvent(Func, &Parms);
Func->FunctionFlags = Flgs;
}
// Function FortniteGame.BuildingGameplayActor.EnableAbilityDeliveryInfo
// (Final, BlueprintAuthorityOnly, Native, Public, BlueprintCallable)
// Parameters:
// const struct FGameplayTag& BucketTag (Parm, NativeAccessSpecifierPublic)
void ABuildingGameplayActor::EnableAbilityDeliveryInfo(const struct FGameplayTag& BucketTag)
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("BuildingGameplayActor", "EnableAbilityDeliveryInfo");
Params::BuildingGameplayActor_EnableAbilityDeliveryInfo Parms{};
Parms.BucketTag = std::move(BucketTag);
auto Flgs = Func->FunctionFlags;
Func->FunctionFlags |= 0x400;
UObject::ProcessEvent(Func, &Parms);
Func->FunctionFlags = Flgs;
}
// Function FortniteGame.BuildingGameplayActor.K2_AddGameplayCue
// (Native, Public, BlueprintCallable)
// Parameters:
// const struct FGameplayTag& GameplayCueTag (Parm, NativeAccessSpecifierPublic)
// const struct FGameplayEffectContextHandle&Context (Parm, NativeAccessSpecifierPublic)
void ABuildingGameplayActor::K2_AddGameplayCue(const struct FGameplayTag& GameplayCueTag, const struct FGameplayEffectContextHandle& Context)
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("BuildingGameplayActor", "K2_AddGameplayCue");
Params::BuildingGameplayActor_K2_AddGameplayCue Parms{};
Parms.GameplayCueTag = std::move(GameplayCueTag);
Parms.Context = std::move(Context);
auto Flgs = Func->FunctionFlags;
Func->FunctionFlags |= 0x400;
UObject::ProcessEvent(Func, &Parms);
Func->FunctionFlags = Flgs;
}
// Function FortniteGame.BuildingGameplayActor.K2_ExecuteGameplayCue
// (Native, Public, BlueprintCallable)
// Parameters:
// const struct FGameplayTag& GameplayCueTag (Parm, NativeAccessSpecifierPublic)
// const struct FGameplayEffectContextHandle&Context (Parm, NativeAccessSpecifierPublic)
void ABuildingGameplayActor::K2_ExecuteGameplayCue(const struct FGameplayTag& GameplayCueTag, const struct FGameplayEffectContextHandle& Context)
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("BuildingGameplayActor", "K2_ExecuteGameplayCue");
Params::BuildingGameplayActor_K2_ExecuteGameplayCue Parms{};
Parms.GameplayCueTag = std::move(GameplayCueTag);
Parms.Context = std::move(Context);
auto Flgs = Func->FunctionFlags;
Func->FunctionFlags |= 0x400;
UObject::ProcessEvent(Func, &Parms);
Func->FunctionFlags = Flgs;
}
// Function FortniteGame.BuildingGameplayActor.K2_ExecuteGameplayCueWithParams
// (Native, Public, HasOutParams, BlueprintCallable)
// Parameters:
// const struct FGameplayTag& GameplayCueTag (Parm, NativeAccessSpecifierPublic)
// const struct FGameplayCueParameters& GameplayCueParameters (ConstParm, Parm, OutParm, ReferenceParm, NativeAccessSpecifierPublic)
void ABuildingGameplayActor::K2_ExecuteGameplayCueWithParams(const struct FGameplayTag& GameplayCueTag, const struct FGameplayCueParameters& GameplayCueParameters)
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("BuildingGameplayActor", "K2_ExecuteGameplayCueWithParams");
Params::BuildingGameplayActor_K2_ExecuteGameplayCueWithParams Parms{};
Parms.GameplayCueTag = std::move(GameplayCueTag);
Parms.GameplayCueParameters = std::move(GameplayCueParameters);
auto Flgs = Func->FunctionFlags;
Func->FunctionFlags |= 0x400;
UObject::ProcessEvent(Func, &Parms);
Func->FunctionFlags = Flgs;
}
// Function FortniteGame.BuildingGameplayActor.K2_RemoveGameplayCue
// (Native, Public, BlueprintCallable)
// Parameters:
// const struct FGameplayTag& GameplayCueTag (Parm, NativeAccessSpecifierPublic)
void ABuildingGameplayActor::K2_RemoveGameplayCue(const struct FGameplayTag& GameplayCueTag)
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("BuildingGameplayActor", "K2_RemoveGameplayCue");
Params::BuildingGameplayActor_K2_RemoveGameplayCue Parms{};
Parms.GameplayCueTag = std::move(GameplayCueTag);
auto Flgs = Func->FunctionFlags;
Func->FunctionFlags |= 0x400;
UObject::ProcessEvent(Func, &Parms);
Func->FunctionFlags = Flgs;
}
// Function FortniteGame.BuildingGameplayActor.SetIgnoreInstigatorCollision
// (Final, Native, Public, BlueprintCallable)
// Parameters:
// bool bShouldIgnore (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, NativeAccessSpecifierPublic)
void ABuildingGameplayActor::SetIgnoreInstigatorCollision(bool bShouldIgnore)
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("BuildingGameplayActor", "SetIgnoreInstigatorCollision");
Params::BuildingGameplayActor_SetIgnoreInstigatorCollision Parms{};
Parms.bShouldIgnore = bShouldIgnore;
auto Flgs = Func->FunctionFlags;
Func->FunctionFlags |= 0x400;
UObject::ProcessEvent(Func, &Parms);
Func->FunctionFlags = Flgs;
}
// Function FortniteGame.BuildingGameplayActor.SetInitialVelocity
// (Final, Native, Public, HasOutParams, HasDefaults, BlueprintCallable)
// Parameters:
// const struct FVector& InitialVelocity (ConstParm, Parm, OutParm, ZeroConstructor, ReferenceParm, IsPlainOldData, NoDestructor, NativeAccessSpecifierPublic)
void ABuildingGameplayActor::SetInitialVelocity(const struct FVector& InitialVelocity)
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("BuildingGameplayActor", "SetInitialVelocity");
Params::BuildingGameplayActor_SetInitialVelocity Parms{};
Parms.InitialVelocity = std::move(InitialVelocity);
auto Flgs = Func->FunctionFlags;
Func->FunctionFlags |= 0x400;
UObject::ProcessEvent(Func, &Parms);
Func->FunctionFlags = Flgs;
}
// Function FortniteGame.BuildingGameplayActor.GetTargetingSourceTransform
// (Native, Event, Public, HasDefaults, BlueprintCallable, BlueprintEvent, BlueprintPure, Const)
// Parameters:
// EFortAbilityTargetingSource Source (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// struct FTransform ReturnValue (Parm, OutParm, ReturnParm, IsPlainOldData, NoDestructor, NativeAccessSpecifierPublic)
struct FTransform ABuildingGameplayActor::GetTargetingSourceTransform(EFortAbilityTargetingSource Source) const
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("BuildingGameplayActor", "GetTargetingSourceTransform");
Params::BuildingGameplayActor_GetTargetingSourceTransform Parms{};
Parms.Source = Source;
auto Flgs = Func->FunctionFlags;
Func->FunctionFlags |= 0x400;
UObject::ProcessEvent(Func, &Parms);
Func->FunctionFlags = Flgs;
return Parms.ReturnValue;
}
// Function FortniteGame.BuildingCapturePointActor.OnCapturePointActiveStateChange
// (Native, Event, Public, BlueprintEvent)
// Parameters:
// bool bInActive (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, NativeAccessSpecifierPublic)
void ABuildingCapturePointActor::OnCapturePointActiveStateChange(bool bInActive)
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("BuildingCapturePointActor", "OnCapturePointActiveStateChange");
Params::BuildingCapturePointActor_OnCapturePointActiveStateChange Parms{};
Parms.bInActive = bInActive;
auto Flgs = Func->FunctionFlags;
Func->FunctionFlags |= 0x400;
UObject::ProcessEvent(Func, &Parms);
Func->FunctionFlags = Flgs;
}
// Function FortniteGame.BuildingCapturePointActor.OnCapturePointLockStateChange
// (Native, Event, Public, BlueprintEvent)
// Parameters:
// bool bInLocked (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, NativeAccessSpecifierPublic)
void ABuildingCapturePointActor::OnCapturePointLockStateChange(bool bInLocked)
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("BuildingCapturePointActor", "OnCapturePointLockStateChange");
Params::BuildingCapturePointActor_OnCapturePointLockStateChange Parms{};
Parms.bInLocked = bInLocked;
auto Flgs = Func->FunctionFlags;
Func->FunctionFlags |= 0x400;
UObject::ProcessEvent(Func, &Parms);
Func->FunctionFlags = Flgs;
}
// Function FortniteGame.BuildingCapturePointActor.OnCapturePointStateChange
// (Native, Event, Public, BlueprintEvent)
// Parameters:
// ECaptureState InState (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// EFortTeam InTeam (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
void ABuildingCapturePointActor::OnCapturePointStateChange(ECaptureState InState, EFortTeam InTeam)
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("BuildingCapturePointActor", "OnCapturePointStateChange");
Params::BuildingCapturePointActor_OnCapturePointStateChange Parms{};
Parms.InState = InState;
Parms.InTeam = InTeam;
auto Flgs = Func->FunctionFlags;
Func->FunctionFlags |= 0x400;
UObject::ProcessEvent(Func, &Parms);
Func->FunctionFlags = Flgs;
}
// Function FortniteGame.BuildingCapturePointActor.OnEnterCapturePoint
// (Final, Native, Protected, HasOutParams)
// Parameters:
// class AActor* OtherActor (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// class UPrimitiveComponent* OtherComp (Parm, ZeroConstructor, InstancedReference, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// int32 OtherBodyIndex (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// bool bFromSweep (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, NativeAccessSpecifierPublic)
// const struct FHitResult& SweepResult (ConstParm, Parm, OutParm, ReferenceParm, ContainsInstancedReference, NativeAccessSpecifierPublic)
void ABuildingCapturePointActor::OnEnterCapturePoint(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("BuildingCapturePointActor", "OnEnterCapturePoint");
Params::BuildingCapturePointActor_OnEnterCapturePoint Parms{};
Parms.OtherActor = OtherActor;
Parms.OtherComp = OtherComp;
Parms.OtherBodyIndex = OtherBodyIndex;
Parms.bFromSweep = bFromSweep;
Parms.SweepResult = std::move(SweepResult);
auto Flgs = Func->FunctionFlags;
Func->FunctionFlags |= 0x400;
UObject::ProcessEvent(Func, &Parms);
Func->FunctionFlags = Flgs;
}
// Function FortniteGame.BuildingCapturePointActor.OnLeaveCapturePoint
// (Final, Native, Protected)
// Parameters:
// class AActor* OtherActor (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// class UPrimitiveComponent* OtherComp (Parm, ZeroConstructor, InstancedReference, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// int32 OtherBodyIndex (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
void ABuildingCapturePointActor::OnLeaveCapturePoint(class AActor* OtherActor, class UPrimitiveComponent* OtherComp, int32 OtherBodyIndex)
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("BuildingCapturePointActor", "OnLeaveCapturePoint");
Params::BuildingCapturePointActor_OnLeaveCapturePoint Parms{};
Parms.OtherActor = OtherActor;
Parms.OtherComp = OtherComp;
Parms.OtherBodyIndex = OtherBodyIndex;
auto Flgs = Func->FunctionFlags;
Func->FunctionFlags |= 0x400;
UObject::ProcessEvent(Func, &Parms);
Func->FunctionFlags = Flgs;
}
// Function FortniteGame.BuildingCapturePointActor.OnRep_bActivated
// (Final, Native, Protected)
void ABuildingCapturePointActor::OnRep_bActivated()
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("BuildingCapturePointActor", "OnRep_bActivated");
auto Flgs = Func->FunctionFlags;
Func->FunctionFlags |= 0x400;
UObject::ProcessEvent(Func, nullptr);
Func->FunctionFlags = Flgs;
}
// Function FortniteGame.BuildingCapturePointActor.OnRep_bLocked
// (Final, Native, Protected)
void ABuildingCapturePointActor::OnRep_bLocked()
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("BuildingCapturePointActor", "OnRep_bLocked");
auto Flgs = Func->FunctionFlags;
Func->FunctionFlags |= 0x400;
UObject::ProcessEvent(Func, nullptr);
Func->FunctionFlags = Flgs;
}
// Function FortniteGame.BuildingCapturePointActor.OnRep_CaptureState
// (Final, Native, Protected)
void ABuildingCapturePointActor::OnRep_CaptureState()
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("BuildingCapturePointActor", "OnRep_CaptureState");
auto Flgs = Func->FunctionFlags;
Func->FunctionFlags |= 0x400;
UObject::ProcessEvent(Func, nullptr);
Func->FunctionFlags = Flgs;
}
// Function FortniteGame.BuildingCapturePointActor.OnRep_ReplicatedCapturePercentage
// (Final, Native, Protected)
void ABuildingCapturePointActor::OnRep_ReplicatedCapturePercentage()
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("BuildingCapturePointActor", "OnRep_ReplicatedCapturePercentage");
auto Flgs = Func->FunctionFlags;
Func->FunctionFlags |= 0x400;
UObject::ProcessEvent(Func, nullptr);
Func->FunctionFlags = Flgs;
}
// Function FortniteGame.BuildingCapturePointActor.SetActivatedState
// (Final, Native, Public, BlueprintCallable)
// Parameters:
// bool bInActivated (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, NativeAccessSpecifierPublic)
void ABuildingCapturePointActor::SetActivatedState(bool bInActivated)
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("BuildingCapturePointActor", "SetActivatedState");
Params::BuildingCapturePointActor_SetActivatedState Parms{};
Parms.bInActivated = bInActivated;
auto Flgs = Func->FunctionFlags;
Func->FunctionFlags |= 0x400;
UObject::ProcessEvent(Func, &Parms);
Func->FunctionFlags = Flgs;
}
// Function FortniteGame.BuildingCapturePointActor.GetCaptureState
// (Final, Native, Public, BlueprintCallable, BlueprintPure, Const)
// Parameters:
// ECaptureState ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
ECaptureState ABuildingCapturePointActor::GetCaptureState() const
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("BuildingCapturePointActor", "GetCaptureState");
Params::BuildingCapturePointActor_GetCaptureState Parms{};
auto Flgs = Func->FunctionFlags;
Func->FunctionFlags |= 0x400;
UObject::ProcessEvent(Func, &Parms);
Func->FunctionFlags = Flgs;
return Parms.ReturnValue;
}
// Function FortniteGame.BuildingFlagSpawn.OnCarriedObjectAttachedEvent
// (Native, Event, Public, BlueprintEvent)
void ABuildingFlagSpawn::OnCarriedObjectAttachedEvent()
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("BuildingFlagSpawn", "OnCarriedObjectAttachedEvent");
auto Flgs = Func->FunctionFlags;
Func->FunctionFlags |= 0x400;
UObject::ProcessEvent(Func, nullptr);
Func->FunctionFlags = Flgs;
}
// Function FortniteGame.BuildingFlagSpawn.OnCarriedObjectDetachedEvent
// (Native, Event, Public, BlueprintEvent)
void ABuildingFlagSpawn::OnCarriedObjectDetachedEvent()
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("BuildingFlagSpawn", "OnCarriedObjectDetachedEvent");
auto Flgs = Func->FunctionFlags;
Func->FunctionFlags |= 0x400;
UObject::ProcessEvent(Func, nullptr);
Func->FunctionFlags = Flgs;
}
// Function FortniteGame.BuildingFlagSpawn.SpawnCarriedObject
// (Final, BlueprintAuthorityOnly, Native, Public, BlueprintCallable)
void ABuildingFlagSpawn::SpawnCarriedObject()
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("BuildingFlagSpawn", "SpawnCarriedObject");
auto Flgs = Func->FunctionFlags;
Func->FunctionFlags |= 0x400;
UObject::ProcessEvent(Func, nullptr);
Func->FunctionFlags = Flgs;
}
// Function FortniteGame.BuildingFlagSpawn.IsSpawnedObjectAwayFromBase
// (Final, Native, Public, BlueprintCallable, BlueprintPure, Const)
// Parameters:
// bool ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, NativeAccessSpecifierPublic)
bool ABuildingFlagSpawn::IsSpawnedObjectAwayFromBase() const
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("BuildingFlagSpawn", "IsSpawnedObjectAwayFromBase");
Params::BuildingFlagSpawn_IsSpawnedObjectAwayFromBase Parms{};
auto Flgs = Func->FunctionFlags;
Func->FunctionFlags |= 0x400;
UObject::ProcessEvent(Func, &Parms);
Func->FunctionFlags = Flgs;
return Parms.ReturnValue;
}
// Function FortniteGame.BuildingItemCollectorActor.GetNumberOfTeamCaptures
// (Final, Native, Public, BlueprintCallable)
// Parameters:
// EFortTeam InTeam (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// int32 ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
int32 ABuildingItemCollectorActor::GetNumberOfTeamCaptures(EFortTeam InTeam)
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("BuildingItemCollectorActor", "GetNumberOfTeamCaptures");
Params::BuildingItemCollectorActor_GetNumberOfTeamCaptures Parms{};
Parms.InTeam = InTeam;
auto Flgs = Func->FunctionFlags;
Func->FunctionFlags |= 0x400;
UObject::ProcessEvent(Func, &Parms);
Func->FunctionFlags = Flgs;
return Parms.ReturnValue;
}
// Function FortniteGame.BuildingItemCollectorActor.GetTeamDepositAmount
// (Final, Native, Public, BlueprintCallable)
// Parameters:
// EFortTeam InTeam (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// int32 ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
int32 ABuildingItemCollectorActor::GetTeamDepositAmount(EFortTeam InTeam)
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("BuildingItemCollectorActor", "GetTeamDepositAmount");
Params::BuildingItemCollectorActor_GetTeamDepositAmount Parms{};
Parms.InTeam = InTeam;
auto Flgs = Func->FunctionFlags;
Func->FunctionFlags |= 0x400;
UObject::ProcessEvent(Func, &Parms);
Func->FunctionFlags = Flgs;
return Parms.ReturnValue;
}
// Function FortniteGame.BuildingItemCollectorActor.GetTeamDepositGoal
// (Final, Native, Public, BlueprintCallable)
// Parameters:
// EFortTeam InTeam (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// int32 ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
int32 ABuildingItemCollectorActor::GetTeamDepositGoal(EFortTeam InTeam)
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("BuildingItemCollectorActor", "GetTeamDepositGoal");
Params::BuildingItemCollectorActor_GetTeamDepositGoal Parms{};
Parms.InTeam = InTeam;
auto Flgs = Func->FunctionFlags;
Func->FunctionFlags |= 0x400;
UObject::ProcessEvent(Func, &Parms);
Func->FunctionFlags = Flgs;
return Parms.ReturnValue;
}
// Function FortniteGame.BuildingItemCollectorActor.GetTeamReachedGoalCount
// (Final, BlueprintAuthorityOnly, Native, Public, BlueprintCallable)
// Parameters:
// EFortTeam InTeam (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// int32 ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
int32 ABuildingItemCollectorActor::GetTeamReachedGoalCount(EFortTeam InTeam)
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("BuildingItemCollectorActor", "GetTeamReachedGoalCount");
Params::BuildingItemCollectorActor_GetTeamReachedGoalCount Parms{};
Parms.InTeam = InTeam;
auto Flgs = Func->FunctionFlags;
Func->FunctionFlags |= 0x400;
UObject::ProcessEvent(Func, &Parms);
Func->FunctionFlags = Flgs;
return Parms.ReturnValue;
}
// Function FortniteGame.BuildingItemCollectorActor.OnItemCollectorStateChanged
// (Native, Event, Public, BlueprintEvent)
// Parameters:
// EFortItemCollectorState InItemCollectorState (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
void ABuildingItemCollectorActor::OnItemCollectorStateChanged(EFortItemCollectorState InItemCollectorState)
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("BuildingItemCollectorActor", "OnItemCollectorStateChanged");
Params::BuildingItemCollectorActor_OnItemCollectorStateChanged Parms{};
Parms.InItemCollectorState = InItemCollectorState;
auto Flgs = Func->FunctionFlags;
Func->FunctionFlags |= 0x400;
UObject::ProcessEvent(Func, &Parms);
Func->FunctionFlags = Flgs;
}
// Function FortniteGame.BuildingItemCollectorActor.OnRep_ControllingTeam
// (Final, Native, Protected)
void ABuildingItemCollectorActor::OnRep_ControllingTeam()
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("BuildingItemCollectorActor", "OnRep_ControllingTeam");
auto Flgs = Func->FunctionFlags;
Func->FunctionFlags |= 0x400;
UObject::ProcessEvent(Func, nullptr);
Func->FunctionFlags = Flgs;
}
// Function FortniteGame.BuildingItemCollectorActor.OnRep_ItemCollectorState
// (Final, Native, Protected)
void ABuildingItemCollectorActor::OnRep_ItemCollectorState()
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("BuildingItemCollectorActor", "OnRep_ItemCollectorState");
auto Flgs = Func->FunctionFlags;
Func->FunctionFlags |= 0x400;
UObject::ProcessEvent(Func, nullptr);
Func->FunctionFlags = Flgs;
}
// Function FortniteGame.BuildingItemCollectorActor.OnRep_TeamDepositAmounts
// (Final, Native, Protected)
void ABuildingItemCollectorActor::OnRep_TeamDepositAmounts()
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("BuildingItemCollectorActor", "OnRep_TeamDepositAmounts");
auto Flgs = Func->FunctionFlags;
Func->FunctionFlags |= 0x400;
UObject::ProcessEvent(Func, nullptr);
Func->FunctionFlags = Flgs;
}
// Function FortniteGame.BuildingItemCollectorActor.OnRep_TeamDepositGoals
// (Final, Native, Protected)
void ABuildingItemCollectorActor::OnRep_TeamDepositGoals()
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("BuildingItemCollectorActor", "OnRep_TeamDepositGoals");
auto Flgs = Func->FunctionFlags;
Func->FunctionFlags |= 0x400;
UObject::ProcessEvent(Func, nullptr);
Func->FunctionFlags = Flgs;
}
// Function FortniteGame.BuildingItemCollectorActor.OnTeamReachedDepositGoal
// (Native, Event, Public, BlueprintEvent)
// Parameters:
// EFortTeam InControllingTeam (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
void ABuildingItemCollectorActor::OnTeamReachedDepositGoal(EFortTeam InControllingTeam)
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("BuildingItemCollectorActor", "OnTeamReachedDepositGoal");
Params::BuildingItemCollectorActor_OnTeamReachedDepositGoal Parms{};
Parms.InControllingTeam = InControllingTeam;
auto Flgs = Func->FunctionFlags;
Func->FunctionFlags |= 0x400;
UObject::ProcessEvent(Func, &Parms);
Func->FunctionFlags = Flgs;
}
// Function FortniteGame.BuildingItemCollectorActor.SetItemCollectorState
// (Final, BlueprintAuthorityOnly, Native, Public, BlueprintCallable)
// Parameters:
// EFortItemCollectorState InItemCollectorState (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
void ABuildingItemCollectorActor::SetItemCollectorState(EFortItemCollectorState InItemCollectorState)
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("BuildingItemCollectorActor", "SetItemCollectorState");
Params::BuildingItemCollectorActor_SetItemCollectorState Parms{};
Parms.InItemCollectorState = InItemCollectorState;
auto Flgs = Func->FunctionFlags;
Func->FunctionFlags |= 0x400;
UObject::ProcessEvent(Func, &Parms);
Func->FunctionFlags = Flgs;
}
// Function FortniteGame.BuildingItemCollectorActor.UpdateTeamDepositValues
// (Native, Event, Public, HasOutParams, BlueprintEvent)
// Parameters:
// const TArray<int32>& DepositAmounts (ConstParm, Parm, OutParm, ZeroConstructor, ReferenceParm, NativeAccessSpecifierPublic)
// const TArray<int32>& DepositGoals (ConstParm, Parm, OutParm, ZeroConstructor, ReferenceParm, NativeAccessSpecifierPublic)
void ABuildingItemCollectorActor::UpdateTeamDepositValues(const TArray<int32>& DepositAmounts, const TArray<int32>& DepositGoals)
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("BuildingItemCollectorActor", "UpdateTeamDepositValues");
Params::BuildingItemCollectorActor_UpdateTeamDepositValues Parms{};
Parms.DepositAmounts = std::move(DepositAmounts);
Parms.DepositGoals = std::move(DepositGoals);
auto Flgs = Func->FunctionFlags;
Func->FunctionFlags |= 0x400;
UObject::ProcessEvent(Func, &Parms);
Func->FunctionFlags = Flgs;
}
// Function FortniteGame.FortAIGoalManager.AddGoalsToWorldAssignment
// (Final, Native, Static, Public, HasOutParams, BlueprintCallable)
// Parameters:
// class UObject* WorldContextObject (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// const struct FFortAIAssignmentIdentifier&AssignmentIdentifier (ConstParm, Parm, OutParm, ReferenceParm, NativeAccessSpecifierPublic)
// const TArray<struct FFortAIGoalInfo>& GoalInfos (ConstParm, Parm, OutParm, ZeroConstructor, ReferenceParm, NativeAccessSpecifierPublic)
void AFortAIGoalManager::AddGoalsToWorldAssignment(class UObject* WorldContextObject, const struct FFortAIAssignmentIdentifier& AssignmentIdentifier, const TArray<struct FFortAIGoalInfo>& GoalInfos)
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = StaticClass()->GetFunction("FortAIGoalManager", "AddGoalsToWorldAssignment");
Params::FortAIGoalManager_AddGoalsToWorldAssignment Parms{};
Parms.WorldContextObject = WorldContextObject;
Parms.AssignmentIdentifier = std::move(AssignmentIdentifier);
Parms.GoalInfos = std::move(GoalInfos);
auto Flgs = Func->FunctionFlags;
Func->FunctionFlags |= 0x400;
GetDefaultObj()->ProcessEvent(Func, &Parms);
Func->FunctionFlags = Flgs;
}
// Function FortniteGame.FortAIGoalManager.AddGoalToWorldAssignment
// (Final, Native, Static, Public, HasOutParams, BlueprintCallable)
// Parameters:
// class UObject* WorldContextObject (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// const struct FFortAIAssignmentIdentifier&AssignmentIdentifier (ConstParm, Parm, OutParm, ReferenceParm, NativeAccessSpecifierPublic)
// const struct FFortAIGoalInfo& GoalInfo (ConstParm, Parm, OutParm, ReferenceParm, NativeAccessSpecifierPublic)
void AFortAIGoalManager::AddGoalToWorldAssignment(class UObject* WorldContextObject, const struct FFortAIAssignmentIdentifier& AssignmentIdentifier, const struct FFortAIGoalInfo& GoalInfo)
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = StaticClass()->GetFunction("FortAIGoalManager", "AddGoalToWorldAssignment");
Params::FortAIGoalManager_AddGoalToWorldAssignment Parms{};
Parms.WorldContextObject = WorldContextObject;
Parms.AssignmentIdentifier = std::move(AssignmentIdentifier);
Parms.GoalInfo = std::move(GoalInfo);
auto Flgs = Func->FunctionFlags;
Func->FunctionFlags |= 0x400;
GetDefaultObj()->ProcessEvent(Func, &Parms);
Func->FunctionFlags = Flgs;
}
// Function FortniteGame.FortAIGoalManager.CreateWorldAssignment
// (Final, Native, Static, Public, HasOutParams, BlueprintCallable)
// Parameters:
// class UObject* WorldContextObject (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// const struct FFortAIAssignmentIdentifier&WorldAssignmentIdentifier (Parm, NativeAccessSpecifierPublic)
// class UFortAIAssignmentSettings* AssignmentSettings (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// TSubclassOf<class UFortAIGoalProvider> GoalProvider (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, UObjectWrapper, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// struct FFortAIAssignmentIdentifier* AssignmentIdentifier (Parm, OutParm, NativeAccessSpecifierPublic)
// EAssignmentCreationResult* CreationResult (Parm, OutParm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
void AFortAIGoalManager::CreateWorldAssignment(class UObject* WorldContextObject, const struct FFortAIAssignmentIdentifier& WorldAssignmentIdentifier, class UFortAIAssignmentSettings* AssignmentSettings, TSubclassOf<class UFortAIGoalProvider> GoalProvider, struct FFortAIAssignmentIdentifier* AssignmentIdentifier, EAssignmentCreationResult* CreationResult)
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = StaticClass()->GetFunction("FortAIGoalManager", "CreateWorldAssignment");
Params::FortAIGoalManager_CreateWorldAssignment Parms{};
Parms.WorldContextObject = WorldContextObject;
Parms.WorldAssignmentIdentifier = std::move(WorldAssignmentIdentifier);
Parms.AssignmentSettings = AssignmentSettings;
Parms.GoalProvider = GoalProvider;
auto Flgs = Func->FunctionFlags;
Func->FunctionFlags |= 0x400;
GetDefaultObj()->ProcessEvent(Func, &Parms);
Func->FunctionFlags = Flgs;
if (AssignmentIdentifier != nullptr)
*AssignmentIdentifier = std::move(Parms.AssignmentIdentifier);
if (CreationResult != nullptr)
*CreationResult = Parms.CreationResult;
}
// Function FortniteGame.FortAIGoalManager.MakeGoalFromActor
// (Final, Native, Static, Public, HasOutParams, BlueprintCallable)
// Parameters:
// struct FFortAIGoalInfo* Goal (Parm, OutParm, NativeAccessSpecifierPublic)
// const class UObject* WorldContextObject (ConstParm, Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// const class AActor*& GoalActor (ConstParm, Parm, OutParm, ZeroConstructor, ReferenceParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// bool bActorAlwaysPerceived (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, NativeAccessSpecifierPublic)
// bool bGoalActorAllowsUndermining (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, NativeAccessSpecifierPublic)
void AFortAIGoalManager::MakeGoalFromActor(struct FFortAIGoalInfo* Goal, const class UObject* WorldContextObject, const class AActor*& GoalActor, bool bActorAlwaysPerceived, bool bGoalActorAllowsUndermining)
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = StaticClass()->GetFunction("FortAIGoalManager", "MakeGoalFromActor");
Params::FortAIGoalManager_MakeGoalFromActor Parms{};
Parms.WorldContextObject = WorldContextObject;
Parms.GoalActor = GoalActor;
Parms.bActorAlwaysPerceived = bActorAlwaysPerceived;
Parms.bGoalActorAllowsUndermining = bGoalActorAllowsUndermining;
auto Flgs = Func->FunctionFlags;
Func->FunctionFlags |= 0x400;
GetDefaultObj()->ProcessEvent(Func, &Parms);
Func->FunctionFlags = Flgs;
if (Goal != nullptr)
*Goal = std::move(Parms.Goal);
}
// Function FortniteGame.FortAIGoalManager.MakeGoalFromLocation
// (Final, Native, Static, Public, HasOutParams, HasDefaults, BlueprintCallable)
// Parameters:
// struct FFortAIGoalInfo* Goal (Parm, OutParm, NativeAccessSpecifierPublic)
// const class UObject* WorldContextObject (ConstParm, Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// const struct FVector& GoalLocation (ConstParm, Parm, OutParm, ZeroConstructor, ReferenceParm, IsPlainOldData, NoDestructor, NativeAccessSpecifierPublic)
void AFortAIGoalManager::MakeGoalFromLocation(struct FFortAIGoalInfo* Goal, const class UObject* WorldContextObject, const struct FVector& GoalLocation)
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = StaticClass()->GetFunction("FortAIGoalManager", "MakeGoalFromLocation");
Params::FortAIGoalManager_MakeGoalFromLocation Parms{};
Parms.WorldContextObject = WorldContextObject;
Parms.GoalLocation = std::move(GoalLocation);
auto Flgs = Func->FunctionFlags;
Func->FunctionFlags |= 0x400;
GetDefaultObj()->ProcessEvent(Func, &Parms);
Func->FunctionFlags = Flgs;
if (Goal != nullptr)
*Goal = std::move(Parms.Goal);
}
// Function FortniteGame.FortAIGoalManager.MakeGoalsFromActors
// (Final, Native, Static, Public, HasOutParams, BlueprintCallable)
// Parameters:
// TArray<struct FFortAIGoalInfo>* Goals (Parm, OutParm, ZeroConstructor, NativeAccessSpecifierPublic)
// const class UObject* WorldContextObject (ConstParm, Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// const TArray<class AActor*>& GoalActors (ConstParm, Parm, OutParm, ZeroConstructor, ReferenceParm, NativeAccessSpecifierPublic)
// bool bActorsAlwaysPerceived (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, NativeAccessSpecifierPublic)
// bool bGoalActorsAllowUndermining (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, NativeAccessSpecifierPublic)
void AFortAIGoalManager::MakeGoalsFromActors(TArray<struct FFortAIGoalInfo>* Goals, const class UObject* WorldContextObject, const TArray<class AActor*>& GoalActors, bool bActorsAlwaysPerceived, bool bGoalActorsAllowUndermining)
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = StaticClass()->GetFunction("FortAIGoalManager", "MakeGoalsFromActors");
Params::FortAIGoalManager_MakeGoalsFromActors Parms{};
Parms.WorldContextObject = WorldContextObject;
Parms.GoalActors = std::move(GoalActors);
Parms.bActorsAlwaysPerceived = bActorsAlwaysPerceived;
Parms.bGoalActorsAllowUndermining = bGoalActorsAllowUndermining;
auto Flgs = Func->FunctionFlags;
Func->FunctionFlags |= 0x400;
GetDefaultObj()->ProcessEvent(Func, &Parms);
Func->FunctionFlags = Flgs;
if (Goals != nullptr)
*Goals = std::move(Parms.Goals);
}
// Function FortniteGame.FortAIGoalManager.MakeGoalsFromLocations
// (Final, Native, Static, Public, HasOutParams, BlueprintCallable)
// Parameters:
// TArray<struct FFortAIGoalInfo>* Goals (Parm, OutParm, ZeroConstructor, NativeAccessSpecifierPublic)
// const class UObject* WorldContextObject (ConstParm, Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// const TArray<struct FVector>& GoalLocations (ConstParm, Parm, OutParm, ZeroConstructor, ReferenceParm, NativeAccessSpecifierPublic)
void AFortAIGoalManager::MakeGoalsFromLocations(TArray<struct FFortAIGoalInfo>* Goals, const class UObject* WorldContextObject, const TArray<struct FVector>& GoalLocations)
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = StaticClass()->GetFunction("FortAIGoalManager", "MakeGoalsFromLocations");
Params::FortAIGoalManager_MakeGoalsFromLocations Parms{};
Parms.WorldContextObject = WorldContextObject;
Parms.GoalLocations = std::move(GoalLocations);
auto Flgs = Func->FunctionFlags;
Func->FunctionFlags |= 0x400;
GetDefaultObj()->ProcessEvent(Func, &Parms);
Func->FunctionFlags = Flgs;
if (Goals != nullptr)
*Goals = std::move(Parms.Goals);
}
// Function FortniteGame.FortAIGoalManager.MakeGoalsFromLocationsAndActor
// (Final, Native, Static, Public, HasOutParams, BlueprintCallable)
// Parameters:
// TArray<struct FFortAIGoalInfo>* Goals (Parm, OutParm, ZeroConstructor, NativeAccessSpecifierPublic)
// const class UObject* WorldContextObject (ConstParm, Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// const TArray<struct FVector>& GoalLocations (ConstParm, Parm, OutParm, ZeroConstructor, ReferenceParm, NativeAccessSpecifierPublic)
// const class AActor* GoalActor (ConstParm, Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
void AFortAIGoalManager::MakeGoalsFromLocationsAndActor(TArray<struct FFortAIGoalInfo>* Goals, const class UObject* WorldContextObject, const TArray<struct FVector>& GoalLocations, const class AActor* GoalActor)
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = StaticClass()->GetFunction("FortAIGoalManager", "MakeGoalsFromLocationsAndActor");
Params::FortAIGoalManager_MakeGoalsFromLocationsAndActor Parms{};
Parms.WorldContextObject = WorldContextObject;
Parms.GoalLocations = std::move(GoalLocations);
Parms.GoalActor = GoalActor;
auto Flgs = Func->FunctionFlags;
Func->FunctionFlags |= 0x400;
GetDefaultObj()->ProcessEvent(Func, &Parms);
Func->FunctionFlags = Flgs;
if (Goals != nullptr)
*Goals = std::move(Parms.Goals);
}
// Function FortniteGame.FortAIGoalManager.RemoveGoalFromWorldAssignment
// (Final, Native, Static, Public, HasOutParams, BlueprintCallable)
// Parameters:
// class UObject* WorldContextObject (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// const struct FFortAIAssignmentIdentifier&AssignmentIdentifier (ConstParm, Parm, OutParm, ReferenceParm, NativeAccessSpecifierPublic)
// const struct FFortAIGoalInfo& GoalInfo (ConstParm, Parm, OutParm, ReferenceParm, NativeAccessSpecifierPublic)
void AFortAIGoalManager::RemoveGoalFromWorldAssignment(class UObject* WorldContextObject, const struct FFortAIAssignmentIdentifier& AssignmentIdentifier, const struct FFortAIGoalInfo& GoalInfo)
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = StaticClass()->GetFunction("FortAIGoalManager", "RemoveGoalFromWorldAssignment");
Params::FortAIGoalManager_RemoveGoalFromWorldAssignment Parms{};
Parms.WorldContextObject = WorldContextObject;
Parms.AssignmentIdentifier = std::move(AssignmentIdentifier);
Parms.GoalInfo = std::move(GoalInfo);
auto Flgs = Func->FunctionFlags;
Func->FunctionFlags |= 0x400;
GetDefaultObj()->ProcessEvent(Func, &Parms);
Func->FunctionFlags = Flgs;
}
// Function FortniteGame.FortAIGoalManager.RemoveGoalsFromWorldAssignment
// (Final, Native, Static, Public, HasOutParams, BlueprintCallable)
// Parameters:
// class UObject* WorldContextObject (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// const struct FFortAIAssignmentIdentifier&AssignmentIdentifier (ConstParm, Parm, OutParm, ReferenceParm, NativeAccessSpecifierPublic)
// const TArray<struct FFortAIGoalInfo>& GoalInfos (ConstParm, Parm, OutParm, ZeroConstructor, ReferenceParm, NativeAccessSpecifierPublic)
void AFortAIGoalManager::RemoveGoalsFromWorldAssignment(class UObject* WorldContextObject, const struct FFortAIAssignmentIdentifier& AssignmentIdentifier, const TArray<struct FFortAIGoalInfo>& GoalInfos)
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = StaticClass()->GetFunction("FortAIGoalManager", "RemoveGoalsFromWorldAssignment");
Params::FortAIGoalManager_RemoveGoalsFromWorldAssignment Parms{};
Parms.WorldContextObject = WorldContextObject;
Parms.AssignmentIdentifier = std::move(AssignmentIdentifier);
Parms.GoalInfos = std::move(GoalInfos);
auto Flgs = Func->FunctionFlags;
Func->FunctionFlags |= 0x400;
GetDefaultObj()->ProcessEvent(Func, &Parms);
Func->FunctionFlags = Flgs;
}
// Function FortniteGame.FortAIGoalManager.RemoveWorldAssignment
// (Final, Native, Static, Public, BlueprintCallable)
// Parameters:
// const class UObject* WorldContextObject (ConstParm, Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// const struct FFortAIAssignmentIdentifier&AssignmentIdentifier (Parm, NativeAccessSpecifierPublic)
void AFortAIGoalManager::RemoveWorldAssignment(const class UObject* WorldContextObject, const struct FFortAIAssignmentIdentifier& AssignmentIdentifier)
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = StaticClass()->GetFunction("FortAIGoalManager", "RemoveWorldAssignment");
Params::FortAIGoalManager_RemoveWorldAssignment Parms{};
Parms.WorldContextObject = WorldContextObject;
Parms.AssignmentIdentifier = std::move(AssignmentIdentifier);
auto Flgs = Func->FunctionFlags;
Func->FunctionFlags |= 0x400;
GetDefaultObj()->ProcessEvent(Func, &Parms);
Func->FunctionFlags = Flgs;
}
// Function FortniteGame.FortAIGoalManager.AddGoal
// (Final, Native, Public, BlueprintCallable)
// Parameters:
// class AActor* GoalActor (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// class UFortAIAssignmentSettings* GoalSettings (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
void AFortAIGoalManager::AddGoal(class AActor* GoalActor, class UFortAIAssignmentSettings* GoalSettings)
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("FortAIGoalManager", "AddGoal");
Params::FortAIGoalManager_AddGoal Parms{};
Parms.GoalActor = GoalActor;
Parms.GoalSettings = GoalSettings;
auto Flgs = Func->FunctionFlags;
Func->FunctionFlags |= 0x400;
UObject::ProcessEvent(Func, &Parms);
Func->FunctionFlags = Flgs;
}
// Function FortniteGame.FortAIGoalManager.AddGoalActorToAssignment
// (Final, Native, Public, BlueprintCallable)
// Parameters:
// class UFortAIAssignment* Assignment (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// class AActor* GoalActor (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
void AFortAIGoalManager::AddGoalActorToAssignment(class UFortAIAssignment* Assignment, class AActor* GoalActor)
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("FortAIGoalManager", "AddGoalActorToAssignment");
Params::FortAIGoalManager_AddGoalActorToAssignment Parms{};
Parms.Assignment = Assignment;
Parms.GoalActor = GoalActor;
auto Flgs = Func->FunctionFlags;
Func->FunctionFlags |= 0x400;
UObject::ProcessEvent(Func, &Parms);
Func->FunctionFlags = Flgs;
}
// Function FortniteGame.FortAIGoalManager.AddWorldAssignment
// (Final, Native, Public, BlueprintCallable)
// Parameters:
// class UFortAIAssignmentSettings* AssignmentSettings (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// class AActor* GoalActor (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// class UFortAIAssignment* ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
class UFortAIAssignment* AFortAIGoalManager::AddWorldAssignment(class UFortAIAssignmentSettings* AssignmentSettings, class AActor* GoalActor)
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("FortAIGoalManager", "AddWorldAssignment");
Params::FortAIGoalManager_AddWorldAssignment Parms{};
Parms.AssignmentSettings = AssignmentSettings;
Parms.GoalActor = GoalActor;
auto Flgs = Func->FunctionFlags;
Func->FunctionFlags |= 0x400;
UObject::ProcessEvent(Func, &Parms);
Func->FunctionFlags = Flgs;
return Parms.ReturnValue;
}
// Function FortniteGame.SBAGrantedBuildingGameplayActor.GetOwnerStrategicBuildingActor
// (Final, BlueprintAuthorityOnly, Native, Public, BlueprintCallable, BlueprintPure, Const)
// Parameters:
// class AStrategicBuildingActor* ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
class AStrategicBuildingActor* ASBAGrantedBuildingGameplayActor::GetOwnerStrategicBuildingActor() const
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("SBAGrantedBuildingGameplayActor", "GetOwnerStrategicBuildingActor");
Params::SBAGrantedBuildingGameplayActor_GetOwnerStrategicBuildingActor Parms{};
auto Flgs = Func->FunctionFlags;
Func->FunctionFlags |= 0x400;
UObject::ProcessEvent(Func, &Parms);
Func->FunctionFlags = Flgs;
return Parms.ReturnValue;
}
// Function FortniteGame.StrategicBuildingActor.ApplyProximityPulseEffects
// (Native, Protected)
void AStrategicBuildingActor::ApplyProximityPulseEffects()
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("StrategicBuildingActor", "ApplyProximityPulseEffects");
auto Flgs = Func->FunctionFlags;
Func->FunctionFlags |= 0x400;
UObject::ProcessEvent(Func, nullptr);
Func->FunctionFlags = Flgs;
}
// Function FortniteGame.StrategicBuildingActor.AttemptIncrementLevelUnlockProgress
// (BlueprintAuthorityOnly, Native, Public, BlueprintCallable)
// Parameters:
// int32 InLevel (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// float InProgressDelta (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// bool ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, NativeAccessSpecifierPublic)
bool AStrategicBuildingActor::AttemptIncrementLevelUnlockProgress(int32 InLevel, float InProgressDelta)
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("StrategicBuildingActor", "AttemptIncrementLevelUnlockProgress");
Params::StrategicBuildingActor_AttemptIncrementLevelUnlockProgress Parms{};
Parms.InLevel = InLevel;
Parms.InProgressDelta = InProgressDelta;
auto Flgs = Func->FunctionFlags;
Func->FunctionFlags |= 0x400;
UObject::ProcessEvent(Func, &Parms);
Func->FunctionFlags = Flgs;
return Parms.ReturnValue;
}
// Function FortniteGame.StrategicBuildingActor.GiveItemFromStrategicBuildingToPlayer
// (BlueprintAuthorityOnly, Native, Public, BlueprintCallable)
// Parameters:
// class AFortPlayerController* PlayerController (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// const class UFortWorldItemDefinition* ItemDefinition (ConstParm, Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// int32 NumberToGive (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
void AStrategicBuildingActor::GiveItemFromStrategicBuildingToPlayer(class AFortPlayerController* PlayerController, const class UFortWorldItemDefinition* ItemDefinition, int32 NumberToGive)
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("StrategicBuildingActor", "GiveItemFromStrategicBuildingToPlayer");
Params::StrategicBuildingActor_GiveItemFromStrategicBuildingToPlayer Parms{};
Parms.PlayerController = PlayerController;
Parms.ItemDefinition = ItemDefinition;
Parms.NumberToGive = NumberToGive;
auto Flgs = Func->FunctionFlags;
Func->FunctionFlags |= 0x400;
UObject::ProcessEvent(Func, &Parms);
Func->FunctionFlags = Flgs;
}
// Function FortniteGame.StrategicBuildingActor.OnActiveStatusChanged
// (Native, Event, Protected, BlueprintEvent)
// Parameters:
// bool bNewActiveStatus (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, NativeAccessSpecifierPublic)
void AStrategicBuildingActor::OnActiveStatusChanged(bool bNewActiveStatus)
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("StrategicBuildingActor", "OnActiveStatusChanged");
Params::StrategicBuildingActor_OnActiveStatusChanged Parms{};
Parms.bNewActiveStatus = bNewActiveStatus;
auto Flgs = Func->FunctionFlags;
Func->FunctionFlags |= 0x400;
UObject::ProcessEvent(Func, &Parms);
Func->FunctionFlags = Flgs;
}
// Function FortniteGame.StrategicBuildingActor.OnConstructionEndedPlayEffects
// (BlueprintCosmetic, Native, Event, Protected, BlueprintEvent)
// Parameters:
// int32 ConstructionLevel (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
void AStrategicBuildingActor::OnConstructionEndedPlayEffects(int32 ConstructionLevel)
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("StrategicBuildingActor", "OnConstructionEndedPlayEffects");
Params::StrategicBuildingActor_OnConstructionEndedPlayEffects Parms{};
Parms.ConstructionLevel = ConstructionLevel;
auto Flgs = Func->FunctionFlags;
Func->FunctionFlags |= 0x400;
UObject::ProcessEvent(Func, &Parms);
Func->FunctionFlags = Flgs;
}
// Function FortniteGame.StrategicBuildingActor.OnConstructionStartedPlayEffects
// (BlueprintCosmetic, Native, Event, Protected, BlueprintEvent)
// Parameters:
// float ServerStartTime (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// float ServerEndTime (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// float CurrentServerTime (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// float ElapsedPct (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// int32 ConstructionLvl (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
void AStrategicBuildingActor::OnConstructionStartedPlayEffects(float ServerStartTime, float ServerEndTime, float CurrentServerTime, float ElapsedPct, int32 ConstructionLvl)
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("StrategicBuildingActor", "OnConstructionStartedPlayEffects");
Params::StrategicBuildingActor_OnConstructionStartedPlayEffects Parms{};
Parms.ServerStartTime = ServerStartTime;
Parms.ServerEndTime = ServerEndTime;
Parms.CurrentServerTime = CurrentServerTime;
Parms.ElapsedPct = ElapsedPct;
Parms.ConstructionLvl = ConstructionLvl;
auto Flgs = Func->FunctionFlags;
Func->FunctionFlags |= 0x400;
UObject::ProcessEvent(Func, &Parms);
Func->FunctionFlags = Flgs;
}
// Function FortniteGame.StrategicBuildingActor.OnConstructionTickPlayEffects
// (BlueprintCosmetic, Native, Event, Protected, BlueprintEvent)
// Parameters:
// float DeltaTime (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// float ElapsedPct (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// int32 ConstructionLvl (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
void AStrategicBuildingActor::OnConstructionTickPlayEffects(float DeltaTime, float ElapsedPct, int32 ConstructionLvl)
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("StrategicBuildingActor", "OnConstructionTickPlayEffects");
Params::StrategicBuildingActor_OnConstructionTickPlayEffects Parms{};
Parms.DeltaTime = DeltaTime;
Parms.ElapsedPct = ElapsedPct;
Parms.ConstructionLvl = ConstructionLvl;
auto Flgs = Func->FunctionFlags;
Func->FunctionFlags |= 0x400;
UObject::ProcessEvent(Func, &Parms);
Func->FunctionFlags = Flgs;
}
// Function FortniteGame.StrategicBuildingActor.OnRep_bIsActive
// (Native, Protected)
void AStrategicBuildingActor::OnRep_bIsActive()
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("StrategicBuildingActor", "OnRep_bIsActive");
auto Flgs = Func->FunctionFlags;
Func->FunctionFlags |= 0x400;
UObject::ProcessEvent(Func, nullptr);
Func->FunctionFlags = Flgs;
}
// Function FortniteGame.StrategicBuildingActor.OnRep_ConstructionProgress
// (Native, Protected)
void AStrategicBuildingActor::OnRep_ConstructionProgress()
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("StrategicBuildingActor", "OnRep_ConstructionProgress");
auto Flgs = Func->FunctionFlags;
Func->FunctionFlags |= 0x400;
UObject::ProcessEvent(Func, nullptr);
Func->FunctionFlags = Flgs;
}
// Function FortniteGame.StrategicBuildingActor.ProcessDeferredTouchActors
// (Native, Protected)
void AStrategicBuildingActor::ProcessDeferredTouchActors()
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("StrategicBuildingActor", "ProcessDeferredTouchActors");
auto Flgs = Func->FunctionFlags;
Func->FunctionFlags |= 0x400;
UObject::ProcessEvent(Func, nullptr);
Func->FunctionFlags = Flgs;
}
// Function FortniteGame.StrategicBuildingActor.SetupIndicators
// (Native, Protected)
void AStrategicBuildingActor::SetupIndicators()
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("StrategicBuildingActor", "SetupIndicators");
auto Flgs = Func->FunctionFlags;
Func->FunctionFlags |= 0x400;
UObject::ProcessEvent(Func, nullptr);
Func->FunctionFlags = Flgs;
}
// Function FortniteGame.StrategicBuildingActor.SetupVisibilityComponent
// (Native, Protected)
void AStrategicBuildingActor::SetupVisibilityComponent()
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("StrategicBuildingActor", "SetupVisibilityComponent");
auto Flgs = Func->FunctionFlags;
Func->FunctionFlags |= 0x400;
UObject::ProcessEvent(Func, nullptr);
Func->FunctionFlags = Flgs;
}
// Function FortniteGame.StrategicBuildingActor.GetCurrentLevelUnlockProgress
// (Native, Public, BlueprintCallable, BlueprintPure, Const)
// Parameters:
// int32 InLevel (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// float ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
float AStrategicBuildingActor::GetCurrentLevelUnlockProgress(int32 InLevel) const
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("StrategicBuildingActor", "GetCurrentLevelUnlockProgress");
Params::StrategicBuildingActor_GetCurrentLevelUnlockProgress Parms{};
Parms.InLevel = InLevel;
auto Flgs = Func->FunctionFlags;
Func->FunctionFlags |= 0x400;
UObject::ProcessEvent(Func, &Parms);
Func->FunctionFlags = Flgs;
return Parms.ReturnValue;
}
// Function FortniteGame.StrategicBuildingActor.GetDeathEffectsLocation
// (Native, Event, Protected, HasDefaults, BlueprintCallable, BlueprintEvent, BlueprintPure, Const)
// Parameters:
// struct FVector ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, NativeAccessSpecifierPublic)
struct FVector AStrategicBuildingActor::GetDeathEffectsLocation() const
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("StrategicBuildingActor", "GetDeathEffectsLocation");
Params::StrategicBuildingActor_GetDeathEffectsLocation Parms{};
auto Flgs = Func->FunctionFlags;
Func->FunctionFlags |= 0x400;
UObject::ProcessEvent(Func, &Parms);
Func->FunctionFlags = Flgs;
return Parms.ReturnValue;
}
// Function FortniteGame.StrategicBuildingActor.GetDeathEffectsRotation
// (Native, Event, Protected, HasDefaults, BlueprintCallable, BlueprintEvent, BlueprintPure, Const)
// Parameters:
// struct FRotator ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, NativeAccessSpecifierPublic)
struct FRotator AStrategicBuildingActor::GetDeathEffectsRotation() const
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("StrategicBuildingActor", "GetDeathEffectsRotation");
Params::StrategicBuildingActor_GetDeathEffectsRotation Parms{};
auto Flgs = Func->FunctionFlags;
Func->FunctionFlags |= 0x400;
UObject::ProcessEvent(Func, &Parms);
Func->FunctionFlags = Flgs;
return Parms.ReturnValue;
}
// Function FortniteGame.StrategicBuildingActor.GetDeathEffectsScale
// (Native, Event, Protected, HasDefaults, BlueprintCallable, BlueprintEvent, BlueprintPure, Const)
// Parameters:
// struct FVector ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, NativeAccessSpecifierPublic)
struct FVector AStrategicBuildingActor::GetDeathEffectsScale() const
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("StrategicBuildingActor", "GetDeathEffectsScale");
Params::StrategicBuildingActor_GetDeathEffectsScale Parms{};
auto Flgs = Func->FunctionFlags;
Func->FunctionFlags |= 0x400;
UObject::ProcessEvent(Func, &Parms);
Func->FunctionFlags = Flgs;
return Parms.ReturnValue;
}
// Function FortniteGame.StrategicBuildingActor.GetMaxLevelUnlockProgress
// (Native, Public, BlueprintCallable, BlueprintPure, Const)
// Parameters:
// int32 InLevel (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// float ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
float AStrategicBuildingActor::GetMaxLevelUnlockProgress(int32 InLevel) const
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("StrategicBuildingActor", "GetMaxLevelUnlockProgress");
Params::StrategicBuildingActor_GetMaxLevelUnlockProgress Parms{};
Parms.InLevel = InLevel;
auto Flgs = Func->FunctionFlags;
Func->FunctionFlags |= 0x400;
UObject::ProcessEvent(Func, &Parms);
Func->FunctionFlags = Flgs;
return Parms.ReturnValue;
}
// Function FortniteGame.StrategicBuildingActor.IsActive
// (Native, Public, BlueprintCallable, BlueprintPure, Const)
// Parameters:
// bool ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, NativeAccessSpecifierPublic)
bool AStrategicBuildingActor::IsActive() const
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("StrategicBuildingActor", "IsActive");
Params::StrategicBuildingActor_IsActive Parms{};
auto Flgs = Func->FunctionFlags;
Func->FunctionFlags |= 0x400;
UObject::ProcessEvent(Func, &Parms);
Func->FunctionFlags = Flgs;
return Parms.ReturnValue;
}
// Function FortniteGame.FortPvPBaseCornerstone.OnInvincibilityChanged
// (Native, Event, Protected, BlueprintEvent)
// Parameters:
// bool bIsInvincible (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, NativeAccessSpecifierPublic)
void AFortPvPBaseCornerstone::OnInvincibilityChanged(bool bIsInvincible)
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("FortPvPBaseCornerstone", "OnInvincibilityChanged");
Params::FortPvPBaseCornerstone_OnInvincibilityChanged Parms{};
Parms.bIsInvincible = bIsInvincible;
auto Flgs = Func->FunctionFlags;
Func->FunctionFlags |= 0x400;
UObject::ProcessEvent(Func, &Parms);
Func->FunctionFlags = Flgs;
}
// Function FortniteGame.FortPvPBaseCornerstone.OnRep_bInvincible
// (Final, Native, Protected)
void AFortPvPBaseCornerstone::OnRep_bInvincible()
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("FortPvPBaseCornerstone", "OnRep_bInvincible");
auto Flgs = Func->FunctionFlags;
Func->FunctionFlags |= 0x400;
UObject::ProcessEvent(Func, nullptr);
Func->FunctionFlags = Flgs;
}
// Function FortniteGame.FortPvPBaseCornerstone.SetInvincibility
// (Final, BlueprintAuthorityOnly, Native, Public, BlueprintCallable)
// Parameters:
// bool bInInvincible (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, NativeAccessSpecifierPublic)
void AFortPvPBaseCornerstone::SetInvincibility(bool bInInvincible)
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("FortPvPBaseCornerstone", "SetInvincibility");
Params::FortPvPBaseCornerstone_SetInvincibility Parms{};
Parms.bInInvincible = bInInvincible;
auto Flgs = Func->FunctionFlags;
Func->FunctionFlags |= 0x400;
UObject::ProcessEvent(Func, &Parms);
Func->FunctionFlags = Flgs;
}
// Function FortniteGame.BuildingRift.BroadcastRiftSpawningAI
// (Net, Native, Event, NetMulticast, Public)
void ABuildingRift::BroadcastRiftSpawningAI()
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("BuildingRift", "BroadcastRiftSpawningAI");
auto Flgs = Func->FunctionFlags;
Func->FunctionFlags |= 0x400;
UObject::ProcessEvent(Func, nullptr);
Func->FunctionFlags = Flgs;
}
// Function FortniteGame.BuildingRift.OnActivated
// (BlueprintCosmetic, Event, Public, BlueprintEvent)
void ABuildingRift::OnActivated()
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("BuildingRift", "OnActivated");
UObject::ProcessEvent(Func, nullptr);
}
// Function FortniteGame.BuildingRift.OnDeactivated
// (BlueprintCosmetic, Event, Public, BlueprintEvent)
void ABuildingRift::OnDeactivated()
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("BuildingRift", "OnDeactivated");
UObject::ProcessEvent(Func, nullptr);
}
// Function FortniteGame.BuildingRift.OnPlaced
// (BlueprintCosmetic, Event, Public, BlueprintEvent)
void ABuildingRift::OnPlaced()
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("BuildingRift", "OnPlaced");
UObject::ProcessEvent(Func, nullptr);
}
// Function FortniteGame.BuildingRift.OnReceiveSpawnedAIPawn
// (BlueprintCosmetic, Event, Public, BlueprintEvent)
// Parameters:
// class AFortAIPawn* SpawnedAI (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
void ABuildingRift::OnReceiveSpawnedAIPawn(class AFortAIPawn* SpawnedAI)
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("BuildingRift", "OnReceiveSpawnedAIPawn");
Params::BuildingRift_OnReceiveSpawnedAIPawn Parms{};
Parms.SpawnedAI = SpawnedAI;
UObject::ProcessEvent(Func, &Parms);
}
// Function FortniteGame.BuildingRift.OnRemoved
// (BlueprintCosmetic, Event, Public, BlueprintEvent)
void ABuildingRift::OnRemoved()
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("BuildingRift", "OnRemoved");
UObject::ProcessEvent(Func, nullptr);
}
// Function FortniteGame.BuildingRift.OnRep_RiftIsActive
// (Final, Native, Public)
void ABuildingRift::OnRep_RiftIsActive()
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("BuildingRift", "OnRep_RiftIsActive");
auto Flgs = Func->FunctionFlags;
Func->FunctionFlags |= 0x400;
UObject::ProcessEvent(Func, nullptr);
Func->FunctionFlags = Flgs;
}
// Function FortniteGame.BuildingRift.OnRep_RiftIsVisible
// (Final, Native, Public)
void ABuildingRift::OnRep_RiftIsVisible()
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("BuildingRift", "OnRep_RiftIsVisible");
auto Flgs = Func->FunctionFlags;
Func->FunctionFlags |= 0x400;
UObject::ProcessEvent(Func, nullptr);
Func->FunctionFlags = Flgs;
}
// Function FortniteGame.BuildingRift.OnSpawnAI
// (BlueprintCosmetic, Event, Public, BlueprintEvent)
void ABuildingRift::OnSpawnAI()
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("BuildingRift", "OnSpawnAI");
UObject::ProcessEvent(Func, nullptr);
}
// Function FortniteGame.FortCrackEffect.NetFadeOut
// (Net, NetReliable, Native, Event, NetMulticast, Public)
void AFortCrackEffect::NetFadeOut()
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("FortCrackEffect", "NetFadeOut");
auto Flgs = Func->FunctionFlags;
Func->FunctionFlags |= 0x400;
UObject::ProcessEvent(Func, nullptr);
Func->FunctionFlags = Flgs;
}
// Function FortniteGame.FortCrackEffect.NetOnHitCrack
// (Net, NetReliable, Native, Event, NetMulticast, Public)
void AFortCrackEffect::NetOnHitCrack()
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("FortCrackEffect", "NetOnHitCrack");
auto Flgs = Func->FunctionFlags;
Func->FunctionFlags |= 0x400;
UObject::ProcessEvent(Func, nullptr);
Func->FunctionFlags = Flgs;
}
// Function FortniteGame.FortCrackEffect.OnBounceAnimationUpdate
// (BlueprintCosmetic, Event, Public, BlueprintEvent)
// Parameters:
// const struct FFortBounceData& BounceData (Parm, NativeAccessSpecifierPublic)
void AFortCrackEffect::OnBounceAnimationUpdate(const struct FFortBounceData& BounceData)
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("FortCrackEffect", "OnBounceAnimationUpdate");
Params::FortCrackEffect_OnBounceAnimationUpdate Parms{};
Parms.BounceData = std::move(BounceData);
UObject::ProcessEvent(Func, &Parms);
}
// Function FortniteGame.FortCrackEffect.OnFadeOut
// (Event, Public, BlueprintEvent)
void AFortCrackEffect::OnFadeOut()
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("FortCrackEffect", "OnFadeOut");
UObject::ProcessEvent(Func, nullptr);
}
// Function FortniteGame.FortCrackEffect.OnHitCrack
// (Event, Public, BlueprintEvent)
void AFortCrackEffect::OnHitCrack()
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("FortCrackEffect", "OnHitCrack");
UObject::ProcessEvent(Func, nullptr);
}
// Function FortniteGame.FortCrackEffect.OnRep_HitNormal
// (Native, Public)
void AFortCrackEffect::OnRep_HitNormal()
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("FortCrackEffect", "OnRep_HitNormal");
auto Flgs = Func->FunctionFlags;
Func->FunctionFlags |= 0x400;
UObject::ProcessEvent(Func, nullptr);
Func->FunctionFlags = Flgs;
}
// Function FortniteGame.FortCrackEffect.OnRep_PhysicalSurfaceType
// (Native, Public)
void AFortCrackEffect::OnRep_PhysicalSurfaceType()
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("FortCrackEffect", "OnRep_PhysicalSurfaceType");
auto Flgs = Func->FunctionFlags;
Func->FunctionFlags |= 0x400;
UObject::ProcessEvent(Func, nullptr);
Func->FunctionFlags = Flgs;
}
// Function FortniteGame.FortCrackEffect.OnStartDirectionEffect
// (Event, Public, BlueprintEvent)
void AFortCrackEffect::OnStartDirectionEffect()
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("FortCrackEffect", "OnStartDirectionEffect");
UObject::ProcessEvent(Func, nullptr);
}
// Function FortniteGame.FortCrackEffect.HasStartingPosition
// (Native, Public, BlueprintCallable, BlueprintPure, Const)
// Parameters:
// bool ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, NativeAccessSpecifierPublic)
bool AFortCrackEffect::HasStartingPosition() const
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("FortCrackEffect", "HasStartingPosition");
Params::FortCrackEffect_HasStartingPosition Parms{};
auto Flgs = Func->FunctionFlags;
Func->FunctionFlags |= 0x400;
UObject::ProcessEvent(Func, &Parms);
Func->FunctionFlags = Flgs;
return Parms.ReturnValue;
}
// Function FortniteGame.FortAIEncounterTargetInterface.GetObjectiveCompletionPercentage
// (Event, Public, BlueprintEvent)
// Parameters:
// float ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
float IFortAIEncounterTargetInterface::GetObjectiveCompletionPercentage()
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("FortAIEncounterTargetInterface", "GetObjectiveCompletionPercentage");
Params::FortAIEncounterTargetInterface_GetObjectiveCompletionPercentage Parms{};
UObject::ProcessEvent(Func, &Parms);
return Parms.ReturnValue;
}
// Function FortniteGame.FortAIEncounterTargetInterface.IsFloatingTarget
// (Event, Public, BlueprintEvent)
// Parameters:
// bool ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, NativeAccessSpecifierPublic)
bool IFortAIEncounterTargetInterface::IsFloatingTarget()
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("FortAIEncounterTargetInterface", "IsFloatingTarget");
Params::FortAIEncounterTargetInterface_IsFloatingTarget Parms{};
UObject::ProcessEvent(Func, &Parms);
return Parms.ReturnValue;
}
// Function FortniteGame.FortAttachToActorInterface.GetActorAttachedTo
// (Native, Public, BlueprintCallable, BlueprintPure, Const)
// Parameters:
// class AActor* ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
class AActor* IFortAttachToActorInterface::GetActorAttachedTo() const
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("FortAttachToActorInterface", "GetActorAttachedTo");
Params::FortAttachToActorInterface_GetActorAttachedTo Parms{};
auto Flgs = Func->FunctionFlags;
Func->FunctionFlags |= 0x400;
UObject::ProcessEvent(Func, &Parms);
Func->FunctionFlags = Flgs;
return Parms.ReturnValue;
}
// Function FortniteGame.BuildingSMActor.AttachBuildingActorToMe
// (Native, Public, BlueprintCallable)
// Parameters:
// class ABuildingSMActor* ActorToAttach (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// bool bForceAttachment (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, NativeAccessSpecifierPublic)
void ABuildingSMActor::AttachBuildingActorToMe(class ABuildingSMActor* ActorToAttach, bool bForceAttachment)
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("BuildingSMActor", "AttachBuildingActorToMe");
Params::BuildingSMActor_AttachBuildingActorToMe Parms{};
Parms.ActorToAttach = ActorToAttach;
Parms.bForceAttachment = bForceAttachment;
auto Flgs = Func->FunctionFlags;
Func->FunctionFlags |= 0x400;
UObject::ProcessEvent(Func, &Parms);
Func->FunctionFlags = Flgs;
}
// Function FortniteGame.BuildingSMActor.BlueprintAttemptBuildingUpgrade
// (Final, BlueprintAuthorityOnly, Native, Public, BlueprintCallable)
// Parameters:
// class AFortPlayerController* PC (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// int32 UpgradeLevelDelta (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
void ABuildingSMActor::BlueprintAttemptBuildingUpgrade(class AFortPlayerController* PC, int32 UpgradeLevelDelta)
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("BuildingSMActor", "BlueprintAttemptBuildingUpgrade");
Params::BuildingSMActor_BlueprintAttemptBuildingUpgrade Parms{};
Parms.PC = PC;
Parms.UpgradeLevelDelta = UpgradeLevelDelta;
auto Flgs = Func->FunctionFlags;
Func->FunctionFlags |= 0x400;
UObject::ProcessEvent(Func, &Parms);
Func->FunctionFlags = Flgs;
}
// Function FortniteGame.BuildingSMActor.BlueprintOnStructurallyUnstable
// (Native, Event, Protected, BlueprintEvent)
void ABuildingSMActor::BlueprintOnStructurallyUnstable()
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("BuildingSMActor", "BlueprintOnStructurallyUnstable");
auto Flgs = Func->FunctionFlags;
Func->FunctionFlags |= 0x400;
UObject::ProcessEvent(Func, nullptr);
Func->FunctionFlags = Flgs;
}
// Function FortniteGame.BuildingSMActor.DetachBuildingActorFromMe
// (Native, Public, BlueprintCallable)
// Parameters:
// class ABuildingSMActor* ActorToAttach (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// bool bBeingDestroyed (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, NativeAccessSpecifierPublic)
void ABuildingSMActor::DetachBuildingActorFromMe(class ABuildingSMActor* ActorToAttach, bool bBeingDestroyed)
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("BuildingSMActor", "DetachBuildingActorFromMe");
Params::BuildingSMActor_DetachBuildingActorFromMe Parms{};
Parms.ActorToAttach = ActorToAttach;
Parms.bBeingDestroyed = bBeingDestroyed;
auto Flgs = Func->FunctionFlags;
Func->FunctionFlags |= 0x400;
UObject::ProcessEvent(Func, &Parms);
Func->FunctionFlags = Flgs;
}
// Function FortniteGame.BuildingSMActor.ForceIntoStructuralGridDuringRuntime
// (Net, NetReliable, Native, Event, NetMulticast, Public, BlueprintCallable)
void ABuildingSMActor::ForceIntoStructuralGridDuringRuntime()
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("BuildingSMActor", "ForceIntoStructuralGridDuringRuntime");
auto Flgs = Func->FunctionFlags;
Func->FunctionFlags |= 0x400;
UObject::ProcessEvent(Func, nullptr);
Func->FunctionFlags = Flgs;
}
// Function FortniteGame.BuildingSMActor.GetAnimatingMID
// (Native, Public, BlueprintCallable)
// Parameters:
// int32 ElementIndex (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// class UMaterialInstanceDynamic* ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
class UMaterialInstanceDynamic* ABuildingSMActor::GetAnimatingMID(int32 ElementIndex)
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("BuildingSMActor", "GetAnimatingMID");
Params::BuildingSMActor_GetAnimatingMID Parms{};
Parms.ElementIndex = ElementIndex;
auto Flgs = Func->FunctionFlags;
Func->FunctionFlags |= 0x400;
UObject::ProcessEvent(Func, &Parms);
Func->FunctionFlags = Flgs;
return Parms.ReturnValue;
}
// Function FortniteGame.BuildingSMActor.MulticastPlayFullHealthEffects
// (Net, Native, Event, NetMulticast, Protected, BlueprintCallable)
void ABuildingSMActor::MulticastPlayFullHealthEffects()
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("BuildingSMActor", "MulticastPlayFullHealthEffects");
auto Flgs = Func->FunctionFlags;
Func->FunctionFlags |= 0x400;
UObject::ProcessEvent(Func, nullptr);
Func->FunctionFlags = Flgs;
}
// Function FortniteGame.BuildingSMActor.OnAttachToBuilding
// (Event, Public, BlueprintEvent)
// Parameters:
// class ABuildingSMActor* AttachedToBuilding (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
void ABuildingSMActor::OnAttachToBuilding(class ABuildingSMActor* AttachedToBuilding)
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("BuildingSMActor", "OnAttachToBuilding");
Params::BuildingSMActor_OnAttachToBuilding Parms{};
Parms.AttachedToBuilding = AttachedToBuilding;
UObject::ProcessEvent(Func, &Parms);
}
// Function FortniteGame.BuildingSMActor.OnBounceAnimationUpdate
// (BlueprintCosmetic, Event, Public, BlueprintEvent)
// Parameters:
// const struct FFortBounceData& Data (Parm, NativeAccessSpecifierPublic)
void ABuildingSMActor::OnBounceAnimationUpdate(const struct FFortBounceData& Data)
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("BuildingSMActor", "OnBounceAnimationUpdate");
Params::BuildingSMActor_OnBounceAnimationUpdate Parms{};
Parms.Data = std::move(Data);
UObject::ProcessEvent(Func, &Parms);
}
// Function FortniteGame.BuildingSMActor.OnDetachFromBuilding
// (Event, Public, BlueprintEvent)
// Parameters:
// class ABuildingSMActor* AttachedToBuilding (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// bool bBeingDestroyed (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, NativeAccessSpecifierPublic)
void ABuildingSMActor::OnDetachFromBuilding(class ABuildingSMActor* AttachedToBuilding, bool bBeingDestroyed)
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("BuildingSMActor", "OnDetachFromBuilding");
Params::BuildingSMActor_OnDetachFromBuilding Parms{};
Parms.AttachedToBuilding = AttachedToBuilding;
Parms.bBeingDestroyed = bBeingDestroyed;
UObject::ProcessEvent(Func, &Parms);
}
// Function FortniteGame.BuildingSMActor.OnDynamicShrinkAndDestroyEffectFinished
// (Native, Protected)
void ABuildingSMActor::OnDynamicShrinkAndDestroyEffectFinished()
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("BuildingSMActor", "OnDynamicShrinkAndDestroyEffectFinished");
auto Flgs = Func->FunctionFlags;
Func->FunctionFlags |= 0x400;
UObject::ProcessEvent(Func, nullptr);
Func->FunctionFlags = Flgs;
}
// Function FortniteGame.BuildingSMActor.OnLODOverrideEffectFinished
// (Native, Protected)
void ABuildingSMActor::OnLODOverrideEffectFinished()
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("BuildingSMActor", "OnLODOverrideEffectFinished");
auto Flgs = Func->FunctionFlags;
Func->FunctionFlags |= 0x400;
UObject::ProcessEvent(Func, nullptr);
Func->FunctionFlags = Flgs;
}
// Function FortniteGame.BuildingSMActor.OnRep_bCollisionBlockedByPawns
// (Native, Protected)
void ABuildingSMActor::OnRep_bCollisionBlockedByPawns()
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("BuildingSMActor", "OnRep_bCollisionBlockedByPawns");
auto Flgs = Func->FunctionFlags;
Func->FunctionFlags |= 0x400;
UObject::ProcessEvent(Func, nullptr);
Func->FunctionFlags = Flgs;
}
// Function FortniteGame.BuildingSMActor.OnRep_bDoDynamicShrinkAndDestroyEffect
// (Native, Protected)
void ABuildingSMActor::OnRep_bDoDynamicShrinkAndDestroyEffect()
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("BuildingSMActor", "OnRep_bDoDynamicShrinkAndDestroyEffect");
auto Flgs = Func->FunctionFlags;
Func->FunctionFlags |= 0x400;
UObject::ProcessEvent(Func, nullptr);
Func->FunctionFlags = Flgs;
}
// Function FortniteGame.BuildingSMActor.OnRep_bRequiresDynamicLODEffect
// (Native, Protected)
void ABuildingSMActor::OnRep_bRequiresDynamicLODEffect()
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("BuildingSMActor", "OnRep_bRequiresDynamicLODEffect");
auto Flgs = Func->FunctionFlags;
Func->FunctionFlags |= 0x400;
UObject::ProcessEvent(Func, nullptr);
Func->FunctionFlags = Flgs;
}
// Function FortniteGame.BuildingSMActor.OnRep_BuildingReplacementType
// (Native, Protected)
void ABuildingSMActor::OnRep_BuildingReplacementType()
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("BuildingSMActor", "OnRep_BuildingReplacementType");
auto Flgs = Func->FunctionFlags;
Func->FunctionFlags |= 0x400;
UObject::ProcessEvent(Func, nullptr);
Func->FunctionFlags = Flgs;
}
// Function FortniteGame.BuildingSMActor.OnRep_bUnderConstruction
// (Native, Protected)
void ABuildingSMActor::OnRep_bUnderConstruction()
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("BuildingSMActor", "OnRep_bUnderConstruction");
auto Flgs = Func->FunctionFlags;
Func->FunctionFlags |= 0x400;
UObject::ProcessEvent(Func, nullptr);
Func->FunctionFlags = Flgs;
}
// Function FortniteGame.BuildingSMActor.OnRep_bUnderRepair
// (Native, Protected)
void ABuildingSMActor::OnRep_bUnderRepair()
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("BuildingSMActor", "OnRep_bUnderRepair");
auto Flgs = Func->FunctionFlags;
Func->FunctionFlags |= 0x400;
UObject::ProcessEvent(Func, nullptr);
Func->FunctionFlags = Flgs;
}
// Function FortniteGame.BuildingSMActor.OnRep_EditingPlayer
// (Native, Protected)
void ABuildingSMActor::OnRep_EditingPlayer()
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("BuildingSMActor", "OnRep_EditingPlayer");
auto Flgs = Func->FunctionFlags;
Func->FunctionFlags |= 0x400;
UObject::ProcessEvent(Func, nullptr);
Func->FunctionFlags = Flgs;
}
// Function FortniteGame.BuildingSMActor.OnRep_MetaData
// (Native, Protected)
void ABuildingSMActor::OnRep_MetaData()
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("BuildingSMActor", "OnRep_MetaData");
auto Flgs = Func->FunctionFlags;
Func->FunctionFlags |= 0x400;
UObject::ProcessEvent(Func, nullptr);
Func->FunctionFlags = Flgs;
}
// Function FortniteGame.BuildingSMActor.OnRep_ReplicatedDrawScale3D
// (Native, Protected)
void ABuildingSMActor::OnRep_ReplicatedDrawScale3D()
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("BuildingSMActor", "OnRep_ReplicatedDrawScale3D");
auto Flgs = Func->FunctionFlags;
Func->FunctionFlags |= 0x400;
UObject::ProcessEvent(Func, nullptr);
Func->FunctionFlags = Flgs;
}
// Function FortniteGame.BuildingSMActor.OnRep_ReplicatedMIC
// (Native, Protected)
void ABuildingSMActor::OnRep_ReplicatedMIC()
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("BuildingSMActor", "OnRep_ReplicatedMIC");
auto Flgs = Func->FunctionFlags;
Func->FunctionFlags |= 0x400;
UObject::ProcessEvent(Func, nullptr);
Func->FunctionFlags = Flgs;
}
// Function FortniteGame.BuildingSMActor.OnRep_ResourceType
// (Native, Protected)
// Parameters:
// EFortResourceType OldType (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
void ABuildingSMActor::OnRep_ResourceType(EFortResourceType OldType)
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("BuildingSMActor", "OnRep_ResourceType");
Params::BuildingSMActor_OnRep_ResourceType Parms{};
Parms.OldType = OldType;
auto Flgs = Func->FunctionFlags;
Func->FunctionFlags |= 0x400;
UObject::ProcessEvent(Func, &Parms);
Func->FunctionFlags = Flgs;
}
// Function FortniteGame.BuildingSMActor.OnRep_WeakSpotPositions
// (Native, Protected)
void ABuildingSMActor::OnRep_WeakSpotPositions()
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("BuildingSMActor", "OnRep_WeakSpotPositions");
auto Flgs = Func->FunctionFlags;
Func->FunctionFlags |= 0x400;
UObject::ProcessEvent(Func, nullptr);
Func->FunctionFlags = Flgs;
}
// Function FortniteGame.BuildingSMActor.OnRepairStarted
// (Event, Public, BlueprintEvent)
void ABuildingSMActor::OnRepairStarted()
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("BuildingSMActor", "OnRepairStarted");
UObject::ProcessEvent(Func, nullptr);
}
// Function FortniteGame.BuildingSMActor.RepairBuilding
// (BlueprintAuthorityOnly, Native, Public, BlueprintCallable)
// Parameters:
// class AFortPlayerController* RepairingController (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
void ABuildingSMActor::RepairBuilding(class AFortPlayerController* RepairingController)
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("BuildingSMActor", "RepairBuilding");
Params::BuildingSMActor_RepairBuilding Parms{};
Parms.RepairingController = RepairingController;
auto Flgs = Func->FunctionFlags;
Func->FunctionFlags |= 0x400;
UObject::ProcessEvent(Func, &Parms);
Func->FunctionFlags = Flgs;
}
// Function FortniteGame.BuildingSMActor.UpdateDynamicShrinkAndDestroyEffectt
// (Native, Protected)
// Parameters:
// float CurveValue (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
void ABuildingSMActor::UpdateDynamicShrinkAndDestroyEffectt(float CurveValue)
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("BuildingSMActor", "UpdateDynamicShrinkAndDestroyEffectt");
Params::BuildingSMActor_UpdateDynamicShrinkAndDestroyEffectt Parms{};
Parms.CurveValue = CurveValue;
auto Flgs = Func->FunctionFlags;
Func->FunctionFlags |= 0x400;
UObject::ProcessEvent(Func, &Parms);
Func->FunctionFlags = Flgs;
}
// Function FortniteGame.BuildingSMActor.UpdateLODOverrideEffect
// (Native, Protected)
// Parameters:
// float CurveValue (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
void ABuildingSMActor::UpdateLODOverrideEffect(float CurveValue)
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("BuildingSMActor", "UpdateLODOverrideEffect");
Params::BuildingSMActor_UpdateLODOverrideEffect Parms{};
Parms.CurveValue = CurveValue;
auto Flgs = Func->FunctionFlags;
Func->FunctionFlags |= 0x400;
UObject::ProcessEvent(Func, &Parms);
Func->FunctionFlags = Flgs;
}
// Function FortniteGame.BuildingSMActor.UpdateRepairMaterialAnim
// (Native, Protected)
// Parameters:
// float CurveValue (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
void ABuildingSMActor::UpdateRepairMaterialAnim(float CurveValue)
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("BuildingSMActor", "UpdateRepairMaterialAnim");
Params::BuildingSMActor_UpdateRepairMaterialAnim Parms{};
Parms.CurveValue = CurveValue;
auto Flgs = Func->FunctionFlags;
Func->FunctionFlags |= 0x400;
UObject::ProcessEvent(Func, &Parms);
Func->FunctionFlags = Flgs;
}
// Function FortniteGame.BuildingSMActor.GetBuildingMeshComponent
// (Final, Native, Public, BlueprintCallable, BlueprintPure, Const)
// Parameters:
// class UStaticMeshComponent* ReturnValue (ExportObject, Parm, OutParm, ZeroConstructor, ReturnParm, InstancedReference, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
class UStaticMeshComponent* ABuildingSMActor::GetBuildingMeshComponent() const
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("BuildingSMActor", "GetBuildingMeshComponent");
Params::BuildingSMActor_GetBuildingMeshComponent Parms{};
auto Flgs = Func->FunctionFlags;
Func->FunctionFlags |= 0x400;
UObject::ProcessEvent(Func, &Parms);
Func->FunctionFlags = Flgs;
return Parms.ReturnValue;
}
// Function FortniteGame.BuildingSMActor.GetLogicalBuildingIndex
// (BlueprintAuthorityOnly, Native, Public, BlueprintCallable, BlueprintPure, Const)
// Parameters:
// int32 ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
int32 ABuildingSMActor::GetLogicalBuildingIndex() const
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("BuildingSMActor", "GetLogicalBuildingIndex");
Params::BuildingSMActor_GetLogicalBuildingIndex Parms{};
auto Flgs = Func->FunctionFlags;
Func->FunctionFlags |= 0x400;
UObject::ProcessEvent(Func, &Parms);
Func->FunctionFlags = Flgs;
return Parms.ReturnValue;
}
// Function FortniteGame.BuildingSMActor.HasDestructionLoot
// (Final, Native, Public, BlueprintCallable, BlueprintPure, Const)
// Parameters:
// bool ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, NativeAccessSpecifierPublic)
bool ABuildingSMActor::HasDestructionLoot() const
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("BuildingSMActor", "HasDestructionLoot");
Params::BuildingSMActor_HasDestructionLoot Parms{};
auto Flgs = Func->FunctionFlags;
Func->FunctionFlags |= 0x400;
UObject::ProcessEvent(Func, &Parms);
Func->FunctionFlags = Flgs;
return Parms.ReturnValue;
}
// Function FortniteGame.BuildingSMActor.IsStructurallySupported
// (Native, Public, BlueprintCallable, BlueprintPure, Const)
// Parameters:
// bool ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, NativeAccessSpecifierPublic)
bool ABuildingSMActor::IsStructurallySupported() const
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("BuildingSMActor", "IsStructurallySupported");
Params::BuildingSMActor_IsStructurallySupported Parms{};
auto Flgs = Func->FunctionFlags;
Func->FunctionFlags |= 0x400;
UObject::ProcessEvent(Func, &Parms);
Func->FunctionFlags = Flgs;
return Parms.ReturnValue;
}
// Function FortniteGame.BuildingContainer.BounceContainer
// (Native, Public)
void ABuildingContainer::BounceContainer()
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("BuildingContainer", "BounceContainer");
auto Flgs = Func->FunctionFlags;
Func->FunctionFlags |= 0x400;
UObject::ProcessEvent(Func, nullptr);
Func->FunctionFlags = Flgs;
}
// Function FortniteGame.BuildingContainer.GetLootTier
// (Final, Native, Public, BlueprintCallable)
// Parameters:
// int32 ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
int32 ABuildingContainer::GetLootTier()
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("BuildingContainer", "GetLootTier");
Params::BuildingContainer_GetLootTier Parms{};
auto Flgs = Func->FunctionFlags;
Func->FunctionFlags |= 0x400;
UObject::ProcessEvent(Func, &Parms);
Func->FunctionFlags = Flgs;
return Parms.ReturnValue;
}
// Function FortniteGame.BuildingContainer.OnBeginSearch
// (Event, Public, BlueprintEvent)
void ABuildingContainer::OnBeginSearch()
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("BuildingContainer", "OnBeginSearch");
UObject::ProcessEvent(Func, nullptr);
}
// Function FortniteGame.BuildingContainer.OnLoot
// (Event, Public, BlueprintEvent)
void ABuildingContainer::OnLoot()
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("BuildingContainer", "OnLoot");
UObject::ProcessEvent(Func, nullptr);
}
// Function FortniteGame.BuildingContainer.OnLootRepeat
// (Event, Public, BlueprintEvent)
void ABuildingContainer::OnLootRepeat()
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("BuildingContainer", "OnLootRepeat");
UObject::ProcessEvent(Func, nullptr);
}
// Function FortniteGame.BuildingContainer.OnLootReset
// (Event, Public, BlueprintEvent)
void ABuildingContainer::OnLootReset()
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("BuildingContainer", "OnLootReset");
UObject::ProcessEvent(Func, nullptr);
}
// Function FortniteGame.BuildingContainer.OnRaiseTreasure
// (Event, Public, BlueprintEvent)
void ABuildingContainer::OnRaiseTreasure()
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("BuildingContainer", "OnRaiseTreasure");
UObject::ProcessEvent(Func, nullptr);
}
// Function FortniteGame.BuildingContainer.OnRep_bAlreadySearched
// (Native, Public)
void ABuildingContainer::OnRep_bAlreadySearched()
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("BuildingContainer", "OnRep_bAlreadySearched");
auto Flgs = Func->FunctionFlags;
Func->FunctionFlags |= 0x400;
UObject::ProcessEvent(Func, nullptr);
Func->FunctionFlags = Flgs;
}
// Function FortniteGame.BuildingContainer.OnSearchInterrupted
// (Event, Public, BlueprintEvent)
void ABuildingContainer::OnSearchInterrupted()
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("BuildingContainer", "OnSearchInterrupted");
UObject::ProcessEvent(Func, nullptr);
}
// Function FortniteGame.BuildingContainer.OnSetSearched
// (Event, Public, BlueprintEvent)
void ABuildingContainer::OnSetSearched()
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("BuildingContainer", "OnSetSearched");
UObject::ProcessEvent(Func, nullptr);
}
// Function FortniteGame.BuildingContainer.RaiseTreasure
// (Final, Native, Public, BlueprintCallable)
void ABuildingContainer::RaiseTreasure()
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("BuildingContainer", "RaiseTreasure");
auto Flgs = Func->FunctionFlags;
Func->FunctionFlags |= 0x400;
UObject::ProcessEvent(Func, nullptr);
Func->FunctionFlags = Flgs;
}
// Function FortniteGame.KeepItemContainer.GetContainerNameAndLevelKey
// (Final, BlueprintAuthorityOnly, Native, Public, BlueprintCallable)
// Parameters:
// class FName ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
class FName AKeepItemContainer::GetContainerNameAndLevelKey()
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("KeepItemContainer", "GetContainerNameAndLevelKey");
Params::KeepItemContainer_GetContainerNameAndLevelKey Parms{};
auto Flgs = Func->FunctionFlags;
Func->FunctionFlags |= 0x400;
UObject::ProcessEvent(Func, &Parms);
Func->FunctionFlags = Flgs;
return Parms.ReturnValue;
}
// Function FortniteGame.KeepItemContainer.InitializeContainer
// (Final, BlueprintAuthorityOnly, Native, Public, BlueprintCallable)
// Parameters:
// int32 InitUpgradeLevel (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
void AKeepItemContainer::InitializeContainer(int32 InitUpgradeLevel)
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("KeepItemContainer", "InitializeContainer");
Params::KeepItemContainer_InitializeContainer Parms{};
Parms.InitUpgradeLevel = InitUpgradeLevel;
auto Flgs = Func->FunctionFlags;
Func->FunctionFlags |= 0x400;
UObject::ProcessEvent(Func, &Parms);
Func->FunctionFlags = Flgs;
}
// Function FortniteGame.KeepItemContainer.OnRep_HostUpgradeLevel
// (Final, Native, Public)
void AKeepItemContainer::OnRep_HostUpgradeLevel()
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("KeepItemContainer", "OnRep_HostUpgradeLevel");
auto Flgs = Func->FunctionFlags;
Func->FunctionFlags |= 0x400;
UObject::ProcessEvent(Func, nullptr);
Func->FunctionFlags = Flgs;
}
// Function FortniteGame.KeepItemContainer.OnRep_SearchedBy
// (Final, Native, Protected)
void AKeepItemContainer::OnRep_SearchedBy()
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("KeepItemContainer", "OnRep_SearchedBy");
auto Flgs = Func->FunctionFlags;
Func->FunctionFlags |= 0x400;
UObject::ProcessEvent(Func, nullptr);
Func->FunctionFlags = Flgs;
}
// Function FortniteGame.KeepItemContainer.ResetContainer
// (Final, BlueprintAuthorityOnly, Native, Public, BlueprintCallable)
// Parameters:
// class AFortPlayerController* FortPC (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
void AKeepItemContainer::ResetContainer(class AFortPlayerController* FortPC)
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("KeepItemContainer", "ResetContainer");
Params::KeepItemContainer_ResetContainer Parms{};
Parms.FortPC = FortPC;
auto Flgs = Func->FunctionFlags;
Func->FunctionFlags |= 0x400;
UObject::ProcessEvent(Func, &Parms);
Func->FunctionFlags = Flgs;
}
// Function FortniteGame.KeepItemContainer.RestoreLoot
// (BlueprintAuthorityOnly, Native, Public, BlueprintCallable)
void AKeepItemContainer::RestoreLoot()
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("KeepItemContainer", "RestoreLoot");
auto Flgs = Func->FunctionFlags;
Func->FunctionFlags |= 0x400;
UObject::ProcessEvent(Func, nullptr);
Func->FunctionFlags = Flgs;
}
// Function FortniteGame.KeepItemContainer.GetLootTierOverride
// (Native, Event, Public, BlueprintCallable, BlueprintEvent, BlueprintPure, Const)
// Parameters:
// int32 ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
int32 AKeepItemContainer::GetLootTierOverride() const
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("KeepItemContainer", "GetLootTierOverride");
Params::KeepItemContainer_GetLootTierOverride Parms{};
auto Flgs = Func->FunctionFlags;
Func->FunctionFlags |= 0x400;
UObject::ProcessEvent(Func, &Parms);
Func->FunctionFlags = Flgs;
return Parms.ReturnValue;
}
// Function FortniteGame.BuildingFloor.IsBalcony
// (Final, Native, Public, BlueprintCallable, BlueprintPure, Const)
// Parameters:
// bool ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, NativeAccessSpecifierPublic)
bool ABuildingFloor::IsBalcony() const
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("BuildingFloor", "IsBalcony");
Params::BuildingFloor_IsBalcony Parms{};
auto Flgs = Func->FunctionFlags;
Func->FunctionFlags |= 0x400;
UObject::ProcessEvent(Func, &Parms);
Func->FunctionFlags = Flgs;
return Parms.ReturnValue;
}
// Function FortniteGame.BuildingFoundation.OnRep_LevelToStream
// (Native, Protected)
void ABuildingFoundation::OnRep_LevelToStream()
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("BuildingFoundation", "OnRep_LevelToStream");
auto Flgs = Func->FunctionFlags;
Func->FunctionFlags |= 0x400;
UObject::ProcessEvent(Func, nullptr);
Func->FunctionFlags = Flgs;
}
// Function FortniteGame.FortConstructorBASE.GetBuildingActorsInBase
// (Final, BlueprintAuthorityOnly, Native, Public, BlueprintCallable)
// Parameters:
// TArray<class ABuildingSMActor*> ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, NativeAccessSpecifierPublic)
TArray<class ABuildingSMActor*> AFortConstructorBASE::GetBuildingActorsInBase()
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("FortConstructorBASE", "GetBuildingActorsInBase");
Params::FortConstructorBASE_GetBuildingActorsInBase Parms{};
auto Flgs = Func->FunctionFlags;
Func->FunctionFlags |= 0x400;
UObject::ProcessEvent(Func, &Parms);
Func->FunctionFlags = Flgs;
return Parms.ReturnValue;
}
// Function FortniteGame.FortConstructorBASE.OnBaseCollisionTouched
// (Final, Native, Private, HasOutParams)
// Parameters:
// class AActor* OtherActor (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// class UPrimitiveComponent* OtherComp (Parm, ZeroConstructor, InstancedReference, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// int32 OtherBodyIndex (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// bool bFromSweep (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, NativeAccessSpecifierPublic)
// const struct FHitResult& SweepResult (ConstParm, Parm, OutParm, ReferenceParm, ContainsInstancedReference, NativeAccessSpecifierPublic)
void AFortConstructorBASE::OnBaseCollisionTouched(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("FortConstructorBASE", "OnBaseCollisionTouched");
Params::FortConstructorBASE_OnBaseCollisionTouched Parms{};
Parms.OtherActor = OtherActor;
Parms.OtherComp = OtherComp;
Parms.OtherBodyIndex = OtherBodyIndex;
Parms.bFromSweep = bFromSweep;
Parms.SweepResult = std::move(SweepResult);
auto Flgs = Func->FunctionFlags;
Func->FunctionFlags |= 0x400;
UObject::ProcessEvent(Func, &Parms);
Func->FunctionFlags = Flgs;
}
// Function FortniteGame.FortConstructorBASE.OnBaseCollisionUnTouched
// (Final, Native, Private)
// Parameters:
// class AActor* OtherActor (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// class UPrimitiveComponent* OtherComp (Parm, ZeroConstructor, InstancedReference, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// int32 OtherBodyIndex (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
void AFortConstructorBASE::OnBaseCollisionUnTouched(class AActor* OtherActor, class UPrimitiveComponent* OtherComp, int32 OtherBodyIndex)
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("FortConstructorBASE", "OnBaseCollisionUnTouched");
Params::FortConstructorBASE_OnBaseCollisionUnTouched Parms{};
Parms.OtherActor = OtherActor;
Parms.OtherComp = OtherComp;
Parms.OtherBodyIndex = OtherBodyIndex;
auto Flgs = Func->FunctionFlags;
Func->FunctionFlags |= 0x400;
UObject::ProcessEvent(Func, &Parms);
Func->FunctionFlags = Flgs;
}
// Function FortniteGame.FortConstructorBASE.OnBasePawnDestroyed
// (Final, Native, Private)
// Parameters:
// class AFortPawn* Pawn (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
void AFortConstructorBASE::OnBasePawnDestroyed(class AFortPawn* Pawn)
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("FortConstructorBASE", "OnBasePawnDestroyed");
Params::FortConstructorBASE_OnBasePawnDestroyed Parms{};
Parms.Pawn = Pawn;
auto Flgs = Func->FunctionFlags;
Func->FunctionFlags |= 0x400;
UObject::ProcessEvent(Func, &Parms);
Func->FunctionFlags = Flgs;
}
// Function FortniteGame.FortConstructorBASE.OnBasePawnDied
// (Final, Native, Private, HasDefaults)
// Parameters:
// float Damage (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// class AController* InstigatedBy (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// class AActor* DamageCauser (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// const struct FVector& HitLocation (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, NativeAccessSpecifierPublic)
// class UPrimitiveComponent* FHitComponent (Parm, ZeroConstructor, InstancedReference, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// class FName BoneName (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// const struct FVector& Momentum (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, NativeAccessSpecifierPublic)
// class AFortPawn* Pawn (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
void AFortConstructorBASE::OnBasePawnDied(float Damage, class AController* InstigatedBy, class AActor* DamageCauser, const struct FVector& HitLocation, class UPrimitiveComponent* FHitComponent, class FName BoneName, const struct FVector& Momentum, class AFortPawn* Pawn)
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("FortConstructorBASE", "OnBasePawnDied");
Params::FortConstructorBASE_OnBasePawnDied Parms{};
Parms.Damage = Damage;
Parms.InstigatedBy = InstigatedBy;
Parms.DamageCauser = DamageCauser;
Parms.HitLocation = std::move(HitLocation);
Parms.FHitComponent = FHitComponent;
Parms.BoneName = BoneName;
Parms.Momentum = std::move(Momentum);
Parms.Pawn = Pawn;
auto Flgs = Func->FunctionFlags;
Func->FunctionFlags |= 0x400;
UObject::ProcessEvent(Func, &Parms);
Func->FunctionFlags = Flgs;
}
// Function FortniteGame.FortConstructorBASE.OnPawnAddedToBase
// (BlueprintAuthorityOnly, Event, Public, BlueprintEvent)
// Parameters:
// class AFortPawn* Pawn (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
void AFortConstructorBASE::OnPawnAddedToBase(class AFortPawn* Pawn)
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("FortConstructorBASE", "OnPawnAddedToBase");
Params::FortConstructorBASE_OnPawnAddedToBase Parms{};
Parms.Pawn = Pawn;
UObject::ProcessEvent(Func, &Parms);
}
// Function FortniteGame.FortConstructorBASE.OnPawnRemovedFromBase
// (BlueprintAuthorityOnly, Event, Public, BlueprintEvent)
// Parameters:
// class AFortPawn* Pawn (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
void AFortConstructorBASE::OnPawnRemovedFromBase(class AFortPawn* Pawn)
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("FortConstructorBASE", "OnPawnRemovedFromBase");
Params::FortConstructorBASE_OnPawnRemovedFromBase Parms{};
Parms.Pawn = Pawn;
UObject::ProcessEvent(Func, &Parms);
}
// Function FortniteGame.FortConstructorBASE.OnPlaced
// (BlueprintAuthorityOnly, Event, Public, BlueprintEvent)
// Parameters:
// class UAbilitySystemComponent* InstigatorAbilitySystemComponent (Parm, ZeroConstructor, InstancedReference, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
void AFortConstructorBASE::OnPlaced(class UAbilitySystemComponent* InstigatorAbilitySystemComponent)
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("FortConstructorBASE", "OnPlaced");
Params::FortConstructorBASE_OnPlaced Parms{};
Parms.InstigatorAbilitySystemComponent = InstigatorAbilitySystemComponent;
UObject::ProcessEvent(Func, &Parms);
}
// Function FortniteGame.FortConstructorBASE.OnRep_ReplicatedAffectedNeighbors
// (Final, Native, Private)
void AFortConstructorBASE::OnRep_ReplicatedAffectedNeighbors()
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("FortConstructorBASE", "OnRep_ReplicatedAffectedNeighbors");
auto Flgs = Func->FunctionFlags;
Func->FunctionFlags |= 0x400;
UObject::ProcessEvent(Func, nullptr);
Func->FunctionFlags = Flgs;
}
// Function FortniteGame.FortConstructorBASE.StartBuildingActorVisuals
// (BlueprintCosmetic, Event, Public, BlueprintEvent)
// Parameters:
// class ABuildingSMActor* BuildingActor (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// class UStaticMeshComponent* EffectMeshComp (Parm, ZeroConstructor, InstancedReference, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
void AFortConstructorBASE::StartBuildingActorVisuals(class ABuildingSMActor* BuildingActor, class UStaticMeshComponent* EffectMeshComp)
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("FortConstructorBASE", "StartBuildingActorVisuals");
Params::FortConstructorBASE_StartBuildingActorVisuals Parms{};
Parms.BuildingActor = BuildingActor;
Parms.EffectMeshComp = EffectMeshComp;
UObject::ProcessEvent(Func, &Parms);
}
// Function FortniteGame.FortConstructorBASE.StopBuildingActorVisuals
// (BlueprintCosmetic, Event, Public, BlueprintEvent)
// Parameters:
// class ABuildingSMActor* BuildingActor (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// class UStaticMeshComponent* EffectMeshComp (Parm, ZeroConstructor, InstancedReference, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
void AFortConstructorBASE::StopBuildingActorVisuals(class ABuildingSMActor* BuildingActor, class UStaticMeshComponent* EffectMeshComp)
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("FortConstructorBASE", "StopBuildingActorVisuals");
Params::FortConstructorBASE_StopBuildingActorVisuals Parms{};
Parms.BuildingActor = BuildingActor;
Parms.EffectMeshComp = EffectMeshComp;
UObject::ProcessEvent(Func, &Parms);
}
// Function FortniteGame.FortConstructorBASE.AddToEffectList
// (Final, BlueprintAuthorityOnly, Native, Public, HasOutParams, BlueprintCallable, BlueprintPure, Const)
// Parameters:
// TArray<struct FBASEGameplayEffect>* EffectList (Parm, OutParm, ZeroConstructor, NativeAccessSpecifierPublic)
// TSubclassOf<class UGameplayEffect> Effect (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, UObjectWrapper, HasGetValueTypeHash, NativeAccessSpecifierPublic)
void AFortConstructorBASE::AddToEffectList(TArray<struct FBASEGameplayEffect>* EffectList, TSubclassOf<class UGameplayEffect> Effect) const
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("FortConstructorBASE", "AddToEffectList");
Params::FortConstructorBASE_AddToEffectList Parms{};
Parms.Effect = Effect;
auto Flgs = Func->FunctionFlags;
Func->FunctionFlags |= 0x400;
UObject::ProcessEvent(Func, &Parms);
Func->FunctionFlags = Flgs;
if (EffectList != nullptr)
*EffectList = std::move(Parms.EffectList);
}
// Function FortniteGame.FortConstructorBASE.AddToEffectListWithLevelOverride
// (Final, BlueprintAuthorityOnly, Native, Public, HasOutParams, BlueprintCallable, BlueprintPure, Const)
// Parameters:
// TArray<struct FBASEGameplayEffect>* EffectList (Parm, OutParm, ZeroConstructor, NativeAccessSpecifierPublic)
// TSubclassOf<class UGameplayEffect> Effect (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, UObjectWrapper, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// int32 Level (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
void AFortConstructorBASE::AddToEffectListWithLevelOverride(TArray<struct FBASEGameplayEffect>* EffectList, TSubclassOf<class UGameplayEffect> Effect, int32 Level) const
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("FortConstructorBASE", "AddToEffectListWithLevelOverride");
Params::FortConstructorBASE_AddToEffectListWithLevelOverride Parms{};
Parms.Effect = Effect;
Parms.Level = Level;
auto Flgs = Func->FunctionFlags;
Func->FunctionFlags |= 0x400;
UObject::ProcessEvent(Func, &Parms);
Func->FunctionFlags = Flgs;
if (EffectList != nullptr)
*EffectList = std::move(Parms.EffectList);
}
// Function FortniteGame.FortTrack.GetOutgoingNeighborFromSpline
// (Final, Native, Public, HasOutParams, BlueprintCallable)
// Parameters:
// class USplineComponent* InSpline (Parm, ZeroConstructor, InstancedReference, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// bool InReverseDirection (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, NativeAccessSpecifierPublic)
// class AFortTrack** OutNeighbor (Parm, OutParm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
void AFortTrack::GetOutgoingNeighborFromSpline(class USplineComponent* InSpline, bool InReverseDirection, class AFortTrack** OutNeighbor)
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("FortTrack", "GetOutgoingNeighborFromSpline");
Params::FortTrack_GetOutgoingNeighborFromSpline Parms{};
Parms.InSpline = InSpline;
Parms.InReverseDirection = InReverseDirection;
auto Flgs = Func->FunctionFlags;
Func->FunctionFlags |= 0x400;
UObject::ProcessEvent(Func, &Parms);
Func->FunctionFlags = Flgs;
if (OutNeighbor != nullptr)
*OutNeighbor = Parms.OutNeighbor;
}
// Function FortniteGame.FortTrack.GetPathDistanceToTrack
// (Final, Native, Public, BlueprintCallable)
// Parameters:
// class AFortTrack* TargetTrack (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// class USplineComponent* InCurrentSpline (Parm, ZeroConstructor, InstancedReference, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// float CurrentDistanceAlongSpline (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// bool InReverseDirection (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, NativeAccessSpecifierPublic)
// float ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
float AFortTrack::GetPathDistanceToTrack(class AFortTrack* TargetTrack, class USplineComponent* InCurrentSpline, float CurrentDistanceAlongSpline, bool InReverseDirection)
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("FortTrack", "GetPathDistanceToTrack");
Params::FortTrack_GetPathDistanceToTrack Parms{};
Parms.TargetTrack = TargetTrack;
Parms.InCurrentSpline = InCurrentSpline;
Parms.CurrentDistanceAlongSpline = CurrentDistanceAlongSpline;
Parms.InReverseDirection = InReverseDirection;
auto Flgs = Func->FunctionFlags;
Func->FunctionFlags |= 0x400;
UObject::ProcessEvent(Func, &Parms);
Func->FunctionFlags = Flgs;
return Parms.ReturnValue;
}
// Function FortniteGame.FortTrack.GetSplineFromIncomingNeighbor
// (Final, Native, Public, HasOutParams, BlueprintCallable)
// Parameters:
// class AFortTrack* InNeighbor (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// class USplineComponent** OutSpline (Parm, OutParm, ZeroConstructor, InstancedReference, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// bool* OutReverseDirection (Parm, OutParm, ZeroConstructor, IsPlainOldData, NoDestructor, NativeAccessSpecifierPublic)
void AFortTrack::GetSplineFromIncomingNeighbor(class AFortTrack* InNeighbor, class USplineComponent** OutSpline, bool* OutReverseDirection)
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("FortTrack", "GetSplineFromIncomingNeighbor");
Params::FortTrack_GetSplineFromIncomingNeighbor Parms{};
Parms.InNeighbor = InNeighbor;
auto Flgs = Func->FunctionFlags;
Func->FunctionFlags |= 0x400;
UObject::ProcessEvent(Func, &Parms);
Func->FunctionFlags = Flgs;
if (OutSpline != nullptr)
*OutSpline = Parms.OutSpline;
if (OutReverseDirection != nullptr)
*OutReverseDirection = Parms.OutReverseDirection;
}
// Function FortniteGame.FortTrack.GetSplineFromPositionAndOrientation
// (Final, Native, Public, HasOutParams, HasDefaults, BlueprintCallable)
// Parameters:
// const struct FVector& InLocation (ConstParm, Parm, OutParm, ZeroConstructor, ReferenceParm, IsPlainOldData, NoDestructor, NativeAccessSpecifierPublic)
// const struct FRotator& InRotation (ConstParm, Parm, OutParm, ZeroConstructor, ReferenceParm, IsPlainOldData, NoDestructor, NativeAccessSpecifierPublic)
// class USplineComponent** OutSpline (Parm, OutParm, ZeroConstructor, InstancedReference, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// float* OutDistanceAlongSpline (Parm, OutParm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// bool* OutReverseDirection (Parm, OutParm, ZeroConstructor, IsPlainOldData, NoDestructor, NativeAccessSpecifierPublic)
void AFortTrack::GetSplineFromPositionAndOrientation(const struct FVector& InLocation, const struct FRotator& InRotation, class USplineComponent** OutSpline, float* OutDistanceAlongSpline, bool* OutReverseDirection)
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("FortTrack", "GetSplineFromPositionAndOrientation");
Params::FortTrack_GetSplineFromPositionAndOrientation Parms{};
Parms.InLocation = std::move(InLocation);
Parms.InRotation = std::move(InRotation);
auto Flgs = Func->FunctionFlags;
Func->FunctionFlags |= 0x400;
UObject::ProcessEvent(Func, &Parms);
Func->FunctionFlags = Flgs;
if (OutSpline != nullptr)
*OutSpline = Parms.OutSpline;
if (OutDistanceAlongSpline != nullptr)
*OutDistanceAlongSpline = Parms.OutDistanceAlongSpline;
if (OutReverseDirection != nullptr)
*OutReverseDirection = Parms.OutReverseDirection;
}
// Function FortniteGame.FortTrack.InitializeTrack
// (Final, Native, Public, BlueprintCallable)
// Parameters:
// class UStaticMeshComponent* InTrackMeshComp1 (Parm, ZeroConstructor, InstancedReference, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// class UStaticMeshComponent* InTrackMeshComp2 (Parm, ZeroConstructor, InstancedReference, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// class USplineComponent* InSplineComp1 (Parm, ZeroConstructor, InstancedReference, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// class USplineComponent* InSplineComp2 (Parm, ZeroConstructor, InstancedReference, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// class USceneComponent* InSwitchCompBase (Parm, ZeroConstructor, InstancedReference, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// class UPrimitiveComponent* InSwitchComp (Parm, ZeroConstructor, InstancedReference, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
void AFortTrack::InitializeTrack(class UStaticMeshComponent* InTrackMeshComp1, class UStaticMeshComponent* InTrackMeshComp2, class USplineComponent* InSplineComp1, class USplineComponent* InSplineComp2, class USceneComponent* InSwitchCompBase, class UPrimitiveComponent* InSwitchComp)
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("FortTrack", "InitializeTrack");
Params::FortTrack_InitializeTrack Parms{};
Parms.InTrackMeshComp1 = InTrackMeshComp1;
Parms.InTrackMeshComp2 = InTrackMeshComp2;
Parms.InSplineComp1 = InSplineComp1;
Parms.InSplineComp2 = InSplineComp2;
Parms.InSwitchCompBase = InSwitchCompBase;
Parms.InSwitchComp = InSwitchComp;
auto Flgs = Func->FunctionFlags;
Func->FunctionFlags |= 0x400;
UObject::ProcessEvent(Func, &Parms);
Func->FunctionFlags = Flgs;
}
// Function FortniteGame.FortTrack.IsConnectedToTrack
// (Final, Native, Public, BlueprintCallable)
// Parameters:
// class AFortTrack* TargetTrack (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// bool ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, NativeAccessSpecifierPublic)
bool AFortTrack::IsConnectedToTrack(class AFortTrack* TargetTrack)
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("FortTrack", "IsConnectedToTrack");
Params::FortTrack_IsConnectedToTrack Parms{};
Parms.TargetTrack = TargetTrack;
auto Flgs = Func->FunctionFlags;
Func->FunctionFlags |= 0x400;
UObject::ProcessEvent(Func, &Parms);
Func->FunctionFlags = Flgs;
return Parms.ReturnValue;
}
// Function FortniteGame.FortTrack.IsConnectedToTrackList
// (Final, Native, Public, HasOutParams, BlueprintCallable)
// Parameters:
// const TArray<class AFortTrack*>& TargetTracks (ConstParm, Parm, OutParm, ZeroConstructor, ReferenceParm, NativeAccessSpecifierPublic)
// bool ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, NativeAccessSpecifierPublic)
bool AFortTrack::IsConnectedToTrackList(const TArray<class AFortTrack*>& TargetTracks)
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("FortTrack", "IsConnectedToTrackList");
Params::FortTrack_IsConnectedToTrackList Parms{};
Parms.TargetTracks = std::move(TargetTracks);
auto Flgs = Func->FunctionFlags;
Func->FunctionFlags |= 0x400;
UObject::ProcessEvent(Func, &Parms);
Func->FunctionFlags = Flgs;
return Parms.ReturnValue;
}
// Function FortniteGame.FortTrack.OnConfigurationChanged
// (BlueprintCosmetic, Event, Public, BlueprintEvent)
// Parameters:
// int32 NewConfigurationIdx (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// int32 OldConfigurationIdx (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
void AFortTrack::OnConfigurationChanged(int32 NewConfigurationIdx, int32 OldConfigurationIdx)
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("FortTrack", "OnConfigurationChanged");
Params::FortTrack_OnConfigurationChanged Parms{};
Parms.NewConfigurationIdx = NewConfigurationIdx;
Parms.OldConfigurationIdx = OldConfigurationIdx;
UObject::ProcessEvent(Func, &Parms);
}
// Function FortniteGame.FortTrack.OnRep_ConfigurationIdx
// (Native, Protected)
void AFortTrack::OnRep_ConfigurationIdx()
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("FortTrack", "OnRep_ConfigurationIdx");
auto Flgs = Func->FunctionFlags;
Func->FunctionFlags |= 0x400;
UObject::ProcessEvent(Func, nullptr);
Func->FunctionFlags = Flgs;
}
// Function FortniteGame.FortTrack.OnRep_SwitchState
// (Native, Protected)
void AFortTrack::OnRep_SwitchState()
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("FortTrack", "OnRep_SwitchState");
auto Flgs = Func->FunctionFlags;
Func->FunctionFlags |= 0x400;
UObject::ProcessEvent(Func, nullptr);
Func->FunctionFlags = Flgs;
}
// Function FortniteGame.FortTrack.OnSwitchStateChanged
// (BlueprintCosmetic, Event, Public, BlueprintEvent)
// Parameters:
// int32 NewSwitchState (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// int32 OldSwitchState (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// int32 NumSwitchStates (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
void AFortTrack::OnSwitchStateChanged(int32 NewSwitchState, int32 OldSwitchState, int32 NumSwitchStates)
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("FortTrack", "OnSwitchStateChanged");
Params::FortTrack_OnSwitchStateChanged Parms{};
Parms.NewSwitchState = NewSwitchState;
Parms.OldSwitchState = OldSwitchState;
Parms.NumSwitchStates = NumSwitchStates;
UObject::ProcessEvent(Func, &Parms);
}
// Function FortniteGame.OutpostStructureBase.OnOutpostOwnerStructureLevelChanged
// (Event, Public, BlueprintEvent)
void AOutpostStructureBase::OnOutpostOwnerStructureLevelChanged()
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("OutpostStructureBase", "OnOutpostOwnerStructureLevelChanged");
UObject::ProcessEvent(Func, nullptr);
}
// Function FortniteGame.OutpostStructureBase.OnRep_OutpostOwnerStructureLevel
// (Final, Native, Public)
void AOutpostStructureBase::OnRep_OutpostOwnerStructureLevel()
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("OutpostStructureBase", "OnRep_OutpostOwnerStructureLevel");
auto Flgs = Func->FunctionFlags;
Func->FunctionFlags |= 0x400;
UObject::ProcessEvent(Func, nullptr);
Func->FunctionFlags = Flgs;
}
// Function FortniteGame.OutpostStructureBase.GetOutpostOwnerStructureLevel
// (Final, Native, Public, BlueprintCallable, BlueprintPure, Const)
// Parameters:
// int32 ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
int32 AOutpostStructureBase::GetOutpostOwnerStructureLevel() const
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("OutpostStructureBase", "GetOutpostOwnerStructureLevel");
Params::OutpostStructureBase_GetOutpostOwnerStructureLevel Parms{};
auto Flgs = Func->FunctionFlags;
Func->FunctionFlags |= 0x400;
UObject::ProcessEvent(Func, &Parms);
Func->FunctionFlags = Flgs;
return Parms.ReturnValue;
}
// Function FortniteGame.BuildingOutpostCraftingTable.Activate
// (Final, Native, Public, BlueprintCallable)
// Parameters:
// class AFortPlayerControllerOutpost* InPC (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
void ABuildingOutpostCraftingTable::Activate(class AFortPlayerControllerOutpost* InPC)
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("BuildingOutpostCraftingTable", "Activate");
Params::BuildingOutpostCraftingTable_Activate Parms{};
Parms.InPC = InPC;
auto Flgs = Func->FunctionFlags;
Func->FunctionFlags |= 0x400;
UObject::ProcessEvent(Func, &Parms);
Func->FunctionFlags = Flgs;
}
// Function FortniteGame.BuildingOutpostCraftingTable.Deactivate
// (Final, Native, Public, BlueprintCallable)
// Parameters:
// class AFortPlayerControllerOutpost* InPC (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
void ABuildingOutpostCraftingTable::Deactivate(class AFortPlayerControllerOutpost* InPC)
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("BuildingOutpostCraftingTable", "Deactivate");
Params::BuildingOutpostCraftingTable_Deactivate Parms{};
Parms.InPC = InPC;
auto Flgs = Func->FunctionFlags;
Func->FunctionFlags |= 0x400;
UObject::ProcessEvent(Func, &Parms);
Func->FunctionFlags = Flgs;
}
// Function FortniteGame.BuildingOutpostCraftingTable.CanActivate
// (Final, Native, Public, BlueprintCallable, BlueprintPure, Const)
// Parameters:
// class AFortPlayerControllerOutpost* InPC (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// bool ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, NativeAccessSpecifierPublic)
bool ABuildingOutpostCraftingTable::CanActivate(class AFortPlayerControllerOutpost* InPC) const
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("BuildingOutpostCraftingTable", "CanActivate");
Params::BuildingOutpostCraftingTable_CanActivate Parms{};
Parms.InPC = InPC;
auto Flgs = Func->FunctionFlags;
Func->FunctionFlags |= 0x400;
UObject::ProcessEvent(Func, &Parms);
Func->FunctionFlags = Flgs;
return Parms.ReturnValue;
}
// Function FortniteGame.BuildingOutpostCraftingTable.GetActivationCost
// (Final, Native, Public, HasOutParams, BlueprintCallable, BlueprintPure, Const)
// Parameters:
// class AFortPlayerControllerOutpost* InPC (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// TArray<struct FFortItemQuantityPair>* OutWorldItems (Parm, OutParm, ZeroConstructor, NativeAccessSpecifierPublic)
void ABuildingOutpostCraftingTable::GetActivationCost(class AFortPlayerControllerOutpost* InPC, TArray<struct FFortItemQuantityPair>* OutWorldItems) const
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("BuildingOutpostCraftingTable", "GetActivationCost");
Params::BuildingOutpostCraftingTable_GetActivationCost Parms{};
Parms.InPC = InPC;
auto Flgs = Func->FunctionFlags;
Func->FunctionFlags |= 0x400;
UObject::ProcessEvent(Func, &Parms);
Func->FunctionFlags = Flgs;
if (OutWorldItems != nullptr)
*OutWorldItems = std::move(Parms.OutWorldItems);
}
// Function FortniteGame.BuildingOutpostCraftingTable.GetNumberOfItemsPerActivation
// (Final, Native, Public, BlueprintCallable, BlueprintPure, Const)
// Parameters:
// class AFortPlayerControllerOutpost* InPC (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// int32 ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
int32 ABuildingOutpostCraftingTable::GetNumberOfItemsPerActivation(class AFortPlayerControllerOutpost* InPC) const
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("BuildingOutpostCraftingTable", "GetNumberOfItemsPerActivation");
Params::BuildingOutpostCraftingTable_GetNumberOfItemsPerActivation Parms{};
Parms.InPC = InPC;
auto Flgs = Func->FunctionFlags;
Func->FunctionFlags |= 0x400;
UObject::ProcessEvent(Func, &Parms);
Func->FunctionFlags = Flgs;
return Parms.ReturnValue;
}
// Function FortniteGame.BuildingOutpostCraftingTable.GetNumberOfItemsRemaining
// (Final, Native, Public, BlueprintCallable, BlueprintPure, Const)
// Parameters:
// class AFortPlayerControllerOutpost* InPC (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// int32 ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
int32 ABuildingOutpostCraftingTable::GetNumberOfItemsRemaining(class AFortPlayerControllerOutpost* InPC) const
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("BuildingOutpostCraftingTable", "GetNumberOfItemsRemaining");
Params::BuildingOutpostCraftingTable_GetNumberOfItemsRemaining Parms{};
Parms.InPC = InPC;
auto Flgs = Func->FunctionFlags;
Func->FunctionFlags |= 0x400;
UObject::ProcessEvent(Func, &Parms);
Func->FunctionFlags = Flgs;
return Parms.ReturnValue;
}
// Function FortniteGame.BuildingOutpostCraftingTable.IsActive
// (Final, Native, Public, BlueprintCallable, BlueprintPure, Const)
// Parameters:
// class AFortPlayerControllerOutpost* InPC (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// bool ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, NativeAccessSpecifierPublic)
bool ABuildingOutpostCraftingTable::IsActive(class AFortPlayerControllerOutpost* InPC) const
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("BuildingOutpostCraftingTable", "IsActive");
Params::BuildingOutpostCraftingTable_IsActive Parms{};
Parms.InPC = InPC;
auto Flgs = Func->FunctionFlags;
Func->FunctionFlags |= 0x400;
UObject::ProcessEvent(Func, &Parms);
Func->FunctionFlags = Flgs;
return Parms.ReturnValue;
}
// Function FortniteGame.BuildingOutpostFabricator.AbortDisintegration
// (Final, Native, Public, BlueprintCallable)
// Parameters:
// class AFortPlayerControllerOutpost* FortPC (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
void ABuildingOutpostFabricator::AbortDisintegration(class AFortPlayerControllerOutpost* FortPC)
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("BuildingOutpostFabricator", "AbortDisintegration");
Params::BuildingOutpostFabricator_AbortDisintegration Parms{};
Parms.FortPC = FortPC;
auto Flgs = Func->FunctionFlags;
Func->FunctionFlags |= 0x400;
UObject::ProcessEvent(Func, &Parms);
Func->FunctionFlags = Flgs;
}
// Function FortniteGame.BuildingOutpostFabricator.CanDisintegrateItem
// (Final, Native, Public, BlueprintCallable)
// Parameters:
// class AFortPlayerControllerOutpost* FortPC (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// class UFortWorldItem* Item (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// int32 Count (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// int32 ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
int32 ABuildingOutpostFabricator::CanDisintegrateItem(class AFortPlayerControllerOutpost* FortPC, class UFortWorldItem* Item, int32 Count)
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("BuildingOutpostFabricator", "CanDisintegrateItem");
Params::BuildingOutpostFabricator_CanDisintegrateItem Parms{};
Parms.FortPC = FortPC;
Parms.Item = Item;
Parms.Count = Count;
auto Flgs = Func->FunctionFlags;
Func->FunctionFlags |= 0x400;
UObject::ProcessEvent(Func, &Parms);
Func->FunctionFlags = Flgs;
return Parms.ReturnValue;
}
// Function FortniteGame.BuildingOutpostFabricator.DisintegrateItem
// (Final, Native, Public, BlueprintCallable)
// Parameters:
// class AFortPlayerControllerOutpost* FortPC (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// class UFortWorldItem* Item (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// int32 Count (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
void ABuildingOutpostFabricator::DisintegrateItem(class AFortPlayerControllerOutpost* FortPC, class UFortWorldItem* Item, int32 Count)
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("BuildingOutpostFabricator", "DisintegrateItem");
Params::BuildingOutpostFabricator_DisintegrateItem Parms{};
Parms.FortPC = FortPC;
Parms.Item = Item;
Parms.Count = Count;
auto Flgs = Func->FunctionFlags;
Func->FunctionFlags |= 0x400;
UObject::ProcessEvent(Func, &Parms);
Func->FunctionFlags = Flgs;
}
// Function FortniteGame.BuildingOutpostFabricator.FabricateItem
// (Final, Native, Public, BlueprintCallable)
// Parameters:
// class AFortPlayerControllerOutpost* FortPC (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// class UFortWorldItemDefinition* ItemDef (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
void ABuildingOutpostFabricator::FabricateItem(class AFortPlayerControllerOutpost* FortPC, class UFortWorldItemDefinition* ItemDef)
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("BuildingOutpostFabricator", "FabricateItem");
Params::BuildingOutpostFabricator_FabricateItem Parms{};
Parms.FortPC = FortPC;
Parms.ItemDef = ItemDef;
auto Flgs = Func->FunctionFlags;
Func->FunctionFlags |= 0x400;
UObject::ProcessEvent(Func, &Parms);
Func->FunctionFlags = Flgs;
}
// Function FortniteGame.BuildingOutpostFabricator.GetAvailableRecipes
// (Final, Native, Public, BlueprintCallable, BlueprintPure, Const)
// Parameters:
// class AFortPlayerControllerOutpost* FortPC (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// EFortInventoryFilter InventoryFilter (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// const class FString& SearchFilter (Parm, ZeroConstructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// TArray<class UFortItem*> ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, NativeAccessSpecifierPublic)
TArray<class UFortItem*> ABuildingOutpostFabricator::GetAvailableRecipes(class AFortPlayerControllerOutpost* FortPC, EFortInventoryFilter InventoryFilter, const class FString& SearchFilter) const
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("BuildingOutpostFabricator", "GetAvailableRecipes");
Params::BuildingOutpostFabricator_GetAvailableRecipes Parms{};
Parms.FortPC = FortPC;
Parms.InventoryFilter = InventoryFilter;
Parms.SearchFilter = std::move(SearchFilter);
auto Flgs = Func->FunctionFlags;
Func->FunctionFlags |= 0x400;
UObject::ProcessEvent(Func, &Parms);
Func->FunctionFlags = Flgs;
return Parms.ReturnValue;
}
// Function FortniteGame.BuildingOutpostFabricator.GetDisintegrationDurationInSeconds
// (Final, Native, Public, BlueprintCallable, BlueprintPure, Const)
// Parameters:
// class AFortPlayerControllerOutpost* FortPC (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// int32 ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
int32 ABuildingOutpostFabricator::GetDisintegrationDurationInSeconds(class AFortPlayerControllerOutpost* FortPC) const
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("BuildingOutpostFabricator", "GetDisintegrationDurationInSeconds");
Params::BuildingOutpostFabricator_GetDisintegrationDurationInSeconds Parms{};
Parms.FortPC = FortPC;
auto Flgs = Func->FunctionFlags;
Func->FunctionFlags |= 0x400;
UObject::ProcessEvent(Func, &Parms);
Func->FunctionFlags = Flgs;
return Parms.ReturnValue;
}
// Function FortniteGame.BuildingOutpostFabricator.GetDisintegrationDurationInSecondsForItem
// (Final, Native, Public, BlueprintCallable, BlueprintPure, Const)
// Parameters:
// class UFortWorldItem* Item (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// int32 Count (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// int32 ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
int32 ABuildingOutpostFabricator::GetDisintegrationDurationInSecondsForItem(class UFortWorldItem* Item, int32 Count) const
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("BuildingOutpostFabricator", "GetDisintegrationDurationInSecondsForItem");
Params::BuildingOutpostFabricator_GetDisintegrationDurationInSecondsForItem Parms{};
Parms.Item = Item;
Parms.Count = Count;
auto Flgs = Func->FunctionFlags;
Func->FunctionFlags |= 0x400;
UObject::ProcessEvent(Func, &Parms);
Func->FunctionFlags = Flgs;
return Parms.ReturnValue;
}
// Function FortniteGame.BuildingOutpostFabricator.GetDisintegrationMinutesRemaining
// (Final, Native, Public, BlueprintCallable, BlueprintPure, Const)
// Parameters:
// class AFortPlayerControllerOutpost* FortPC (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// int32 ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
int32 ABuildingOutpostFabricator::GetDisintegrationMinutesRemaining(class AFortPlayerControllerOutpost* FortPC) const
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("BuildingOutpostFabricator", "GetDisintegrationMinutesRemaining");
Params::BuildingOutpostFabricator_GetDisintegrationMinutesRemaining Parms{};
Parms.FortPC = FortPC;
auto Flgs = Func->FunctionFlags;
Func->FunctionFlags |= 0x400;
UObject::ProcessEvent(Func, &Parms);
Func->FunctionFlags = Flgs;
return Parms.ReturnValue;
}
// Function FortniteGame.BuildingOutpostFabricator.GetDisintegrationSecondsRemaining
// (Final, Native, Public, BlueprintCallable, BlueprintPure, Const)
// Parameters:
// class AFortPlayerControllerOutpost* FortPC (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// int32 ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
int32 ABuildingOutpostFabricator::GetDisintegrationSecondsRemaining(class AFortPlayerControllerOutpost* FortPC) const
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("BuildingOutpostFabricator", "GetDisintegrationSecondsRemaining");
Params::BuildingOutpostFabricator_GetDisintegrationSecondsRemaining Parms{};
Parms.FortPC = FortPC;
auto Flgs = Func->FunctionFlags;
Func->FunctionFlags |= 0x400;
UObject::ProcessEvent(Func, &Parms);
Func->FunctionFlags = Flgs;
return Parms.ReturnValue;
}
// Function FortniteGame.BuildingOutpostFabricator.GetDisintegrationStartTime
// (Final, Native, Public, HasDefaults, BlueprintCallable, BlueprintPure, Const)
// Parameters:
// class AFortPlayerControllerOutpost* FortPC (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// struct FDateTime ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, NativeAccessSpecifierPublic)
struct FDateTime ABuildingOutpostFabricator::GetDisintegrationStartTime(class AFortPlayerControllerOutpost* FortPC) const
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("BuildingOutpostFabricator", "GetDisintegrationStartTime");
Params::BuildingOutpostFabricator_GetDisintegrationStartTime Parms{};
Parms.FortPC = FortPC;
auto Flgs = Func->FunctionFlags;
Func->FunctionFlags |= 0x400;
UObject::ProcessEvent(Func, &Parms);
Func->FunctionFlags = Flgs;
return Parms.ReturnValue;
}
// Function FortniteGame.BuildingOutpostFabricator.GetGooFromDisintegrationAmount
// (Final, Native, Public, BlueprintCallable, BlueprintPure, Const)
// Parameters:
// const class UFortWorldItem* Item (ConstParm, Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// int32 ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
int32 ABuildingOutpostFabricator::GetGooFromDisintegrationAmount(const class UFortWorldItem* Item) const
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("BuildingOutpostFabricator", "GetGooFromDisintegrationAmount");
Params::BuildingOutpostFabricator_GetGooFromDisintegrationAmount Parms{};
Parms.Item = Item;
auto Flgs = Func->FunctionFlags;
Func->FunctionFlags |= 0x400;
UObject::ProcessEvent(Func, &Parms);
Func->FunctionFlags = Flgs;
return Parms.ReturnValue;
}
// Function FortniteGame.BuildingOutpostFabricator.GetGooToFabricateAmount
// (Final, Native, Public, BlueprintCallable, BlueprintPure, Const)
// Parameters:
// const class UFortWorldItem* Item (ConstParm, Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// int32 ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
int32 ABuildingOutpostFabricator::GetGooToFabricateAmount(const class UFortWorldItem* Item) const
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("BuildingOutpostFabricator", "GetGooToFabricateAmount");
Params::BuildingOutpostFabricator_GetGooToFabricateAmount Parms{};
Parms.Item = Item;
auto Flgs = Func->FunctionFlags;
Func->FunctionFlags |= 0x400;
UObject::ProcessEvent(Func, &Parms);
Func->FunctionFlags = Flgs;
return Parms.ReturnValue;
}
// Function FortniteGame.BuildingOutpostFabricator.GetIncomingGooAmount
// (Final, Native, Public, BlueprintCallable, BlueprintPure, Const)
// Parameters:
// class AFortPlayerControllerOutpost* FortPC (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// int32 ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
int32 ABuildingOutpostFabricator::GetIncomingGooAmount(class AFortPlayerControllerOutpost* FortPC) const
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("BuildingOutpostFabricator", "GetIncomingGooAmount");
Params::BuildingOutpostFabricator_GetIncomingGooAmount Parms{};
Parms.FortPC = FortPC;
auto Flgs = Func->FunctionFlags;
Func->FunctionFlags |= 0x400;
UObject::ProcessEvent(Func, &Parms);
Func->FunctionFlags = Flgs;
return Parms.ReturnValue;
}
// Function FortniteGame.BuildingOutpostFabricator.GetIncomingGooAmountProgress
// (Final, Native, Public, BlueprintCallable, BlueprintPure, Const)
// Parameters:
// class AFortPlayerControllerOutpost* FortPC (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// int32 ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
int32 ABuildingOutpostFabricator::GetIncomingGooAmountProgress(class AFortPlayerControllerOutpost* FortPC) const
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("BuildingOutpostFabricator", "GetIncomingGooAmountProgress");
Params::BuildingOutpostFabricator_GetIncomingGooAmountProgress Parms{};
Parms.FortPC = FortPC;
auto Flgs = Func->FunctionFlags;
Func->FunctionFlags |= 0x400;
UObject::ProcessEvent(Func, &Parms);
Func->FunctionFlags = Flgs;
return Parms.ReturnValue;
}
// Function FortniteGame.BuildingOutpostFabricator.GetMaxGooCapacity
// (Final, Native, Public, BlueprintCallable, BlueprintPure, Const)
// Parameters:
// class AFortPlayerControllerOutpost* FortPC (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// int32 ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
int32 ABuildingOutpostFabricator::GetMaxGooCapacity(class AFortPlayerControllerOutpost* FortPC) const
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("BuildingOutpostFabricator", "GetMaxGooCapacity");
Params::BuildingOutpostFabricator_GetMaxGooCapacity Parms{};
Parms.FortPC = FortPC;
auto Flgs = Func->FunctionFlags;
Func->FunctionFlags |= 0x400;
UObject::ProcessEvent(Func, &Parms);
Func->FunctionFlags = Flgs;
return Parms.ReturnValue;
}
// Function FortniteGame.BuildingOutpostFabricator.GetPlayerItems
// (Final, Native, Public, BlueprintCallable, BlueprintPure, Const)
// Parameters:
// class AFortPlayerControllerOutpost* FortPC (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// EFortInventoryFilter InventoryFilter (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// const class FString& SearchFilter (Parm, ZeroConstructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// TArray<class UFortItem*> ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, NativeAccessSpecifierPublic)
TArray<class UFortItem*> ABuildingOutpostFabricator::GetPlayerItems(class AFortPlayerControllerOutpost* FortPC, EFortInventoryFilter InventoryFilter, const class FString& SearchFilter) const
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("BuildingOutpostFabricator", "GetPlayerItems");
Params::BuildingOutpostFabricator_GetPlayerItems Parms{};
Parms.FortPC = FortPC;
Parms.InventoryFilter = InventoryFilter;
Parms.SearchFilter = std::move(SearchFilter);
auto Flgs = Func->FunctionFlags;
Func->FunctionFlags |= 0x400;
UObject::ProcessEvent(Func, &Parms);
Func->FunctionFlags = Flgs;
return Parms.ReturnValue;
}
// Function FortniteGame.BuildingOutpostFabricator.GetStoredGooAmount
// (Final, Native, Public, BlueprintCallable, BlueprintPure, Const)
// Parameters:
// class AFortPlayerControllerOutpost* FortPC (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// int32 ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
int32 ABuildingOutpostFabricator::GetStoredGooAmount(class AFortPlayerControllerOutpost* FortPC) const
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("BuildingOutpostFabricator", "GetStoredGooAmount");
Params::BuildingOutpostFabricator_GetStoredGooAmount Parms{};
Parms.FortPC = FortPC;
auto Flgs = Func->FunctionFlags;
Func->FunctionFlags |= 0x400;
UObject::ProcessEvent(Func, &Parms);
Func->FunctionFlags = Flgs;
return Parms.ReturnValue;
}
// Function FortniteGame.BuildingOutpostFabricator.IsDisintegrating
// (Final, Native, Public, BlueprintCallable, BlueprintPure, Const)
// Parameters:
// class AFortPlayerControllerOutpost* FortPC (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// bool ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, NativeAccessSpecifierPublic)
bool ABuildingOutpostFabricator::IsDisintegrating(class AFortPlayerControllerOutpost* FortPC) const
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("BuildingOutpostFabricator", "IsDisintegrating");
Params::BuildingOutpostFabricator_IsDisintegrating Parms{};
Parms.FortPC = FortPC;
auto Flgs = Func->FunctionFlags;
Func->FunctionFlags |= 0x400;
UObject::ProcessEvent(Func, &Parms);
Func->FunctionFlags = Flgs;
return Parms.ReturnValue;
}
// Function FortniteGame.FortWeapon.ApplyTempWeaponMaterialOverride
// (Final, Native, Public, BlueprintCallable)
// Parameters:
// class UMaterialInterface* MaterialOverride (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
void AFortWeapon::ApplyTempWeaponMaterialOverride(class UMaterialInterface* MaterialOverride)
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("FortWeapon", "ApplyTempWeaponMaterialOverride");
Params::FortWeapon_ApplyTempWeaponMaterialOverride Parms{};
Parms.MaterialOverride = MaterialOverride;
auto Flgs = Func->FunctionFlags;
Func->FunctionFlags |= 0x400;
UObject::ProcessEvent(Func, &Parms);
Func->FunctionFlags = Flgs;
}
// Function FortniteGame.FortWeapon.ClientGivenTo
// (Net, NetReliable, Native, Event, Protected, NetClient)
// Parameters:
// class APawn* P (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
void AFortWeapon::ClientGivenTo(class APawn* P)
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("FortWeapon", "ClientGivenTo");
Params::FortWeapon_ClientGivenTo Parms{};
Parms.P = P;
auto Flgs = Func->FunctionFlags;
Func->FunctionFlags |= 0x400;
UObject::ProcessEvent(Func, &Parms);
Func->FunctionFlags = Flgs;
}
// Function FortniteGame.FortWeapon.ClientReportShotFlags
// (Net, NetReliable, Native, Event, Protected, NetClient)
// Parameters:
// uint32 ShotFlags (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// int32 ShotIndex (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
void AFortWeapon::ClientReportShotFlags(uint32 ShotFlags, int32 ShotIndex)
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("FortWeapon", "ClientReportShotFlags");
Params::FortWeapon_ClientReportShotFlags Parms{};
Parms.ShotFlags = ShotFlags;
Parms.ShotIndex = ShotIndex;
auto Flgs = Func->FunctionFlags;
Func->FunctionFlags |= 0x400;
UObject::ProcessEvent(Func, &Parms);
Func->FunctionFlags = Flgs;
}
// Function FortniteGame.FortWeapon.DetermineReticleColor
// (Native, Public, HasDefaults, BlueprintCallable)
// Parameters:
// struct FColor ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, NativeAccessSpecifierPublic)
struct FColor AFortWeapon::DetermineReticleColor()
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("FortWeapon", "DetermineReticleColor");
Params::FortWeapon_DetermineReticleColor Parms{};
auto Flgs = Func->FunctionFlags;
Func->FunctionFlags |= 0x400;
UObject::ProcessEvent(Func, &Parms);
Func->FunctionFlags = Flgs;
return Parms.ReturnValue;
}
// Function FortniteGame.FortWeapon.GameplayCue_Impact
// (Native, Protected)
// Parameters:
// EGameplayCueEvent EventType (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// const struct FGameplayCueParameters& Parameters (Parm, NativeAccessSpecifierPublic)
void AFortWeapon::GameplayCue_Impact(EGameplayCueEvent EventType, const struct FGameplayCueParameters& Parameters)
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("FortWeapon", "GameplayCue_Impact");
Params::FortWeapon_GameplayCue_Impact Parms{};
Parms.EventType = EventType;
Parms.Parameters = std::move(Parameters);
auto Flgs = Func->FunctionFlags;
Func->FunctionFlags |= 0x400;
UObject::ProcessEvent(Func, &Parms);
Func->FunctionFlags = Flgs;
}
// Function FortniteGame.FortWeapon.GameplayCue_Weapons_Activation
// (Native, Protected)
// Parameters:
// EGameplayCueEvent EventType (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// const struct FGameplayCueParameters& Parameters (Parm, NativeAccessSpecifierPublic)
void AFortWeapon::GameplayCue_Weapons_Activation(EGameplayCueEvent EventType, const struct FGameplayCueParameters& Parameters)
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("FortWeapon", "GameplayCue_Weapons_Activation");
Params::FortWeapon_GameplayCue_Weapons_Activation Parms{};
Parms.EventType = EventType;
Parms.Parameters = std::move(Parameters);
auto Flgs = Func->FunctionFlags;
Func->FunctionFlags |= 0x400;
UObject::ProcessEvent(Func, &Parms);
Func->FunctionFlags = Flgs;
}
// Function FortniteGame.FortWeapon.GameplayCue_Weapons_ChargeUp
// (Native, Protected)
// Parameters:
// EGameplayCueEvent EventType (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// const struct FGameplayCueParameters& Parameters (Parm, NativeAccessSpecifierPublic)
void AFortWeapon::GameplayCue_Weapons_ChargeUp(EGameplayCueEvent EventType, const struct FGameplayCueParameters& Parameters)
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("FortWeapon", "GameplayCue_Weapons_ChargeUp");
Params::FortWeapon_GameplayCue_Weapons_ChargeUp Parms{};
Parms.EventType = EventType;
Parms.Parameters = std::move(Parameters);
auto Flgs = Func->FunctionFlags;
Func->FunctionFlags |= 0x400;
UObject::ProcessEvent(Func, &Parms);
Func->FunctionFlags = Flgs;
}
// Function FortniteGame.FortWeapon.GetActiveAlterations
// (Final, Native, Protected, HasOutParams, BlueprintCallable)
// Parameters:
// TArray<class UFortAlterationItemDefinition*>*outActiveAlterations (Parm, OutParm, ZeroConstructor, NativeAccessSpecifierPublic)
void AFortWeapon::GetActiveAlterations(TArray<class UFortAlterationItemDefinition*>* outActiveAlterations)
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("FortWeapon", "GetActiveAlterations");
Params::FortWeapon_GetActiveAlterations Parms{};
auto Flgs = Func->FunctionFlags;
Func->FunctionFlags |= 0x400;
UObject::ProcessEvent(Func, &Parms);
Func->FunctionFlags = Flgs;
if (outActiveAlterations != nullptr)
*outActiveAlterations = std::move(Parms.outActiveAlterations);
}
// Function FortniteGame.FortWeapon.K2_OnUnEquip
// (Event, Public, BlueprintEvent)
void AFortWeapon::K2_OnUnEquip()
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("FortWeapon", "K2_OnUnEquip");
UObject::ProcessEvent(Func, nullptr);
}
// Function FortniteGame.FortWeapon.OnAmmoCountChanged
// (BlueprintCosmetic, Event, Protected, BlueprintEvent)
void AFortWeapon::OnAmmoCountChanged()
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("FortWeapon", "OnAmmoCountChanged");
UObject::ProcessEvent(Func, nullptr);
}
// Function FortniteGame.FortWeapon.OnEndCharge
// (Event, Protected, BlueprintEvent)
void AFortWeapon::OnEndCharge()
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("FortWeapon", "OnEndCharge");
UObject::ProcessEvent(Func, nullptr);
}
// Function FortniteGame.FortWeapon.OnEquippedWeaponDestory
// (BlueprintCosmetic, Event, Protected, BlueprintEvent)
void AFortWeapon::OnEquippedWeaponDestory()
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("FortWeapon", "OnEquippedWeaponDestory");
UObject::ProcessEvent(Func, nullptr);
}
// Function FortniteGame.FortWeapon.OnEquippedWeaponDestroyWrapper
// (Net, NetReliable, Native, Event, NetMulticast, Protected)
void AFortWeapon::OnEquippedWeaponDestroyWrapper()
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("FortWeapon", "OnEquippedWeaponDestroyWrapper");
auto Flgs = Func->FunctionFlags;
Func->FunctionFlags |= 0x400;
UObject::ProcessEvent(Func, nullptr);
Func->FunctionFlags = Flgs;
}
// Function FortniteGame.FortWeapon.OnInitAlteration
// (Event, Protected, BlueprintEvent)
// Parameters:
// class UFortAlterationItemDefinition* NewAlteration (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
void AFortWeapon::OnInitAlteration(class UFortAlterationItemDefinition* NewAlteration)
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("FortWeapon", "OnInitAlteration");
Params::FortWeapon_OnInitAlteration Parms{};
Parms.NewAlteration = NewAlteration;
UObject::ProcessEvent(Func, &Parms);
}
// Function FortniteGame.FortWeapon.OnInitCosmeticAlterations
// (Event, Protected, BlueprintEvent)
// Parameters:
// const struct FFortCosmeticModification& CosmeticMod (Parm, NativeAccessSpecifierPublic)
// class UMaterialInstanceDynamic* DynamicMaterialInstance (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
void AFortWeapon::OnInitCosmeticAlterations(const struct FFortCosmeticModification& CosmeticMod, class UMaterialInstanceDynamic* DynamicMaterialInstance)
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("FortWeapon", "OnInitCosmeticAlterations");
Params::FortWeapon_OnInitCosmeticAlterations Parms{};
Parms.CosmeticMod = std::move(CosmeticMod);
Parms.DynamicMaterialInstance = DynamicMaterialInstance;
UObject::ProcessEvent(Func, &Parms);
}
// Function FortniteGame.FortWeapon.OnOutOfAmmoFire
// (BlueprintCosmetic, Event, Protected, BlueprintEvent)
void AFortWeapon::OnOutOfAmmoFire()
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("FortWeapon", "OnOutOfAmmoFire");
UObject::ProcessEvent(Func, nullptr);
}
// Function FortniteGame.FortWeapon.OnPawnMontageStarted
// (Final, Native, Public)
// Parameters:
// class UAnimMontage* PawnMontage (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
void AFortWeapon::OnPawnMontageStarted(class UAnimMontage* PawnMontage)
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("FortWeapon", "OnPawnMontageStarted");
Params::FortWeapon_OnPawnMontageStarted Parms{};
Parms.PawnMontage = PawnMontage;
auto Flgs = Func->FunctionFlags;
Func->FunctionFlags |= 0x400;
UObject::ProcessEvent(Func, &Parms);
Func->FunctionFlags = Flgs;
}
// Function FortniteGame.FortWeapon.OnPlayImpactFX
// (Event, Protected, HasOutParams, BlueprintEvent)
// Parameters:
// const struct FHitResult& HitResult (ConstParm, Parm, OutParm, ReferenceParm, ContainsInstancedReference, NativeAccessSpecifierPublic)
// EPhysicalSurface ImpactPhysicalSurface (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// class UParticleSystemComponent* SpawnedPSC (Parm, ZeroConstructor, InstancedReference, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
void AFortWeapon::OnPlayImpactFX(const struct FHitResult& HitResult, EPhysicalSurface ImpactPhysicalSurface, class UParticleSystemComponent* SpawnedPSC)
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("FortWeapon", "OnPlayImpactFX");
Params::FortWeapon_OnPlayImpactFX Parms{};
Parms.HitResult = std::move(HitResult);
Parms.ImpactPhysicalSurface = ImpactPhysicalSurface;
Parms.SpawnedPSC = SpawnedPSC;
UObject::ProcessEvent(Func, &Parms);
}
// Function FortniteGame.FortWeapon.OnPlayReloadFX
// (BlueprintCosmetic, Event, Protected, BlueprintEvent)
// Parameters:
// EFortReloadFXState ReloadStage (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
void AFortWeapon::OnPlayReloadFX(EFortReloadFXState ReloadStage)
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("FortWeapon", "OnPlayReloadFX");
Params::FortWeapon_OnPlayReloadFX Parms{};
Parms.ReloadStage = ReloadStage;
UObject::ProcessEvent(Func, &Parms);
}
// Function FortniteGame.FortWeapon.OnPlayWeaponFireFX
// (BlueprintCosmetic, Event, Protected, BlueprintEvent)
// Parameters:
// bool bPersistentFire (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, NativeAccessSpecifierPublic)
void AFortWeapon::OnPlayWeaponFireFX(bool bPersistentFire)
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("FortWeapon", "OnPlayWeaponFireFX");
Params::FortWeapon_OnPlayWeaponFireFX Parms{};
Parms.bPersistentFire = bPersistentFire;
UObject::ProcessEvent(Func, &Parms);
}
// Function FortniteGame.FortWeapon.OnReachedMaxCharge
// (Event, Protected, BlueprintEvent)
void AFortWeapon::OnReachedMaxCharge()
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("FortWeapon", "OnReachedMaxCharge");
UObject::ProcessEvent(Func, nullptr);
}
// Function FortniteGame.FortWeapon.OnReachedMinCharge
// (Event, Protected, BlueprintEvent)
void AFortWeapon::OnReachedMinCharge()
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("FortWeapon", "OnReachedMinCharge");
UObject::ProcessEvent(Func, nullptr);
}
// Function FortniteGame.FortWeapon.OnRep_AmmoCount
// (Native, Protected)
void AFortWeapon::OnRep_AmmoCount()
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("FortWeapon", "OnRep_AmmoCount");
auto Flgs = Func->FunctionFlags;
Func->FunctionFlags |= 0x400;
UObject::ProcessEvent(Func, nullptr);
Func->FunctionFlags = Flgs;
}
// Function FortniteGame.FortWeapon.OnRep_ReplicatedAppliedAlterations
// (Native, Protected)
void AFortWeapon::OnRep_ReplicatedAppliedAlterations()
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("FortWeapon", "OnRep_ReplicatedAppliedAlterations");
auto Flgs = Func->FunctionFlags;
Func->FunctionFlags |= 0x400;
UObject::ProcessEvent(Func, nullptr);
Func->FunctionFlags = Flgs;
}
// Function FortniteGame.FortWeapon.OnRep_ReplicatedWeaponData
// (Native, Protected)
void AFortWeapon::OnRep_ReplicatedWeaponData()
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("FortWeapon", "OnRep_ReplicatedWeaponData");
auto Flgs = Func->FunctionFlags;
Func->FunctionFlags |= 0x400;
UObject::ProcessEvent(Func, nullptr);
Func->FunctionFlags = Flgs;
}
// Function FortniteGame.FortWeapon.OnSetTargeting
// (Event, Public, BlueprintEvent)
// Parameters:
// bool bNewIsTargeting (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, NativeAccessSpecifierPublic)
void AFortWeapon::OnSetTargeting(bool bNewIsTargeting)
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("FortWeapon", "OnSetTargeting");
Params::FortWeapon_OnSetTargeting Parms{};
Parms.bNewIsTargeting = bNewIsTargeting;
UObject::ProcessEvent(Func, &Parms);
}
// Function FortniteGame.FortWeapon.OnStartCharge
// (Event, Protected, BlueprintEvent)
void AFortWeapon::OnStartCharge()
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("FortWeapon", "OnStartCharge");
UObject::ProcessEvent(Func, nullptr);
}
// Function FortniteGame.FortWeapon.OnStopWeaponFireFX
// (BlueprintCosmetic, Event, Protected, BlueprintEvent)
void AFortWeapon::OnStopWeaponFireFX()
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("FortWeapon", "OnStopWeaponFireFX");
UObject::ProcessEvent(Func, nullptr);
}
// Function FortniteGame.FortWeapon.OnWeaponAttached
// (Event, Public, BlueprintEvent)
void AFortWeapon::OnWeaponAttached()
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("FortWeapon", "OnWeaponAttached");
UObject::ProcessEvent(Func, nullptr);
}
// Function FortniteGame.FortWeapon.OnWeaponVisibilityChanged
// (Event, Protected, BlueprintEvent)
// Parameters:
// bool bVisible (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, NativeAccessSpecifierPublic)
void AFortWeapon::OnWeaponVisibilityChanged(bool bVisible)
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("FortWeapon", "OnWeaponVisibilityChanged");
Params::FortWeapon_OnWeaponVisibilityChanged Parms{};
Parms.bVisible = bVisible;
UObject::ProcessEvent(Func, &Parms);
}
// Function FortniteGame.FortWeapon.PlayNativeImpactFX
// (Native, Protected, HasOutParams, BlueprintCallable)
// Parameters:
// const struct FHitResult& HitResult (ConstParm, Parm, OutParm, ReferenceParm, ContainsInstancedReference, NativeAccessSpecifierPublic)
// const struct FGameplayCueParameters& GameplayCueParameters (ConstParm, Parm, OutParm, ReferenceParm, NativeAccessSpecifierPublic)
void AFortWeapon::PlayNativeImpactFX(const struct FHitResult& HitResult, const struct FGameplayCueParameters& GameplayCueParameters)
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("FortWeapon", "PlayNativeImpactFX");
Params::FortWeapon_PlayNativeImpactFX Parms{};
Parms.HitResult = std::move(HitResult);
Parms.GameplayCueParameters = std::move(GameplayCueParameters);
auto Flgs = Func->FunctionFlags;
Func->FunctionFlags |= 0x400;
UObject::ProcessEvent(Func, &Parms);
Func->FunctionFlags = Flgs;
}
// Function FortniteGame.FortWeapon.PlayReloadFX
// (BlueprintCosmetic, Native, Public, BlueprintCallable)
// Parameters:
// EFortReloadFXState ReloadStage (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
void AFortWeapon::PlayReloadFX(EFortReloadFXState ReloadStage)
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("FortWeapon", "PlayReloadFX");
Params::FortWeapon_PlayReloadFX Parms{};
Parms.ReloadStage = ReloadStage;
auto Flgs = Func->FunctionFlags;
Func->FunctionFlags |= 0x400;
UObject::ProcessEvent(Func, &Parms);
Func->FunctionFlags = Flgs;
}
// Function FortniteGame.FortWeapon.PlayWeaponFireFX
// (BlueprintCosmetic, Native, Public, BlueprintCallable)
// Parameters:
// bool bSecondaryFire (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, NativeAccessSpecifierPublic)
void AFortWeapon::PlayWeaponFireFX(bool bSecondaryFire)
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("FortWeapon", "PlayWeaponFireFX");
Params::FortWeapon_PlayWeaponFireFX Parms{};
Parms.bSecondaryFire = bSecondaryFire;
auto Flgs = Func->FunctionFlags;
Func->FunctionFlags |= 0x400;
UObject::ProcessEvent(Func, &Parms);
Func->FunctionFlags = Flgs;
}
// Function FortniteGame.FortWeapon.ResetTempWeaponMaterialOverride
// (Final, Native, Public, BlueprintCallable)
void AFortWeapon::ResetTempWeaponMaterialOverride()
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("FortWeapon", "ResetTempWeaponMaterialOverride");
auto Flgs = Func->FunctionFlags;
Func->FunctionFlags |= 0x400;
UObject::ProcessEvent(Func, nullptr);
Func->FunctionFlags = Flgs;
}
// Function FortniteGame.FortWeapon.ServerResetShotReport
// (Net, NetReliable, Native, Event, Protected, NetServer, NetValidate)
void AFortWeapon::ServerResetShotReport()
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("FortWeapon", "ServerResetShotReport");
auto Flgs = Func->FunctionFlags;
Func->FunctionFlags |= 0x400;
UObject::ProcessEvent(Func, nullptr);
Func->FunctionFlags = Flgs;
}
// Function FortniteGame.FortWeapon.ServerStartCharge
// (Net, NetReliable, Native, Event, Protected, NetServer, NetValidate)
void AFortWeapon::ServerStartCharge()
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("FortWeapon", "ServerStartCharge");
auto Flgs = Func->FunctionFlags;
Func->FunctionFlags |= 0x400;
UObject::ProcessEvent(Func, nullptr);
Func->FunctionFlags = Flgs;
}
// Function FortniteGame.FortWeapon.SetShouldDrawNativeReticle
// (Final, Native, Protected, BlueprintCallable)
// Parameters:
// bool bInShouldDrawReticle (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, NativeAccessSpecifierPublic)
void AFortWeapon::SetShouldDrawNativeReticle(bool bInShouldDrawReticle)
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("FortWeapon", "SetShouldDrawNativeReticle");
Params::FortWeapon_SetShouldDrawNativeReticle Parms{};
Parms.bInShouldDrawReticle = bInShouldDrawReticle;
auto Flgs = Func->FunctionFlags;
Func->FunctionFlags |= 0x400;
UObject::ProcessEvent(Func, &Parms);
Func->FunctionFlags = Flgs;
}
// Function FortniteGame.FortWeapon.SetWeaponVisibility
// (Final, Native, Public, BlueprintCallable)
// Parameters:
// bool bDesiredVisibility (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, NativeAccessSpecifierPublic)
// bool bForceUpdate (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, NativeAccessSpecifierPublic)
void AFortWeapon::SetWeaponVisibility(bool bDesiredVisibility, bool bForceUpdate)
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("FortWeapon", "SetWeaponVisibility");
Params::FortWeapon_SetWeaponVisibility Parms{};
Parms.bDesiredVisibility = bDesiredVisibility;
Parms.bForceUpdate = bForceUpdate;
auto Flgs = Func->FunctionFlags;
Func->FunctionFlags |= 0x400;
UObject::ProcessEvent(Func, &Parms);
Func->FunctionFlags = Flgs;
}
// Function FortniteGame.FortWeapon.StopWeaponFireFX
// (BlueprintCosmetic, Native, Public, BlueprintCallable)
void AFortWeapon::StopWeaponFireFX()
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("FortWeapon", "StopWeaponFireFX");
auto Flgs = Func->FunctionFlags;
Func->FunctionFlags |= 0x400;
UObject::ProcessEvent(Func, nullptr);
Func->FunctionFlags = Flgs;
}
// Function FortniteGame.FortWeapon.UseWeaponDurability
// (Final, Native, Public, BlueprintCallable)
// Parameters:
// float DurabilityScale (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
void AFortWeapon::UseWeaponDurability(float DurabilityScale)
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("FortWeapon", "UseWeaponDurability");
Params::FortWeapon_UseWeaponDurability Parms{};
Parms.DurabilityScale = DurabilityScale;
auto Flgs = Func->FunctionFlags;
Func->FunctionFlags |= 0x400;
UObject::ProcessEvent(Func, &Parms);
Func->FunctionFlags = Flgs;
}
// Function FortniteGame.FortWeapon.GetAlterations
// (Native, Public, BlueprintCallable, BlueprintPure, Const)
// Parameters:
// TArray<class UFortAlterationItemDefinition*>ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, NativeAccessSpecifierPublic)
TArray<class UFortAlterationItemDefinition*> AFortWeapon::GetAlterations() const
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("FortWeapon", "GetAlterations");
Params::FortWeapon_GetAlterations Parms{};
auto Flgs = Func->FunctionFlags;
Func->FunctionFlags |= 0x400;
UObject::ProcessEvent(Func, &Parms);
Func->FunctionFlags = Flgs;
return Parms.ReturnValue;
}
// Function FortniteGame.FortWeapon.GetBulletsPerClip
// (Final, Native, Public, BlueprintCallable, BlueprintPure, Const)
// Parameters:
// int32 ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
int32 AFortWeapon::GetBulletsPerClip() const
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("FortWeapon", "GetBulletsPerClip");
Params::FortWeapon_GetBulletsPerClip Parms{};
auto Flgs = Func->FunctionFlags;
Func->FunctionFlags |= 0x400;
UObject::ProcessEvent(Func, &Parms);
Func->FunctionFlags = Flgs;
return Parms.ReturnValue;
}
// Function FortniteGame.FortWeapon.GetChargePercent
// (Final, Native, Public, BlueprintCallable, BlueprintPure, Const)
// Parameters:
// float ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
float AFortWeapon::GetChargePercent() const
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("FortWeapon", "GetChargePercent");
Params::FortWeapon_GetChargePercent Parms{};
auto Flgs = Func->FunctionFlags;
Func->FunctionFlags |= 0x400;
UObject::ProcessEvent(Func, &Parms);
Func->FunctionFlags = Flgs;
return Parms.ReturnValue;
}
// Function FortniteGame.FortWeapon.GetCoreAnimation
// (Final, Native, Public, BlueprintCallable, BlueprintPure, Const)
// Parameters:
// EFortWeaponCoreAnimation ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
EFortWeaponCoreAnimation AFortWeapon::GetCoreAnimation() const
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("FortWeapon", "GetCoreAnimation");
Params::FortWeapon_GetCoreAnimation Parms{};
auto Flgs = Func->FunctionFlags;
Func->FunctionFlags |= 0x400;
UObject::ProcessEvent(Func, &Parms);
Func->FunctionFlags = Flgs;
return Parms.ReturnValue;
}
// Function FortniteGame.FortWeapon.GetCurrentMaxChargePercent
// (Final, Native, Public, BlueprintCallable, BlueprintPure, Const)
// Parameters:
// float ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
float AFortWeapon::GetCurrentMaxChargePercent() const
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("FortWeapon", "GetCurrentMaxChargePercent");
Params::FortWeapon_GetCurrentMaxChargePercent Parms{};
auto Flgs = Func->FunctionFlags;
Func->FunctionFlags |= 0x400;
UObject::ProcessEvent(Func, &Parms);
Func->FunctionFlags = Flgs;
return Parms.ReturnValue;
}
// Function FortniteGame.FortWeapon.GetDamageStartLocation
// (Native, Public, HasOutParams, HasDefaults, BlueprintCallable, BlueprintPure, Const)
// Parameters:
// struct FVector* AimDir (Parm, OutParm, ZeroConstructor, IsPlainOldData, NoDestructor, NativeAccessSpecifierPublic)
// struct FVector ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, NativeAccessSpecifierPublic)
struct FVector AFortWeapon::GetDamageStartLocation(struct FVector* AimDir) const
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("FortWeapon", "GetDamageStartLocation");
Params::FortWeapon_GetDamageStartLocation Parms{};
auto Flgs = Func->FunctionFlags;
Func->FunctionFlags |= 0x400;
UObject::ProcessEvent(Func, &Parms);
Func->FunctionFlags = Flgs;
if (AimDir != nullptr)
*AimDir = std::move(Parms.AimDir);
return Parms.ReturnValue;
}
// Function FortniteGame.FortWeapon.GetLocalMagazineAmmoCount
// (Native, Public, BlueprintCallable, BlueprintPure, Const)
// Parameters:
// int32 ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
int32 AFortWeapon::GetLocalMagazineAmmoCount() const
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("FortWeapon", "GetLocalMagazineAmmoCount");
Params::FortWeapon_GetLocalMagazineAmmoCount Parms{};
auto Flgs = Func->FunctionFlags;
Func->FunctionFlags |= 0x400;
UObject::ProcessEvent(Func, &Parms);
Func->FunctionFlags = Flgs;
return Parms.ReturnValue;
}
// Function FortniteGame.FortWeapon.GetLocalRemainingAmmo
// (Native, Public, BlueprintCallable, BlueprintPure, Const)
// Parameters:
// int32 ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
int32 AFortWeapon::GetLocalRemainingAmmo() const
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("FortWeapon", "GetLocalRemainingAmmo");
Params::FortWeapon_GetLocalRemainingAmmo Parms{};
auto Flgs = Func->FunctionFlags;
Func->FunctionFlags |= 0x400;
UObject::ProcessEvent(Func, &Parms);
Func->FunctionFlags = Flgs;
return Parms.ReturnValue;
}
// Function FortniteGame.FortWeapon.GetMagazineAmmoCount
// (Native, Public, BlueprintCallable, BlueprintPure, Const)
// Parameters:
// int32 ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
int32 AFortWeapon::GetMagazineAmmoCount() const
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("FortWeapon", "GetMagazineAmmoCount");
Params::FortWeapon_GetMagazineAmmoCount Parms{};
auto Flgs = Func->FunctionFlags;
Func->FunctionFlags |= 0x400;
UObject::ProcessEvent(Func, &Parms);
Func->FunctionFlags = Flgs;
return Parms.ReturnValue;
}
// Function FortniteGame.FortWeapon.GetRange
// (Native, Protected, BlueprintCallable, BlueprintPure, Const)
// Parameters:
// float ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
float AFortWeapon::GetRange() const
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("FortWeapon", "GetRange");
Params::FortWeapon_GetRange Parms{};
auto Flgs = Func->FunctionFlags;
Func->FunctionFlags |= 0x400;
UObject::ProcessEvent(Func, &Parms);
Func->FunctionFlags = Flgs;
return Parms.ReturnValue;
}
// Function FortniteGame.FortWeapon.GetReloadProgress
// (Native, Public, BlueprintCallable, BlueprintPure, Const)
// Parameters:
// float ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
float AFortWeapon::GetReloadProgress() const
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("FortWeapon", "GetReloadProgress");
Params::FortWeapon_GetReloadProgress Parms{};
auto Flgs = Func->FunctionFlags;
Func->FunctionFlags |= 0x400;
UObject::ProcessEvent(Func, &Parms);
Func->FunctionFlags = Flgs;
return Parms.ReturnValue;
}
// Function FortniteGame.FortWeapon.GetReloadTime
// (Native, Public, BlueprintCallable, BlueprintPure, Const)
// Parameters:
// float ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
float AFortWeapon::GetReloadTime() const
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("FortWeapon", "GetReloadTime");
Params::FortWeapon_GetReloadTime Parms{};
auto Flgs = Func->FunctionFlags;
Func->FunctionFlags |= 0x400;
UObject::ProcessEvent(Func, &Parms);
Func->FunctionFlags = Flgs;
return Parms.ReturnValue;
}
// Function FortniteGame.FortWeapon.GetRemainingAmmo
// (Native, Public, BlueprintCallable, BlueprintPure, Const)
// Parameters:
// int32 ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
int32 AFortWeapon::GetRemainingAmmo() const
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("FortWeapon", "GetRemainingAmmo");
Params::FortWeapon_GetRemainingAmmo Parms{};
auto Flgs = Func->FunctionFlags;
Func->FunctionFlags |= 0x400;
UObject::ProcessEvent(Func, &Parms);
Func->FunctionFlags = Flgs;
return Parms.ReturnValue;
}
// Function FortniteGame.FortWeapon.GetReticleColor
// (Native, Public, HasDefaults, BlueprintCallable, BlueprintPure, Const)
// Parameters:
// struct FColor ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, NativeAccessSpecifierPublic)
struct FColor AFortWeapon::GetReticleColor() const
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("FortWeapon", "GetReticleColor");
Params::FortWeapon_GetReticleColor Parms{};
auto Flgs = Func->FunctionFlags;
Func->FunctionFlags |= 0x400;
UObject::ProcessEvent(Func, &Parms);
Func->FunctionFlags = Flgs;
return Parms.ReturnValue;
}
// Function FortniteGame.FortWeapon.IsReloading
// (Native, Public, BlueprintCallable, BlueprintPure, Const)
// Parameters:
// bool ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, NativeAccessSpecifierPublic)
bool AFortWeapon::IsReloading() const
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("FortWeapon", "IsReloading");
Params::FortWeapon_IsReloading Parms{};
auto Flgs = Func->FunctionFlags;
Func->FunctionFlags |= 0x400;
UObject::ProcessEvent(Func, &Parms);
Func->FunctionFlags = Flgs;
return Parms.ReturnValue;
}
// Function FortniteGame.FortDecoTool.OnCarriedActorDestroyed
// (Final, Native, Private)
void AFortDecoTool::OnCarriedActorDestroyed()
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("FortDecoTool", "OnCarriedActorDestroyed");
auto Flgs = Func->FunctionFlags;
Func->FunctionFlags |= 0x400;
UObject::ProcessEvent(Func, nullptr);
Func->FunctionFlags = Flgs;
}
// Function FortniteGame.FortDecoTool.OnRep_CarriedActor
// (Final, Native, Protected)
void AFortDecoTool::OnRep_CarriedActor()
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("FortDecoTool", "OnRep_CarriedActor");
auto Flgs = Func->FunctionFlags;
Func->FunctionFlags |= 0x400;
UObject::ProcessEvent(Func, nullptr);
Func->FunctionFlags = Flgs;
}
// Function FortniteGame.FortDecoTool.OnRep_ItemDefinition
// (Final, Native, Protected)
void AFortDecoTool::OnRep_ItemDefinition()
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("FortDecoTool", "OnRep_ItemDefinition");
auto Flgs = Func->FunctionFlags;
Func->FunctionFlags |= 0x400;
UObject::ProcessEvent(Func, nullptr);
Func->FunctionFlags = Flgs;
}
// Function FortniteGame.FortDecoTool.ServerSpawnDeco
// (Net, NetReliable, Native, Event, Protected, NetServer, HasDefaults, NetValidate)
// Parameters:
// const struct FVector& Location (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, NativeAccessSpecifierPublic)
// const struct FRotator& Rotation (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, NativeAccessSpecifierPublic)
// class ABuildingSMActor* AttachedActor (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
void AFortDecoTool::ServerSpawnDeco(const struct FVector& Location, const struct FRotator& Rotation, class ABuildingSMActor* AttachedActor)
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("FortDecoTool", "ServerSpawnDeco");
Params::FortDecoTool_ServerSpawnDeco Parms{};
Parms.Location = std::move(Location);
Parms.Rotation = std::move(Rotation);
Parms.AttachedActor = AttachedActor;
auto Flgs = Func->FunctionFlags;
Func->FunctionFlags |= 0x400;
UObject::ProcessEvent(Func, &Parms);
Func->FunctionFlags = Flgs;
}
// Function FortniteGame.BuildingOutpostStorageVault.MoveItemFromStorage
// (Final, Native, Public, BlueprintCallable)
// Parameters:
// class AFortPlayerControllerOutpost* Player (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// class UFortWorldItem* Item (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// int32 Count (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
void ABuildingOutpostStorageVault::MoveItemFromStorage(class AFortPlayerControllerOutpost* Player, class UFortWorldItem* Item, int32 Count)
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("BuildingOutpostStorageVault", "MoveItemFromStorage");
Params::BuildingOutpostStorageVault_MoveItemFromStorage Parms{};
Parms.Player = Player;
Parms.Item = Item;
Parms.Count = Count;
auto Flgs = Func->FunctionFlags;
Func->FunctionFlags |= 0x400;
UObject::ProcessEvent(Func, &Parms);
Func->FunctionFlags = Flgs;
}
// Function FortniteGame.BuildingOutpostStorageVault.MoveItemToStorage
// (Final, Native, Public, BlueprintCallable)
// Parameters:
// class AFortPlayerControllerOutpost* Player (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// class UFortWorldItem* Item (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// int32 Count (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
void ABuildingOutpostStorageVault::MoveItemToStorage(class AFortPlayerControllerOutpost* Player, class UFortWorldItem* Item, int32 Count)
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("BuildingOutpostStorageVault", "MoveItemToStorage");
Params::BuildingOutpostStorageVault_MoveItemToStorage Parms{};
Parms.Player = Player;
Parms.Item = Item;
Parms.Count = Count;
auto Flgs = Func->FunctionFlags;
Func->FunctionFlags |= 0x400;
UObject::ProcessEvent(Func, &Parms);
Func->FunctionFlags = Flgs;
}
// Function FortniteGame.BuildingOutpostStorageVault.GetMaxSlotsNum
// (Final, Native, Public, BlueprintCallable, BlueprintPure, Const)
// Parameters:
// class AFortPlayerControllerOutpost* Player (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// int32 ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
int32 ABuildingOutpostStorageVault::GetMaxSlotsNum(class AFortPlayerControllerOutpost* Player) const
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("BuildingOutpostStorageVault", "GetMaxSlotsNum");
Params::BuildingOutpostStorageVault_GetMaxSlotsNum Parms{};
Parms.Player = Player;
auto Flgs = Func->FunctionFlags;
Func->FunctionFlags |= 0x400;
UObject::ProcessEvent(Func, &Parms);
Func->FunctionFlags = Flgs;
return Parms.ReturnValue;
}
// Function FortniteGame.BuildingOutpostStorageVault.GetOccupiedSlotsNum
// (Final, Native, Public, BlueprintCallable, BlueprintPure, Const)
// Parameters:
// class AFortPlayerControllerOutpost* Player (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// int32 ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
int32 ABuildingOutpostStorageVault::GetOccupiedSlotsNum(class AFortPlayerControllerOutpost* Player) const
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("BuildingOutpostStorageVault", "GetOccupiedSlotsNum");
Params::BuildingOutpostStorageVault_GetOccupiedSlotsNum Parms{};
Parms.Player = Player;
auto Flgs = Func->FunctionFlags;
Func->FunctionFlags |= 0x400;
UObject::ProcessEvent(Func, &Parms);
Func->FunctionFlags = Flgs;
return Parms.ReturnValue;
}
// Function FortniteGame.BuildingOutpostStorageVault.GetPlayerItems
// (Final, Native, Public, BlueprintCallable, BlueprintPure, Const)
// Parameters:
// class AFortPlayerControllerOutpost* Player (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// EFortInventoryFilter InventoryFilter (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// const class FString& SearchFilter (Parm, ZeroConstructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// TArray<class UFortItem*> ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, NativeAccessSpecifierPublic)
TArray<class UFortItem*> ABuildingOutpostStorageVault::GetPlayerItems(class AFortPlayerControllerOutpost* Player, EFortInventoryFilter InventoryFilter, const class FString& SearchFilter) const
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("BuildingOutpostStorageVault", "GetPlayerItems");
Params::BuildingOutpostStorageVault_GetPlayerItems Parms{};
Parms.Player = Player;
Parms.InventoryFilter = InventoryFilter;
Parms.SearchFilter = std::move(SearchFilter);
auto Flgs = Func->FunctionFlags;
Func->FunctionFlags |= 0x400;
UObject::ProcessEvent(Func, &Parms);
Func->FunctionFlags = Flgs;
return Parms.ReturnValue;
}
// Function FortniteGame.BuildingOutpostStorageVault.GetStoredItems
// (Final, Native, Public, BlueprintCallable, BlueprintPure, Const)
// Parameters:
// class AFortPlayerControllerOutpost* Player (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// EFortInventoryFilter InventoryFilter (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// const class FString& SearchFilter (Parm, ZeroConstructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// TArray<class UFortItem*> ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, NativeAccessSpecifierPublic)
TArray<class UFortItem*> ABuildingOutpostStorageVault::GetStoredItems(class AFortPlayerControllerOutpost* Player, EFortInventoryFilter InventoryFilter, const class FString& SearchFilter) const
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("BuildingOutpostStorageVault", "GetStoredItems");
Params::BuildingOutpostStorageVault_GetStoredItems Parms{};
Parms.Player = Player;
Parms.InventoryFilter = InventoryFilter;
Parms.SearchFilter = std::move(SearchFilter);
auto Flgs = Func->FunctionFlags;
Func->FunctionFlags |= 0x400;
UObject::ProcessEvent(Func, &Parms);
Func->FunctionFlags = Flgs;
return Parms.ReturnValue;
}
// Function FortniteGame.FortGameState.HandleSharedInventoryUpdate
// (Native, Protected)
void AFortGameState::HandleSharedInventoryUpdate()
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("FortGameState", "HandleSharedInventoryUpdate");
auto Flgs = Func->FunctionFlags;
Func->FunctionFlags |= 0x400;
UObject::ProcessEvent(Func, nullptr);
Func->FunctionFlags = Flgs;
}
// Function FortniteGame.FortGameState.OnRep_CurrentWUID
// (Native, Protected)
void AFortGameState::OnRep_CurrentWUID()
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("FortGameState", "OnRep_CurrentWUID");
auto Flgs = Func->FunctionFlags;
Func->FunctionFlags |= 0x400;
UObject::ProcessEvent(Func, nullptr);
Func->FunctionFlags = Flgs;
}
// Function FortniteGame.FortGameState.OnRep_DayPhaseHandler
// (Native, Protected)
void AFortGameState::OnRep_DayPhaseHandler()
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("FortGameState", "OnRep_DayPhaseHandler");
auto Flgs = Func->FunctionFlags;
Func->FunctionFlags |= 0x400;
UObject::ProcessEvent(Func, nullptr);
Func->FunctionFlags = Flgs;
}
// Function FortniteGame.FortGameState.OnRep_FeedbackManager
// (Final, Native, Protected)
void AFortGameState::OnRep_FeedbackManager()
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("FortGameState", "OnRep_FeedbackManager");
auto Flgs = Func->FunctionFlags;
Func->FunctionFlags |= 0x400;
UObject::ProcessEvent(Func, nullptr);
Func->FunctionFlags = Flgs;
}
// Function FortniteGame.FortGameState.OnRep_GameplayState
// (Native, Protected)
void AFortGameState::OnRep_GameplayState()
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("FortGameState", "OnRep_GameplayState");
auto Flgs = Func->FunctionFlags;
Func->FunctionFlags |= 0x400;
UObject::ProcessEvent(Func, nullptr);
Func->FunctionFlags = Flgs;
}
// Function FortniteGame.FortGameState.OnRep_MissionManager
// (Final, Native, Protected)
void AFortGameState::OnRep_MissionManager()
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("FortGameState", "OnRep_MissionManager");
auto Flgs = Func->FunctionFlags;
Func->FunctionFlags |= 0x400;
UObject::ProcessEvent(Func, nullptr);
Func->FunctionFlags = Flgs;
}
// Function FortniteGame.FortGameState.OnRep_WorldManager
// (Native, Protected)
void AFortGameState::OnRep_WorldManager()
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("FortGameState", "OnRep_WorldManager");
auto Flgs = Func->FunctionFlags;
Func->FunctionFlags |= 0x400;
UObject::ProcessEvent(Func, nullptr);
Func->FunctionFlags = Flgs;
}
// Function FortniteGame.FortGameState.GetDayPhaseHandler
// (Final, BlueprintAuthorityOnly, Native, Public, BlueprintCallable, BlueprintPure, Const)
// Parameters:
// class AFortDayNightLightingAndFog* ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
class AFortDayNightLightingAndFog* AFortGameState::GetDayPhaseHandler() const
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("FortGameState", "GetDayPhaseHandler");
Params::FortGameState_GetDayPhaseHandler Parms{};
auto Flgs = Func->FunctionFlags;
Func->FunctionFlags |= 0x400;
UObject::ProcessEvent(Func, &Parms);
Func->FunctionFlags = Flgs;
return Parms.ReturnValue;
}
// Function FortniteGame.BuildingOutpostStormshieldUpgrade.BlueprintOnBuilt
// (Event, Public, BlueprintEvent)
void ABuildingOutpostStormshieldUpgrade::BlueprintOnBuilt()
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("BuildingOutpostStormshieldUpgrade", "BlueprintOnBuilt");
UObject::ProcessEvent(Func, nullptr);
}
// Function FortniteGame.BuildingOutpostStormshieldUpgrade.BlueprintOnDefended
// (Event, Public, BlueprintEvent)
void ABuildingOutpostStormshieldUpgrade::BlueprintOnDefended()
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("BuildingOutpostStormshieldUpgrade", "BlueprintOnDefended");
UObject::ProcessEvent(Func, nullptr);
}
// Function FortniteGame.BuildingOutpostStormshieldUpgrade.Build
// (Final, Native, Public, BlueprintCallable)
// Parameters:
// class AFortPlayerControllerOutpost* InBuildingPlayer (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
void ABuildingOutpostStormshieldUpgrade::Build(class AFortPlayerControllerOutpost* InBuildingPlayer)
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("BuildingOutpostStormshieldUpgrade", "Build");
Params::BuildingOutpostStormshieldUpgrade_Build Parms{};
Parms.InBuildingPlayer = InBuildingPlayer;
auto Flgs = Func->FunctionFlags;
Func->FunctionFlags |= 0x400;
UObject::ProcessEvent(Func, &Parms);
Func->FunctionFlags = Flgs;
}
// Function FortniteGame.BuildingOutpostStormshieldUpgrade.EmergencySetBuildFlag
// (Final, BlueprintAuthorityOnly, Native, Public, BlueprintCallable)
// Parameters:
// bool bNewBuild (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, NativeAccessSpecifierPublic)
void ABuildingOutpostStormshieldUpgrade::EmergencySetBuildFlag(bool bNewBuild)
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("BuildingOutpostStormshieldUpgrade", "EmergencySetBuildFlag");
Params::BuildingOutpostStormshieldUpgrade_EmergencySetBuildFlag Parms{};
Parms.bNewBuild = bNewBuild;
auto Flgs = Func->FunctionFlags;
Func->FunctionFlags |= 0x400;
UObject::ProcessEvent(Func, &Parms);
Func->FunctionFlags = Flgs;
}
// Function FortniteGame.BuildingOutpostStormshieldUpgrade.OnRep_bBuilt
// (Final, Native, Public)
void ABuildingOutpostStormshieldUpgrade::OnRep_bBuilt()
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("BuildingOutpostStormshieldUpgrade", "OnRep_bBuilt");
auto Flgs = Func->FunctionFlags;
Func->FunctionFlags |= 0x400;
UObject::ProcessEvent(Func, nullptr);
Func->FunctionFlags = Flgs;
}
// Function FortniteGame.BuildingOutpostStormshieldUpgrade.OnRep_bDefended
// (Final, Native, Public)
void ABuildingOutpostStormshieldUpgrade::OnRep_bDefended()
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("BuildingOutpostStormshieldUpgrade", "OnRep_bDefended");
auto Flgs = Func->FunctionFlags;
Func->FunctionFlags |= 0x400;
UObject::ProcessEvent(Func, nullptr);
Func->FunctionFlags = Flgs;
}
// Function FortniteGame.BuildingOutpostStormshieldUpgrade.WasDefended
// (Final, Native, Public, BlueprintCallable)
void ABuildingOutpostStormshieldUpgrade::WasDefended()
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("BuildingOutpostStormshieldUpgrade", "WasDefended");
auto Flgs = Func->FunctionFlags;
Func->FunctionFlags |= 0x400;
UObject::ProcessEvent(Func, nullptr);
Func->FunctionFlags = Flgs;
}
// Function FortniteGame.BuildingOutpostStormshieldUpgrade.CanBuild
// (Final, Native, Public, BlueprintCallable, BlueprintPure, Const)
// Parameters:
// class AFortPlayerControllerOutpost* InBuildingPlayer (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// bool bLog (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, NativeAccessSpecifierPublic)
// bool ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, NativeAccessSpecifierPublic)
bool ABuildingOutpostStormshieldUpgrade::CanBuild(class AFortPlayerControllerOutpost* InBuildingPlayer, bool bLog) const
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("BuildingOutpostStormshieldUpgrade", "CanBuild");
Params::BuildingOutpostStormshieldUpgrade_CanBuild Parms{};
Parms.InBuildingPlayer = InBuildingPlayer;
Parms.bLog = bLog;
auto Flgs = Func->FunctionFlags;
Func->FunctionFlags |= 0x400;
UObject::ProcessEvent(Func, &Parms);
Func->FunctionFlags = Flgs;
return Parms.ReturnValue;
}
// Function FortniteGame.FortPlayerAttrSet.OnRep_ItemRegenMaxStack
// (Final, Native, Public)
void UFortPlayerAttrSet::OnRep_ItemRegenMaxStack()
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("FortPlayerAttrSet", "OnRep_ItemRegenMaxStack");
auto Flgs = Func->FunctionFlags;
Func->FunctionFlags |= 0x400;
UObject::ProcessEvent(Func, nullptr);
Func->FunctionFlags = Flgs;
}
// Function FortniteGame.FortPlayerAttrSet.OnRep_MaxStamina
// (Final, Native, Public)
void UFortPlayerAttrSet::OnRep_MaxStamina()
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("FortPlayerAttrSet", "OnRep_MaxStamina");
auto Flgs = Func->FunctionFlags;
Func->FunctionFlags |= 0x400;
UObject::ProcessEvent(Func, nullptr);
Func->FunctionFlags = Flgs;
}
// Function FortniteGame.FortPlayerAttrSet.OnRep_SprintCost
// (Final, Native, Public)
void UFortPlayerAttrSet::OnRep_SprintCost()
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("FortPlayerAttrSet", "OnRep_SprintCost");
auto Flgs = Func->FunctionFlags;
Func->FunctionFlags |= 0x400;
UObject::ProcessEvent(Func, nullptr);
Func->FunctionFlags = Flgs;
}
// Function FortniteGame.FortPlayerAttrSet.OnRep_Stamina
// (Final, Native, Public)
void UFortPlayerAttrSet::OnRep_Stamina()
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("FortPlayerAttrSet", "OnRep_Stamina");
auto Flgs = Func->FunctionFlags;
Func->FunctionFlags |= 0x400;
UObject::ProcessEvent(Func, nullptr);
Func->FunctionFlags = Flgs;
}
// Function FortniteGame.FortPlayerAttrSet.OnRep_StaminaCost
// (Final, Native, Public)
void UFortPlayerAttrSet::OnRep_StaminaCost()
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("FortPlayerAttrSet", "OnRep_StaminaCost");
auto Flgs = Func->FunctionFlags;
Func->FunctionFlags |= 0x400;
UObject::ProcessEvent(Func, nullptr);
Func->FunctionFlags = Flgs;
}
// Function FortniteGame.FortPlayerAttrSet.OnRep_StaminaRegenDelay
// (Final, Native, Public)
void UFortPlayerAttrSet::OnRep_StaminaRegenDelay()
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("FortPlayerAttrSet", "OnRep_StaminaRegenDelay");
auto Flgs = Func->FunctionFlags;
Func->FunctionFlags |= 0x400;
UObject::ProcessEvent(Func, nullptr);
Func->FunctionFlags = Flgs;
}
// Function FortniteGame.FortPlayerAttrSet.OnRep_StaminaRegenRate
// (Final, Native, Public)
void UFortPlayerAttrSet::OnRep_StaminaRegenRate()
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("FortPlayerAttrSet", "OnRep_StaminaRegenRate");
auto Flgs = Func->FunctionFlags;
Func->FunctionFlags |= 0x400;
UObject::ProcessEvent(Func, nullptr);
Func->FunctionFlags = Flgs;
}
// Function FortniteGame.FortPlayerAttrSet.OnRep_WeaponRateOfFire
// (Final, Native, Public)
void UFortPlayerAttrSet::OnRep_WeaponRateOfFire()
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("FortPlayerAttrSet", "OnRep_WeaponRateOfFire");
auto Flgs = Func->FunctionFlags;
Func->FunctionFlags |= 0x400;
UObject::ProcessEvent(Func, nullptr);
Func->FunctionFlags = Flgs;
}
// Function FortniteGame.FortPlayerAttrSet.OnRep_WeaponReloadSpeed
// (Final, Native, Public)
void UFortPlayerAttrSet::OnRep_WeaponReloadSpeed()
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("FortPlayerAttrSet", "OnRep_WeaponReloadSpeed");
auto Flgs = Func->FunctionFlags;
Func->FunctionFlags |= 0x400;
UObject::ProcessEvent(Func, nullptr);
Func->FunctionFlags = Flgs;
}
// Function FortniteGame.FortTooltip.GetNumericValue
// (Native, Public, HasOutParams, BlueprintCallable, BlueprintPure, Const)
// Parameters:
// const class UObject* ObjectToDescribe (ConstParm, Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// const struct FGameplayTag& Tag (ConstParm, Parm, OutParm, ReferenceParm, NativeAccessSpecifierPublic)
// const class UFortTooltipContext* Context (ConstParm, Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// const class FName& Token (ConstParm, Parm, OutParm, ZeroConstructor, ReferenceParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// float* OutVal (Parm, OutParm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// bool ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, NativeAccessSpecifierPublic)
bool UFortTooltip::GetNumericValue(const class UObject* ObjectToDescribe, const struct FGameplayTag& Tag, const class UFortTooltipContext* Context, const class FName& Token, float* OutVal) const
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("FortTooltip", "GetNumericValue");
Params::FortTooltip_GetNumericValue Parms{};
Parms.ObjectToDescribe = ObjectToDescribe;
Parms.Tag = std::move(Tag);
Parms.Context = Context;
Parms.Token = Token;
auto Flgs = Func->FunctionFlags;
Func->FunctionFlags |= 0x400;
UObject::ProcessEvent(Func, &Parms);
Func->FunctionFlags = Flgs;
if (OutVal != nullptr)
*OutVal = Parms.OutVal;
return Parms.ReturnValue;
}
// Function FortniteGame.FortTooltip.GetNumericValueInternal
// (Native, Event, Protected, HasOutParams, BlueprintEvent, Const)
// Parameters:
// const class UObject* ObjectToDescribe (ConstParm, Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// const struct FGameplayTag& Tag (ConstParm, Parm, OutParm, ReferenceParm, NativeAccessSpecifierPublic)
// const class UFortTooltipContext* Context (ConstParm, Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// const class FName& Token (ConstParm, Parm, OutParm, ZeroConstructor, ReferenceParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// float* OutVal (Parm, OutParm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// bool ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, NativeAccessSpecifierPublic)
bool UFortTooltip::GetNumericValueInternal(const class UObject* ObjectToDescribe, const struct FGameplayTag& Tag, const class UFortTooltipContext* Context, const class FName& Token, float* OutVal) const
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("FortTooltip", "GetNumericValueInternal");
Params::FortTooltip_GetNumericValueInternal Parms{};
Parms.ObjectToDescribe = ObjectToDescribe;
Parms.Tag = std::move(Tag);
Parms.Context = Context;
Parms.Token = Token;
auto Flgs = Func->FunctionFlags;
Func->FunctionFlags |= 0x400;
UObject::ProcessEvent(Func, &Parms);
Func->FunctionFlags = Flgs;
if (OutVal != nullptr)
*OutVal = Parms.OutVal;
return Parms.ReturnValue;
}
// Function FortniteGame.FortTooltip.GetTextForToken
// (Native, Public, HasOutParams, BlueprintCallable, BlueprintPure, Const)
// Parameters:
// const class UObject* ObjectToDescribe (ConstParm, Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// const struct FGameplayTag& Tag (ConstParm, Parm, OutParm, ReferenceParm, NativeAccessSpecifierPublic)
// const class UFortTooltipContext* Context (ConstParm, Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// const class FName& Token (ConstParm, Parm, OutParm, ZeroConstructor, ReferenceParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// class FText* OutText (Parm, OutParm, NativeAccessSpecifierPublic)
// bool ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, NativeAccessSpecifierPublic)
bool UFortTooltip::GetTextForToken(const class UObject* ObjectToDescribe, const struct FGameplayTag& Tag, const class UFortTooltipContext* Context, const class FName& Token, class FText* OutText) const
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("FortTooltip", "GetTextForToken");
Params::FortTooltip_GetTextForToken Parms{};
Parms.ObjectToDescribe = ObjectToDescribe;
Parms.Tag = std::move(Tag);
Parms.Context = Context;
Parms.Token = Token;
auto Flgs = Func->FunctionFlags;
Func->FunctionFlags |= 0x400;
UObject::ProcessEvent(Func, &Parms);
Func->FunctionFlags = Flgs;
if (OutText != nullptr)
*OutText = std::move(Parms.OutText);
return Parms.ReturnValue;
}
// Function FortniteGame.FortTooltip.GetTextForTokenInternal
// (Native, Event, Protected, HasOutParams, BlueprintEvent, Const)
// Parameters:
// const class UObject* ObjectToDescribe (ConstParm, Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// const struct FGameplayTag& Tag (ConstParm, Parm, OutParm, ReferenceParm, NativeAccessSpecifierPublic)
// const class UFortTooltipContext* Context (ConstParm, Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// const class FName& Token (ConstParm, Parm, OutParm, ZeroConstructor, ReferenceParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// class FText* OutText (Parm, OutParm, NativeAccessSpecifierPublic)
// bool ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, NativeAccessSpecifierPublic)
bool UFortTooltip::GetTextForTokenInternal(const class UObject* ObjectToDescribe, const struct FGameplayTag& Tag, const class UFortTooltipContext* Context, const class FName& Token, class FText* OutText) const
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("FortTooltip", "GetTextForTokenInternal");
Params::FortTooltip_GetTextForTokenInternal Parms{};
Parms.ObjectToDescribe = ObjectToDescribe;
Parms.Tag = std::move(Tag);
Parms.Context = Context;
Parms.Token = Token;
auto Flgs = Func->FunctionFlags;
Func->FunctionFlags |= 0x400;
UObject::ProcessEvent(Func, &Parms);
Func->FunctionFlags = Flgs;
if (OutText != nullptr)
*OutText = std::move(Parms.OutText);
return Parms.ReturnValue;
}
// Function FortniteGame.FortTooltip.GetTokenizedDescriptionText
// (Native, Public, HasOutParams, BlueprintCallable, BlueprintPure, Const)
// Parameters:
// const class UObject* ObjectToDescribe (ConstParm, Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// const struct FGameplayTag& Tag (ConstParm, Parm, OutParm, ReferenceParm, NativeAccessSpecifierPublic)
// const class UFortTooltipContext* Context (ConstParm, Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// class FText* OutDescription (Parm, OutParm, NativeAccessSpecifierPublic)
// bool ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, NativeAccessSpecifierPublic)
bool UFortTooltip::GetTokenizedDescriptionText(const class UObject* ObjectToDescribe, const struct FGameplayTag& Tag, const class UFortTooltipContext* Context, class FText* OutDescription) const
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("FortTooltip", "GetTokenizedDescriptionText");
Params::FortTooltip_GetTokenizedDescriptionText Parms{};
Parms.ObjectToDescribe = ObjectToDescribe;
Parms.Tag = std::move(Tag);
Parms.Context = Context;
auto Flgs = Func->FunctionFlags;
Func->FunctionFlags |= 0x400;
UObject::ProcessEvent(Func, &Parms);
Func->FunctionFlags = Flgs;
if (OutDescription != nullptr)
*OutDescription = std::move(Parms.OutDescription);
return Parms.ReturnValue;
}
// Function FortniteGame.FortTooltip.GetTokenizedDescriptionTextInternal
// (Native, Event, Protected, HasOutParams, BlueprintEvent, Const)
// Parameters:
// const class UObject* ObjectToDescribe (ConstParm, Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// const struct FGameplayTag& Tag (ConstParm, Parm, OutParm, ReferenceParm, NativeAccessSpecifierPublic)
// const class UFortTooltipContext* Context (ConstParm, Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// class FText* OutDescription (Parm, OutParm, NativeAccessSpecifierPublic)
// bool ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, NativeAccessSpecifierPublic)
bool UFortTooltip::GetTokenizedDescriptionTextInternal(const class UObject* ObjectToDescribe, const struct FGameplayTag& Tag, const class UFortTooltipContext* Context, class FText* OutDescription) const
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("FortTooltip", "GetTokenizedDescriptionTextInternal");
Params::FortTooltip_GetTokenizedDescriptionTextInternal Parms{};
Parms.ObjectToDescribe = ObjectToDescribe;
Parms.Tag = std::move(Tag);
Parms.Context = Context;
auto Flgs = Func->FunctionFlags;
Func->FunctionFlags |= 0x400;
UObject::ProcessEvent(Func, &Parms);
Func->FunctionFlags = Flgs;
if (OutDescription != nullptr)
*OutDescription = std::move(Parms.OutDescription);
return Parms.ReturnValue;
}
// Function FortniteGame.FortItemDefinitionTooltip.GetTextForToken
// (Native, Public, HasOutParams, BlueprintCallable, BlueprintPure, Const)
// Parameters:
// const class UObject* ObjectToDescribe (ConstParm, Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// const struct FGameplayTag& Tag (ConstParm, Parm, OutParm, ReferenceParm, NativeAccessSpecifierPublic)
// const class UFortTooltipContext* Context (ConstParm, Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// const class FName& Token (ConstParm, Parm, OutParm, ZeroConstructor, ReferenceParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// class FText* OutText (Parm, OutParm, NativeAccessSpecifierPublic)
// bool ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, NativeAccessSpecifierPublic)
bool UFortItemDefinitionTooltip::GetTextForToken(const class UObject* ObjectToDescribe, const struct FGameplayTag& Tag, const class UFortTooltipContext* Context, const class FName& Token, class FText* OutText) const
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("FortItemDefinitionTooltip", "GetTextForToken");
Params::FortItemDefinitionTooltip_GetTextForToken Parms{};
Parms.ObjectToDescribe = ObjectToDescribe;
Parms.Tag = std::move(Tag);
Parms.Context = Context;
Parms.Token = Token;
auto Flgs = Func->FunctionFlags;
Func->FunctionFlags |= 0x400;
UObject::ProcessEvent(Func, &Parms);
Func->FunctionFlags = Flgs;
if (OutText != nullptr)
*OutText = std::move(Parms.OutText);
return Parms.ReturnValue;
}
// Function FortniteGame.FortItemDefinitionTooltip.GetTokenizedDescriptionText
// (Native, Public, HasOutParams, BlueprintCallable, BlueprintPure, Const)
// Parameters:
// const class UObject* ObjectToDescribe (ConstParm, Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// const struct FGameplayTag& Tag (ConstParm, Parm, OutParm, ReferenceParm, NativeAccessSpecifierPublic)
// const class UFortTooltipContext* Context (ConstParm, Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// class FText* OutDescription (Parm, OutParm, NativeAccessSpecifierPublic)
// bool ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, NativeAccessSpecifierPublic)
bool UFortItemDefinitionTooltip::GetTokenizedDescriptionText(const class UObject* ObjectToDescribe, const struct FGameplayTag& Tag, const class UFortTooltipContext* Context, class FText* OutDescription) const
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("FortItemDefinitionTooltip", "GetTokenizedDescriptionText");
Params::FortItemDefinitionTooltip_GetTokenizedDescriptionText Parms{};
Parms.ObjectToDescribe = ObjectToDescribe;
Parms.Tag = std::move(Tag);
Parms.Context = Context;
auto Flgs = Func->FunctionFlags;
Func->FunctionFlags |= 0x400;
UObject::ProcessEvent(Func, &Parms);
Func->FunctionFlags = Flgs;
if (OutDescription != nullptr)
*OutDescription = std::move(Parms.OutDescription);
return Parms.ReturnValue;
}
// Function FortniteGame.FortWorldItemDefinitionTooltip.GetTextForToken
// (Native, Public, HasOutParams, BlueprintCallable, BlueprintPure, Const)
// Parameters:
// const class UObject* ObjectToDescribe (ConstParm, Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// const struct FGameplayTag& Tag (ConstParm, Parm, OutParm, ReferenceParm, NativeAccessSpecifierPublic)
// const class UFortTooltipContext* Context (ConstParm, Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// const class FName& Token (ConstParm, Parm, OutParm, ZeroConstructor, ReferenceParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// class FText* OutText (Parm, OutParm, NativeAccessSpecifierPublic)
// bool ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, NativeAccessSpecifierPublic)
bool UFortWorldItemDefinitionTooltip::GetTextForToken(const class UObject* ObjectToDescribe, const struct FGameplayTag& Tag, const class UFortTooltipContext* Context, const class FName& Token, class FText* OutText) const
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("FortWorldItemDefinitionTooltip", "GetTextForToken");
Params::FortWorldItemDefinitionTooltip_GetTextForToken Parms{};
Parms.ObjectToDescribe = ObjectToDescribe;
Parms.Tag = std::move(Tag);
Parms.Context = Context;
Parms.Token = Token;
auto Flgs = Func->FunctionFlags;
Func->FunctionFlags |= 0x400;
UObject::ProcessEvent(Func, &Parms);
Func->FunctionFlags = Flgs;
if (OutText != nullptr)
*OutText = std::move(Parms.OutText);
return Parms.ReturnValue;
}
// Function FortniteGame.FortWorldItemDefinitionTooltip.GetTokenizedDescriptionText
// (Native, Public, HasOutParams, BlueprintCallable, BlueprintPure, Const)
// Parameters:
// const class UObject* ObjectToDescribe (ConstParm, Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// const struct FGameplayTag& Tag (ConstParm, Parm, OutParm, ReferenceParm, NativeAccessSpecifierPublic)
// const class UFortTooltipContext* Context (ConstParm, Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// class FText* OutDescription (Parm, OutParm, NativeAccessSpecifierPublic)
// bool ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, NativeAccessSpecifierPublic)
bool UFortWorldItemDefinitionTooltip::GetTokenizedDescriptionText(const class UObject* ObjectToDescribe, const struct FGameplayTag& Tag, const class UFortTooltipContext* Context, class FText* OutDescription) const
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("FortWorldItemDefinitionTooltip", "GetTokenizedDescriptionText");
Params::FortWorldItemDefinitionTooltip_GetTokenizedDescriptionText Parms{};
Parms.ObjectToDescribe = ObjectToDescribe;
Parms.Tag = std::move(Tag);
Parms.Context = Context;
auto Flgs = Func->FunctionFlags;
Func->FunctionFlags |= 0x400;
UObject::ProcessEvent(Func, &Parms);
Func->FunctionFlags = Flgs;
if (OutDescription != nullptr)
*OutDescription = std::move(Parms.OutDescription);
return Parms.ReturnValue;
}
// Function FortniteGame.BuildingTrap.AddDamageComponent
// (Final, Native, Public, BlueprintCallable)
// Parameters:
// class UPrimitiveComponent* DamageComponent (Parm, ZeroConstructor, InstancedReference, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
void ABuildingTrap::AddDamageComponent(class UPrimitiveComponent* DamageComponent)
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("BuildingTrap", "AddDamageComponent");
Params::BuildingTrap_AddDamageComponent Parms{};
Parms.DamageComponent = DamageComponent;
auto Flgs = Func->FunctionFlags;
Func->FunctionFlags |= 0x400;
UObject::ProcessEvent(Func, &Parms);
Func->FunctionFlags = Flgs;
}
// Function FortniteGame.BuildingTrap.AddTriggerComponent
// (Final, Native, Public, BlueprintCallable)
// Parameters:
// class UPrimitiveComponent* TriggerComponent (Parm, ZeroConstructor, InstancedReference, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
void ABuildingTrap::AddTriggerComponent(class UPrimitiveComponent* TriggerComponent)
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("BuildingTrap", "AddTriggerComponent");
Params::BuildingTrap_AddTriggerComponent Parms{};
Parms.TriggerComponent = TriggerComponent;
auto Flgs = Func->FunctionFlags;
Func->FunctionFlags |= 0x400;
UObject::ProcessEvent(Func, &Parms);
Func->FunctionFlags = Flgs;
}
// Function FortniteGame.BuildingTrap.AttemptRetrigger
// (Native, Public, BlueprintCallable)
// Parameters:
// float Seconds (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
void ABuildingTrap::AttemptRetrigger(float Seconds)
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("BuildingTrap", "AttemptRetrigger");
Params::BuildingTrap_AttemptRetrigger Parms{};
Parms.Seconds = Seconds;
auto Flgs = Func->FunctionFlags;
Func->FunctionFlags |= 0x400;
UObject::ProcessEvent(Func, &Parms);
Func->FunctionFlags = Flgs;
}
// Function FortniteGame.BuildingTrap.FinishTrigger
// (Native, Public, BlueprintCallable)
void ABuildingTrap::FinishTrigger()
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("BuildingTrap", "FinishTrigger");
auto Flgs = Func->FunctionFlags;
Func->FunctionFlags |= 0x400;
UObject::ProcessEvent(Func, nullptr);
Func->FunctionFlags = Flgs;
}
// Function FortniteGame.BuildingTrap.GetArmTime
// (Final, Native, Public, BlueprintCallable, BlueprintPure)
// Parameters:
// float ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
float ABuildingTrap::GetArmTime()
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("BuildingTrap", "GetArmTime");
Params::BuildingTrap_GetArmTime Parms{};
auto Flgs = Func->FunctionFlags;
Func->FunctionFlags |= 0x400;
UObject::ProcessEvent(Func, &Parms);
Func->FunctionFlags = Flgs;
return Parms.ReturnValue;
}
// Function FortniteGame.BuildingTrap.GetBuildTime
// (Final, Native, Public, BlueprintCallable, BlueprintPure)
// Parameters:
// float ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
float ABuildingTrap::GetBuildTime()
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("BuildingTrap", "GetBuildTime");
Params::BuildingTrap_GetBuildTime Parms{};
auto Flgs = Func->FunctionFlags;
Func->FunctionFlags |= 0x400;
UObject::ProcessEvent(Func, &Parms);
Func->FunctionFlags = Flgs;
return Parms.ReturnValue;
}
// Function FortniteGame.BuildingTrap.GetCenter
// (Native, Public, HasDefaults, BlueprintCallable, BlueprintPure)
// Parameters:
// struct FVector ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, NativeAccessSpecifierPublic)
struct FVector ABuildingTrap::GetCenter()
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("BuildingTrap", "GetCenter");
Params::BuildingTrap_GetCenter Parms{};
auto Flgs = Func->FunctionFlags;
Func->FunctionFlags |= 0x400;
UObject::ProcessEvent(Func, &Parms);
Func->FunctionFlags = Flgs;
return Parms.ReturnValue;
}
// Function FortniteGame.BuildingTrap.GetReloadTime
// (Final, Native, Public, BlueprintCallable, BlueprintPure)
// Parameters:
// float ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
float ABuildingTrap::GetReloadTime()
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("BuildingTrap", "GetReloadTime");
Params::BuildingTrap_GetReloadTime Parms{};
auto Flgs = Func->FunctionFlags;
Func->FunctionFlags |= 0x400;
UObject::ProcessEvent(Func, &Parms);
Func->FunctionFlags = Flgs;
return Parms.ReturnValue;
}
// Function FortniteGame.BuildingTrap.OnDestroy
// (BlueprintCosmetic, Event, Public, BlueprintEvent)
void ABuildingTrap::OnDestroy()
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("BuildingTrap", "OnDestroy");
UObject::ProcessEvent(Func, nullptr);
}
// Function FortniteGame.BuildingTrap.OnFinishedBuilding
// (Event, Public, BlueprintEvent)
void ABuildingTrap::OnFinishedBuilding()
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("BuildingTrap", "OnFinishedBuilding");
UObject::ProcessEvent(Func, nullptr);
}
// Function FortniteGame.BuildingTrap.OnInitAlteration
// (Event, Protected, BlueprintEvent)
// Parameters:
// class UFortAlterationItemDefinition* NewAlteration (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
void ABuildingTrap::OnInitAlteration(class UFortAlterationItemDefinition* NewAlteration)
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("BuildingTrap", "OnInitAlteration");
Params::BuildingTrap_OnInitAlteration Parms{};
Parms.NewAlteration = NewAlteration;
UObject::ProcessEvent(Func, &Parms);
}
// Function FortniteGame.BuildingTrap.OnInitCosmeticAlterations
// (Event, Protected, BlueprintEvent)
// Parameters:
// const struct FFortCosmeticModification& CosmeticMod (Parm, NativeAccessSpecifierPublic)
void ABuildingTrap::OnInitCosmeticAlterations(const struct FFortCosmeticModification& CosmeticMod)
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("BuildingTrap", "OnInitCosmeticAlterations");
Params::BuildingTrap_OnInitCosmeticAlterations Parms{};
Parms.CosmeticMod = std::move(CosmeticMod);
UObject::ProcessEvent(Func, &Parms);
}
// Function FortniteGame.BuildingTrap.OnOutOfDurability
// (BlueprintCosmetic, Event, Public, BlueprintEvent)
void ABuildingTrap::OnOutOfDurability()
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("BuildingTrap", "OnOutOfDurability");
UObject::ProcessEvent(Func, nullptr);
}
// Function FortniteGame.BuildingTrap.OnPlaced
// (Event, Public, BlueprintEvent)
void ABuildingTrap::OnPlaced()
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("BuildingTrap", "OnPlaced");
UObject::ProcessEvent(Func, nullptr);
}
// Function FortniteGame.BuildingTrap.OnReloadBegin
// (BlueprintCosmetic, Event, Public, BlueprintEvent)
void ABuildingTrap::OnReloadBegin()
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("BuildingTrap", "OnReloadBegin");
UObject::ProcessEvent(Func, nullptr);
}
// Function FortniteGame.BuildingTrap.OnReloadEnd
// (BlueprintCosmetic, Event, Public, BlueprintEvent)
void ABuildingTrap::OnReloadEnd()
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("BuildingTrap", "OnReloadEnd");
UObject::ProcessEvent(Func, nullptr);
}
// Function FortniteGame.BuildingTrap.OnRep_AttachedTo
// (Native, Protected)
void ABuildingTrap::OnRep_AttachedTo()
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("BuildingTrap", "OnRep_AttachedTo");
auto Flgs = Func->FunctionFlags;
Func->FunctionFlags |= 0x400;
UObject::ProcessEvent(Func, nullptr);
Func->FunctionFlags = Flgs;
}
// Function FortniteGame.BuildingTrap.OnRep_ReplicatedAppliedAlterations
// (Native, Protected)
void ABuildingTrap::OnRep_ReplicatedAppliedAlterations()
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("BuildingTrap", "OnRep_ReplicatedAppliedAlterations");
auto Flgs = Func->FunctionFlags;
Func->FunctionFlags |= 0x400;
UObject::ProcessEvent(Func, nullptr);
Func->FunctionFlags = Flgs;
}
// Function FortniteGame.BuildingTrap.OnTriggerTouch
// (Native, Protected, HasOutParams)
// Parameters:
// class AActor* OtherActor (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// class UPrimitiveComponent* OtherComp (Parm, ZeroConstructor, InstancedReference, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// int32 OtherBodyIndex (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// bool bFromSweep (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, NativeAccessSpecifierPublic)
// const struct FHitResult& SweepResult (ConstParm, Parm, OutParm, ReferenceParm, ContainsInstancedReference, NativeAccessSpecifierPublic)
void ABuildingTrap::OnTriggerTouch(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("BuildingTrap", "OnTriggerTouch");
Params::BuildingTrap_OnTriggerTouch Parms{};
Parms.OtherActor = OtherActor;
Parms.OtherComp = OtherComp;
Parms.OtherBodyIndex = OtherBodyIndex;
Parms.bFromSweep = bFromSweep;
Parms.SweepResult = std::move(SweepResult);
auto Flgs = Func->FunctionFlags;
Func->FunctionFlags |= 0x400;
UObject::ProcessEvent(Func, &Parms);
Func->FunctionFlags = Flgs;
}
// Function FortniteGame.BuildingTrap.TriggerIfAppropriate
// (BlueprintAuthorityOnly, Native, Protected, BlueprintCallable)
void ABuildingTrap::TriggerIfAppropriate()
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("BuildingTrap", "TriggerIfAppropriate");
auto Flgs = Func->FunctionFlags;
Func->FunctionFlags |= 0x400;
UObject::ProcessEvent(Func, nullptr);
Func->FunctionFlags = Flgs;
}
// Function FortniteGame.BuildingTrap.BP_ShouldTrigger
// (Native, Event, Protected, HasOutParams, BlueprintEvent, Const)
// Parameters:
// const TArray<class AActor*>& TouchingActors (ConstParm, Parm, OutParm, ZeroConstructor, ReferenceParm, NativeAccessSpecifierPublic)
// bool ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, NativeAccessSpecifierPublic)
bool ABuildingTrap::BP_ShouldTrigger(const TArray<class AActor*>& TouchingActors) const
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("BuildingTrap", "BP_ShouldTrigger");
Params::BuildingTrap_BP_ShouldTrigger Parms{};
Parms.TouchingActors = std::move(TouchingActors);
auto Flgs = Func->FunctionFlags;
Func->FunctionFlags |= 0x400;
UObject::ProcessEvent(Func, &Parms);
Func->FunctionFlags = Flgs;
return Parms.ReturnValue;
}
// Function FortniteGame.BuildingTrap.GetAlterations
// (Native, Public, BlueprintCallable, BlueprintPure, Const)
// Parameters:
// TArray<class UFortAlterationItemDefinition*>ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, NativeAccessSpecifierPublic)
TArray<class UFortAlterationItemDefinition*> ABuildingTrap::GetAlterations() const
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("BuildingTrap", "GetAlterations");
Params::BuildingTrap_GetAlterations Parms{};
auto Flgs = Func->FunctionFlags;
Func->FunctionFlags |= 0x400;
UObject::ProcessEvent(Func, &Parms);
Func->FunctionFlags = Flgs;
return Parms.ReturnValue;
}
// Function FortniteGame.BuildingTrap.GetBuildingAttachedTo
// (Final, Native, Public, BlueprintCallable, BlueprintPure, Const)
// Parameters:
// class ABuildingSMActor* ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
class ABuildingSMActor* ABuildingTrap::GetBuildingAttachedTo() const
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("BuildingTrap", "GetBuildingAttachedTo");
Params::BuildingTrap_GetBuildingAttachedTo Parms{};
auto Flgs = Func->FunctionFlags;
Func->FunctionFlags |= 0x400;
UObject::ProcessEvent(Func, &Parms);
Func->FunctionFlags = Flgs;
return Parms.ReturnValue;
}
// Function FortniteGame.BuildingTrap.GetDamageDelay
// (Native, Public, BlueprintCallable, BlueprintPure, Const)
// Parameters:
// float ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
float ABuildingTrap::GetDamageDelay() const
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("BuildingTrap", "GetDamageDelay");
Params::BuildingTrap_GetDamageDelay Parms{};
auto Flgs = Func->FunctionFlags;
Func->FunctionFlags |= 0x400;
UObject::ProcessEvent(Func, &Parms);
Func->FunctionFlags = Flgs;
return Parms.ReturnValue;
}
// Function FortniteGame.BuildingTrap.GetDurabilityPercent
// (Native, Public, BlueprintCallable, BlueprintPure, Const)
// Parameters:
// float ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
float ABuildingTrap::GetDurabilityPercent() const
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("BuildingTrap", "GetDurabilityPercent");
Params::BuildingTrap_GetDurabilityPercent Parms{};
auto Flgs = Func->FunctionFlags;
Func->FunctionFlags |= 0x400;
UObject::ProcessEvent(Func, &Parms);
Func->FunctionFlags = Flgs;
return Parms.ReturnValue;
}
// Function FortniteGame.BuildingTrap.GetFireDelay
// (Native, Public, BlueprintCallable, BlueprintPure, Const)
// Parameters:
// float ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
float ABuildingTrap::GetFireDelay() const
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("BuildingTrap", "GetFireDelay");
Params::BuildingTrap_GetFireDelay Parms{};
auto Flgs = Func->FunctionFlags;
Func->FunctionFlags |= 0x400;
UObject::ProcessEvent(Func, &Parms);
Func->FunctionFlags = Flgs;
return Parms.ReturnValue;
}
// Function FortniteGame.BuildingTrap.GetFireLocationAndRotation
// (Event, Public, HasDefaults, BlueprintCallable, BlueprintEvent, BlueprintPure, Const)
// Parameters:
// struct FTransform ReturnValue (Parm, OutParm, ReturnParm, IsPlainOldData, NoDestructor, NativeAccessSpecifierPublic)
struct FTransform ABuildingTrap::GetFireLocationAndRotation() const
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("BuildingTrap", "GetFireLocationAndRotation");
Params::BuildingTrap_GetFireLocationAndRotation Parms{};
UObject::ProcessEvent(Func, &Parms);
return Parms.ReturnValue;
}
// Function FortniteGame.BuildingTrap.GetMaxDurability
// (Native, Public, BlueprintCallable, BlueprintPure, Const)
// Parameters:
// float ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
float ABuildingTrap::GetMaxDurability() const
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("BuildingTrap", "GetMaxDurability");
Params::BuildingTrap_GetMaxDurability Parms{};
auto Flgs = Func->FunctionFlags;
Func->FunctionFlags |= 0x400;
UObject::ProcessEvent(Func, &Parms);
Func->FunctionFlags = Flgs;
return Parms.ReturnValue;
}
// Function FortniteGame.BuildingTrap.GetTouchingDamageTargets
// (Native, Public, HasOutParams, BlueprintCallable, BlueprintPure, Const)
// Parameters:
// const struct FFortTargetFilter& Filter (ConstParm, Parm, OutParm, ReferenceParm, NativeAccessSpecifierPublic)
// TArray<class AActor*> ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, NativeAccessSpecifierPublic)
TArray<class AActor*> ABuildingTrap::GetTouchingDamageTargets(const struct FFortTargetFilter& Filter) const
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("BuildingTrap", "GetTouchingDamageTargets");
Params::BuildingTrap_GetTouchingDamageTargets Parms{};
Parms.Filter = std::move(Filter);
auto Flgs = Func->FunctionFlags;
Func->FunctionFlags |= 0x400;
UObject::ProcessEvent(Func, &Parms);
Func->FunctionFlags = Flgs;
return Parms.ReturnValue;
}
// Function FortniteGame.BuildingTrap.GetTrapLevel
// (Native, Public, BlueprintCallable, BlueprintPure, Const)
// Parameters:
// int32 ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
int32 ABuildingTrap::GetTrapLevel() const
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("BuildingTrap", "GetTrapLevel");
Params::BuildingTrap_GetTrapLevel Parms{};
auto Flgs = Func->FunctionFlags;
Func->FunctionFlags |= 0x400;
UObject::ProcessEvent(Func, &Parms);
Func->FunctionFlags = Flgs;
return Parms.ReturnValue;
}
// Function FortniteGame.BuildingTrap.HasDurability
// (Native, Public, BlueprintCallable, BlueprintPure, Const)
// Parameters:
// bool ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, NativeAccessSpecifierPublic)
bool ABuildingTrap::HasDurability() const
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("BuildingTrap", "HasDurability");
Params::BuildingTrap_HasDurability Parms{};
auto Flgs = Func->FunctionFlags;
Func->FunctionFlags |= 0x400;
UObject::ProcessEvent(Func, &Parms);
Func->FunctionFlags = Flgs;
return Parms.ReturnValue;
}
// Function FortniteGame.FortWeaponRanged.GetBulletShellFXTemplate
// (Final, Native, Protected, BlueprintCallable)
// Parameters:
// class UParticleSystem* ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
class UParticleSystem* AFortWeaponRanged::GetBulletShellFXTemplate()
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("FortWeaponRanged", "GetBulletShellFXTemplate");
Params::FortWeaponRanged_GetBulletShellFXTemplate Parms{};
auto Flgs = Func->FunctionFlags;
Func->FunctionFlags |= 0x400;
UObject::ProcessEvent(Func, &Parms);
Func->FunctionFlags = Flgs;
return Parms.ReturnValue;
}
// Function FortniteGame.FortWeaponRanged.ShouldSpawnBulletShellFX
// (Final, Native, Protected, BlueprintCallable)
// Parameters:
// bool ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, NativeAccessSpecifierPublic)
bool AFortWeaponRanged::ShouldSpawnBulletShellFX()
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("FortWeaponRanged", "ShouldSpawnBulletShellFX");
Params::FortWeaponRanged_ShouldSpawnBulletShellFX Parms{};
auto Flgs = Func->FunctionFlags;
Func->FunctionFlags |= 0x400;
UObject::ProcessEvent(Func, &Parms);
Func->FunctionFlags = Flgs;
return Parms.ReturnValue;
}
// Function FortniteGame.FortWeaponRanged.GetMuzzleLocation
// (Native, Event, Public, HasDefaults, BlueprintCallable, BlueprintEvent, BlueprintPure, Const)
// Parameters:
// struct FVector ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, NativeAccessSpecifierPublic)
struct FVector AFortWeaponRanged::GetMuzzleLocation() const
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("FortWeaponRanged", "GetMuzzleLocation");
Params::FortWeaponRanged_GetMuzzleLocation Parms{};
auto Flgs = Func->FunctionFlags;
Func->FunctionFlags |= 0x400;
UObject::ProcessEvent(Func, &Parms);
Func->FunctionFlags = Flgs;
return Parms.ReturnValue;
}
// Function FortniteGame.FortWeaponRanged.GetMuzzleSocketTransform
// (Final, Native, Public, HasDefaults, BlueprintCallable, BlueprintPure, Const)
// Parameters:
// struct FTransform ReturnValue (Parm, OutParm, ReturnParm, IsPlainOldData, NoDestructor, NativeAccessSpecifierPublic)
struct FTransform AFortWeaponRanged::GetMuzzleSocketTransform() const
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("FortWeaponRanged", "GetMuzzleSocketTransform");
Params::FortWeaponRanged_GetMuzzleSocketTransform Parms{};
auto Flgs = Func->FunctionFlags;
Func->FunctionFlags |= 0x400;
UObject::ProcessEvent(Func, &Parms);
Func->FunctionFlags = Flgs;
return Parms.ReturnValue;
}
// Function FortniteGame.FortWeaponRanged.GetTimeToNextFire
// (Final, Native, Public, BlueprintCallable, BlueprintPure, Const)
// Parameters:
// float ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
float AFortWeaponRanged::GetTimeToNextFire() const
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("FortWeaponRanged", "GetTimeToNextFire");
Params::FortWeaponRanged_GetTimeToNextFire Parms{};
auto Flgs = Func->FunctionFlags;
Func->FunctionFlags |= 0x400;
UObject::ProcessEvent(Func, &Parms);
Func->FunctionFlags = Flgs;
return Parms.ReturnValue;
}
// Function FortniteGame.FortWeaponRanged.ShouldDisplayAmmoCounter
// (Final, Native, Public, BlueprintCallable, BlueprintPure, Const)
// Parameters:
// bool ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, NativeAccessSpecifierPublic)
bool AFortWeaponRanged::ShouldDisplayAmmoCounter() const
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("FortWeaponRanged", "ShouldDisplayAmmoCounter");
Params::FortWeaponRanged_ShouldDisplayAmmoCounter Parms{};
auto Flgs = Func->FunctionFlags;
Func->FunctionFlags |= 0x400;
UObject::ProcessEvent(Func, &Parms);
Func->FunctionFlags = Flgs;
return Parms.ReturnValue;
}
// Function FortniteGame.FortWeap_WannaGun.OnRep_LastHitActorClass
// (Final, Native, Private)
void AFortWeap_WannaGun::OnRep_LastHitActorClass()
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("FortWeap_WannaGun", "OnRep_LastHitActorClass");
auto Flgs = Func->FunctionFlags;
Func->FunctionFlags |= 0x400;
UObject::ProcessEvent(Func, nullptr);
Func->FunctionFlags = Flgs;
}
// Function FortniteGame.BuildingWall.OnRep_bDoorCollisionDisabled
// (Native, Protected)
void ABuildingWall::OnRep_bDoorCollisionDisabled()
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("BuildingWall", "OnRep_bDoorCollisionDisabled");
auto Flgs = Func->FunctionFlags;
Func->FunctionFlags |= 0x400;
UObject::ProcessEvent(Func, nullptr);
Func->FunctionFlags = Flgs;
}
// Function FortniteGame.BuildingWall.OnRep_bDoorOpen
// (Native, Protected)
void ABuildingWall::OnRep_bDoorOpen()
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("BuildingWall", "OnRep_bDoorOpen");
auto Flgs = Func->FunctionFlags;
Func->FunctionFlags |= 0x400;
UObject::ProcessEvent(Func, nullptr);
Func->FunctionFlags = Flgs;
}
// Function FortniteGame.KeepHeartBase.AssociateWithTheMission
// (Final, BlueprintAuthorityOnly, Native, Public, BlueprintCallable)
// Parameters:
// class AFortMission* KeepMission (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
void AKeepHeartBase::AssociateWithTheMission(class AFortMission* KeepMission)
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("KeepHeartBase", "AssociateWithTheMission");
Params::KeepHeartBase_AssociateWithTheMission Parms{};
Parms.KeepMission = KeepMission;
auto Flgs = Func->FunctionFlags;
Func->FunctionFlags |= 0x400;
UObject::ProcessEvent(Func, &Parms);
Func->FunctionFlags = Flgs;
}
// Function FortniteGame.KeepHeartBase.IsKeepLoaded
// (Final, BlueprintAuthorityOnly, Native, Public, BlueprintCallable)
// Parameters:
// bool ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, NativeAccessSpecifierPublic)
bool AKeepHeartBase::IsKeepLoaded()
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("KeepHeartBase", "IsKeepLoaded");
Params::KeepHeartBase_IsKeepLoaded Parms{};
auto Flgs = Func->FunctionFlags;
Func->FunctionFlags |= 0x400;
UObject::ProcessEvent(Func, &Parms);
Func->FunctionFlags = Flgs;
return Parms.ReturnValue;
}
// Function FortniteGame.KeepHeartBase.IsKeepOwner
// (Final, Native, Public, BlueprintCallable)
// Parameters:
// const class AFortPlayerController* FortPC (ConstParm, Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// bool ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, NativeAccessSpecifierPublic)
bool AKeepHeartBase::IsKeepOwner(const class AFortPlayerController* FortPC)
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("KeepHeartBase", "IsKeepOwner");
Params::KeepHeartBase_IsKeepOwner Parms{};
Parms.FortPC = FortPC;
auto Flgs = Func->FunctionFlags;
Func->FunctionFlags |= 0x400;
UObject::ProcessEvent(Func, &Parms);
Func->FunctionFlags = Flgs;
return Parms.ReturnValue;
}
// Function FortniteGame.KeepHeartBase.LoadUserKeep
// (Final, BlueprintAuthorityOnly, Native, Public, BlueprintCallable)
// Parameters:
// class AFortPlayerController* FortPC (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
void AKeepHeartBase::LoadUserKeep(class AFortPlayerController* FortPC)
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("KeepHeartBase", "LoadUserKeep");
Params::KeepHeartBase_LoadUserKeep Parms{};
Parms.FortPC = FortPC;
auto Flgs = Func->FunctionFlags;
Func->FunctionFlags |= 0x400;
UObject::ProcessEvent(Func, &Parms);
Func->FunctionFlags = Flgs;
}
// Function FortniteGame.KeepHeartBase.ResetUserKeep
// (Final, BlueprintAuthorityOnly, Native, Public, BlueprintCallable)
// Parameters:
// class AFortPlayerController* FortPC (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// bool ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, NativeAccessSpecifierPublic)
bool AKeepHeartBase::ResetUserKeep(class AFortPlayerController* FortPC)
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("KeepHeartBase", "ResetUserKeep");
Params::KeepHeartBase_ResetUserKeep Parms{};
Parms.FortPC = FortPC;
auto Flgs = Func->FunctionFlags;
Func->FunctionFlags |= 0x400;
UObject::ProcessEvent(Func, &Parms);
Func->FunctionFlags = Flgs;
return Parms.ReturnValue;
}
// Function FortniteGame.KeepHeartBase.SaveUserKeep
// (Final, BlueprintAuthorityOnly, Native, Public, BlueprintCallable)
// Parameters:
// class AFortPlayerController* FortPC (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// bool ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, NativeAccessSpecifierPublic)
bool AKeepHeartBase::SaveUserKeep(class AFortPlayerController* FortPC)
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("KeepHeartBase", "SaveUserKeep");
Params::KeepHeartBase_SaveUserKeep Parms{};
Parms.FortPC = FortPC;
auto Flgs = Func->FunctionFlags;
Func->FunctionFlags |= 0x400;
UObject::ProcessEvent(Func, &Parms);
Func->FunctionFlags = Flgs;
return Parms.ReturnValue;
}
// Function FortniteGame.KeepHeartBase.SetAllowLooting
// (BlueprintAuthorityOnly, Native, Public, BlueprintCallable)
// Parameters:
// bool bAllowed (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, NativeAccessSpecifierPublic)
void AKeepHeartBase::SetAllowLooting(bool bAllowed)
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("KeepHeartBase", "SetAllowLooting");
Params::KeepHeartBase_SetAllowLooting Parms{};
Parms.bAllowed = bAllowed;
auto Flgs = Func->FunctionFlags;
Func->FunctionFlags |= 0x400;
UObject::ProcessEvent(Func, &Parms);
Func->FunctionFlags = Flgs;
}
// Function FortniteGame.FortKeepEventInfo.GetWave
// (Final, Native, Public, BlueprintCallable)
// Parameters:
// int32 INDEX (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// const struct FKeepEventWaveData ReturnValue (ConstParm, Parm, OutParm, ReturnParm, ReferenceParm, NativeAccessSpecifierPublic)
const struct FKeepEventWaveData UFortKeepEventInfo::GetWave(int32 INDEX)
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("FortKeepEventInfo", "GetWave");
Params::FortKeepEventInfo_GetWave Parms{};
Parms.INDEX = INDEX;
auto Flgs = Func->FunctionFlags;
Func->FunctionFlags |= 0x400;
UObject::ProcessEvent(Func, &Parms);
Func->FunctionFlags = Flgs;
return Parms.ReturnValue;
}
// Function FortniteGame.FortKeepEventInfo.NumberOfWaves
// (Final, Native, Public, BlueprintCallable)
// Parameters:
// int32 ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
int32 UFortKeepEventInfo::NumberOfWaves()
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("FortKeepEventInfo", "NumberOfWaves");
Params::FortKeepEventInfo_NumberOfWaves Parms{};
auto Flgs = Func->FunctionFlags;
Func->FunctionFlags |= 0x400;
UObject::ProcessEvent(Func, &Parms);
Func->FunctionFlags = Flgs;
return Parms.ReturnValue;
}
// Function FortniteGame.FortKeepEventList.GetEvent
// (Final, Native, Public, BlueprintCallable)
// Parameters:
// int32 Idx (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// struct FKeepEventInfo ReturnValue (Parm, OutParm, ReturnParm, NativeAccessSpecifierPublic)
struct FKeepEventInfo UFortKeepEventList::GetEvent(int32 Idx)
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("FortKeepEventList", "GetEvent");
Params::FortKeepEventList_GetEvent Parms{};
Parms.Idx = Idx;
auto Flgs = Func->FunctionFlags;
Func->FunctionFlags |= 0x400;
UObject::ProcessEvent(Func, &Parms);
Func->FunctionFlags = Flgs;
return Parms.ReturnValue;
}
// Function FortniteGame.FortKeepEventList.GetEventDescription
// (Final, Native, Public, BlueprintCallable)
// Parameters:
// int32 Idx (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// class FText ReturnValue (Parm, OutParm, ReturnParm, NativeAccessSpecifierPublic)
class FText UFortKeepEventList::GetEventDescription(int32 Idx)
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("FortKeepEventList", "GetEventDescription");
Params::FortKeepEventList_GetEventDescription Parms{};
Parms.Idx = Idx;
auto Flgs = Func->FunctionFlags;
Func->FunctionFlags |= 0x400;
UObject::ProcessEvent(Func, &Parms);
Func->FunctionFlags = Flgs;
return Parms.ReturnValue;
}
// Function FortniteGame.FortKeepDefenseManager.GetEventDescriptionFromTheList
// (Final, BlueprintAuthorityOnly, Native, Public, BlueprintCallable)
// Parameters:
// class UFortKeepEventList* EventList (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// int32 EventNumber (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// class FText ReturnValue (Parm, OutParm, ReturnParm, NativeAccessSpecifierPublic)
class FText AFortKeepDefenseManager::GetEventDescriptionFromTheList(class UFortKeepEventList* EventList, int32 EventNumber)
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("FortKeepDefenseManager", "GetEventDescriptionFromTheList");
Params::FortKeepDefenseManager_GetEventDescriptionFromTheList Parms{};
Parms.EventList = EventList;
Parms.EventNumber = EventNumber;
auto Flgs = Func->FunctionFlags;
Func->FunctionFlags |= 0x400;
UObject::ProcessEvent(Func, &Parms);
Func->FunctionFlags = Flgs;
return Parms.ReturnValue;
}
// Function FortniteGame.FortKeepDefenseManager.GetNumberAliveEnemies
// (Final, BlueprintAuthorityOnly, Native, Public, BlueprintCallable)
// Parameters:
// int32 ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
int32 AFortKeepDefenseManager::GetNumberAliveEnemies()
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("FortKeepDefenseManager", "GetNumberAliveEnemies");
Params::FortKeepDefenseManager_GetNumberAliveEnemies Parms{};
auto Flgs = Func->FunctionFlags;
Func->FunctionFlags |= 0x400;
UObject::ProcessEvent(Func, &Parms);
Func->FunctionFlags = Flgs;
return Parms.ReturnValue;
}
// Function FortniteGame.FortKeepDefenseManager.GetWaveDescription
// (Final, BlueprintAuthorityOnly, Native, Public, BlueprintCallable)
// Parameters:
// class FText ReturnValue (Parm, OutParm, ReturnParm, NativeAccessSpecifierPublic)
class FText AFortKeepDefenseManager::GetWaveDescription()
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("FortKeepDefenseManager", "GetWaveDescription");
Params::FortKeepDefenseManager_GetWaveDescription Parms{};
auto Flgs = Func->FunctionFlags;
Func->FunctionFlags |= 0x400;
UObject::ProcessEvent(Func, &Parms);
Func->FunctionFlags = Flgs;
return Parms.ReturnValue;
}
// Function FortniteGame.FortKeepDefenseManager.GoToNextWave
// (Final, BlueprintAuthorityOnly, Native, Public, BlueprintCallable)
void AFortKeepDefenseManager::GoToNextWave()
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("FortKeepDefenseManager", "GoToNextWave");
auto Flgs = Func->FunctionFlags;
Func->FunctionFlags |= 0x400;
UObject::ProcessEvent(Func, nullptr);
Func->FunctionFlags = Flgs;
}
// Function FortniteGame.FortKeepDefenseManager.SkipWarmup
// (Final, BlueprintAuthorityOnly, Native, Public, BlueprintCallable)
void AFortKeepDefenseManager::SkipWarmup()
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("FortKeepDefenseManager", "SkipWarmup");
auto Flgs = Func->FunctionFlags;
Func->FunctionFlags |= 0x400;
UObject::ProcessEvent(Func, nullptr);
Func->FunctionFlags = Flgs;
}
// Function FortniteGame.FortKeepDefenseManager.StartAIEncounter
// (Final, BlueprintAuthorityOnly, Native, Public, BlueprintCallable)
// Parameters:
// TSubclassOf<class UFortAIEncounterInfo> EncounterTemplate (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, UObjectWrapper, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// class AActor* TargetActor (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// class UFortAISpawnGroupProgressionInfo* SpawnGroupProgressionInfo (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// int32 ActivationDelay (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// int32 EncounterDifficultyLevel (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// float AliveMultiplier (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// class UFortAIEncounterInfo* ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
class UFortAIEncounterInfo* AFortKeepDefenseManager::StartAIEncounter(TSubclassOf<class UFortAIEncounterInfo> EncounterTemplate, class AActor* TargetActor, class UFortAISpawnGroupProgressionInfo* SpawnGroupProgressionInfo, int32 ActivationDelay, int32 EncounterDifficultyLevel, float AliveMultiplier)
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("FortKeepDefenseManager", "StartAIEncounter");
Params::FortKeepDefenseManager_StartAIEncounter Parms{};
Parms.EncounterTemplate = EncounterTemplate;
Parms.TargetActor = TargetActor;
Parms.SpawnGroupProgressionInfo = SpawnGroupProgressionInfo;
Parms.ActivationDelay = ActivationDelay;
Parms.EncounterDifficultyLevel = EncounterDifficultyLevel;
Parms.AliveMultiplier = AliveMultiplier;
auto Flgs = Func->FunctionFlags;
Func->FunctionFlags |= 0x400;
UObject::ProcessEvent(Func, &Parms);
Func->FunctionFlags = Flgs;
return Parms.ReturnValue;
}
// Function FortniteGame.FortKeepDefenseManager.StartEvent
// (Final, BlueprintAuthorityOnly, Native, Public, BlueprintCallable)
// Parameters:
// class UFortKeepEventInfo* EventTemplate (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// int32 DifficultyLevelOffset (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
void AFortKeepDefenseManager::StartEvent(class UFortKeepEventInfo* EventTemplate, int32 DifficultyLevelOffset)
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("FortKeepDefenseManager", "StartEvent");
Params::FortKeepDefenseManager_StartEvent Parms{};
Parms.EventTemplate = EventTemplate;
Parms.DifficultyLevelOffset = DifficultyLevelOffset;
auto Flgs = Func->FunctionFlags;
Func->FunctionFlags |= 0x400;
UObject::ProcessEvent(Func, &Parms);
Func->FunctionFlags = Flgs;
}
// Function FortniteGame.FortKeepDefenseManager.StartEventFromList
// (Final, BlueprintAuthorityOnly, Native, Public, BlueprintCallable)
// Parameters:
// class UFortKeepEventList* EventList (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// int32 EventNumber (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
void AFortKeepDefenseManager::StartEventFromList(class UFortKeepEventList* EventList, int32 EventNumber)
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("FortKeepDefenseManager", "StartEventFromList");
Params::FortKeepDefenseManager_StartEventFromList Parms{};
Parms.EventList = EventList;
Parms.EventNumber = EventNumber;
auto Flgs = Func->FunctionFlags;
Func->FunctionFlags |= 0x400;
UObject::ProcessEvent(Func, &Parms);
Func->FunctionFlags = Flgs;
}
// Function FortniteGame.FortKeepDefenseManager.StopEvent
// (Final, BlueprintAuthorityOnly, Native, Public, BlueprintCallable)
void AFortKeepDefenseManager::StopEvent()
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("FortKeepDefenseManager", "StopEvent");
auto Flgs = Func->FunctionFlags;
Func->FunctionFlags |= 0x400;
UObject::ProcessEvent(Func, nullptr);
Func->FunctionFlags = Flgs;
}
// Function FortniteGame.MyTownBuildingActor.ApplyPreferredDisplayState
// (Final, Native, Public)
void AMyTownBuildingActor::ApplyPreferredDisplayState()
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("MyTownBuildingActor", "ApplyPreferredDisplayState");
auto Flgs = Func->FunctionFlags;
Func->FunctionFlags |= 0x400;
UObject::ProcessEvent(Func, nullptr);
Func->FunctionFlags = Flgs;
}
// Function FortniteGame.MyTownBuildingActor.CreateUMGCollectWidget
// (Final, Native, Protected, BlueprintCallable)
// Parameters:
// class UNativeWidgetHost* InNativeWidgetHost (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// bool ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, NativeAccessSpecifierPublic)
bool AMyTownBuildingActor::CreateUMGCollectWidget(class UNativeWidgetHost* InNativeWidgetHost)
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("MyTownBuildingActor", "CreateUMGCollectWidget");
Params::MyTownBuildingActor_CreateUMGCollectWidget Parms{};
Parms.InNativeWidgetHost = InNativeWidgetHost;
auto Flgs = Func->FunctionFlags;
Func->FunctionFlags |= 0x400;
UObject::ProcessEvent(Func, &Parms);
Func->FunctionFlags = Flgs;
return Parms.ReturnValue;
}
// Function FortniteGame.MyTownBuildingActor.OnBuildingClicked
// (Final, Native, Public)
void AMyTownBuildingActor::OnBuildingClicked()
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("MyTownBuildingActor", "OnBuildingClicked");
auto Flgs = Func->FunctionFlags;
Func->FunctionFlags |= 0x400;
UObject::ProcessEvent(Func, nullptr);
Func->FunctionFlags = Flgs;
}
// Function FortniteGame.MyTownBuildingActor.OnMouseOverBegin
// (Final, Native, Protected)
void AMyTownBuildingActor::OnMouseOverBegin()
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("MyTownBuildingActor", "OnMouseOverBegin");
auto Flgs = Func->FunctionFlags;
Func->FunctionFlags |= 0x400;
UObject::ProcessEvent(Func, nullptr);
Func->FunctionFlags = Flgs;
}
// Function FortniteGame.MyTownBuildingActor.OnMouseOverEnd
// (Final, Native, Protected)
void AMyTownBuildingActor::OnMouseOverEnd()
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("MyTownBuildingActor", "OnMouseOverEnd");
auto Flgs = Func->FunctionFlags;
Func->FunctionFlags |= 0x400;
UObject::ProcessEvent(Func, nullptr);
Func->FunctionFlags = Flgs;
}
// Function FortniteGame.MyTownBuildingActor.OnMyTownBuildingCustomDisplayChanged
// (Event, Public, BlueprintEvent)
// Parameters:
// EMyTownBuildingActorDisplayState NewDisplayState (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
void AMyTownBuildingActor::OnMyTownBuildingCustomDisplayChanged(EMyTownBuildingActorDisplayState NewDisplayState)
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("MyTownBuildingActor", "OnMyTownBuildingCustomDisplayChanged");
Params::MyTownBuildingActor_OnMyTownBuildingCustomDisplayChanged Parms{};
Parms.NewDisplayState = NewDisplayState;
UObject::ProcessEvent(Func, &Parms);
}
// Function FortniteGame.MyTownBuildingActor.SetBuildingTemplateId
// (Final, Native, Public, BlueprintCallable)
// Parameters:
// const class FString& InBuildingTemplateId (Parm, ZeroConstructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
void AMyTownBuildingActor::SetBuildingTemplateId(const class FString& InBuildingTemplateId)
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("MyTownBuildingActor", "SetBuildingTemplateId");
Params::MyTownBuildingActor_SetBuildingTemplateId Parms{};
Parms.InBuildingTemplateId = std::move(InBuildingTemplateId);
auto Flgs = Func->FunctionFlags;
Func->FunctionFlags |= 0x400;
UObject::ProcessEvent(Func, &Parms);
Func->FunctionFlags = Flgs;
}
// Function FortniteGame.MyTownBuildingActor.SetCustomDisplayState
// (Final, RequiredAPI, Native, Public, BlueprintCallable)
// Parameters:
// EMyTownBuildingActorDisplayState NewDisplayState (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
void AMyTownBuildingActor::SetCustomDisplayState(EMyTownBuildingActorDisplayState NewDisplayState)
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("MyTownBuildingActor", "SetCustomDisplayState");
Params::MyTownBuildingActor_SetCustomDisplayState Parms{};
Parms.NewDisplayState = NewDisplayState;
auto Flgs = Func->FunctionFlags;
Func->FunctionFlags |= 0x400;
UObject::ProcessEvent(Func, &Parms);
Func->FunctionFlags = Flgs;
}
// Function FortniteGame.MyTownBuildingActor.ShouldShowBang
// (Final, Native, Public, BlueprintCallable)
// Parameters:
// bool ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, NativeAccessSpecifierPublic)
bool AMyTownBuildingActor::ShouldShowBang()
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("MyTownBuildingActor", "ShouldShowBang");
Params::MyTownBuildingActor_ShouldShowBang Parms{};
auto Flgs = Func->FunctionFlags;
Func->FunctionFlags |= 0x400;
UObject::ProcessEvent(Func, &Parms);
Func->FunctionFlags = Flgs;
return Parms.ReturnValue;
}
// Function FortniteGame.MyTownBuildingActor.GetCustomDisplayActors
// (RequiredAPI, Native, Event, Public, BlueprintCallable, BlueprintEvent, BlueprintPure, Const)
// Parameters:
// TArray<class ABuildingActor*> ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, NativeAccessSpecifierPublic)
TArray<class ABuildingActor*> AMyTownBuildingActor::GetCustomDisplayActors() const
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("MyTownBuildingActor", "GetCustomDisplayActors");
Params::MyTownBuildingActor_GetCustomDisplayActors Parms{};
auto Flgs = Func->FunctionFlags;
Func->FunctionFlags |= 0x400;
UObject::ProcessEvent(Func, &Parms);
Func->FunctionFlags = Flgs;
return Parms.ReturnValue;
}
// Function FortniteGame.MyTownBuildingActor.GetCustomDisplayState
// (Final, RequiredAPI, Native, Public, BlueprintCallable, BlueprintPure, Const)
// Parameters:
// EMyTownBuildingActorDisplayState ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
EMyTownBuildingActorDisplayState AMyTownBuildingActor::GetCustomDisplayState() const
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("MyTownBuildingActor", "GetCustomDisplayState");
Params::MyTownBuildingActor_GetCustomDisplayState Parms{};
auto Flgs = Func->FunctionFlags;
Func->FunctionFlags |= 0x400;
UObject::ProcessEvent(Func, &Parms);
Func->FunctionFlags = Flgs;
return Parms.ReturnValue;
}
// Function FortniteGame.FortGameStateZone.GetUIMapManager
// (Final, Native, Public, BlueprintCallable)
// Parameters:
// class AFortInGameMapManager* ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
class AFortInGameMapManager* AFortGameStateZone::GetUIMapManager()
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("FortGameStateZone", "GetUIMapManager");
Params::FortGameStateZone_GetUIMapManager Parms{};
auto Flgs = Func->FunctionFlags;
Func->FunctionFlags |= 0x400;
UObject::ProcessEvent(Func, &Parms);
Func->FunctionFlags = Flgs;
return Parms.ReturnValue;
}
// Function FortniteGame.FortGameStateZone.OnRep_PlayerStructuresChanged
// (Native, Public)
void AFortGameStateZone::OnRep_PlayerStructuresChanged()
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("FortGameStateZone", "OnRep_PlayerStructuresChanged");
auto Flgs = Func->FunctionFlags;
Func->FunctionFlags |= 0x400;
UObject::ProcessEvent(Func, nullptr);
Func->FunctionFlags = Flgs;
}
// Function FortniteGame.FortGameStateZone.OnRep_TheaterNameUpdated
// (Final, Native, Protected)
void AFortGameStateZone::OnRep_TheaterNameUpdated()
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("FortGameStateZone", "OnRep_TheaterNameUpdated");
auto Flgs = Func->FunctionFlags;
Func->FunctionFlags |= 0x400;
UObject::ProcessEvent(Func, nullptr);
Func->FunctionFlags = Flgs;
}
// Function FortniteGame.FortGameStateZone.OnRep_UIMapManager
// (Final, Native, Protected)
void AFortGameStateZone::OnRep_UIMapManager()
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("FortGameStateZone", "OnRep_UIMapManager");
auto Flgs = Func->FunctionFlags;
Func->FunctionFlags |= 0x400;
UObject::ProcessEvent(Func, nullptr);
Func->FunctionFlags = Flgs;
}
// Function FortniteGame.FortGameStateZone.ServerFireAIDirectorEvent
// (Net, NetReliable, Native, Event, Public, NetServer, NetValidate)
// Parameters:
// EFortAIDirectorEvent Event (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// class UObject* EventSource (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// class UObject* EventTarget (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// float EventMultiplier (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
void AFortGameStateZone::ServerFireAIDirectorEvent(EFortAIDirectorEvent Event, class UObject* EventSource, class UObject* EventTarget, float EventMultiplier)
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("FortGameStateZone", "ServerFireAIDirectorEvent");
Params::FortGameStateZone_ServerFireAIDirectorEvent Parms{};
Parms.Event = Event;
Parms.EventSource = EventSource;
Parms.EventTarget = EventTarget;
Parms.EventMultiplier = EventMultiplier;
auto Flgs = Func->FunctionFlags;
Func->FunctionFlags |= 0x400;
UObject::ProcessEvent(Func, &Parms);
Func->FunctionFlags = Flgs;
}
// Function FortniteGame.FortGameStateZone.GetGameDifficulty
// (Final, Native, Public, BlueprintCallable, BlueprintPure, Const)
// Parameters:
// float ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
float AFortGameStateZone::GetGameDifficulty() const
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("FortGameStateZone", "GetGameDifficulty");
Params::FortGameStateZone_GetGameDifficulty Parms{};
auto Flgs = Func->FunctionFlags;
Func->FunctionFlags |= 0x400;
UObject::ProcessEvent(Func, &Parms);
Func->FunctionFlags = Flgs;
return Parms.ReturnValue;
}
// Function FortniteGame.FortGameStateOutpost.SetGameDifficultyRow
// (Final, BlueprintAuthorityOnly, Native, Public, HasOutParams, BlueprintCallable)
// Parameters:
// const struct FDataTableRowHandle& GameDifficultyInfo (ConstParm, Parm, OutParm, ReferenceParm, NativeAccessSpecifierPublic)
void AFortGameStateOutpost::SetGameDifficultyRow(const struct FDataTableRowHandle& GameDifficultyInfo)
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("FortGameStateOutpost", "SetGameDifficultyRow");
Params::FortGameStateOutpost_SetGameDifficultyRow Parms{};
Parms.GameDifficultyInfo = std::move(GameDifficultyInfo);
auto Flgs = Func->FunctionFlags;
Func->FunctionFlags |= 0x400;
UObject::ProcessEvent(Func, &Parms);
Func->FunctionFlags = Flgs;
}
// Function FortniteGame.KeepHeart.DelayedVoteSuccess
// (Final, Native, Public)
void AKeepHeart::DelayedVoteSuccess()
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("KeepHeart", "DelayedVoteSuccess");
auto Flgs = Func->FunctionFlags;
Func->FunctionFlags |= 0x400;
UObject::ProcessEvent(Func, nullptr);
Func->FunctionFlags = Flgs;
}
// Function FortniteGame.KeepHeart.DestroyNonPermaniteStructures
// (Final, BlueprintAuthorityOnly, Native, Public, BlueprintCallable)
// Parameters:
// bool ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, NativeAccessSpecifierPublic)
bool AKeepHeart::DestroyNonPermaniteStructures()
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("KeepHeart", "DestroyNonPermaniteStructures");
Params::KeepHeart_DestroyNonPermaniteStructures Parms{};
auto Flgs = Func->FunctionFlags;
Func->FunctionFlags |= 0x400;
UObject::ProcessEvent(Func, &Parms);
Func->FunctionFlags = Flgs;
return Parms.ReturnValue;
}
// Function FortniteGame.KeepHeart.GetAveragePermaniteLevel
// (Final, Native, Public, BlueprintCallable)
// Parameters:
// float ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
float AKeepHeart::GetAveragePermaniteLevel()
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("KeepHeart", "GetAveragePermaniteLevel");
Params::KeepHeart_GetAveragePermaniteLevel Parms{};
auto Flgs = Func->FunctionFlags;
Func->FunctionFlags |= 0x400;
UObject::ProcessEvent(Func, &Parms);
Func->FunctionFlags = Flgs;
return Parms.ReturnValue;
}
// Function FortniteGame.KeepHeart.GetPermaniteStructureLimit
// (Final, Native, Public, BlueprintCallable)
// Parameters:
// int32 ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
int32 AKeepHeart::GetPermaniteStructureLimit()
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("KeepHeart", "GetPermaniteStructureLimit");
Params::KeepHeart_GetPermaniteStructureLimit Parms{};
auto Flgs = Func->FunctionFlags;
Func->FunctionFlags |= 0x400;
UObject::ProcessEvent(Func, &Parms);
Func->FunctionFlags = Flgs;
return Parms.ReturnValue;
}
// Function FortniteGame.KeepHeart.GetPermaniteStructureNumber
// (Final, Native, Public, BlueprintCallable)
// Parameters:
// int32 ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
int32 AKeepHeart::GetPermaniteStructureNumber()
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("KeepHeart", "GetPermaniteStructureNumber");
Params::KeepHeart_GetPermaniteStructureNumber Parms{};
auto Flgs = Func->FunctionFlags;
Func->FunctionFlags |= 0x400;
UObject::ProcessEvent(Func, &Parms);
Func->FunctionFlags = Flgs;
return Parms.ReturnValue;
}
// Function FortniteGame.KeepHeart.GetUpgradeAllPermaniteCost
// (Final, Native, Public, BlueprintCallable)
// Parameters:
// class AFortPlayerController* FortPC (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// bool bQuickUpgrade (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, NativeAccessSpecifierPublic)
// int32 ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
int32 AKeepHeart::GetUpgradeAllPermaniteCost(class AFortPlayerController* FortPC, bool bQuickUpgrade)
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("KeepHeart", "GetUpgradeAllPermaniteCost");
Params::KeepHeart_GetUpgradeAllPermaniteCost Parms{};
Parms.FortPC = FortPC;
Parms.bQuickUpgrade = bQuickUpgrade;
auto Flgs = Func->FunctionFlags;
Func->FunctionFlags |= 0x400;
UObject::ProcessEvent(Func, &Parms);
Func->FunctionFlags = Flgs;
return Parms.ReturnValue;
}
// Function FortniteGame.KeepHeart.GetWorldStreamingInProgress
// (Final, BlueprintAuthorityOnly, Native, Public, BlueprintCallable)
// Parameters:
// float ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
float AKeepHeart::GetWorldStreamingInProgress()
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("KeepHeart", "GetWorldStreamingInProgress");
Params::KeepHeart_GetWorldStreamingInProgress Parms{};
auto Flgs = Func->FunctionFlags;
Func->FunctionFlags |= 0x400;
UObject::ProcessEvent(Func, &Parms);
Func->FunctionFlags = Flgs;
return Parms.ReturnValue;
}
// Function FortniteGame.KeepHeart.HandleVoteComplete
// (Final, Native, Public)
// Parameters:
// bool bResult (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, NativeAccessSpecifierPublic)
void AKeepHeart::HandleVoteComplete(bool bResult)
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("KeepHeart", "HandleVoteComplete");
Params::KeepHeart_HandleVoteComplete Parms{};
Parms.bResult = bResult;
auto Flgs = Func->FunctionFlags;
Func->FunctionFlags |= 0x400;
UObject::ProcessEvent(Func, &Parms);
Func->FunctionFlags = Flgs;
}
// Function FortniteGame.KeepHeart.IsWorldStreamedIn
// (Final, BlueprintAuthorityOnly, Native, Public, BlueprintCallable)
// Parameters:
// bool ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, NativeAccessSpecifierPublic)
bool AKeepHeart::IsWorldStreamedIn()
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("KeepHeart", "IsWorldStreamedIn");
Params::KeepHeart_IsWorldStreamedIn Parms{};
auto Flgs = Func->FunctionFlags;
Func->FunctionFlags |= 0x400;
UObject::ProcessEvent(Func, &Parms);
Func->FunctionFlags = Flgs;
return Parms.ReturnValue;
}
// Function FortniteGame.KeepHeart.IsWorldStreamingIn
// (Final, BlueprintAuthorityOnly, Native, Public, BlueprintCallable)
// Parameters:
// bool ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, NativeAccessSpecifierPublic)
bool AKeepHeart::IsWorldStreamingIn()
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("KeepHeart", "IsWorldStreamingIn");
Params::KeepHeart_IsWorldStreamingIn Parms{};
auto Flgs = Func->FunctionFlags;
Func->FunctionFlags |= 0x400;
UObject::ProcessEvent(Func, &Parms);
Func->FunctionFlags = Flgs;
return Parms.ReturnValue;
}
// Function FortniteGame.KeepHeart.NotifyEncounterEnded
// (Final, BlueprintAuthorityOnly, Native, Public, BlueprintCallable)
// Parameters:
// class UFortAIEncounterInfo* EndedEncounter (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
void AKeepHeart::NotifyEncounterEnded(class UFortAIEncounterInfo* EndedEncounter)
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("KeepHeart", "NotifyEncounterEnded");
Params::KeepHeart_NotifyEncounterEnded Parms{};
Parms.EndedEncounter = EndedEncounter;
auto Flgs = Func->FunctionFlags;
Func->FunctionFlags |= 0x400;
UObject::ProcessEvent(Func, &Parms);
Func->FunctionFlags = Flgs;
}
// Function FortniteGame.KeepHeart.NotifyEncounterStarted
// (Final, BlueprintAuthorityOnly, Native, Public, BlueprintCallable)
// Parameters:
// class UFortAIEncounterInfo* StartedEncounter (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
void AKeepHeart::NotifyEncounterStarted(class UFortAIEncounterInfo* StartedEncounter)
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("KeepHeart", "NotifyEncounterStarted");
Params::KeepHeart_NotifyEncounterStarted Parms{};
Parms.StartedEncounter = StartedEncounter;
auto Flgs = Func->FunctionFlags;
Func->FunctionFlags |= 0x400;
UObject::ProcessEvent(Func, &Parms);
Func->FunctionFlags = Flgs;
}
// Function FortniteGame.KeepHeart.OnDefenseLevelChanged
// (Final, BlueprintAuthorityOnly, Native, Public, BlueprintCallable)
void AKeepHeart::OnDefenseLevelChanged()
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("KeepHeart", "OnDefenseLevelChanged");
auto Flgs = Func->FunctionFlags;
Func->FunctionFlags |= 0x400;
UObject::ProcessEvent(Func, nullptr);
Func->FunctionFlags = Flgs;
}
// Function FortniteGame.KeepHeart.OnVoteComplete
// (BlueprintAuthorityOnly, Event, Public, BlueprintEvent)
// Parameters:
// bool bResult (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, NativeAccessSpecifierPublic)
void AKeepHeart::OnVoteComplete(bool bResult)
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("KeepHeart", "OnVoteComplete");
Params::KeepHeart_OnVoteComplete Parms{};
Parms.bResult = bResult;
UObject::ProcessEvent(Func, &Parms);
}
// Function FortniteGame.KeepHeart.OnWorldStreamedIn
// (BlueprintAuthorityOnly, Event, Public, BlueprintEvent)
void AKeepHeart::OnWorldStreamedIn()
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("KeepHeart", "OnWorldStreamedIn");
UObject::ProcessEvent(Func, nullptr);
}
// Function FortniteGame.KeepHeart.ResetContainers
// (Final, BlueprintAuthorityOnly, Native, Public, BlueprintCallable)
void AKeepHeart::ResetContainers()
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("KeepHeart", "ResetContainers");
auto Flgs = Func->FunctionFlags;
Func->FunctionFlags |= 0x400;
UObject::ProcessEvent(Func, nullptr);
Func->FunctionFlags = Flgs;
}
// Function FortniteGame.KeepHeart.RestoreContainers
// (Final, BlueprintAuthorityOnly, Native, Public, BlueprintCallable)
void AKeepHeart::RestoreContainers()
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("KeepHeart", "RestoreContainers");
auto Flgs = Func->FunctionFlags;
Func->FunctionFlags |= 0x400;
UObject::ProcessEvent(Func, nullptr);
Func->FunctionFlags = Flgs;
}
// Function FortniteGame.KeepHeart.RestoreKeepHealth
// (Final, BlueprintAuthorityOnly, Native, Public, BlueprintCallable)
void AKeepHeart::RestoreKeepHealth()
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("KeepHeart", "RestoreKeepHealth");
auto Flgs = Func->FunctionFlags;
Func->FunctionFlags |= 0x400;
UObject::ProcessEvent(Func, nullptr);
Func->FunctionFlags = Flgs;
}
// Function FortniteGame.KeepHeart.SetPermaniteAvailability
// (Final, BlueprintAuthorityOnly, Native, Public, BlueprintCallable)
// Parameters:
// bool bAvailable (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, NativeAccessSpecifierPublic)
void AKeepHeart::SetPermaniteAvailability(bool bAvailable)
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("KeepHeart", "SetPermaniteAvailability");
Params::KeepHeart_SetPermaniteAvailability Parms{};
Parms.bAvailable = bAvailable;
auto Flgs = Func->FunctionFlags;
Func->FunctionFlags |= 0x400;
UObject::ProcessEvent(Func, &Parms);
Func->FunctionFlags = Flgs;
}
// Function FortniteGame.KeepHeart.StartVote
// (Final, BlueprintAuthorityOnly, Native, Public, BlueprintCallable)
// Parameters:
// const class FText& VoteText (Parm, NativeAccessSpecifierPublic)
// const class FText& YesText (Parm, NativeAccessSpecifierPublic)
// const class FText& NoText (Parm, NativeAccessSpecifierPublic)
// float PercentageToPass (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// bool bSkipIfOnePlayerOnly (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, NativeAccessSpecifierPublic)
void AKeepHeart::StartVote(const class FText& VoteText, const class FText& YesText, const class FText& NoText, float PercentageToPass, bool bSkipIfOnePlayerOnly)
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("KeepHeart", "StartVote");
Params::KeepHeart_StartVote Parms{};
Parms.VoteText = std::move(VoteText);
Parms.YesText = std::move(YesText);
Parms.NoText = std::move(NoText);
Parms.PercentageToPass = PercentageToPass;
Parms.bSkipIfOnePlayerOnly = bSkipIfOnePlayerOnly;
auto Flgs = Func->FunctionFlags;
Func->FunctionFlags |= 0x400;
UObject::ProcessEvent(Func, &Parms);
Func->FunctionFlags = Flgs;
}
// Function FortniteGame.KeepHeart.StreamInWorld
// (Final, BlueprintAuthorityOnly, Native, Public, BlueprintCallable)
void AKeepHeart::StreamInWorld()
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("KeepHeart", "StreamInWorld");
auto Flgs = Func->FunctionFlags;
Func->FunctionFlags |= 0x400;
UObject::ProcessEvent(Func, nullptr);
Func->FunctionFlags = Flgs;
}
// Function FortniteGame.KeepHeart.StreamOutWorld
// (Final, BlueprintAuthorityOnly, Native, Public, BlueprintCallable)
void AKeepHeart::StreamOutWorld()
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("KeepHeart", "StreamOutWorld");
auto Flgs = Func->FunctionFlags;
Func->FunctionFlags |= 0x400;
UObject::ProcessEvent(Func, nullptr);
Func->FunctionFlags = Flgs;
}
// Function FortniteGame.KeepHeart.UpgradeAllPermaniteStructures
// (Final, BlueprintAuthorityOnly, Native, Public, BlueprintCallable)
// Parameters:
// class AFortPlayerController* FortPC (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// bool bQuickUpgrade (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, NativeAccessSpecifierPublic)
// bool ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, NativeAccessSpecifierPublic)
bool AKeepHeart::UpgradeAllPermaniteStructures(class AFortPlayerController* FortPC, bool bQuickUpgrade)
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("KeepHeart", "UpgradeAllPermaniteStructures");
Params::KeepHeart_UpgradeAllPermaniteStructures Parms{};
Parms.FortPC = FortPC;
Parms.bQuickUpgrade = bQuickUpgrade;
auto Flgs = Func->FunctionFlags;
Func->FunctionFlags |= 0x400;
UObject::ProcessEvent(Func, &Parms);
Func->FunctionFlags = Flgs;
return Parms.ReturnValue;
}
// Function FortniteGame.KeepHeart.GetDefenseLevel
// (Event, Public, BlueprintEvent, Const)
// Parameters:
// int32 ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
int32 AKeepHeart::GetDefenseLevel() const
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("KeepHeart", "GetDefenseLevel");
Params::KeepHeart_GetDefenseLevel Parms{};
UObject::ProcessEvent(Func, &Parms);
return Parms.ReturnValue;
}
// Function FortniteGame.KeepHeart.IsDefenseActive
// (Event, Public, BlueprintEvent, Const)
// Parameters:
// bool ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, NativeAccessSpecifierPublic)
bool AKeepHeart::IsDefenseActive() const
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("KeepHeart", "IsDefenseActive");
Params::KeepHeart_IsDefenseActive Parms{};
UObject::ProcessEvent(Func, &Parms);
return Parms.ReturnValue;
}
// Function FortniteGame.ManorHeart.TravelToNewWorld
// (Final, BlueprintAuthorityOnly, Native, Public, BlueprintCallable)
// Parameters:
// class UFortTheaterInfo* NewTheater (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
void AManorHeart::TravelToNewWorld(class UFortTheaterInfo* NewTheater)
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("ManorHeart", "TravelToNewWorld");
Params::ManorHeart_TravelToNewWorld Parms{};
Parms.NewTheater = NewTheater;
auto Flgs = Func->FunctionFlags;
Func->FunctionFlags |= 0x400;
UObject::ProcessEvent(Func, &Parms);
Func->FunctionFlags = Flgs;
}
// Function FortniteGame.FortHealthBarComponent.OnRep_DisplayText
// (Final, Native, Protected)
void UFortHealthBarComponent::OnRep_DisplayText()
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("FortHealthBarComponent", "OnRep_DisplayText");
auto Flgs = Func->FunctionFlags;
Func->FunctionFlags |= 0x400;
UObject::ProcessEvent(Func, nullptr);
Func->FunctionFlags = Flgs;
}
// Function FortniteGame.FortHealthBarComponent.OnRep_IsVisible
// (Final, Native, Protected)
void UFortHealthBarComponent::OnRep_IsVisible()
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("FortHealthBarComponent", "OnRep_IsVisible");
auto Flgs = Func->FunctionFlags;
Func->FunctionFlags |= 0x400;
UObject::ProcessEvent(Func, nullptr);
Func->FunctionFlags = Flgs;
}
// Function FortniteGame.FortHealthBarComponent.SetHealthBarDisplayText
// (Final, BlueprintAuthorityOnly, Native, Public, BlueprintCallable)
// Parameters:
// const class FText& NewDisplayText (Parm, NativeAccessSpecifierPublic)
void UFortHealthBarComponent::SetHealthBarDisplayText(const class FText& NewDisplayText)
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("FortHealthBarComponent", "SetHealthBarDisplayText");
Params::FortHealthBarComponent_SetHealthBarDisplayText Parms{};
Parms.NewDisplayText = std::move(NewDisplayText);
auto Flgs = Func->FunctionFlags;
Func->FunctionFlags |= 0x400;
UObject::ProcessEvent(Func, &Parms);
Func->FunctionFlags = Flgs;
}
// Function FortniteGame.FortHealthBarComponent.SetHealthBarVisibility
// (Final, BlueprintAuthorityOnly, Native, Public, BlueprintCallable)
// Parameters:
// bool bNewVisibleState (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, NativeAccessSpecifierPublic)
void UFortHealthBarComponent::SetHealthBarVisibility(bool bNewVisibleState)
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("FortHealthBarComponent", "SetHealthBarVisibility");
Params::FortHealthBarComponent_SetHealthBarVisibility Parms{};
Parms.bNewVisibleState = bNewVisibleState;
auto Flgs = Func->FunctionFlags;
Func->FunctionFlags |= 0x400;
UObject::ProcessEvent(Func, &Parms);
Func->FunctionFlags = Flgs;
}
// Function FortniteGame.FortHealthBarComponent.SetHealthBarWidgetVisibility
// (Final, Native, Public, BlueprintCallable)
// Parameters:
// bool bIsVisible (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, NativeAccessSpecifierPublic)
void UFortHealthBarComponent::SetHealthBarWidgetVisibility(bool bIsVisible)
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("FortHealthBarComponent", "SetHealthBarWidgetVisibility");
Params::FortHealthBarComponent_SetHealthBarWidgetVisibility Parms{};
Parms.bIsVisible = bIsVisible;
auto Flgs = Func->FunctionFlags;
Func->FunctionFlags |= 0x400;
UObject::ProcessEvent(Func, &Parms);
Func->FunctionFlags = Flgs;
}
// Function FortniteGame.VelocityGridData.AddPoint
// (Final, Native, Public, HasDefaults, BlueprintCallable)
// Parameters:
// const struct FVector& SplinePoint (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, NativeAccessSpecifierPublic)
// float PointEnvelope (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// float PointStrength (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
void UVelocityGridData::AddPoint(const struct FVector& SplinePoint, float PointEnvelope, float PointStrength)
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("VelocityGridData", "AddPoint");
Params::VelocityGridData_AddPoint Parms{};
Parms.SplinePoint = std::move(SplinePoint);
Parms.PointEnvelope = PointEnvelope;
Parms.PointStrength = PointStrength;
auto Flgs = Func->FunctionFlags;
Func->FunctionFlags |= 0x400;
UObject::ProcessEvent(Func, &Parms);
Func->FunctionFlags = Flgs;
}
// Function FortniteGame.VelocityGridData.RebuildData
// (Final, Native, Public, BlueprintCallable)
void UVelocityGridData::RebuildData()
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("VelocityGridData", "RebuildData");
auto Flgs = Func->FunctionFlags;
Func->FunctionFlags |= 0x400;
UObject::ProcessEvent(Func, nullptr);
Func->FunctionFlags = Flgs;
}
// Function FortniteGame.FortGameplayTagVolumeInterface.ApplyTags
// (Native, Public)
void IFortGameplayTagVolumeInterface::ApplyTags()
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("FortGameplayTagVolumeInterface", "ApplyTags");
auto Flgs = Func->FunctionFlags;
Func->FunctionFlags |= 0x400;
UObject::ProcessEvent(Func, nullptr);
Func->FunctionFlags = Flgs;
}
// Function FortniteGame.WorldMapPinManager.CreateWorldMapPin
// (Event, Protected, BlueprintEvent)
// Parameters:
// int32 TheaterIndex (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// class AWorldMapPin* ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
class AWorldMapPin* AWorldMapPinManager::CreateWorldMapPin(int32 TheaterIndex)
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("WorldMapPinManager", "CreateWorldMapPin");
Params::WorldMapPinManager_CreateWorldMapPin Parms{};
Parms.TheaterIndex = TheaterIndex;
UObject::ProcessEvent(Func, &Parms);
return Parms.ReturnValue;
}
// Function FortniteGame.BuildingConnectivityComponent.Connect
// (Final, BlueprintAuthorityOnly, Native, Public, HasOutParams, BlueprintCallable)
// Parameters:
// const struct FFortConnectionData& NewConnection (ConstParm, Parm, OutParm, ReferenceParm, NativeAccessSpecifierPublic)
void UBuildingConnectivityComponent::Connect(const struct FFortConnectionData& NewConnection)
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("BuildingConnectivityComponent", "Connect");
Params::BuildingConnectivityComponent_Connect Parms{};
Parms.NewConnection = std::move(NewConnection);
auto Flgs = Func->FunctionFlags;
Func->FunctionFlags |= 0x400;
UObject::ProcessEvent(Func, &Parms);
Func->FunctionFlags = Flgs;
}
// Function FortniteGame.BuildingConnectivityComponent.Disconnect
// (Final, BlueprintAuthorityOnly, Native, Public, HasOutParams, BlueprintCallable)
// Parameters:
// const struct FFortConnectionData& NewDisconnection (ConstParm, Parm, OutParm, ReferenceParm, NativeAccessSpecifierPublic)
void UBuildingConnectivityComponent::Disconnect(const struct FFortConnectionData& NewDisconnection)
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("BuildingConnectivityComponent", "Disconnect");
Params::BuildingConnectivityComponent_Disconnect Parms{};
Parms.NewDisconnection = std::move(NewDisconnection);
auto Flgs = Func->FunctionFlags;
Func->FunctionFlags |= 0x400;
UObject::ProcessEvent(Func, &Parms);
Func->FunctionFlags = Flgs;
}
// Function FortniteGame.BuildingConnectivityComponent.DisconnectAll
// (Final, BlueprintAuthorityOnly, Native, Public, BlueprintCallable)
void UBuildingConnectivityComponent::DisconnectAll()
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("BuildingConnectivityComponent", "DisconnectAll");
auto Flgs = Func->FunctionFlags;
Func->FunctionFlags |= 0x400;
UObject::ProcessEvent(Func, nullptr);
Func->FunctionFlags = Flgs;
}
// Function FortniteGame.BuildingConnectivityComponent.DrawDebugData
// (Final, BlueprintCosmetic, Native, Public, BlueprintCallable)
void UBuildingConnectivityComponent::DrawDebugData()
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("BuildingConnectivityComponent", "DrawDebugData");
auto Flgs = Func->FunctionFlags;
Func->FunctionFlags |= 0x400;
UObject::ProcessEvent(Func, nullptr);
Func->FunctionFlags = Flgs;
}
// Function FortniteGame.BuildingConnectivityComponent.K2_IsPowered
// (Final, Native, Public, BlueprintCallable, BlueprintPure)
// Parameters:
// bool ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, NativeAccessSpecifierPublic)
bool UBuildingConnectivityComponent::K2_IsPowered()
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("BuildingConnectivityComponent", "K2_IsPowered");
Params::BuildingConnectivityComponent_K2_IsPowered Parms{};
auto Flgs = Func->FunctionFlags;
Func->FunctionFlags |= 0x400;
UObject::ProcessEvent(Func, &Parms);
Func->FunctionFlags = Flgs;
return Parms.ReturnValue;
}
// Function FortniteGame.BuildingConnectivityComponent.OnPlaced
// (BlueprintAuthorityOnly, Native, Public, BlueprintCallable)
void UBuildingConnectivityComponent::OnPlaced()
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("BuildingConnectivityComponent", "OnPlaced");
auto Flgs = Func->FunctionFlags;
Func->FunctionFlags |= 0x400;
UObject::ProcessEvent(Func, nullptr);
Func->FunctionFlags = Flgs;
}
// Function FortniteGame.BuildingConnectivityComponent.OnRep_bIsPowered
// (Native, Protected)
void UBuildingConnectivityComponent::OnRep_bIsPowered()
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("BuildingConnectivityComponent", "OnRep_bIsPowered");
auto Flgs = Func->FunctionFlags;
Func->FunctionFlags |= 0x400;
UObject::ProcessEvent(Func, nullptr);
Func->FunctionFlags = Flgs;
}
// Function FortniteGame.BuildingConnectivityComponent.OnRep_bIsProvidingPower
// (Native, Protected)
void UBuildingConnectivityComponent::OnRep_bIsProvidingPower()
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("BuildingConnectivityComponent", "OnRep_bIsProvidingPower");
auto Flgs = Func->FunctionFlags;
Func->FunctionFlags |= 0x400;
UObject::ProcessEvent(Func, nullptr);
Func->FunctionFlags = Flgs;
}
// Function FortniteGame.BuildingConnectivityComponent.OnRep_Connections
// (Native, Protected)
void UBuildingConnectivityComponent::OnRep_Connections()
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("BuildingConnectivityComponent", "OnRep_Connections");
auto Flgs = Func->FunctionFlags;
Func->FunctionFlags |= 0x400;
UObject::ProcessEvent(Func, nullptr);
Func->FunctionFlags = Flgs;
}
// Function FortniteGame.BuildingConnectivityComponent.SetAllowConnections
// (Final, BlueprintAuthorityOnly, Native, Public, BlueprintCallable)
// Parameters:
// bool bInAllowConnections (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, NativeAccessSpecifierPublic)
void UBuildingConnectivityComponent::SetAllowConnections(bool bInAllowConnections)
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("BuildingConnectivityComponent", "SetAllowConnections");
Params::BuildingConnectivityComponent_SetAllowConnections Parms{};
Parms.bInAllowConnections = bInAllowConnections;
auto Flgs = Func->FunctionFlags;
Func->FunctionFlags |= 0x400;
UObject::ProcessEvent(Func, &Parms);
Func->FunctionFlags = Flgs;
}
// Function FortniteGame.BuildingConnectivityComponent.SetIsProvidingPower
// (Final, BlueprintAuthorityOnly, Native, Public, BlueprintCallable)
// Parameters:
// bool bNewIsProvidingPower (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, NativeAccessSpecifierPublic)
void UBuildingConnectivityComponent::SetIsProvidingPower(bool bNewIsProvidingPower)
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("BuildingConnectivityComponent", "SetIsProvidingPower");
Params::BuildingConnectivityComponent_SetIsProvidingPower Parms{};
Parms.bNewIsProvidingPower = bNewIsProvidingPower;
auto Flgs = Func->FunctionFlags;
Func->FunctionFlags |= 0x400;
UObject::ProcessEvent(Func, &Parms);
Func->FunctionFlags = Flgs;
}
// Function FortniteGame.BuildingConnectivityComponent.CanConnectTo
// (Final, Native, Public, BlueprintCallable, BlueprintPure, Const)
// Parameters:
// class ABuildingSMActor* TestActor (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// bool ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, NativeAccessSpecifierPublic)
bool UBuildingConnectivityComponent::CanConnectTo(class ABuildingSMActor* TestActor) const
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("BuildingConnectivityComponent", "CanConnectTo");
Params::BuildingConnectivityComponent_CanConnectTo Parms{};
Parms.TestActor = TestActor;
auto Flgs = Func->FunctionFlags;
Func->FunctionFlags |= 0x400;
UObject::ProcessEvent(Func, &Parms);
Func->FunctionFlags = Flgs;
return Parms.ReturnValue;
}
// Function FortniteGame.BuildingConnectivityComponent.IsConnectedTo
// (Final, Native, Public, BlueprintCallable, BlueprintPure, Const)
// Parameters:
// class ABuildingSMActor* TestActor (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// bool ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, NativeAccessSpecifierPublic)
bool UBuildingConnectivityComponent::IsConnectedTo(class ABuildingSMActor* TestActor) const
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("BuildingConnectivityComponent", "IsConnectedTo");
Params::BuildingConnectivityComponent_IsConnectedTo Parms{};
Parms.TestActor = TestActor;
auto Flgs = Func->FunctionFlags;
Func->FunctionFlags |= 0x400;
UObject::ProcessEvent(Func, &Parms);
Func->FunctionFlags = Flgs;
return Parms.ReturnValue;
}
// Function FortniteGame.BuildingConnectivityEffect.OnConnect
// (Event, Public, HasOutParams, HasDefaults, BlueprintEvent)
// Parameters:
// const struct FTransform& T1 (ConstParm, Parm, OutParm, ReferenceParm, IsPlainOldData, NoDestructor, NativeAccessSpecifierPublic)
// const struct FTransform& T2 (ConstParm, Parm, OutParm, ReferenceParm, IsPlainOldData, NoDestructor, NativeAccessSpecifierPublic)
void ABuildingConnectivityEffect::OnConnect(const struct FTransform& T1, const struct FTransform& T2)
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("BuildingConnectivityEffect", "OnConnect");
Params::BuildingConnectivityEffect_OnConnect Parms{};
Parms.T1 = std::move(T1);
Parms.T2 = std::move(T2);
UObject::ProcessEvent(Func, &Parms);
}
// Function FortniteGame.BuildingConnectivityEffect.OnDisconnect
// (Event, Public, BlueprintEvent)
void ABuildingConnectivityEffect::OnDisconnect()
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("BuildingConnectivityEffect", "OnDisconnect");
UObject::ProcessEvent(Func, nullptr);
}
// Function FortniteGame.FortInGameMapManager.ApplyShowFlags
// (Final, Native, Static, Public, BlueprintCallable)
// Parameters:
// class USceneCaptureComponent* SceneCaptureComponent (Parm, ZeroConstructor, InstancedReference, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
void AFortInGameMapManager::ApplyShowFlags(class USceneCaptureComponent* SceneCaptureComponent)
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = StaticClass()->GetFunction("FortInGameMapManager", "ApplyShowFlags");
Params::FortInGameMapManager_ApplyShowFlags Parms{};
Parms.SceneCaptureComponent = SceneCaptureComponent;
auto Flgs = Func->FunctionFlags;
Func->FunctionFlags |= 0x400;
GetDefaultObj()->ProcessEvent(Func, &Parms);
Func->FunctionFlags = Flgs;
}
// Function FortniteGame.FortInGameMapManager.PaintOnFog
// (Final, Native, Public, HasOutParams, HasDefaults, BlueprintCallable)
// Parameters:
// const struct FVector& WorldCoords (ConstParm, Parm, OutParm, ZeroConstructor, ReferenceParm, IsPlainOldData, NoDestructor, NativeAccessSpecifierPublic)
void AFortInGameMapManager::PaintOnFog(const struct FVector& WorldCoords)
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("FortInGameMapManager", "PaintOnFog");
Params::FortInGameMapManager_PaintOnFog Parms{};
Parms.WorldCoords = std::move(WorldCoords);
auto Flgs = Func->FunctionFlags;
Func->FunctionFlags |= 0x400;
UObject::ProcessEvent(Func, &Parms);
Func->FunctionFlags = Flgs;
}
// Function FortniteGame.HomeBaseBuilding.ClearBang
// (Final, Native, Public, BlueprintCallable)
void UHomeBaseBuilding::ClearBang()
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("HomeBaseBuilding", "ClearBang");
auto Flgs = Func->FunctionFlags;
Func->FunctionFlags |= 0x400;
UObject::ProcessEvent(Func, nullptr);
Func->FunctionFlags = Flgs;
}
// Function FortniteGame.HomeBaseBuilding.OnBuildingChangedInternal
// (Final, Native, Private)
// Parameters:
// bool bItemChanged (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, NativeAccessSpecifierPublic)
// bool bAmmoChanged (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, NativeAccessSpecifierPublic)
// bool bIngredientsChanged (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, NativeAccessSpecifierPublic)
void UHomeBaseBuilding::OnBuildingChangedInternal(bool bItemChanged, bool bAmmoChanged, bool bIngredientsChanged)
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("HomeBaseBuilding", "OnBuildingChangedInternal");
Params::HomeBaseBuilding_OnBuildingChangedInternal Parms{};
Parms.bItemChanged = bItemChanged;
Parms.bAmmoChanged = bAmmoChanged;
Parms.bIngredientsChanged = bIngredientsChanged;
auto Flgs = Func->FunctionFlags;
Func->FunctionFlags |= 0x400;
UObject::ProcessEvent(Func, &Parms);
Func->FunctionFlags = Flgs;
}
// Function FortniteGame.HomeBaseBuilding.Upgrade
// (Final, Native, Public, BlueprintCallable)
void UHomeBaseBuilding::Upgrade()
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("HomeBaseBuilding", "Upgrade");
auto Flgs = Func->FunctionFlags;
Func->FunctionFlags |= 0x400;
UObject::ProcessEvent(Func, nullptr);
Func->FunctionFlags = Flgs;
}
// Function FortniteGame.HomeBaseBuilding.GetAbilityKitForLevel
// (Final, Native, Public, BlueprintCallable, BlueprintPure, Const)
// Parameters:
// int32 InLevel (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// class UFortAbilityKit* ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
class UFortAbilityKit* UHomeBaseBuilding::GetAbilityKitForLevel(int32 InLevel) const
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("HomeBaseBuilding", "GetAbilityKitForLevel");
Params::HomeBaseBuilding_GetAbilityKitForLevel Parms{};
Parms.InLevel = InLevel;
auto Flgs = Func->FunctionFlags;
Func->FunctionFlags |= 0x400;
UObject::ProcessEvent(Func, &Parms);
Func->FunctionFlags = Flgs;
return Parms.ReturnValue;
}
// Function FortniteGame.HomeBaseBuilding.GetAbilityKits
// (Final, Native, Public, HasOutParams, BlueprintCallable, BlueprintPure, Const)
// Parameters:
// TArray<class UFortAbilityKit*>* AbilityKits (Parm, OutParm, ZeroConstructor, NativeAccessSpecifierPublic)
void UHomeBaseBuilding::GetAbilityKits(TArray<class UFortAbilityKit*>* AbilityKits) const
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("HomeBaseBuilding", "GetAbilityKits");
Params::HomeBaseBuilding_GetAbilityKits Parms{};
auto Flgs = Func->FunctionFlags;
Func->FunctionFlags |= 0x400;
UObject::ProcessEvent(Func, &Parms);
Func->FunctionFlags = Flgs;
if (AbilityKits != nullptr)
*AbilityKits = std::move(Parms.AbilityKits);
}
// Function FortniteGame.HomeBaseBuilding.GetCurrentBonuses
// (Final, Native, Public, BlueprintCallable, BlueprintPure, Const)
// Parameters:
// TArray<class UBuildingLevelGameplayEffectInfo*>ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, NativeAccessSpecifierPublic)
TArray<class UBuildingLevelGameplayEffectInfo*> UHomeBaseBuilding::GetCurrentBonuses() const
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("HomeBaseBuilding", "GetCurrentBonuses");
Params::HomeBaseBuilding_GetCurrentBonuses Parms{};
auto Flgs = Func->FunctionFlags;
Func->FunctionFlags |= 0x400;
UObject::ProcessEvent(Func, &Parms);
Func->FunctionFlags = Flgs;
return Parms.ReturnValue;
}
// Function FortniteGame.HomeBaseBuilding.GetItem
// (Final, Native, Public, BlueprintCallable, BlueprintPure, Const)
// Parameters:
// class UMyTownBuildingItem* ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
class UMyTownBuildingItem* UHomeBaseBuilding::GetItem() const
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("HomeBaseBuilding", "GetItem");
Params::HomeBaseBuilding_GetItem Parms{};
auto Flgs = Func->FunctionFlags;
Func->FunctionFlags |= 0x400;
UObject::ProcessEvent(Func, &Parms);
Func->FunctionFlags = Flgs;
return Parms.ReturnValue;
}
// Function FortniteGame.HomeBaseBuilding.GetMaxLevelBonuses
// (Final, Native, Public, BlueprintCallable, BlueprintPure, Const)
// Parameters:
// TArray<class UBuildingLevelGameplayEffectInfo*>ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, NativeAccessSpecifierPublic)
TArray<class UBuildingLevelGameplayEffectInfo*> UHomeBaseBuilding::GetMaxLevelBonuses() const
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("HomeBaseBuilding", "GetMaxLevelBonuses");
Params::HomeBaseBuilding_GetMaxLevelBonuses Parms{};
auto Flgs = Func->FunctionFlags;
Func->FunctionFlags |= 0x400;
UObject::ProcessEvent(Func, &Parms);
Func->FunctionFlags = Flgs;
return Parms.ReturnValue;
}
// Function FortniteGame.HomeBaseBuilding.GetNextBonuses
// (Final, Native, Public, BlueprintCallable, BlueprintPure, Const)
// Parameters:
// TArray<class UBuildingLevelGameplayEffectInfo*>ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, NativeAccessSpecifierPublic)
TArray<class UBuildingLevelGameplayEffectInfo*> UHomeBaseBuilding::GetNextBonuses() const
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("HomeBaseBuilding", "GetNextBonuses");
Params::HomeBaseBuilding_GetNextBonuses Parms{};
auto Flgs = Func->FunctionFlags;
Func->FunctionFlags |= 0x400;
UObject::ProcessEvent(Func, &Parms);
Func->FunctionFlags = Flgs;
return Parms.ReturnValue;
}
// Function FortniteGame.HomeBaseBuilding.GetTeammatesRatingAddition
// (Final, Native, Public, HasOutParams, BlueprintCallable, BlueprintPure, Const)
// Parameters:
// const struct FUniqueNetIdRepl& TeammatesAccountId (ConstParm, Parm, OutParm, ReferenceParm, NativeAccessSpecifierPublic)
// int32 ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
int32 UHomeBaseBuilding::GetTeammatesRatingAddition(const struct FUniqueNetIdRepl& TeammatesAccountId) const
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("HomeBaseBuilding", "GetTeammatesRatingAddition");
Params::HomeBaseBuilding_GetTeammatesRatingAddition Parms{};
Parms.TeammatesAccountId = std::move(TeammatesAccountId);
auto Flgs = Func->FunctionFlags;
Func->FunctionFlags |= 0x400;
UObject::ProcessEvent(Func, &Parms);
Func->FunctionFlags = Flgs;
return Parms.ReturnValue;
}
// Function FortniteGame.HomeBaseBuilding.GetUpgradeRequirements
// (Final, Native, Public, BlueprintCallable, BlueprintPure, Const)
// Parameters:
// struct FBuildingUpgradeRequirementsForLevelReturnValue (Parm, OutParm, ReturnParm, NativeAccessSpecifierPublic)
struct FBuildingUpgradeRequirementsForLevel UHomeBaseBuilding::GetUpgradeRequirements() const
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("HomeBaseBuilding", "GetUpgradeRequirements");
Params::HomeBaseBuilding_GetUpgradeRequirements Parms{};
auto Flgs = Func->FunctionFlags;
Func->FunctionFlags |= 0x400;
UObject::ProcessEvent(Func, &Parms);
Func->FunctionFlags = Flgs;
return Parms.ReturnValue;
}
// Function FortniteGame.HomeBaseBuilding.ShouldShowBang
// (Final, Native, Public, BlueprintCallable, BlueprintPure, Const)
// Parameters:
// bool ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, NativeAccessSpecifierPublic)
bool UHomeBaseBuilding::ShouldShowBang() const
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("HomeBaseBuilding", "ShouldShowBang");
Params::HomeBaseBuilding_ShouldShowBang Parms{};
auto Flgs = Func->FunctionFlags;
Func->FunctionFlags |= 0x400;
UObject::ProcessEvent(Func, &Parms);
Func->FunctionFlags = Flgs;
return Parms.ReturnValue;
}
// Function FortniteGame.HomeBaseMainBuilding.OnBuildingGameplayEffectsChanged
// (Final, Native, Private)
void UHomeBaseMainBuilding::OnBuildingGameplayEffectsChanged()
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("HomeBaseMainBuilding", "OnBuildingGameplayEffectsChanged");
auto Flgs = Func->FunctionFlags;
Func->FunctionFlags |= 0x400;
UObject::ProcessEvent(Func, nullptr);
Func->FunctionFlags = Flgs;
}
// Function FortniteGame.HomeBaseMainBuilding.OnSubBuildingChanged
// (Final, Native, Private)
void UHomeBaseMainBuilding::OnSubBuildingChanged()
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("HomeBaseMainBuilding", "OnSubBuildingChanged");
auto Flgs = Func->FunctionFlags;
Func->FunctionFlags |= 0x400;
UObject::ProcessEvent(Func, nullptr);
Func->FunctionFlags = Flgs;
}
// Function FortniteGame.HomeBaseMainBuilding.OnWorkersChangedInternal
// (Final, Native, Private)
void UHomeBaseMainBuilding::OnWorkersChangedInternal()
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("HomeBaseMainBuilding", "OnWorkersChangedInternal");
auto Flgs = Func->FunctionFlags;
Func->FunctionFlags |= 0x400;
UObject::ProcessEvent(Func, nullptr);
Func->FunctionFlags = Flgs;
}
// Function FortniteGame.HomeBaseMainBuilding.GetEffects
// (Final, Native, Public, BlueprintCallable, BlueprintPure, Const)
// Parameters:
// TArray<class UAccumulatedGameplayEffectInfo*>ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, NativeAccessSpecifierPublic)
TArray<class UAccumulatedGameplayEffectInfo*> UHomeBaseMainBuilding::GetEffects() const
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("HomeBaseMainBuilding", "GetEffects");
Params::HomeBaseMainBuilding_GetEffects Parms{};
auto Flgs = Func->FunctionFlags;
Func->FunctionFlags |= 0x400;
UObject::ProcessEvent(Func, &Parms);
Func->FunctionFlags = Flgs;
return Parms.ReturnValue;
}
// Function FortniteGame.HomeBaseMainBuilding.ShouldShow
// (Final, Native, Public, BlueprintCallable, BlueprintPure, Const)
// Parameters:
// bool ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, NativeAccessSpecifierPublic)
bool UHomeBaseMainBuilding::ShouldShow() const
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("HomeBaseMainBuilding", "ShouldShow");
Params::HomeBaseMainBuilding_ShouldShow Parms{};
auto Flgs = Func->FunctionFlags;
Func->FunctionFlags |= 0x400;
UObject::ProcessEvent(Func, &Parms);
Func->FunctionFlags = Flgs;
return Parms.ReturnValue;
}
// Function FortniteGame.BuildingEditModeSupport.OnSuccessfulMatchInteractComplete
// (Native, Public)
void UBuildingEditModeSupport::OnSuccessfulMatchInteractComplete()
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("BuildingEditModeSupport", "OnSuccessfulMatchInteractComplete");
auto Flgs = Func->FunctionFlags;
Func->FunctionFlags |= 0x400;
UObject::ProcessEvent(Func, nullptr);
Func->FunctionFlags = Flgs;
}
// Function FortniteGame.BuildingEditModeSupport.OnSuccessfulMatchInteractParamUpdate
// (Native, Public)
// Parameters:
// float NewInteractParamVal (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
void UBuildingEditModeSupport::OnSuccessfulMatchInteractParamUpdate(float NewInteractParamVal)
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("BuildingEditModeSupport", "OnSuccessfulMatchInteractParamUpdate");
Params::BuildingEditModeSupport_OnSuccessfulMatchInteractParamUpdate Parms{};
Parms.NewInteractParamVal = NewInteractParamVal;
auto Flgs = Func->FunctionFlags;
Func->FunctionFlags |= 0x400;
UObject::ProcessEvent(Func, &Parms);
Func->FunctionFlags = Flgs;
}
// Function FortniteGame.BuildingStructuralSupportSystem.GetBestBuildingTarget
// (Final, Native, Public, HasOutParams, BlueprintCallable)
// Parameters:
// class AActor* ObjectiveActor (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// class AActor* AttackerActor (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// const struct FBuildingValueRules& ValueRules (ConstParm, Parm, OutParm, ReferenceParm, NativeAccessSpecifierPublic)
// class ABuildingSMActor* ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
class ABuildingSMActor* UBuildingStructuralSupportSystem::GetBestBuildingTarget(class AActor* ObjectiveActor, class AActor* AttackerActor, const struct FBuildingValueRules& ValueRules)
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("BuildingStructuralSupportSystem", "GetBestBuildingTarget");
Params::BuildingStructuralSupportSystem_GetBestBuildingTarget Parms{};
Parms.ObjectiveActor = ObjectiveActor;
Parms.AttackerActor = AttackerActor;
Parms.ValueRules = std::move(ValueRules);
auto Flgs = Func->FunctionFlags;
Func->FunctionFlags |= 0x400;
UObject::ProcessEvent(Func, &Parms);
Func->FunctionFlags = Flgs;
return Parms.ReturnValue;
}
// Function FortniteGame.BuildingStructuralSupportSystem.GetLogicalBuildingGroundSupportedActors
// (Final, BlueprintAuthorityOnly, Native, Public, HasOutParams, BlueprintCallable)
// Parameters:
// int32 LogicalIndex (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// TArray<class ABuildingSMActor*>* LogicalBuildingGroundSupportedActors (Parm, OutParm, ZeroConstructor, NativeAccessSpecifierPublic)
void UBuildingStructuralSupportSystem::GetLogicalBuildingGroundSupportedActors(int32 LogicalIndex, TArray<class ABuildingSMActor*>* LogicalBuildingGroundSupportedActors)
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("BuildingStructuralSupportSystem", "GetLogicalBuildingGroundSupportedActors");
Params::BuildingStructuralSupportSystem_GetLogicalBuildingGroundSupportedActors Parms{};
Parms.LogicalIndex = LogicalIndex;
auto Flgs = Func->FunctionFlags;
Func->FunctionFlags |= 0x400;
UObject::ProcessEvent(Func, &Parms);
Func->FunctionFlags = Flgs;
if (LogicalBuildingGroundSupportedActors != nullptr)
*LogicalBuildingGroundSupportedActors = std::move(Parms.LogicalBuildingGroundSupportedActors);
}
// Function FortniteGame.BuildingStructuralSupportSystem.K2_GetLogicalBuildingActors
// (Final, BlueprintAuthorityOnly, Native, Public, HasOutParams, BlueprintCallable)
// Parameters:
// int32 LogicalIdx (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// TArray<class ABuildingSMActor*>* LogicalBuildingActors (Parm, OutParm, ZeroConstructor, NativeAccessSpecifierPublic)
void UBuildingStructuralSupportSystem::K2_GetLogicalBuildingActors(int32 LogicalIdx, TArray<class ABuildingSMActor*>* LogicalBuildingActors)
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("BuildingStructuralSupportSystem", "K2_GetLogicalBuildingActors");
Params::BuildingStructuralSupportSystem_K2_GetLogicalBuildingActors Parms{};
Parms.LogicalIdx = LogicalIdx;
auto Flgs = Func->FunctionFlags;
Func->FunctionFlags |= 0x400;
UObject::ProcessEvent(Func, &Parms);
Func->FunctionFlags = Flgs;
if (LogicalBuildingActors != nullptr)
*LogicalBuildingActors = std::move(Parms.LogicalBuildingActors);
}
// Function FortniteGame.BuildingStructuralSupportSystem.MakeBuildingValueRules
// (Final, Native, Public, BlueprintCallable, BlueprintPure, Const)
// Parameters:
// int32 CellsAbove (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// int32 CellsBelow (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// int32 CellHorizontalRadius (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// float DistanceFromObjectiveWeight (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// float AttackWeight (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// float StructuralWeight (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// float TrapWeight (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// struct FBuildingValueRules ReturnValue (Parm, OutParm, ReturnParm, NativeAccessSpecifierPublic)
struct FBuildingValueRules UBuildingStructuralSupportSystem::MakeBuildingValueRules(int32 CellsAbove, int32 CellsBelow, int32 CellHorizontalRadius, float DistanceFromObjectiveWeight, float AttackWeight, float StructuralWeight, float TrapWeight) const
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("BuildingStructuralSupportSystem", "MakeBuildingValueRules");
Params::BuildingStructuralSupportSystem_MakeBuildingValueRules Parms{};
Parms.CellsAbove = CellsAbove;
Parms.CellsBelow = CellsBelow;
Parms.CellHorizontalRadius = CellHorizontalRadius;
Parms.DistanceFromObjectiveWeight = DistanceFromObjectiveWeight;
Parms.AttackWeight = AttackWeight;
Parms.StructuralWeight = StructuralWeight;
Parms.TrapWeight = TrapWeight;
auto Flgs = Func->FunctionFlags;
Func->FunctionFlags |= 0x400;
UObject::ProcessEvent(Func, &Parms);
Func->FunctionFlags = Flgs;
return Parms.ReturnValue;
}
// Function FortniteGame.FortAlterableItem.GetNumberOfSlotsForAlterationType
// (Final, Native, Public, BlueprintCallable, BlueprintPure, Const)
// Parameters:
// EFortAlteration AlterationType (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// int32 ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
int32 UFortAlterableItem::GetNumberOfSlotsForAlterationType(EFortAlteration AlterationType) const
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("FortAlterableItem", "GetNumberOfSlotsForAlterationType");
Params::FortAlterableItem_GetNumberOfSlotsForAlterationType Parms{};
Parms.AlterationType = AlterationType;
auto Flgs = Func->FunctionFlags;
Func->FunctionFlags |= 0x400;
UObject::ProcessEvent(Func, &Parms);
Func->FunctionFlags = Flgs;
return Parms.ReturnValue;
}
// Function FortniteGame.FortSchematicItem.GetRequiredTeamLevelToCraft
// (Final, Native, Public, BlueprintCallable, BlueprintPure, Const)
// Parameters:
// int32 ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
int32 UFortSchematicItem::GetRequiredTeamLevelToCraft() const
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("FortSchematicItem", "GetRequiredTeamLevelToCraft");
Params::FortSchematicItem_GetRequiredTeamLevelToCraft Parms{};
auto Flgs = Func->FunctionFlags;
Func->FunctionFlags |= 0x400;
UObject::ProcessEvent(Func, &Parms);
Func->FunctionFlags = Flgs;
return Parms.ReturnValue;
}
// Function FortniteGame.FortSchematicItem.GetSchematicQuantityProduced
// (Final, Native, Public, BlueprintCallable, BlueprintPure, Const)
// Parameters:
// int32 ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
int32 UFortSchematicItem::GetSchematicQuantityProduced() const
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("FortSchematicItem", "GetSchematicQuantityProduced");
Params::FortSchematicItem_GetSchematicQuantityProduced Parms{};
auto Flgs = Func->FunctionFlags;
Func->FunctionFlags |= 0x400;
UObject::ProcessEvent(Func, &Parms);
Func->FunctionFlags = Flgs;
return Parms.ReturnValue;
}
// Function FortniteGame.FortSchematicItem.GetSchematicRequirements
// (Final, Native, Public, HasOutParams, BlueprintCallable, BlueprintPure, Const)
// Parameters:
// TArray<struct FSchematicRequirement>* Requirements (Parm, OutParm, ZeroConstructor, NativeAccessSpecifierPublic)
void UFortSchematicItem::GetSchematicRequirements(TArray<struct FSchematicRequirement>* Requirements) const
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("FortSchematicItem", "GetSchematicRequirements");
Params::FortSchematicItem_GetSchematicRequirements Parms{};
auto Flgs = Func->FunctionFlags;
Func->FunctionFlags |= 0x400;
UObject::ProcessEvent(Func, &Parms);
Func->FunctionFlags = Flgs;
if (Requirements != nullptr)
*Requirements = std::move(Parms.Requirements);
}
// Function FortniteGame.BuildingTurretComponent.AttemptSetCurrentTarget
// (BlueprintAuthorityOnly, Native, Public, BlueprintCallable)
// Parameters:
// class AActor* NewTarget (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// bool ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, NativeAccessSpecifierPublic)
bool UBuildingTurretComponent::AttemptSetCurrentTarget(class AActor* NewTarget)
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("BuildingTurretComponent", "AttemptSetCurrentTarget");
Params::BuildingTurretComponent_AttemptSetCurrentTarget Parms{};
Parms.NewTarget = NewTarget;
auto Flgs = Func->FunctionFlags;
Func->FunctionFlags |= 0x400;
UObject::ProcessEvent(Func, &Parms);
Func->FunctionFlags = Flgs;
return Parms.ReturnValue;
}
// Function FortniteGame.BuildingTurretComponent.OnFiringTimer
// (Native, Protected)
void UBuildingTurretComponent::OnFiringTimer()
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("BuildingTurretComponent", "OnFiringTimer");
auto Flgs = Func->FunctionFlags;
Func->FunctionFlags |= 0x400;
UObject::ProcessEvent(Func, nullptr);
Func->FunctionFlags = Flgs;
}
// Function FortniteGame.BuildingTurretComponent.OnPerformTargetValidation
// (Native, Protected)
void UBuildingTurretComponent::OnPerformTargetValidation()
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("BuildingTurretComponent", "OnPerformTargetValidation");
auto Flgs = Func->FunctionFlags;
Func->FunctionFlags |= 0x400;
UObject::ProcessEvent(Func, nullptr);
Func->FunctionFlags = Flgs;
}
// Function FortniteGame.BuildingTurretComponent.OnRep_CurrentTarget
// (Native, Protected)
// Parameters:
// class AActor* OldTarget (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
void UBuildingTurretComponent::OnRep_CurrentTarget(class AActor* OldTarget)
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("BuildingTurretComponent", "OnRep_CurrentTarget");
Params::BuildingTurretComponent_OnRep_CurrentTarget Parms{};
Parms.OldTarget = OldTarget;
auto Flgs = Func->FunctionFlags;
Func->FunctionFlags |= 0x400;
UObject::ProcessEvent(Func, &Parms);
Func->FunctionFlags = Flgs;
}
// Function FortniteGame.BuildingTurretComponent.OnTargetingBeginOverlap
// (Native, Protected, HasOutParams)
// Parameters:
// class AActor* OtherActor (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// class UPrimitiveComponent* OtherComp (Parm, ZeroConstructor, InstancedReference, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// int32 OtherBodyIndex (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// bool bFromSweep (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, NativeAccessSpecifierPublic)
// const struct FHitResult& SweepResult (ConstParm, Parm, OutParm, ReferenceParm, ContainsInstancedReference, NativeAccessSpecifierPublic)
void UBuildingTurretComponent::OnTargetingBeginOverlap(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("BuildingTurretComponent", "OnTargetingBeginOverlap");
Params::BuildingTurretComponent_OnTargetingBeginOverlap Parms{};
Parms.OtherActor = OtherActor;
Parms.OtherComp = OtherComp;
Parms.OtherBodyIndex = OtherBodyIndex;
Parms.bFromSweep = bFromSweep;
Parms.SweepResult = std::move(SweepResult);
auto Flgs = Func->FunctionFlags;
Func->FunctionFlags |= 0x400;
UObject::ProcessEvent(Func, &Parms);
Func->FunctionFlags = Flgs;
}
// Function FortniteGame.BuildingTurretComponent.OnTargetingEndOverlap
// (Native, Protected)
// Parameters:
// class AActor* OtherActor (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// class UPrimitiveComponent* OtherComp (Parm, ZeroConstructor, InstancedReference, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// int32 OtherBodyIndex (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
void UBuildingTurretComponent::OnTargetingEndOverlap(class AActor* OtherActor, class UPrimitiveComponent* OtherComp, int32 OtherBodyIndex)
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("BuildingTurretComponent", "OnTargetingEndOverlap");
Params::BuildingTurretComponent_OnTargetingEndOverlap Parms{};
Parms.OtherActor = OtherActor;
Parms.OtherComp = OtherComp;
Parms.OtherBodyIndex = OtherBodyIndex;
auto Flgs = Func->FunctionFlags;
Func->FunctionFlags |= 0x400;
UObject::ProcessEvent(Func, &Parms);
Func->FunctionFlags = Flgs;
}
// Function FortniteGame.BuildingTurretComponent.SetTargetingOverlapComponent
// (BlueprintAuthorityOnly, Native, Public, BlueprintCallable)
// Parameters:
// class UPrimitiveComponent* NewTargetingOverlapComponent (Parm, ZeroConstructor, InstancedReference, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
void UBuildingTurretComponent::SetTargetingOverlapComponent(class UPrimitiveComponent* NewTargetingOverlapComponent)
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("BuildingTurretComponent", "SetTargetingOverlapComponent");
Params::BuildingTurretComponent_SetTargetingOverlapComponent Parms{};
Parms.NewTargetingOverlapComponent = NewTargetingOverlapComponent;
auto Flgs = Func->FunctionFlags;
Func->FunctionFlags |= 0x400;
UObject::ProcessEvent(Func, &Parms);
Func->FunctionFlags = Flgs;
}
// Function FortniteGame.BuildingTurretComponent.ChooseBestTarget
// (Native, Event, Protected, HasOutParams, BlueprintEvent, Const)
// Parameters:
// TArray<class AActor*>& InOutPotentialTargets (Parm, OutParm, ZeroConstructor, ReferenceParm, NativeAccessSpecifierPublic)
// class AActor* ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
class AActor* UBuildingTurretComponent::ChooseBestTarget(TArray<class AActor*>& InOutPotentialTargets) const
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("BuildingTurretComponent", "ChooseBestTarget");
Params::BuildingTurretComponent_ChooseBestTarget Parms{};
Parms.InOutPotentialTargets = std::move(InOutPotentialTargets);
auto Flgs = Func->FunctionFlags;
Func->FunctionFlags |= 0x400;
UObject::ProcessEvent(Func, &Parms);
Func->FunctionFlags = Flgs;
InOutPotentialTargets = std::move(Parms.InOutPotentialTargets);
return Parms.ReturnValue;
}
// Function FortniteGame.BuildingTurretComponent.IsValidTarget
// (Native, Event, Public, BlueprintCallable, BlueprintEvent, BlueprintPure, Const)
// Parameters:
// class AActor* InTarget (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// bool ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, NativeAccessSpecifierPublic)
bool UBuildingTurretComponent::IsValidTarget(class AActor* InTarget) const
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("BuildingTurretComponent", "IsValidTarget");
Params::BuildingTurretComponent_IsValidTarget Parms{};
Parms.InTarget = InTarget;
auto Flgs = Func->FunctionFlags;
Func->FunctionFlags |= 0x400;
UObject::ProcessEvent(Func, &Parms);
Func->FunctionFlags = Flgs;
return Parms.ReturnValue;
}
// Function FortniteGame.BuildingTurretComponent_MOBA.OnAllyHarmed
// (BlueprintAuthorityOnly, Native, Public, BlueprintCallable)
// Parameters:
// class AActor* InAllyActor (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// class AActor* InHarmingActor (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
void UBuildingTurretComponent_MOBA::OnAllyHarmed(class AActor* InAllyActor, class AActor* InHarmingActor)
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("BuildingTurretComponent_MOBA", "OnAllyHarmed");
Params::BuildingTurretComponent_MOBA_OnAllyHarmed Parms{};
Parms.InAllyActor = InAllyActor;
Parms.InHarmingActor = InHarmingActor;
auto Flgs = Func->FunctionFlags;
Func->FunctionFlags |= 0x400;
UObject::ProcessEvent(Func, &Parms);
Func->FunctionFlags = Flgs;
}
// Function FortniteGame.CustomCharacterPartAnimInstance.OnDayPhaseChanged
// (Event, Public, BlueprintEvent)
// Parameters:
// EFortDayPhase CurrentDayPhase (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// EFortDayPhase PreviousDayPhase (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// bool bAtCreation (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, NativeAccessSpecifierPublic)
void UCustomCharacterPartAnimInstance::OnDayPhaseChanged(EFortDayPhase CurrentDayPhase, EFortDayPhase PreviousDayPhase, bool bAtCreation)
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("CustomCharacterPartAnimInstance", "OnDayPhaseChanged");
Params::CustomCharacterPartAnimInstance_OnDayPhaseChanged Parms{};
Parms.CurrentDayPhase = CurrentDayPhase;
Parms.PreviousDayPhase = PreviousDayPhase;
Parms.bAtCreation = bAtCreation;
UObject::ProcessEvent(Func, &Parms);
}
// Function FortniteGame.CustomCharacterPartAnimInstance.PreDestruction
// (Event, Public, BlueprintEvent)
void UCustomCharacterPartAnimInstance::PreDestruction()
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("CustomCharacterPartAnimInstance", "PreDestruction");
UObject::ProcessEvent(Func, nullptr);
}
// Function FortniteGame.CustomCharacterPartAnimInstance.GetAssociatedPlayerPawn
// (Native, Public, BlueprintCallable, BlueprintPure, Const)
// Parameters:
// class AFortPlayerPawn* ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
class AFortPlayerPawn* UCustomCharacterPartAnimInstance::GetAssociatedPlayerPawn() const
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("CustomCharacterPartAnimInstance", "GetAssociatedPlayerPawn");
Params::CustomCharacterPartAnimInstance_GetAssociatedPlayerPawn Parms{};
auto Flgs = Func->FunctionFlags;
Func->FunctionFlags |= 0x400;
UObject::ProcessEvent(Func, &Parms);
Func->FunctionFlags = Flgs;
return Parms.ReturnValue;
}
// Function FortniteGame.CustomCharacterPartAnimInstance.GetCharacterPartType
// (Native, Public, BlueprintCallable, BlueprintPure, Const)
// Parameters:
// const EFortCustomPartType ReturnValue (ConstParm, Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
const EFortCustomPartType UCustomCharacterPartAnimInstance::GetCharacterPartType() const
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("CustomCharacterPartAnimInstance", "GetCharacterPartType");
Params::CustomCharacterPartAnimInstance_GetCharacterPartType Parms{};
auto Flgs = Func->FunctionFlags;
Func->FunctionFlags |= 0x400;
UObject::ProcessEvent(Func, &Parms);
Func->FunctionFlags = Flgs;
return Parms.ReturnValue;
}
// Function FortniteGame.CustomCharacterPartAnimInstance.GetOwnerSkeletalMeshComponent
// (Final, Native, Public, BlueprintCallable, BlueprintPure, Const)
// Parameters:
// class USkeletalMeshComponent* ReturnValue (ExportObject, Parm, OutParm, ZeroConstructor, ReturnParm, InstancedReference, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
class USkeletalMeshComponent* UCustomCharacterPartAnimInstance::GetOwnerSkeletalMeshComponent() const
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("CustomCharacterPartAnimInstance", "GetOwnerSkeletalMeshComponent");
Params::CustomCharacterPartAnimInstance_GetOwnerSkeletalMeshComponent Parms{};
auto Flgs = Func->FunctionFlags;
Func->FunctionFlags |= 0x400;
UObject::ProcessEvent(Func, &Parms);
Func->FunctionFlags = Flgs;
return Parms.ReturnValue;
}
// Function FortniteGame.CustomCharacterPartAnimInstance.GetPartSkeletalMeshComponent
// (Final, Native, Public, BlueprintCallable, BlueprintPure, Const)
// Parameters:
// class USkeletalMeshComponent* ReturnValue (ExportObject, Parm, OutParm, ZeroConstructor, ReturnParm, InstancedReference, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
class USkeletalMeshComponent* UCustomCharacterPartAnimInstance::GetPartSkeletalMeshComponent() const
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("CustomCharacterPartAnimInstance", "GetPartSkeletalMeshComponent");
Params::CustomCharacterPartAnimInstance_GetPartSkeletalMeshComponent Parms{};
auto Flgs = Func->FunctionFlags;
Func->FunctionFlags |= 0x400;
UObject::ProcessEvent(Func, &Parms);
Func->FunctionFlags = Flgs;
return Parms.ReturnValue;
}
// Function FortniteGame.FortSchematicItemDefinition.GetCraftingTime
// (Final, Native, Public, BlueprintCallable, BlueprintPure, Const)
// Parameters:
// int32 Level (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// float ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
float UFortSchematicItemDefinition::GetCraftingTime(int32 Level) const
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("FortSchematicItemDefinition", "GetCraftingTime");
Params::FortSchematicItemDefinition_GetCraftingTime Parms{};
Parms.Level = Level;
auto Flgs = Func->FunctionFlags;
Func->FunctionFlags |= 0x400;
UObject::ProcessEvent(Func, &Parms);
Func->FunctionFlags = Flgs;
return Parms.ReturnValue;
}
// Function FortniteGame.FortSchematicItemDefinition.GetCraftingTimeForCharacter
// (Final, Native, Public, BlueprintCallable, BlueprintPure, Const)
// Parameters:
// int32 Level (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// const class AFortPlayerPawn* FortPawn (ConstParm, Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// float ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
float UFortSchematicItemDefinition::GetCraftingTimeForCharacter(int32 Level, const class AFortPlayerPawn* FortPawn) const
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("FortSchematicItemDefinition", "GetCraftingTimeForCharacter");
Params::FortSchematicItemDefinition_GetCraftingTimeForCharacter Parms{};
Parms.Level = Level;
Parms.FortPawn = FortPawn;
auto Flgs = Func->FunctionFlags;
Func->FunctionFlags |= 0x400;
UObject::ProcessEvent(Func, &Parms);
Func->FunctionFlags = Flgs;
return Parms.ReturnValue;
}
// Function FortniteGame.FortAbilitySystemComponent.NetMulticast_RefreshActiveGameplayEffectCueEvents
// (Net, Native, Event, NetMulticast, Public)
void UFortAbilitySystemComponent::NetMulticast_RefreshActiveGameplayEffectCueEvents()
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("FortAbilitySystemComponent", "NetMulticast_RefreshActiveGameplayEffectCueEvents");
auto Flgs = Func->FunctionFlags;
Func->FunctionFlags |= 0x400;
UObject::ProcessEvent(Func, nullptr);
Func->FunctionFlags = Flgs;
}
// Function FortniteGame.FortAbilitySystemComponent.FindAttributeInformation
// (Final, RequiredAPI, Native, Public, BlueprintCallable, BlueprintPure, Const)
// Parameters:
// const class FString& AttributeName (ConstParm, Parm, ZeroConstructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// struct FAttributeInfo ReturnValue (Parm, OutParm, ReturnParm, NativeAccessSpecifierPublic)
struct FAttributeInfo UFortAbilitySystemComponent::FindAttributeInformation(const class FString& AttributeName) const
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("FortAbilitySystemComponent", "FindAttributeInformation");
Params::FortAbilitySystemComponent_FindAttributeInformation Parms{};
Parms.AttributeName = std::move(AttributeName);
auto Flgs = Func->FunctionFlags;
Func->FunctionFlags |= 0x400;
UObject::ProcessEvent(Func, &Parms);
Func->FunctionFlags = Flgs;
return Parms.ReturnValue;
}
// Function FortniteGame.FortAbilitySystemComponent.GetAttributeMagnitude
// (Final, RequiredAPI, Native, Public, BlueprintCallable, BlueprintPure, Const)
// Parameters:
// const struct FAttributeInfo& Info (ConstParm, Parm, NativeAccessSpecifierPublic)
// float ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
float UFortAbilitySystemComponent::GetAttributeMagnitude(const struct FAttributeInfo& Info) const
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("FortAbilitySystemComponent", "GetAttributeMagnitude");
Params::FortAbilitySystemComponent_GetAttributeMagnitude Parms{};
Parms.Info = std::move(Info);
auto Flgs = Func->FunctionFlags;
Func->FunctionFlags |= 0x400;
UObject::ProcessEvent(Func, &Parms);
Func->FunctionFlags = Flgs;
return Parms.ReturnValue;
}
// Function FortniteGame.FortAbilitySystemComponent.HasActiveAbilityWithAnyMatchingTag
// (Final, Native, Public, BlueprintCallable, BlueprintPure, Const)
// Parameters:
// const struct FGameplayTagContainer& Tags (Parm, NativeAccessSpecifierPublic)
// bool ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, NativeAccessSpecifierPublic)
bool UFortAbilitySystemComponent::HasActiveAbilityWithAnyMatchingTag(const struct FGameplayTagContainer& Tags) const
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("FortAbilitySystemComponent", "HasActiveAbilityWithAnyMatchingTag");
Params::FortAbilitySystemComponent_HasActiveAbilityWithAnyMatchingTag Parms{};
Parms.Tags = std::move(Tags);
auto Flgs = Func->FunctionFlags;
Func->FunctionFlags |= 0x400;
UObject::ProcessEvent(Func, &Parms);
Func->FunctionFlags = Flgs;
return Parms.ReturnValue;
}
// Function FortniteGame.FortAbilityTask_CommitAccountCosts.CommitAccountCosts
// (Final, Native, Static, Public, BlueprintCallable)
// Parameters:
// class UObject* WorldContextObject (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// class UFortAbilityTask_CommitAccountCosts*ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
class UFortAbilityTask_CommitAccountCosts* UFortAbilityTask_CommitAccountCosts::CommitAccountCosts(class UObject* WorldContextObject)
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = StaticClass()->GetFunction("FortAbilityTask_CommitAccountCosts", "CommitAccountCosts");
Params::FortAbilityTask_CommitAccountCosts_CommitAccountCosts Parms{};
Parms.WorldContextObject = WorldContextObject;
auto Flgs = Func->FunctionFlags;
Func->FunctionFlags |= 0x400;
GetDefaultObj()->ProcessEvent(Func, &Parms);
Func->FunctionFlags = Flgs;
return Parms.ReturnValue;
}
// Function FortniteGame.FortPlayerControllerFrontEnd.SkipTutorial
// (Final, Exec, Native, Public)
void AFortPlayerControllerFrontEnd::SkipTutorial()
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("FortPlayerControllerFrontEnd", "SkipTutorial");
auto Flgs = Func->FunctionFlags;
Func->FunctionFlags |= 0x400;
UObject::ProcessEvent(Func, nullptr);
Func->FunctionFlags = Flgs;
}
// Function FortniteGame.FortPlayerControllerZone.ClientNotifyFogOfWarReplicationStart
// (Net, NetReliable, Native, Event, Public, NetClient)
void AFortPlayerControllerZone::ClientNotifyFogOfWarReplicationStart()
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("FortPlayerControllerZone", "ClientNotifyFogOfWarReplicationStart");
auto Flgs = Func->FunctionFlags;
Func->FunctionFlags |= 0x400;
UObject::ProcessEvent(Func, nullptr);
Func->FunctionFlags = Flgs;
}
// Function FortniteGame.FortPlayerControllerZone.ClientOnPawnDied
// (Net, NetReliable, Native, Event, Public, NetClient)
// Parameters:
// const struct FFortPlayerDeathReport& DeathReport (Parm, NativeAccessSpecifierPublic)
void AFortPlayerControllerZone::ClientOnPawnDied(const struct FFortPlayerDeathReport& DeathReport)
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("FortPlayerControllerZone", "ClientOnPawnDied");
Params::FortPlayerControllerZone_ClientOnPawnDied Parms{};
Parms.DeathReport = std::move(DeathReport);
auto Flgs = Func->FunctionFlags;
Func->FunctionFlags |= 0x400;
UObject::ProcessEvent(Func, &Parms);
Func->FunctionFlags = Flgs;
}
// Function FortniteGame.FortPlayerControllerZone.ClientReceiveFogOfWarBunch
// (Net, NetReliable, Native, Event, Public, NetClient)
// Parameters:
// int32 Offset (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// int32 TotalSize (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// const TArray<uint8>& BunchData (ConstParm, Parm, ZeroConstructor, ReferenceParm, NativeAccessSpecifierPublic)
void AFortPlayerControllerZone::ClientReceiveFogOfWarBunch(int32 Offset, int32 TotalSize, const TArray<uint8>& BunchData)
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("FortPlayerControllerZone", "ClientReceiveFogOfWarBunch");
Params::FortPlayerControllerZone_ClientReceiveFogOfWarBunch Parms{};
Parms.Offset = Offset;
Parms.TotalSize = TotalSize;
Parms.BunchData = std::move(BunchData);
auto Flgs = Func->FunctionFlags;
Func->FunctionFlags |= 0x400;
UObject::ProcessEvent(Func, &Parms);
Func->FunctionFlags = Flgs;
}
// Function FortniteGame.FortPlayerControllerZone.ServerRequestFogOfWarBunch
// (Net, NetReliable, Native, Event, Public, NetServer, NetValidate)
// Parameters:
// int32 Offset (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
void AFortPlayerControllerZone::ServerRequestFogOfWarBunch(int32 Offset)
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("FortPlayerControllerZone", "ServerRequestFogOfWarBunch");
Params::FortPlayerControllerZone_ServerRequestFogOfWarBunch Parms{};
Parms.Offset = Offset;
auto Flgs = Func->FunctionFlags;
Func->FunctionFlags |= 0x400;
UObject::ProcessEvent(Func, &Parms);
Func->FunctionFlags = Flgs;
}
// Function FortniteGame.FortPlayerControllerPvP.ClientReceiveKillNotification
// (Net, Native, Event, Public, NetClient)
// Parameters:
// class AFortPlayerStateZone* Killer (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// class AFortPlayerStateZone* Killed (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
void AFortPlayerControllerPvP::ClientReceiveKillNotification(class AFortPlayerStateZone* Killer, class AFortPlayerStateZone* Killed)
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("FortPlayerControllerPvP", "ClientReceiveKillNotification");
Params::FortPlayerControllerPvP_ClientReceiveKillNotification Parms{};
Parms.Killer = Killer;
Parms.Killed = Killed;
auto Flgs = Func->FunctionFlags;
Func->FunctionFlags |= 0x400;
UObject::ProcessEvent(Func, &Parms);
Func->FunctionFlags = Flgs;
}
// Function FortniteGame.FortPlayerControllerPvP.ClientShowGameOverWidget
// (Net, NetReliable, Native, Event, Public, NetClient)
// Parameters:
// EFortPvPGameResult GameResult (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
void AFortPlayerControllerPvP::ClientShowGameOverWidget(EFortPvPGameResult GameResult)
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("FortPlayerControllerPvP", "ClientShowGameOverWidget");
Params::FortPlayerControllerPvP_ClientShowGameOverWidget Parms{};
Parms.GameResult = GameResult;
auto Flgs = Func->FunctionFlags;
Func->FunctionFlags |= 0x400;
UObject::ProcessEvent(Func, &Parms);
Func->FunctionFlags = Flgs;
}
// Function FortniteGame.FortFrontEndCameraManager.SetCamera
// (Final, Native, Public, BlueprintCallable)
// Parameters:
// EFrontEndCamera NewCamera (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
void AFortFrontEndCameraManager::SetCamera(EFrontEndCamera NewCamera)
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("FortFrontEndCameraManager", "SetCamera");
Params::FortFrontEndCameraManager_SetCamera Parms{};
Parms.NewCamera = NewCamera;
auto Flgs = Func->FunctionFlags;
Func->FunctionFlags |= 0x400;
UObject::ProcessEvent(Func, &Parms);
Func->FunctionFlags = Flgs;
}
// Function FortniteGame.FortFrontEndCameraManager.GetCamera
// (Final, Native, Public, BlueprintCallable, BlueprintPure, Const)
// Parameters:
// EFrontEndCamera ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
EFrontEndCamera AFortFrontEndCameraManager::GetCamera() const
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("FortFrontEndCameraManager", "GetCamera");
Params::FortFrontEndCameraManager_GetCamera Parms{};
auto Flgs = Func->FunctionFlags;
Func->FunctionFlags |= 0x400;
UObject::ProcessEvent(Func, &Parms);
Func->FunctionFlags = Flgs;
return Parms.ReturnValue;
}
// Function FortniteGame.FortFrontEndCameraManager.GetCameraActor
// (Final, Native, Public, BlueprintCallable, BlueprintPure, Const)
// Parameters:
// class AFortCameraBase* ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
class AFortCameraBase* AFortFrontEndCameraManager::GetCameraActor() const
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("FortFrontEndCameraManager", "GetCameraActor");
Params::FortFrontEndCameraManager_GetCameraActor Parms{};
auto Flgs = Func->FunctionFlags;
Func->FunctionFlags |= 0x400;
UObject::ProcessEvent(Func, &Parms);
Func->FunctionFlags = Flgs;
return Parms.ReturnValue;
}
// Function FortniteGame.FortAbilityTask_DirectedMovement.DirectedMovement
// (Final, Native, Static, Public, HasDefaults, BlueprintCallable)
// Parameters:
// class UObject* WorldContextObject (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// const struct FVector& MovementDirection (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, NativeAccessSpecifierPublic)
// EFortDirectedMovementSpace MovementSpaceType (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// float MovementDistance_0 (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// float MovementDuration (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// float IdealDistance (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// bool ModifyZ (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, NativeAccessSpecifierPublic)
// bool bCancelOnFalling_0 (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, NativeAccessSpecifierPublic)
// class UFortAbilityTask_DirectedMovement*ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
class UFortAbilityTask_DirectedMovement* UFortAbilityTask_DirectedMovement::DirectedMovement(class UObject* WorldContextObject, const struct FVector& MovementDirection, EFortDirectedMovementSpace MovementSpaceType, float MovementDistance_0, float MovementDuration, float IdealDistance, bool ModifyZ, bool bCancelOnFalling_0)
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = StaticClass()->GetFunction("FortAbilityTask_DirectedMovement", "DirectedMovement");
Params::FortAbilityTask_DirectedMovement_DirectedMovement Parms{};
Parms.WorldContextObject = WorldContextObject;
Parms.MovementDirection = std::move(MovementDirection);
Parms.MovementSpaceType = MovementSpaceType;
Parms.MovementDistance_0 = MovementDistance_0;
Parms.MovementDuration = MovementDuration;
Parms.IdealDistance = IdealDistance;
Parms.ModifyZ = ModifyZ;
Parms.bCancelOnFalling_0 = bCancelOnFalling_0;
auto Flgs = Func->FunctionFlags;
Func->FunctionFlags |= 0x400;
GetDefaultObj()->ProcessEvent(Func, &Parms);
Func->FunctionFlags = Flgs;
return Parms.ReturnValue;
}
// Function FortniteGame.FortAbilityTask_DirectedMovement.DirectedMovementToActor
// (Final, Native, Static, Public, BlueprintCallable)
// Parameters:
// class UObject* WorldContextObject (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// class AActor* TargetActor (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// float MaxMovementDistance (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// float MovementDuration (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// float IdealDistance (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// bool ModifyZ (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, NativeAccessSpecifierPublic)
// bool bCancelOnFalling_0 (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, NativeAccessSpecifierPublic)
// class UFortAbilityTask_DirectedMovement*ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
class UFortAbilityTask_DirectedMovement* UFortAbilityTask_DirectedMovement::DirectedMovementToActor(class UObject* WorldContextObject, class AActor* TargetActor, float MaxMovementDistance, float MovementDuration, float IdealDistance, bool ModifyZ, bool bCancelOnFalling_0)
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = StaticClass()->GetFunction("FortAbilityTask_DirectedMovement", "DirectedMovementToActor");
Params::FortAbilityTask_DirectedMovement_DirectedMovementToActor Parms{};
Parms.WorldContextObject = WorldContextObject;
Parms.TargetActor = TargetActor;
Parms.MaxMovementDistance = MaxMovementDistance;
Parms.MovementDuration = MovementDuration;
Parms.IdealDistance = IdealDistance;
Parms.ModifyZ = ModifyZ;
Parms.bCancelOnFalling_0 = bCancelOnFalling_0;
auto Flgs = Func->FunctionFlags;
Func->FunctionFlags |= 0x400;
GetDefaultObj()->ProcessEvent(Func, &Parms);
Func->FunctionFlags = Flgs;
return Parms.ReturnValue;
}
// Function FortniteGame.FortAbilityTask_DirectedMovement.DirectedMovementToComponent
// (Final, Native, Static, Public, BlueprintCallable)
// Parameters:
// class UObject* WorldContextObject (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// class USceneComponent* TargetComponent_0 (Parm, ZeroConstructor, InstancedReference, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// float MaxMovementDistance (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// float MovementDuration (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// float IdealDistance (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// bool ModifyZ (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, NativeAccessSpecifierPublic)
// bool bCancelOnFalling_0 (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, NativeAccessSpecifierPublic)
// class UFortAbilityTask_DirectedMovement*ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
class UFortAbilityTask_DirectedMovement* UFortAbilityTask_DirectedMovement::DirectedMovementToComponent(class UObject* WorldContextObject, class USceneComponent* TargetComponent_0, float MaxMovementDistance, float MovementDuration, float IdealDistance, bool ModifyZ, bool bCancelOnFalling_0)
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = StaticClass()->GetFunction("FortAbilityTask_DirectedMovement", "DirectedMovementToComponent");
Params::FortAbilityTask_DirectedMovement_DirectedMovementToComponent Parms{};
Parms.WorldContextObject = WorldContextObject;
Parms.TargetComponent_0 = TargetComponent_0;
Parms.MaxMovementDistance = MaxMovementDistance;
Parms.MovementDuration = MovementDuration;
Parms.IdealDistance = IdealDistance;
Parms.ModifyZ = ModifyZ;
Parms.bCancelOnFalling_0 = bCancelOnFalling_0;
auto Flgs = Func->FunctionFlags;
Func->FunctionFlags |= 0x400;
GetDefaultObj()->ProcessEvent(Func, &Parms);
Func->FunctionFlags = Flgs;
return Parms.ReturnValue;
}
// Function FortniteGame.FortAbilityTask_DirectedMovement.DirectedMovementToLocation
// (Final, Native, Static, Public, HasDefaults, BlueprintCallable)
// Parameters:
// class UObject* WorldContextObject (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// const struct FVector& MovementTargetLocation (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, NativeAccessSpecifierPublic)
// EFortDirectedMovementSpace MovementSpaceType (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// float MovementDuration (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// float CloseEnoughDistance (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// bool ModifyZ (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, NativeAccessSpecifierPublic)
// bool bCancelOnFalling_0 (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, NativeAccessSpecifierPublic)
// class UFortAbilityTask_DirectedMovement*ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
class UFortAbilityTask_DirectedMovement* UFortAbilityTask_DirectedMovement::DirectedMovementToLocation(class UObject* WorldContextObject, const struct FVector& MovementTargetLocation, EFortDirectedMovementSpace MovementSpaceType, float MovementDuration, float CloseEnoughDistance, bool ModifyZ, bool bCancelOnFalling_0)
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = StaticClass()->GetFunction("FortAbilityTask_DirectedMovement", "DirectedMovementToLocation");
Params::FortAbilityTask_DirectedMovement_DirectedMovementToLocation Parms{};
Parms.WorldContextObject = WorldContextObject;
Parms.MovementTargetLocation = std::move(MovementTargetLocation);
Parms.MovementSpaceType = MovementSpaceType;
Parms.MovementDuration = MovementDuration;
Parms.CloseEnoughDistance = CloseEnoughDistance;
Parms.ModifyZ = ModifyZ;
Parms.bCancelOnFalling_0 = bCancelOnFalling_0;
auto Flgs = Func->FunctionFlags;
Func->FunctionFlags |= 0x400;
GetDefaultObj()->ProcessEvent(Func, &Parms);
Func->FunctionFlags = Flgs;
return Parms.ReturnValue;
}
// Function FortniteGame.FortAbilityTask_MoveAI.CreateMoveAITask
// (Final, Native, Static, Public, HasDefaults, BlueprintCallable)
// Parameters:
// class UObject* WorldContextObject (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// class FName TaskInstanceName (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// class AActor* MoveActor (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// const struct FVector& MoveLocation (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, NativeAccessSpecifierPublic)
// EPawnActionMoveMode MoveMode (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// EPathObstacleAction PathObstacleAction (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// bool bStopAtEnd (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, AdvancedDisplay, NativeAccessSpecifierPublic)
// bool bFinishOnPlayerCollision (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, AdvancedDisplay, NativeAccessSpecifierPublic)
// float AcceptableRadius (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// TSubclassOf<class AFortPawn> PushBumpedPawnClass (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, UObjectWrapper, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// class UFortAbilityTask_MoveAI* ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
class UFortAbilityTask_MoveAI* UFortAbilityTask_MoveAI::CreateMoveAITask(class UObject* WorldContextObject, class FName TaskInstanceName, class AActor* MoveActor, const struct FVector& MoveLocation, EPawnActionMoveMode MoveMode, EPathObstacleAction PathObstacleAction, bool bStopAtEnd, bool bFinishOnPlayerCollision, float AcceptableRadius, TSubclassOf<class AFortPawn> PushBumpedPawnClass)
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = StaticClass()->GetFunction("FortAbilityTask_MoveAI", "CreateMoveAITask");
Params::FortAbilityTask_MoveAI_CreateMoveAITask Parms{};
Parms.WorldContextObject = WorldContextObject;
Parms.TaskInstanceName = TaskInstanceName;
Parms.MoveActor = MoveActor;
Parms.MoveLocation = std::move(MoveLocation);
Parms.MoveMode = MoveMode;
Parms.PathObstacleAction = PathObstacleAction;
Parms.bStopAtEnd = bStopAtEnd;
Parms.bFinishOnPlayerCollision = bFinishOnPlayerCollision;
Parms.AcceptableRadius = AcceptableRadius;
Parms.PushBumpedPawnClass = PushBumpedPawnClass;
auto Flgs = Func->FunctionFlags;
Func->FunctionFlags |= 0x400;
GetDefaultObj()->ProcessEvent(Func, &Parms);
Func->FunctionFlags = Flgs;
return Parms.ReturnValue;
}
// Function FortniteGame.FortPlayerControllerManor.ClientOpenManorPortalUnlockMenu
// (Net, NetReliable, Native, Event, Public, NetClient, BlueprintCallable)
// Parameters:
// class AManorPortal* ManorPortal (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
void AFortPlayerControllerManor::ClientOpenManorPortalUnlockMenu(class AManorPortal* ManorPortal)
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("FortPlayerControllerManor", "ClientOpenManorPortalUnlockMenu");
Params::FortPlayerControllerManor_ClientOpenManorPortalUnlockMenu Parms{};
Parms.ManorPortal = ManorPortal;
auto Flgs = Func->FunctionFlags;
Func->FunctionFlags |= 0x400;
UObject::ProcessEvent(Func, &Parms);
Func->FunctionFlags = Flgs;
}
// Function FortniteGame.FortPlayerControllerManor.ServerOnManorChoiceCompleted
// (Net, NetReliable, Native, Event, Public, NetServer, NetValidate)
// Parameters:
// int32 ChosenItem (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
void AFortPlayerControllerManor::ServerOnManorChoiceCompleted(int32 ChosenItem)
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("FortPlayerControllerManor", "ServerOnManorChoiceCompleted");
Params::FortPlayerControllerManor_ServerOnManorChoiceCompleted Parms{};
Parms.ChosenItem = ChosenItem;
auto Flgs = Func->FunctionFlags;
Func->FunctionFlags |= 0x400;
UObject::ProcessEvent(Func, &Parms);
Func->FunctionFlags = Flgs;
}
// Function FortniteGame.FortPlayerControllerManor.ServerOnUnlockPortalComplete
// (Net, NetReliable, Native, Event, Public, NetServer, NetValidate)
// Parameters:
// class AManorPortal* ManorPortal (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
void AFortPlayerControllerManor::ServerOnUnlockPortalComplete(class AManorPortal* ManorPortal)
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("FortPlayerControllerManor", "ServerOnUnlockPortalComplete");
Params::FortPlayerControllerManor_ServerOnUnlockPortalComplete Parms{};
Parms.ManorPortal = ManorPortal;
auto Flgs = Func->FunctionFlags;
Func->FunctionFlags |= 0x400;
UObject::ProcessEvent(Func, &Parms);
Func->FunctionFlags = Flgs;
}
// Function FortniteGame.FortAbilityTask_WaitTargetSelection.WaitTargetSelection
// (Final, Native, Static, Public, BlueprintCallable)
// Parameters:
// class UObject* WorldContextObject (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// class FName TaskInstanceName (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// const struct FGameplayTag& InApplicationTag (Parm, NativeAccessSpecifierPublic)
// bool bForceTargetingOnServer_0 (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, NativeAccessSpecifierPublic)
// class UFortAbilityTask_WaitTargetSelection*ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
class UFortAbilityTask_WaitTargetSelection* UFortAbilityTask_WaitTargetSelection::WaitTargetSelection(class UObject* WorldContextObject, class FName TaskInstanceName, const struct FGameplayTag& InApplicationTag, bool bForceTargetingOnServer_0)
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = StaticClass()->GetFunction("FortAbilityTask_WaitTargetSelection", "WaitTargetSelection");
Params::FortAbilityTask_WaitTargetSelection_WaitTargetSelection Parms{};
Parms.WorldContextObject = WorldContextObject;
Parms.TaskInstanceName = TaskInstanceName;
Parms.InApplicationTag = std::move(InApplicationTag);
Parms.bForceTargetingOnServer_0 = bForceTargetingOnServer_0;
auto Flgs = Func->FunctionFlags;
Func->FunctionFlags |= 0x400;
GetDefaultObj()->ProcessEvent(Func, &Parms);
Func->FunctionFlags = Flgs;
return Parms.ReturnValue;
}
// Function FortniteGame.FortAbilityTask_WaitTargetSelection.OnTargetDataCancelledCallback
// (Final, Native, Public)
void UFortAbilityTask_WaitTargetSelection::OnTargetDataCancelledCallback()
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("FortAbilityTask_WaitTargetSelection", "OnTargetDataCancelledCallback");
auto Flgs = Func->FunctionFlags;
Func->FunctionFlags |= 0x400;
UObject::ProcessEvent(Func, nullptr);
Func->FunctionFlags = Flgs;
}
// Function FortniteGame.FortAbilityTask_WaitTargetSelection.OnTargetDataReadyCallback
// (Final, Native, Public, HasOutParams)
// Parameters:
// const struct FGameplayAbilityTargetDataHandle&TargetData (ConstParm, Parm, OutParm, ReferenceParm, NativeAccessSpecifierPublic)
// const struct FGameplayTag& ApplicationTag (Parm, NativeAccessSpecifierPublic)
void UFortAbilityTask_WaitTargetSelection::OnTargetDataReadyCallback(const struct FGameplayAbilityTargetDataHandle& TargetData, const struct FGameplayTag& ApplicationTag)
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("FortAbilityTask_WaitTargetSelection", "OnTargetDataReadyCallback");
Params::FortAbilityTask_WaitTargetSelection_OnTargetDataReadyCallback Parms{};
Parms.TargetData = std::move(TargetData);
Parms.ApplicationTag = std::move(ApplicationTag);
auto Flgs = Func->FunctionFlags;
Func->FunctionFlags |= 0x400;
UObject::ProcessEvent(Func, &Parms);
Func->FunctionFlags = Flgs;
}
// Function FortniteGame.FortAbilityTask_SetNextMontageSectionAndWait.SetNextMontageSectionAndWait
// (Final, Native, Static, Public, BlueprintCallable)
// Parameters:
// class UObject* WorldContextObject (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// class UAnimMontage* PlayingMontage (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// class FName NextMontageSection (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// class UFortAbilityTask_SetNextMontageSectionAndWait*ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
class UFortAbilityTask_SetNextMontageSectionAndWait* UFortAbilityTask_SetNextMontageSectionAndWait::SetNextMontageSectionAndWait(class UObject* WorldContextObject, class UAnimMontage* PlayingMontage, class FName NextMontageSection)
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = StaticClass()->GetFunction("FortAbilityTask_SetNextMontageSectionAndWait", "SetNextMontageSectionAndWait");
Params::FortAbilityTask_SetNextMontageSectionAndWait_SetNextMontageSectionAndWait Parms{};
Parms.WorldContextObject = WorldContextObject;
Parms.PlayingMontage = PlayingMontage;
Parms.NextMontageSection = NextMontageSection;
auto Flgs = Func->FunctionFlags;
Func->FunctionFlags |= 0x400;
GetDefaultObj()->ProcessEvent(Func, &Parms);
Func->FunctionFlags = Flgs;
return Parms.ReturnValue;
}
// Function FortniteGame.FortAbilityTask_SetNextMontageSectionAndWait.OnMontageBlendingOut
// (Final, Native, Public)
// Parameters:
// class UAnimMontage* Montage (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// bool bInterrupted (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, NativeAccessSpecifierPublic)
void UFortAbilityTask_SetNextMontageSectionAndWait::OnMontageBlendingOut(class UAnimMontage* Montage, bool bInterrupted)
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("FortAbilityTask_SetNextMontageSectionAndWait", "OnMontageBlendingOut");
Params::FortAbilityTask_SetNextMontageSectionAndWait_OnMontageBlendingOut Parms{};
Parms.Montage = Montage;
Parms.bInterrupted = bInterrupted;
auto Flgs = Func->FunctionFlags;
Func->FunctionFlags |= 0x400;
UObject::ProcessEvent(Func, &Parms);
Func->FunctionFlags = Flgs;
}
// Function FortniteGame.FortMissionLibrary.CreateDynamicBuildingDeconstructor
// (Final, BlueprintAuthorityOnly, Native, Static, Public, HasDefaults, BlueprintCallable)
// Parameters:
// class UObject* WorldContextObject (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// const struct FVector& Origin (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, NativeAccessSpecifierPublic)
// const struct FVector& BoxExtent (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, NativeAccessSpecifierPublic)
// bool bIgnoreMissionActors (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, NativeAccessSpecifierPublic)
// bool bShrinkAndDestroy (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, NativeAccessSpecifierPublic)
void UFortMissionLibrary::CreateDynamicBuildingDeconstructor(class UObject* WorldContextObject, const struct FVector& Origin, const struct FVector& BoxExtent, bool bIgnoreMissionActors, bool bShrinkAndDestroy)
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = StaticClass()->GetFunction("FortMissionLibrary", "CreateDynamicBuildingDeconstructor");
Params::FortMissionLibrary_CreateDynamicBuildingDeconstructor Parms{};
Parms.WorldContextObject = WorldContextObject;
Parms.Origin = std::move(Origin);
Parms.BoxExtent = std::move(BoxExtent);
Parms.bIgnoreMissionActors = bIgnoreMissionActors;
Parms.bShrinkAndDestroy = bShrinkAndDestroy;
auto Flgs = Func->FunctionFlags;
Func->FunctionFlags |= 0x400;
GetDefaultObj()->ProcessEvent(Func, &Parms);
Func->FunctionFlags = Flgs;
}
// Function FortniteGame.FortMissionLibrary.CreateMissionEvent
// (Final, BlueprintAuthorityOnly, Native, Static, Public, HasDefaults, BlueprintCallable, BlueprintPure)
// Parameters:
// class UObject* WorldContextObject (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// class FName EventType (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// const struct FGuid& MissionGuid (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, NativeAccessSpecifierPublic)
// const struct FGameplayTagContainer& ObjectiveHandle (Parm, NativeAccessSpecifierPublic)
// class UFortMissionEventParams* Params_0 (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// bool DO_NOT_USE_THIS_OR_VARIABLES_BELOW (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, NativeAccessSpecifierPublic)
// class UObject* EventFocus (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// class UDataAsset* EventContent (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// class AActor* EventInstigator (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// int32 GenericInt (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// float GenericFloat (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// const class FText& GenericText (Parm, NativeAccessSpecifierPublic)
// const struct FGameplayTagContainer& GameplayTags (ConstParm, Parm, NativeAccessSpecifierPublic)
// struct FFortMissionEvent ReturnValue (Parm, OutParm, ReturnParm, NativeAccessSpecifierPublic)
struct FFortMissionEvent UFortMissionLibrary::CreateMissionEvent(class UObject* WorldContextObject, class FName EventType, const struct FGuid& MissionGuid, const struct FGameplayTagContainer& ObjectiveHandle, class UFortMissionEventParams* Params_0, bool DO_NOT_USE_THIS_OR_VARIABLES_BELOW, class UObject* EventFocus, class UDataAsset* EventContent, class AActor* EventInstigator, int32 GenericInt, float GenericFloat, const class FText& GenericText, const struct FGameplayTagContainer& GameplayTags)
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = StaticClass()->GetFunction("FortMissionLibrary", "CreateMissionEvent");
Params::FortMissionLibrary_CreateMissionEvent Parms{};
Parms.WorldContextObject = WorldContextObject;
Parms.EventType = EventType;
Parms.MissionGuid = std::move(MissionGuid);
Parms.ObjectiveHandle = std::move(ObjectiveHandle);
Parms.Params_0 = Params_0;
Parms.DO_NOT_USE_THIS_OR_VARIABLES_BELOW = DO_NOT_USE_THIS_OR_VARIABLES_BELOW;
Parms.EventFocus = EventFocus;
Parms.EventContent = EventContent;
Parms.EventInstigator = EventInstigator;
Parms.GenericInt = GenericInt;
Parms.GenericFloat = GenericFloat;
Parms.GenericText = std::move(GenericText);
Parms.GameplayTags = std::move(GameplayTags);
auto Flgs = Func->FunctionFlags;
Func->FunctionFlags |= 0x400;
GetDefaultObj()->ProcessEvent(Func, &Parms);
Func->FunctionFlags = Flgs;
return Parms.ReturnValue;
}
// Function FortniteGame.FortMissionLibrary.ExecuteMissionEvent
// (Final, BlueprintAuthorityOnly, Native, Static, Public, HasDefaults, BlueprintCallable)
// Parameters:
// class UObject* WorldContextObject (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// class FName EventType (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// const struct FGuid& MissionGuid (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, NativeAccessSpecifierPublic)
// const struct FGameplayTagContainer& ObjectiveHandle (Parm, NativeAccessSpecifierPublic)
// class UFortMissionEventParams* Params_0 (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// bool DO_NOT_USE_THIS_OR_VARIABLES_BELOW (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, NativeAccessSpecifierPublic)
// class UObject* EventFocus (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// class UDataAsset* EventContent (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// class AActor* EventInstigator (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// int32 GenericInt (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// float GenericFloat (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// const class FText& GenericText (Parm, NativeAccessSpecifierPublic)
// const struct FGameplayTagContainer& GameplayTags (ConstParm, Parm, NativeAccessSpecifierPublic)
void UFortMissionLibrary::ExecuteMissionEvent(class UObject* WorldContextObject, class FName EventType, const struct FGuid& MissionGuid, const struct FGameplayTagContainer& ObjectiveHandle, class UFortMissionEventParams* Params_0, bool DO_NOT_USE_THIS_OR_VARIABLES_BELOW, class UObject* EventFocus, class UDataAsset* EventContent, class AActor* EventInstigator, int32 GenericInt, float GenericFloat, const class FText& GenericText, const struct FGameplayTagContainer& GameplayTags)
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = StaticClass()->GetFunction("FortMissionLibrary", "ExecuteMissionEvent");
Params::FortMissionLibrary_ExecuteMissionEvent Parms{};
Parms.WorldContextObject = WorldContextObject;
Parms.EventType = EventType;
Parms.MissionGuid = std::move(MissionGuid);
Parms.ObjectiveHandle = std::move(ObjectiveHandle);
Parms.Params_0 = Params_0;
Parms.DO_NOT_USE_THIS_OR_VARIABLES_BELOW = DO_NOT_USE_THIS_OR_VARIABLES_BELOW;
Parms.EventFocus = EventFocus;
Parms.EventContent = EventContent;
Parms.EventInstigator = EventInstigator;
Parms.GenericInt = GenericInt;
Parms.GenericFloat = GenericFloat;
Parms.GenericText = std::move(GenericText);
Parms.GameplayTags = std::move(GameplayTags);
auto Flgs = Func->FunctionFlags;
Func->FunctionFlags |= 0x400;
GetDefaultObj()->ProcessEvent(Func, &Parms);
Func->FunctionFlags = Flgs;
}
// Function FortniteGame.FortMissionLibrary.ExecuteMissionEventEx
// (Final, BlueprintAuthorityOnly, Native, Static, Public, HasDefaults, BlueprintCallable)
// Parameters:
// class UObject* WorldContextObject (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// const struct FFortMissionEventName& EventType (Parm, NativeAccessSpecifierPublic)
// const struct FGuid& MissionGuid (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, NativeAccessSpecifierPublic)
// const struct FGameplayTagContainer& ObjectiveHandle (Parm, NativeAccessSpecifierPublic)
// class UFortMissionEventParams* Params_0 (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// bool DO_NOT_USE_THIS_OR_VARIABLES_BELOW (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, NativeAccessSpecifierPublic)
// class UObject* EventFocus (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// class UDataAsset* EventContent (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// class AActor* EventInstigator (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// int32 GenericInt (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// float GenericFloat (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// const class FText& GenericText (Parm, NativeAccessSpecifierPublic)
// const struct FGameplayTagContainer& GameplayTags (ConstParm, Parm, NativeAccessSpecifierPublic)
void UFortMissionLibrary::ExecuteMissionEventEx(class UObject* WorldContextObject, const struct FFortMissionEventName& EventType, const struct FGuid& MissionGuid, const struct FGameplayTagContainer& ObjectiveHandle, class UFortMissionEventParams* Params_0, bool DO_NOT_USE_THIS_OR_VARIABLES_BELOW, class UObject* EventFocus, class UDataAsset* EventContent, class AActor* EventInstigator, int32 GenericInt, float GenericFloat, const class FText& GenericText, const struct FGameplayTagContainer& GameplayTags)
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = StaticClass()->GetFunction("FortMissionLibrary", "ExecuteMissionEventEx");
Params::FortMissionLibrary_ExecuteMissionEventEx Parms{};
Parms.WorldContextObject = WorldContextObject;
Parms.EventType = std::move(EventType);
Parms.MissionGuid = std::move(MissionGuid);
Parms.ObjectiveHandle = std::move(ObjectiveHandle);
Parms.Params_0 = Params_0;
Parms.DO_NOT_USE_THIS_OR_VARIABLES_BELOW = DO_NOT_USE_THIS_OR_VARIABLES_BELOW;
Parms.EventFocus = EventFocus;
Parms.EventContent = EventContent;
Parms.EventInstigator = EventInstigator;
Parms.GenericInt = GenericInt;
Parms.GenericFloat = GenericFloat;
Parms.GenericText = std::move(GenericText);
Parms.GameplayTags = std::move(GameplayTags);
auto Flgs = Func->FunctionFlags;
Func->FunctionFlags |= 0x400;
GetDefaultObj()->ProcessEvent(Func, &Parms);
Func->FunctionFlags = Flgs;
}
// Function FortniteGame.FortMissionLibrary.FindActorsWithTags
// (Final, BlueprintAuthorityOnly, Native, Static, Public, HasOutParams, BlueprintCallable)
// Parameters:
// class UObject* WorldContextObject (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// const struct FGameplayTagContainer& Tags (ConstParm, Parm, OutParm, ReferenceParm, NativeAccessSpecifierPublic)
// TArray<class ABuildingActor*> ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, NativeAccessSpecifierPublic)
TArray<class ABuildingActor*> UFortMissionLibrary::FindActorsWithTags(class UObject* WorldContextObject, const struct FGameplayTagContainer& Tags)
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = StaticClass()->GetFunction("FortMissionLibrary", "FindActorsWithTags");
Params::FortMissionLibrary_FindActorsWithTags Parms{};
Parms.WorldContextObject = WorldContextObject;
Parms.Tags = std::move(Tags);
auto Flgs = Func->FunctionFlags;
Func->FunctionFlags |= 0x400;
GetDefaultObj()->ProcessEvent(Func, &Parms);
Func->FunctionFlags = Flgs;
return Parms.ReturnValue;
}
// Function FortniteGame.FortMissionLibrary.FindOriginatingPlacementActor
// (Final, BlueprintAuthorityOnly, Native, Static, Public, BlueprintCallable)
// Parameters:
// class ABuildingActor* BuildingActor (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// class AFortPlacementActor* ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
class AFortPlacementActor* UFortMissionLibrary::FindOriginatingPlacementActor(class ABuildingActor* BuildingActor)
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = StaticClass()->GetFunction("FortMissionLibrary", "FindOriginatingPlacementActor");
Params::FortMissionLibrary_FindOriginatingPlacementActor Parms{};
Parms.BuildingActor = BuildingActor;
auto Flgs = Func->FunctionFlags;
Func->FunctionFlags |= 0x400;
GetDefaultObj()->ProcessEvent(Func, &Parms);
Func->FunctionFlags = Flgs;
return Parms.ReturnValue;
}
// Function FortniteGame.FortMissionLibrary.GetAllLoadedMissions
// (Final, Native, Static, Public, BlueprintCallable)
// Parameters:
// class UObject* WorldContextObject (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// TArray<class AFortMission*> ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, NativeAccessSpecifierPublic)
TArray<class AFortMission*> UFortMissionLibrary::GetAllLoadedMissions(class UObject* WorldContextObject)
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = StaticClass()->GetFunction("FortMissionLibrary", "GetAllLoadedMissions");
Params::FortMissionLibrary_GetAllLoadedMissions Parms{};
Parms.WorldContextObject = WorldContextObject;
auto Flgs = Func->FunctionFlags;
Func->FunctionFlags |= 0x400;
GetDefaultObj()->ProcessEvent(Func, &Parms);
Func->FunctionFlags = Flgs;
return Parms.ReturnValue;
}
// Function FortniteGame.FortMissionLibrary.GetBluGloManager
// (Final, Native, Static, Public, BlueprintCallable)
// Parameters:
// class UObject* WorldContextObject (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// class AFortBluGloManager* ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
class AFortBluGloManager* UFortMissionLibrary::GetBluGloManager(class UObject* WorldContextObject)
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = StaticClass()->GetFunction("FortMissionLibrary", "GetBluGloManager");
Params::FortMissionLibrary_GetBluGloManager Parms{};
Parms.WorldContextObject = WorldContextObject;
auto Flgs = Func->FunctionFlags;
Func->FunctionFlags |= 0x400;
GetDefaultObj()->ProcessEvent(Func, &Parms);
Func->FunctionFlags = Flgs;
return Parms.ReturnValue;
}
// Function FortniteGame.FortMissionLibrary.GetMissionFromGuid
// (Final, Native, Static, Public, HasOutParams, HasDefaults, BlueprintCallable)
// Parameters:
// class UObject* WorldContextObject (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// const struct FGuid& MissionGuid (ConstParm, Parm, OutParm, ZeroConstructor, ReferenceParm, IsPlainOldData, NoDestructor, NativeAccessSpecifierPublic)
// class AFortMission* ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
class AFortMission* UFortMissionLibrary::GetMissionFromGuid(class UObject* WorldContextObject, const struct FGuid& MissionGuid)
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = StaticClass()->GetFunction("FortMissionLibrary", "GetMissionFromGuid");
Params::FortMissionLibrary_GetMissionFromGuid Parms{};
Parms.WorldContextObject = WorldContextObject;
Parms.MissionGuid = std::move(MissionGuid);
auto Flgs = Func->FunctionFlags;
Func->FunctionFlags |= 0x400;
GetDefaultObj()->ProcessEvent(Func, &Parms);
Func->FunctionFlags = Flgs;
return Parms.ReturnValue;
}
// Function FortniteGame.FortMissionLibrary.GiveMissionRewardsToPlayer
// (Final, BlueprintAuthorityOnly, Native, Static, Public, HasDefaults, BlueprintCallable)
// Parameters:
// class UObject* WorldContextObject (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// const struct FGuid& EventGuid (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, NativeAccessSpecifierPublic)
// class AFortPlayerController* PlayerController (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// const class FText& TitleText (Parm, NativeAccessSpecifierPublic)
// const class FText& DescriptionText (Parm, NativeAccessSpecifierPublic)
// class FName LootTierGroup (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// int32 LootTier (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// float RewardDisplayTime (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
void UFortMissionLibrary::GiveMissionRewardsToPlayer(class UObject* WorldContextObject, const struct FGuid& EventGuid, class AFortPlayerController* PlayerController, const class FText& TitleText, const class FText& DescriptionText, class FName LootTierGroup, int32 LootTier, float RewardDisplayTime)
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = StaticClass()->GetFunction("FortMissionLibrary", "GiveMissionRewardsToPlayer");
Params::FortMissionLibrary_GiveMissionRewardsToPlayer Parms{};
Parms.WorldContextObject = WorldContextObject;
Parms.EventGuid = std::move(EventGuid);
Parms.PlayerController = PlayerController;
Parms.TitleText = std::move(TitleText);
Parms.DescriptionText = std::move(DescriptionText);
Parms.LootTierGroup = LootTierGroup;
Parms.LootTier = LootTier;
Parms.RewardDisplayTime = RewardDisplayTime;
auto Flgs = Func->FunctionFlags;
Func->FunctionFlags |= 0x400;
GetDefaultObj()->ProcessEvent(Func, &Parms);
Func->FunctionFlags = Flgs;
}
// Function FortniteGame.FortMissionLibrary.GiveMissionRewardsToPlayerAsPickups
// (Final, BlueprintAuthorityOnly, Native, Static, Public, HasDefaults, BlueprintCallable)
// Parameters:
// class UObject* WorldContextObject (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// const struct FGuid& MissionGuid (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, NativeAccessSpecifierPublic)
// class AFortPlayerController* PlayerController (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// const struct FVector& StartPosition (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, NativeAccessSpecifierPublic)
// float Radius (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// class FName LootTierGroup (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// int32 LootTier (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
void UFortMissionLibrary::GiveMissionRewardsToPlayerAsPickups(class UObject* WorldContextObject, const struct FGuid& MissionGuid, class AFortPlayerController* PlayerController, const struct FVector& StartPosition, float Radius, class FName LootTierGroup, int32 LootTier)
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = StaticClass()->GetFunction("FortMissionLibrary", "GiveMissionRewardsToPlayerAsPickups");
Params::FortMissionLibrary_GiveMissionRewardsToPlayerAsPickups Parms{};
Parms.WorldContextObject = WorldContextObject;
Parms.MissionGuid = std::move(MissionGuid);
Parms.PlayerController = PlayerController;
Parms.StartPosition = std::move(StartPosition);
Parms.Radius = Radius;
Parms.LootTierGroup = LootTierGroup;
Parms.LootTier = LootTier;
auto Flgs = Func->FunctionFlags;
Func->FunctionFlags |= 0x400;
GetDefaultObj()->ProcessEvent(Func, &Parms);
Func->FunctionFlags = Flgs;
}
// Function FortniteGame.FortMissionLibrary.GiveMissionSchematicItemDirectlyToPlayer
// (Final, BlueprintAuthorityOnly, Native, Static, Public, HasDefaults, BlueprintCallable)
// Parameters:
// class UObject* WorldContextObject (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// class AFortPlayerController* TargetPlayer (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// const struct FGuid& MissionGuid (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, NativeAccessSpecifierPublic)
// class UFortSchematicItemDefinition* SchematicDefinition (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// bool ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, NativeAccessSpecifierPublic)
bool UFortMissionLibrary::GiveMissionSchematicItemDirectlyToPlayer(class UObject* WorldContextObject, class AFortPlayerController* TargetPlayer, const struct FGuid& MissionGuid, class UFortSchematicItemDefinition* SchematicDefinition)
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = StaticClass()->GetFunction("FortMissionLibrary", "GiveMissionSchematicItemDirectlyToPlayer");
Params::FortMissionLibrary_GiveMissionSchematicItemDirectlyToPlayer Parms{};
Parms.WorldContextObject = WorldContextObject;
Parms.TargetPlayer = TargetPlayer;
Parms.MissionGuid = std::move(MissionGuid);
Parms.SchematicDefinition = SchematicDefinition;
auto Flgs = Func->FunctionFlags;
Func->FunctionFlags |= 0x400;
GetDefaultObj()->ProcessEvent(Func, &Parms);
Func->FunctionFlags = Flgs;
return Parms.ReturnValue;
}
// Function FortniteGame.FortMissionLibrary.HasTags
// (Final, BlueprintAuthorityOnly, Native, Static, Public, HasOutParams, BlueprintCallable)
// Parameters:
// const struct FGameplayTagContainer& ContainerToCheck (ConstParm, Parm, OutParm, ReferenceParm, NativeAccessSpecifierPublic)
// const struct FGameplayTagContainer& TagsToCheck (ConstParm, Parm, OutParm, ReferenceParm, NativeAccessSpecifierPublic)
// bool bRequireAll (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, NativeAccessSpecifierPublic)
// bool bCountEmptyAsMatch (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, NativeAccessSpecifierPublic)
// bool ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, NativeAccessSpecifierPublic)
bool UFortMissionLibrary::HasTags(const struct FGameplayTagContainer& ContainerToCheck, const struct FGameplayTagContainer& TagsToCheck, bool bRequireAll, bool bCountEmptyAsMatch)
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = StaticClass()->GetFunction("FortMissionLibrary", "HasTags");
Params::FortMissionLibrary_HasTags Parms{};
Parms.ContainerToCheck = std::move(ContainerToCheck);
Parms.TagsToCheck = std::move(TagsToCheck);
Parms.bRequireAll = bRequireAll;
Parms.bCountEmptyAsMatch = bCountEmptyAsMatch;
auto Flgs = Func->FunctionFlags;
Func->FunctionFlags |= 0x400;
GetDefaultObj()->ProcessEvent(Func, &Parms);
Func->FunctionFlags = Flgs;
return Parms.ReturnValue;
}
// Function FortniteGame.FortMissionLibrary.IsUsingNewMissionGeneration
// (Final, BlueprintAuthorityOnly, Native, Static, Public, BlueprintCallable)
// Parameters:
// class UObject* WorldContextObject (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// bool ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, NativeAccessSpecifierPublic)
bool UFortMissionLibrary::IsUsingNewMissionGeneration(class UObject* WorldContextObject)
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = StaticClass()->GetFunction("FortMissionLibrary", "IsUsingNewMissionGeneration");
Params::FortMissionLibrary_IsUsingNewMissionGeneration Parms{};
Parms.WorldContextObject = WorldContextObject;
auto Flgs = Func->FunctionFlags;
Func->FunctionFlags |= 0x400;
GetDefaultObj()->ProcessEvent(Func, &Parms);
Func->FunctionFlags = Flgs;
return Parms.ReturnValue;
}
// Function FortniteGame.FortMissionLibrary.LoadMission
// (Final, BlueprintAuthorityOnly, Native, Static, Public, BlueprintCallable)
// Parameters:
// class UObject* WorldContextObject (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// class UFortMissionInfo* MissionInfo (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
void UFortMissionLibrary::LoadMission(class UObject* WorldContextObject, class UFortMissionInfo* MissionInfo)
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = StaticClass()->GetFunction("FortMissionLibrary", "LoadMission");
Params::FortMissionLibrary_LoadMission Parms{};
Parms.WorldContextObject = WorldContextObject;
Parms.MissionInfo = MissionInfo;
auto Flgs = Func->FunctionFlags;
Func->FunctionFlags |= 0x400;
GetDefaultObj()->ProcessEvent(Func, &Parms);
Func->FunctionFlags = Flgs;
}
// Function FortniteGame.FortMissionLibrary.NumBluGloFromPlayerPawn
// (Final, Native, Static, Public, BlueprintCallable)
// Parameters:
// class AFortPlayerPawn* PlayerPawn (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// int32 ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
int32 UFortMissionLibrary::NumBluGloFromPlayerPawn(class AFortPlayerPawn* PlayerPawn)
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = StaticClass()->GetFunction("FortMissionLibrary", "NumBluGloFromPlayerPawn");
Params::FortMissionLibrary_NumBluGloFromPlayerPawn Parms{};
Parms.PlayerPawn = PlayerPawn;
auto Flgs = Func->FunctionFlags;
Func->FunctionFlags |= 0x400;
GetDefaultObj()->ProcessEvent(Func, &Parms);
Func->FunctionFlags = Flgs;
return Parms.ReturnValue;
}
// Function FortniteGame.FortMissionLibrary.NumBluGloFromPlayerState
// (Final, Native, Static, Public, BlueprintCallable)
// Parameters:
// class AFortPlayerStateZone* PlayerState (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// int32 ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
int32 UFortMissionLibrary::NumBluGloFromPlayerState(class AFortPlayerStateZone* PlayerState)
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = StaticClass()->GetFunction("FortMissionLibrary", "NumBluGloFromPlayerState");
Params::FortMissionLibrary_NumBluGloFromPlayerState Parms{};
Parms.PlayerState = PlayerState;
auto Flgs = Func->FunctionFlags;
Func->FunctionFlags |= 0x400;
GetDefaultObj()->ProcessEvent(Func, &Parms);
Func->FunctionFlags = Flgs;
return Parms.ReturnValue;
}
// Function FortniteGame.FortMissionLibrary.PingMinimap
// (Final, BlueprintAuthorityOnly, Native, Static, Public, HasDefaults, BlueprintCallable)
// Parameters:
// class UObject* WorldContextObject (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// const struct FVector& WorldLocation (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, NativeAccessSpecifierPublic)
// const struct FLinearColor& PingColor (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, NativeAccessSpecifierPublic)
void UFortMissionLibrary::PingMinimap(class UObject* WorldContextObject, const struct FVector& WorldLocation, const struct FLinearColor& PingColor)
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = StaticClass()->GetFunction("FortMissionLibrary", "PingMinimap");
Params::FortMissionLibrary_PingMinimap Parms{};
Parms.WorldContextObject = WorldContextObject;
Parms.WorldLocation = std::move(WorldLocation);
Parms.PingColor = std::move(PingColor);
auto Flgs = Func->FunctionFlags;
Func->FunctionFlags |= 0x400;
GetDefaultObj()->ProcessEvent(Func, &Parms);
Func->FunctionFlags = Flgs;
}
// Function FortniteGame.FortMissionLibrary.PollActorsInVolume
// (Final, BlueprintAuthorityOnly, Native, Static, Public, BlueprintCallable)
// Parameters:
// class UObject* WorldContextObject (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// class UBoxComponent* VolumeBoxComponent (Parm, ZeroConstructor, InstancedReference, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// EPollActorsInVolumeTypes PollBuildingTypes (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// TSubclassOf<class AActor> ActorClassToPoll (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, UObjectWrapper, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// int32 ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
int32 UFortMissionLibrary::PollActorsInVolume(class UObject* WorldContextObject, class UBoxComponent* VolumeBoxComponent, EPollActorsInVolumeTypes PollBuildingTypes, TSubclassOf<class AActor> ActorClassToPoll)
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = StaticClass()->GetFunction("FortMissionLibrary", "PollActorsInVolume");
Params::FortMissionLibrary_PollActorsInVolume Parms{};
Parms.WorldContextObject = WorldContextObject;
Parms.VolumeBoxComponent = VolumeBoxComponent;
Parms.PollBuildingTypes = PollBuildingTypes;
Parms.ActorClassToPoll = ActorClassToPoll;
auto Flgs = Func->FunctionFlags;
Func->FunctionFlags |= 0x400;
GetDefaultObj()->ProcessEvent(Func, &Parms);
Func->FunctionFlags = Flgs;
return Parms.ReturnValue;
}
// Function FortniteGame.FortMissionLibrary.RegisterForMissionEvents
// (Final, BlueprintAuthorityOnly, Native, Static, Public, HasDefaults, BlueprintCallable)
// Parameters:
// class AActor* ActorToRegister (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// const struct FGuid& MissionGuid (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, NativeAccessSpecifierPublic)
// bool ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, NativeAccessSpecifierPublic)
bool UFortMissionLibrary::RegisterForMissionEvents(class AActor* ActorToRegister, const struct FGuid& MissionGuid)
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = StaticClass()->GetFunction("FortMissionLibrary", "RegisterForMissionEvents");
Params::FortMissionLibrary_RegisterForMissionEvents Parms{};
Parms.ActorToRegister = ActorToRegister;
Parms.MissionGuid = std::move(MissionGuid);
auto Flgs = Func->FunctionFlags;
Func->FunctionFlags |= 0x400;
GetDefaultObj()->ProcessEvent(Func, &Parms);
Func->FunctionFlags = Flgs;
return Parms.ReturnValue;
}
// Function FortniteGame.FortMissionLibrary.RegisterMissionInfoUIActor
// (Final, BlueprintAuthorityOnly, Native, Static, Public, HasDefaults, BlueprintCallable)
// Parameters:
// class AActor* AttachmentActor (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// const struct FGuid& MissionGuid (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, NativeAccessSpecifierPublic)
// const struct FVector& AttachementOffset (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, NativeAccessSpecifierPublic)
// float MaxVisibleDistance (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
void UFortMissionLibrary::RegisterMissionInfoUIActor(class AActor* AttachmentActor, const struct FGuid& MissionGuid, const struct FVector& AttachementOffset, float MaxVisibleDistance)
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = StaticClass()->GetFunction("FortMissionLibrary", "RegisterMissionInfoUIActor");
Params::FortMissionLibrary_RegisterMissionInfoUIActor Parms{};
Parms.AttachmentActor = AttachmentActor;
Parms.MissionGuid = std::move(MissionGuid);
Parms.AttachementOffset = std::move(AttachementOffset);
Parms.MaxVisibleDistance = MaxVisibleDistance;
auto Flgs = Func->FunctionFlags;
Func->FunctionFlags |= 0x400;
GetDefaultObj()->ProcessEvent(Func, &Parms);
Func->FunctionFlags = Flgs;
}
// Function FortniteGame.FortMissionLibrary.SetOnlinePresenceDoNotDisturb
// (Final, BlueprintAuthorityOnly, Native, Static, Public, BlueprintCallable)
// Parameters:
// class UObject* WorldContextObject (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// bool bDoNotDisturb (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, NativeAccessSpecifierPublic)
// class AFortPlayerController* SpecificPlayer (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
void UFortMissionLibrary::SetOnlinePresenceDoNotDisturb(class UObject* WorldContextObject, bool bDoNotDisturb, class AFortPlayerController* SpecificPlayer)
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = StaticClass()->GetFunction("FortMissionLibrary", "SetOnlinePresenceDoNotDisturb");
Params::FortMissionLibrary_SetOnlinePresenceDoNotDisturb Parms{};
Parms.WorldContextObject = WorldContextObject;
Parms.bDoNotDisturb = bDoNotDisturb;
Parms.SpecificPlayer = SpecificPlayer;
auto Flgs = Func->FunctionFlags;
Func->FunctionFlags |= 0x400;
GetDefaultObj()->ProcessEvent(Func, &Parms);
Func->FunctionFlags = Flgs;
}
// Function FortniteGame.FortMissionLibrary.ShouldUseAlternateAIDirectorBalance
// (Final, BlueprintAuthorityOnly, Native, Static, Public, BlueprintCallable)
// Parameters:
// bool ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, NativeAccessSpecifierPublic)
bool UFortMissionLibrary::ShouldUseAlternateAIDirectorBalance()
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = StaticClass()->GetFunction("FortMissionLibrary", "ShouldUseAlternateAIDirectorBalance");
Params::FortMissionLibrary_ShouldUseAlternateAIDirectorBalance Parms{};
auto Flgs = Func->FunctionFlags;
Func->FunctionFlags |= 0x400;
GetDefaultObj()->ProcessEvent(Func, &Parms);
Func->FunctionFlags = Flgs;
return Parms.ReturnValue;
}
// Function FortniteGame.FortMissionLibrary.SpawnAtPlacementActorsHelper
// (Final, BlueprintAuthorityOnly, Native, Static, Public, HasOutParams, BlueprintCallable)
// Parameters:
// class UObject* WorldContextObject (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// class UClass* Entries (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// bool* bSucceeded (Parm, OutParm, ZeroConstructor, IsPlainOldData, NoDestructor, NativeAccessSpecifierPublic)
// TArray<class AActor*> ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, NativeAccessSpecifierPublic)
TArray<class AActor*> UFortMissionLibrary::SpawnAtPlacementActorsHelper(class UObject* WorldContextObject, class UClass* Entries, bool* bSucceeded)
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = StaticClass()->GetFunction("FortMissionLibrary", "SpawnAtPlacementActorsHelper");
Params::FortMissionLibrary_SpawnAtPlacementActorsHelper Parms{};
Parms.WorldContextObject = WorldContextObject;
Parms.Entries = Entries;
auto Flgs = Func->FunctionFlags;
Func->FunctionFlags |= 0x400;
GetDefaultObj()->ProcessEvent(Func, &Parms);
Func->FunctionFlags = Flgs;
if (bSucceeded != nullptr)
*bSucceeded = Parms.bSucceeded;
return Parms.ReturnValue;
}
// Function FortniteGame.FortMissionLibrary.SpawnBuildingActorAtTransform
// (Final, BlueprintAuthorityOnly, Native, Static, Public, HasOutParams, HasDefaults, BlueprintCallable)
// Parameters:
// class UObject* WorldContextObject (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// const struct FGuid& MissionGuid (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, NativeAccessSpecifierPublic)
// TSubclassOf<class ABuildingActor> BuildingClass (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, UObjectWrapper, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// const struct FTransform& Transform (ConstParm, Parm, OutParm, ReferenceParm, IsPlainOldData, NoDestructor, NativeAccessSpecifierPublic)
// class ABuildingActor* ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
class ABuildingActor* UFortMissionLibrary::SpawnBuildingActorAtTransform(class UObject* WorldContextObject, const struct FGuid& MissionGuid, TSubclassOf<class ABuildingActor> BuildingClass, const struct FTransform& Transform)
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = StaticClass()->GetFunction("FortMissionLibrary", "SpawnBuildingActorAtTransform");
Params::FortMissionLibrary_SpawnBuildingActorAtTransform Parms{};
Parms.WorldContextObject = WorldContextObject;
Parms.MissionGuid = std::move(MissionGuid);
Parms.BuildingClass = BuildingClass;
Parms.Transform = std::move(Transform);
auto Flgs = Func->FunctionFlags;
Func->FunctionFlags |= 0x400;
GetDefaultObj()->ProcessEvent(Func, &Parms);
Func->FunctionFlags = Flgs;
return Parms.ReturnValue;
}
// Function FortniteGame.FortMissionLibrary.SpawnMissionItemPickup
// (Final, Native, Static, Public, HasDefaults)
// Parameters:
// class UObject* WorldContextObject (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// const struct FGuid& MissionGuid (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, NativeAccessSpecifierPublic)
// class UFortMissionItemDefinition* MissionItemDefinition (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// const struct FVector& StartPosition (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, NativeAccessSpecifierPublic)
// class AFortPawn* TargetPawn (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// class AFortPickup* ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
class AFortPickup* UFortMissionLibrary::SpawnMissionItemPickup(class UObject* WorldContextObject, const struct FGuid& MissionGuid, class UFortMissionItemDefinition* MissionItemDefinition, const struct FVector& StartPosition, class AFortPawn* TargetPawn)
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = StaticClass()->GetFunction("FortMissionLibrary", "SpawnMissionItemPickup");
Params::FortMissionLibrary_SpawnMissionItemPickup Parms{};
Parms.WorldContextObject = WorldContextObject;
Parms.MissionGuid = std::move(MissionGuid);
Parms.MissionItemDefinition = MissionItemDefinition;
Parms.StartPosition = std::move(StartPosition);
Parms.TargetPawn = TargetPawn;
auto Flgs = Func->FunctionFlags;
Func->FunctionFlags |= 0x400;
GetDefaultObj()->ProcessEvent(Func, &Parms);
Func->FunctionFlags = Flgs;
return Parms.ReturnValue;
}
// Function FortniteGame.FortMissionLibrary.SpawnMissionItemPickupInWorld
// (Final, BlueprintAuthorityOnly, Native, Static, Public, HasDefaults, BlueprintCallable)
// Parameters:
// class UObject* WorldContextObject (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// const struct FGuid& MissionGuid (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, NativeAccessSpecifierPublic)
// class UFortWorldItemDefinition* ItemDefinition (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// int32 NumberToSpawn (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// const struct FVector& Position (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, NativeAccessSpecifierPublic)
// const struct FVector& Direction (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, NativeAccessSpecifierPublic)
// int32 OverrideMaxStackCount (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// class AFortPickup* ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
class AFortPickup* UFortMissionLibrary::SpawnMissionItemPickupInWorld(class UObject* WorldContextObject, const struct FGuid& MissionGuid, class UFortWorldItemDefinition* ItemDefinition, int32 NumberToSpawn, const struct FVector& Position, const struct FVector& Direction, int32 OverrideMaxStackCount)
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = StaticClass()->GetFunction("FortMissionLibrary", "SpawnMissionItemPickupInWorld");
Params::FortMissionLibrary_SpawnMissionItemPickupInWorld Parms{};
Parms.WorldContextObject = WorldContextObject;
Parms.MissionGuid = std::move(MissionGuid);
Parms.ItemDefinition = ItemDefinition;
Parms.NumberToSpawn = NumberToSpawn;
Parms.Position = std::move(Position);
Parms.Direction = std::move(Direction);
Parms.OverrideMaxStackCount = OverrideMaxStackCount;
auto Flgs = Func->FunctionFlags;
Func->FunctionFlags |= 0x400;
GetDefaultObj()->ProcessEvent(Func, &Parms);
Func->FunctionFlags = Flgs;
return Parms.ReturnValue;
}
// Function FortniteGame.FortMissionLibrary.StartAIEncounter
// (Final, BlueprintAuthorityOnly, Native, Static, Public, HasOutParams, BlueprintCallable)
// Parameters:
// class UObject* WorldContextObject (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// class FString* AssociatedMissionName (Parm, OutParm, ZeroConstructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// TSubclassOf<class UFortAIEncounterInfo> EncounterTemplate (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, UObjectWrapper, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// class AActor* TargetActor (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// const struct FGameplayTagContainer& InjectedTags (Parm, NativeAccessSpecifierPublic)
// const struct FFortEncounterSettings& EncounterSettings (Parm, NativeAccessSpecifierPublic)
// int32 ActivationDelay (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// class UFortAIEncounterInfo* ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
class UFortAIEncounterInfo* UFortMissionLibrary::StartAIEncounter(class UObject* WorldContextObject, class FString* AssociatedMissionName, TSubclassOf<class UFortAIEncounterInfo> EncounterTemplate, class AActor* TargetActor, const struct FGameplayTagContainer& InjectedTags, const struct FFortEncounterSettings& EncounterSettings, int32 ActivationDelay)
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = StaticClass()->GetFunction("FortMissionLibrary", "StartAIEncounter");
Params::FortMissionLibrary_StartAIEncounter Parms{};
Parms.WorldContextObject = WorldContextObject;
Parms.EncounterTemplate = EncounterTemplate;
Parms.TargetActor = TargetActor;
Parms.InjectedTags = std::move(InjectedTags);
Parms.EncounterSettings = std::move(EncounterSettings);
Parms.ActivationDelay = ActivationDelay;
auto Flgs = Func->FunctionFlags;
Func->FunctionFlags |= 0x400;
GetDefaultObj()->ProcessEvent(Func, &Parms);
Func->FunctionFlags = Flgs;
if (AssociatedMissionName != nullptr)
*AssociatedMissionName = std::move(Parms.AssociatedMissionName);
return Parms.ReturnValue;
}
// Function FortniteGame.FortMissionLibrary.StartAIEncounterWithEnvironmentQuery
// (Final, BlueprintAuthorityOnly, Native, Static, Public, HasOutParams, BlueprintCallable)
// Parameters:
// class UObject* WorldContextObject (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// class FString* AssociatedMissionName (Parm, OutParm, ZeroConstructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// TSubclassOf<class UFortAIEncounterInfo> EncounterTemplate (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, UObjectWrapper, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// class AActor* TargetActor (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// const struct FEncounterEnvironmentQueryInfo&EnvironmentQueryInfo (Parm, NativeAccessSpecifierPublic)
// class AActor* QueryActor (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// const struct FGameplayTagContainer& InjectedTags (Parm, NativeAccessSpecifierPublic)
// const struct FFortEncounterSettings& EncounterSettings (Parm, NativeAccessSpecifierPublic)
// int32 ActivationDelay (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// class UFortAIEncounterInfo* ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
class UFortAIEncounterInfo* UFortMissionLibrary::StartAIEncounterWithEnvironmentQuery(class UObject* WorldContextObject, class FString* AssociatedMissionName, TSubclassOf<class UFortAIEncounterInfo> EncounterTemplate, class AActor* TargetActor, const struct FEncounterEnvironmentQueryInfo& EnvironmentQueryInfo, class AActor* QueryActor, const struct FGameplayTagContainer& InjectedTags, const struct FFortEncounterSettings& EncounterSettings, int32 ActivationDelay)
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = StaticClass()->GetFunction("FortMissionLibrary", "StartAIEncounterWithEnvironmentQuery");
Params::FortMissionLibrary_StartAIEncounterWithEnvironmentQuery Parms{};
Parms.WorldContextObject = WorldContextObject;
Parms.EncounterTemplate = EncounterTemplate;
Parms.TargetActor = TargetActor;
Parms.EnvironmentQueryInfo = std::move(EnvironmentQueryInfo);
Parms.QueryActor = QueryActor;
Parms.InjectedTags = std::move(InjectedTags);
Parms.EncounterSettings = std::move(EncounterSettings);
Parms.ActivationDelay = ActivationDelay;
auto Flgs = Func->FunctionFlags;
Func->FunctionFlags |= 0x400;
GetDefaultObj()->ProcessEvent(Func, &Parms);
Func->FunctionFlags = Flgs;
if (AssociatedMissionName != nullptr)
*AssociatedMissionName = std::move(Parms.AssociatedMissionName);
return Parms.ReturnValue;
}
// Function FortniteGame.FortMissionLibrary.StartNotification
// (Final, BlueprintAuthorityOnly, Native, Static, Public, BlueprintCallable)
// Parameters:
// class UObject* WorldContextObject (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// const struct FLatentActionInfo& LatentInfo (Parm, NativeAccessSpecifierPublic)
// TSubclassOf<class AFortClientNotification>Notification (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, AdvancedDisplay, UObjectWrapper, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// class AFortPlayerController* SpecificPlayer (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, AdvancedDisplay, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// const class FText& OverrideTitleText (Parm, AdvancedDisplay, NativeAccessSpecifierPublic)
// const class FText& OverrideDisplayText (Parm, NativeAccessSpecifierPublic)
// float OverrideDisplayTime (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// class AFortPlayerPawn* OptionalPlayerPawn1 (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, AdvancedDisplay, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// class AFortPlayerPawn* OptionalPlayerPawn2 (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, AdvancedDisplay, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// class FName OptionalActionName (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, AdvancedDisplay, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// const class USoundBase* OptionalSound (ConstParm, Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// bool bPlaySoundAsFeedback (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, NativeAccessSpecifierPublic)
// bool bTreatAsUnique (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, NativeAccessSpecifierPublic)
// bool bCancelActiveNotification (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, AdvancedDisplay, NativeAccessSpecifierPublic)
// bool bWaitForClients (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, NativeAccessSpecifierPublic)
void UFortMissionLibrary::StartNotification(class UObject* WorldContextObject, const struct FLatentActionInfo& LatentInfo, TSubclassOf<class AFortClientNotification> Notification, class AFortPlayerController* SpecificPlayer, const class FText& OverrideTitleText, const class FText& OverrideDisplayText, float OverrideDisplayTime, class AFortPlayerPawn* OptionalPlayerPawn1, class AFortPlayerPawn* OptionalPlayerPawn2, class FName OptionalActionName, const class USoundBase* OptionalSound, bool bPlaySoundAsFeedback, bool bTreatAsUnique, bool bCancelActiveNotification, bool bWaitForClients)
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = StaticClass()->GetFunction("FortMissionLibrary", "StartNotification");
Params::FortMissionLibrary_StartNotification Parms{};
Parms.WorldContextObject = WorldContextObject;
Parms.LatentInfo = std::move(LatentInfo);
Parms.Notification = Notification;
Parms.SpecificPlayer = SpecificPlayer;
Parms.OverrideTitleText = std::move(OverrideTitleText);
Parms.OverrideDisplayText = std::move(OverrideDisplayText);
Parms.OverrideDisplayTime = OverrideDisplayTime;
Parms.OptionalPlayerPawn1 = OptionalPlayerPawn1;
Parms.OptionalPlayerPawn2 = OptionalPlayerPawn2;
Parms.OptionalActionName = OptionalActionName;
Parms.OptionalSound = OptionalSound;
Parms.bPlaySoundAsFeedback = bPlaySoundAsFeedback;
Parms.bTreatAsUnique = bTreatAsUnique;
Parms.bCancelActiveNotification = bCancelActiveNotification;
Parms.bWaitForClients = bWaitForClients;
auto Flgs = Func->FunctionFlags;
Func->FunctionFlags |= 0x400;
GetDefaultObj()->ProcessEvent(Func, &Parms);
Func->FunctionFlags = Flgs;
}
// Function FortniteGame.FortMissionLibrary.StartPlayingMission
// (Final, BlueprintAuthorityOnly, Native, Static, Public, HasOutParams, HasDefaults, BlueprintCallable)
// Parameters:
// class UObject* WorldContextObject (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// const struct FGuid& MissionGuid (ConstParm, Parm, OutParm, ZeroConstructor, ReferenceParm, IsPlainOldData, NoDestructor, NativeAccessSpecifierPublic)
// class UFortMissionEventParams* Params_0 (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// class UObject* EventFocus (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// class UDataAsset* EventContent (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// class AActor* EventInstigator (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// int32 GenericInt (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// float GenericFloat (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// const class FText& GenericText (Parm, NativeAccessSpecifierPublic)
// const struct FGameplayTagContainer& GameplayTags (ConstParm, Parm, NativeAccessSpecifierPublic)
void UFortMissionLibrary::StartPlayingMission(class UObject* WorldContextObject, const struct FGuid& MissionGuid, class UFortMissionEventParams* Params_0, class UObject* EventFocus, class UDataAsset* EventContent, class AActor* EventInstigator, int32 GenericInt, float GenericFloat, const class FText& GenericText, const struct FGameplayTagContainer& GameplayTags)
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = StaticClass()->GetFunction("FortMissionLibrary", "StartPlayingMission");
Params::FortMissionLibrary_StartPlayingMission Parms{};
Parms.WorldContextObject = WorldContextObject;
Parms.MissionGuid = std::move(MissionGuid);
Parms.Params_0 = Params_0;
Parms.EventFocus = EventFocus;
Parms.EventContent = EventContent;
Parms.EventInstigator = EventInstigator;
Parms.GenericInt = GenericInt;
Parms.GenericFloat = GenericFloat;
Parms.GenericText = std::move(GenericText);
Parms.GameplayTags = std::move(GameplayTags);
auto Flgs = Func->FunctionFlags;
Func->FunctionFlags |= 0x400;
GetDefaultObj()->ProcessEvent(Func, &Parms);
Func->FunctionFlags = Flgs;
}
// Function FortniteGame.FortMissionLibrary.StartTutorialNotification
// (Final, BlueprintAuthorityOnly, Native, Static, Public, BlueprintCallable)
// Parameters:
// class UObject* WorldContextObject (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// const struct FLatentActionInfo& LatentInfo (Parm, NativeAccessSpecifierPublic)
// TSubclassOf<class AFortClientNotification>Notification (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, UObjectWrapper, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// class AFortPlayerController* SpecificPlayer (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// class AFortPlayerPawn* OptionalPlayerPawn1 (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// class AFortPlayerPawn* OptionalPlayerPawn2 (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// const class FText& OverrideTitleText (Parm, NativeAccessSpecifierPublic)
// const class FText& OverrideDisplayText (Parm, NativeAccessSpecifierPublic)
// const class FText& OverrideSystemText (Parm, NativeAccessSpecifierPublic)
// const class FText& OverrideNameText (Parm, NativeAccessSpecifierPublic)
// float OverrideDisplayTime (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// bool bOverrideButtonEnabled (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, NativeAccessSpecifierPublic)
// bool bOverrideLightboxEnabled (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, NativeAccessSpecifierPublic)
// bool bOverrideLightboxDisableInputOnly (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, NativeAccessSpecifierPublic)
// EVerticalAlignment OverrideVAlign (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// EHorizontalAlignment OverrideHAlign (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// const struct FMargin& OverridePadding (Parm, NativeAccessSpecifierPublic)
// const class USoundBase* OptionalSound (ConstParm, Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// bool bWaitForClients (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, NativeAccessSpecifierPublic)
void UFortMissionLibrary::StartTutorialNotification(class UObject* WorldContextObject, const struct FLatentActionInfo& LatentInfo, TSubclassOf<class AFortClientNotification> Notification, class AFortPlayerController* SpecificPlayer, class AFortPlayerPawn* OptionalPlayerPawn1, class AFortPlayerPawn* OptionalPlayerPawn2, const class FText& OverrideTitleText, const class FText& OverrideDisplayText, const class FText& OverrideSystemText, const class FText& OverrideNameText, float OverrideDisplayTime, bool bOverrideButtonEnabled, bool bOverrideLightboxEnabled, bool bOverrideLightboxDisableInputOnly, EVerticalAlignment OverrideVAlign, EHorizontalAlignment OverrideHAlign, const struct FMargin& OverridePadding, const class USoundBase* OptionalSound, bool bWaitForClients)
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = StaticClass()->GetFunction("FortMissionLibrary", "StartTutorialNotification");
Params::FortMissionLibrary_StartTutorialNotification Parms{};
Parms.WorldContextObject = WorldContextObject;
Parms.LatentInfo = std::move(LatentInfo);
Parms.Notification = Notification;
Parms.SpecificPlayer = SpecificPlayer;
Parms.OptionalPlayerPawn1 = OptionalPlayerPawn1;
Parms.OptionalPlayerPawn2 = OptionalPlayerPawn2;
Parms.OverrideTitleText = std::move(OverrideTitleText);
Parms.OverrideDisplayText = std::move(OverrideDisplayText);
Parms.OverrideSystemText = std::move(OverrideSystemText);
Parms.OverrideNameText = std::move(OverrideNameText);
Parms.OverrideDisplayTime = OverrideDisplayTime;
Parms.bOverrideButtonEnabled = bOverrideButtonEnabled;
Parms.bOverrideLightboxEnabled = bOverrideLightboxEnabled;
Parms.bOverrideLightboxDisableInputOnly = bOverrideLightboxDisableInputOnly;
Parms.OverrideVAlign = OverrideVAlign;
Parms.OverrideHAlign = OverrideHAlign;
Parms.OverridePadding = std::move(OverridePadding);
Parms.OptionalSound = OptionalSound;
Parms.bWaitForClients = bWaitForClients;
auto Flgs = Func->FunctionFlags;
Func->FunctionFlags |= 0x400;
GetDefaultObj()->ProcessEvent(Func, &Parms);
Func->FunctionFlags = Flgs;
}
// Function FortniteGame.FortMissionLibrary.StopAIEncounter
// (Final, BlueprintAuthorityOnly, Native, Static, Public, BlueprintCallable)
// Parameters:
// class UObject* WorldContextObject (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// class UFortAIEncounterInfo* ActiveEncounter (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
void UFortMissionLibrary::StopAIEncounter(class UObject* WorldContextObject, class UFortAIEncounterInfo* ActiveEncounter)
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = StaticClass()->GetFunction("FortMissionLibrary", "StopAIEncounter");
Params::FortMissionLibrary_StopAIEncounter Parms{};
Parms.WorldContextObject = WorldContextObject;
Parms.ActiveEncounter = ActiveEncounter;
auto Flgs = Func->FunctionFlags;
Func->FunctionFlags |= 0x400;
GetDefaultObj()->ProcessEvent(Func, &Parms);
Func->FunctionFlags = Flgs;
}
// Function FortniteGame.FortMissionLibrary.StopAIEncounterAgainstActor
// (Final, BlueprintAuthorityOnly, Native, Static, Public, BlueprintCallable)
// Parameters:
// class UObject* WorldContextObject (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// class AActor* TargetActor (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
void UFortMissionLibrary::StopAIEncounterAgainstActor(class UObject* WorldContextObject, class AActor* TargetActor)
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = StaticClass()->GetFunction("FortMissionLibrary", "StopAIEncounterAgainstActor");
Params::FortMissionLibrary_StopAIEncounterAgainstActor Parms{};
Parms.WorldContextObject = WorldContextObject;
Parms.TargetActor = TargetActor;
auto Flgs = Func->FunctionFlags;
Func->FunctionFlags |= 0x400;
GetDefaultObj()->ProcessEvent(Func, &Parms);
Func->FunctionFlags = Flgs;
}
// Function FortniteGame.FortMissionLibrary.TeleportPawnNearLocation
// (Final, BlueprintAuthorityOnly, Native, Static, Public, HasDefaults, BlueprintCallable)
// Parameters:
// class AFortPawn* Pawn (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// const struct FVector& DestLocation (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, NativeAccessSpecifierPublic)
void UFortMissionLibrary::TeleportPawnNearLocation(class AFortPawn* Pawn, const struct FVector& DestLocation)
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = StaticClass()->GetFunction("FortMissionLibrary", "TeleportPawnNearLocation");
Params::FortMissionLibrary_TeleportPawnNearLocation Parms{};
Parms.Pawn = Pawn;
Parms.DestLocation = std::move(DestLocation);
auto Flgs = Func->FunctionFlags;
Func->FunctionFlags |= 0x400;
GetDefaultObj()->ProcessEvent(Func, &Parms);
Func->FunctionFlags = Flgs;
}
// Function FortniteGame.FortMissionLibrary.TeleportPlayerPawn
// (Final, BlueprintAuthorityOnly, Native, Static, Public, HasDefaults, BlueprintCallable)
// Parameters:
// class AFortPlayerPawn* PlayerPawn (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// const struct FVector& DestLocation (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, NativeAccessSpecifierPublic)
// const struct FRotator& DestRotation (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, NativeAccessSpecifierPublic)
void UFortMissionLibrary::TeleportPlayerPawn(class AFortPlayerPawn* PlayerPawn, const struct FVector& DestLocation, const struct FRotator& DestRotation)
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = StaticClass()->GetFunction("FortMissionLibrary", "TeleportPlayerPawn");
Params::FortMissionLibrary_TeleportPlayerPawn Parms{};
Parms.PlayerPawn = PlayerPawn;
Parms.DestLocation = std::move(DestLocation);
Parms.DestRotation = std::move(DestRotation);
auto Flgs = Func->FunctionFlags;
Func->FunctionFlags |= 0x400;
GetDefaultObj()->ProcessEvent(Func, &Parms);
Func->FunctionFlags = Flgs;
}
// Function FortniteGame.FortMissionLibrary.UnregisterForMissionEvents
// (Final, BlueprintAuthorityOnly, Native, Static, Public, HasDefaults, BlueprintCallable)
// Parameters:
// class AActor* ActorToUnregister (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// const struct FGuid& MissionGuid (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, NativeAccessSpecifierPublic)
// bool ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, NativeAccessSpecifierPublic)
bool UFortMissionLibrary::UnregisterForMissionEvents(class AActor* ActorToUnregister, const struct FGuid& MissionGuid)
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = StaticClass()->GetFunction("FortMissionLibrary", "UnregisterForMissionEvents");
Params::FortMissionLibrary_UnregisterForMissionEvents Parms{};
Parms.ActorToUnregister = ActorToUnregister;
Parms.MissionGuid = std::move(MissionGuid);
auto Flgs = Func->FunctionFlags;
Func->FunctionFlags |= 0x400;
GetDefaultObj()->ProcessEvent(Func, &Parms);
Func->FunctionFlags = Flgs;
return Parms.ReturnValue;
}
// Function FortniteGame.FortAIController.IsIgnoringProximity
// (Final, Native, Static, Public, BlueprintCallable, BlueprintPure)
// Parameters:
// class AFortAIController* FortAIController (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// bool ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, NativeAccessSpecifierPublic)
bool AFortAIController::IsIgnoringProximity(class AFortAIController* FortAIController)
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = StaticClass()->GetFunction("FortAIController", "IsIgnoringProximity");
Params::FortAIController_IsIgnoringProximity Parms{};
Parms.FortAIController = FortAIController;
auto Flgs = Func->FunctionFlags;
Func->FunctionFlags |= 0x400;
GetDefaultObj()->ProcessEvent(Func, &Parms);
Func->FunctionFlags = Flgs;
return Parms.ReturnValue;
}
// Function FortniteGame.FortAIController.CreateBuildingActor
// (Final, Native, Public, HasDefaults, BlueprintCallable)
// Parameters:
// TSubclassOf<class ABuildingSMActor> BuildingClass (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, UObjectWrapper, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// const struct FVector& BuildLoc (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, NativeAccessSpecifierPublic)
// const struct FRotator& BuildRot (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, NativeAccessSpecifierPublic)
// bool bMirrored (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, NativeAccessSpecifierPublic)
// bool ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, NativeAccessSpecifierPublic)
bool AFortAIController::CreateBuildingActor(TSubclassOf<class ABuildingSMActor> BuildingClass, const struct FVector& BuildLoc, const struct FRotator& BuildRot, bool bMirrored)
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("FortAIController", "CreateBuildingActor");
Params::FortAIController_CreateBuildingActor Parms{};
Parms.BuildingClass = BuildingClass;
Parms.BuildLoc = std::move(BuildLoc);
Parms.BuildRot = std::move(BuildRot);
Parms.bMirrored = bMirrored;
auto Flgs = Func->FunctionFlags;
Func->FunctionFlags |= 0x400;
UObject::ProcessEvent(Func, &Parms);
Func->FunctionFlags = Flgs;
return Parms.ReturnValue;
}
// Function FortniteGame.FortAIController.GetBestKnownActorLocation
// (Final, Native, Public, HasOutParams, HasDefaults, BlueprintCallable)
// Parameters:
// class AActor* ActorInQuestion (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// float* LastStimulusAge (Parm, OutParm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// struct FVector ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, NativeAccessSpecifierPublic)
struct FVector AFortAIController::GetBestKnownActorLocation(class AActor* ActorInQuestion, float* LastStimulusAge)
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("FortAIController", "GetBestKnownActorLocation");
Params::FortAIController_GetBestKnownActorLocation Parms{};
Parms.ActorInQuestion = ActorInQuestion;
auto Flgs = Func->FunctionFlags;
Func->FunctionFlags |= 0x400;
UObject::ProcessEvent(Func, &Parms);
Func->FunctionFlags = Flgs;
if (LastStimulusAge != nullptr)
*LastStimulusAge = Parms.LastStimulusAge;
return Parms.ReturnValue;
}
// Function FortniteGame.FortAIController.GetClosestSupportingBuildingActor
// (Final, Native, Public, BlueprintCallable)
// Parameters:
// class ABuildingSMActor* BuildingSMActor (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// class ABuildingSMActor* ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
class ABuildingSMActor* AFortAIController::GetClosestSupportingBuildingActor(class ABuildingSMActor* BuildingSMActor)
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("FortAIController", "GetClosestSupportingBuildingActor");
Params::FortAIController_GetClosestSupportingBuildingActor Parms{};
Parms.BuildingSMActor = BuildingSMActor;
auto Flgs = Func->FunctionFlags;
Func->FunctionFlags |= 0x400;
UObject::ProcessEvent(Func, &Parms);
Func->FunctionFlags = Flgs;
return Parms.ReturnValue;
}
// Function FortniteGame.FortAIController.GetTargetActor
// (Final, Native, Public, BlueprintCallable)
// Parameters:
// class AActor* ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
class AActor* AFortAIController::GetTargetActor()
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("FortAIController", "GetTargetActor");
Params::FortAIController_GetTargetActor Parms{};
auto Flgs = Func->FunctionFlags;
Func->FunctionFlags |= 0x400;
UObject::ProcessEvent(Func, &Parms);
Func->FunctionFlags = Flgs;
return Parms.ReturnValue;
}
// Function FortniteGame.FortAIController.IgnoreProximityForDuration
// (Native, Public, BlueprintCallable)
// Parameters:
// float DurationToIgnore (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
void AFortAIController::IgnoreProximityForDuration(float DurationToIgnore)
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("FortAIController", "IgnoreProximityForDuration");
Params::FortAIController_IgnoreProximityForDuration Parms{};
Parms.DurationToIgnore = DurationToIgnore;
auto Flgs = Func->FunctionFlags;
Func->FunctionFlags |= 0x400;
UObject::ProcessEvent(Func, &Parms);
Func->FunctionFlags = Flgs;
}
// Function FortniteGame.FortAIController.IsAllowedToSleep
// (Final, Native, Public, BlueprintCallable)
// Parameters:
// bool ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, NativeAccessSpecifierPublic)
bool AFortAIController::IsAllowedToSleep()
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("FortAIController", "IsAllowedToSleep");
Params::FortAIController_IsAllowedToSleep Parms{};
auto Flgs = Func->FunctionFlags;
Func->FunctionFlags |= 0x400;
UObject::ProcessEvent(Func, &Parms);
Func->FunctionFlags = Flgs;
return Parms.ReturnValue;
}
// Function FortniteGame.FortAIController.LockBehaviorResource
// (Final, Native, Public, BlueprintCallable)
void AFortAIController::LockBehaviorResource()
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("FortAIController", "LockBehaviorResource");
auto Flgs = Func->FunctionFlags;
Func->FunctionFlags |= 0x400;
UObject::ProcessEvent(Func, nullptr);
Func->FunctionFlags = Flgs;
}
// Function FortniteGame.FortAIController.LockMovementResource
// (Final, Native, Public, BlueprintCallable)
void AFortAIController::LockMovementResource()
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("FortAIController", "LockMovementResource");
auto Flgs = Func->FunctionFlags;
Func->FunctionFlags |= 0x400;
UObject::ProcessEvent(Func, nullptr);
Func->FunctionFlags = Flgs;
}
// Function FortniteGame.FortAIController.OnBuildingActorGoalDestroyed
// (Final, Native, Public)
void AFortAIController::OnBuildingActorGoalDestroyed()
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("FortAIController", "OnBuildingActorGoalDestroyed");
auto Flgs = Func->FunctionFlags;
Func->FunctionFlags |= 0x400;
UObject::ProcessEvent(Func, nullptr);
Func->FunctionFlags = Flgs;
}
// Function FortniteGame.FortAIController.SendAnimNotification
// (Native, Public, BlueprintCallable)
// Parameters:
// const class FString& EventName (Parm, ZeroConstructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
void AFortAIController::SendAnimNotification(const class FString& EventName)
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("FortAIController", "SendAnimNotification");
Params::FortAIController_SendAnimNotification Parms{};
Parms.EventName = std::move(EventName);
auto Flgs = Func->FunctionFlags;
Func->FunctionFlags |= 0x400;
UObject::ProcessEvent(Func, &Parms);
Func->FunctionFlags = Flgs;
}
// Function FortniteGame.FortAIController.SetAlwaysGameplayRelevant
// (Final, Native, Public, BlueprintCallable)
// Parameters:
// bool bInAlwaysGameplayRelevant (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, NativeAccessSpecifierPublic)
void AFortAIController::SetAlwaysGameplayRelevant(bool bInAlwaysGameplayRelevant)
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("FortAIController", "SetAlwaysGameplayRelevant");
Params::FortAIController_SetAlwaysGameplayRelevant Parms{};
Parms.bInAlwaysGameplayRelevant = bInAlwaysGameplayRelevant;
auto Flgs = Func->FunctionFlags;
Func->FunctionFlags |= 0x400;
UObject::ProcessEvent(Func, &Parms);
Func->FunctionFlags = Flgs;
}
// Function FortniteGame.FortAIController.SetGoalActor
// (Final, Native, Public, BlueprintCallable)
// Parameters:
// class AActor* InActor (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// bool bLocationAlwaysKnown (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, NativeAccessSpecifierPublic)
void AFortAIController::SetGoalActor(class AActor* InActor, bool bLocationAlwaysKnown)
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("FortAIController", "SetGoalActor");
Params::FortAIController_SetGoalActor Parms{};
Parms.InActor = InActor;
Parms.bLocationAlwaysKnown = bLocationAlwaysKnown;
auto Flgs = Func->FunctionFlags;
Func->FunctionFlags |= 0x400;
UObject::ProcessEvent(Func, &Parms);
Func->FunctionFlags = Flgs;
}
// Function FortniteGame.FortAIController.SetIsSleeping
// (Final, Native, Public, BlueprintCallable)
// Parameters:
// bool bNewSleepStatus (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, NativeAccessSpecifierPublic)
void AFortAIController::SetIsSleeping(bool bNewSleepStatus)
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("FortAIController", "SetIsSleeping");
Params::FortAIController_SetIsSleeping Parms{};
Parms.bNewSleepStatus = bNewSleepStatus;
auto Flgs = Func->FunctionFlags;
Func->FunctionFlags |= 0x400;
UObject::ProcessEvent(Func, &Parms);
Func->FunctionFlags = Flgs;
}
// Function FortniteGame.FortAIController.SetPawnAIType
// (Final, Native, Public, BlueprintCallable)
// Parameters:
// EFortressAIType NewAIType (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// class AActor* SpawnSpot (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
void AFortAIController::SetPawnAIType(EFortressAIType NewAIType, class AActor* SpawnSpot)
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("FortAIController", "SetPawnAIType");
Params::FortAIController_SetPawnAIType Parms{};
Parms.NewAIType = NewAIType;
Parms.SpawnSpot = SpawnSpot;
auto Flgs = Func->FunctionFlags;
Func->FunctionFlags |= 0x400;
UObject::ProcessEvent(Func, &Parms);
Func->FunctionFlags = Flgs;
}
// Function FortniteGame.FortAIController.SetTeam
// (Final, Native, Public, BlueprintCallable)
// Parameters:
// EFortTeam InTeam (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
void AFortAIController::SetTeam(EFortTeam InTeam)
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("FortAIController", "SetTeam");
Params::FortAIController_SetTeam Parms{};
Parms.InTeam = InTeam;
auto Flgs = Func->FunctionFlags;
Func->FunctionFlags |= 0x400;
UObject::ProcessEvent(Func, &Parms);
Func->FunctionFlags = Flgs;
}
// Function FortniteGame.FortAIController.SetupCustomVIM
// (Final, Native, Public, BlueprintCallable)
// Parameters:
// class UClass* VIM (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
void AFortAIController::SetupCustomVIM(class UClass* VIM)
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("FortAIController", "SetupCustomVIM");
Params::FortAIController_SetupCustomVIM Parms{};
Parms.VIM = VIM;
auto Flgs = Func->FunctionFlags;
Func->FunctionFlags |= 0x400;
UObject::ProcessEvent(Func, &Parms);
Func->FunctionFlags = Flgs;
}
// Function FortniteGame.FortAIController.UnlockBehaviorResource
// (Final, Native, Public, BlueprintCallable)
void AFortAIController::UnlockBehaviorResource()
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("FortAIController", "UnlockBehaviorResource");
auto Flgs = Func->FunctionFlags;
Func->FunctionFlags |= 0x400;
UObject::ProcessEvent(Func, nullptr);
Func->FunctionFlags = Flgs;
}
// Function FortniteGame.FortAIController.UnlockMovementResource
// (Final, Native, Public, BlueprintCallable)
void AFortAIController::UnlockMovementResource()
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("FortAIController", "UnlockMovementResource");
auto Flgs = Func->FunctionFlags;
Func->FunctionFlags |= 0x400;
UObject::ProcessEvent(Func, nullptr);
Func->FunctionFlags = Flgs;
}
// Function FortniteGame.FortAIController.UnregisterForGoalDetection
// (Final, Native, Public, BlueprintCallable)
void AFortAIController::UnregisterForGoalDetection()
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("FortAIController", "UnregisterForGoalDetection");
auto Flgs = Func->FunctionFlags;
Func->FunctionFlags |= 0x400;
UObject::ProcessEvent(Func, nullptr);
Func->FunctionFlags = Flgs;
}
// Function FortniteGame.FortAIController.WakeUp
// (Final, Native, Public, BlueprintCallable)
void AFortAIController::WakeUp()
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("FortAIController", "WakeUp");
auto Flgs = Func->FunctionFlags;
Func->FunctionFlags |= 0x400;
UObject::ProcessEvent(Func, nullptr);
Func->FunctionFlags = Flgs;
}
// Function FortniteGame.FortAIController.GetGoalActor
// (Final, Native, Public, BlueprintCallable, BlueprintPure, Const)
// Parameters:
// class AActor* ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
class AActor* AFortAIController::GetGoalActor() const
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("FortAIController", "GetGoalActor");
Params::FortAIController_GetGoalActor Parms{};
auto Flgs = Func->FunctionFlags;
Func->FunctionFlags |= 0x400;
UObject::ProcessEvent(Func, &Parms);
Func->FunctionFlags = Flgs;
return Parms.ReturnValue;
}
// Function FortniteGame.FortMcpProfileWorld.AbortDisintegration
// (Net, NetReliable, NetRequest, Native, Event, Public, HasOutParams)
// Parameters:
// struct FDedicatedServerUrlContext* Context (Parm, OutParm, RepSkip, NativeAccessSpecifierPublic)
void UFortMcpProfileWorld::AbortDisintegration(struct FDedicatedServerUrlContext* Context)
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("FortMcpProfileWorld", "AbortDisintegration");
Params::FortMcpProfileWorld_AbortDisintegration Parms{};
auto Flgs = Func->FunctionFlags;
Func->FunctionFlags |= 0x400;
UObject::ProcessEvent(Func, &Parms);
Func->FunctionFlags = Flgs;
if (Context != nullptr)
*Context = std::move(Parms.Context);
}
// Function FortniteGame.FortMcpProfileWorld.BatchUpdateInventory
// (Net, NetReliable, NetRequest, Native, Event, Protected, HasOutParams)
// Parameters:
// const struct FMcpProfileChangeRequest& BatchUpdate (Parm, NativeAccessSpecifierPublic)
// struct FDedicatedServerUrlContext* Context (Parm, OutParm, RepSkip, NativeAccessSpecifierPublic)
void UFortMcpProfileWorld::BatchUpdateInventory(const struct FMcpProfileChangeRequest& BatchUpdate, struct FDedicatedServerUrlContext* Context)
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("FortMcpProfileWorld", "BatchUpdateInventory");
Params::FortMcpProfileWorld_BatchUpdateInventory Parms{};
Parms.BatchUpdate = std::move(BatchUpdate);
auto Flgs = Func->FunctionFlags;
Func->FunctionFlags |= 0x400;
UObject::ProcessEvent(Func, &Parms);
Func->FunctionFlags = Flgs;
if (Context != nullptr)
*Context = std::move(Parms.Context);
}
// Function FortniteGame.FortMcpProfileWorld.CreateOrUpgradeOutpostItem
// (Net, NetReliable, NetRequest, Native, Event, Public, HasOutParams)
// Parameters:
// const class FString& TemplateId (Parm, ZeroConstructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// struct FDedicatedServerUrlContext* Context (Parm, OutParm, RepSkip, NativeAccessSpecifierPublic)
void UFortMcpProfileWorld::CreateOrUpgradeOutpostItem(const class FString& TemplateId, struct FDedicatedServerUrlContext* Context)
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("FortMcpProfileWorld", "CreateOrUpgradeOutpostItem");
Params::FortMcpProfileWorld_CreateOrUpgradeOutpostItem Parms{};
Parms.TemplateId = std::move(TemplateId);
auto Flgs = Func->FunctionFlags;
Func->FunctionFlags |= 0x400;
UObject::ProcessEvent(Func, &Parms);
Func->FunctionFlags = Flgs;
if (Context != nullptr)
*Context = std::move(Parms.Context);
}
// Function FortniteGame.FortMcpProfileWorld.DepositPostResources
// (Net, NetReliable, NetRequest, Native, Event, Public, HasOutParams)
// Parameters:
// const TArray<class FString>& itemsToDepositIds (ConstParm, Parm, ZeroConstructor, ReferenceParm, NativeAccessSpecifierPublic)
// const TArray<int32>& itemCountsToDeposit (ConstParm, Parm, ZeroConstructor, ReferenceParm, NativeAccessSpecifierPublic)
// struct FDedicatedServerUrlContext* Context (Parm, OutParm, RepSkip, NativeAccessSpecifierPublic)
void UFortMcpProfileWorld::DepositPostResources(const TArray<class FString>& itemsToDepositIds, const TArray<int32>& itemCountsToDeposit, struct FDedicatedServerUrlContext* Context)
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("FortMcpProfileWorld", "DepositPostResources");
Params::FortMcpProfileWorld_DepositPostResources Parms{};
Parms.itemsToDepositIds = std::move(itemsToDepositIds);
Parms.itemCountsToDeposit = std::move(itemCountsToDeposit);
auto Flgs = Func->FunctionFlags;
Func->FunctionFlags |= 0x400;
UObject::ProcessEvent(Func, &Parms);
Func->FunctionFlags = Flgs;
if (Context != nullptr)
*Context = std::move(Parms.Context);
}
// Function FortniteGame.FortMcpProfileWorld.DisintegrateItems
// (Net, NetReliable, NetRequest, Native, Event, Public, HasOutParams)
// Parameters:
// const TArray<class FString>& itemsToDisintegrateIds (ConstParm, Parm, ZeroConstructor, ReferenceParm, NativeAccessSpecifierPublic)
// const TArray<int32>& itemCountsToDisintegrate (ConstParm, Parm, ZeroConstructor, ReferenceParm, NativeAccessSpecifierPublic)
// struct FDedicatedServerUrlContext* Context (Parm, OutParm, RepSkip, NativeAccessSpecifierPublic)
void UFortMcpProfileWorld::DisintegrateItems(const TArray<class FString>& itemsToDisintegrateIds, const TArray<int32>& itemCountsToDisintegrate, struct FDedicatedServerUrlContext* Context)
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("FortMcpProfileWorld", "DisintegrateItems");
Params::FortMcpProfileWorld_DisintegrateItems Parms{};
Parms.itemsToDisintegrateIds = std::move(itemsToDisintegrateIds);
Parms.itemCountsToDisintegrate = std::move(itemCountsToDisintegrate);
auto Flgs = Func->FunctionFlags;
Func->FunctionFlags |= 0x400;
UObject::ProcessEvent(Func, &Parms);
Func->FunctionFlags = Flgs;
if (Context != nullptr)
*Context = std::move(Parms.Context);
}
// Function FortniteGame.FortMcpProfileWorld.FabricateItem
// (Net, NetReliable, NetRequest, Native, Event, Public, HasOutParams)
// Parameters:
// const class FString& TemplateId (Parm, ZeroConstructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// struct FDedicatedServerUrlContext* Context (Parm, OutParm, RepSkip, NativeAccessSpecifierPublic)
void UFortMcpProfileWorld::FabricateItem(const class FString& TemplateId, struct FDedicatedServerUrlContext* Context)
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("FortMcpProfileWorld", "FabricateItem");
Params::FortMcpProfileWorld_FabricateItem Parms{};
Parms.TemplateId = std::move(TemplateId);
auto Flgs = Func->FunctionFlags;
Func->FunctionFlags |= 0x400;
UObject::ProcessEvent(Func, &Parms);
Func->FunctionFlags = Flgs;
if (Context != nullptr)
*Context = std::move(Parms.Context);
}
// Function FortniteGame.FortMcpProfileWorld.IncreaseOutpostPrestige
// (Net, NetReliable, NetRequest, Native, Event, Public, HasOutParams)
// Parameters:
// struct FDedicatedServerUrlContext* Context (Parm, OutParm, RepSkip, NativeAccessSpecifierPublic)
void UFortMcpProfileWorld::IncreaseOutpostPrestige(struct FDedicatedServerUrlContext* Context)
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("FortMcpProfileWorld", "IncreaseOutpostPrestige");
Params::FortMcpProfileWorld_IncreaseOutpostPrestige Parms{};
auto Flgs = Func->FunctionFlags;
Func->FunctionFlags |= 0x400;
UObject::ProcessEvent(Func, &Parms);
Func->FunctionFlags = Flgs;
if (Context != nullptr)
*Context = std::move(Parms.Context);
}
// Function FortniteGame.FortMcpProfileWorld.InitializeTheater
// (Net, NetReliable, NetRequest, Native, Event, Protected, HasOutParams)
// Parameters:
// const class FString& TheaterGuid (Parm, ZeroConstructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// struct FDedicatedServerUrlContext* Context (Parm, OutParm, RepSkip, NativeAccessSpecifierPublic)
void UFortMcpProfileWorld::InitializeTheater(const class FString& TheaterGuid, struct FDedicatedServerUrlContext* Context)
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("FortMcpProfileWorld", "InitializeTheater");
Params::FortMcpProfileWorld_InitializeTheater Parms{};
Parms.TheaterGuid = std::move(TheaterGuid);
auto Flgs = Func->FunctionFlags;
Func->FunctionFlags |= 0x400;
UObject::ProcessEvent(Func, &Parms);
Func->FunctionFlags = Flgs;
if (Context != nullptr)
*Context = std::move(Parms.Context);
}
// Function FortniteGame.FortMcpProfileWorld.MarkOutpostDefended
// (Net, NetReliable, NetRequest, Native, Event, Public, HasOutParams)
// Parameters:
// struct FDedicatedServerUrlContext* Context (Parm, OutParm, RepSkip, NativeAccessSpecifierPublic)
void UFortMcpProfileWorld::MarkOutpostDefended(struct FDedicatedServerUrlContext* Context)
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("FortMcpProfileWorld", "MarkOutpostDefended");
Params::FortMcpProfileWorld_MarkOutpostDefended Parms{};
auto Flgs = Func->FunctionFlags;
Func->FunctionFlags |= 0x400;
UObject::ProcessEvent(Func, &Parms);
Func->FunctionFlags = Flgs;
if (Context != nullptr)
*Context = std::move(Parms.Context);
}
// Function FortniteGame.FortMission.SpawnAtPlacementActorsAsArray
// (Final, BlueprintAuthorityOnly, Native, Static, Public, HasOutParams, BlueprintCallable)
// Parameters:
// class AFortMission* Mission (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// bool* bSucceeded (Parm, OutParm, ZeroConstructor, IsPlainOldData, NoDestructor, NativeAccessSpecifierPublic)
// TArray<class AActor*> ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, NativeAccessSpecifierPublic)
TArray<class AActor*> AFortMission::SpawnAtPlacementActorsAsArray(class AFortMission* Mission, bool* bSucceeded)
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = StaticClass()->GetFunction("FortMission", "SpawnAtPlacementActorsAsArray");
Params::FortMission_SpawnAtPlacementActorsAsArray Parms{};
Parms.Mission = Mission;
auto Flgs = Func->FunctionFlags;
Func->FunctionFlags |= 0x400;
GetDefaultObj()->ProcessEvent(Func, &Parms);
Func->FunctionFlags = Flgs;
if (bSucceeded != nullptr)
*bSucceeded = Parms.bSucceeded;
return Parms.ReturnValue;
}
// Function FortniteGame.FortMission.AddGoalsToAssignment
// (Final, Native, Public, HasOutParams, BlueprintCallable)
// Parameters:
// class UFortAIAssignment* Assignment (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// const TArray<struct FFortAIGoalInfo>& GoalInfos (ConstParm, Parm, OutParm, ZeroConstructor, ReferenceParm, NativeAccessSpecifierPublic)
void AFortMission::AddGoalsToAssignment(class UFortAIAssignment* Assignment, const TArray<struct FFortAIGoalInfo>& GoalInfos)
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("FortMission", "AddGoalsToAssignment");
Params::FortMission_AddGoalsToAssignment Parms{};
Parms.Assignment = Assignment;
Parms.GoalInfos = std::move(GoalInfos);
auto Flgs = Func->FunctionFlags;
Func->FunctionFlags |= 0x400;
UObject::ProcessEvent(Func, &Parms);
Func->FunctionFlags = Flgs;
}
// Function FortniteGame.FortMission.AddGoalsToEncounterAssignment
// (Final, Native, Public, HasOutParams, BlueprintCallable)
// Parameters:
// const struct FFortAIAssignmentIdentifier&AssignmentIdentifier (Parm, NativeAccessSpecifierPublic)
// const class UFortAIEncounterInfo*& Encounter (ConstParm, Parm, OutParm, ZeroConstructor, ReferenceParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// const TArray<struct FFortAIGoalInfo>& GoalInfos (ConstParm, Parm, OutParm, ZeroConstructor, ReferenceParm, NativeAccessSpecifierPublic)
void AFortMission::AddGoalsToEncounterAssignment(const struct FFortAIAssignmentIdentifier& AssignmentIdentifier, const class UFortAIEncounterInfo*& Encounter, const TArray<struct FFortAIGoalInfo>& GoalInfos)
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("FortMission", "AddGoalsToEncounterAssignment");
Params::FortMission_AddGoalsToEncounterAssignment Parms{};
Parms.AssignmentIdentifier = std::move(AssignmentIdentifier);
Parms.Encounter = Encounter;
Parms.GoalInfos = std::move(GoalInfos);
auto Flgs = Func->FunctionFlags;
Func->FunctionFlags |= 0x400;
UObject::ProcessEvent(Func, &Parms);
Func->FunctionFlags = Flgs;
}
// Function FortniteGame.FortMission.AddGoalToAssignment
// (Final, Native, Public, HasOutParams, BlueprintCallable)
// Parameters:
// class UFortAIAssignment* Assignment (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// const struct FFortAIGoalInfo& GoalInfo (ConstParm, Parm, OutParm, ReferenceParm, NativeAccessSpecifierPublic)
void AFortMission::AddGoalToAssignment(class UFortAIAssignment* Assignment, const struct FFortAIGoalInfo& GoalInfo)
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("FortMission", "AddGoalToAssignment");
Params::FortMission_AddGoalToAssignment Parms{};
Parms.Assignment = Assignment;
Parms.GoalInfo = std::move(GoalInfo);
auto Flgs = Func->FunctionFlags;
Func->FunctionFlags |= 0x400;
UObject::ProcessEvent(Func, &Parms);
Func->FunctionFlags = Flgs;
}
// Function FortniteGame.FortMission.AddGoalToEncounterAssignment
// (Final, Native, Public, HasOutParams, BlueprintCallable)
// Parameters:
// const struct FFortAIAssignmentIdentifier&AssignmentIdentifier (Parm, NativeAccessSpecifierPublic)
// const class UFortAIEncounterInfo*& Encounter (ConstParm, Parm, OutParm, ZeroConstructor, ReferenceParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// const struct FFortAIGoalInfo& GoalInfo (ConstParm, Parm, OutParm, ReferenceParm, NativeAccessSpecifierPublic)
void AFortMission::AddGoalToEncounterAssignment(const struct FFortAIAssignmentIdentifier& AssignmentIdentifier, const class UFortAIEncounterInfo*& Encounter, const struct FFortAIGoalInfo& GoalInfo)
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("FortMission", "AddGoalToEncounterAssignment");
Params::FortMission_AddGoalToEncounterAssignment Parms{};
Parms.AssignmentIdentifier = std::move(AssignmentIdentifier);
Parms.Encounter = Encounter;
Parms.GoalInfo = std::move(GoalInfo);
auto Flgs = Func->FunctionFlags;
Func->FunctionFlags |= 0x400;
UObject::ProcessEvent(Func, &Parms);
Func->FunctionFlags = Flgs;
}
// Function FortniteGame.FortMission.AttemptMissionSave
// (Final, BlueprintAuthorityOnly, Native, Public, BlueprintCallable)
// Parameters:
// const class FString& OptionalSaveName (Parm, ZeroConstructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
void AFortMission::AttemptMissionSave(const class FString& OptionalSaveName)
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("FortMission", "AttemptMissionSave");
Params::FortMission_AttemptMissionSave Parms{};
Parms.OptionalSaveName = std::move(OptionalSaveName);
auto Flgs = Func->FunctionFlags;
Func->FunctionFlags |= 0x400;
UObject::ProcessEvent(Func, &Parms);
Func->FunctionFlags = Flgs;
}
// Function FortniteGame.FortMission.BlueprintCustomHandleMissionEvent
// (BlueprintAuthorityOnly, Event, Public, HasOutParams, HasDefaults, BlueprintEvent)
// Parameters:
// const struct FGuid& MissionGuid_0 (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, NativeAccessSpecifierPublic)
// const struct FGameplayTagContainer& ObjectiveHandle (Parm, NativeAccessSpecifierPublic)
// class UFortMissionEventParams* Params_0 (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// bool DO_NOT_USE_THIS_OR_VARIABLES_BELOW (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, NativeAccessSpecifierPublic)
// class UObject* EventFocus (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// const class UDataAsset* EventContent (ConstParm, Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// class AActor* EventInstigator (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// int32 GenericInt (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// float GenericFloat (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// const class FText& GenericText (ConstParm, Parm, OutParm, ReferenceParm, NativeAccessSpecifierPublic)
// const struct FGameplayTagContainer& GameplayTags (Parm, NativeAccessSpecifierPublic)
// const struct FFortMissionEvent& MissionEvent (ConstParm, Parm, OutParm, ReferenceParm, NativeAccessSpecifierPublic)
void AFortMission::BlueprintCustomHandleMissionEvent(const struct FGuid& MissionGuid_0, const struct FGameplayTagContainer& ObjectiveHandle, class UFortMissionEventParams* Params_0, bool DO_NOT_USE_THIS_OR_VARIABLES_BELOW, class UObject* EventFocus, const class UDataAsset* EventContent, class AActor* EventInstigator, int32 GenericInt, float GenericFloat, const class FText& GenericText, const struct FGameplayTagContainer& GameplayTags, const struct FFortMissionEvent& MissionEvent)
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("FortMission", "BlueprintCustomHandleMissionEvent");
Params::FortMission_BlueprintCustomHandleMissionEvent Parms{};
Parms.MissionGuid_0 = std::move(MissionGuid_0);
Parms.ObjectiveHandle = std::move(ObjectiveHandle);
Parms.Params_0 = Params_0;
Parms.DO_NOT_USE_THIS_OR_VARIABLES_BELOW = DO_NOT_USE_THIS_OR_VARIABLES_BELOW;
Parms.EventFocus = EventFocus;
Parms.EventContent = EventContent;
Parms.EventInstigator = EventInstigator;
Parms.GenericInt = GenericInt;
Parms.GenericFloat = GenericFloat;
Parms.GenericText = std::move(GenericText);
Parms.GameplayTags = std::move(GameplayTags);
Parms.MissionEvent = std::move(MissionEvent);
UObject::ProcessEvent(Func, &Parms);
}
// Function FortniteGame.FortMission.BlueprintHandleMissionEventNoReply
// (BlueprintAuthorityOnly, Event, Public, HasOutParams, BlueprintEvent)
// Parameters:
// const struct FFortMissionEvent& MissionEvent (ConstParm, Parm, OutParm, ReferenceParm, NativeAccessSpecifierPublic)
void AFortMission::BlueprintHandleMissionEventNoReply(const struct FFortMissionEvent& MissionEvent)
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("FortMission", "BlueprintHandleMissionEventNoReply");
Params::FortMission_BlueprintHandleMissionEventNoReply Parms{};
Parms.MissionEvent = std::move(MissionEvent);
UObject::ProcessEvent(Func, &Parms);
}
// Function FortniteGame.FortMission.BlueprintOnActivated
// (BlueprintAuthorityOnly, Event, Public, HasOutParams, BlueprintEvent)
// Parameters:
// const struct FFortMissionEvent& MissionEvent (ConstParm, Parm, OutParm, ReferenceParm, NativeAccessSpecifierPublic)
void AFortMission::BlueprintOnActivated(const struct FFortMissionEvent& MissionEvent)
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("FortMission", "BlueprintOnActivated");
Params::FortMission_BlueprintOnActivated Parms{};
Parms.MissionEvent = std::move(MissionEvent);
UObject::ProcessEvent(Func, &Parms);
}
// Function FortniteGame.FortMission.BlueprintOnMissionEnd
// (BlueprintAuthorityOnly, Event, Public, BlueprintEvent)
// Parameters:
// EFortMissionStatus Status (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
void AFortMission::BlueprintOnMissionEnd(EFortMissionStatus Status)
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("FortMission", "BlueprintOnMissionEnd");
Params::FortMission_BlueprintOnMissionEnd Parms{};
Parms.Status = Status;
UObject::ProcessEvent(Func, &Parms);
}
// Function FortniteGame.FortMission.BlueprintOnStartPlaying
// (BlueprintAuthorityOnly, Event, Public, HasOutParams, BlueprintEvent)
// Parameters:
// const struct FFortMissionEvent& MissionEvent (ConstParm, Parm, OutParm, ReferenceParm, NativeAccessSpecifierPublic)
void AFortMission::BlueprintOnStartPlaying(const struct FFortMissionEvent& MissionEvent)
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("FortMission", "BlueprintOnStartPlaying");
Params::FortMission_BlueprintOnStartPlaying Parms{};
Parms.MissionEvent = std::move(MissionEvent);
UObject::ProcessEvent(Func, &Parms);
}
// Function FortniteGame.FortMission.BlueprintPostMissionLoad
// (BlueprintAuthorityOnly, Event, Protected, BlueprintEvent)
void AFortMission::BlueprintPostMissionLoad()
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("FortMission", "BlueprintPostMissionLoad");
UObject::ProcessEvent(Func, nullptr);
}
// Function FortniteGame.FortMission.ChooseRandomReward
// (Final, BlueprintAuthorityOnly, Native, Public, BlueprintCallable, BlueprintPure)
// Parameters:
// struct FFortMissionWeightedReward ReturnValue (Parm, OutParm, ReturnParm, NativeAccessSpecifierPublic)
struct FFortMissionWeightedReward AFortMission::ChooseRandomReward()
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("FortMission", "ChooseRandomReward");
Params::FortMission_ChooseRandomReward Parms{};
auto Flgs = Func->FunctionFlags;
Func->FunctionFlags |= 0x400;
UObject::ProcessEvent(Func, &Parms);
Func->FunctionFlags = Flgs;
return Parms.ReturnValue;
}
// Function FortniteGame.FortMission.CreateEncounterAssignment
// (Final, Native, Public, HasOutParams, BlueprintCallable)
// Parameters:
// const struct FGameplayTagContainer& AssignmentTags (ConstParm, Parm, OutParm, ReferenceParm, NativeAccessSpecifierPublic)
// const class UFortAIEncounterInfo*& Encounter (ConstParm, Parm, OutParm, ZeroConstructor, ReferenceParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// class UFortAIAssignmentSettings* AssignmentSettings (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// TSubclassOf<class UFortAIGoalProvider> GoalProvider (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, UObjectWrapper, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// struct FFortAIAssignmentIdentifier* AssignmentIdentifier (Parm, OutParm, NativeAccessSpecifierPublic)
// EAssignmentCreationResult ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
EAssignmentCreationResult AFortMission::CreateEncounterAssignment(const struct FGameplayTagContainer& AssignmentTags, const class UFortAIEncounterInfo*& Encounter, class UFortAIAssignmentSettings* AssignmentSettings, TSubclassOf<class UFortAIGoalProvider> GoalProvider, struct FFortAIAssignmentIdentifier* AssignmentIdentifier)
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("FortMission", "CreateEncounterAssignment");
Params::FortMission_CreateEncounterAssignment Parms{};
Parms.AssignmentTags = std::move(AssignmentTags);
Parms.Encounter = Encounter;
Parms.AssignmentSettings = AssignmentSettings;
Parms.GoalProvider = GoalProvider;
auto Flgs = Func->FunctionFlags;
Func->FunctionFlags |= 0x400;
UObject::ProcessEvent(Func, &Parms);
Func->FunctionFlags = Flgs;
if (AssignmentIdentifier != nullptr)
*AssignmentIdentifier = std::move(Parms.AssignmentIdentifier);
return Parms.ReturnValue;
}
// Function FortniteGame.FortMission.CreateEncounterSequence
// (Final, BlueprintAuthorityOnly, Native, Public, HasOutParams, BlueprintCallable)
// Parameters:
// const struct FGameplayTagContainer& SequenceTags (ConstParm, Parm, OutParm, ReferenceParm, NativeAccessSpecifierPublic)
// class UFortAIEncounterSequence* ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
class UFortAIEncounterSequence* AFortMission::CreateEncounterSequence(const struct FGameplayTagContainer& SequenceTags)
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("FortMission", "CreateEncounterSequence");
Params::FortMission_CreateEncounterSequence Parms{};
Parms.SequenceTags = std::move(SequenceTags);
auto Flgs = Func->FunctionFlags;
Func->FunctionFlags |= 0x400;
UObject::ProcessEvent(Func, &Parms);
Func->FunctionFlags = Flgs;
return Parms.ReturnValue;
}
// Function FortniteGame.FortMission.FindGoalLocationsForEncounterAssignment
// (Final, Native, Public, HasOutParams, BlueprintCallable)
// Parameters:
// const struct FFortAIAssignmentIdentifier&AssignmentIdentifier (ConstParm, Parm, OutParm, ReferenceParm, NativeAccessSpecifierPublic)
// const class UFortAIEncounterInfo*& Encounter (ConstParm, Parm, OutParm, ZeroConstructor, ReferenceParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// TArray<struct FVector>* OutGoalLocations (Parm, OutParm, ZeroConstructor, NativeAccessSpecifierPublic)
void AFortMission::FindGoalLocationsForEncounterAssignment(const struct FFortAIAssignmentIdentifier& AssignmentIdentifier, const class UFortAIEncounterInfo*& Encounter, TArray<struct FVector>* OutGoalLocations)
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("FortMission", "FindGoalLocationsForEncounterAssignment");
Params::FortMission_FindGoalLocationsForEncounterAssignment Parms{};
Parms.AssignmentIdentifier = std::move(AssignmentIdentifier);
Parms.Encounter = Encounter;
auto Flgs = Func->FunctionFlags;
Func->FunctionFlags |= 0x400;
UObject::ProcessEvent(Func, &Parms);
Func->FunctionFlags = Flgs;
if (OutGoalLocations != nullptr)
*OutGoalLocations = std::move(Parms.OutGoalLocations);
}
// Function FortniteGame.FortMission.FocusThisMission
// (Final, BlueprintAuthorityOnly, Native, Public, BlueprintCallable)
// Parameters:
// bool bTemporaryFocus (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, NativeAccessSpecifierPublic)
void AFortMission::FocusThisMission(bool bTemporaryFocus)
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("FortMission", "FocusThisMission");
Params::FortMission_FocusThisMission Parms{};
Parms.bTemporaryFocus = bTemporaryFocus;
auto Flgs = Func->FunctionFlags;
Func->FunctionFlags |= 0x400;
UObject::ProcessEvent(Func, &Parms);
Func->FunctionFlags = Flgs;
}
// Function FortniteGame.FortMission.GetConfigData
// (Final, BlueprintAuthorityOnly, Native, Public, BlueprintCallable)
// Parameters:
// const struct FGameplayTag& InBucketTag (Parm, NativeAccessSpecifierPublic)
// class UFortMissionConfigData* ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
class UFortMissionConfigData* AFortMission::GetConfigData(const struct FGameplayTag& InBucketTag)
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("FortMission", "GetConfigData");
Params::FortMission_GetConfigData Parms{};
Parms.InBucketTag = std::move(InBucketTag);
auto Flgs = Func->FunctionFlags;
Func->FunctionFlags |= 0x400;
UObject::ProcessEvent(Func, &Parms);
Func->FunctionFlags = Flgs;
return Parms.ReturnValue;
}
// Function FortniteGame.FortMission.GrantRewardsByTag
// (Final, BlueprintAuthorityOnly, Native, Public, BlueprintCallable)
// Parameters:
// const struct FGameplayTag& RewardTag (ConstParm, Parm, NativeAccessSpecifierPublic)
// EFortRewardType RewardType (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
void AFortMission::GrantRewardsByTag(const struct FGameplayTag& RewardTag, EFortRewardType RewardType)
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("FortMission", "GrantRewardsByTag");
Params::FortMission_GrantRewardsByTag Parms{};
Parms.RewardTag = std::move(RewardTag);
Parms.RewardType = RewardType;
auto Flgs = Func->FunctionFlags;
Func->FunctionFlags |= 0x400;
UObject::ProcessEvent(Func, &Parms);
Func->FunctionFlags = Flgs;
}
// Function FortniteGame.FortMission.OnMatchStarted
// (BlueprintAuthorityOnly, Event, Public, BlueprintEvent)
void AFortMission::OnMatchStarted()
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("FortMission", "OnMatchStarted");
UObject::ProcessEvent(Func, nullptr);
}
// Function FortniteGame.FortMission.OnRep_bIsMissionVisible
// (Native, Protected)
void AFortMission::OnRep_bIsMissionVisible()
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("FortMission", "OnRep_bIsMissionVisible");
auto Flgs = Func->FunctionFlags;
Func->FunctionFlags |= 0x400;
UObject::ProcessEvent(Func, nullptr);
Func->FunctionFlags = Flgs;
}
// Function FortniteGame.FortMission.OnRep_UIIndex
// (Native, Protected)
void AFortMission::OnRep_UIIndex()
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("FortMission", "OnRep_UIIndex");
auto Flgs = Func->FunctionFlags;
Func->FunctionFlags |= 0x400;
UObject::ProcessEvent(Func, nullptr);
Func->FunctionFlags = Flgs;
}
// Function FortniteGame.FortMission.OnWorldReady
// (BlueprintAuthorityOnly, Event, Public, BlueprintEvent)
void AFortMission::OnWorldReady()
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("FortMission", "OnWorldReady");
UObject::ProcessEvent(Func, nullptr);
}
// Function FortniteGame.FortMission.RemoveEncounterAssignment
// (Final, Native, Public, HasOutParams, BlueprintCallable)
// Parameters:
// const struct FFortAIAssignmentIdentifier&AssignmentIdentifier (Parm, NativeAccessSpecifierPublic)
// const class UFortAIEncounterInfo*& Encounter (ConstParm, Parm, OutParm, ZeroConstructor, ReferenceParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
void AFortMission::RemoveEncounterAssignment(const struct FFortAIAssignmentIdentifier& AssignmentIdentifier, const class UFortAIEncounterInfo*& Encounter)
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("FortMission", "RemoveEncounterAssignment");
Params::FortMission_RemoveEncounterAssignment Parms{};
Parms.AssignmentIdentifier = std::move(AssignmentIdentifier);
Parms.Encounter = Encounter;
auto Flgs = Func->FunctionFlags;
Func->FunctionFlags |= 0x400;
UObject::ProcessEvent(Func, &Parms);
Func->FunctionFlags = Flgs;
}
// Function FortniteGame.FortMission.RemoveGoalFromEncounterAssignment
// (Final, Native, Public, HasOutParams, BlueprintCallable)
// Parameters:
// const struct FFortAIAssignmentIdentifier&AssignmentIdentifier (Parm, NativeAccessSpecifierPublic)
// const class UFortAIEncounterInfo*& Encounter (ConstParm, Parm, OutParm, ZeroConstructor, ReferenceParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// const struct FFortAIGoalInfo& GoalInfo (ConstParm, Parm, OutParm, ReferenceParm, NativeAccessSpecifierPublic)
void AFortMission::RemoveGoalFromEncounterAssignment(const struct FFortAIAssignmentIdentifier& AssignmentIdentifier, const class UFortAIEncounterInfo*& Encounter, const struct FFortAIGoalInfo& GoalInfo)
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("FortMission", "RemoveGoalFromEncounterAssignment");
Params::FortMission_RemoveGoalFromEncounterAssignment Parms{};
Parms.AssignmentIdentifier = std::move(AssignmentIdentifier);
Parms.Encounter = Encounter;
Parms.GoalInfo = std::move(GoalInfo);
auto Flgs = Func->FunctionFlags;
Func->FunctionFlags |= 0x400;
UObject::ProcessEvent(Func, &Parms);
Func->FunctionFlags = Flgs;
}
// Function FortniteGame.FortMission.RemoveGoalsFromEncounterAssignment
// (Final, Native, Public, HasOutParams, BlueprintCallable)
// Parameters:
// const struct FFortAIAssignmentIdentifier&AssignmentIdentifier (Parm, NativeAccessSpecifierPublic)
// const class UFortAIEncounterInfo*& Encounter (ConstParm, Parm, OutParm, ZeroConstructor, ReferenceParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// const TArray<struct FFortAIGoalInfo>& GoalInfos (ConstParm, Parm, OutParm, ZeroConstructor, ReferenceParm, NativeAccessSpecifierPublic)
void AFortMission::RemoveGoalsFromEncounterAssignment(const struct FFortAIAssignmentIdentifier& AssignmentIdentifier, const class UFortAIEncounterInfo*& Encounter, const TArray<struct FFortAIGoalInfo>& GoalInfos)
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("FortMission", "RemoveGoalsFromEncounterAssignment");
Params::FortMission_RemoveGoalsFromEncounterAssignment Parms{};
Parms.AssignmentIdentifier = std::move(AssignmentIdentifier);
Parms.Encounter = Encounter;
Parms.GoalInfos = std::move(GoalInfos);
auto Flgs = Func->FunctionFlags;
Func->FunctionFlags |= 0x400;
UObject::ProcessEvent(Func, &Parms);
Func->FunctionFlags = Flgs;
}
// Function FortniteGame.FortMission.SetToSilentDestroy
// (Final, BlueprintAuthorityOnly, Native, Public, BlueprintCallable)
void AFortMission::SetToSilentDestroy()
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("FortMission", "SetToSilentDestroy");
auto Flgs = Func->FunctionFlags;
Func->FunctionFlags |= 0x400;
UObject::ProcessEvent(Func, nullptr);
Func->FunctionFlags = Flgs;
}
// Function FortniteGame.FortMission.SetUiVisibility
// (Final, BlueprintAuthorityOnly, Native, Public, BlueprintCallable)
// Parameters:
// bool bInIsMissionVisible (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, NativeAccessSpecifierPublic)
void AFortMission::SetUiVisibility(bool bInIsMissionVisible)
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("FortMission", "SetUiVisibility");
Params::FortMission_SetUiVisibility Parms{};
Parms.bInIsMissionVisible = bInIsMissionVisible;
auto Flgs = Func->FunctionFlags;
Func->FunctionFlags |= 0x400;
UObject::ProcessEvent(Func, &Parms);
Func->FunctionFlags = Flgs;
}
// Function FortniteGame.FortMission.StartMissionAIEncounter
// (Final, BlueprintAuthorityOnly, Native, Public, HasOutParams, BlueprintCallable)
// Parameters:
// TSubclassOf<class UFortAIEncounterInfo> EncounterTemplate (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, UObjectWrapper, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// const TArray<class AActor*>& TargetActors (ConstParm, Parm, OutParm, ZeroConstructor, ReferenceParm, NativeAccessSpecifierPublic)
// class UFortAIAssignmentSettings* AssignmentSettings (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// const struct FEncounterEnvironmentQueryInfo&EnvironmentQueryInfo (Parm, NativeAccessSpecifierPublic)
// class AActor* QueryActor (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// const struct FGameplayTagContainer& InjectedTags (Parm, NativeAccessSpecifierPublic)
// const struct FFortEncounterSettings& EncounterSettings (Parm, NativeAccessSpecifierPublic)
// int32 ActivationDelay (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// class UFortAIEncounterInfo* ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
class UFortAIEncounterInfo* AFortMission::StartMissionAIEncounter(TSubclassOf<class UFortAIEncounterInfo> EncounterTemplate, const TArray<class AActor*>& TargetActors, class UFortAIAssignmentSettings* AssignmentSettings, const struct FEncounterEnvironmentQueryInfo& EnvironmentQueryInfo, class AActor* QueryActor, const struct FGameplayTagContainer& InjectedTags, const struct FFortEncounterSettings& EncounterSettings, int32 ActivationDelay)
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("FortMission", "StartMissionAIEncounter");
Params::FortMission_StartMissionAIEncounter Parms{};
Parms.EncounterTemplate = EncounterTemplate;
Parms.TargetActors = std::move(TargetActors);
Parms.AssignmentSettings = AssignmentSettings;
Parms.EnvironmentQueryInfo = std::move(EnvironmentQueryInfo);
Parms.QueryActor = QueryActor;
Parms.InjectedTags = std::move(InjectedTags);
Parms.EncounterSettings = std::move(EncounterSettings);
Parms.ActivationDelay = ActivationDelay;
auto Flgs = Func->FunctionFlags;
Func->FunctionFlags |= 0x400;
UObject::ProcessEvent(Func, &Parms);
Func->FunctionFlags = Flgs;
return Parms.ReturnValue;
}
// Function FortniteGame.FortMission.StartMissionAIEncounterFromGeneratedProfile
// (Final, BlueprintAuthorityOnly, Native, Public, HasOutParams, BlueprintCallable)
// Parameters:
// int32 GeneratedEncounterProfileIndex (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// const TArray<class AActor*>& TargetActors (ConstParm, Parm, OutParm, ZeroConstructor, ReferenceParm, NativeAccessSpecifierPublic)
// class UFortAIAssignmentSettings* AssignmentSettings (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// const struct FEncounterEnvironmentQueryInfo&EnvironmentQueryInfo (Parm, NativeAccessSpecifierPublic)
// class AActor* QueryActor (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// const struct FGameplayTagContainer& InjectedTags (Parm, NativeAccessSpecifierPublic)
// const struct FFortEncounterSettings& EncounterSettings (Parm, NativeAccessSpecifierPublic)
// int32 ActivationDelay (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// class UFortAIEncounterInfo* ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
class UFortAIEncounterInfo* AFortMission::StartMissionAIEncounterFromGeneratedProfile(int32 GeneratedEncounterProfileIndex, const TArray<class AActor*>& TargetActors, class UFortAIAssignmentSettings* AssignmentSettings, const struct FEncounterEnvironmentQueryInfo& EnvironmentQueryInfo, class AActor* QueryActor, const struct FGameplayTagContainer& InjectedTags, const struct FFortEncounterSettings& EncounterSettings, int32 ActivationDelay)
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("FortMission", "StartMissionAIEncounterFromGeneratedProfile");
Params::FortMission_StartMissionAIEncounterFromGeneratedProfile Parms{};
Parms.GeneratedEncounterProfileIndex = GeneratedEncounterProfileIndex;
Parms.TargetActors = std::move(TargetActors);
Parms.AssignmentSettings = AssignmentSettings;
Parms.EnvironmentQueryInfo = std::move(EnvironmentQueryInfo);
Parms.QueryActor = QueryActor;
Parms.InjectedTags = std::move(InjectedTags);
Parms.EncounterSettings = std::move(EncounterSettings);
Parms.ActivationDelay = ActivationDelay;
auto Flgs = Func->FunctionFlags;
Func->FunctionFlags |= 0x400;
UObject::ProcessEvent(Func, &Parms);
Func->FunctionFlags = Flgs;
return Parms.ReturnValue;
}
// Function FortniteGame.FortMission.StartMissionNotification
// (Final, BlueprintAuthorityOnly, Native, Public, BlueprintCallable)
// Parameters:
// const struct FLatentActionInfo& LatentInfo (Parm, NativeAccessSpecifierPublic)
// TSubclassOf<class AFortClientNotification>Notification (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, UObjectWrapper, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// class AFortPlayerController* SpecificPlayer (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// const class FText& OverrideDisplayText (Parm, NativeAccessSpecifierPublic)
// class AFortPlayerPawn* OptionalPlayerPawn1 (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// class AFortPlayerPawn* OptionalPlayerPawn2 (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// class FName OptionalActionName (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// const class USoundBase* OptionalSound (ConstParm, Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// bool bTreatAsUnique (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, NativeAccessSpecifierPublic)
// bool bCancelActiveNotification (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, NativeAccessSpecifierPublic)
// bool bWaitForClients (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, NativeAccessSpecifierPublic)
void AFortMission::StartMissionNotification(const struct FLatentActionInfo& LatentInfo, TSubclassOf<class AFortClientNotification> Notification, class AFortPlayerController* SpecificPlayer, const class FText& OverrideDisplayText, class AFortPlayerPawn* OptionalPlayerPawn1, class AFortPlayerPawn* OptionalPlayerPawn2, class FName OptionalActionName, const class USoundBase* OptionalSound, bool bTreatAsUnique, bool bCancelActiveNotification, bool bWaitForClients)
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("FortMission", "StartMissionNotification");
Params::FortMission_StartMissionNotification Parms{};
Parms.LatentInfo = std::move(LatentInfo);
Parms.Notification = Notification;
Parms.SpecificPlayer = SpecificPlayer;
Parms.OverrideDisplayText = std::move(OverrideDisplayText);
Parms.OptionalPlayerPawn1 = OptionalPlayerPawn1;
Parms.OptionalPlayerPawn2 = OptionalPlayerPawn2;
Parms.OptionalActionName = OptionalActionName;
Parms.OptionalSound = OptionalSound;
Parms.bTreatAsUnique = bTreatAsUnique;
Parms.bCancelActiveNotification = bCancelActiveNotification;
Parms.bWaitForClients = bWaitForClients;
auto Flgs = Func->FunctionFlags;
Func->FunctionFlags |= 0x400;
UObject::ProcessEvent(Func, &Parms);
Func->FunctionFlags = Flgs;
}
// Function FortniteGame.FortMission.StopEncounterSequence
// (Final, BlueprintAuthorityOnly, Native, Public, BlueprintCallable)
// Parameters:
// class UFortAIEncounterSequence* SequenceToStop (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
void AFortMission::StopEncounterSequence(class UFortAIEncounterSequence* SequenceToStop)
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("FortMission", "StopEncounterSequence");
Params::FortMission_StopEncounterSequence Parms{};
Parms.SequenceToStop = SequenceToStop;
auto Flgs = Func->FunctionFlags;
Func->FunctionFlags |= 0x400;
UObject::ProcessEvent(Func, &Parms);
Func->FunctionFlags = Flgs;
}
// Function FortniteGame.FortMission.StopMissionAIEncounter
// (Final, BlueprintAuthorityOnly, Native, Public, BlueprintCallable)
// Parameters:
// class UFortAIEncounterInfo* EncounterToStop (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
void AFortMission::StopMissionAIEncounter(class UFortAIEncounterInfo* EncounterToStop)
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("FortMission", "StopMissionAIEncounter");
Params::FortMission_StopMissionAIEncounter Parms{};
Parms.EncounterToStop = EncounterToStop;
auto Flgs = Func->FunctionFlags;
Func->FunctionFlags |= 0x400;
UObject::ProcessEvent(Func, &Parms);
Func->FunctionFlags = Flgs;
}
// Function FortniteGame.FortMission.GetBuildingDamageLootTier
// (Final, BlueprintAuthorityOnly, Native, Public, BlueprintCallable, BlueprintPure, Const)
// Parameters:
// class AFortPlayerController* PlayerController (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// int32 ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
int32 AFortMission::GetBuildingDamageLootTier(class AFortPlayerController* PlayerController) const
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("FortMission", "GetBuildingDamageLootTier");
Params::FortMission_GetBuildingDamageLootTier Parms{};
Parms.PlayerController = PlayerController;
auto Flgs = Func->FunctionFlags;
Func->FunctionFlags |= 0x400;
UObject::ProcessEvent(Func, &Parms);
Func->FunctionFlags = Flgs;
return Parms.ReturnValue;
}
// Function FortniteGame.FortMission.GetCurrentBluGloRewards
// (Native, Event, Public, BlueprintCallable, BlueprintEvent, BlueprintPure, Const)
// Parameters:
// int32 ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
int32 AFortMission::GetCurrentBluGloRewards() const
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("FortMission", "GetCurrentBluGloRewards");
Params::FortMission_GetCurrentBluGloRewards Parms{};
auto Flgs = Func->FunctionFlags;
Func->FunctionFlags |= 0x400;
UObject::ProcessEvent(Func, &Parms);
Func->FunctionFlags = Flgs;
return Parms.ReturnValue;
}
// Function FortniteGame.FortMission.GetDefaultAssignmentForEncounter
// (Final, Native, Public, HasOutParams, BlueprintCallable, BlueprintPure, Const)
// Parameters:
// class UFortAIEncounterInfo* Encounter (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// class UFortAIAssignment** DefaultAssignment (Parm, OutParm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
void AFortMission::GetDefaultAssignmentForEncounter(class UFortAIEncounterInfo* Encounter, class UFortAIAssignment** DefaultAssignment) const
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("FortMission", "GetDefaultAssignmentForEncounter");
Params::FortMission_GetDefaultAssignmentForEncounter Parms{};
Parms.Encounter = Encounter;
auto Flgs = Func->FunctionFlags;
Func->FunctionFlags |= 0x400;
UObject::ProcessEvent(Func, &Parms);
Func->FunctionFlags = Flgs;
if (DefaultAssignment != nullptr)
*DefaultAssignment = Parms.DefaultAssignment;
}
// Function FortniteGame.FortMission.GetExpectedCompletionTime
// (Native, Event, Public, BlueprintCallable, BlueprintEvent, BlueprintPure, Const)
// Parameters:
// float ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
float AFortMission::GetExpectedCompletionTime() const
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("FortMission", "GetExpectedCompletionTime");
Params::FortMission_GetExpectedCompletionTime Parms{};
auto Flgs = Func->FunctionFlags;
Func->FunctionFlags |= 0x400;
UObject::ProcessEvent(Func, &Parms);
Func->FunctionFlags = Flgs;
return Parms.ReturnValue;
}
// Function FortniteGame.FortMission.GetMissionFortPlayerControllers
// (Final, BlueprintAuthorityOnly, Native, Public, BlueprintCallable, BlueprintPure, Const)
// Parameters:
// TArray<class AFortPlayerController*> ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, NativeAccessSpecifierPublic)
TArray<class AFortPlayerController*> AFortMission::GetMissionFortPlayerControllers() const
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("FortMission", "GetMissionFortPlayerControllers");
Params::FortMission_GetMissionFortPlayerControllers Parms{};
auto Flgs = Func->FunctionFlags;
Func->FunctionFlags |= 0x400;
UObject::ProcessEvent(Func, &Parms);
Func->FunctionFlags = Flgs;
return Parms.ReturnValue;
}
// Function FortniteGame.FortMission.GetMissionGuid
// (Final, Native, Public, HasDefaults, BlueprintCallable, BlueprintPure, Const)
// Parameters:
// struct FGuid ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, NativeAccessSpecifierPublic)
struct FGuid AFortMission::GetMissionGuid() const
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("FortMission", "GetMissionGuid");
Params::FortMission_GetMissionGuid Parms{};
auto Flgs = Func->FunctionFlags;
Func->FunctionFlags |= 0x400;
UObject::ProcessEvent(Func, &Parms);
Func->FunctionFlags = Flgs;
return Parms.ReturnValue;
}
// Function FortniteGame.FortMission.GetObjectiveByHandle
// (Final, Native, Public, BlueprintCallable, BlueprintPure, Const)
// Parameters:
// const struct FGameplayTagContainer& ObjectiveHandle (Parm, NativeAccessSpecifierPublic)
// class AFortObjectiveBase* ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
class AFortObjectiveBase* AFortMission::GetObjectiveByHandle(const struct FGameplayTagContainer& ObjectiveHandle) const
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("FortMission", "GetObjectiveByHandle");
Params::FortMission_GetObjectiveByHandle Parms{};
Parms.ObjectiveHandle = std::move(ObjectiveHandle);
auto Flgs = Func->FunctionFlags;
Func->FunctionFlags |= 0x400;
UObject::ProcessEvent(Func, &Parms);
Func->FunctionFlags = Flgs;
return Parms.ReturnValue;
}
// Function FortniteGame.FortMission.GetObjectiveStatusByHandle
// (Final, Native, Public, BlueprintCallable, BlueprintPure, Const)
// Parameters:
// const struct FGameplayTagContainer& ObjectiveHandle (Parm, NativeAccessSpecifierPublic)
// EFortObjectiveStatus ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
EFortObjectiveStatus AFortMission::GetObjectiveStatusByHandle(const struct FGameplayTagContainer& ObjectiveHandle) const
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("FortMission", "GetObjectiveStatusByHandle");
Params::FortMission_GetObjectiveStatusByHandle Parms{};
Parms.ObjectiveHandle = std::move(ObjectiveHandle);
auto Flgs = Func->FunctionFlags;
Func->FunctionFlags |= 0x400;
UObject::ProcessEvent(Func, &Parms);
Func->FunctionFlags = Flgs;
return Parms.ReturnValue;
}
// Function FortniteGame.FortMission.GetPawnDamageLootTier
// (Final, BlueprintAuthorityOnly, Native, Public, BlueprintCallable, BlueprintPure, Const)
// Parameters:
// class AFortPlayerController* PlayerController (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// int32 ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
int32 AFortMission::GetPawnDamageLootTier(class AFortPlayerController* PlayerController) const
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("FortMission", "GetPawnDamageLootTier");
Params::FortMission_GetPawnDamageLootTier Parms{};
Parms.PlayerController = PlayerController;
auto Flgs = Func->FunctionFlags;
Func->FunctionFlags |= 0x400;
UObject::ProcessEvent(Func, &Parms);
Func->FunctionFlags = Flgs;
return Parms.ReturnValue;
}
// Function FortniteGame.FortMission.GetPlayerBuildingDamage
// (Final, BlueprintAuthorityOnly, Native, Public, BlueprintCallable, BlueprintPure, Const)
// Parameters:
// class AFortPlayerController* PlayerController (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// float ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
float AFortMission::GetPlayerBuildingDamage(class AFortPlayerController* PlayerController) const
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("FortMission", "GetPlayerBuildingDamage");
Params::FortMission_GetPlayerBuildingDamage Parms{};
Parms.PlayerController = PlayerController;
auto Flgs = Func->FunctionFlags;
Func->FunctionFlags |= 0x400;
UObject::ProcessEvent(Func, &Parms);
Func->FunctionFlags = Flgs;
return Parms.ReturnValue;
}
// Function FortniteGame.FortMission.GetPlayerPawnDamage
// (Final, BlueprintAuthorityOnly, Native, Public, BlueprintCallable, BlueprintPure, Const)
// Parameters:
// class AFortPlayerController* PlayerController (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// float ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
float AFortMission::GetPlayerPawnDamage(class AFortPlayerController* PlayerController) const
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("FortMission", "GetPlayerPawnDamage");
Params::FortMission_GetPlayerPawnDamage Parms{};
Parms.PlayerController = PlayerController;
auto Flgs = Func->FunctionFlags;
Func->FunctionFlags |= 0x400;
UObject::ProcessEvent(Func, &Parms);
Func->FunctionFlags = Flgs;
return Parms.ReturnValue;
}
// Function FortniteGame.FortPvPMission_EnemyBaseDestruction.GetCornerstoneForTeam
// (Final, Native, Public, BlueprintCallable, BlueprintPure)
// Parameters:
// EFortTeam InTeam (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// class AFortPvPBaseCornerstone* ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
class AFortPvPBaseCornerstone* AFortPvPMission_EnemyBaseDestruction::GetCornerstoneForTeam(EFortTeam InTeam)
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("FortPvPMission_EnemyBaseDestruction", "GetCornerstoneForTeam");
Params::FortPvPMission_EnemyBaseDestruction_GetCornerstoneForTeam Parms{};
Parms.InTeam = InTeam;
auto Flgs = Func->FunctionFlags;
Func->FunctionFlags |= 0x400;
UObject::ProcessEvent(Func, &Parms);
Func->FunctionFlags = Flgs;
return Parms.ReturnValue;
}
// Function FortniteGame.FortPatrolWardInterface.GetAffectingDistance
// (BlueprintAuthorityOnly, Event, Public, BlueprintEvent, Const)
// Parameters:
// float ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
float IFortPatrolWardInterface::GetAffectingDistance() const
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("FortPatrolWardInterface", "GetAffectingDistance");
Params::FortPatrolWardInterface_GetAffectingDistance Parms{};
UObject::ProcessEvent(Func, &Parms);
return Parms.ReturnValue;
}
// Function FortniteGame.FortPatrolWardInterface.GetAffectingType
// (BlueprintAuthorityOnly, Event, Public, BlueprintEvent, Const)
// Parameters:
// EWardAffectType ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
EWardAffectType IFortPatrolWardInterface::GetAffectingType() const
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("FortPatrolWardInterface", "GetAffectingType");
Params::FortPatrolWardInterface_GetAffectingType Parms{};
UObject::ProcessEvent(Func, &Parms);
return Parms.ReturnValue;
}
// Function FortniteGame.FortAIDirectorDataManager.TriggerEvent
// (Native, Public, HasOutParams)
// Parameters:
// const struct FFortAIDirectorEvent& TriggeredEvent (ConstParm, Parm, OutParm, ReferenceParm, NativeAccessSpecifierPublic)
void AFortAIDirectorDataManager::TriggerEvent(const struct FFortAIDirectorEvent& TriggeredEvent)
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("FortAIDirectorDataManager", "TriggerEvent");
Params::FortAIDirectorDataManager_TriggerEvent Parms{};
Parms.TriggeredEvent = std::move(TriggeredEvent);
auto Flgs = Func->FunctionFlags;
Func->FunctionFlags |= 0x400;
UObject::ProcessEvent(Func, &Parms);
Func->FunctionFlags = Flgs;
}
// Function FortniteGame.FortAIDirectorDataManager.GetAIDirectorFactorValue
// (Final, Native, Public, BlueprintCallable, BlueprintPure, Const)
// Parameters:
// EFortAIDirectorFactor AIDirectorFactor (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// float ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
float AFortAIDirectorDataManager::GetAIDirectorFactorValue(EFortAIDirectorFactor AIDirectorFactor) const
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("FortAIDirectorDataManager", "GetAIDirectorFactorValue");
Params::FortAIDirectorDataManager_GetAIDirectorFactorValue Parms{};
Parms.AIDirectorFactor = AIDirectorFactor;
auto Flgs = Func->FunctionFlags;
Func->FunctionFlags |= 0x400;
UObject::ProcessEvent(Func, &Parms);
Func->FunctionFlags = Flgs;
return Parms.ReturnValue;
}
// Function FortniteGame.FortAIDirectorDataManager.GetGetAIDirectorEventValue
// (Native, Public, BlueprintCallable, BlueprintPure, Const)
// Parameters:
// EFortAIDirectorEvent Event (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// float ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
float AFortAIDirectorDataManager::GetGetAIDirectorEventValue(EFortAIDirectorEvent Event) const
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("FortAIDirectorDataManager", "GetGetAIDirectorEventValue");
Params::FortAIDirectorDataManager_GetGetAIDirectorEventValue Parms{};
Parms.Event = Event;
auto Flgs = Func->FunctionFlags;
Func->FunctionFlags |= 0x400;
UObject::ProcessEvent(Func, &Parms);
Func->FunctionFlags = Flgs;
return Parms.ReturnValue;
}
// Function FortniteGame.FortAISpawnerInterface.IsReadyToReceiveNewSpawnGroup
// (Event, Public, BlueprintEvent)
// Parameters:
// bool ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, NativeAccessSpecifierPublic)
bool IFortAISpawnerInterface::IsReadyToReceiveNewSpawnGroup()
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("FortAISpawnerInterface", "IsReadyToReceiveNewSpawnGroup");
Params::FortAISpawnerInterface_IsReadyToReceiveNewSpawnGroup Parms{};
UObject::ProcessEvent(Func, &Parms);
return Parms.ReturnValue;
}
// Function FortniteGame.FortAISpawnerInterface.OnReceiveSpawnGroup
// (Event, Public, BlueprintEvent)
// Parameters:
// bool ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, NativeAccessSpecifierPublic)
bool IFortAISpawnerInterface::OnReceiveSpawnGroup()
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("FortAISpawnerInterface", "OnReceiveSpawnGroup");
Params::FortAISpawnerInterface_OnReceiveSpawnGroup Parms{};
UObject::ProcessEvent(Func, &Parms);
return Parms.ReturnValue;
}
// Function FortniteGame.FortAIEncounterInfo.CreateEncounterAssignment
// (Final, Native, Public, BlueprintCallable)
// Parameters:
// class UFortAIAssignmentSettings* AssignmentSettings (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// class AActor* GoalActor (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// class UFortAIAssignment* ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
class UFortAIAssignment* UFortAIEncounterInfo::CreateEncounterAssignment(class UFortAIAssignmentSettings* AssignmentSettings, class AActor* GoalActor)
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("FortAIEncounterInfo", "CreateEncounterAssignment");
Params::FortAIEncounterInfo_CreateEncounterAssignment Parms{};
Parms.AssignmentSettings = AssignmentSettings;
Parms.GoalActor = GoalActor;
auto Flgs = Func->FunctionFlags;
Func->FunctionFlags |= 0x400;
UObject::ProcessEvent(Func, &Parms);
Func->FunctionFlags = Flgs;
return Parms.ReturnValue;
}
// Function FortniteGame.FortAIEncounterInfo.EnemySpawnerGroupHasAIRemainingToSpawn
// (Final, Native, Public, BlueprintCallable)
// Parameters:
// class AActor* EnemySpawner (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// bool ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, NativeAccessSpecifierPublic)
bool UFortAIEncounterInfo::EnemySpawnerGroupHasAIRemainingToSpawn(class AActor* EnemySpawner)
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("FortAIEncounterInfo", "EnemySpawnerGroupHasAIRemainingToSpawn");
Params::FortAIEncounterInfo_EnemySpawnerGroupHasAIRemainingToSpawn Parms{};
Parms.EnemySpawner = EnemySpawner;
auto Flgs = Func->FunctionFlags;
Func->FunctionFlags |= 0x400;
UObject::ProcessEvent(Func, &Parms);
Func->FunctionFlags = Flgs;
return Parms.ReturnValue;
}
// Function FortniteGame.FortAIEncounterInfo.GetEncounterDataManager
// (Final, BlueprintAuthorityOnly, Native, Public, BlueprintCallable, BlueprintPure)
// Parameters:
// class AFortAIDirectorDataManager* ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
class AFortAIDirectorDataManager* UFortAIEncounterInfo::GetEncounterDataManager()
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("FortAIEncounterInfo", "GetEncounterDataManager");
Params::FortAIEncounterInfo_GetEncounterDataManager Parms{};
auto Flgs = Func->FunctionFlags;
Func->FunctionFlags |= 0x400;
UObject::ProcessEvent(Func, &Parms);
Func->FunctionFlags = Flgs;
return Parms.ReturnValue;
}
// Function FortniteGame.FortAIEncounterInfo.GetEncounterTimeSeconds
// (Final, Native, Public, BlueprintCallable)
// Parameters:
// float ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
float UFortAIEncounterInfo::GetEncounterTimeSeconds()
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("FortAIEncounterInfo", "GetEncounterTimeSeconds");
Params::FortAIEncounterInfo_GetEncounterTimeSeconds Parms{};
auto Flgs = Func->FunctionFlags;
Func->FunctionFlags |= 0x400;
UObject::ProcessEvent(Func, &Parms);
Func->FunctionFlags = Flgs;
return Parms.ReturnValue;
}
// Function FortniteGame.FortAIEncounterInfo.GroupHasAIRemainingToSpawn
// (Final, Native, Public, HasOutParams, BlueprintCallable)
// Parameters:
// const struct FFortAISpawnerData& FortAISpawnerData (ConstParm, Parm, OutParm, ReferenceParm, NativeAccessSpecifierPublic)
// bool ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, NativeAccessSpecifierPublic)
bool UFortAIEncounterInfo::GroupHasAIRemainingToSpawn(const struct FFortAISpawnerData& FortAISpawnerData)
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("FortAIEncounterInfo", "GroupHasAIRemainingToSpawn");
Params::FortAIEncounterInfo_GroupHasAIRemainingToSpawn Parms{};
Parms.FortAISpawnerData = std::move(FortAISpawnerData);
auto Flgs = Func->FunctionFlags;
Func->FunctionFlags |= 0x400;
UObject::ProcessEvent(Func, &Parms);
Func->FunctionFlags = Flgs;
return Parms.ReturnValue;
}
// Function FortniteGame.FortAIEncounterInfo.OnFadeStarted
// (Event, Public, BlueprintEvent)
void UFortAIEncounterInfo::OnFadeStarted()
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("FortAIEncounterInfo", "OnFadeStarted");
UObject::ProcessEvent(Func, nullptr);
}
// Function FortniteGame.FortAIEncounterInfo.OnGoalTakeDamage
// (Final, Native, Public, HasDefaults)
// Parameters:
// class AActor* DamagedActor (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// float Damage (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// class AController* InstigatedBy (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// class AActor* DamageCauser (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// const struct FVector& HitLocation (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, NativeAccessSpecifierPublic)
// class UPrimitiveComponent* FHitComponent (Parm, ZeroConstructor, InstancedReference, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// class FName BoneName (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// const struct FVector& Momentum (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, NativeAccessSpecifierPublic)
void UFortAIEncounterInfo::OnGoalTakeDamage(class AActor* DamagedActor, float Damage, class AController* InstigatedBy, class AActor* DamageCauser, const struct FVector& HitLocation, class UPrimitiveComponent* FHitComponent, class FName BoneName, const struct FVector& Momentum)
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("FortAIEncounterInfo", "OnGoalTakeDamage");
Params::FortAIEncounterInfo_OnGoalTakeDamage Parms{};
Parms.DamagedActor = DamagedActor;
Parms.Damage = Damage;
Parms.InstigatedBy = InstigatedBy;
Parms.DamageCauser = DamageCauser;
Parms.HitLocation = std::move(HitLocation);
Parms.FHitComponent = FHitComponent;
Parms.BoneName = BoneName;
Parms.Momentum = std::move(Momentum);
auto Flgs = Func->FunctionFlags;
Func->FunctionFlags |= 0x400;
UObject::ProcessEvent(Func, &Parms);
Func->FunctionFlags = Flgs;
}
// Function FortniteGame.FortAIEncounterInfo.OnPeakStarted
// (Event, Public, BlueprintEvent)
void UFortAIEncounterInfo::OnPeakStarted()
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("FortAIEncounterInfo", "OnPeakStarted");
UObject::ProcessEvent(Func, nullptr);
}
// Function FortniteGame.FortAIEncounterInfo.OnRampStarted
// (Event, Public, BlueprintEvent)
void UFortAIEncounterInfo::OnRampStarted()
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("FortAIEncounterInfo", "OnRampStarted");
UObject::ProcessEvent(Func, nullptr);
}
// Function FortniteGame.FortAIEncounterInfo.OnRestStarted
// (Event, Public, BlueprintEvent)
void UFortAIEncounterInfo::OnRestStarted()
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("FortAIEncounterInfo", "OnRestStarted");
UObject::ProcessEvent(Func, nullptr);
}
// Function FortniteGame.FortAIEncounterInfo.RegisterAISpawner
// (Final, BlueprintAuthorityOnly, Native, Public, BlueprintCallable)
// Parameters:
// class AActor* InAISpawner (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
void UFortAIEncounterInfo::RegisterAISpawner(class AActor* InAISpawner)
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("FortAIEncounterInfo", "RegisterAISpawner");
Params::FortAIEncounterInfo_RegisterAISpawner Parms{};
Parms.InAISpawner = InAISpawner;
auto Flgs = Func->FunctionFlags;
Func->FunctionFlags |= 0x400;
UObject::ProcessEvent(Func, &Parms);
Func->FunctionFlags = Flgs;
}
// Function FortniteGame.FortAIEncounterInfo.RequestActivation
// (Final, BlueprintAuthorityOnly, Native, Public, BlueprintCallable)
// Parameters:
// int32 ActivationDelay (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
void UFortAIEncounterInfo::RequestActivation(int32 ActivationDelay)
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("FortAIEncounterInfo", "RequestActivation");
Params::FortAIEncounterInfo_RequestActivation Parms{};
Parms.ActivationDelay = ActivationDelay;
auto Flgs = Func->FunctionFlags;
Func->FunctionFlags |= 0x400;
UObject::ProcessEvent(Func, &Parms);
Func->FunctionFlags = Flgs;
}
// Function FortniteGame.FortAIEncounterInfo.ReserveNextAIPawn
// (Final, Native, Public, HasOutParams, BlueprintCallable)
// Parameters:
// const struct FFortAISpawnerData& FortAISpawnerData (ConstParm, Parm, OutParm, ReferenceParm, NativeAccessSpecifierPublic)
// struct FFortSpawnAIRequest* FortAISpawnRequest (Parm, OutParm, NativeAccessSpecifierPublic)
// bool ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, NativeAccessSpecifierPublic)
bool UFortAIEncounterInfo::ReserveNextAIPawn(const struct FFortAISpawnerData& FortAISpawnerData, struct FFortSpawnAIRequest* FortAISpawnRequest)
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("FortAIEncounterInfo", "ReserveNextAIPawn");
Params::FortAIEncounterInfo_ReserveNextAIPawn Parms{};
Parms.FortAISpawnerData = std::move(FortAISpawnerData);
auto Flgs = Func->FunctionFlags;
Func->FunctionFlags |= 0x400;
UObject::ProcessEvent(Func, &Parms);
Func->FunctionFlags = Flgs;
if (FortAISpawnRequest != nullptr)
*FortAISpawnRequest = std::move(Parms.FortAISpawnRequest);
return Parms.ReturnValue;
}
// Function FortniteGame.FortAIEncounterInfo.SetEncounterActivationState
// (Final, BlueprintAuthorityOnly, Native, Public, BlueprintCallable)
// Parameters:
// bool bEncounterActivityState (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, NativeAccessSpecifierPublic)
void UFortAIEncounterInfo::SetEncounterActivationState(bool bEncounterActivityState)
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("FortAIEncounterInfo", "SetEncounterActivationState");
Params::FortAIEncounterInfo_SetEncounterActivationState Parms{};
Parms.bEncounterActivityState = bEncounterActivityState;
auto Flgs = Func->FunctionFlags;
Func->FunctionFlags |= 0x400;
UObject::ProcessEvent(Func, &Parms);
Func->FunctionFlags = Flgs;
}
// Function FortniteGame.FortAIEncounterInfo.SpawnAIGroup
// (Final, BlueprintAuthorityOnly, Native, Public, HasDefaults, BlueprintCallable)
// Parameters:
// const class UFortAISpawnGroup* SpawnGroupToSpawn (ConstParm, Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// const struct FVector& SpawnLocation (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, NativeAccessSpecifierPublic)
// const struct FRotator& SpawnRotation (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, NativeAccessSpecifierPublic)
// class AActor* SpawnSource (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// const TArray<class UFortAbilitySet*>& AbilitySetsToGrantOnSpawn (ConstParm, Parm, ZeroConstructor, NativeAccessSpecifierPublic)
// bool bAllowAssigningToExternalSpawners (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, NativeAccessSpecifierPublic)
// float SecondsBetweenSpawns (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
void UFortAIEncounterInfo::SpawnAIGroup(const class UFortAISpawnGroup* SpawnGroupToSpawn, const struct FVector& SpawnLocation, const struct FRotator& SpawnRotation, class AActor* SpawnSource, const TArray<class UFortAbilitySet*>& AbilitySetsToGrantOnSpawn, bool bAllowAssigningToExternalSpawners, float SecondsBetweenSpawns)
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("FortAIEncounterInfo", "SpawnAIGroup");
Params::FortAIEncounterInfo_SpawnAIGroup Parms{};
Parms.SpawnGroupToSpawn = SpawnGroupToSpawn;
Parms.SpawnLocation = std::move(SpawnLocation);
Parms.SpawnRotation = std::move(SpawnRotation);
Parms.SpawnSource = SpawnSource;
Parms.AbilitySetsToGrantOnSpawn = std::move(AbilitySetsToGrantOnSpawn);
Parms.bAllowAssigningToExternalSpawners = bAllowAssigningToExternalSpawners;
Parms.SecondsBetweenSpawns = SecondsBetweenSpawns;
auto Flgs = Func->FunctionFlags;
Func->FunctionFlags |= 0x400;
UObject::ProcessEvent(Func, &Parms);
Func->FunctionFlags = Flgs;
}
// Function FortniteGame.FortAIEncounterInfo.SpawnAIPawnReservedForEnemySpawner
// (Final, Native, Public, HasDefaults, BlueprintCallable)
// Parameters:
// class AActor* EnemySpawner (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// const struct FVector& SpawnLocation (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, NativeAccessSpecifierPublic)
// const struct FRotator& SpawnRotation (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, NativeAccessSpecifierPublic)
// class AFortAIPawn* ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
class AFortAIPawn* UFortAIEncounterInfo::SpawnAIPawnReservedForEnemySpawner(class AActor* EnemySpawner, const struct FVector& SpawnLocation, const struct FRotator& SpawnRotation)
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("FortAIEncounterInfo", "SpawnAIPawnReservedForEnemySpawner");
Params::FortAIEncounterInfo_SpawnAIPawnReservedForEnemySpawner Parms{};
Parms.EnemySpawner = EnemySpawner;
Parms.SpawnLocation = std::move(SpawnLocation);
Parms.SpawnRotation = std::move(SpawnRotation);
auto Flgs = Func->FunctionFlags;
Func->FunctionFlags |= 0x400;
UObject::ProcessEvent(Func, &Parms);
Func->FunctionFlags = Flgs;
return Parms.ReturnValue;
}
// Function FortniteGame.FortAIEncounterInfo.UnRegisterAISpawner
// (Final, BlueprintAuthorityOnly, Native, Public, BlueprintCallable)
// Parameters:
// class AActor* InAISpawner (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
void UFortAIEncounterInfo::UnRegisterAISpawner(class AActor* InAISpawner)
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("FortAIEncounterInfo", "UnRegisterAISpawner");
Params::FortAIEncounterInfo_UnRegisterAISpawner Parms{};
Parms.InAISpawner = InAISpawner;
auto Flgs = Func->FunctionFlags;
Func->FunctionFlags |= 0x400;
UObject::ProcessEvent(Func, &Parms);
Func->FunctionFlags = Flgs;
}
// Function FortniteGame.FortAIEncounterInfo.EncounterHasReservedSpawnRequestForEnemySpawner
// (Final, Native, Public, BlueprintCallable, BlueprintPure, Const)
// Parameters:
// class AActor* EnemySpawner (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// bool ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, NativeAccessSpecifierPublic)
bool UFortAIEncounterInfo::EncounterHasReservedSpawnRequestForEnemySpawner(class AActor* EnemySpawner) const
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("FortAIEncounterInfo", "EncounterHasReservedSpawnRequestForEnemySpawner");
Params::FortAIEncounterInfo_EncounterHasReservedSpawnRequestForEnemySpawner Parms{};
Parms.EnemySpawner = EnemySpawner;
auto Flgs = Func->FunctionFlags;
Func->FunctionFlags |= 0x400;
UObject::ProcessEvent(Func, &Parms);
Func->FunctionFlags = Flgs;
return Parms.ReturnValue;
}
// Function FortniteGame.FortAIEncounterInfo.GetCurrentSpawnAreaDirections
// (Final, Native, Public, HasOutParams, BlueprintCallable, BlueprintPure, Const)
// Parameters:
// TArray<EFortEncounterDirection>* OutDirections (Parm, OutParm, ZeroConstructor, NativeAccessSpecifierPublic)
// bool ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, NativeAccessSpecifierPublic)
bool UFortAIEncounterInfo::GetCurrentSpawnAreaDirections(TArray<EFortEncounterDirection>* OutDirections) const
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("FortAIEncounterInfo", "GetCurrentSpawnAreaDirections");
Params::FortAIEncounterInfo_GetCurrentSpawnAreaDirections Parms{};
auto Flgs = Func->FunctionFlags;
Func->FunctionFlags |= 0x400;
UObject::ProcessEvent(Func, &Parms);
Func->FunctionFlags = Flgs;
if (OutDirections != nullptr)
*OutDirections = std::move(Parms.OutDirections);
return Parms.ReturnValue;
}
// Function FortniteGame.ThreatCloud.GetRelevantCloudMeshes
// (Final, Native, Public, HasOutParams, BlueprintCallable)
// Parameters:
// class UStaticMeshComponent* SourceCloudMeshComponent (Parm, ZeroConstructor, InstancedReference, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// float BoundingBoxPadding (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// TArray<class UStaticMeshComponent*>* OutInfluencingCloudMeshComponents (Parm, OutParm, ZeroConstructor, ContainsInstancedReference, NativeAccessSpecifierPublic)
void AThreatCloud::GetRelevantCloudMeshes(class UStaticMeshComponent* SourceCloudMeshComponent, float BoundingBoxPadding, TArray<class UStaticMeshComponent*>* OutInfluencingCloudMeshComponents)
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("ThreatCloud", "GetRelevantCloudMeshes");
Params::ThreatCloud_GetRelevantCloudMeshes Parms{};
Parms.SourceCloudMeshComponent = SourceCloudMeshComponent;
Parms.BoundingBoxPadding = BoundingBoxPadding;
auto Flgs = Func->FunctionFlags;
Func->FunctionFlags |= 0x400;
UObject::ProcessEvent(Func, &Parms);
Func->FunctionFlags = Flgs;
if (OutInfluencingCloudMeshComponents != nullptr)
*OutInfluencingCloudMeshComponents = std::move(Parms.OutInfluencingCloudMeshComponents);
}
// Function FortniteGame.ThreatCloud.OnBeginDeath
// (Event, Public, BlueprintEvent)
void AThreatCloud::OnBeginDeath()
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("ThreatCloud", "OnBeginDeath");
UObject::ProcessEvent(Func, nullptr);
}
// Function FortniteGame.ThreatCloud.OnCloudActivated
// (Event, Public, BlueprintEvent)
void AThreatCloud::OnCloudActivated()
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("ThreatCloud", "OnCloudActivated");
UObject::ProcessEvent(Func, nullptr);
}
// Function FortniteGame.ThreatCloud.OnCloudDeactivated
// (Event, Public, BlueprintEvent)
// Parameters:
// EFortThreatDeactivationType DeactivationType (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// float DeactivationDuration (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
void AThreatCloud::OnCloudDeactivated(EFortThreatDeactivationType DeactivationType, float DeactivationDuration)
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("ThreatCloud", "OnCloudDeactivated");
Params::ThreatCloud_OnCloudDeactivated Parms{};
Parms.DeactivationType = DeactivationType;
Parms.DeactivationDuration = DeactivationDuration;
UObject::ProcessEvent(Func, &Parms);
}
// Function FortniteGame.ThreatCloud.OnCloudInfluenceCalculated
// (Event, Public, BlueprintEvent)
void AThreatCloud::OnCloudInfluenceCalculated()
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("ThreatCloud", "OnCloudInfluenceCalculated");
UObject::ProcessEvent(Func, nullptr);
}
// Function FortniteGame.ThreatCloud.OnCloudScaleChanged
// (Event, Public, HasDefaults, BlueprintEvent)
// Parameters:
// class UStaticMeshComponent* MeshInfluenced (Parm, ZeroConstructor, InstancedReference, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// class UMaterialInstanceDynamic* MIDInfluenced (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// class UStaticMeshComponent* MeshInfluencer (Parm, ZeroConstructor, InstancedReference, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// const struct FVector& InfluencerScale (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, NativeAccessSpecifierPublic)
// float InfluencerScalePercentage (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// int32 InfluencerIndex (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
void AThreatCloud::OnCloudScaleChanged(class UStaticMeshComponent* MeshInfluenced, class UMaterialInstanceDynamic* MIDInfluenced, class UStaticMeshComponent* MeshInfluencer, const struct FVector& InfluencerScale, float InfluencerScalePercentage, int32 InfluencerIndex)
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("ThreatCloud", "OnCloudScaleChanged");
Params::ThreatCloud_OnCloudScaleChanged Parms{};
Parms.MeshInfluenced = MeshInfluenced;
Parms.MIDInfluenced = MIDInfluenced;
Parms.MeshInfluencer = MeshInfluencer;
Parms.InfluencerScale = std::move(InfluencerScale);
Parms.InfluencerScalePercentage = InfluencerScalePercentage;
Parms.InfluencerIndex = InfluencerIndex;
UObject::ProcessEvent(Func, &Parms);
}
// Function FortniteGame.ThreatCloud.OnCloudStart
// (Event, Public, BlueprintEvent)
void AThreatCloud::OnCloudStart()
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("ThreatCloud", "OnCloudStart");
UObject::ProcessEvent(Func, nullptr);
}
// Function FortniteGame.ThreatCloud.OnLightningStrike
// (BlueprintCosmetic, Event, Public, HasOutParams, HasDefaults, BlueprintEvent)
// Parameters:
// const struct FVector& StartLocation (ConstParm, Parm, OutParm, ZeroConstructor, ReferenceParm, IsPlainOldData, NoDestructor, NativeAccessSpecifierPublic)
// const struct FVector& EndLocation (ConstParm, Parm, OutParm, ZeroConstructor, ReferenceParm, IsPlainOldData, NoDestructor, NativeAccessSpecifierPublic)
// class ABuildingRift* Rift (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// bool bLightningStruckRift (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, NativeAccessSpecifierPublic)
void AThreatCloud::OnLightningStrike(const struct FVector& StartLocation, const struct FVector& EndLocation, class ABuildingRift* Rift, bool bLightningStruckRift)
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("ThreatCloud", "OnLightningStrike");
Params::ThreatCloud_OnLightningStrike Parms{};
Parms.StartLocation = std::move(StartLocation);
Parms.EndLocation = std::move(EndLocation);
Parms.Rift = Rift;
Parms.bLightningStruckRift = bLightningStruckRift;
UObject::ProcessEvent(Func, &Parms);
}
// Function FortniteGame.ThreatCloud.OnNeighborChanged
// (Event, Public, BlueprintEvent)
// Parameters:
// int32 NeighborIndex (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
void AThreatCloud::OnNeighborChanged(int32 NeighborIndex)
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("ThreatCloud", "OnNeighborChanged");
Params::ThreatCloud_OnNeighborChanged Parms{};
Parms.NeighborIndex = NeighborIndex;
UObject::ProcessEvent(Func, &Parms);
}
// Function FortniteGame.ThreatCloud.OnNeighborsChanged
// (Event, Protected, HasOutParams, BlueprintEvent)
// Parameters:
// bool bPrimaryNeighborsChanged (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, NativeAccessSpecifierPublic)
// bool bSecondaryNeighborsChanged (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, NativeAccessSpecifierPublic)
// const TArray<int32>& IndicesOfNewImmediateNeighbors (ConstParm, Parm, OutParm, ZeroConstructor, ReferenceParm, NativeAccessSpecifierPublic)
// const TArray<int32>& IndicesOfDyingImmediateNeighbors (ConstParm, Parm, OutParm, ZeroConstructor, ReferenceParm, NativeAccessSpecifierPublic)
void AThreatCloud::OnNeighborsChanged(bool bPrimaryNeighborsChanged, bool bSecondaryNeighborsChanged, const TArray<int32>& IndicesOfNewImmediateNeighbors, const TArray<int32>& IndicesOfDyingImmediateNeighbors)
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("ThreatCloud", "OnNeighborsChanged");
Params::ThreatCloud_OnNeighborsChanged Parms{};
Parms.bPrimaryNeighborsChanged = bPrimaryNeighborsChanged;
Parms.bSecondaryNeighborsChanged = bSecondaryNeighborsChanged;
Parms.IndicesOfNewImmediateNeighbors = std::move(IndicesOfNewImmediateNeighbors);
Parms.IndicesOfDyingImmediateNeighbors = std::move(IndicesOfDyingImmediateNeighbors);
UObject::ProcessEvent(Func, &Parms);
}
// Function FortniteGame.ThreatCloud.OnNumSecondaryNeighborsChanged
// (Event, Public, BlueprintEvent)
void AThreatCloud::OnNumSecondaryNeighborsChanged()
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("ThreatCloud", "OnNumSecondaryNeighborsChanged");
UObject::ProcessEvent(Func, nullptr);
}
// Function FortniteGame.ThreatCloud.OnThreatVolumeChanged
// (Event, Public, BlueprintEvent)
void AThreatCloud::OnThreatVolumeChanged()
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("ThreatCloud", "OnThreatVolumeChanged");
UObject::ProcessEvent(Func, nullptr);
}
// Function FortniteGame.ThreatCloud.SetCloudInfluenceInfo
// (Final, Native, Public, HasOutParams, BlueprintCallable)
// Parameters:
// const TArray<class UStaticMeshComponent*>&CloudStaticMeshComponents (ConstParm, Parm, OutParm, ZeroConstructor, ReferenceParm, ContainsInstancedReference, NativeAccessSpecifierPublic)
// const TArray<struct FVector>& FinalCloudScales (ConstParm, Parm, OutParm, ZeroConstructor, ReferenceParm, NativeAccessSpecifierPublic)
// const TArray<class UMaterialInstanceDynamic*>&CloudMIDs (ConstParm, Parm, OutParm, ZeroConstructor, ReferenceParm, NativeAccessSpecifierPublic)
// float BoundingBoxPadding (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
void AThreatCloud::SetCloudInfluenceInfo(const TArray<class UStaticMeshComponent*>& CloudStaticMeshComponents, const TArray<struct FVector>& FinalCloudScales, const TArray<class UMaterialInstanceDynamic*>& CloudMIDs, float BoundingBoxPadding)
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("ThreatCloud", "SetCloudInfluenceInfo");
Params::ThreatCloud_SetCloudInfluenceInfo Parms{};
Parms.CloudStaticMeshComponents = std::move(CloudStaticMeshComponents);
Parms.FinalCloudScales = std::move(FinalCloudScales);
Parms.CloudMIDs = std::move(CloudMIDs);
Parms.BoundingBoxPadding = BoundingBoxPadding;
auto Flgs = Func->FunctionFlags;
Func->FunctionFlags |= 0x400;
UObject::ProcessEvent(Func, &Parms);
Func->FunctionFlags = Flgs;
}
// Function FortniteGame.ThreatCloud.SetCloudMeshAndScaleValues
// (Final, Native, Public, HasOutParams, BlueprintCallable)
// Parameters:
// const TArray<class UStaticMeshComponent*>&CloudStaticMeshComponents (ConstParm, Parm, OutParm, ZeroConstructor, ReferenceParm, ContainsInstancedReference, NativeAccessSpecifierPublic)
// bool bIncludeNegativeValues (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, NativeAccessSpecifierPublic)
// const TArray<struct FVector>& FinalCloudScales (ConstParm, Parm, OutParm, ZeroConstructor, ReferenceParm, NativeAccessSpecifierPublic)
void AThreatCloud::SetCloudMeshAndScaleValues(const TArray<class UStaticMeshComponent*>& CloudStaticMeshComponents, bool bIncludeNegativeValues, const TArray<struct FVector>& FinalCloudScales)
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("ThreatCloud", "SetCloudMeshAndScaleValues");
Params::ThreatCloud_SetCloudMeshAndScaleValues Parms{};
Parms.CloudStaticMeshComponents = std::move(CloudStaticMeshComponents);
Parms.bIncludeNegativeValues = bIncludeNegativeValues;
Parms.FinalCloudScales = std::move(FinalCloudScales);
auto Flgs = Func->FunctionFlags;
Func->FunctionFlags |= 0x400;
UObject::ProcessEvent(Func, &Parms);
Func->FunctionFlags = Flgs;
}
// Function FortniteGame.ThreatCloud.SetCloudMeshScale
// (Final, Native, Public, HasDefaults, BlueprintCallable)
// Parameters:
// class UStaticMeshComponent* CloudStaticMesh (Parm, ZeroConstructor, InstancedReference, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// const struct FVector& Scale (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, NativeAccessSpecifierPublic)
void AThreatCloud::SetCloudMeshScale(class UStaticMeshComponent* CloudStaticMesh, const struct FVector& Scale)
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("ThreatCloud", "SetCloudMeshScale");
Params::ThreatCloud_SetCloudMeshScale Parms{};
Parms.CloudStaticMesh = CloudStaticMesh;
Parms.Scale = std::move(Scale);
auto Flgs = Func->FunctionFlags;
Func->FunctionFlags |= 0x400;
UObject::ProcessEvent(Func, &Parms);
Func->FunctionFlags = Flgs;
}
// Function FortniteGame.ThreatCloud.UpdateCloudBuildUp
// (Final, Native, Public)
// Parameters:
// float ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
float AThreatCloud::UpdateCloudBuildUp()
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("ThreatCloud", "UpdateCloudBuildUp");
Params::ThreatCloud_UpdateCloudBuildUp Parms{};
auto Flgs = Func->FunctionFlags;
Func->FunctionFlags |= 0x400;
UObject::ProcessEvent(Func, &Parms);
Func->FunctionFlags = Flgs;
return Parms.ReturnValue;
}
// Function FortniteGame.ThreatCloud.GetCloudBuildUpPercentage
// (Final, Native, Public, BlueprintCallable, BlueprintPure, Const)
// Parameters:
// float ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
float AThreatCloud::GetCloudBuildUpPercentage() const
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("ThreatCloud", "GetCloudBuildUpPercentage");
Params::ThreatCloud_GetCloudBuildUpPercentage Parms{};
auto Flgs = Func->FunctionFlags;
Func->FunctionFlags |= 0x400;
UObject::ProcessEvent(Func, &Parms);
Func->FunctionFlags = Flgs;
return Parms.ReturnValue;
}
// Function FortniteGame.ThreatCloud.GetGoalActorLocations
// (Final, Native, Public, HasOutParams, BlueprintCallable, BlueprintPure, Const)
// Parameters:
// TArray<struct FVector>* OutGoalActorLocations (Parm, OutParm, ZeroConstructor, NativeAccessSpecifierPublic)
void AThreatCloud::GetGoalActorLocations(TArray<struct FVector>* OutGoalActorLocations) const
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("ThreatCloud", "GetGoalActorLocations");
Params::ThreatCloud_GetGoalActorLocations Parms{};
auto Flgs = Func->FunctionFlags;
Func->FunctionFlags |= 0x400;
UObject::ProcessEvent(Func, &Parms);
Func->FunctionFlags = Flgs;
if (OutGoalActorLocations != nullptr)
*OutGoalActorLocations = std::move(Parms.OutGoalActorLocations);
}
// Function FortniteGame.ThreatCloud.GetNeighborCloudIndices
// (Final, Native, Public, HasOutParams, BlueprintCallable, BlueprintPure, Const)
// Parameters:
// TArray<int32>* NeighborCloudIndices (Parm, OutParm, ZeroConstructor, NativeAccessSpecifierPublic)
void AThreatCloud::GetNeighborCloudIndices(TArray<int32>* NeighborCloudIndices) const
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("ThreatCloud", "GetNeighborCloudIndices");
Params::ThreatCloud_GetNeighborCloudIndices Parms{};
auto Flgs = Func->FunctionFlags;
Func->FunctionFlags |= 0x400;
UObject::ProcessEvent(Func, &Parms);
Func->FunctionFlags = Flgs;
if (NeighborCloudIndices != nullptr)
*NeighborCloudIndices = std::move(Parms.NeighborCloudIndices);
}
// Function FortniteGame.ThreatCloud.GetNeighborClouds
// (Final, Native, Public, HasOutParams, BlueprintCallable, BlueprintPure, Const)
// Parameters:
// TArray<class AThreatCloud*>* NeighborClouds (Parm, OutParm, ZeroConstructor, NativeAccessSpecifierPublic)
void AThreatCloud::GetNeighborClouds(TArray<class AThreatCloud*>* NeighborClouds) const
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("ThreatCloud", "GetNeighborClouds");
Params::ThreatCloud_GetNeighborClouds Parms{};
auto Flgs = Func->FunctionFlags;
Func->FunctionFlags |= 0x400;
UObject::ProcessEvent(Func, &Parms);
Func->FunctionFlags = Flgs;
if (NeighborClouds != nullptr)
*NeighborClouds = std::move(Parms.NeighborClouds);
}
// Function FortniteGame.ThreatCloud.GetNumberOfImmediateNeighbors
// (Final, Native, Public, BlueprintCallable, BlueprintPure, Const)
// Parameters:
// bool bHorizontalAndVertical (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, NativeAccessSpecifierPublic)
// bool bDiagonal (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, NativeAccessSpecifierPublic)
// int32 ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
int32 AThreatCloud::GetNumberOfImmediateNeighbors(bool bHorizontalAndVertical, bool bDiagonal) const
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("ThreatCloud", "GetNumberOfImmediateNeighbors");
Params::ThreatCloud_GetNumberOfImmediateNeighbors Parms{};
Parms.bHorizontalAndVertical = bHorizontalAndVertical;
Parms.bDiagonal = bDiagonal;
auto Flgs = Func->FunctionFlags;
Func->FunctionFlags |= 0x400;
UObject::ProcessEvent(Func, &Parms);
Func->FunctionFlags = Flgs;
return Parms.ReturnValue;
}
// Function FortniteGame.ThreatCloud.GetNumberOfSecondaryNeighbors
// (Final, Native, Public, BlueprintCallable, BlueprintPure, Const)
// Parameters:
// int32 ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
int32 AThreatCloud::GetNumberOfSecondaryNeighbors() const
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("ThreatCloud", "GetNumberOfSecondaryNeighbors");
Params::ThreatCloud_GetNumberOfSecondaryNeighbors Parms{};
auto Flgs = Func->FunctionFlags;
Func->FunctionFlags |= 0x400;
UObject::ProcessEvent(Func, &Parms);
Func->FunctionFlags = Flgs;
return Parms.ReturnValue;
}
// Function FortniteGame.ThreatCloud.GetRandomFloat1
// (Final, Native, Public, BlueprintCallable, BlueprintPure, Const)
// Parameters:
// float ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
float AThreatCloud::GetRandomFloat1() const
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("ThreatCloud", "GetRandomFloat1");
Params::ThreatCloud_GetRandomFloat1 Parms{};
auto Flgs = Func->FunctionFlags;
Func->FunctionFlags |= 0x400;
UObject::ProcessEvent(Func, &Parms);
Func->FunctionFlags = Flgs;
return Parms.ReturnValue;
}
// Function FortniteGame.ThreatCloud.GetRandomFloat2
// (Final, Native, Public, BlueprintCallable, BlueprintPure, Const)
// Parameters:
// float ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
float AThreatCloud::GetRandomFloat2() const
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("ThreatCloud", "GetRandomFloat2");
Params::ThreatCloud_GetRandomFloat2 Parms{};
auto Flgs = Func->FunctionFlags;
Func->FunctionFlags |= 0x400;
UObject::ProcessEvent(Func, &Parms);
Func->FunctionFlags = Flgs;
return Parms.ReturnValue;
}
// Function FortniteGame.ThreatCloud.GetRandomFloat3
// (Final, Native, Public, BlueprintCallable, BlueprintPure, Const)
// Parameters:
// float ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
float AThreatCloud::GetRandomFloat3() const
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("ThreatCloud", "GetRandomFloat3");
Params::ThreatCloud_GetRandomFloat3 Parms{};
auto Flgs = Func->FunctionFlags;
Func->FunctionFlags |= 0x400;
UObject::ProcessEvent(Func, &Parms);
Func->FunctionFlags = Flgs;
return Parms.ReturnValue;
}
// Function FortniteGame.ThreatCloud.GetRandomFloat4
// (Final, Native, Public, BlueprintCallable, BlueprintPure, Const)
// Parameters:
// float ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
float AThreatCloud::GetRandomFloat4() const
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("ThreatCloud", "GetRandomFloat4");
Params::ThreatCloud_GetRandomFloat4 Parms{};
auto Flgs = Func->FunctionFlags;
Func->FunctionFlags |= 0x400;
UObject::ProcessEvent(Func, &Parms);
Func->FunctionFlags = Flgs;
return Parms.ReturnValue;
}
// Function FortniteGame.ThreatCloud.GetThreatVolume
// (Final, Native, Public, HasDefaults, BlueprintCallable, BlueprintPure, Const)
// Parameters:
// struct FBox ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, NativeAccessSpecifierPublic)
struct FBox AThreatCloud::GetThreatVolume() const
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("ThreatCloud", "GetThreatVolume");
Params::ThreatCloud_GetThreatVolume Parms{};
auto Flgs = Func->FunctionFlags;
Func->FunctionFlags |= 0x400;
UObject::ProcessEvent(Func, &Parms);
Func->FunctionFlags = Flgs;
return Parms.ReturnValue;
}
// Function FortniteGame.FortGameplayEffectDeliveryActor.BroadcastExplosion
// (Net, Native, Event, NetMulticast, Protected)
// Parameters:
// const TArray<class AActor*>& HitActors (ConstParm, Parm, ZeroConstructor, ReferenceParm, NativeAccessSpecifierPublic)
// const TArray<struct FHitResult>& HitResults (ConstParm, Parm, ZeroConstructor, ReferenceParm, ContainsInstancedReference, NativeAccessSpecifierPublic)
void AFortGameplayEffectDeliveryActor::BroadcastExplosion(const TArray<class AActor*>& HitActors, const TArray<struct FHitResult>& HitResults)
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("FortGameplayEffectDeliveryActor", "BroadcastExplosion");
Params::FortGameplayEffectDeliveryActor_BroadcastExplosion Parms{};
Parms.HitActors = std::move(HitActors);
Parms.HitResults = std::move(HitResults);
auto Flgs = Func->FunctionFlags;
Func->FunctionFlags |= 0x400;
UObject::ProcessEvent(Func, &Parms);
Func->FunctionFlags = Flgs;
}
// Function FortniteGame.FortGameplayEffectDeliveryActor.DoExplosion
// (BlueprintAuthorityOnly, Native, Public, BlueprintCallable)
void AFortGameplayEffectDeliveryActor::DoExplosion()
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("FortGameplayEffectDeliveryActor", "DoExplosion");
auto Flgs = Func->FunctionFlags;
Func->FunctionFlags |= 0x400;
UObject::ProcessEvent(Func, nullptr);
Func->FunctionFlags = Flgs;
}
// Function FortniteGame.FortGameplayEffectDeliveryActor.Kill
// (BlueprintAuthorityOnly, Native, Public, BlueprintCallable)
void AFortGameplayEffectDeliveryActor::Kill()
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("FortGameplayEffectDeliveryActor", "Kill");
auto Flgs = Func->FunctionFlags;
Func->FunctionFlags |= 0x400;
UObject::ProcessEvent(Func, nullptr);
Func->FunctionFlags = Flgs;
}
// Function FortniteGame.FortGameplayEffectDeliveryActor.KillTimerExpired
// (Native, Protected)
void AFortGameplayEffectDeliveryActor::KillTimerExpired()
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("FortGameplayEffectDeliveryActor", "KillTimerExpired");
auto Flgs = Func->FunctionFlags;
Func->FunctionFlags |= 0x400;
UObject::ProcessEvent(Func, nullptr);
Func->FunctionFlags = Flgs;
}
// Function FortniteGame.FortGameplayEffectDeliveryActor.OnComponentOverlap
// (Native, Protected, HasOutParams)
// Parameters:
// class AActor* OtherActor (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// class UPrimitiveComponent* OtherComp (Parm, ZeroConstructor, InstancedReference, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// int32 OtherBodyIndex (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// bool bFromSweep (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, NativeAccessSpecifierPublic)
// const struct FHitResult& SweepResult (ConstParm, Parm, OutParm, ReferenceParm, ContainsInstancedReference, NativeAccessSpecifierPublic)
void AFortGameplayEffectDeliveryActor::OnComponentOverlap(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("FortGameplayEffectDeliveryActor", "OnComponentOverlap");
Params::FortGameplayEffectDeliveryActor_OnComponentOverlap Parms{};
Parms.OtherActor = OtherActor;
Parms.OtherComp = OtherComp;
Parms.OtherBodyIndex = OtherBodyIndex;
Parms.bFromSweep = bFromSweep;
Parms.SweepResult = std::move(SweepResult);
auto Flgs = Func->FunctionFlags;
Func->FunctionFlags |= 0x400;
UObject::ProcessEvent(Func, &Parms);
Func->FunctionFlags = Flgs;
}
// Function FortniteGame.FortGameplayEffectDeliveryActor.OnComponentTouch
// (Native, Protected, HasOutParams, HasDefaults)
// Parameters:
// class AActor* OtherActor (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// class UPrimitiveComponent* OtherComp (Parm, ZeroConstructor, InstancedReference, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// const struct FVector& NormalImpulse (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, NativeAccessSpecifierPublic)
// const struct FHitResult& Hit (ConstParm, Parm, OutParm, ReferenceParm, ContainsInstancedReference, NativeAccessSpecifierPublic)
void AFortGameplayEffectDeliveryActor::OnComponentTouch(class AActor* OtherActor, class UPrimitiveComponent* OtherComp, const struct FVector& NormalImpulse, const struct FHitResult& Hit)
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("FortGameplayEffectDeliveryActor", "OnComponentTouch");
Params::FortGameplayEffectDeliveryActor_OnComponentTouch Parms{};
Parms.OtherActor = OtherActor;
Parms.OtherComp = OtherComp;
Parms.NormalImpulse = std::move(NormalImpulse);
Parms.Hit = std::move(Hit);
auto Flgs = Func->FunctionFlags;
Func->FunctionFlags |= 0x400;
UObject::ProcessEvent(Func, &Parms);
Func->FunctionFlags = Flgs;
}
// Function FortniteGame.FortGameplayEffectDeliveryActor.OnExploded
// (Event, Public, HasOutParams, BlueprintEvent)
// Parameters:
// const TArray<class AActor*>& HitActors (ConstParm, Parm, OutParm, ZeroConstructor, ReferenceParm, NativeAccessSpecifierPublic)
// const TArray<struct FHitResult>& HitResults (ConstParm, Parm, OutParm, ZeroConstructor, ReferenceParm, ContainsInstancedReference, NativeAccessSpecifierPublic)
void AFortGameplayEffectDeliveryActor::OnExploded(const TArray<class AActor*>& HitActors, const TArray<struct FHitResult>& HitResults)
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("FortGameplayEffectDeliveryActor", "OnExploded");
Params::FortGameplayEffectDeliveryActor_OnExploded Parms{};
Parms.HitActors = std::move(HitActors);
Parms.HitResults = std::move(HitResults);
UObject::ProcessEvent(Func, &Parms);
}
// Function FortniteGame.FortGameplayEffectDeliveryActor.OnRep_IsBeingKilled
// (Native, Protected)
void AFortGameplayEffectDeliveryActor::OnRep_IsBeingKilled()
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("FortGameplayEffectDeliveryActor", "OnRep_IsBeingKilled");
auto Flgs = Func->FunctionFlags;
Func->FunctionFlags |= 0x400;
UObject::ProcessEvent(Func, nullptr);
Func->FunctionFlags = Flgs;
}
// Function FortniteGame.FortGameplayEffectDeliveryActor.OnTouched
// (Event, Public, HasOutParams, BlueprintEvent)
// Parameters:
// class AActor* OtherActor (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// class UPrimitiveComponent* OtherComp (Parm, ZeroConstructor, InstancedReference, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// const struct FHitResult& HitResult (ConstParm, Parm, OutParm, ReferenceParm, ContainsInstancedReference, NativeAccessSpecifierPublic)
void AFortGameplayEffectDeliveryActor::OnTouched(class AActor* OtherActor, class UPrimitiveComponent* OtherComp, const struct FHitResult& HitResult)
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("FortGameplayEffectDeliveryActor", "OnTouched");
Params::FortGameplayEffectDeliveryActor_OnTouched Parms{};
Parms.OtherActor = OtherActor;
Parms.OtherComp = OtherComp;
Parms.HitResult = std::move(HitResult);
UObject::ProcessEvent(Func, &Parms);
}
// Function FortniteGame.FortGameplayEffectDeliveryActor.SetCollisionComponent
// (Final, Native, Public, BlueprintCallable)
// Parameters:
// class UPrimitiveComponent* NewCollisionComponent (Parm, ZeroConstructor, InstancedReference, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
void AFortGameplayEffectDeliveryActor::SetCollisionComponent(class UPrimitiveComponent* NewCollisionComponent)
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("FortGameplayEffectDeliveryActor", "SetCollisionComponent");
Params::FortGameplayEffectDeliveryActor_SetCollisionComponent Parms{};
Parms.NewCollisionComponent = NewCollisionComponent;
auto Flgs = Func->FunctionFlags;
Func->FunctionFlags |= 0x400;
UObject::ProcessEvent(Func, &Parms);
Func->FunctionFlags = Flgs;
}
// Function FortniteGame.FortGameplayEffectDeliveryActor.SetIgnoreInstigatorCollision
// (Final, Native, Public, BlueprintCallable)
// Parameters:
// bool bShouldIgnore (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, NativeAccessSpecifierPublic)
void AFortGameplayEffectDeliveryActor::SetIgnoreInstigatorCollision(bool bShouldIgnore)
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("FortGameplayEffectDeliveryActor", "SetIgnoreInstigatorCollision");
Params::FortGameplayEffectDeliveryActor_SetIgnoreInstigatorCollision Parms{};
Parms.bShouldIgnore = bShouldIgnore;
auto Flgs = Func->FunctionFlags;
Func->FunctionFlags |= 0x400;
UObject::ProcessEvent(Func, &Parms);
Func->FunctionFlags = Flgs;
}
// Function FortniteGame.FortGameplayEffectDeliveryActor.GetCollisionComponent
// (Final, Native, Public, BlueprintCallable, BlueprintPure, Const)
// Parameters:
// class UPrimitiveComponent* ReturnValue (ExportObject, Parm, OutParm, ZeroConstructor, ReturnParm, InstancedReference, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
class UPrimitiveComponent* AFortGameplayEffectDeliveryActor::GetCollisionComponent() const
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("FortGameplayEffectDeliveryActor", "GetCollisionComponent");
Params::FortGameplayEffectDeliveryActor_GetCollisionComponent Parms{};
auto Flgs = Func->FunctionFlags;
Func->FunctionFlags |= 0x400;
UObject::ProcessEvent(Func, &Parms);
Func->FunctionFlags = Flgs;
return Parms.ReturnValue;
}
// Function FortniteGame.FortGameplayEffectDeliveryActor.IsBeingKilled
// (Native, Public, BlueprintCallable, BlueprintPure, Const)
// Parameters:
// bool ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, NativeAccessSpecifierPublic)
bool AFortGameplayEffectDeliveryActor::IsBeingKilled() const
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("FortGameplayEffectDeliveryActor", "IsBeingKilled");
Params::FortGameplayEffectDeliveryActor_IsBeingKilled Parms{};
auto Flgs = Func->FunctionFlags;
Func->FunctionFlags |= 0x400;
UObject::ProcessEvent(Func, &Parms);
Func->FunctionFlags = Flgs;
return Parms.ReturnValue;
}
// Function FortniteGame.FortProjectileBase.HasStoppedMoving
// (Native, Public, BlueprintCallable)
// Parameters:
// bool ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, NativeAccessSpecifierPublic)
bool AFortProjectileBase::HasStoppedMoving()
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("FortProjectileBase", "HasStoppedMoving");
Params::FortProjectileBase_HasStoppedMoving Parms{};
auto Flgs = Func->FunctionFlags;
Func->FunctionFlags |= 0x400;
UObject::ProcessEvent(Func, &Parms);
Func->FunctionFlags = Flgs;
return Parms.ReturnValue;
}
// Function FortniteGame.FortProjectileBase.OnBounce
// (Event, Public, HasOutParams, BlueprintEvent)
// Parameters:
// const struct FHitResult& Hit (ConstParm, Parm, OutParm, ReferenceParm, ContainsInstancedReference, NativeAccessSpecifierPublic)
void AFortProjectileBase::OnBounce(const struct FHitResult& Hit)
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("FortProjectileBase", "OnBounce");
Params::FortProjectileBase_OnBounce Parms{};
Parms.Hit = std::move(Hit);
UObject::ProcessEvent(Func, &Parms);
}
// Function FortniteGame.FortProjectileBase.OnBounceCallback
// (Native, Protected, HasOutParams, HasDefaults)
// Parameters:
// const struct FHitResult& Hit (ConstParm, Parm, OutParm, ReferenceParm, ContainsInstancedReference, NativeAccessSpecifierPublic)
// const struct FVector& ImpactVelocity (ConstParm, Parm, OutParm, ZeroConstructor, ReferenceParm, IsPlainOldData, NoDestructor, NativeAccessSpecifierPublic)
void AFortProjectileBase::OnBounceCallback(const struct FHitResult& Hit, const struct FVector& ImpactVelocity)
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("FortProjectileBase", "OnBounceCallback");
Params::FortProjectileBase_OnBounceCallback Parms{};
Parms.Hit = std::move(Hit);
Parms.ImpactVelocity = std::move(ImpactVelocity);
auto Flgs = Func->FunctionFlags;
Func->FunctionFlags |= 0x400;
UObject::ProcessEvent(Func, &Parms);
Func->FunctionFlags = Flgs;
}
// Function FortniteGame.FortProjectileBase.OnRep_GravityScale
// (Final, Native, Public)
void AFortProjectileBase::OnRep_GravityScale()
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("FortProjectileBase", "OnRep_GravityScale");
auto Flgs = Func->FunctionFlags;
Func->FunctionFlags |= 0x400;
UObject::ProcessEvent(Func, nullptr);
Func->FunctionFlags = Flgs;
}
// Function FortniteGame.FortProjectileBase.OnRep_ReplicatedMaxSpeed
// (Final, Native, Public)
void AFortProjectileBase::OnRep_ReplicatedMaxSpeed()
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("FortProjectileBase", "OnRep_ReplicatedMaxSpeed");
auto Flgs = Func->FunctionFlags;
Func->FunctionFlags |= 0x400;
UObject::ProcessEvent(Func, nullptr);
Func->FunctionFlags = Flgs;
}
// Function FortniteGame.FortProjectileBase.OnStop
// (Event, Public, HasOutParams, BlueprintEvent)
// Parameters:
// const struct FHitResult& Hit (ConstParm, Parm, OutParm, ReferenceParm, ContainsInstancedReference, NativeAccessSpecifierPublic)
void AFortProjectileBase::OnStop(const struct FHitResult& Hit)
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("FortProjectileBase", "OnStop");
Params::FortProjectileBase_OnStop Parms{};
Parms.Hit = std::move(Hit);
UObject::ProcessEvent(Func, &Parms);
}
// Function FortniteGame.FortProjectileBase.OnStopCallback
// (Native, Protected, HasOutParams)
// Parameters:
// const struct FHitResult& Hit (ConstParm, Parm, OutParm, ReferenceParm, ContainsInstancedReference, NativeAccessSpecifierPublic)
void AFortProjectileBase::OnStopCallback(const struct FHitResult& Hit)
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("FortProjectileBase", "OnStopCallback");
Params::FortProjectileBase_OnStopCallback Parms{};
Parms.Hit = std::move(Hit);
auto Flgs = Func->FunctionFlags;
Func->FunctionFlags |= 0x400;
UObject::ProcessEvent(Func, &Parms);
Func->FunctionFlags = Flgs;
}
// Function FortniteGame.FortProjectileBase.SetGravityScale
// (Final, BlueprintAuthorityOnly, Native, Public, BlueprintCallable)
// Parameters:
// float InitialGravityScale (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
void AFortProjectileBase::SetGravityScale(float InitialGravityScale)
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("FortProjectileBase", "SetGravityScale");
Params::FortProjectileBase_SetGravityScale Parms{};
Parms.InitialGravityScale = InitialGravityScale;
auto Flgs = Func->FunctionFlags;
Func->FunctionFlags |= 0x400;
UObject::ProcessEvent(Func, &Parms);
Func->FunctionFlags = Flgs;
}
// Function FortniteGame.FortProjectileBase.GetGravityScale
// (Final, Native, Public, BlueprintCallable, BlueprintPure, Const)
// Parameters:
// float ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
float AFortProjectileBase::GetGravityScale() const
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("FortProjectileBase", "GetGravityScale");
Params::FortProjectileBase_GetGravityScale Parms{};
auto Flgs = Func->FunctionFlags;
Func->FunctionFlags |= 0x400;
UObject::ProcessEvent(Func, &Parms);
Func->FunctionFlags = Flgs;
return Parms.ReturnValue;
}
// Function FortniteGame.FortProjectile_MOBATurret.OnHomingTargetDied
// (Native, Protected, HasDefaults)
// Parameters:
// class AActor* DamagedActor (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// float Damage (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// class AController* InstigatedBy (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// class AActor* DamageCauser (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// const struct FVector& HitLocation (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, NativeAccessSpecifierPublic)
// class UPrimitiveComponent* FHitComponent (Parm, ZeroConstructor, InstancedReference, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// class FName BoneName (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// const struct FVector& Momentum (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, NativeAccessSpecifierPublic)
void AFortProjectile_MOBATurret::OnHomingTargetDied(class AActor* DamagedActor, float Damage, class AController* InstigatedBy, class AActor* DamageCauser, const struct FVector& HitLocation, class UPrimitiveComponent* FHitComponent, class FName BoneName, const struct FVector& Momentum)
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("FortProjectile_MOBATurret", "OnHomingTargetDied");
Params::FortProjectile_MOBATurret_OnHomingTargetDied Parms{};
Parms.DamagedActor = DamagedActor;
Parms.Damage = Damage;
Parms.InstigatedBy = InstigatedBy;
Parms.DamageCauser = DamageCauser;
Parms.HitLocation = std::move(HitLocation);
Parms.FHitComponent = FHitComponent;
Parms.BoneName = BoneName;
Parms.Momentum = std::move(Momentum);
auto Flgs = Func->FunctionFlags;
Func->FunctionFlags |= 0x400;
UObject::ProcessEvent(Func, &Parms);
Func->FunctionFlags = Flgs;
}
// Function FortniteGame.FortThreatVisualsManager.ActivateThreatClouds
// (Final, Net, NetReliable, Native, Event, NetMulticast, Private)
// Parameters:
// const TArray<struct FThreatGridIndex>& GridIndices (ConstParm, Parm, ZeroConstructor, ReferenceParm, NativeAccessSpecifierPublic)
void AFortThreatVisualsManager::ActivateThreatClouds(const TArray<struct FThreatGridIndex>& GridIndices)
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("FortThreatVisualsManager", "ActivateThreatClouds");
Params::FortThreatVisualsManager_ActivateThreatClouds Parms{};
Parms.GridIndices = std::move(GridIndices);
auto Flgs = Func->FunctionFlags;
Func->FunctionFlags |= 0x400;
UObject::ProcessEvent(Func, &Parms);
Func->FunctionFlags = Flgs;
}
// Function FortniteGame.FortThreatVisualsManager.BeginThreatVisualsPrecursor
// (Net, NetReliable, Native, Event, NetMulticast, Public, HasDefaults)
// Parameters:
// class AActor* SourceActor (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// const struct FVector& ThreatLocation (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, NativeAccessSpecifierPublic)
void AFortThreatVisualsManager::BeginThreatVisualsPrecursor(class AActor* SourceActor, const struct FVector& ThreatLocation)
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("FortThreatVisualsManager", "BeginThreatVisualsPrecursor");
Params::FortThreatVisualsManager_BeginThreatVisualsPrecursor Parms{};
Parms.SourceActor = SourceActor;
Parms.ThreatLocation = std::move(ThreatLocation);
auto Flgs = Func->FunctionFlags;
Func->FunctionFlags |= 0x400;
UObject::ProcessEvent(Func, &Parms);
Func->FunctionFlags = Flgs;
}
// Function FortniteGame.FortThreatVisualsManager.DeactivateThreatClouds
// (Final, Net, NetReliable, Native, Event, NetMulticast, Private)
// Parameters:
// EFortThreatDeactivationType DeactivationType (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// const TArray<struct FThreatGridIndex>& GridIndices (ConstParm, Parm, ZeroConstructor, ReferenceParm, NativeAccessSpecifierPublic)
// float DeactivationDuration (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
void AFortThreatVisualsManager::DeactivateThreatClouds(EFortThreatDeactivationType DeactivationType, const TArray<struct FThreatGridIndex>& GridIndices, float DeactivationDuration)
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("FortThreatVisualsManager", "DeactivateThreatClouds");
Params::FortThreatVisualsManager_DeactivateThreatClouds Parms{};
Parms.DeactivationType = DeactivationType;
Parms.GridIndices = std::move(GridIndices);
Parms.DeactivationDuration = DeactivationDuration;
auto Flgs = Func->FunctionFlags;
Func->FunctionFlags |= 0x400;
UObject::ProcessEvent(Func, &Parms);
Func->FunctionFlags = Flgs;
}
// Function FortniteGame.FortThreatVisualsManager.OnBeginThreatVisualsPrecursor
// (BlueprintCosmetic, Event, Public, HasOutParams, HasDefaults, BlueprintEvent)
// Parameters:
// class AActor* SourceActor (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// const struct FVector& EndLocation (ConstParm, Parm, OutParm, ZeroConstructor, ReferenceParm, IsPlainOldData, NoDestructor, NativeAccessSpecifierPublic)
void AFortThreatVisualsManager::OnBeginThreatVisualsPrecursor(class AActor* SourceActor, const struct FVector& EndLocation)
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("FortThreatVisualsManager", "OnBeginThreatVisualsPrecursor");
Params::FortThreatVisualsManager_OnBeginThreatVisualsPrecursor Parms{};
Parms.SourceActor = SourceActor;
Parms.EndLocation = std::move(EndLocation);
UObject::ProcessEvent(Func, &Parms);
}
// Function FortniteGame.FortThreatVisualsManager.OnRep_GoalActorLocations
// (Final, Native, Private)
void AFortThreatVisualsManager::OnRep_GoalActorLocations()
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("FortThreatVisualsManager", "OnRep_GoalActorLocations");
auto Flgs = Func->FunctionFlags;
Func->FunctionFlags |= 0x400;
UObject::ProcessEvent(Func, nullptr);
Func->FunctionFlags = Flgs;
}
// Function FortniteGame.FortThreatVisualsManager.OnRep_ThreatLocations
// (Final, Native, Private)
void AFortThreatVisualsManager::OnRep_ThreatLocations()
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("FortThreatVisualsManager", "OnRep_ThreatLocations");
auto Flgs = Func->FunctionFlags;
Func->FunctionFlags |= 0x400;
UObject::ProcessEvent(Func, nullptr);
Func->FunctionFlags = Flgs;
}
// Function FortniteGame.FortThreatVisualsManager.OnThreatCloudsChanged
// (Event, Public, HasOutParams, BlueprintEvent)
// Parameters:
// const TArray<struct FThreatLocationInfo>&ThreatLocationInfo (ConstParm, Parm, OutParm, ZeroConstructor, ReferenceParm, NativeAccessSpecifierPublic)
void AFortThreatVisualsManager::OnThreatCloudsChanged(const TArray<struct FThreatLocationInfo>& ThreatLocationInfo)
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("FortThreatVisualsManager", "OnThreatCloudsChanged");
Params::FortThreatVisualsManager_OnThreatCloudsChanged Parms{};
Parms.ThreatLocationInfo = std::move(ThreatLocationInfo);
UObject::ProcessEvent(Func, &Parms);
}
// Function FortniteGame.FortThreatVisualsManager.UpdateCloudBuildUp
// (Final, Native, Private)
void AFortThreatVisualsManager::UpdateCloudBuildUp()
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("FortThreatVisualsManager", "UpdateCloudBuildUp");
auto Flgs = Func->FunctionFlags;
Func->FunctionFlags |= 0x400;
UObject::ProcessEvent(Func, nullptr);
Func->FunctionFlags = Flgs;
}
// Function FortniteGame.FortThreatVisualsManager.GetThreatCloud
// (Final, Native, Public, HasOutParams, BlueprintCallable, BlueprintPure, Const)
// Parameters:
// const struct FThreatLocationInfo& ThreatLocInfo (ConstParm, Parm, OutParm, ReferenceParm, NativeAccessSpecifierPublic)
// class AThreatCloud* ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
class AThreatCloud* AFortThreatVisualsManager::GetThreatCloud(const struct FThreatLocationInfo& ThreatLocInfo) const
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("FortThreatVisualsManager", "GetThreatCloud");
Params::FortThreatVisualsManager_GetThreatCloud Parms{};
Parms.ThreatLocInfo = std::move(ThreatLocInfo);
auto Flgs = Func->FunctionFlags;
Func->FunctionFlags |= 0x400;
UObject::ProcessEvent(Func, &Parms);
Func->FunctionFlags = Flgs;
return Parms.ReturnValue;
}
// Function FortniteGame.FortThreatVisualsManager.GetThreatClouds
// (Final, Native, Public, BlueprintCallable, BlueprintPure, Const)
// Parameters:
// const TArray<struct FThreatLocationInfo>ReturnValue (ConstParm, Parm, OutParm, ZeroConstructor, ReturnParm, NativeAccessSpecifierPublic)
const TArray<struct FThreatLocationInfo> AFortThreatVisualsManager::GetThreatClouds() const
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("FortThreatVisualsManager", "GetThreatClouds");
Params::FortThreatVisualsManager_GetThreatClouds Parms{};
auto Flgs = Func->FunctionFlags;
Func->FunctionFlags |= 0x400;
UObject::ProcessEvent(Func, &Parms);
Func->FunctionFlags = Flgs;
return Parms.ReturnValue;
}
// Function FortniteGame.FortThreatVisualsManager.StormsExist
// (Final, Native, Public, BlueprintCallable, BlueprintPure, Const)
// Parameters:
// bool ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, NativeAccessSpecifierPublic)
bool AFortThreatVisualsManager::StormsExist() const
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("FortThreatVisualsManager", "StormsExist");
Params::FortThreatVisualsManager_StormsExist Parms{};
auto Flgs = Func->FunctionFlags;
Func->FunctionFlags |= 0x400;
UObject::ProcessEvent(Func, &Parms);
Func->FunctionFlags = Flgs;
return Parms.ReturnValue;
}
// Function FortniteGame.FortAIEncounterSequence.Next
// (Final, BlueprintAuthorityOnly, Native, Public, BlueprintCallable)
// Parameters:
// EFortEncounterSequenceResult ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
EFortEncounterSequenceResult UFortAIEncounterSequence::Next()
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("FortAIEncounterSequence", "Next");
Params::FortAIEncounterSequence_Next Parms{};
auto Flgs = Func->FunctionFlags;
Func->FunctionFlags |= 0x400;
UObject::ProcessEvent(Func, &Parms);
Func->FunctionFlags = Flgs;
return Parms.ReturnValue;
}
// Function FortniteGame.FortAIEncounterSequence.Previous
// (Final, BlueprintAuthorityOnly, Native, Public, BlueprintCallable)
// Parameters:
// EFortEncounterSequenceResult ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
EFortEncounterSequenceResult UFortAIEncounterSequence::Previous()
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("FortAIEncounterSequence", "Previous");
Params::FortAIEncounterSequence_Previous Parms{};
auto Flgs = Func->FunctionFlags;
Func->FunctionFlags |= 0x400;
UObject::ProcessEvent(Func, &Parms);
Func->FunctionFlags = Flgs;
return Parms.ReturnValue;
}
// Function FortniteGame.FortAIEncounterSequence.StartCurrentEncounter
// (Final, BlueprintAuthorityOnly, Native, Public, HasOutParams, BlueprintCallable)
// Parameters:
// EFortEncounterSequenceResult* OutRequestResult (Parm, OutParm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// const TArray<class AActor*>& TargetActors (ConstParm, Parm, OutParm, ZeroConstructor, ReferenceParm, NativeAccessSpecifierPublic)
// class UFortAIAssignmentSettings* AssignmentSettings (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// const struct FEncounterEnvironmentQueryInfo&OverrideEnvironmentQueryInfo (Parm, NativeAccessSpecifierPublic)
// class AActor* OptionalQueryActor (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// const struct FGameplayTagContainer& InjectedTags (Parm, NativeAccessSpecifierPublic)
// const struct FFortEncounterSettings& EncounterSettings (Parm, NativeAccessSpecifierPublic)
// int32 ActivationDelay (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// class UFortAIEncounterInfo* ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
class UFortAIEncounterInfo* UFortAIEncounterSequence::StartCurrentEncounter(EFortEncounterSequenceResult* OutRequestResult, const TArray<class AActor*>& TargetActors, class UFortAIAssignmentSettings* AssignmentSettings, const struct FEncounterEnvironmentQueryInfo& OverrideEnvironmentQueryInfo, class AActor* OptionalQueryActor, const struct FGameplayTagContainer& InjectedTags, const struct FFortEncounterSettings& EncounterSettings, int32 ActivationDelay)
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("FortAIEncounterSequence", "StartCurrentEncounter");
Params::FortAIEncounterSequence_StartCurrentEncounter Parms{};
Parms.TargetActors = std::move(TargetActors);
Parms.AssignmentSettings = AssignmentSettings;
Parms.OverrideEnvironmentQueryInfo = std::move(OverrideEnvironmentQueryInfo);
Parms.OptionalQueryActor = OptionalQueryActor;
Parms.InjectedTags = std::move(InjectedTags);
Parms.EncounterSettings = std::move(EncounterSettings);
Parms.ActivationDelay = ActivationDelay;
auto Flgs = Func->FunctionFlags;
Func->FunctionFlags |= 0x400;
UObject::ProcessEvent(Func, &Parms);
Func->FunctionFlags = Flgs;
if (OutRequestResult != nullptr)
*OutRequestResult = Parms.OutRequestResult;
return Parms.ReturnValue;
}
// Function FortniteGame.FortAIEncounterSequence.StopCurrentEncounter
// (Final, BlueprintAuthorityOnly, Native, Public, BlueprintCallable)
void UFortAIEncounterSequence::StopCurrentEncounter()
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("FortAIEncounterSequence", "StopCurrentEncounter");
auto Flgs = Func->FunctionFlags;
Func->FunctionFlags |= 0x400;
UObject::ProcessEvent(Func, nullptr);
Func->FunctionFlags = Flgs;
}
// Function FortniteGame.FortAIEncounterSequence.EncounterBelongsToSequence
// (Final, BlueprintAuthorityOnly, Native, Public, BlueprintCallable, BlueprintPure, Const)
// Parameters:
// class UFortAIEncounterInfo* InEncounter (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// bool ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, NativeAccessSpecifierPublic)
bool UFortAIEncounterSequence::EncounterBelongsToSequence(class UFortAIEncounterInfo* InEncounter) const
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("FortAIEncounterSequence", "EncounterBelongsToSequence");
Params::FortAIEncounterSequence_EncounterBelongsToSequence Parms{};
Parms.InEncounter = InEncounter;
auto Flgs = Func->FunctionFlags;
Func->FunctionFlags |= 0x400;
UObject::ProcessEvent(Func, &Parms);
Func->FunctionFlags = Flgs;
return Parms.ReturnValue;
}
// Function FortniteGame.FortAIEncounterSequence.GetCurrentEncounter
// (Final, BlueprintAuthorityOnly, Native, Public, BlueprintCallable, BlueprintPure, Const)
// Parameters:
// class UFortAIEncounterInfo* ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
class UFortAIEncounterInfo* UFortAIEncounterSequence::GetCurrentEncounter() const
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("FortAIEncounterSequence", "GetCurrentEncounter");
Params::FortAIEncounterSequence_GetCurrentEncounter Parms{};
auto Flgs = Func->FunctionFlags;
Func->FunctionFlags |= 0x400;
UObject::ProcessEvent(Func, &Parms);
Func->FunctionFlags = Flgs;
return Parms.ReturnValue;
}
// Function FortniteGame.FortAIEncounterSequence.GetEncounterIndexInSequence
// (Final, BlueprintAuthorityOnly, Native, Public, BlueprintCallable, BlueprintPure, Const)
// Parameters:
// int32 ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
int32 UFortAIEncounterSequence::GetEncounterIndexInSequence() const
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("FortAIEncounterSequence", "GetEncounterIndexInSequence");
Params::FortAIEncounterSequence_GetEncounterIndexInSequence Parms{};
auto Flgs = Func->FunctionFlags;
Func->FunctionFlags |= 0x400;
UObject::ProcessEvent(Func, &Parms);
Func->FunctionFlags = Flgs;
return Parms.ReturnValue;
}
// Function FortniteGame.FortAIEncounterSequence.GetNumEncountersInSequence
// (Final, BlueprintAuthorityOnly, Native, Public, BlueprintCallable, BlueprintPure, Const)
// Parameters:
// int32 ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
int32 UFortAIEncounterSequence::GetNumEncountersInSequence() const
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("FortAIEncounterSequence", "GetNumEncountersInSequence");
Params::FortAIEncounterSequence_GetNumEncountersInSequence Parms{};
auto Flgs = Func->FunctionFlags;
Func->FunctionFlags |= 0x400;
UObject::ProcessEvent(Func, &Parms);
Func->FunctionFlags = Flgs;
return Parms.ReturnValue;
}
// Function FortniteGame.FortAIEncounterSequence.HasEncounter
// (Final, BlueprintAuthorityOnly, Native, Public, BlueprintCallable, BlueprintPure, Const)
// Parameters:
// bool ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, NativeAccessSpecifierPublic)
bool UFortAIEncounterSequence::HasEncounter() const
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("FortAIEncounterSequence", "HasEncounter");
Params::FortAIEncounterSequence_HasEncounter Parms{};
auto Flgs = Func->FunctionFlags;
Func->FunctionFlags |= 0x400;
UObject::ProcessEvent(Func, &Parms);
Func->FunctionFlags = Flgs;
return Parms.ReturnValue;
}
// Function FortniteGame.FortAIEncounterSequence.IsOnFinalIndexInSequence
// (Final, BlueprintAuthorityOnly, Native, Public, BlueprintCallable, BlueprintPure, Const)
// Parameters:
// bool ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, NativeAccessSpecifierPublic)
bool UFortAIEncounterSequence::IsOnFinalIndexInSequence() const
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("FortAIEncounterSequence", "IsOnFinalIndexInSequence");
Params::FortAIEncounterSequence_IsOnFinalIndexInSequence Parms{};
auto Flgs = Func->FunctionFlags;
Func->FunctionFlags |= 0x400;
UObject::ProcessEvent(Func, &Parms);
Func->FunctionFlags = Flgs;
return Parms.ReturnValue;
}
// Function FortniteGame.FortAIFunctionLibrary.MakeNoiseEvent
// (Final, BlueprintAuthorityOnly, Native, Static, Public, BlueprintCallable)
// Parameters:
// class AActor* NoiseMaker (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// float MaxRange (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
void UFortAIFunctionLibrary::MakeNoiseEvent(class AActor* NoiseMaker, float MaxRange)
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = StaticClass()->GetFunction("FortAIFunctionLibrary", "MakeNoiseEvent");
Params::FortAIFunctionLibrary_MakeNoiseEvent Parms{};
Parms.NoiseMaker = NoiseMaker;
Parms.MaxRange = MaxRange;
auto Flgs = Func->FunctionFlags;
Func->FunctionFlags |= 0x400;
GetDefaultObj()->ProcessEvent(Func, &Parms);
Func->FunctionFlags = Flgs;
}
// Function FortniteGame.FortAIFunctionLibrary.MakeNoiseEventAtLocation
// (Final, BlueprintAuthorityOnly, Native, Static, Public, HasOutParams, HasDefaults, BlueprintCallable)
// Parameters:
// class AActor* NoiseMaker (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// float MaxRange (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// const struct FVector& NoiseLocation (ConstParm, Parm, OutParm, ZeroConstructor, ReferenceParm, IsPlainOldData, NoDestructor, NativeAccessSpecifierPublic)
void UFortAIFunctionLibrary::MakeNoiseEventAtLocation(class AActor* NoiseMaker, float MaxRange, const struct FVector& NoiseLocation)
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = StaticClass()->GetFunction("FortAIFunctionLibrary", "MakeNoiseEventAtLocation");
Params::FortAIFunctionLibrary_MakeNoiseEventAtLocation Parms{};
Parms.NoiseMaker = NoiseMaker;
Parms.MaxRange = MaxRange;
Parms.NoiseLocation = std::move(NoiseLocation);
auto Flgs = Func->FunctionFlags;
Func->FunctionFlags |= 0x400;
GetDefaultObj()->ProcessEvent(Func, &Parms);
Func->FunctionFlags = Flgs;
}
// Function FortniteGame.FortAIRootAssignmentProviderInterface.GetRootAssignmentIdentifier
// (Native, Public, BlueprintCallable, BlueprintPure, Const)
// Parameters:
// const struct FFortAIAssignmentIdentifierReturnValue (ConstParm, Parm, OutParm, ReturnParm, ReferenceParm, NativeAccessSpecifierPublic)
const struct FFortAIAssignmentIdentifier IFortAIRootAssignmentProviderInterface::GetRootAssignmentIdentifier() const
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("FortAIRootAssignmentProviderInterface", "GetRootAssignmentIdentifier");
Params::FortAIRootAssignmentProviderInterface_GetRootAssignmentIdentifier Parms{};
auto Flgs = Func->FunctionFlags;
Func->FunctionFlags |= 0x400;
UObject::ProcessEvent(Func, &Parms);
Func->FunctionFlags = Flgs;
return Parms.ReturnValue;
}
// Function FortniteGame.FortAISpawnGroup.GetEnemy
// (Final, Native, Public, BlueprintCallable, BlueprintPure, Const)
// Parameters:
// int32 EnemyIndex (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// TSubclassOf<class UFortAIPawnVariant> ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, UObjectWrapper, HasGetValueTypeHash, NativeAccessSpecifierPublic)
TSubclassOf<class UFortAIPawnVariant> UFortAISpawnGroup::GetEnemy(int32 EnemyIndex) const
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("FortAISpawnGroup", "GetEnemy");
Params::FortAISpawnGroup_GetEnemy Parms{};
Parms.EnemyIndex = EnemyIndex;
auto Flgs = Func->FunctionFlags;
Func->FunctionFlags |= 0x400;
UObject::ProcessEvent(Func, &Parms);
Func->FunctionFlags = Flgs;
return Parms.ReturnValue;
}
// Function FortniteGame.FortAISpawnGroup.GetNumberOfEnemies
// (Final, Native, Public, BlueprintCallable, BlueprintPure, Const)
// Parameters:
// int32 ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
int32 UFortAISpawnGroup::GetNumberOfEnemies() const
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("FortAISpawnGroup", "GetNumberOfEnemies");
Params::FortAISpawnGroup_GetNumberOfEnemies Parms{};
auto Flgs = Func->FunctionFlags;
Func->FunctionFlags |= 0x400;
UObject::ProcessEvent(Func, &Parms);
Func->FunctionFlags = Flgs;
return Parms.ReturnValue;
}
// Function FortniteGame.FortAISpawnGroup.IsLargeSpawnGroup
// (Final, Native, Public, BlueprintCallable, BlueprintPure, Const)
// Parameters:
// bool ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, NativeAccessSpecifierPublic)
bool UFortAISpawnGroup::IsLargeSpawnGroup() const
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("FortAISpawnGroup", "IsLargeSpawnGroup");
Params::FortAISpawnGroup_IsLargeSpawnGroup Parms{};
auto Flgs = Func->FunctionFlags;
Func->FunctionFlags |= 0x400;
UObject::ProcessEvent(Func, &Parms);
Func->FunctionFlags = Flgs;
return Parms.ReturnValue;
}
// Function FortniteGame.FortAISpawnGroup.IsPrototype
// (Final, Native, Public, BlueprintCallable, BlueprintPure, Const)
// Parameters:
// bool ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, NativeAccessSpecifierPublic)
bool UFortAISpawnGroup::IsPrototype() const
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("FortAISpawnGroup", "IsPrototype");
Params::FortAISpawnGroup_IsPrototype Parms{};
auto Flgs = Func->FunctionFlags;
Func->FunctionFlags |= 0x400;
UObject::ProcessEvent(Func, &Parms);
Func->FunctionFlags = Flgs;
return Parms.ReturnValue;
}
// Function FortniteGame.FortAISpawnGroup.IsValidForEnemySpawners
// (Final, Native, Public, BlueprintCallable, BlueprintPure, Const)
// Parameters:
// bool ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, NativeAccessSpecifierPublic)
bool UFortAISpawnGroup::IsValidForEnemySpawners() const
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("FortAISpawnGroup", "IsValidForEnemySpawners");
Params::FortAISpawnGroup_IsValidForEnemySpawners Parms{};
auto Flgs = Func->FunctionFlags;
Func->FunctionFlags |= 0x400;
UObject::ProcessEvent(Func, &Parms);
Func->FunctionFlags = Flgs;
return Parms.ReturnValue;
}
// Function FortniteGame.FortAISystem.IsInCone2D
// (Final, Native, Static, Public, HasDefaults, BlueprintCallable, BlueprintPure)
// Parameters:
// const struct FVector& ConeOrigin (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, NativeAccessSpecifierPublic)
// const struct FVector& ConeDirection (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, NativeAccessSpecifierPublic)
// float HalfAngle (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// const struct FVector& LocationToCheck (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, NativeAccessSpecifierPublic)
// bool ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, NativeAccessSpecifierPublic)
bool UFortAISystem::IsInCone2D(const struct FVector& ConeOrigin, const struct FVector& ConeDirection, float HalfAngle, const struct FVector& LocationToCheck)
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = StaticClass()->GetFunction("FortAISystem", "IsInCone2D");
Params::FortAISystem_IsInCone2D Parms{};
Parms.ConeOrigin = std::move(ConeOrigin);
Parms.ConeDirection = std::move(ConeDirection);
Parms.HalfAngle = HalfAngle;
Parms.LocationToCheck = std::move(LocationToCheck);
auto Flgs = Func->FunctionFlags;
Func->FunctionFlags |= 0x400;
GetDefaultObj()->ProcessEvent(Func, &Parms);
Func->FunctionFlags = Flgs;
return Parms.ReturnValue;
}
// Function FortniteGame.FortAISystem.RequestNumberofBTDrivenAIPawns
// (Final, Native, Static, Public, BlueprintCallable)
// Parameters:
// class UObject* WorldContext (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// int32 NumberOfPawns (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
void UFortAISystem::RequestNumberofBTDrivenAIPawns(class UObject* WorldContext, int32 NumberOfPawns)
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = StaticClass()->GetFunction("FortAISystem", "RequestNumberofBTDrivenAIPawns");
Params::FortAISystem_RequestNumberofBTDrivenAIPawns Parms{};
Parms.WorldContext = WorldContext;
Parms.NumberOfPawns = NumberOfPawns;
auto Flgs = Func->FunctionFlags;
Func->FunctionFlags |= 0x400;
GetDefaultObj()->ProcessEvent(Func, &Parms);
Func->FunctionFlags = Flgs;
}
// Function FortniteGame.FortOutpostAnalytics.FireAnalyticsEvent_OutpostAttackWaveCompleted
// (Final, Native, Static, Public, BlueprintCallable)
// Parameters:
// const class UObject* SourceBp (ConstParm, Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// const class FString& BuildingType (Parm, ZeroConstructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// const int32 NumMissionsCompleted (ConstParm, Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// const bool Succeeded (ConstParm, Parm, ZeroConstructor, IsPlainOldData, NoDestructor, NativeAccessSpecifierPublic)
// const class FString& Direction (Parm, ZeroConstructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
void UFortOutpostAnalytics::FireAnalyticsEvent_OutpostAttackWaveCompleted(const class UObject* SourceBp, const class FString& BuildingType, const int32 NumMissionsCompleted, const bool Succeeded, const class FString& Direction)
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = StaticClass()->GetFunction("FortOutpostAnalytics", "FireAnalyticsEvent_OutpostAttackWaveCompleted");
Params::FortOutpostAnalytics_FireAnalyticsEvent_OutpostAttackWaveCompleted Parms{};
Parms.SourceBp = SourceBp;
Parms.BuildingType = std::move(BuildingType);
Parms.NumMissionsCompleted = NumMissionsCompleted;
Parms.Succeeded = Succeeded;
Parms.Direction = std::move(Direction);
auto Flgs = Func->FunctionFlags;
Func->FunctionFlags |= 0x400;
GetDefaultObj()->ProcessEvent(Func, &Parms);
Func->FunctionFlags = Flgs;
}
// Function FortniteGame.FortOutpostAnalytics.FireAnalyticsEvent_OutpostBuildingActivated
// (Final, Native, Static, Public, BlueprintCallable)
// Parameters:
// const class UObject* SourceBp (ConstParm, Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// const class FString& BuildingType (Parm, ZeroConstructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// const int32 NumMissionsCompleted (ConstParm, Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
void UFortOutpostAnalytics::FireAnalyticsEvent_OutpostBuildingActivated(const class UObject* SourceBp, const class FString& BuildingType, const int32 NumMissionsCompleted)
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = StaticClass()->GetFunction("FortOutpostAnalytics", "FireAnalyticsEvent_OutpostBuildingActivated");
Params::FortOutpostAnalytics_FireAnalyticsEvent_OutpostBuildingActivated Parms{};
Parms.SourceBp = SourceBp;
Parms.BuildingType = std::move(BuildingType);
Parms.NumMissionsCompleted = NumMissionsCompleted;
auto Flgs = Func->FunctionFlags;
Func->FunctionFlags |= 0x400;
GetDefaultObj()->ProcessEvent(Func, &Parms);
Func->FunctionFlags = Flgs;
}
// Function FortniteGame.FortOutpostAnalytics.FireAnalyticsEvent_OutpostBuildingDefended
// (Final, Native, Static, Public, BlueprintCallable)
// Parameters:
// const class UObject* SourceBp (ConstParm, Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// const class FString& BuildingType (Parm, ZeroConstructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// const int32 NumMissionsCompleted (ConstParm, Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
void UFortOutpostAnalytics::FireAnalyticsEvent_OutpostBuildingDefended(const class UObject* SourceBp, const class FString& BuildingType, const int32 NumMissionsCompleted)
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = StaticClass()->GetFunction("FortOutpostAnalytics", "FireAnalyticsEvent_OutpostBuildingDefended");
Params::FortOutpostAnalytics_FireAnalyticsEvent_OutpostBuildingDefended Parms{};
Parms.SourceBp = SourceBp;
Parms.BuildingType = std::move(BuildingType);
Parms.NumMissionsCompleted = NumMissionsCompleted;
auto Flgs = Func->FunctionFlags;
Func->FunctionFlags |= 0x400;
GetDefaultObj()->ProcessEvent(Func, &Parms);
Func->FunctionFlags = Flgs;
}
// Function FortniteGame.FortOutpostAnalytics.FireAnalyticsEvent_OutpostSupplyDropPickedUp
// (Final, Native, Static, Public, HasOutParams, BlueprintCallable)
// Parameters:
// const class UObject* SourceBp (ConstParm, Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// const TArray<struct FFortAnalyticsEventAttribute>&Resourcees (ConstParm, Parm, OutParm, ZeroConstructor, ReferenceParm, NativeAccessSpecifierPublic)
void UFortOutpostAnalytics::FireAnalyticsEvent_OutpostSupplyDropPickedUp(const class UObject* SourceBp, const TArray<struct FFortAnalyticsEventAttribute>& Resourcees)
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = StaticClass()->GetFunction("FortOutpostAnalytics", "FireAnalyticsEvent_OutpostSupplyDropPickedUp");
Params::FortOutpostAnalytics_FireAnalyticsEvent_OutpostSupplyDropPickedUp Parms{};
Parms.SourceBp = SourceBp;
Parms.Resourcees = std::move(Resourcees);
auto Flgs = Func->FunctionFlags;
Func->FunctionFlags |= 0x400;
GetDefaultObj()->ProcessEvent(Func, &Parms);
Func->FunctionFlags = Flgs;
}
// Function FortniteGame.FortOnboardingAnalytics.FireAnalyticsEvent_CinematicSkipped
// (Final, Native, Static, Public, BlueprintCallable)
// Parameters:
// const class UObject* SourceBp (ConstParm, Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
void UFortOnboardingAnalytics::FireAnalyticsEvent_CinematicSkipped(const class UObject* SourceBp)
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = StaticClass()->GetFunction("FortOnboardingAnalytics", "FireAnalyticsEvent_CinematicSkipped");
Params::FortOnboardingAnalytics_FireAnalyticsEvent_CinematicSkipped Parms{};
Parms.SourceBp = SourceBp;
auto Flgs = Func->FunctionFlags;
Func->FunctionFlags |= 0x400;
GetDefaultObj()->ProcessEvent(Func, &Parms);
Func->FunctionFlags = Flgs;
}
// Function FortniteGame.FortOnboardingAnalytics.FireAnalyticsEvent_VinderTipPlayed
// (Final, Native, Static, Public, BlueprintCallable)
// Parameters:
// const class UObject* SourceBp (ConstParm, Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// const class FString& VinderTipTag (Parm, ZeroConstructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
void UFortOnboardingAnalytics::FireAnalyticsEvent_VinderTipPlayed(const class UObject* SourceBp, const class FString& VinderTipTag)
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = StaticClass()->GetFunction("FortOnboardingAnalytics", "FireAnalyticsEvent_VinderTipPlayed");
Params::FortOnboardingAnalytics_FireAnalyticsEvent_VinderTipPlayed Parms{};
Parms.SourceBp = SourceBp;
Parms.VinderTipTag = std::move(VinderTipTag);
auto Flgs = Func->FunctionFlags;
Func->FunctionFlags |= 0x400;
GetDefaultObj()->ProcessEvent(Func, &Parms);
Func->FunctionFlags = Flgs;
}
// Function FortniteGame.FortAnalytics.ConstructAnalyticsAttribute
// (Final, Native, Static, Public, HasDefaults, BlueprintCallable)
// Parameters:
// const class FString& AttributeName (ConstParm, Parm, ZeroConstructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// const class FString& StringValue (ConstParm, Parm, ZeroConstructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// const struct FGuid& FGuidValue (ConstParm, Parm, ZeroConstructor, IsPlainOldData, NoDestructor, NativeAccessSpecifierPublic)
// const int32 IntValue (ConstParm, Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// const float FloatValue (ConstParm, Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// const bool BoolValue (ConstParm, Parm, ZeroConstructor, IsPlainOldData, NoDestructor, NativeAccessSpecifierPublic)
// struct FFortAnalyticsEventAttribute ReturnValue (Parm, OutParm, ReturnParm, NativeAccessSpecifierPublic)
struct FFortAnalyticsEventAttribute UFortAnalytics::ConstructAnalyticsAttribute(const class FString& AttributeName, const class FString& StringValue, const struct FGuid& FGuidValue, const int32 IntValue, const float FloatValue, const bool BoolValue)
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = StaticClass()->GetFunction("FortAnalytics", "ConstructAnalyticsAttribute");
Params::FortAnalytics_ConstructAnalyticsAttribute Parms{};
Parms.AttributeName = std::move(AttributeName);
Parms.StringValue = std::move(StringValue);
Parms.FGuidValue = std::move(FGuidValue);
Parms.IntValue = IntValue;
Parms.FloatValue = FloatValue;
Parms.BoolValue = BoolValue;
auto Flgs = Func->FunctionFlags;
Func->FunctionFlags |= 0x400;
GetDefaultObj()->ProcessEvent(Func, &Parms);
Func->FunctionFlags = Flgs;
return Parms.ReturnValue;
}
// Function FortniteGame.FortAnalytics.FireAnalyticsEvent_Blueprint
// (Final, Native, Static, Public, HasOutParams, BlueprintCallable)
// Parameters:
// const class UObject* SourceBp (ConstParm, Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// const class FString& EventName (Parm, ZeroConstructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// const struct FFortAnalyticsEventAttribute&Attribute (ConstParm, Parm, OutParm, ReferenceParm, NativeAccessSpecifierPublic)
void UFortAnalytics::FireAnalyticsEvent_Blueprint(const class UObject* SourceBp, const class FString& EventName, const struct FFortAnalyticsEventAttribute& Attribute)
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = StaticClass()->GetFunction("FortAnalytics", "FireAnalyticsEvent_Blueprint");
Params::FortAnalytics_FireAnalyticsEvent_Blueprint Parms{};
Parms.SourceBp = SourceBp;
Parms.EventName = std::move(EventName);
Parms.Attribute = std::move(Attribute);
auto Flgs = Func->FunctionFlags;
Func->FunctionFlags |= 0x400;
GetDefaultObj()->ProcessEvent(Func, &Parms);
Func->FunctionFlags = Flgs;
}
// Function FortniteGame.FortAnalytics.FireAnalyticsEvent_BlueprintArray
// (Final, Native, Static, Public, HasOutParams, BlueprintCallable)
// Parameters:
// const class UObject* SourceBp (ConstParm, Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// const class FString& EventName (Parm, ZeroConstructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// const TArray<struct FFortAnalyticsEventAttribute>&Attributes (ConstParm, Parm, OutParm, ZeroConstructor, ReferenceParm, NativeAccessSpecifierPublic)
void UFortAnalytics::FireAnalyticsEvent_BlueprintArray(const class UObject* SourceBp, const class FString& EventName, const TArray<struct FFortAnalyticsEventAttribute>& Attributes)
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = StaticClass()->GetFunction("FortAnalytics", "FireAnalyticsEvent_BlueprintArray");
Params::FortAnalytics_FireAnalyticsEvent_BlueprintArray Parms{};
Parms.SourceBp = SourceBp;
Parms.EventName = std::move(EventName);
Parms.Attributes = std::move(Attributes);
auto Flgs = Func->FunctionFlags;
Func->FunctionFlags |= 0x400;
GetDefaultObj()->ProcessEvent(Func, &Parms);
Func->FunctionFlags = Flgs;
}
// Function FortniteGame.FortAnalytics.FireMissionAnalyticsEvent_Blueprint
// (Final, Native, Static, Public, HasOutParams, BlueprintCallable)
// Parameters:
// const class UObject* SourceBp (ConstParm, Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// const class FString& EventName (Parm, ZeroConstructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// const struct FFortAnalyticsEventAttribute&Attribute (ConstParm, Parm, OutParm, ReferenceParm, NativeAccessSpecifierPublic)
void UFortAnalytics::FireMissionAnalyticsEvent_Blueprint(const class UObject* SourceBp, const class FString& EventName, const struct FFortAnalyticsEventAttribute& Attribute)
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = StaticClass()->GetFunction("FortAnalytics", "FireMissionAnalyticsEvent_Blueprint");
Params::FortAnalytics_FireMissionAnalyticsEvent_Blueprint Parms{};
Parms.SourceBp = SourceBp;
Parms.EventName = std::move(EventName);
Parms.Attribute = std::move(Attribute);
auto Flgs = Func->FunctionFlags;
Func->FunctionFlags |= 0x400;
GetDefaultObj()->ProcessEvent(Func, &Parms);
Func->FunctionFlags = Flgs;
}
// Function FortniteGame.FortAnalytics.FireMissionAnalyticsEvent_BlueprintArray
// (Final, Native, Static, Public, HasOutParams, BlueprintCallable)
// Parameters:
// const class UObject* SourceBp (ConstParm, Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// const class FString& EventName (Parm, ZeroConstructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// const TArray<struct FFortAnalyticsEventAttribute>&Attributes (ConstParm, Parm, OutParm, ZeroConstructor, ReferenceParm, NativeAccessSpecifierPublic)
void UFortAnalytics::FireMissionAnalyticsEvent_BlueprintArray(const class UObject* SourceBp, const class FString& EventName, const TArray<struct FFortAnalyticsEventAttribute>& Attributes)
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = StaticClass()->GetFunction("FortAnalytics", "FireMissionAnalyticsEvent_BlueprintArray");
Params::FortAnalytics_FireMissionAnalyticsEvent_BlueprintArray Parms{};
Parms.SourceBp = SourceBp;
Parms.EventName = std::move(EventName);
Parms.Attributes = std::move(Attributes);
auto Flgs = Func->FunctionFlags;
Func->FunctionFlags |= 0x400;
GetDefaultObj()->ProcessEvent(Func, &Parms);
Func->FunctionFlags = Flgs;
}
// Function FortniteGame.FortAnimInstance.AnimNotify_LeftFootStep
// (Final, Native, Public)
// Parameters:
// const class UAnimNotify* Notify (ConstParm, Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
void UFortAnimInstance::AnimNotify_LeftFootStep(const class UAnimNotify* Notify)
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("FortAnimInstance", "AnimNotify_LeftFootStep");
Params::FortAnimInstance_AnimNotify_LeftFootStep Parms{};
Parms.Notify = Notify;
auto Flgs = Func->FunctionFlags;
Func->FunctionFlags |= 0x400;
UObject::ProcessEvent(Func, &Parms);
Func->FunctionFlags = Flgs;
}
// Function FortniteGame.FortAnimInstance.AnimNotify_RightFootStep
// (Final, Native, Public)
// Parameters:
// const class UAnimNotify* Notify (ConstParm, Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
void UFortAnimInstance::AnimNotify_RightFootStep(const class UAnimNotify* Notify)
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("FortAnimInstance", "AnimNotify_RightFootStep");
Params::FortAnimInstance_AnimNotify_RightFootStep Parms{};
Parms.Notify = Notify;
auto Flgs = Func->FunctionFlags;
Func->FunctionFlags |= 0x400;
UObject::ProcessEvent(Func, &Parms);
Func->FunctionFlags = Flgs;
}
// Function FortniteGame.FortAnimInstance.TryGetFortAIPawn
// (Final, Native, Public, BlueprintCallable, BlueprintPure)
// Parameters:
// class AFortAIPawn* ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
class AFortAIPawn* UFortAnimInstance::TryGetFortAIPawn()
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("FortAnimInstance", "TryGetFortAIPawn");
Params::FortAnimInstance_TryGetFortAIPawn Parms{};
auto Flgs = Func->FunctionFlags;
Func->FunctionFlags |= 0x400;
UObject::ProcessEvent(Func, &Parms);
Func->FunctionFlags = Flgs;
return Parms.ReturnValue;
}
// Function FortniteGame.FortAnimInstance.TryGetFortPawn
// (Final, Native, Public, BlueprintCallable, BlueprintPure)
// Parameters:
// class AFortPawn* ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
class AFortPawn* UFortAnimInstance::TryGetFortPawn()
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("FortAnimInstance", "TryGetFortPawn");
Params::FortAnimInstance_TryGetFortPawn Parms{};
auto Flgs = Func->FunctionFlags;
Func->FunctionFlags |= 0x400;
UObject::ProcessEvent(Func, &Parms);
Func->FunctionFlags = Flgs;
return Parms.ReturnValue;
}
// Function FortniteGame.FortPlayerAnimGraphInstance.AnimNotify_PlayFireFX
// (Final, Native, Public)
// Parameters:
// const class UAnimNotify* Notify (ConstParm, Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
void UFortPlayerAnimGraphInstance::AnimNotify_PlayFireFX(const class UAnimNotify* Notify)
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("FortPlayerAnimGraphInstance", "AnimNotify_PlayFireFX");
Params::FortPlayerAnimGraphInstance_AnimNotify_PlayFireFX Parms{};
Parms.Notify = Notify;
auto Flgs = Func->FunctionFlags;
Func->FunctionFlags |= 0x400;
UObject::ProcessEvent(Func, &Parms);
Func->FunctionFlags = Flgs;
}
// Function FortniteGame.FortPlayerAnimGraphInstance.AnimNotify_PlaySecondaryFireFX
// (Final, Native, Public)
// Parameters:
// const class UAnimNotify* Notify (ConstParm, Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
void UFortPlayerAnimGraphInstance::AnimNotify_PlaySecondaryFireFX(const class UAnimNotify* Notify)
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("FortPlayerAnimGraphInstance", "AnimNotify_PlaySecondaryFireFX");
Params::FortPlayerAnimGraphInstance_AnimNotify_PlaySecondaryFireFX Parms{};
Parms.Notify = Notify;
auto Flgs = Func->FunctionFlags;
Func->FunctionFlags |= 0x400;
UObject::ProcessEvent(Func, &Parms);
Func->FunctionFlags = Flgs;
}
// Function FortniteGame.FortPlayerAnimGraphInstance.AnimNotify_StopFireFX
// (Final, Native, Public)
// Parameters:
// const class UAnimNotify* Notify (ConstParm, Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
void UFortPlayerAnimGraphInstance::AnimNotify_StopFireFX(const class UAnimNotify* Notify)
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("FortPlayerAnimGraphInstance", "AnimNotify_StopFireFX");
Params::FortPlayerAnimGraphInstance_AnimNotify_StopFireFX Parms{};
Parms.Notify = Notify;
auto Flgs = Func->FunctionFlags;
Func->FunctionFlags |= 0x400;
UObject::ProcessEvent(Func, &Parms);
Func->FunctionFlags = Flgs;
}
// Function FortniteGame.FortAsyncAction_SendQuestStatEvent.SendClientStatEvent
// (Final, Native, Static, Public, BlueprintCallable)
// Parameters:
// class UFortQuestManager* QuestManager_0 (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// const struct FDataTableRowHandle& ObjectiveStat_0 (Parm, NativeAccessSpecifierPublic)
// int32 Count_0 (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// class UFortAsyncAction_SendQuestStatEvent*ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
class UFortAsyncAction_SendQuestStatEvent* UFortAsyncAction_SendQuestStatEvent::SendClientStatEvent(class UFortQuestManager* QuestManager_0, const struct FDataTableRowHandle& ObjectiveStat_0, int32 Count_0)
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = StaticClass()->GetFunction("FortAsyncAction_SendQuestStatEvent", "SendClientStatEvent");
Params::FortAsyncAction_SendQuestStatEvent_SendClientStatEvent Parms{};
Parms.QuestManager_0 = QuestManager_0;
Parms.ObjectiveStat_0 = std::move(ObjectiveStat_0);
Parms.Count_0 = Count_0;
auto Flgs = Func->FunctionFlags;
Func->FunctionFlags |= 0x400;
GetDefaultObj()->ProcessEvent(Func, &Parms);
Func->FunctionFlags = Flgs;
return Parms.ReturnValue;
}
// Function FortniteGame.FortAsyncAction_SendQuestStatEvent.SendClientStatEventWithTags
// (Final, Native, Static, Public, BlueprintCallable)
// Parameters:
// class UFortQuestManager* QuestManager_0 (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// const struct FGameplayTagContainer& TargetTags_0 (Parm, NativeAccessSpecifierPublic)
// const struct FGameplayTagContainer& SourceTags_0 (Parm, NativeAccessSpecifierPublic)
// const struct FGameplayTagContainer& ContextTags_0 (Parm, NativeAccessSpecifierPublic)
// int32 Count_0 (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// class UFortAsyncAction_SendQuestStatEvent*ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
class UFortAsyncAction_SendQuestStatEvent* UFortAsyncAction_SendQuestStatEvent::SendClientStatEventWithTags(class UFortQuestManager* QuestManager_0, const struct FGameplayTagContainer& TargetTags_0, const struct FGameplayTagContainer& SourceTags_0, const struct FGameplayTagContainer& ContextTags_0, int32 Count_0)
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = StaticClass()->GetFunction("FortAsyncAction_SendQuestStatEvent", "SendClientStatEventWithTags");
Params::FortAsyncAction_SendQuestStatEvent_SendClientStatEventWithTags Parms{};
Parms.QuestManager_0 = QuestManager_0;
Parms.TargetTags_0 = std::move(TargetTags_0);
Parms.SourceTags_0 = std::move(SourceTags_0);
Parms.ContextTags_0 = std::move(ContextTags_0);
Parms.Count_0 = Count_0;
auto Flgs = Func->FunctionFlags;
Func->FunctionFlags |= 0x400;
GetDefaultObj()->ProcessEvent(Func, &Parms);
Func->FunctionFlags = Flgs;
return Parms.ReturnValue;
}
// Function FortniteGame.FortBuildingTrapSet.OnRep_Durability
// (Final, Native, Public)
void UFortBuildingTrapSet::OnRep_Durability()
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("FortBuildingTrapSet", "OnRep_Durability");
auto Flgs = Func->FunctionFlags;
Func->FunctionFlags |= 0x400;
UObject::ProcessEvent(Func, nullptr);
Func->FunctionFlags = Flgs;
}
// Function FortniteGame.FortHomebaseSet.OnRep_HomebaseAttr
// (Final, Native, Public)
void UFortHomebaseSet::OnRep_HomebaseAttr()
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("FortHomebaseSet", "OnRep_HomebaseAttr");
auto Flgs = Func->FunctionFlags;
Func->FunctionFlags |= 0x400;
UObject::ProcessEvent(Func, nullptr);
Func->FunctionFlags = Flgs;
}
// Function FortniteGame.FortMovementSet.OnRep_SpeedMultiplier
// (Final, Native, Public)
void UFortMovementSet::OnRep_SpeedMultiplier()
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("FortMovementSet", "OnRep_SpeedMultiplier");
auto Flgs = Func->FunctionFlags;
Func->FunctionFlags |= 0x400;
UObject::ProcessEvent(Func, nullptr);
Func->FunctionFlags = Flgs;
}
// Function FortniteGame.FortNotificationManager.OnRep_Notifications
// (Native, Protected)
void AFortNotificationManager::OnRep_Notifications()
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("FortNotificationManager", "OnRep_Notifications");
auto Flgs = Func->FunctionFlags;
Func->FunctionFlags |= 0x400;
UObject::ProcessEvent(Func, nullptr);
Func->FunctionFlags = Flgs;
}
// Function FortniteGame.FortPartyBeaconClient.ClientAllowedToProceedFromReservation
// (Net, NetReliable, Native, Event, Public, NetClient)
void AFortPartyBeaconClient::ClientAllowedToProceedFromReservation()
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("FortPartyBeaconClient", "ClientAllowedToProceedFromReservation");
auto Flgs = Func->FunctionFlags;
Func->FunctionFlags |= 0x400;
UObject::ProcessEvent(Func, nullptr);
Func->FunctionFlags = Flgs;
}
// Function FortniteGame.FortPartyBeaconClient.ClientAllowedToProceedFromReservationTimeout
// (Net, NetReliable, Native, Event, Public, NetClient)
void AFortPartyBeaconClient::ClientAllowedToProceedFromReservationTimeout()
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("FortPartyBeaconClient", "ClientAllowedToProceedFromReservationTimeout");
auto Flgs = Func->FunctionFlags;
Func->FunctionFlags |= 0x400;
UObject::ProcessEvent(Func, nullptr);
Func->FunctionFlags = Flgs;
}
// Function FortniteGame.FortPartyBeaconClient.ClientReconnectResponse
// (Net, NetReliable, Native, Event, Public, NetClient)
// Parameters:
// EPartyReservationResult ReservationResponse (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
void AFortPartyBeaconClient::ClientReconnectResponse(EPartyReservationResult ReservationResponse)
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("FortPartyBeaconClient", "ClientReconnectResponse");
Params::FortPartyBeaconClient_ClientReconnectResponse Parms{};
Parms.ReservationResponse = ReservationResponse;
auto Flgs = Func->FunctionFlags;
Func->FunctionFlags |= 0x400;
UObject::ProcessEvent(Func, &Parms);
Func->FunctionFlags = Flgs;
}
// Function FortniteGame.FortPartyBeaconClient.ServerEmptyServerReservationRequest
// (Net, NetReliable, Native, Event, Protected, NetServer, NetValidate)
// Parameters:
// const class FString& InSessionId (Parm, ZeroConstructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// const struct FEmptyServerReservation& ReservationData (ConstParm, Parm, NativeAccessSpecifierPublic)
// const struct FPartyReservation& Reservation (Parm, NativeAccessSpecifierPublic)
void AFortPartyBeaconClient::ServerEmptyServerReservationRequest(const class FString& InSessionId, const struct FEmptyServerReservation& ReservationData, const struct FPartyReservation& Reservation)
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("FortPartyBeaconClient", "ServerEmptyServerReservationRequest");
Params::FortPartyBeaconClient_ServerEmptyServerReservationRequest Parms{};
Parms.InSessionId = std::move(InSessionId);
Parms.ReservationData = std::move(ReservationData);
Parms.Reservation = std::move(Reservation);
auto Flgs = Func->FunctionFlags;
Func->FunctionFlags |= 0x400;
UObject::ProcessEvent(Func, &Parms);
Func->FunctionFlags = Flgs;
}
// Function FortniteGame.FortPartyBeaconClient.ServerReconnectExistingReservation
// (Net, NetReliable, Native, Event, Protected, NetServer, NetValidate)
// Parameters:
// const class FString& InSessionId (Parm, ZeroConstructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// const struct FUniqueNetIdRepl& RequestingPlayer (Parm, NativeAccessSpecifierPublic)
void AFortPartyBeaconClient::ServerReconnectExistingReservation(const class FString& InSessionId, const struct FUniqueNetIdRepl& RequestingPlayer)
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("FortPartyBeaconClient", "ServerReconnectExistingReservation");
Params::FortPartyBeaconClient_ServerReconnectExistingReservation Parms{};
Parms.InSessionId = std::move(InSessionId);
Parms.RequestingPlayer = std::move(RequestingPlayer);
auto Flgs = Func->FunctionFlags;
Func->FunctionFlags |= 0x400;
UObject::ProcessEvent(Func, &Parms);
Func->FunctionFlags = Flgs;
}
// Function FortniteGame.FortConsumableItemDefinition.ConsumeItem
// (Native, Public, HasOutParams, BlueprintCallable)
// Parameters:
// const struct FGameplayEventData& EventData (ConstParm, Parm, OutParm, ReferenceParm, NativeAccessSpecifierPublic)
void UFortConsumableItemDefinition::ConsumeItem(const struct FGameplayEventData& EventData)
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("FortConsumableItemDefinition", "ConsumeItem");
Params::FortConsumableItemDefinition_ConsumeItem Parms{};
Parms.EventData = std::move(EventData);
auto Flgs = Func->FunctionFlags;
Func->FunctionFlags |= 0x400;
UObject::ProcessEvent(Func, &Parms);
Func->FunctionFlags = Flgs;
}
// Function FortniteGame.FortConsumableItemDefinition.GetAnimPlayRate
// (Native, Public, BlueprintCallable, BlueprintPure, Const)
// Parameters:
// float ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
float UFortConsumableItemDefinition::GetAnimPlayRate() const
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("FortConsumableItemDefinition", "GetAnimPlayRate");
Params::FortConsumableItemDefinition_GetAnimPlayRate Parms{};
auto Flgs = Func->FunctionFlags;
Func->FunctionFlags |= 0x400;
UObject::ProcessEvent(Func, &Parms);
Func->FunctionFlags = Flgs;
return Parms.ReturnValue;
}
// Function FortniteGame.FortConsumableItemDefinition.GetHealthRestored
// (Native, Public, BlueprintCallable, BlueprintPure, Const)
// Parameters:
// int32 ItemLevel (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// float ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
float UFortConsumableItemDefinition::GetHealthRestored(int32 ItemLevel) const
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("FortConsumableItemDefinition", "GetHealthRestored");
Params::FortConsumableItemDefinition_GetHealthRestored Parms{};
Parms.ItemLevel = ItemLevel;
auto Flgs = Func->FunctionFlags;
Func->FunctionFlags |= 0x400;
UObject::ProcessEvent(Func, &Parms);
Func->FunctionFlags = Flgs;
return Parms.ReturnValue;
}
// Function FortniteGame.FortTheaterCamera.SetTileFocus
// (Event, Public, BlueprintEvent)
// Parameters:
// class AFortTheaterMapTile* TargetTile (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
void AFortTheaterCamera::SetTileFocus(class AFortTheaterMapTile* TargetTile)
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("FortTheaterCamera", "SetTileFocus");
Params::FortTheaterCamera_SetTileFocus Parms{};
Parms.TargetTile = TargetTile;
UObject::ProcessEvent(Func, &Parms);
}
// Function FortniteGame.FortTheaterCamera.LimitToTheater
// (Final, Native, Public, HasOutParams, HasDefaults, BlueprintCallable, BlueprintPure, Const)
// Parameters:
// const struct FVector& DesiredPosition (ConstParm, Parm, OutParm, ZeroConstructor, ReferenceParm, IsPlainOldData, NoDestructor, NativeAccessSpecifierPublic)
// struct FVector ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, NativeAccessSpecifierPublic)
struct FVector AFortTheaterCamera::LimitToTheater(const struct FVector& DesiredPosition) const
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("FortTheaterCamera", "LimitToTheater");
Params::FortTheaterCamera_LimitToTheater Parms{};
Parms.DesiredPosition = std::move(DesiredPosition);
auto Flgs = Func->FunctionFlags;
Func->FunctionFlags |= 0x400;
UObject::ProcessEvent(Func, &Parms);
Func->FunctionFlags = Flgs;
return Parms.ReturnValue;
}
// Function FortniteGame.FortGameStatePvP.GetItemCollector
// (Final, Native, Public, BlueprintCallable)
// Parameters:
// class ABuildingItemCollectorActor* ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
class ABuildingItemCollectorActor* AFortGameStatePvP::GetItemCollector()
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("FortGameStatePvP", "GetItemCollector");
Params::FortGameStatePvP_GetItemCollector Parms{};
auto Flgs = Func->FunctionFlags;
Func->FunctionFlags |= 0x400;
UObject::ProcessEvent(Func, &Parms);
Func->FunctionFlags = Flgs;
return Parms.ReturnValue;
}
// Function FortniteGame.FortGameStatePvP.OnRep_ItemCollector
// (Final, Native, Public)
void AFortGameStatePvP::OnRep_ItemCollector()
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("FortGameStatePvP", "OnRep_ItemCollector");
auto Flgs = Func->FunctionFlags;
Func->FunctionFlags |= 0x400;
UObject::ProcessEvent(Func, nullptr);
Func->FunctionFlags = Flgs;
}
// Function FortniteGame.FortGameStatePvP.OnRep_MatchLevel
// (Final, Native, Private)
void AFortGameStatePvP::OnRep_MatchLevel()
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("FortGameStatePvP", "OnRep_MatchLevel");
auto Flgs = Func->FunctionFlags;
Func->FunctionFlags |= 0x400;
UObject::ProcessEvent(Func, nullptr);
Func->FunctionFlags = Flgs;
}
// Function FortniteGame.FortGameStatePvP.OnRep_RoundTimeRemaining
// (Native, Protected)
void AFortGameStatePvP::OnRep_RoundTimeRemaining()
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("FortGameStatePvP", "OnRep_RoundTimeRemaining");
auto Flgs = Func->FunctionFlags;
Func->FunctionFlags |= 0x400;
UObject::ProcessEvent(Func, nullptr);
Func->FunctionFlags = Flgs;
}
// Function FortniteGame.FortGameStatePvP.OnRep_StalemateTimeRemaining
// (Native, Protected)
void AFortGameStatePvP::OnRep_StalemateTimeRemaining()
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("FortGameStatePvP", "OnRep_StalemateTimeRemaining");
auto Flgs = Func->FunctionFlags;
Func->FunctionFlags |= 0x400;
UObject::ProcessEvent(Func, nullptr);
Func->FunctionFlags = Flgs;
}
// Function FortniteGame.FortGameStatePvP.SetGameDifficultyRow
// (Final, BlueprintAuthorityOnly, Native, Public, HasOutParams, BlueprintCallable)
// Parameters:
// const struct FDataTableRowHandle& GameDifficultyInfo (ConstParm, Parm, OutParm, ReferenceParm, NativeAccessSpecifierPublic)
void AFortGameStatePvP::SetGameDifficultyRow(const struct FDataTableRowHandle& GameDifficultyInfo)
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("FortGameStatePvP", "SetGameDifficultyRow");
Params::FortGameStatePvP_SetGameDifficultyRow Parms{};
Parms.GameDifficultyInfo = std::move(GameDifficultyInfo);
auto Flgs = Func->FunctionFlags;
Func->FunctionFlags |= 0x400;
UObject::ProcessEvent(Func, &Parms);
Func->FunctionFlags = Flgs;
}
// Function FortniteGame.FortGameStatePvP.SetMatchLevel
// (Final, BlueprintAuthorityOnly, Native, Public, BlueprintCallable)
// Parameters:
// int32 InMatchLevel (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
void AFortGameStatePvP::SetMatchLevel(int32 InMatchLevel)
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("FortGameStatePvP", "SetMatchLevel");
Params::FortGameStatePvP_SetMatchLevel Parms{};
Parms.InMatchLevel = InMatchLevel;
auto Flgs = Func->FunctionFlags;
Func->FunctionFlags |= 0x400;
UObject::ProcessEvent(Func, &Parms);
Func->FunctionFlags = Flgs;
}
// Function FortniteGame.FortGameStatePvP.GetAverageHomebaseRating
// (Final, Native, Public, BlueprintCallable, BlueprintPure, Const)
// Parameters:
// int32 ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
int32 AFortGameStatePvP::GetAverageHomebaseRating() const
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("FortGameStatePvP", "GetAverageHomebaseRating");
Params::FortGameStatePvP_GetAverageHomebaseRating Parms{};
auto Flgs = Func->FunctionFlags;
Func->FunctionFlags |= 0x400;
UObject::ProcessEvent(Func, &Parms);
Func->FunctionFlags = Flgs;
return Parms.ReturnValue;
}
// Function FortniteGame.FortGameStatePvP.GetMatchLevel
// (Final, Native, Public, BlueprintCallable, BlueprintPure, Const)
// Parameters:
// int32 ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
int32 AFortGameStatePvP::GetMatchLevel() const
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("FortGameStatePvP", "GetMatchLevel");
Params::FortGameStatePvP_GetMatchLevel Parms{};
auto Flgs = Func->FunctionFlags;
Func->FunctionFlags |= 0x400;
UObject::ProcessEvent(Func, &Parms);
Func->FunctionFlags = Flgs;
return Parms.ReturnValue;
}
// Function FortniteGame.FortGameStatePvP.GetRoundTimeAccumulated
// (Native, Public, BlueprintCallable, BlueprintPure, Const)
// Parameters:
// int32 ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
int32 AFortGameStatePvP::GetRoundTimeAccumulated() const
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("FortGameStatePvP", "GetRoundTimeAccumulated");
Params::FortGameStatePvP_GetRoundTimeAccumulated Parms{};
auto Flgs = Func->FunctionFlags;
Func->FunctionFlags |= 0x400;
UObject::ProcessEvent(Func, &Parms);
Func->FunctionFlags = Flgs;
return Parms.ReturnValue;
}
// Function FortniteGame.FortGameStatePvP.GetTotalHomebaseRating
// (Final, Native, Public, BlueprintCallable, BlueprintPure, Const)
// Parameters:
// int32 ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
int32 AFortGameStatePvP::GetTotalHomebaseRating() const
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("FortGameStatePvP", "GetTotalHomebaseRating");
Params::FortGameStatePvP_GetTotalHomebaseRating Parms{};
auto Flgs = Func->FunctionFlags;
Func->FunctionFlags |= 0x400;
UObject::ProcessEvent(Func, &Parms);
Func->FunctionFlags = Flgs;
return Parms.ReturnValue;
}
// Function FortniteGame.FortClientEventInterface.BlueprintCustomHandleClientEvent
// (BlueprintCosmetic, Event, Public, HasOutParams, BlueprintEvent)
// Parameters:
// class UObject* EventSource (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// class UObject* EventFocus (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// const struct FFortClientEvent& ClientEvent (ConstParm, Parm, OutParm, ReferenceParm, NativeAccessSpecifierPublic)
void IFortClientEventInterface::BlueprintCustomHandleClientEvent(class UObject* EventSource, class UObject* EventFocus, const struct FFortClientEvent& ClientEvent)
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("FortClientEventInterface", "BlueprintCustomHandleClientEvent");
Params::FortClientEventInterface_BlueprintCustomHandleClientEvent Parms{};
Parms.EventSource = EventSource;
Parms.EventFocus = EventFocus;
Parms.ClientEvent = std::move(ClientEvent);
UObject::ProcessEvent(Func, &Parms);
}
// Function FortniteGame.FortHomeTeleporterInterface.OnHomeTeleporterBound
// (BlueprintCosmetic, Event, Public, BlueprintEvent)
// Parameters:
// class AFortPlayerPawn* PlayerPawn (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// const class AActor* OldHomeActor (ConstParm, Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
void IFortHomeTeleporterInterface::OnHomeTeleporterBound(class AFortPlayerPawn* PlayerPawn, const class AActor* OldHomeActor)
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("FortHomeTeleporterInterface", "OnHomeTeleporterBound");
Params::FortHomeTeleporterInterface_OnHomeTeleporterBound Parms{};
Parms.PlayerPawn = PlayerPawn;
Parms.OldHomeActor = OldHomeActor;
UObject::ProcessEvent(Func, &Parms);
}
// Function FortniteGame.FortHomeTeleporterInterface.OnHomeTeleporterBoundServer
// (BlueprintAuthorityOnly, Event, Public, BlueprintEvent)
// Parameters:
// class AFortPlayerPawn* PlayerPawn (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// const class AActor* OldHomeActor (ConstParm, Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
void IFortHomeTeleporterInterface::OnHomeTeleporterBoundServer(class AFortPlayerPawn* PlayerPawn, const class AActor* OldHomeActor)
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("FortHomeTeleporterInterface", "OnHomeTeleporterBoundServer");
Params::FortHomeTeleporterInterface_OnHomeTeleporterBoundServer Parms{};
Parms.PlayerPawn = PlayerPawn;
Parms.OldHomeActor = OldHomeActor;
UObject::ProcessEvent(Func, &Parms);
}
// Function FortniteGame.FortHomeTeleporterInterface.OnHomeTeleporterUnbound
// (BlueprintCosmetic, Event, Public, BlueprintEvent)
// Parameters:
// class AFortPlayerPawn* PlayerPawn (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// const class AActor* NewHomeActor (ConstParm, Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
void IFortHomeTeleporterInterface::OnHomeTeleporterUnbound(class AFortPlayerPawn* PlayerPawn, const class AActor* NewHomeActor)
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("FortHomeTeleporterInterface", "OnHomeTeleporterUnbound");
Params::FortHomeTeleporterInterface_OnHomeTeleporterUnbound Parms{};
Parms.PlayerPawn = PlayerPawn;
Parms.NewHomeActor = NewHomeActor;
UObject::ProcessEvent(Func, &Parms);
}
// Function FortniteGame.FortHomeTeleporterInterface.OnHomeTeleporterUnboundServer
// (BlueprintAuthorityOnly, Event, Public, BlueprintEvent)
// Parameters:
// class AFortPlayerPawn* PlayerPawn (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// const class AActor* NewHomeActor (ConstParm, Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
void IFortHomeTeleporterInterface::OnHomeTeleporterUnboundServer(class AFortPlayerPawn* PlayerPawn, const class AActor* NewHomeActor)
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("FortHomeTeleporterInterface", "OnHomeTeleporterUnboundServer");
Params::FortHomeTeleporterInterface_OnHomeTeleporterUnboundServer Parms{};
Parms.PlayerPawn = PlayerPawn;
Parms.NewHomeActor = NewHomeActor;
UObject::ProcessEvent(Func, &Parms);
}
// Function FortniteGame.FortTutorialNotification.HideTutorialScreen
// (Final, BlueprintCosmetic, Native, Protected, BlueprintCallable)
void AFortTutorialNotification::HideTutorialScreen()
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("FortTutorialNotification", "HideTutorialScreen");
auto Flgs = Func->FunctionFlags;
Func->FunctionFlags |= 0x400;
UObject::ProcessEvent(Func, nullptr);
Func->FunctionFlags = Flgs;
}
// Function FortniteGame.FortTutorialNotification.OnNotificationContinue
// (Final, BlueprintCosmetic, Native, Public, BlueprintCallable)
// Parameters:
// class UObject* WorldContextObject (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// const struct FLatentActionInfo& LatentInfo (Parm, NativeAccessSpecifierPublic)
// class FName EventName (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
void AFortTutorialNotification::OnNotificationContinue(class UObject* WorldContextObject, const struct FLatentActionInfo& LatentInfo, class FName EventName)
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("FortTutorialNotification", "OnNotificationContinue");
Params::FortTutorialNotification_OnNotificationContinue Parms{};
Parms.WorldContextObject = WorldContextObject;
Parms.LatentInfo = std::move(LatentInfo);
Parms.EventName = EventName;
auto Flgs = Func->FunctionFlags;
Func->FunctionFlags |= 0x400;
UObject::ProcessEvent(Func, &Parms);
Func->FunctionFlags = Flgs;
}
// Function FortniteGame.FortTutorialNotification.SetButtonEnabled
// (Final, BlueprintCosmetic, Native, Protected, BlueprintCallable)
// Parameters:
// bool bButtonEnabled (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, NativeAccessSpecifierPublic)
// bool bForce (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, NativeAccessSpecifierPublic)
void AFortTutorialNotification::SetButtonEnabled(bool bButtonEnabled, bool bForce)
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("FortTutorialNotification", "SetButtonEnabled");
Params::FortTutorialNotification_SetButtonEnabled Parms{};
Parms.bButtonEnabled = bButtonEnabled;
Parms.bForce = bForce;
auto Flgs = Func->FunctionFlags;
Func->FunctionFlags |= 0x400;
UObject::ProcessEvent(Func, &Parms);
Func->FunctionFlags = Flgs;
}
// Function FortniteGame.FortTutorialNotification.SetHAlign
// (Final, BlueprintCosmetic, Native, Protected, BlueprintCallable)
// Parameters:
// EHorizontalAlignment HAlign (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// bool bForce (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, NativeAccessSpecifierPublic)
void AFortTutorialNotification::SetHAlign(EHorizontalAlignment HAlign, bool bForce)
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("FortTutorialNotification", "SetHAlign");
Params::FortTutorialNotification_SetHAlign Parms{};
Parms.HAlign = HAlign;
Parms.bForce = bForce;
auto Flgs = Func->FunctionFlags;
Func->FunctionFlags |= 0x400;
UObject::ProcessEvent(Func, &Parms);
Func->FunctionFlags = Flgs;
}
// Function FortniteGame.FortTutorialNotification.SetLightboxDisableInputOnly
// (Final, BlueprintCosmetic, Native, Protected, BlueprintCallable)
// Parameters:
// bool bLightboxDisableInputOnly (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, NativeAccessSpecifierPublic)
// bool bForce (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, NativeAccessSpecifierPublic)
void AFortTutorialNotification::SetLightboxDisableInputOnly(bool bLightboxDisableInputOnly, bool bForce)
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("FortTutorialNotification", "SetLightboxDisableInputOnly");
Params::FortTutorialNotification_SetLightboxDisableInputOnly Parms{};
Parms.bLightboxDisableInputOnly = bLightboxDisableInputOnly;
Parms.bForce = bForce;
auto Flgs = Func->FunctionFlags;
Func->FunctionFlags |= 0x400;
UObject::ProcessEvent(Func, &Parms);
Func->FunctionFlags = Flgs;
}
// Function FortniteGame.FortTutorialNotification.SetLightboxEnabled
// (Final, BlueprintCosmetic, Native, Protected, BlueprintCallable)
// Parameters:
// bool bLightboxEnabled (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, NativeAccessSpecifierPublic)
// bool bForce (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, NativeAccessSpecifierPublic)
void AFortTutorialNotification::SetLightboxEnabled(bool bLightboxEnabled, bool bForce)
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("FortTutorialNotification", "SetLightboxEnabled");
Params::FortTutorialNotification_SetLightboxEnabled Parms{};
Parms.bLightboxEnabled = bLightboxEnabled;
Parms.bForce = bForce;
auto Flgs = Func->FunctionFlags;
Func->FunctionFlags |= 0x400;
UObject::ProcessEvent(Func, &Parms);
Func->FunctionFlags = Flgs;
}
// Function FortniteGame.FortTutorialNotification.SetNameText
// (Final, BlueprintCosmetic, Native, Protected, BlueprintCallable)
// Parameters:
// const class FText& NameText (Parm, NativeAccessSpecifierPublic)
// bool bForce (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, NativeAccessSpecifierPublic)
void AFortTutorialNotification::SetNameText(const class FText& NameText, bool bForce)
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("FortTutorialNotification", "SetNameText");
Params::FortTutorialNotification_SetNameText Parms{};
Parms.NameText = std::move(NameText);
Parms.bForce = bForce;
auto Flgs = Func->FunctionFlags;
Func->FunctionFlags |= 0x400;
UObject::ProcessEvent(Func, &Parms);
Func->FunctionFlags = Flgs;
}
// Function FortniteGame.FortTutorialNotification.SetPadding
// (Final, BlueprintCosmetic, Native, Protected, BlueprintCallable)
// Parameters:
// const struct FMargin& Padding (Parm, NativeAccessSpecifierPublic)
// bool bForce (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, NativeAccessSpecifierPublic)
void AFortTutorialNotification::SetPadding(const struct FMargin& Padding, bool bForce)
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("FortTutorialNotification", "SetPadding");
Params::FortTutorialNotification_SetPadding Parms{};
Parms.Padding = std::move(Padding);
Parms.bForce = bForce;
auto Flgs = Func->FunctionFlags;
Func->FunctionFlags |= 0x400;
UObject::ProcessEvent(Func, &Parms);
Func->FunctionFlags = Flgs;
}
// Function FortniteGame.FortTutorialNotification.SetSystemText
// (Final, BlueprintCosmetic, Native, Protected, BlueprintCallable)
// Parameters:
// const class FText& SystemText (Parm, NativeAccessSpecifierPublic)
// bool bForce (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, NativeAccessSpecifierPublic)
void AFortTutorialNotification::SetSystemText(const class FText& SystemText, bool bForce)
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("FortTutorialNotification", "SetSystemText");
Params::FortTutorialNotification_SetSystemText Parms{};
Parms.SystemText = std::move(SystemText);
Parms.bForce = bForce;
auto Flgs = Func->FunctionFlags;
Func->FunctionFlags |= 0x400;
UObject::ProcessEvent(Func, &Parms);
Func->FunctionFlags = Flgs;
}
// Function FortniteGame.FortTutorialNotification.SetVAlign
// (Final, BlueprintCosmetic, Native, Protected, BlueprintCallable)
// Parameters:
// EVerticalAlignment VAlign (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// bool bForce (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, NativeAccessSpecifierPublic)
void AFortTutorialNotification::SetVAlign(EVerticalAlignment VAlign, bool bForce)
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("FortTutorialNotification", "SetVAlign");
Params::FortTutorialNotification_SetVAlign Parms{};
Parms.VAlign = VAlign;
Parms.bForce = bForce;
auto Flgs = Func->FunctionFlags;
Func->FunctionFlags |= 0x400;
UObject::ProcessEvent(Func, &Parms);
Func->FunctionFlags = Flgs;
}
// Function FortniteGame.FortTutorialNotification.ShowTutorialScreen
// (Final, BlueprintCosmetic, Native, Protected, BlueprintCallable)
// Parameters:
// class UTexture2D* TutorialImage (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
void AFortTutorialNotification::ShowTutorialScreen(class UTexture2D* TutorialImage)
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("FortTutorialNotification", "ShowTutorialScreen");
Params::FortTutorialNotification_ShowTutorialScreen Parms{};
Parms.TutorialImage = TutorialImage;
auto Flgs = Func->FunctionFlags;
Func->FunctionFlags |= 0x400;
UObject::ProcessEvent(Func, &Parms);
Func->FunctionFlags = Flgs;
}
// Function FortniteGame.FortCinematicNotification.OnPlayerSkippedCutscene
// (BlueprintCosmetic, Event, Public, BlueprintEvent)
void AFortCinematicNotification::OnPlayerSkippedCutscene()
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("FortCinematicNotification", "OnPlayerSkippedCutscene");
UObject::ProcessEvent(Func, nullptr);
}
// Function FortniteGame.FortCombatManager.GetCombatFactorValue
// (Native, Public, BlueprintCallable, BlueprintPure)
// Parameters:
// EFortCombatFactors CombatFactor (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// float ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
float AFortCombatManager::GetCombatFactorValue(EFortCombatFactors CombatFactor)
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("FortCombatManager", "GetCombatFactorValue");
Params::FortCombatManager_GetCombatFactorValue Parms{};
Parms.CombatFactor = CombatFactor;
auto Flgs = Func->FunctionFlags;
Func->FunctionFlags |= 0x400;
UObject::ProcessEvent(Func, &Parms);
Func->FunctionFlags = Flgs;
return Parms.ReturnValue;
}
// Function FortniteGame.FortCombatManager.GetCurrentMaxHeatPercent
// (Native, Public, BlueprintCallable, BlueprintPure)
// Parameters:
// float ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
float AFortCombatManager::GetCurrentMaxHeatPercent()
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("FortCombatManager", "GetCurrentMaxHeatPercent");
Params::FortCombatManager_GetCurrentMaxHeatPercent Parms{};
auto Flgs = Func->FunctionFlags;
Func->FunctionFlags |= 0x400;
UObject::ProcessEvent(Func, &Parms);
Func->FunctionFlags = Flgs;
return Parms.ReturnValue;
}
// Function FortniteGame.FortCombatManager.GetEventHeatPercent
// (Native, Public, BlueprintCallable, BlueprintPure)
// Parameters:
// EFortCombatEvents CombatEvent (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// float ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
float AFortCombatManager::GetEventHeatPercent(EFortCombatEvents CombatEvent)
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("FortCombatManager", "GetEventHeatPercent");
Params::FortCombatManager_GetEventHeatPercent Parms{};
Parms.CombatEvent = CombatEvent;
auto Flgs = Func->FunctionFlags;
Func->FunctionFlags |= 0x400;
UObject::ProcessEvent(Func, &Parms);
Func->FunctionFlags = Flgs;
return Parms.ReturnValue;
}
// Function FortniteGame.FortCombatManager.GetEventHeatPercentTotal
// (Native, Public, BlueprintCallable, BlueprintPure)
// Parameters:
// EFortCombatEvents CombatEvent (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// float ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
float AFortCombatManager::GetEventHeatPercentTotal(EFortCombatEvents CombatEvent)
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("FortCombatManager", "GetEventHeatPercentTotal");
Params::FortCombatManager_GetEventHeatPercentTotal Parms{};
Parms.CombatEvent = CombatEvent;
auto Flgs = Func->FunctionFlags;
Func->FunctionFlags |= 0x400;
UObject::ProcessEvent(Func, &Parms);
Func->FunctionFlags = Flgs;
return Parms.ReturnValue;
}
// Function FortniteGame.FortCombatManager.OnRep_CombatEventHeat
// (Final, Native, Public)
void AFortCombatManager::OnRep_CombatEventHeat()
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("FortCombatManager", "OnRep_CombatEventHeat");
auto Flgs = Func->FunctionFlags;
Func->FunctionFlags |= 0x400;
UObject::ProcessEvent(Func, nullptr);
Func->FunctionFlags = Flgs;
}
// Function FortniteGame.FortCombatManager.OnThresholdChange
// (Event, Public, BlueprintEvent)
// Parameters:
// EFortCombatThresholds OldThreshold (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// EFortCombatThresholds NewThreshold (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
void AFortCombatManager::OnThresholdChange(EFortCombatThresholds OldThreshold, EFortCombatThresholds NewThreshold)
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("FortCombatManager", "OnThresholdChange");
Params::FortCombatManager_OnThresholdChange Parms{};
Parms.OldThreshold = OldThreshold;
Parms.NewThreshold = NewThreshold;
UObject::ProcessEvent(Func, &Parms);
}
// Function FortniteGame.FortAlterationItem.GetAlterationDefinitionBP
// (Final, Native, Public, BlueprintCallable, BlueprintPure, Const)
// Parameters:
// class UFortAlterationItemDefinition* ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
class UFortAlterationItemDefinition* UFortAlterationItem::GetAlterationDefinitionBP() const
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("FortAlterationItem", "GetAlterationDefinitionBP");
Params::FortAlterationItem_GetAlterationDefinitionBP Parms{};
auto Flgs = Func->FunctionFlags;
Func->FunctionFlags |= 0x400;
UObject::ProcessEvent(Func, &Parms);
Func->FunctionFlags = Flgs;
return Parms.ReturnValue;
}
// Function FortniteGame.FortDayNightLightingAndFog.BreakExponentialHeightFogValues
// (Final, Native, Static, Public, HasOutParams, HasDefaults, BlueprintCallable, BlueprintPure)
// Parameters:
// const struct FExponentialHeightFogValues&HeightFogValues (Parm, NativeAccessSpecifierPublic)
// float* FogDensity (Parm, OutParm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// float* FogHeightFalloff (Parm, OutParm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// float* FogMaxOpacity (Parm, OutParm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// float* StartDistance (Parm, OutParm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// float* DirectionalInscatteringExponent (Parm, OutParm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// float* DirectionalInscatteringStartDistance (Parm, OutParm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// struct FLinearColor* DirectionalInscatteringColor (Parm, OutParm, ZeroConstructor, IsPlainOldData, NoDestructor, NativeAccessSpecifierPublic)
// struct FLinearColor* FogInscatteringColor (Parm, OutParm, ZeroConstructor, IsPlainOldData, NoDestructor, NativeAccessSpecifierPublic)
void AFortDayNightLightingAndFog::BreakExponentialHeightFogValues(const struct FExponentialHeightFogValues& HeightFogValues, float* FogDensity, float* FogHeightFalloff, float* FogMaxOpacity, float* StartDistance, float* DirectionalInscatteringExponent, float* DirectionalInscatteringStartDistance, struct FLinearColor* DirectionalInscatteringColor, struct FLinearColor* FogInscatteringColor)
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = StaticClass()->GetFunction("FortDayNightLightingAndFog", "BreakExponentialHeightFogValues");
Params::FortDayNightLightingAndFog_BreakExponentialHeightFogValues Parms{};
Parms.HeightFogValues = std::move(HeightFogValues);
auto Flgs = Func->FunctionFlags;
Func->FunctionFlags |= 0x400;
GetDefaultObj()->ProcessEvent(Func, &Parms);
Func->FunctionFlags = Flgs;
if (FogDensity != nullptr)
*FogDensity = Parms.FogDensity;
if (FogHeightFalloff != nullptr)
*FogHeightFalloff = Parms.FogHeightFalloff;
if (FogMaxOpacity != nullptr)
*FogMaxOpacity = Parms.FogMaxOpacity;
if (StartDistance != nullptr)
*StartDistance = Parms.StartDistance;
if (DirectionalInscatteringExponent != nullptr)
*DirectionalInscatteringExponent = Parms.DirectionalInscatteringExponent;
if (DirectionalInscatteringStartDistance != nullptr)
*DirectionalInscatteringStartDistance = Parms.DirectionalInscatteringStartDistance;
if (DirectionalInscatteringColor != nullptr)
*DirectionalInscatteringColor = std::move(Parms.DirectionalInscatteringColor);
if (FogInscatteringColor != nullptr)
*FogInscatteringColor = std::move(Parms.FogInscatteringColor);
}
// Function FortniteGame.FortDayNightLightingAndFog.MakeExponentialHeightFogValues
// (Final, Native, Static, Public, HasDefaults, BlueprintCallable, BlueprintPure)
// Parameters:
// float FogDensity (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// float FogHeightFalloff (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// float FogMaxOpacity (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// float StartDistance (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// float DirectionalInscatteringExponent (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// float DirectionalInscatteringStartDistance (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// const struct FLinearColor& DirectionalInscatteringColor (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, NativeAccessSpecifierPublic)
// const struct FLinearColor& FogInscatteringColor (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, NativeAccessSpecifierPublic)
// struct FExponentialHeightFogValues ReturnValue (Parm, OutParm, ReturnParm, NativeAccessSpecifierPublic)
struct FExponentialHeightFogValues AFortDayNightLightingAndFog::MakeExponentialHeightFogValues(float FogDensity, float FogHeightFalloff, float FogMaxOpacity, float StartDistance, float DirectionalInscatteringExponent, float DirectionalInscatteringStartDistance, const struct FLinearColor& DirectionalInscatteringColor, const struct FLinearColor& FogInscatteringColor)
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = StaticClass()->GetFunction("FortDayNightLightingAndFog", "MakeExponentialHeightFogValues");
Params::FortDayNightLightingAndFog_MakeExponentialHeightFogValues Parms{};
Parms.FogDensity = FogDensity;
Parms.FogHeightFalloff = FogHeightFalloff;
Parms.FogMaxOpacity = FogMaxOpacity;
Parms.StartDistance = StartDistance;
Parms.DirectionalInscatteringExponent = DirectionalInscatteringExponent;
Parms.DirectionalInscatteringStartDistance = DirectionalInscatteringStartDistance;
Parms.DirectionalInscatteringColor = std::move(DirectionalInscatteringColor);
Parms.FogInscatteringColor = std::move(FogInscatteringColor);
auto Flgs = Func->FunctionFlags;
Func->FunctionFlags |= 0x400;
GetDefaultObj()->ProcessEvent(Func, &Parms);
Func->FunctionFlags = Flgs;
return Parms.ReturnValue;
}
// Function FortniteGame.FortDayNightLightingAndFog.FFToTimeOfDay
// (Final, Exec, Native, Private)
// Parameters:
// float FastForwardTime (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// float FastForwardSpeed (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
void AFortDayNightLightingAndFog::FFToTimeOfDay(float FastForwardTime, float FastForwardSpeed)
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("FortDayNightLightingAndFog", "FFToTimeOfDay");
Params::FortDayNightLightingAndFog_FFToTimeOfDay Parms{};
Parms.FastForwardTime = FastForwardTime;
Parms.FastForwardSpeed = FastForwardSpeed;
auto Flgs = Func->FunctionFlags;
Func->FunctionFlags |= 0x400;
UObject::ProcessEvent(Func, &Parms);
Func->FunctionFlags = Flgs;
}
// Function FortniteGame.FortDayNightLightingAndFog.GetPreviousDayPhase
// (Native, Public, BlueprintCallable, BlueprintPure)
// Parameters:
// EFortDayPhase ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
EFortDayPhase AFortDayNightLightingAndFog::GetPreviousDayPhase()
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("FortDayNightLightingAndFog", "GetPreviousDayPhase");
Params::FortDayNightLightingAndFog_GetPreviousDayPhase Parms{};
auto Flgs = Func->FunctionFlags;
Func->FunctionFlags |= 0x400;
UObject::ProcessEvent(Func, &Parms);
Func->FunctionFlags = Flgs;
return Parms.ReturnValue;
}
// Function FortniteGame.FortDayNightLightingAndFog.OnDayPhaseChange
// (BlueprintCosmetic, Event, Public, BlueprintEvent)
void AFortDayNightLightingAndFog::OnDayPhaseChange()
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("FortDayNightLightingAndFog", "OnDayPhaseChange");
UObject::ProcessEvent(Func, nullptr);
}
// Function FortniteGame.FortDayNightLightingAndFog.OnRep_HeightFogEnabled
// (Native, Public)
void AFortDayNightLightingAndFog::OnRep_HeightFogEnabled()
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("FortDayNightLightingAndFog", "OnRep_HeightFogEnabled");
auto Flgs = Func->FunctionFlags;
Func->FunctionFlags |= 0x400;
UObject::ProcessEvent(Func, nullptr);
Func->FunctionFlags = Flgs;
}
// Function FortniteGame.FortDayNightLightingAndFog.OnRep_TimeOfDay
// (Native, Public)
void AFortDayNightLightingAndFog::OnRep_TimeOfDay()
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("FortDayNightLightingAndFog", "OnRep_TimeOfDay");
auto Flgs = Func->FunctionFlags;
Func->FunctionFlags |= 0x400;
UObject::ProcessEvent(Func, nullptr);
Func->FunctionFlags = Flgs;
}
// Function FortniteGame.FortDayNightLightingAndFog.OnRep_TimeOfDayInit
// (Native, Public)
void AFortDayNightLightingAndFog::OnRep_TimeOfDayInit()
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("FortDayNightLightingAndFog", "OnRep_TimeOfDayInit");
auto Flgs = Func->FunctionFlags;
Func->FunctionFlags |= 0x400;
UObject::ProcessEvent(Func, nullptr);
Func->FunctionFlags = Flgs;
}
// Function FortniteGame.FortDayNightLightingAndFog.OnStormEnd
// (BlueprintCosmetic, Event, Public, BlueprintEvent)
void AFortDayNightLightingAndFog::OnStormEnd()
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("FortDayNightLightingAndFog", "OnStormEnd");
UObject::ProcessEvent(Func, nullptr);
}
// Function FortniteGame.FortDayNightLightingAndFog.OnStormStart
// (BlueprintCosmetic, Event, Public, BlueprintEvent)
void AFortDayNightLightingAndFog::OnStormStart()
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("FortDayNightLightingAndFog", "OnStormStart");
UObject::ProcessEvent(Func, nullptr);
}
// Function FortniteGame.FortDayNightLightingAndFog.OnUpdateDirectionalLightForTimeOfDay
// (BlueprintCosmetic, Event, Public, HasOutParams, HasDefaults, BlueprintEvent)
// Parameters:
// const struct FLinearColor& AboutToApplyDirectionalLightColor (ConstParm, Parm, OutParm, ZeroConstructor, ReferenceParm, IsPlainOldData, NoDestructor, NativeAccessSpecifierPublic)
void AFortDayNightLightingAndFog::OnUpdateDirectionalLightForTimeOfDay(const struct FLinearColor& AboutToApplyDirectionalLightColor)
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("FortDayNightLightingAndFog", "OnUpdateDirectionalLightForTimeOfDay");
Params::FortDayNightLightingAndFog_OnUpdateDirectionalLightForTimeOfDay Parms{};
Parms.AboutToApplyDirectionalLightColor = std::move(AboutToApplyDirectionalLightColor);
UObject::ProcessEvent(Func, &Parms);
}
// Function FortniteGame.FortDayNightLightingAndFog.OnUpdateHeightFogForTimeOfDay
// (BlueprintCosmetic, Event, Public, HasOutParams, BlueprintEvent)
// Parameters:
// const struct FExponentialHeightFogValues&AboutToApplyFogValues (ConstParm, Parm, OutParm, ReferenceParm, NativeAccessSpecifierPublic)
void AFortDayNightLightingAndFog::OnUpdateHeightFogForTimeOfDay(const struct FExponentialHeightFogValues& AboutToApplyFogValues)
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("FortDayNightLightingAndFog", "OnUpdateHeightFogForTimeOfDay");
Params::FortDayNightLightingAndFog_OnUpdateHeightFogForTimeOfDay Parms{};
Parms.AboutToApplyFogValues = std::move(AboutToApplyFogValues);
UObject::ProcessEvent(Func, &Parms);
}
// Function FortniteGame.FortDayNightLightingAndFog.SetDayPhase
// (Final, Exec, Native, Private)
// Parameters:
// const class FString& DayPhase (Parm, ZeroConstructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
void AFortDayNightLightingAndFog::SetDayPhase(const class FString& DayPhase)
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("FortDayNightLightingAndFog", "SetDayPhase");
Params::FortDayNightLightingAndFog_SetDayPhase Parms{};
Parms.DayPhase = std::move(DayPhase);
auto Flgs = Func->FunctionFlags;
Func->FunctionFlags |= 0x400;
UObject::ProcessEvent(Func, &Parms);
Func->FunctionFlags = Flgs;
}
// Function FortniteGame.FortDayNightLightingAndFog.SetDirectionalLightColorMultiplier
// (Final, BlueprintCosmetic, Native, Public, BlueprintCallable)
// Parameters:
// float NewDirectionalLightColorMultiplier (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
void AFortDayNightLightingAndFog::SetDirectionalLightColorMultiplier(float NewDirectionalLightColorMultiplier)
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("FortDayNightLightingAndFog", "SetDirectionalLightColorMultiplier");
Params::FortDayNightLightingAndFog_SetDirectionalLightColorMultiplier Parms{};
Parms.NewDirectionalLightColorMultiplier = NewDirectionalLightColorMultiplier;
auto Flgs = Func->FunctionFlags;
Func->FunctionFlags |= 0x400;
UObject::ProcessEvent(Func, &Parms);
Func->FunctionFlags = Flgs;
}
// Function FortniteGame.FortDayNightLightingAndFog.SetFogDirectionalInscatteringMultiplier
// (Final, BlueprintCosmetic, Native, Public, BlueprintCallable)
// Parameters:
// float NewFogDirectionalInscatteringMultiplier (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
void AFortDayNightLightingAndFog::SetFogDirectionalInscatteringMultiplier(float NewFogDirectionalInscatteringMultiplier)
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("FortDayNightLightingAndFog", "SetFogDirectionalInscatteringMultiplier");
Params::FortDayNightLightingAndFog_SetFogDirectionalInscatteringMultiplier Parms{};
Parms.NewFogDirectionalInscatteringMultiplier = NewFogDirectionalInscatteringMultiplier;
auto Flgs = Func->FunctionFlags;
Func->FunctionFlags |= 0x400;
UObject::ProcessEvent(Func, &Parms);
Func->FunctionFlags = Flgs;
}
// Function FortniteGame.FortDayNightLightingAndFog.SetLightningColorAlpha
// (Final, BlueprintCosmetic, Native, Public, BlueprintCallable)
// Parameters:
// float NewLightningColorAlpha (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
void AFortDayNightLightingAndFog::SetLightningColorAlpha(float NewLightningColorAlpha)
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("FortDayNightLightingAndFog", "SetLightningColorAlpha");
Params::FortDayNightLightingAndFog_SetLightningColorAlpha Parms{};
Parms.NewLightningColorAlpha = NewLightningColorAlpha;
auto Flgs = Func->FunctionFlags;
Func->FunctionFlags |= 0x400;
UObject::ProcessEvent(Func, &Parms);
Func->FunctionFlags = Flgs;
}
// Function FortniteGame.FortDayNightLightingAndFog.SetStormStrength
// (Final, BlueprintCosmetic, Native, Public, BlueprintCallable)
// Parameters:
// float NewStormStrength (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
void AFortDayNightLightingAndFog::SetStormStrength(float NewStormStrength)
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("FortDayNightLightingAndFog", "SetStormStrength");
Params::FortDayNightLightingAndFog_SetStormStrength Parms{};
Parms.NewStormStrength = NewStormStrength;
auto Flgs = Func->FunctionFlags;
Func->FunctionFlags |= 0x400;
UObject::ProcessEvent(Func, &Parms);
Func->FunctionFlags = Flgs;
}
// Function FortniteGame.FortDayNightLightingAndFog.SetTimeOfDay
// (Final, Exec, Native, Private)
// Parameters:
// const class FString& NewTimeOfDay (Parm, ZeroConstructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
void AFortDayNightLightingAndFog::SetTimeOfDay(const class FString& NewTimeOfDay)
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("FortDayNightLightingAndFog", "SetTimeOfDay");
Params::FortDayNightLightingAndFog_SetTimeOfDay Parms{};
Parms.NewTimeOfDay = std::move(NewTimeOfDay);
auto Flgs = Func->FunctionFlags;
Func->FunctionFlags |= 0x400;
UObject::ProcessEvent(Func, &Parms);
Func->FunctionFlags = Flgs;
}
// Function FortniteGame.FortDayNightLightingAndFog.SetTimeOfDayAbsoluteSpeed
// (Final, Exec, Native, Private)
// Parameters:
// float NewTimeOfDaySpeed (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
void AFortDayNightLightingAndFog::SetTimeOfDayAbsoluteSpeed(float NewTimeOfDaySpeed)
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("FortDayNightLightingAndFog", "SetTimeOfDayAbsoluteSpeed");
Params::FortDayNightLightingAndFog_SetTimeOfDayAbsoluteSpeed Parms{};
Parms.NewTimeOfDaySpeed = NewTimeOfDaySpeed;
auto Flgs = Func->FunctionFlags;
Func->FunctionFlags |= 0x400;
UObject::ProcessEvent(Func, &Parms);
Func->FunctionFlags = Flgs;
}
// Function FortniteGame.FortDayNightLightingAndFog.SetTimeOfDayFloat
// (Final, BlueprintAuthorityOnly, Native, Public, BlueprintCallable)
// Parameters:
// float TimeOfDayInHours (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
void AFortDayNightLightingAndFog::SetTimeOfDayFloat(float TimeOfDayInHours)
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("FortDayNightLightingAndFog", "SetTimeOfDayFloat");
Params::FortDayNightLightingAndFog_SetTimeOfDayFloat Parms{};
Parms.TimeOfDayInHours = TimeOfDayInHours;
auto Flgs = Func->FunctionFlags;
Func->FunctionFlags |= 0x400;
UObject::ProcessEvent(Func, &Parms);
Func->FunctionFlags = Flgs;
}
// Function FortniteGame.FortDayNightLightingAndFog.SetTimeOfDayInHours
// (Final, Exec, Native, Private)
// Parameters:
// float TimeOfDayInHours (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
void AFortDayNightLightingAndFog::SetTimeOfDayInHours(float TimeOfDayInHours)
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("FortDayNightLightingAndFog", "SetTimeOfDayInHours");
Params::FortDayNightLightingAndFog_SetTimeOfDayInHours Parms{};
Parms.TimeOfDayInHours = TimeOfDayInHours;
auto Flgs = Func->FunctionFlags;
Func->FunctionFlags |= 0x400;
UObject::ProcessEvent(Func, &Parms);
Func->FunctionFlags = Flgs;
}
// Function FortniteGame.FortDayNightLightingAndFog.SetTimeOfDaySpeed
// (Final, Exec, Native, Private)
// Parameters:
// float TimeOfDaySpeedFactor (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
void AFortDayNightLightingAndFog::SetTimeOfDaySpeed(float TimeOfDaySpeedFactor)
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("FortDayNightLightingAndFog", "SetTimeOfDaySpeed");
Params::FortDayNightLightingAndFog_SetTimeOfDaySpeed Parms{};
Parms.TimeOfDaySpeedFactor = TimeOfDaySpeedFactor;
auto Flgs = Func->FunctionFlags;
Func->FunctionFlags |= 0x400;
UObject::ProcessEvent(Func, &Parms);
Func->FunctionFlags = Flgs;
}
// Function FortniteGame.FortDayNightLightingAndFog.SetTimeOfDaySpeedFloat
// (Final, BlueprintAuthorityOnly, Native, Public, BlueprintCallable)
// Parameters:
// float InTimeOfDaySpeed (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
void AFortDayNightLightingAndFog::SetTimeOfDaySpeedFloat(float InTimeOfDaySpeed)
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("FortDayNightLightingAndFog", "SetTimeOfDaySpeedFloat");
Params::FortDayNightLightingAndFog_SetTimeOfDaySpeedFloat Parms{};
Parms.InTimeOfDaySpeed = InTimeOfDaySpeed;
auto Flgs = Func->FunctionFlags;
Func->FunctionFlags |= 0x400;
UObject::ProcessEvent(Func, &Parms);
Func->FunctionFlags = Flgs;
}
// Function FortniteGame.FortDayNightLightingAndFog.ToggleDebugForceStormEffects
// (Final, BlueprintCosmetic, Native, Public, BlueprintCallable)
void AFortDayNightLightingAndFog::ToggleDebugForceStormEffects()
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("FortDayNightLightingAndFog", "ToggleDebugForceStormEffects");
auto Flgs = Func->FunctionFlags;
Func->FunctionFlags |= 0x400;
UObject::ProcessEvent(Func, nullptr);
Func->FunctionFlags = Flgs;
}
// Function FortniteGame.FortDayNightLightingAndFog.ToggleSkipNight
// (Final, Exec, Native, Private)
void AFortDayNightLightingAndFog::ToggleSkipNight()
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("FortDayNightLightingAndFog", "ToggleSkipNight");
auto Flgs = Func->FunctionFlags;
Func->FunctionFlags |= 0x400;
UObject::ProcessEvent(Func, nullptr);
Func->FunctionFlags = Flgs;
}
// Function FortniteGame.FortDayNightLightingAndFog.GetDayPhaseStartAnnouncementString
// (Native, Public, BlueprintCallable, BlueprintPure, Const)
// Parameters:
// class FString ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, HasGetValueTypeHash, NativeAccessSpecifierPublic)
class FString AFortDayNightLightingAndFog::GetDayPhaseStartAnnouncementString() const
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("FortDayNightLightingAndFog", "GetDayPhaseStartAnnouncementString");
Params::FortDayNightLightingAndFog_GetDayPhaseStartAnnouncementString Parms{};
auto Flgs = Func->FunctionFlags;
Func->FunctionFlags |= 0x400;
UObject::ProcessEvent(Func, &Parms);
Func->FunctionFlags = Flgs;
return Parms.ReturnValue;
}
// Function FortniteGame.FortDayNightLightingAndFog.GetStormStrength
// (Final, BlueprintCosmetic, Native, Public, BlueprintCallable, BlueprintPure, Const)
// Parameters:
// float ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
float AFortDayNightLightingAndFog::GetStormStrength() const
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("FortDayNightLightingAndFog", "GetStormStrength");
Params::FortDayNightLightingAndFog_GetStormStrength Parms{};
auto Flgs = Func->FunctionFlags;
Func->FunctionFlags |= 0x400;
UObject::ProcessEvent(Func, &Parms);
Func->FunctionFlags = Flgs;
return Parms.ReturnValue;
}
// Function FortniteGame.FortDayNightLightingAndFog.GetThreatClouds
// (Final, Native, Public, BlueprintCallable, BlueprintPure, Const)
// Parameters:
// TArray<struct FThreatLocationInfo> ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, NativeAccessSpecifierPublic)
TArray<struct FThreatLocationInfo> AFortDayNightLightingAndFog::GetThreatClouds() const
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("FortDayNightLightingAndFog", "GetThreatClouds");
Params::FortDayNightLightingAndFog_GetThreatClouds Parms{};
auto Flgs = Func->FunctionFlags;
Func->FunctionFlags |= 0x400;
UObject::ProcessEvent(Func, &Parms);
Func->FunctionFlags = Flgs;
return Parms.ReturnValue;
}
// Function FortniteGame.FortDecoPreview.CreatePreviewMID
// (Final, Native, Public, BlueprintCallable)
// Parameters:
// class UMaterialInterface* OverrideParentMaterial (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// class UMaterialInstanceDynamic* ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
class UMaterialInstanceDynamic* AFortDecoPreview::CreatePreviewMID(class UMaterialInterface* OverrideParentMaterial)
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("FortDecoPreview", "CreatePreviewMID");
Params::FortDecoPreview_CreatePreviewMID Parms{};
Parms.OverrideParentMaterial = OverrideParentMaterial;
auto Flgs = Func->FunctionFlags;
Func->FunctionFlags |= 0x400;
UObject::ProcessEvent(Func, &Parms);
Func->FunctionFlags = Flgs;
return Parms.ReturnValue;
}
// Function FortniteGame.FortDecoPreview.GetTextureParameterValueFromMeshComponent
// (Final, Native, Public, BlueprintCallable)
// Parameters:
// class UMeshComponent* MeshComp (Parm, ZeroConstructor, InstancedReference, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// int32 ElementIdx (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// class FName ParamName (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// class UTexture* ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
class UTexture* AFortDecoPreview::GetTextureParameterValueFromMeshComponent(class UMeshComponent* MeshComp, int32 ElementIdx, class FName ParamName)
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("FortDecoPreview", "GetTextureParameterValueFromMeshComponent");
Params::FortDecoPreview_GetTextureParameterValueFromMeshComponent Parms{};
Parms.MeshComp = MeshComp;
Parms.ElementIdx = ElementIdx;
Parms.ParamName = ParamName;
auto Flgs = Func->FunctionFlags;
Func->FunctionFlags |= 0x400;
UObject::ProcessEvent(Func, &Parms);
Func->FunctionFlags = Flgs;
return Parms.ReturnValue;
}
// Function FortniteGame.FortDecoPreview.OnBounceMotionUpdate
// (Native, Event, Public, BlueprintEvent)
// Parameters:
// float VectorScale (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
void AFortDecoPreview::OnBounceMotionUpdate(float VectorScale)
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("FortDecoPreview", "OnBounceMotionUpdate");
Params::FortDecoPreview_OnBounceMotionUpdate Parms{};
Parms.VectorScale = VectorScale;
auto Flgs = Func->FunctionFlags;
Func->FunctionFlags |= 0x400;
UObject::ProcessEvent(Func, &Parms);
Func->FunctionFlags = Flgs;
}
// Function FortniteGame.FortDecoPreview.OnInitializeDecoPreview
// (Native, Event, Public, BlueprintEvent)
// Parameters:
// const class ABuildingActor* NewBuildingActor (ConstParm, Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// const class UFortDecoItemDefinition* NewDecoItemDefinition (ConstParm, Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
void AFortDecoPreview::OnInitializeDecoPreview(const class ABuildingActor* NewBuildingActor, const class UFortDecoItemDefinition* NewDecoItemDefinition)
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("FortDecoPreview", "OnInitializeDecoPreview");
Params::FortDecoPreview_OnInitializeDecoPreview Parms{};
Parms.NewBuildingActor = NewBuildingActor;
Parms.NewDecoItemDefinition = NewDecoItemDefinition;
auto Flgs = Func->FunctionFlags;
Func->FunctionFlags |= 0x400;
UObject::ProcessEvent(Func, &Parms);
Func->FunctionFlags = Flgs;
}
// Function FortniteGame.FortDecoPreview.OnUpdateScale
// (Native, Event, Public, HasOutParams, HasDefaults, BlueprintEvent)
// Parameters:
// float Scale (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// const struct FVector& InWorldSpacePivot (ConstParm, Parm, OutParm, ZeroConstructor, ReferenceParm, IsPlainOldData, NoDestructor, NativeAccessSpecifierPublic)
void AFortDecoPreview::OnUpdateScale(float Scale, const struct FVector& InWorldSpacePivot)
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("FortDecoPreview", "OnUpdateScale");
Params::FortDecoPreview_OnUpdateScale Parms{};
Parms.Scale = Scale;
Parms.InWorldSpacePivot = std::move(InWorldSpacePivot);
auto Flgs = Func->FunctionFlags;
Func->FunctionFlags |= 0x400;
UObject::ProcessEvent(Func, &Parms);
Func->FunctionFlags = Flgs;
}
// Function FortniteGame.FortDecoPreview.OnUpdateVisuals
// (Native, Event, Public, BlueprintEvent)
// Parameters:
// float DeltaSeconds (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// bool bSafeToPlace (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, NativeAccessSpecifierPublic)
void AFortDecoPreview::OnUpdateVisuals(float DeltaSeconds, bool bSafeToPlace)
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("FortDecoPreview", "OnUpdateVisuals");
Params::FortDecoPreview_OnUpdateVisuals Parms{};
Parms.DeltaSeconds = DeltaSeconds;
Parms.bSafeToPlace = bSafeToPlace;
auto Flgs = Func->FunctionFlags;
Func->FunctionFlags |= 0x400;
UObject::ProcessEvent(Func, &Parms);
Func->FunctionFlags = Flgs;
}
// Function FortniteGame.FortDecoPreview.SetDiffuseTextureParameterOnMID
// (Final, Native, Public, BlueprintCallable)
// Parameters:
// class UMaterialInstanceDynamic* Mid (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// class UTexture* Texture (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
void AFortDecoPreview::SetDiffuseTextureParameterOnMID(class UMaterialInstanceDynamic* Mid, class UTexture* Texture)
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("FortDecoPreview", "SetDiffuseTextureParameterOnMID");
Params::FortDecoPreview_SetDiffuseTextureParameterOnMID Parms{};
Parms.Mid = Mid;
Parms.Texture = Texture;
auto Flgs = Func->FunctionFlags;
Func->FunctionFlags |= 0x400;
UObject::ProcessEvent(Func, &Parms);
Func->FunctionFlags = Flgs;
}
// Function FortniteGame.FortDecoPreview.SetScalarParameterValueOnAllPreviewMIDs
// (Native, Event, Public, BlueprintCallable, BlueprintEvent)
// Parameters:
// class FName ParamName (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// float ParamValue (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
void AFortDecoPreview::SetScalarParameterValueOnAllPreviewMIDs(class FName ParamName, float ParamValue)
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("FortDecoPreview", "SetScalarParameterValueOnAllPreviewMIDs");
Params::FortDecoPreview_SetScalarParameterValueOnAllPreviewMIDs Parms{};
Parms.ParamName = ParamName;
Parms.ParamValue = ParamValue;
auto Flgs = Func->FunctionFlags;
Func->FunctionFlags |= 0x400;
UObject::ProcessEvent(Func, &Parms);
Func->FunctionFlags = Flgs;
}
// Function FortniteGame.FortDecoPreview.SetVectorParameterValueOnAllPreviewMIDs
// (Native, Event, Public, HasOutParams, HasDefaults, BlueprintCallable, BlueprintEvent)
// Parameters:
// class FName ParamName (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// const struct FLinearColor& ParamValue (ConstParm, Parm, OutParm, ZeroConstructor, ReferenceParm, IsPlainOldData, NoDestructor, NativeAccessSpecifierPublic)
void AFortDecoPreview::SetVectorParameterValueOnAllPreviewMIDs(class FName ParamName, const struct FLinearColor& ParamValue)
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("FortDecoPreview", "SetVectorParameterValueOnAllPreviewMIDs");
Params::FortDecoPreview_SetVectorParameterValueOnAllPreviewMIDs Parms{};
Parms.ParamName = ParamName;
Parms.ParamValue = std::move(ParamValue);
auto Flgs = Func->FunctionFlags;
Func->FunctionFlags |= 0x400;
UObject::ProcessEvent(Func, &Parms);
Func->FunctionFlags = Flgs;
}
// Function FortniteGame.FortTrackPreview.InitializeTrackPreview
// (Final, Native, Public, BlueprintCallable)
// Parameters:
// class UStaticMeshComponent* InTrackMeshComp1 (Parm, ZeroConstructor, InstancedReference, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// class UStaticMeshComponent* InTrackMeshComp2 (Parm, ZeroConstructor, InstancedReference, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
void AFortTrackPreview::InitializeTrackPreview(class UStaticMeshComponent* InTrackMeshComp1, class UStaticMeshComponent* InTrackMeshComp2)
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("FortTrackPreview", "InitializeTrackPreview");
Params::FortTrackPreview_InitializeTrackPreview Parms{};
Parms.InTrackMeshComp1 = InTrackMeshComp1;
Parms.InTrackMeshComp2 = InTrackMeshComp2;
auto Flgs = Func->FunctionFlags;
Func->FunctionFlags |= 0x400;
UObject::ProcessEvent(Func, &Parms);
Func->FunctionFlags = Flgs;
}
// Function FortniteGame.FortLobbyBeaconState.OnRep_MissionGeneratorClassPath
// (Final, Native, Protected)
void AFortLobbyBeaconState::OnRep_MissionGeneratorClassPath()
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("FortLobbyBeaconState", "OnRep_MissionGeneratorClassPath");
auto Flgs = Func->FunctionFlags;
Func->FunctionFlags |= 0x400;
UObject::ProcessEvent(Func, nullptr);
Func->FunctionFlags = Flgs;
}
// Function FortniteGame.FortLobbyBeaconState.OnRep_MissionGeneratorDetailsRequirement
// (Final, Native, Protected)
void AFortLobbyBeaconState::OnRep_MissionGeneratorDetailsRequirement()
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("FortLobbyBeaconState", "OnRep_MissionGeneratorDetailsRequirement");
auto Flgs = Func->FunctionFlags;
Func->FunctionFlags |= 0x400;
UObject::ProcessEvent(Func, nullptr);
Func->FunctionFlags = Flgs;
}
// Function FortniteGame.FortLobbyBeaconClient.ClientSay
// (Net, Native, Event, Public, NetClient, NetValidate)
// Parameters:
// const class FString& PlayerName (Parm, ZeroConstructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// const class FString& Message (Parm, ZeroConstructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
void AFortLobbyBeaconClient::ClientSay(const class FString& PlayerName, const class FString& Message)
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("FortLobbyBeaconClient", "ClientSay");
Params::FortLobbyBeaconClient_ClientSay Parms{};
Parms.PlayerName = std::move(PlayerName);
Parms.Message = std::move(Message);
auto Flgs = Func->FunctionFlags;
Func->FunctionFlags |= 0x400;
UObject::ProcessEvent(Func, &Parms);
Func->FunctionFlags = Flgs;
}
// Function FortniteGame.FortLobbyBeaconClient.ServerIncrementHomeBaseVersion
// (Net, NetReliable, Native, Event, Protected, NetServer, NetValidate)
// Parameters:
// const struct FUniqueNetIdRepl& InUniqueId (ConstParm, Parm, ReferenceParm, NativeAccessSpecifierPublic)
void AFortLobbyBeaconClient::ServerIncrementHomeBaseVersion(const struct FUniqueNetIdRepl& InUniqueId)
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("FortLobbyBeaconClient", "ServerIncrementHomeBaseVersion");
Params::FortLobbyBeaconClient_ServerIncrementHomeBaseVersion Parms{};
Parms.InUniqueId = std::move(InUniqueId);
auto Flgs = Func->FunctionFlags;
Func->FunctionFlags |= 0x400;
UObject::ProcessEvent(Func, &Parms);
Func->FunctionFlags = Flgs;
}
// Function FortniteGame.FortLobbyBeaconClient.ServerSay
// (Net, Native, Event, Public, NetServer, NetValidate)
// Parameters:
// const class FString& Msg (Parm, ZeroConstructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
void AFortLobbyBeaconClient::ServerSay(const class FString& Msg)
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("FortLobbyBeaconClient", "ServerSay");
Params::FortLobbyBeaconClient_ServerSay Parms{};
Parms.Msg = std::move(Msg);
auto Flgs = Func->FunctionFlags;
Func->FunctionFlags |= 0x400;
UObject::ProcessEvent(Func, &Parms);
Func->FunctionFlags = Flgs;
}
// Function FortniteGame.FortLobbyBeaconClient.ServerSayTeam
// (Net, Native, Event, Public, NetServer, NetValidate)
// Parameters:
// const class FString& Msg (Parm, ZeroConstructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
void AFortLobbyBeaconClient::ServerSayTeam(const class FString& Msg)
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("FortLobbyBeaconClient", "ServerSayTeam");
Params::FortLobbyBeaconClient_ServerSayTeam Parms{};
Parms.Msg = std::move(Msg);
auto Flgs = Func->FunctionFlags;
Func->FunctionFlags |= 0x400;
UObject::ProcessEvent(Func, &Parms);
Func->FunctionFlags = Flgs;
}
// Function FortniteGame.FortLobbyBeaconClient.ServerSetCharacterGender
// (Net, NetReliable, Native, Event, Protected, NetServer, NetValidate)
// Parameters:
// const struct FUniqueNetIdRepl& InUniqueId (ConstParm, Parm, ReferenceParm, NativeAccessSpecifierPublic)
// EFortCustomGender GenderType (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
void AFortLobbyBeaconClient::ServerSetCharacterGender(const struct FUniqueNetIdRepl& InUniqueId, EFortCustomGender GenderType)
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("FortLobbyBeaconClient", "ServerSetCharacterGender");
Params::FortLobbyBeaconClient_ServerSetCharacterGender Parms{};
Parms.InUniqueId = std::move(InUniqueId);
Parms.GenderType = GenderType;
auto Flgs = Func->FunctionFlags;
Func->FunctionFlags |= 0x400;
UObject::ProcessEvent(Func, &Parms);
Func->FunctionFlags = Flgs;
}
// Function FortniteGame.FortLobbyBeaconClient.ServerSetCurrentCharacterXp
// (Net, NetReliable, Native, Event, Protected, NetServer, NetValidate)
// Parameters:
// const struct FUniqueNetIdRepl& InUniqueId (ConstParm, Parm, ReferenceParm, NativeAccessSpecifierPublic)
// const int32 CurrentCharacterXp (ConstParm, Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
void AFortLobbyBeaconClient::ServerSetCurrentCharacterXp(const struct FUniqueNetIdRepl& InUniqueId, const int32 CurrentCharacterXp)
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("FortLobbyBeaconClient", "ServerSetCurrentCharacterXp");
Params::FortLobbyBeaconClient_ServerSetCurrentCharacterXp Parms{};
Parms.InUniqueId = std::move(InUniqueId);
Parms.CurrentCharacterXp = CurrentCharacterXp;
auto Flgs = Func->FunctionFlags;
Func->FunctionFlags |= 0x400;
UObject::ProcessEvent(Func, &Parms);
Func->FunctionFlags = Flgs;
}
// Function FortniteGame.FortLobbyBeaconClient.ServerSetGadget
// (Net, NetReliable, Native, Event, Protected, NetServer, NetValidate)
// Parameters:
// const struct FUniqueNetIdRepl& InUniqueId (ConstParm, Parm, ReferenceParm, NativeAccessSpecifierPublic)
// int32 INDEX (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// const class FString& GadgetPersistentName (Parm, ZeroConstructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
void AFortLobbyBeaconClient::ServerSetGadget(const struct FUniqueNetIdRepl& InUniqueId, int32 INDEX, const class FString& GadgetPersistentName)
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("FortLobbyBeaconClient", "ServerSetGadget");
Params::FortLobbyBeaconClient_ServerSetGadget Parms{};
Parms.InUniqueId = std::move(InUniqueId);
Parms.INDEX = INDEX;
Parms.GadgetPersistentName = std::move(GadgetPersistentName);
auto Flgs = Func->FunctionFlags;
Func->FunctionFlags |= 0x400;
UObject::ProcessEvent(Func, &Parms);
Func->FunctionFlags = Flgs;
}
// Function FortniteGame.FortLobbyBeaconClient.ServerSetHeroId
// (Net, NetReliable, Native, Event, Protected, NetServer, NetValidate)
// Parameters:
// const struct FUniqueNetIdRepl& InUniqueId (ConstParm, Parm, ReferenceParm, NativeAccessSpecifierPublic)
// const class FString& InHeroId (Parm, ZeroConstructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
void AFortLobbyBeaconClient::ServerSetHeroId(const struct FUniqueNetIdRepl& InUniqueId, const class FString& InHeroId)
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("FortLobbyBeaconClient", "ServerSetHeroId");
Params::FortLobbyBeaconClient_ServerSetHeroId Parms{};
Parms.InUniqueId = std::move(InUniqueId);
Parms.InHeroId = std::move(InHeroId);
auto Flgs = Func->FunctionFlags;
Func->FunctionFlags |= 0x400;
UObject::ProcessEvent(Func, &Parms);
Func->FunctionFlags = Flgs;
}
// Function FortniteGame.FortLobbyBeaconClient.ServerSetHeroType
// (Net, NetReliable, Native, Event, Protected, NetServer, NetValidate)
// Parameters:
// const struct FUniqueNetIdRepl& InUniqueId (ConstParm, Parm, ReferenceParm, NativeAccessSpecifierPublic)
// const class UFortHeroType* InHeroType (ConstParm, Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
void AFortLobbyBeaconClient::ServerSetHeroType(const struct FUniqueNetIdRepl& InUniqueId, const class UFortHeroType* InHeroType)
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("FortLobbyBeaconClient", "ServerSetHeroType");
Params::FortLobbyBeaconClient_ServerSetHeroType Parms{};
Parms.InUniqueId = std::move(InUniqueId);
Parms.InHeroType = InHeroType;
auto Flgs = Func->FunctionFlags;
Func->FunctionFlags |= 0x400;
UObject::ProcessEvent(Func, &Parms);
Func->FunctionFlags = Flgs;
}
// Function FortniteGame.FortLobbyBeaconClient.ServerSetMatchmakingLevel
// (Net, NetReliable, Native, Event, Protected, NetServer, NetValidate)
// Parameters:
// const struct FUniqueNetIdRepl& InUniqueId (ConstParm, Parm, ReferenceParm, NativeAccessSpecifierPublic)
// const int32 MatchmakingLevel (ConstParm, Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
void AFortLobbyBeaconClient::ServerSetMatchmakingLevel(const struct FUniqueNetIdRepl& InUniqueId, const int32 MatchmakingLevel)
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("FortLobbyBeaconClient", "ServerSetMatchmakingLevel");
Params::FortLobbyBeaconClient_ServerSetMatchmakingLevel Parms{};
Parms.InUniqueId = std::move(InUniqueId);
Parms.MatchmakingLevel = MatchmakingLevel;
auto Flgs = Func->FunctionFlags;
Func->FunctionFlags |= 0x400;
UObject::ProcessEvent(Func, &Parms);
Func->FunctionFlags = Flgs;
}
// Function FortniteGame.FortLobbyBeaconPlayerState.OnRep_CharacterGender
// (Final, Native, Protected)
void AFortLobbyBeaconPlayerState::OnRep_CharacterGender()
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("FortLobbyBeaconPlayerState", "OnRep_CharacterGender");
auto Flgs = Func->FunctionFlags;
Func->FunctionFlags |= 0x400;
UObject::ProcessEvent(Func, nullptr);
Func->FunctionFlags = Flgs;
}
// Function FortniteGame.FortLobbyBeaconPlayerState.OnRep_CharXP
// (Final, Native, Protected)
void AFortLobbyBeaconPlayerState::OnRep_CharXP()
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("FortLobbyBeaconPlayerState", "OnRep_CharXP");
auto Flgs = Func->FunctionFlags;
Func->FunctionFlags |= 0x400;
UObject::ProcessEvent(Func, nullptr);
Func->FunctionFlags = Flgs;
}
// Function FortniteGame.FortLobbyBeaconPlayerState.OnRep_Gadgets
// (Final, Native, Protected)
void AFortLobbyBeaconPlayerState::OnRep_Gadgets()
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("FortLobbyBeaconPlayerState", "OnRep_Gadgets");
auto Flgs = Func->FunctionFlags;
Func->FunctionFlags |= 0x400;
UObject::ProcessEvent(Func, nullptr);
Func->FunctionFlags = Flgs;
}
// Function FortniteGame.FortLobbyBeaconPlayerState.OnRep_HeroID
// (Final, Native, Protected)
void AFortLobbyBeaconPlayerState::OnRep_HeroID()
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("FortLobbyBeaconPlayerState", "OnRep_HeroID");
auto Flgs = Func->FunctionFlags;
Func->FunctionFlags |= 0x400;
UObject::ProcessEvent(Func, nullptr);
Func->FunctionFlags = Flgs;
}
// Function FortniteGame.FortLobbyBeaconPlayerState.OnRep_HeroType
// (Final, Native, Protected)
void AFortLobbyBeaconPlayerState::OnRep_HeroType()
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("FortLobbyBeaconPlayerState", "OnRep_HeroType");
auto Flgs = Func->FunctionFlags;
Func->FunctionFlags |= 0x400;
UObject::ProcessEvent(Func, nullptr);
Func->FunctionFlags = Flgs;
}
// Function FortniteGame.FortLobbyBeaconPlayerState.OnRep_HomeBaseVersion
// (Final, Native, Protected)
void AFortLobbyBeaconPlayerState::OnRep_HomeBaseVersion()
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("FortLobbyBeaconPlayerState", "OnRep_HomeBaseVersion");
auto Flgs = Func->FunctionFlags;
Func->FunctionFlags |= 0x400;
UObject::ProcessEvent(Func, nullptr);
Func->FunctionFlags = Flgs;
}
// Function FortniteGame.FortLobbyBeaconPlayerState.OnRep_LobbyTimeRemaining
// (Native, Protected)
void AFortLobbyBeaconPlayerState::OnRep_LobbyTimeRemaining()
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("FortLobbyBeaconPlayerState", "OnRep_LobbyTimeRemaining");
auto Flgs = Func->FunctionFlags;
Func->FunctionFlags |= 0x400;
UObject::ProcessEvent(Func, nullptr);
Func->FunctionFlags = Flgs;
}
// Function FortniteGame.FortLobbyBeaconPlayerStatePvP.OnRep_bReadiedUp
// (Final, Native, Protected)
void AFortLobbyBeaconPlayerStatePvP::OnRep_bReadiedUp()
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("FortLobbyBeaconPlayerStatePvP", "OnRep_bReadiedUp");
auto Flgs = Func->FunctionFlags;
Func->FunctionFlags |= 0x400;
UObject::ProcessEvent(Func, nullptr);
Func->FunctionFlags = Flgs;
}
// Function FortniteGame.FortPlacementActorTagTest.LineTraceByChannel
// (Final, Native, Public, HasOutParams, HasDefaults, BlueprintCallable, BlueprintPure, Const)
// Parameters:
// class AFortPlacementActor* PlacementActor (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// const struct FVector& Start (ConstParm, Parm, ZeroConstructor, IsPlainOldData, NoDestructor, NativeAccessSpecifierPublic)
// const struct FVector& End (ConstParm, Parm, ZeroConstructor, IsPlainOldData, NoDestructor, NativeAccessSpecifierPublic)
// ETraceTypeQuery TraceChannel (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// bool bTraceComplex (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, NativeAccessSpecifierPublic)
// const TArray<class AActor*>& ActorsToIgnore (ConstParm, Parm, OutParm, ZeroConstructor, ReferenceParm, NativeAccessSpecifierPublic)
// struct FHitResult* OutHit (Parm, OutParm, ContainsInstancedReference, NativeAccessSpecifierPublic)
// bool bIgnoreSelf (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, NativeAccessSpecifierPublic)
// bool ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, NativeAccessSpecifierPublic)
bool UFortPlacementActorTagTest::LineTraceByChannel(class AFortPlacementActor* PlacementActor, const struct FVector& Start, const struct FVector& End, ETraceTypeQuery TraceChannel, bool bTraceComplex, const TArray<class AActor*>& ActorsToIgnore, struct FHitResult* OutHit, bool bIgnoreSelf) const
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("FortPlacementActorTagTest", "LineTraceByChannel");
Params::FortPlacementActorTagTest_LineTraceByChannel Parms{};
Parms.PlacementActor = PlacementActor;
Parms.Start = std::move(Start);
Parms.End = std::move(End);
Parms.TraceChannel = TraceChannel;
Parms.bTraceComplex = bTraceComplex;
Parms.ActorsToIgnore = std::move(ActorsToIgnore);
Parms.bIgnoreSelf = bIgnoreSelf;
auto Flgs = Func->FunctionFlags;
Func->FunctionFlags |= 0x400;
UObject::ProcessEvent(Func, &Parms);
Func->FunctionFlags = Flgs;
if (OutHit != nullptr)
*OutHit = std::move(Parms.OutHit);
return Parms.ReturnValue;
}
// Function FortniteGame.FortPlacementActorTagTest.ShouldApplyTagsToPlacementActor
// (Native, Event, Public, HasOutParams, HasDefaults, BlueprintEvent, Const)
// Parameters:
// class AFortPlacementActor* FocusPlacementActor (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// const struct FVector& AveragePlacementActorLocation (ConstParm, Parm, OutParm, ZeroConstructor, ReferenceParm, IsPlainOldData, NoDestructor, NativeAccessSpecifierPublic)
// bool ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, NativeAccessSpecifierPublic)
bool UFortPlacementActorTagTest::ShouldApplyTagsToPlacementActor(class AFortPlacementActor* FocusPlacementActor, const struct FVector& AveragePlacementActorLocation) const
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("FortPlacementActorTagTest", "ShouldApplyTagsToPlacementActor");
Params::FortPlacementActorTagTest_ShouldApplyTagsToPlacementActor Parms{};
Parms.FocusPlacementActor = FocusPlacementActor;
Parms.AveragePlacementActorLocation = std::move(AveragePlacementActorLocation);
auto Flgs = Func->FunctionFlags;
Func->FunctionFlags |= 0x400;
UObject::ProcessEvent(Func, &Parms);
Func->FunctionFlags = Flgs;
return Parms.ReturnValue;
}
// Function FortniteGame.FortGameSession.DumpReservations
// (Exec, Native, Public, Const)
void AFortGameSession::DumpReservations() const
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("FortGameSession", "DumpReservations");
auto Flgs = Func->FunctionFlags;
Func->FunctionFlags |= 0x400;
UObject::ProcessEvent(Func, nullptr);
Func->FunctionFlags = Flgs;
}
// Function FortniteGame.FortGameModeFrontEnd.ShowPersonalizationScreen
// (Final, Native, Public, BlueprintCallable)
// Parameters:
// class AFortPlayerController* PC (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
void AFortGameModeFrontEnd::ShowPersonalizationScreen(class AFortPlayerController* PC)
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("FortGameModeFrontEnd", "ShowPersonalizationScreen");
Params::FortGameModeFrontEnd_ShowPersonalizationScreen Parms{};
Parms.PC = PC;
auto Flgs = Func->FunctionFlags;
Func->FunctionFlags |= 0x400;
UObject::ProcessEvent(Func, &Parms);
Func->FunctionFlags = Flgs;
}
// Function FortniteGame.FortGameplayAbility_AIPortal.ModifyCollisions
// (Final, BlueprintAuthorityOnly, Native, Public, BlueprintCallable)
void UFortGameplayAbility_AIPortal::ModifyCollisions()
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("FortGameplayAbility_AIPortal", "ModifyCollisions");
auto Flgs = Func->FunctionFlags;
Func->FunctionFlags |= 0x400;
UObject::ProcessEvent(Func, nullptr);
Func->FunctionFlags = Flgs;
}
// Function FortniteGame.FortGameplayAbility_AIPortal.GetPortalBuilding
// (Final, BlueprintAuthorityOnly, Native, Public, BlueprintCallable, BlueprintPure, Const)
// Parameters:
// class ABuildingSMActor* ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
class ABuildingSMActor* UFortGameplayAbility_AIPortal::GetPortalBuilding() const
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("FortGameplayAbility_AIPortal", "GetPortalBuilding");
Params::FortGameplayAbility_AIPortal_GetPortalBuilding Parms{};
auto Flgs = Func->FunctionFlags;
Func->FunctionFlags |= 0x400;
UObject::ProcessEvent(Func, &Parms);
Func->FunctionFlags = Flgs;
return Parms.ReturnValue;
}
// Function FortniteGame.FortGameplayAbility_AIPortal.GetPortalInPoint
// (Final, BlueprintAuthorityOnly, Native, Public, HasDefaults, BlueprintCallable, BlueprintPure, Const)
// Parameters:
// struct FVector ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, NativeAccessSpecifierPublic)
struct FVector UFortGameplayAbility_AIPortal::GetPortalInPoint() const
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("FortGameplayAbility_AIPortal", "GetPortalInPoint");
Params::FortGameplayAbility_AIPortal_GetPortalInPoint Parms{};
auto Flgs = Func->FunctionFlags;
Func->FunctionFlags |= 0x400;
UObject::ProcessEvent(Func, &Parms);
Func->FunctionFlags = Flgs;
return Parms.ReturnValue;
}
// Function FortniteGame.FortGameplayAbility_AIPortal.GetPortalOutPoint
// (Final, BlueprintAuthorityOnly, Native, Public, HasDefaults, BlueprintCallable, BlueprintPure, Const)
// Parameters:
// struct FVector ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, NativeAccessSpecifierPublic)
struct FVector UFortGameplayAbility_AIPortal::GetPortalOutPoint() const
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("FortGameplayAbility_AIPortal", "GetPortalOutPoint");
Params::FortGameplayAbility_AIPortal_GetPortalOutPoint Parms{};
auto Flgs = Func->FunctionFlags;
Func->FunctionFlags |= 0x400;
UObject::ProcessEvent(Func, &Parms);
Func->FunctionFlags = Flgs;
return Parms.ReturnValue;
}
// Function FortniteGame.FortGameplayAbility_AIPortal.HasPortalOutPoint
// (Final, BlueprintAuthorityOnly, Native, Public, BlueprintCallable, BlueprintPure, Const)
// Parameters:
// bool ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, NativeAccessSpecifierPublic)
bool UFortGameplayAbility_AIPortal::HasPortalOutPoint() const
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("FortGameplayAbility_AIPortal", "HasPortalOutPoint");
Params::FortGameplayAbility_AIPortal_HasPortalOutPoint Parms{};
auto Flgs = Func->FunctionFlags;
Func->FunctionFlags |= 0x400;
UObject::ProcessEvent(Func, &Parms);
Func->FunctionFlags = Flgs;
return Parms.ReturnValue;
}
// Function FortniteGame.FortGameplayAbility_AITurnTransition.GetTurnTransitionMontageSectionNameAndYawRotationRate
// (Final, Native, Protected, HasOutParams, BlueprintCallable, BlueprintPure, Const)
// Parameters:
// class FName* MontageSectionName (Parm, OutParm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// float* TurnYawRotationRate (Parm, OutParm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
void UFortGameplayAbility_AITurnTransition::GetTurnTransitionMontageSectionNameAndYawRotationRate(class FName* MontageSectionName, float* TurnYawRotationRate) const
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("FortGameplayAbility_AITurnTransition", "GetTurnTransitionMontageSectionNameAndYawRotationRate");
Params::FortGameplayAbility_AITurnTransition_GetTurnTransitionMontageSectionNameAndYawRotationRate Parms{};
auto Flgs = Func->FunctionFlags;
Func->FunctionFlags |= 0x400;
UObject::ProcessEvent(Func, &Parms);
Func->FunctionFlags = Flgs;
if (MontageSectionName != nullptr)
*MontageSectionName = Parms.MontageSectionName;
if (TurnYawRotationRate != nullptr)
*TurnYawRotationRate = Parms.TurnYawRotationRate;
}
// Function FortniteGame.FortGameStateKeep.OnRep_PermaniteBoundariesInfo
// (Final, Native, Public)
void AFortGameStateKeep::OnRep_PermaniteBoundariesInfo()
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("FortGameStateKeep", "OnRep_PermaniteBoundariesInfo");
auto Flgs = Func->FunctionFlags;
Func->FunctionFlags |= 0x400;
UObject::ProcessEvent(Func, nullptr);
Func->FunctionFlags = Flgs;
}
// Function FortniteGame.FortGameStatePvPBaseDestruction.GetExperienceRequiredForTeamLevel
// (Final, Native, Public, BlueprintCallable, BlueprintPure, Const)
// Parameters:
// int32 TeamLevel (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// int32 ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
int32 AFortGameStatePvPBaseDestruction::GetExperienceRequiredForTeamLevel(int32 TeamLevel) const
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("FortGameStatePvPBaseDestruction", "GetExperienceRequiredForTeamLevel");
Params::FortGameStatePvPBaseDestruction_GetExperienceRequiredForTeamLevel Parms{};
Parms.TeamLevel = TeamLevel;
auto Flgs = Func->FunctionFlags;
Func->FunctionFlags |= 0x400;
UObject::ProcessEvent(Func, &Parms);
Func->FunctionFlags = Flgs;
return Parms.ReturnValue;
}
// Function FortniteGame.FortGameStatePvPBaseDestruction.GetMaxTeamExperience
// (Final, Native, Public, BlueprintCallable, BlueprintPure, Const)
// Parameters:
// int32 ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
int32 AFortGameStatePvPBaseDestruction::GetMaxTeamExperience() const
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("FortGameStatePvPBaseDestruction", "GetMaxTeamExperience");
Params::FortGameStatePvPBaseDestruction_GetMaxTeamExperience Parms{};
auto Flgs = Func->FunctionFlags;
Func->FunctionFlags |= 0x400;
UObject::ProcessEvent(Func, &Parms);
Func->FunctionFlags = Flgs;
return Parms.ReturnValue;
}
// Function FortniteGame.FortGameStatePvPBaseDestruction.GetMaxTeamLevel
// (Final, Native, Public, BlueprintCallable, BlueprintPure, Const)
// Parameters:
// int32 ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
int32 AFortGameStatePvPBaseDestruction::GetMaxTeamLevel() const
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("FortGameStatePvPBaseDestruction", "GetMaxTeamLevel");
Params::FortGameStatePvPBaseDestruction_GetMaxTeamLevel Parms{};
auto Flgs = Func->FunctionFlags;
Func->FunctionFlags |= 0x400;
UObject::ProcessEvent(Func, &Parms);
Func->FunctionFlags = Flgs;
return Parms.ReturnValue;
}
// Function FortniteGame.FortGameStatePvPBaseDestruction.GetTeamLevelForExperienceAmount
// (Final, Native, Public, BlueprintCallable, BlueprintPure, Const)
// Parameters:
// int32 Experience (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// int32 ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
int32 AFortGameStatePvPBaseDestruction::GetTeamLevelForExperienceAmount(int32 Experience) const
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("FortGameStatePvPBaseDestruction", "GetTeamLevelForExperienceAmount");
Params::FortGameStatePvPBaseDestruction_GetTeamLevelForExperienceAmount Parms{};
Parms.Experience = Experience;
auto Flgs = Func->FunctionFlags;
Func->FunctionFlags |= 0x400;
UObject::ProcessEvent(Func, &Parms);
Func->FunctionFlags = Flgs;
return Parms.ReturnValue;
}
// Function FortniteGame.FortOutpostItemDefinition.GetLongDescription
// (Final, Native, Public, BlueprintCallable, BlueprintPure, Const)
// Parameters:
// class FText ReturnValue (Parm, OutParm, ReturnParm, NativeAccessSpecifierPublic)
class FText UFortOutpostItemDefinition::GetLongDescription() const
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("FortOutpostItemDefinition", "GetLongDescription");
Params::FortOutpostItemDefinition_GetLongDescription Parms{};
auto Flgs = Func->FunctionFlags;
Func->FunctionFlags |= 0x400;
UObject::ProcessEvent(Func, &Parms);
Func->FunctionFlags = Flgs;
return Parms.ReturnValue;
}
// Function FortniteGame.FortKismetLibrary.ApplyGlobalEnvironmentDamageToActor
// (Final, BlueprintAuthorityOnly, Native, Static, Public, BlueprintCallable)
// Parameters:
// class AActor* DamageTargetActor (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// float EnvironmentDamage (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// const struct FGameplayTagContainer& AdditionalContextTags (Parm, NativeAccessSpecifierPublic)
// TSubclassOf<class UGameplayEffect> EnvironmentDamageGE (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, UObjectWrapper, HasGetValueTypeHash, NativeAccessSpecifierPublic)
void UFortKismetLibrary::ApplyGlobalEnvironmentDamageToActor(class AActor* DamageTargetActor, float EnvironmentDamage, const struct FGameplayTagContainer& AdditionalContextTags, TSubclassOf<class UGameplayEffect> EnvironmentDamageGE)
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = StaticClass()->GetFunction("FortKismetLibrary", "ApplyGlobalEnvironmentDamageToActor");
Params::FortKismetLibrary_ApplyGlobalEnvironmentDamageToActor Parms{};
Parms.DamageTargetActor = DamageTargetActor;
Parms.EnvironmentDamage = EnvironmentDamage;
Parms.AdditionalContextTags = std::move(AdditionalContextTags);
Parms.EnvironmentDamageGE = EnvironmentDamageGE;
auto Flgs = Func->FunctionFlags;
Func->FunctionFlags |= 0x400;
GetDefaultObj()->ProcessEvent(Func, &Parms);
Func->FunctionFlags = Flgs;
}
// Function FortniteGame.FortKismetLibrary.ApplyGlobalEnvironmentGameplayEffectToActor
// (Final, BlueprintAuthorityOnly, Native, Static, Public, BlueprintCallable)
// Parameters:
// class AActor* EffectTargetActor (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// TSubclassOf<class UGameplayEffect> GameplayEffect (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, UObjectWrapper, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// int32 GameplayEffectLevel (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// const struct FGameplayTagContainer& AdditionalContextTags (Parm, NativeAccessSpecifierPublic)
// struct FActiveGameplayEffectHandle ReturnValue (Parm, OutParm, ReturnParm, NativeAccessSpecifierPublic)
struct FActiveGameplayEffectHandle UFortKismetLibrary::ApplyGlobalEnvironmentGameplayEffectToActor(class AActor* EffectTargetActor, TSubclassOf<class UGameplayEffect> GameplayEffect, int32 GameplayEffectLevel, const struct FGameplayTagContainer& AdditionalContextTags)
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = StaticClass()->GetFunction("FortKismetLibrary", "ApplyGlobalEnvironmentGameplayEffectToActor");
Params::FortKismetLibrary_ApplyGlobalEnvironmentGameplayEffectToActor Parms{};
Parms.EffectTargetActor = EffectTargetActor;
Parms.GameplayEffect = GameplayEffect;
Parms.GameplayEffectLevel = GameplayEffectLevel;
Parms.AdditionalContextTags = std::move(AdditionalContextTags);
auto Flgs = Func->FunctionFlags;
Func->FunctionFlags |= 0x400;
GetDefaultObj()->ProcessEvent(Func, &Parms);
Func->FunctionFlags = Flgs;
return Parms.ReturnValue;
}
// Function FortniteGame.FortKismetLibrary.BroadcastMessage
// (Final, BlueprintAuthorityOnly, Native, Static, Public, BlueprintCallable)
// Parameters:
// class UObject* WorldContextObject (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// const class FString& Message (Parm, ZeroConstructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// class FName Type (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// class AActor* Source (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
void UFortKismetLibrary::BroadcastMessage(class UObject* WorldContextObject, const class FString& Message, class FName Type, class AActor* Source)
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = StaticClass()->GetFunction("FortKismetLibrary", "BroadcastMessage");
Params::FortKismetLibrary_BroadcastMessage Parms{};
Parms.WorldContextObject = WorldContextObject;
Parms.Message = std::move(Message);
Parms.Type = Type;
Parms.Source = Source;
auto Flgs = Func->FunctionFlags;
Func->FunctionFlags |= 0x400;
GetDefaultObj()->ProcessEvent(Func, &Parms);
Func->FunctionFlags = Flgs;
}
// Function FortniteGame.FortKismetLibrary.BroadcastSound
// (Final, BlueprintAuthorityOnly, Native, Static, Public, BlueprintCallable)
// Parameters:
// class UObject* WorldContextObject (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// class USoundBase* InSound (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// float VolumeMultiplier (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// float PitchMultiplier (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
void UFortKismetLibrary::BroadcastSound(class UObject* WorldContextObject, class USoundBase* InSound, float VolumeMultiplier, float PitchMultiplier)
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = StaticClass()->GetFunction("FortKismetLibrary", "BroadcastSound");
Params::FortKismetLibrary_BroadcastSound Parms{};
Parms.WorldContextObject = WorldContextObject;
Parms.InSound = InSound;
Parms.VolumeMultiplier = VolumeMultiplier;
Parms.PitchMultiplier = PitchMultiplier;
auto Flgs = Func->FunctionFlags;
Func->FunctionFlags |= 0x400;
GetDefaultObj()->ProcessEvent(Func, &Parms);
Func->FunctionFlags = Flgs;
}
// Function FortniteGame.FortKismetLibrary.BroadcastSoundAtLocation
// (Final, BlueprintAuthorityOnly, Native, Static, Public, HasDefaults, BlueprintCallable)
// Parameters:
// class UObject* WorldContextObject (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// class USoundBase* InSound (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// const struct FVector& Location (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, NativeAccessSpecifierPublic)
// float VolumeMultiplier (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// float PitchMultiplier (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
void UFortKismetLibrary::BroadcastSoundAtLocation(class UObject* WorldContextObject, class USoundBase* InSound, const struct FVector& Location, float VolumeMultiplier, float PitchMultiplier)
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = StaticClass()->GetFunction("FortKismetLibrary", "BroadcastSoundAtLocation");
Params::FortKismetLibrary_BroadcastSoundAtLocation Parms{};
Parms.WorldContextObject = WorldContextObject;
Parms.InSound = InSound;
Parms.Location = std::move(Location);
Parms.VolumeMultiplier = VolumeMultiplier;
Parms.PitchMultiplier = PitchMultiplier;
auto Flgs = Func->FunctionFlags;
Func->FunctionFlags |= 0x400;
GetDefaultObj()->ProcessEvent(Func, &Parms);
Func->FunctionFlags = Flgs;
}
// Function FortniteGame.FortKismetLibrary.ClearTutorialHighlights
// (Final, Native, Static, Public, BlueprintCallable)
void UFortKismetLibrary::ClearTutorialHighlights()
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = StaticClass()->GetFunction("FortKismetLibrary", "ClearTutorialHighlights");
auto Flgs = Func->FunctionFlags;
Func->FunctionFlags |= 0x400;
GetDefaultObj()->ProcessEvent(Func, nullptr);
Func->FunctionFlags = Flgs;
}
// Function FortniteGame.FortKismetLibrary.ClientRequestSetTimeOfDay
// (Final, BlueprintCosmetic, Native, Static, Public, BlueprintCallable)
// Parameters:
// class AFortPlayerController* FortPC (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// float TimeOfDay (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
void UFortKismetLibrary::ClientRequestSetTimeOfDay(class AFortPlayerController* FortPC, float TimeOfDay)
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = StaticClass()->GetFunction("FortKismetLibrary", "ClientRequestSetTimeOfDay");
Params::FortKismetLibrary_ClientRequestSetTimeOfDay Parms{};
Parms.FortPC = FortPC;
Parms.TimeOfDay = TimeOfDay;
auto Flgs = Func->FunctionFlags;
Func->FunctionFlags |= 0x400;
GetDefaultObj()->ProcessEvent(Func, &Parms);
Func->FunctionFlags = Flgs;
}
// Function FortniteGame.FortKismetLibrary.ConvertToGameTime
// (Final, Native, Static, Public, BlueprintCallable, BlueprintPure)
// Parameters:
// class UObject* WorldContextObject (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// float InRealTime (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// float ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
float UFortKismetLibrary::ConvertToGameTime(class UObject* WorldContextObject, float InRealTime)
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = StaticClass()->GetFunction("FortKismetLibrary", "ConvertToGameTime");
Params::FortKismetLibrary_ConvertToGameTime Parms{};
Parms.WorldContextObject = WorldContextObject;
Parms.InRealTime = InRealTime;
auto Flgs = Func->FunctionFlags;
Func->FunctionFlags |= 0x400;
GetDefaultObj()->ProcessEvent(Func, &Parms);
Func->FunctionFlags = Flgs;
return Parms.ReturnValue;
}
// Function FortniteGame.FortKismetLibrary.ConvertToRealTime
// (Final, Native, Static, Public, BlueprintCallable, BlueprintPure)
// Parameters:
// class UObject* WorldContextObject (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// float InGameTime (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// float ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
float UFortKismetLibrary::ConvertToRealTime(class UObject* WorldContextObject, float InGameTime)
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = StaticClass()->GetFunction("FortKismetLibrary", "ConvertToRealTime");
Params::FortKismetLibrary_ConvertToRealTime Parms{};
Parms.WorldContextObject = WorldContextObject;
Parms.InGameTime = InGameTime;
auto Flgs = Func->FunctionFlags;
Func->FunctionFlags |= 0x400;
GetDefaultObj()->ProcessEvent(Func, &Parms);
Func->FunctionFlags = Flgs;
return Parms.ReturnValue;
}
// Function FortniteGame.FortKismetLibrary.CreateNewSplineObject
// (Final, Native, Static, Public, BlueprintCallable)
// Parameters:
// class UObject* Outer_0 (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// class UFortSpline* ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
class UFortSpline* UFortKismetLibrary::CreateNewSplineObject(class UObject* Outer_0)
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = StaticClass()->GetFunction("FortKismetLibrary", "CreateNewSplineObject");
Params::FortKismetLibrary_CreateNewSplineObject Parms{};
Parms.Outer_0 = Outer_0;
auto Flgs = Func->FunctionFlags;
Func->FunctionFlags |= 0x400;
GetDefaultObj()->ProcessEvent(Func, &Parms);
Func->FunctionFlags = Flgs;
return Parms.ReturnValue;
}
// Function FortniteGame.FortKismetLibrary.DisableTutorialHighlight
// (Final, Native, Static, Public, BlueprintCallable)
// Parameters:
// class FName WidgetName (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
void UFortKismetLibrary::DisableTutorialHighlight(class FName WidgetName)
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = StaticClass()->GetFunction("FortKismetLibrary", "DisableTutorialHighlight");
Params::FortKismetLibrary_DisableTutorialHighlight Parms{};
Parms.WidgetName = WidgetName;
auto Flgs = Func->FunctionFlags;
Func->FunctionFlags |= 0x400;
GetDefaultObj()->ProcessEvent(Func, &Parms);
Func->FunctionFlags = Flgs;
}
// Function FortniteGame.FortKismetLibrary.EnableTutorialHighlight
// (Final, Native, Static, Public, BlueprintCallable)
// Parameters:
// class FName WidgetName (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
void UFortKismetLibrary::EnableTutorialHighlight(class FName WidgetName)
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = StaticClass()->GetFunction("FortKismetLibrary", "EnableTutorialHighlight");
Params::FortKismetLibrary_EnableTutorialHighlight Parms{};
Parms.WidgetName = WidgetName;
auto Flgs = Func->FunctionFlags;
Func->FunctionFlags |= 0x400;
GetDefaultObj()->ProcessEvent(Func, &Parms);
Func->FunctionFlags = Flgs;
}
// Function FortniteGame.FortKismetLibrary.EquipFortAbilitySet
// (Final, BlueprintAuthorityOnly, Native, Static, Public, BlueprintCallable)
// Parameters:
// TScriptInterface<class IAbilitySystemInterface>AbilitySystemInterfaceActor (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, UObjectWrapper, NativeAccessSpecifierPublic)
// class UFortAbilitySet* AbilitySet (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// class UObject* OverrideSourceObject (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// struct FFortAbilitySetHandle ReturnValue (Parm, OutParm, ReturnParm, ContainsInstancedReference, NativeAccessSpecifierPublic)
struct FFortAbilitySetHandle UFortKismetLibrary::EquipFortAbilitySet(TScriptInterface<class IAbilitySystemInterface> AbilitySystemInterfaceActor, class UFortAbilitySet* AbilitySet, class UObject* OverrideSourceObject)
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = StaticClass()->GetFunction("FortKismetLibrary", "EquipFortAbilitySet");
Params::FortKismetLibrary_EquipFortAbilitySet Parms{};
Parms.AbilitySystemInterfaceActor = AbilitySystemInterfaceActor;
Parms.AbilitySet = AbilitySet;
Parms.OverrideSourceObject = OverrideSourceObject;
auto Flgs = Func->FunctionFlags;
Func->FunctionFlags |= 0x400;
GetDefaultObj()->ProcessEvent(Func, &Parms);
Func->FunctionFlags = Flgs;
return Parms.ReturnValue;
}
// Function FortniteGame.FortKismetLibrary.EvaluateCurveTableRow
// (Final, Native, Static, Public, HasOutParams, BlueprintCallable)
// Parameters:
// const struct FCurveTableRowHandle& CurveTableRowHandle (Parm, NativeAccessSpecifierPublic)
// float InXY (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// float* OutXY (Parm, OutParm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// const class FString& ContextString (Parm, ZeroConstructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// bool ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, NativeAccessSpecifierPublic)
bool UFortKismetLibrary::EvaluateCurveTableRow(const struct FCurveTableRowHandle& CurveTableRowHandle, float InXY, float* OutXY, const class FString& ContextString)
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = StaticClass()->GetFunction("FortKismetLibrary", "EvaluateCurveTableRow");
Params::FortKismetLibrary_EvaluateCurveTableRow Parms{};
Parms.CurveTableRowHandle = std::move(CurveTableRowHandle);
Parms.InXY = InXY;
Parms.ContextString = std::move(ContextString);
auto Flgs = Func->FunctionFlags;
Func->FunctionFlags |= 0x400;
GetDefaultObj()->ProcessEvent(Func, &Parms);
Func->FunctionFlags = Flgs;
if (OutXY != nullptr)
*OutXY = Parms.OutXY;
return Parms.ReturnValue;
}
// Function FortniteGame.FortKismetLibrary.ExecuteClientEvent
// (Final, BlueprintCosmetic, Native, Static, Public, BlueprintCallable)
// Parameters:
// class UObject* WorldContextObject (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// const struct FFortClientEventName& EventType (Parm, NativeAccessSpecifierPublic)
// class UObject* EventSource (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// class UObject* EventFocus (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
void UFortKismetLibrary::ExecuteClientEvent(class UObject* WorldContextObject, const struct FFortClientEventName& EventType, class UObject* EventSource, class UObject* EventFocus)
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = StaticClass()->GetFunction("FortKismetLibrary", "ExecuteClientEvent");
Params::FortKismetLibrary_ExecuteClientEvent Parms{};
Parms.WorldContextObject = WorldContextObject;
Parms.EventType = std::move(EventType);
Parms.EventSource = EventSource;
Parms.EventFocus = EventFocus;
auto Flgs = Func->FunctionFlags;
Func->FunctionFlags |= 0x400;
GetDefaultObj()->ProcessEvent(Func, &Parms);
Func->FunctionFlags = Flgs;
}
// Function FortniteGame.FortKismetLibrary.GetActorTeam
// (Final, Native, Static, Public, BlueprintCallable, BlueprintPure)
// Parameters:
// const class AActor* Actor (ConstParm, Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// EFortTeam ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
EFortTeam UFortKismetLibrary::GetActorTeam(const class AActor* Actor)
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = StaticClass()->GetFunction("FortKismetLibrary", "GetActorTeam");
Params::FortKismetLibrary_GetActorTeam Parms{};
Parms.Actor = Actor;
auto Flgs = Func->FunctionFlags;
Func->FunctionFlags |= 0x400;
GetDefaultObj()->ProcessEvent(Func, &Parms);
Func->FunctionFlags = Flgs;
return Parms.ReturnValue;
}
// Function FortniteGame.FortKismetLibrary.GetActorTeamInfo
// (Final, Native, Static, Public, BlueprintCallable, BlueprintPure)
// Parameters:
// class AActor* Actor (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// class AFortTeamInfo* ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
class AFortTeamInfo* UFortKismetLibrary::GetActorTeamInfo(class AActor* Actor)
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = StaticClass()->GetFunction("FortKismetLibrary", "GetActorTeamInfo");
Params::FortKismetLibrary_GetActorTeamInfo Parms{};
Parms.Actor = Actor;
auto Flgs = Func->FunctionFlags;
Func->FunctionFlags |= 0x400;
GetDefaultObj()->ProcessEvent(Func, &Parms);
Func->FunctionFlags = Flgs;
return Parms.ReturnValue;
}
// Function FortniteGame.FortKismetLibrary.GetAIDirector
// (Final, Native, Static, Public, BlueprintCallable, BlueprintPure)
// Parameters:
// class UObject* WorldContextObject (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// class AFortAIDirector* ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
class AFortAIDirector* UFortKismetLibrary::GetAIDirector(class UObject* WorldContextObject)
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = StaticClass()->GetFunction("FortKismetLibrary", "GetAIDirector");
Params::FortKismetLibrary_GetAIDirector Parms{};
Parms.WorldContextObject = WorldContextObject;
auto Flgs = Func->FunctionFlags;
Func->FunctionFlags |= 0x400;
GetDefaultObj()->ProcessEvent(Func, &Parms);
Func->FunctionFlags = Flgs;
return Parms.ReturnValue;
}
// Function FortniteGame.FortKismetLibrary.GetAIGoalManager
// (Final, Native, Static, Public, BlueprintCallable, BlueprintPure)
// Parameters:
// const class UObject* WorldContextObject (ConstParm, Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// class AFortAIGoalManager* ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
class AFortAIGoalManager* UFortKismetLibrary::GetAIGoalManager(const class UObject* WorldContextObject)
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = StaticClass()->GetFunction("FortKismetLibrary", "GetAIGoalManager");
Params::FortKismetLibrary_GetAIGoalManager Parms{};
Parms.WorldContextObject = WorldContextObject;
auto Flgs = Func->FunctionFlags;
Func->FunctionFlags |= 0x400;
GetDefaultObj()->ProcessEvent(Func, &Parms);
Func->FunctionFlags = Flgs;
return Parms.ReturnValue;
}
// Function FortniteGame.FortKismetLibrary.GetAllFortPlayerControllers
// (Final, BlueprintAuthorityOnly, Native, Static, Public, BlueprintCallable, BlueprintPure)
// Parameters:
// class UObject* WorldContextObject (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// TArray<class AFortPlayerController*> ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, NativeAccessSpecifierPublic)
TArray<class AFortPlayerController*> UFortKismetLibrary::GetAllFortPlayerControllers(class UObject* WorldContextObject)
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = StaticClass()->GetFunction("FortKismetLibrary", "GetAllFortPlayerControllers");
Params::FortKismetLibrary_GetAllFortPlayerControllers Parms{};
Parms.WorldContextObject = WorldContextObject;
auto Flgs = Func->FunctionFlags;
Func->FunctionFlags |= 0x400;
GetDefaultObj()->ProcessEvent(Func, &Parms);
Func->FunctionFlags = Flgs;
return Parms.ReturnValue;
}
// Function FortniteGame.FortKismetLibrary.GetAllFortPlayerPawns
// (Final, Native, Static, Public, HasOutParams, BlueprintCallable)
// Parameters:
// class UObject* WorldContextObject (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// TArray<class AFortPlayerPawn*>* OutFortPlayerPawns (Parm, OutParm, ZeroConstructor, NativeAccessSpecifierPublic)
void UFortKismetLibrary::GetAllFortPlayerPawns(class UObject* WorldContextObject, TArray<class AFortPlayerPawn*>* OutFortPlayerPawns)
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = StaticClass()->GetFunction("FortKismetLibrary", "GetAllFortPlayerPawns");
Params::FortKismetLibrary_GetAllFortPlayerPawns Parms{};
Parms.WorldContextObject = WorldContextObject;
auto Flgs = Func->FunctionFlags;
Func->FunctionFlags |= 0x400;
GetDefaultObj()->ProcessEvent(Func, &Parms);
Func->FunctionFlags = Flgs;
if (OutFortPlayerPawns != nullptr)
*OutFortPlayerPawns = std::move(Parms.OutFortPlayerPawns);
}
// Function FortniteGame.FortKismetLibrary.GetBuildingHealthPercentage
// (Final, Native, Static, Public, BlueprintCallable, BlueprintPure)
// Parameters:
// const class ABuildingActor* BuildingActor (ConstParm, Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// float ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
float UFortKismetLibrary::GetBuildingHealthPercentage(const class ABuildingActor* BuildingActor)
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = StaticClass()->GetFunction("FortKismetLibrary", "GetBuildingHealthPercentage");
Params::FortKismetLibrary_GetBuildingHealthPercentage Parms{};
Parms.BuildingActor = BuildingActor;
auto Flgs = Func->FunctionFlags;
Func->FunctionFlags |= 0x400;
GetDefaultObj()->ProcessEvent(Func, &Parms);
Func->FunctionFlags = Flgs;
return Parms.ReturnValue;
}
// Function FortniteGame.FortKismetLibrary.GetBuildingStructuralSupportSystem
// (Final, Native, Static, Public, HasOutParams, BlueprintCallable, BlueprintPure)
// Parameters:
// class UObject* WorldContextObject (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// class UBuildingStructuralSupportSystem**BuildingStructuralSupportSystem (Parm, OutParm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
void UFortKismetLibrary::GetBuildingStructuralSupportSystem(class UObject* WorldContextObject, class UBuildingStructuralSupportSystem** BuildingStructuralSupportSystem)
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = StaticClass()->GetFunction("FortKismetLibrary", "GetBuildingStructuralSupportSystem");
Params::FortKismetLibrary_GetBuildingStructuralSupportSystem Parms{};
Parms.WorldContextObject = WorldContextObject;
auto Flgs = Func->FunctionFlags;
Func->FunctionFlags |= 0x400;
GetDefaultObj()->ProcessEvent(Func, &Parms);
Func->FunctionFlags = Flgs;
if (BuildingStructuralSupportSystem != nullptr)
*BuildingStructuralSupportSystem = Parms.BuildingStructuralSupportSystem;
}
// Function FortniteGame.FortKismetLibrary.GetCalculatedGameDifficulty
// (Final, Native, Static, Public, BlueprintCallable, BlueprintPure)
// Parameters:
// class UObject* WorldContextObject (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// float ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
float UFortKismetLibrary::GetCalculatedGameDifficulty(class UObject* WorldContextObject)
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = StaticClass()->GetFunction("FortKismetLibrary", "GetCalculatedGameDifficulty");
Params::FortKismetLibrary_GetCalculatedGameDifficulty Parms{};
Parms.WorldContextObject = WorldContextObject;
auto Flgs = Func->FunctionFlags;
Func->FunctionFlags |= 0x400;
GetDefaultObj()->ProcessEvent(Func, &Parms);
Func->FunctionFlags = Flgs;
return Parms.ReturnValue;
}
// Function FortniteGame.FortKismetLibrary.GetClosestBuildingActorFromArray
// (Final, Native, Static, Public, HasOutParams, BlueprintCallable, BlueprintPure)
// Parameters:
// const class AActor* Actor (ConstParm, Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// const TArray<class ABuildingSMActor*>& ArrayOfBuildings (ConstParm, Parm, OutParm, ZeroConstructor, ReferenceParm, NativeAccessSpecifierPublic)
// class ABuildingSMActor* ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
class ABuildingSMActor* UFortKismetLibrary::GetClosestBuildingActorFromArray(const class AActor* Actor, const TArray<class ABuildingSMActor*>& ArrayOfBuildings)
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = StaticClass()->GetFunction("FortKismetLibrary", "GetClosestBuildingActorFromArray");
Params::FortKismetLibrary_GetClosestBuildingActorFromArray Parms{};
Parms.Actor = Actor;
Parms.ArrayOfBuildings = std::move(ArrayOfBuildings);
auto Flgs = Func->FunctionFlags;
Func->FunctionFlags |= 0x400;
GetDefaultObj()->ProcessEvent(Func, &Parms);
Func->FunctionFlags = Flgs;
return Parms.ReturnValue;
}
// Function FortniteGame.FortKismetLibrary.GetClosestFortPlayerPawn
// (Final, Native, Static, Public, HasDefaults, BlueprintCallable, BlueprintPure)
// Parameters:
// class UObject* WorldContextObject (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// const struct FVector& Position (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, NativeAccessSpecifierPublic)
// class AFortPlayerPawn* ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
class AFortPlayerPawn* UFortKismetLibrary::GetClosestFortPlayerPawn(class UObject* WorldContextObject, const struct FVector& Position)
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = StaticClass()->GetFunction("FortKismetLibrary", "GetClosestFortPlayerPawn");
Params::FortKismetLibrary_GetClosestFortPlayerPawn Parms{};
Parms.WorldContextObject = WorldContextObject;
Parms.Position = std::move(Position);
auto Flgs = Func->FunctionFlags;
Func->FunctionFlags |= 0x400;
GetDefaultObj()->ProcessEvent(Func, &Parms);
Func->FunctionFlags = Flgs;
return Parms.ReturnValue;
}
// Function FortniteGame.FortKismetLibrary.GetCurrentDayPhase
// (Final, Native, Static, Public, BlueprintCallable, BlueprintPure)
// Parameters:
// class UObject* WorldContextObject (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// EFortDayPhase ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
EFortDayPhase UFortKismetLibrary::GetCurrentDayPhase(class UObject* WorldContextObject)
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = StaticClass()->GetFunction("FortKismetLibrary", "GetCurrentDayPhase");
Params::FortKismetLibrary_GetCurrentDayPhase Parms{};
Parms.WorldContextObject = WorldContextObject;
auto Flgs = Func->FunctionFlags;
Func->FunctionFlags |= 0x400;
GetDefaultObj()->ProcessEvent(Func, &Parms);
Func->FunctionFlags = Flgs;
return Parms.ReturnValue;
}
// Function FortniteGame.FortKismetLibrary.GetDayNightDirectionalLightColor
// (Final, Native, Static, Public, HasDefaults, BlueprintCallable, BlueprintPure)
// Parameters:
// class UObject* WorldContextObject (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// struct FLinearColor ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, NativeAccessSpecifierPublic)
struct FLinearColor UFortKismetLibrary::GetDayNightDirectionalLightColor(class UObject* WorldContextObject)
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = StaticClass()->GetFunction("FortKismetLibrary", "GetDayNightDirectionalLightColor");
Params::FortKismetLibrary_GetDayNightDirectionalLightColor Parms{};
Parms.WorldContextObject = WorldContextObject;
auto Flgs = Func->FunctionFlags;
Func->FunctionFlags |= 0x400;
GetDefaultObj()->ProcessEvent(Func, &Parms);
Func->FunctionFlags = Flgs;
return Parms.ReturnValue;
}
// Function FortniteGame.FortKismetLibrary.GetDayNightDirectionalLightVector
// (Final, Native, Static, Public, HasDefaults, BlueprintCallable, BlueprintPure)
// Parameters:
// class UObject* WorldContextObject (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// struct FVector ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, NativeAccessSpecifierPublic)
struct FVector UFortKismetLibrary::GetDayNightDirectionalLightVector(class UObject* WorldContextObject)
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = StaticClass()->GetFunction("FortKismetLibrary", "GetDayNightDirectionalLightVector");
Params::FortKismetLibrary_GetDayNightDirectionalLightVector Parms{};
Parms.WorldContextObject = WorldContextObject;
auto Flgs = Func->FunctionFlags;
Func->FunctionFlags |= 0x400;
GetDefaultObj()->ProcessEvent(Func, &Parms);
Func->FunctionFlags = Flgs;
return Parms.ReturnValue;
}
// Function FortniteGame.FortKismetLibrary.GetDefaultAbsoluteTimeOfDaySpeed
// (Final, Native, Static, Public, BlueprintCallable, BlueprintPure)
// Parameters:
// class UObject* WorldContextObject (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// float ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
float UFortKismetLibrary::GetDefaultAbsoluteTimeOfDaySpeed(class UObject* WorldContextObject)
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = StaticClass()->GetFunction("FortKismetLibrary", "GetDefaultAbsoluteTimeOfDaySpeed");
Params::FortKismetLibrary_GetDefaultAbsoluteTimeOfDaySpeed Parms{};
Parms.WorldContextObject = WorldContextObject;
auto Flgs = Func->FunctionFlags;
Func->FunctionFlags |= 0x400;
GetDefaultObj()->ProcessEvent(Func, &Parms);
Func->FunctionFlags = Flgs;
return Parms.ReturnValue;
}
// Function FortniteGame.FortKismetLibrary.GetDirectionActorToActor
// (Final, Native, Static, Public, HasDefaults, BlueprintCallable, BlueprintPure)
// Parameters:
// class AActor* SourceActor (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// class AActor* TargetActor (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// struct FRotator ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, NativeAccessSpecifierPublic)
struct FRotator UFortKismetLibrary::GetDirectionActorToActor(class AActor* SourceActor, class AActor* TargetActor)
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = StaticClass()->GetFunction("FortKismetLibrary", "GetDirectionActorToActor");
Params::FortKismetLibrary_GetDirectionActorToActor Parms{};
Parms.SourceActor = SourceActor;
Parms.TargetActor = TargetActor;
auto Flgs = Func->FunctionFlags;
Func->FunctionFlags |= 0x400;
GetDefaultObj()->ProcessEvent(Func, &Parms);
Func->FunctionFlags = Flgs;
return Parms.ReturnValue;
}
// Function FortniteGame.FortKismetLibrary.GetFloatHoursUntilDayPhase
// (Final, Native, Static, Public, BlueprintCallable, BlueprintPure)
// Parameters:
// class UObject* WorldContextObject (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// EFortDayPhase DayPhase (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// float ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
float UFortKismetLibrary::GetFloatHoursUntilDayPhase(class UObject* WorldContextObject, EFortDayPhase DayPhase)
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = StaticClass()->GetFunction("FortKismetLibrary", "GetFloatHoursUntilDayPhase");
Params::FortKismetLibrary_GetFloatHoursUntilDayPhase Parms{};
Parms.WorldContextObject = WorldContextObject;
Parms.DayPhase = DayPhase;
auto Flgs = Func->FunctionFlags;
Func->FunctionFlags |= 0x400;
GetDefaultObj()->ProcessEvent(Func, &Parms);
Func->FunctionFlags = Flgs;
return Parms.ReturnValue;
}
// Function FortniteGame.FortKismetLibrary.GetFortPhysicalSurface
// (Final, Native, Static, Public, HasOutParams, BlueprintCallable, BlueprintPure)
// Parameters:
// const struct FHitResult& Hit (ConstParm, Parm, OutParm, ReferenceParm, ContainsInstancedReference, NativeAccessSpecifierPublic)
// EPhysicalSurface ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
EPhysicalSurface UFortKismetLibrary::GetFortPhysicalSurface(const struct FHitResult& Hit)
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = StaticClass()->GetFunction("FortKismetLibrary", "GetFortPhysicalSurface");
Params::FortKismetLibrary_GetFortPhysicalSurface Parms{};
Parms.Hit = std::move(Hit);
auto Flgs = Func->FunctionFlags;
Func->FunctionFlags |= 0x400;
GetDefaultObj()->ProcessEvent(Func, &Parms);
Func->FunctionFlags = Flgs;
return Parms.ReturnValue;
}
// Function FortniteGame.FortKismetLibrary.GetFortPlayerPawns
// (Final, Native, Static, Public, BlueprintCallable, BlueprintPure)
// Parameters:
// class UObject* WorldContextObject (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// TArray<class AFortPlayerPawn*> ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, NativeAccessSpecifierPublic)
TArray<class AFortPlayerPawn*> UFortKismetLibrary::GetFortPlayerPawns(class UObject* WorldContextObject)
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = StaticClass()->GetFunction("FortKismetLibrary", "GetFortPlayerPawns");
Params::FortKismetLibrary_GetFortPlayerPawns Parms{};
Parms.WorldContextObject = WorldContextObject;
auto Flgs = Func->FunctionFlags;
Func->FunctionFlags |= 0x400;
GetDefaultObj()->ProcessEvent(Func, &Parms);
Func->FunctionFlags = Flgs;
return Parms.ReturnValue;
}
// Function FortniteGame.FortKismetLibrary.GetGameDifficulty
// (Final, Native, Static, Public, BlueprintCallable, BlueprintPure)
// Parameters:
// float ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
float UFortKismetLibrary::GetGameDifficulty()
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = StaticClass()->GetFunction("FortKismetLibrary", "GetGameDifficulty");
Params::FortKismetLibrary_GetGameDifficulty Parms{};
auto Flgs = Func->FunctionFlags;
Func->FunctionFlags |= 0x400;
GetDefaultObj()->ProcessEvent(Func, &Parms);
Func->FunctionFlags = Flgs;
return Parms.ReturnValue;
}
// Function FortniteGame.FortKismetLibrary.GetHostilityPercentage
// (Final, Native, Static, Public, BlueprintCallable, BlueprintPure)
// Parameters:
// class UObject* WorldContextObject (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// float ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
float UFortKismetLibrary::GetHostilityPercentage(class UObject* WorldContextObject)
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = StaticClass()->GetFunction("FortKismetLibrary", "GetHostilityPercentage");
Params::FortKismetLibrary_GetHostilityPercentage Parms{};
Parms.WorldContextObject = WorldContextObject;
auto Flgs = Func->FunctionFlags;
Func->FunctionFlags |= 0x400;
GetDefaultObj()->ProcessEvent(Func, &Parms);
Func->FunctionFlags = Flgs;
return Parms.ReturnValue;
}
// Function FortniteGame.FortKismetLibrary.GetHoursUntilDayPhase
// (Final, Native, Static, Public, BlueprintCallable, BlueprintPure)
// Parameters:
// class UObject* WorldContextObject (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// EFortDayPhase DayPhase (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// int32 ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
int32 UFortKismetLibrary::GetHoursUntilDayPhase(class UObject* WorldContextObject, EFortDayPhase DayPhase)
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = StaticClass()->GetFunction("FortKismetLibrary", "GetHoursUntilDayPhase");
Params::FortKismetLibrary_GetHoursUntilDayPhase Parms{};
Parms.WorldContextObject = WorldContextObject;
Parms.DayPhase = DayPhase;
auto Flgs = Func->FunctionFlags;
Func->FunctionFlags |= 0x400;
GetDefaultObj()->ProcessEvent(Func, &Parms);
Func->FunctionFlags = Flgs;
return Parms.ReturnValue;
}
// Function FortniteGame.FortKismetLibrary.GetHumanReadableName
// (Final, Native, Static, Public, BlueprintCallable, BlueprintPure)
// Parameters:
// class AActor* Actor (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// class FString ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, HasGetValueTypeHash, NativeAccessSpecifierPublic)
class FString UFortKismetLibrary::GetHumanReadableName(class AActor* Actor)
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = StaticClass()->GetFunction("FortKismetLibrary", "GetHumanReadableName");
Params::FortKismetLibrary_GetHumanReadableName Parms{};
Parms.Actor = Actor;
auto Flgs = Func->FunctionFlags;
Func->FunctionFlags |= 0x400;
GetDefaultObj()->ProcessEvent(Func, &Parms);
Func->FunctionFlags = Flgs;
return Parms.ReturnValue;
}
// Function FortniteGame.FortKismetLibrary.GetImpulseData
// (Final, Native, Static, Public, HasOutParams, HasDefaults, BlueprintCallable, BlueprintPure)
// Parameters:
// const struct FGameplayEffectContextHandle&EffectContext (Parm, NativeAccessSpecifierPublic)
// struct FVector* ImpulseDirection (Parm, OutParm, ZeroConstructor, IsPlainOldData, NoDestructor, NativeAccessSpecifierPublic)
// float* KnockbackMagnitude (Parm, OutParm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// float* KnockbackZAngle (Parm, OutParm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
void UFortKismetLibrary::GetImpulseData(const struct FGameplayEffectContextHandle& EffectContext, struct FVector* ImpulseDirection, float* KnockbackMagnitude, float* KnockbackZAngle)
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = StaticClass()->GetFunction("FortKismetLibrary", "GetImpulseData");
Params::FortKismetLibrary_GetImpulseData Parms{};
Parms.EffectContext = std::move(EffectContext);
auto Flgs = Func->FunctionFlags;
Func->FunctionFlags |= 0x400;
GetDefaultObj()->ProcessEvent(Func, &Parms);
Func->FunctionFlags = Flgs;
if (ImpulseDirection != nullptr)
*ImpulseDirection = std::move(Parms.ImpulseDirection);
if (KnockbackMagnitude != nullptr)
*KnockbackMagnitude = Parms.KnockbackMagnitude;
if (KnockbackZAngle != nullptr)
*KnockbackZAngle = Parms.KnockbackZAngle;
}
// Function FortniteGame.FortKismetLibrary.GetLocalFortPlayerControllers
// (Final, Native, Static, Public, BlueprintCallable, BlueprintPure)
// Parameters:
// class UObject* WorldContextObject (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// TArray<class AFortPlayerController*> ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, NativeAccessSpecifierPublic)
TArray<class AFortPlayerController*> UFortKismetLibrary::GetLocalFortPlayerControllers(class UObject* WorldContextObject)
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = StaticClass()->GetFunction("FortKismetLibrary", "GetLocalFortPlayerControllers");
Params::FortKismetLibrary_GetLocalFortPlayerControllers Parms{};
Parms.WorldContextObject = WorldContextObject;
auto Flgs = Func->FunctionFlags;
Func->FunctionFlags |= 0x400;
GetDefaultObj()->ProcessEvent(Func, &Parms);
Func->FunctionFlags = Flgs;
return Parms.ReturnValue;
}
// Function FortniteGame.FortKismetLibrary.GetMeleeWeaponStatsRow
// (Final, Native, Static, Public, HasOutParams, BlueprintCallable)
// Parameters:
// const struct FDataTableRowHandle& DataTableRowHandle (Parm, NativeAccessSpecifierPublic)
// struct FFortMeleeWeaponStats* OutRow (Parm, OutParm, NativeAccessSpecifierPublic)
// bool ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, NativeAccessSpecifierPublic)
bool UFortKismetLibrary::GetMeleeWeaponStatsRow(const struct FDataTableRowHandle& DataTableRowHandle, struct FFortMeleeWeaponStats* OutRow)
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = StaticClass()->GetFunction("FortKismetLibrary", "GetMeleeWeaponStatsRow");
Params::FortKismetLibrary_GetMeleeWeaponStatsRow Parms{};
Parms.DataTableRowHandle = std::move(DataTableRowHandle);
auto Flgs = Func->FunctionFlags;
Func->FunctionFlags |= 0x400;
GetDefaultObj()->ProcessEvent(Func, &Parms);
Func->FunctionFlags = Flgs;
if (OutRow != nullptr)
*OutRow = std::move(Parms.OutRow);
return Parms.ReturnValue;
}
// Function FortniteGame.FortKismetLibrary.GetMIDForSkeletalMeshComponent
// (Final, Native, Static, Public, BlueprintCallable)
// Parameters:
// class USkeletalMeshComponent* SkeletalMeshComponent (Parm, ZeroConstructor, InstancedReference, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// int32 ElementIndex (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// class UMaterialInstanceDynamic* ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
class UMaterialInstanceDynamic* UFortKismetLibrary::GetMIDForSkeletalMeshComponent(class USkeletalMeshComponent* SkeletalMeshComponent, int32 ElementIndex)
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = StaticClass()->GetFunction("FortKismetLibrary", "GetMIDForSkeletalMeshComponent");
Params::FortKismetLibrary_GetMIDForSkeletalMeshComponent Parms{};
Parms.SkeletalMeshComponent = SkeletalMeshComponent;
Parms.ElementIndex = ElementIndex;
auto Flgs = Func->FunctionFlags;
Func->FunctionFlags |= 0x400;
GetDefaultObj()->ProcessEvent(Func, &Parms);
Func->FunctionFlags = Flgs;
return Parms.ReturnValue;
}
// Function FortniteGame.FortKismetLibrary.GetNumericCVar
// (Final, Native, Static, Public, HasOutParams, BlueprintCallable, BlueprintPure)
// Parameters:
// const class FString& CVar (Parm, ZeroConstructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// float* OutValue (Parm, OutParm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// bool ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, NativeAccessSpecifierPublic)
bool UFortKismetLibrary::GetNumericCVar(const class FString& CVar, float* OutValue)
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = StaticClass()->GetFunction("FortKismetLibrary", "GetNumericCVar");
Params::FortKismetLibrary_GetNumericCVar Parms{};
Parms.CVar = std::move(CVar);
auto Flgs = Func->FunctionFlags;
Func->FunctionFlags |= 0x400;
GetDefaultObj()->ProcessEvent(Func, &Parms);
Func->FunctionFlags = Flgs;
if (OutValue != nullptr)
*OutValue = Parms.OutValue;
return Parms.ReturnValue;
}
// Function FortniteGame.FortKismetLibrary.GetPawnStatsRow
// (Final, Native, Static, Public, HasOutParams, BlueprintCallable)
// Parameters:
// const struct FDataTableRowHandle& DataTableRowHandle (Parm, NativeAccessSpecifierPublic)
// struct FFortPawnStats* OutRow (Parm, OutParm, NativeAccessSpecifierPublic)
// bool ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, NativeAccessSpecifierPublic)
bool UFortKismetLibrary::GetPawnStatsRow(const struct FDataTableRowHandle& DataTableRowHandle, struct FFortPawnStats* OutRow)
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = StaticClass()->GetFunction("FortKismetLibrary", "GetPawnStatsRow");
Params::FortKismetLibrary_GetPawnStatsRow Parms{};
Parms.DataTableRowHandle = std::move(DataTableRowHandle);
auto Flgs = Func->FunctionFlags;
Func->FunctionFlags |= 0x400;
GetDefaultObj()->ProcessEvent(Func, &Parms);
Func->FunctionFlags = Flgs;
if (OutRow != nullptr)
*OutRow = std::move(Parms.OutRow);
return Parms.ReturnValue;
}
// Function FortniteGame.FortKismetLibrary.GetPreviousDayPhase
// (Final, Native, Static, Public, BlueprintCallable, BlueprintPure)
// Parameters:
// class UObject* WorldContextObject (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// EFortDayPhase ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
EFortDayPhase UFortKismetLibrary::GetPreviousDayPhase(class UObject* WorldContextObject)
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = StaticClass()->GetFunction("FortKismetLibrary", "GetPreviousDayPhase");
Params::FortKismetLibrary_GetPreviousDayPhase Parms{};
Parms.WorldContextObject = WorldContextObject;
auto Flgs = Func->FunctionFlags;
Func->FunctionFlags |= 0x400;
GetDefaultObj()->ProcessEvent(Func, &Parms);
Func->FunctionFlags = Flgs;
return Parms.ReturnValue;
}
// Function FortniteGame.FortKismetLibrary.GetPrimaryInstance
// (Final, Native, Static, Public, HasOutParams, BlueprintCallable)
// Parameters:
// const struct FGameplayAbilitySpec& Spec (ConstParm, Parm, OutParm, ReferenceParm, NativeAccessSpecifierPublic)
// class UGameplayAbility* ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
class UGameplayAbility* UFortKismetLibrary::GetPrimaryInstance(const struct FGameplayAbilitySpec& Spec)
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = StaticClass()->GetFunction("FortKismetLibrary", "GetPrimaryInstance");
Params::FortKismetLibrary_GetPrimaryInstance Parms{};
Parms.Spec = std::move(Spec);
auto Flgs = Func->FunctionFlags;
Func->FunctionFlags |= 0x400;
GetDefaultObj()->ProcessEvent(Func, &Parms);
Func->FunctionFlags = Flgs;
return Parms.ReturnValue;
}
// Function FortniteGame.FortKismetLibrary.GetRangedWeaponStatsRow
// (Final, Native, Static, Public, HasOutParams, BlueprintCallable)
// Parameters:
// const struct FDataTableRowHandle& DataTableRowHandle (Parm, NativeAccessSpecifierPublic)
// struct FFortRangedWeaponStats* OutRow (Parm, OutParm, NativeAccessSpecifierPublic)
// bool ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, NativeAccessSpecifierPublic)
bool UFortKismetLibrary::GetRangedWeaponStatsRow(const struct FDataTableRowHandle& DataTableRowHandle, struct FFortRangedWeaponStats* OutRow)
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = StaticClass()->GetFunction("FortKismetLibrary", "GetRangedWeaponStatsRow");
Params::FortKismetLibrary_GetRangedWeaponStatsRow Parms{};
Parms.DataTableRowHandle = std::move(DataTableRowHandle);
auto Flgs = Func->FunctionFlags;
Func->FunctionFlags |= 0x400;
GetDefaultObj()->ProcessEvent(Func, &Parms);
Func->FunctionFlags = Flgs;
if (OutRow != nullptr)
*OutRow = std::move(Parms.OutRow);
return Parms.ReturnValue;
}
// Function FortniteGame.FortKismetLibrary.GetTeamAffiliation
// (Final, Native, Static, Public, BlueprintCallable, BlueprintPure)
// Parameters:
// const class AActor* ActorA (ConstParm, Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// const class AActor* ActorB (ConstParm, Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// EFortTeamAffiliation ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
EFortTeamAffiliation UFortKismetLibrary::GetTeamAffiliation(const class AActor* ActorA, const class AActor* ActorB)
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = StaticClass()->GetFunction("FortKismetLibrary", "GetTeamAffiliation");
Params::FortKismetLibrary_GetTeamAffiliation Parms{};
Parms.ActorA = ActorA;
Parms.ActorB = ActorB;
auto Flgs = Func->FunctionFlags;
Func->FunctionFlags |= 0x400;
GetDefaultObj()->ProcessEvent(Func, &Parms);
Func->FunctionFlags = Flgs;
return Parms.ReturnValue;
}
// Function FortniteGame.FortKismetLibrary.GetTeamAffiliationBetweenTeams
// (Final, Native, Static, Public, BlueprintCallable, BlueprintPure)
// Parameters:
// EFortTeam TeamA (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// EFortTeam TeamB (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// EFortTeamAffiliation ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
EFortTeamAffiliation UFortKismetLibrary::GetTeamAffiliationBetweenTeams(EFortTeam TeamA, EFortTeam TeamB)
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = StaticClass()->GetFunction("FortKismetLibrary", "GetTeamAffiliationBetweenTeams");
Params::FortKismetLibrary_GetTeamAffiliationBetweenTeams Parms{};
Parms.TeamA = TeamA;
Parms.TeamB = TeamB;
auto Flgs = Func->FunctionFlags;
Func->FunctionFlags |= 0x400;
GetDefaultObj()->ProcessEvent(Func, &Parms);
Func->FunctionFlags = Flgs;
return Parms.ReturnValue;
}
// Function FortniteGame.FortKismetLibrary.GetTeamInfo
// (Final, Native, Static, Public, BlueprintCallable, BlueprintPure)
// Parameters:
// class UObject* WorldContextObject (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// EFortTeam Team (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// class AFortTeamInfo* ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
class AFortTeamInfo* UFortKismetLibrary::GetTeamInfo(class UObject* WorldContextObject, EFortTeam Team)
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = StaticClass()->GetFunction("FortKismetLibrary", "GetTeamInfo");
Params::FortKismetLibrary_GetTeamInfo Parms{};
Parms.WorldContextObject = WorldContextObject;
Parms.Team = Team;
auto Flgs = Func->FunctionFlags;
Func->FunctionFlags |= 0x400;
GetDefaultObj()->ProcessEvent(Func, &Parms);
Func->FunctionFlags = Flgs;
return Parms.ReturnValue;
}
// Function FortniteGame.FortKismetLibrary.GetThreatVisualsManager
// (Final, Native, Static, Public, BlueprintCallable, BlueprintPure)
// Parameters:
// class UObject* WorldContextObject (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// class AFortThreatVisualsManager* ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
class AFortThreatVisualsManager* UFortKismetLibrary::GetThreatVisualsManager(class UObject* WorldContextObject)
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = StaticClass()->GetFunction("FortKismetLibrary", "GetThreatVisualsManager");
Params::FortKismetLibrary_GetThreatVisualsManager Parms{};
Parms.WorldContextObject = WorldContextObject;
auto Flgs = Func->FunctionFlags;
Func->FunctionFlags |= 0x400;
GetDefaultObj()->ProcessEvent(Func, &Parms);
Func->FunctionFlags = Flgs;
return Parms.ReturnValue;
}
// Function FortniteGame.FortKismetLibrary.GetTimeDayPhaseBegins
// (Final, Native, Static, Public, BlueprintCallable, BlueprintPure)
// Parameters:
// class UObject* WorldContextObject (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// EFortDayPhase DayPhase (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// float ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
float UFortKismetLibrary::GetTimeDayPhaseBegins(class UObject* WorldContextObject, EFortDayPhase DayPhase)
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = StaticClass()->GetFunction("FortKismetLibrary", "GetTimeDayPhaseBegins");
Params::FortKismetLibrary_GetTimeDayPhaseBegins Parms{};
Parms.WorldContextObject = WorldContextObject;
Parms.DayPhase = DayPhase;
auto Flgs = Func->FunctionFlags;
Func->FunctionFlags |= 0x400;
GetDefaultObj()->ProcessEvent(Func, &Parms);
Func->FunctionFlags = Flgs;
return Parms.ReturnValue;
}
// Function FortniteGame.FortKismetLibrary.GetTimeOfDay
// (Final, Native, Static, Public, BlueprintCallable, BlueprintPure)
// Parameters:
// class UObject* WorldContextObject (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// float ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
float UFortKismetLibrary::GetTimeOfDay(class UObject* WorldContextObject)
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = StaticClass()->GetFunction("FortKismetLibrary", "GetTimeOfDay");
Params::FortKismetLibrary_GetTimeOfDay Parms{};
Parms.WorldContextObject = WorldContextObject;
auto Flgs = Func->FunctionFlags;
Func->FunctionFlags |= 0x400;
GetDefaultObj()->ProcessEvent(Func, &Parms);
Func->FunctionFlags = Flgs;
return Parms.ReturnValue;
}
// Function FortniteGame.FortKismetLibrary.GetTimeOfDayAccumulator
// (Final, Native, Static, Public, BlueprintCallable, BlueprintPure)
// Parameters:
// class UObject* WorldContextObject (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// float ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
float UFortKismetLibrary::GetTimeOfDayAccumulator(class UObject* WorldContextObject)
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = StaticClass()->GetFunction("FortKismetLibrary", "GetTimeOfDayAccumulator");
Params::FortKismetLibrary_GetTimeOfDayAccumulator Parms{};
Parms.WorldContextObject = WorldContextObject;
auto Flgs = Func->FunctionFlags;
Func->FunctionFlags |= 0x400;
GetDefaultObj()->ProcessEvent(Func, &Parms);
Func->FunctionFlags = Flgs;
return Parms.ReturnValue;
}
// Function FortniteGame.FortKismetLibrary.GetTimeOfDaySpeed
// (Final, Native, Static, Public, BlueprintCallable, BlueprintPure)
// Parameters:
// class UObject* WorldContextObject (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// float ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
float UFortKismetLibrary::GetTimeOfDaySpeed(class UObject* WorldContextObject)
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = StaticClass()->GetFunction("FortKismetLibrary", "GetTimeOfDaySpeed");
Params::FortKismetLibrary_GetTimeOfDaySpeed Parms{};
Parms.WorldContextObject = WorldContextObject;
auto Flgs = Func->FunctionFlags;
Func->FunctionFlags |= 0x400;
GetDefaultObj()->ProcessEvent(Func, &Parms);
Func->FunctionFlags = Flgs;
return Parms.ReturnValue;
}
// Function FortniteGame.FortKismetLibrary.GetTimeUntilInRealTimeSeconds
// (Final, Native, Static, Public, BlueprintCallable, BlueprintPure)
// Parameters:
// class UObject* WorldContextObject (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// float GameTime (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// float ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
float UFortKismetLibrary::GetTimeUntilInRealTimeSeconds(class UObject* WorldContextObject, float GameTime)
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = StaticClass()->GetFunction("FortKismetLibrary", "GetTimeUntilInRealTimeSeconds");
Params::FortKismetLibrary_GetTimeUntilInRealTimeSeconds Parms{};
Parms.WorldContextObject = WorldContextObject;
Parms.GameTime = GameTime;
auto Flgs = Func->FunctionFlags;
Func->FunctionFlags |= 0x400;
GetDefaultObj()->ProcessEvent(Func, &Parms);
Func->FunctionFlags = Flgs;
return Parms.ReturnValue;
}
// Function FortniteGame.FortKismetLibrary.GetTooltipDescription
// (Final, Native, Static, Public, HasOutParams, BlueprintCallable, BlueprintPure)
// Parameters:
// const class UObject* ObjectToDescribe (ConstParm, Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// const struct FGameplayTag& Tag (Parm, NativeAccessSpecifierPublic)
// const class UFortTooltipContext* Context (ConstParm, Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// class FText* Description (Parm, OutParm, NativeAccessSpecifierPublic)
// bool ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, NativeAccessSpecifierPublic)
bool UFortKismetLibrary::GetTooltipDescription(const class UObject* ObjectToDescribe, const struct FGameplayTag& Tag, const class UFortTooltipContext* Context, class FText* Description)
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = StaticClass()->GetFunction("FortKismetLibrary", "GetTooltipDescription");
Params::FortKismetLibrary_GetTooltipDescription Parms{};
Parms.ObjectToDescribe = ObjectToDescribe;
Parms.Tag = std::move(Tag);
Parms.Context = Context;
auto Flgs = Func->FunctionFlags;
Func->FunctionFlags |= 0x400;
GetDefaultObj()->ProcessEvent(Func, &Parms);
Func->FunctionFlags = Flgs;
if (Description != nullptr)
*Description = std::move(Parms.Description);
return Parms.ReturnValue;
}
// Function FortniteGame.FortKismetLibrary.GetTooltipDescriptionArray
// (Final, Native, Static, Public, HasOutParams, BlueprintCallable, BlueprintPure)
// Parameters:
// const class UObject* ObjectToDescribe (ConstParm, Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// const TArray<struct FGameplayTag>& Tags (ConstParm, Parm, OutParm, ZeroConstructor, ReferenceParm, NativeAccessSpecifierPublic)
// const class UFortTooltipContext* Context (ConstParm, Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// TArray<class FText>* Descriptions (Parm, OutParm, ZeroConstructor, NativeAccessSpecifierPublic)
// bool ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, NativeAccessSpecifierPublic)
bool UFortKismetLibrary::GetTooltipDescriptionArray(const class UObject* ObjectToDescribe, const TArray<struct FGameplayTag>& Tags, const class UFortTooltipContext* Context, TArray<class FText>* Descriptions)
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = StaticClass()->GetFunction("FortKismetLibrary", "GetTooltipDescriptionArray");
Params::FortKismetLibrary_GetTooltipDescriptionArray Parms{};
Parms.ObjectToDescribe = ObjectToDescribe;
Parms.Tags = std::move(Tags);
Parms.Context = Context;
auto Flgs = Func->FunctionFlags;
Func->FunctionFlags |= 0x400;
GetDefaultObj()->ProcessEvent(Func, &Parms);
Func->FunctionFlags = Flgs;
if (Descriptions != nullptr)
*Descriptions = std::move(Parms.Descriptions);
return Parms.ReturnValue;
}
// Function FortniteGame.FortKismetLibrary.GetTooltipDescriptionArrayFromTooltipClass
// (Final, Native, Static, Public, HasOutParams, BlueprintCallable, BlueprintPure)
// Parameters:
// const class UObject* ObjectToDescribe (ConstParm, Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// TSubclassOf<class UFortTooltip> TooltipClass (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, UObjectWrapper, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// const TArray<struct FGameplayTag>& Tags (ConstParm, Parm, OutParm, ZeroConstructor, ReferenceParm, NativeAccessSpecifierPublic)
// const class UFortTooltipContext* Context (ConstParm, Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// TArray<class FText>* Descriptions (Parm, OutParm, ZeroConstructor, NativeAccessSpecifierPublic)
// bool ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, NativeAccessSpecifierPublic)
bool UFortKismetLibrary::GetTooltipDescriptionArrayFromTooltipClass(const class UObject* ObjectToDescribe, TSubclassOf<class UFortTooltip> TooltipClass, const TArray<struct FGameplayTag>& Tags, const class UFortTooltipContext* Context, TArray<class FText>* Descriptions)
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = StaticClass()->GetFunction("FortKismetLibrary", "GetTooltipDescriptionArrayFromTooltipClass");
Params::FortKismetLibrary_GetTooltipDescriptionArrayFromTooltipClass Parms{};
Parms.ObjectToDescribe = ObjectToDescribe;
Parms.TooltipClass = TooltipClass;
Parms.Tags = std::move(Tags);
Parms.Context = Context;
auto Flgs = Func->FunctionFlags;
Func->FunctionFlags |= 0x400;
GetDefaultObj()->ProcessEvent(Func, &Parms);
Func->FunctionFlags = Flgs;
if (Descriptions != nullptr)
*Descriptions = std::move(Parms.Descriptions);
return Parms.ReturnValue;
}
// Function FortniteGame.FortKismetLibrary.GetTooltipDescriptionFromTooltipClass
// (Final, Native, Static, Public, HasOutParams, BlueprintCallable, BlueprintPure)
// Parameters:
// const class UObject* ObjectToDescribe (ConstParm, Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// TSubclassOf<class UFortTooltip> TooltipClass (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, UObjectWrapper, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// const struct FGameplayTag& Tag (Parm, NativeAccessSpecifierPublic)
// const class UFortTooltipContext* Context (ConstParm, Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// class FText* Description (Parm, OutParm, NativeAccessSpecifierPublic)
// bool ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, NativeAccessSpecifierPublic)
bool UFortKismetLibrary::GetTooltipDescriptionFromTooltipClass(const class UObject* ObjectToDescribe, TSubclassOf<class UFortTooltip> TooltipClass, const struct FGameplayTag& Tag, const class UFortTooltipContext* Context, class FText* Description)
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = StaticClass()->GetFunction("FortKismetLibrary", "GetTooltipDescriptionFromTooltipClass");
Params::FortKismetLibrary_GetTooltipDescriptionFromTooltipClass Parms{};
Parms.ObjectToDescribe = ObjectToDescribe;
Parms.TooltipClass = TooltipClass;
Parms.Tag = std::move(Tag);
Parms.Context = Context;
auto Flgs = Func->FunctionFlags;
Func->FunctionFlags |= 0x400;
GetDefaultObj()->ProcessEvent(Func, &Parms);
Func->FunctionFlags = Flgs;
if (Description != nullptr)
*Description = std::move(Parms.Description);
return Parms.ReturnValue;
}
// Function FortniteGame.FortKismetLibrary.GetTooltipNumericValue
// (Final, Native, Static, Public, HasOutParams, BlueprintCallable, BlueprintPure)
// Parameters:
// const class UObject* ObjectToDescribe (ConstParm, Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// const struct FGameplayTag& Tag (Parm, NativeAccessSpecifierPublic)
// const class UFortTooltipContext* Context (ConstParm, Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// class FName Token (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// float* Value (Parm, OutParm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// bool ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, NativeAccessSpecifierPublic)
bool UFortKismetLibrary::GetTooltipNumericValue(const class UObject* ObjectToDescribe, const struct FGameplayTag& Tag, const class UFortTooltipContext* Context, class FName Token, float* Value)
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = StaticClass()->GetFunction("FortKismetLibrary", "GetTooltipNumericValue");
Params::FortKismetLibrary_GetTooltipNumericValue Parms{};
Parms.ObjectToDescribe = ObjectToDescribe;
Parms.Tag = std::move(Tag);
Parms.Context = Context;
Parms.Token = Token;
auto Flgs = Func->FunctionFlags;
Func->FunctionFlags |= 0x400;
GetDefaultObj()->ProcessEvent(Func, &Parms);
Func->FunctionFlags = Flgs;
if (Value != nullptr)
*Value = Parms.Value;
return Parms.ReturnValue;
}
// Function FortniteGame.FortKismetLibrary.GetTooltipNumericValueFromTooltipClass
// (Final, Native, Static, Public, HasOutParams, BlueprintCallable, BlueprintPure)
// Parameters:
// const class UObject* ObjectToDescribe (ConstParm, Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// TSubclassOf<class UFortTooltip> TooltipClass (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, UObjectWrapper, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// const struct FGameplayTag& Tag (Parm, NativeAccessSpecifierPublic)
// const class UFortTooltipContext* Context (ConstParm, Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// class FName Token (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// float* Value (Parm, OutParm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// bool ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, NativeAccessSpecifierPublic)
bool UFortKismetLibrary::GetTooltipNumericValueFromTooltipClass(const class UObject* ObjectToDescribe, TSubclassOf<class UFortTooltip> TooltipClass, const struct FGameplayTag& Tag, const class UFortTooltipContext* Context, class FName Token, float* Value)
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = StaticClass()->GetFunction("FortKismetLibrary", "GetTooltipNumericValueFromTooltipClass");
Params::FortKismetLibrary_GetTooltipNumericValueFromTooltipClass Parms{};
Parms.ObjectToDescribe = ObjectToDescribe;
Parms.TooltipClass = TooltipClass;
Parms.Tag = std::move(Tag);
Parms.Context = Context;
Parms.Token = Token;
auto Flgs = Func->FunctionFlags;
Func->FunctionFlags |= 0x400;
GetDefaultObj()->ProcessEvent(Func, &Parms);
Func->FunctionFlags = Flgs;
if (Value != nullptr)
*Value = Parms.Value;
return Parms.ReturnValue;
}
// Function FortniteGame.FortKismetLibrary.GetTooltipTextFromToken
// (Final, Native, Static, Public, HasOutParams, BlueprintCallable, BlueprintPure)
// Parameters:
// const class UObject* ObjectToDescribe (ConstParm, Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// const struct FGameplayTag& Tag (ConstParm, Parm, OutParm, ReferenceParm, NativeAccessSpecifierPublic)
// const class UFortTooltipContext* Context (ConstParm, Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// const class FName& Token (ConstParm, Parm, OutParm, ZeroConstructor, ReferenceParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// class FText* OutText (Parm, OutParm, NativeAccessSpecifierPublic)
// bool ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, NativeAccessSpecifierPublic)
bool UFortKismetLibrary::GetTooltipTextFromToken(const class UObject* ObjectToDescribe, const struct FGameplayTag& Tag, const class UFortTooltipContext* Context, const class FName& Token, class FText* OutText)
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = StaticClass()->GetFunction("FortKismetLibrary", "GetTooltipTextFromToken");
Params::FortKismetLibrary_GetTooltipTextFromToken Parms{};
Parms.ObjectToDescribe = ObjectToDescribe;
Parms.Tag = std::move(Tag);
Parms.Context = Context;
Parms.Token = Token;
auto Flgs = Func->FunctionFlags;
Func->FunctionFlags |= 0x400;
GetDefaultObj()->ProcessEvent(Func, &Parms);
Func->FunctionFlags = Flgs;
if (OutText != nullptr)
*OutText = std::move(Parms.OutText);
return Parms.ReturnValue;
}
// Function FortniteGame.FortKismetLibrary.GetTooltipTextFromTokenFromTooltipClass
// (Final, Native, Static, Public, HasOutParams, BlueprintCallable, BlueprintPure)
// Parameters:
// const class UObject* ObjectToDescribe (ConstParm, Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// TSubclassOf<class UFortTooltip> TooltipClass (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, UObjectWrapper, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// const struct FGameplayTag& Tag (ConstParm, Parm, OutParm, ReferenceParm, NativeAccessSpecifierPublic)
// const class UFortTooltipContext* Context (ConstParm, Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// const class FName& Token (ConstParm, Parm, OutParm, ZeroConstructor, ReferenceParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// class FText* OutText (Parm, OutParm, NativeAccessSpecifierPublic)
// bool ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, NativeAccessSpecifierPublic)
bool UFortKismetLibrary::GetTooltipTextFromTokenFromTooltipClass(const class UObject* ObjectToDescribe, TSubclassOf<class UFortTooltip> TooltipClass, const struct FGameplayTag& Tag, const class UFortTooltipContext* Context, const class FName& Token, class FText* OutText)
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = StaticClass()->GetFunction("FortKismetLibrary", "GetTooltipTextFromTokenFromTooltipClass");
Params::FortKismetLibrary_GetTooltipTextFromTokenFromTooltipClass Parms{};
Parms.ObjectToDescribe = ObjectToDescribe;
Parms.TooltipClass = TooltipClass;
Parms.Tag = std::move(Tag);
Parms.Context = Context;
Parms.Token = Token;
auto Flgs = Func->FunctionFlags;
Func->FunctionFlags |= 0x400;
GetDefaultObj()->ProcessEvent(Func, &Parms);
Func->FunctionFlags = Flgs;
if (OutText != nullptr)
*OutText = std::move(Parms.OutText);
return Parms.ReturnValue;
}
// Function FortniteGame.FortKismetLibrary.GetTrapStatsRow
// (Final, Native, Static, Public, HasOutParams, BlueprintCallable)
// Parameters:
// const struct FDataTableRowHandle& DataTableRowHandle (Parm, NativeAccessSpecifierPublic)
// struct FFortTrapStats* OutRow (Parm, OutParm, NativeAccessSpecifierPublic)
// bool ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, NativeAccessSpecifierPublic)
bool UFortKismetLibrary::GetTrapStatsRow(const struct FDataTableRowHandle& DataTableRowHandle, struct FFortTrapStats* OutRow)
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = StaticClass()->GetFunction("FortKismetLibrary", "GetTrapStatsRow");
Params::FortKismetLibrary_GetTrapStatsRow Parms{};
Parms.DataTableRowHandle = std::move(DataTableRowHandle);
auto Flgs = Func->FunctionFlags;
Func->FunctionFlags |= 0x400;
GetDefaultObj()->ProcessEvent(Func, &Parms);
Func->FunctionFlags = Flgs;
if (OutRow != nullptr)
*OutRow = std::move(Parms.OutRow);
return Parms.ReturnValue;
}
// Function FortniteGame.FortKismetLibrary.GetWeaponDurabilityByRarityStatsRow
// (Final, Native, Static, Public, HasOutParams, BlueprintCallable)
// Parameters:
// const struct FDataTableRowHandle& DataTableRowHandle (Parm, NativeAccessSpecifierPublic)
// struct FFortWeaponDurabilityByRarityStats*OutRow (Parm, OutParm, NativeAccessSpecifierPublic)
// bool ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, NativeAccessSpecifierPublic)
bool UFortKismetLibrary::GetWeaponDurabilityByRarityStatsRow(const struct FDataTableRowHandle& DataTableRowHandle, struct FFortWeaponDurabilityByRarityStats* OutRow)
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = StaticClass()->GetFunction("FortKismetLibrary", "GetWeaponDurabilityByRarityStatsRow");
Params::FortKismetLibrary_GetWeaponDurabilityByRarityStatsRow Parms{};
Parms.DataTableRowHandle = std::move(DataTableRowHandle);
auto Flgs = Func->FunctionFlags;
Func->FunctionFlags |= 0x400;
GetDefaultObj()->ProcessEvent(Func, &Parms);
Func->FunctionFlags = Flgs;
if (OutRow != nullptr)
*OutRow = std::move(Parms.OutRow);
return Parms.ReturnValue;
}
// Function FortniteGame.FortKismetLibrary.GetWeaponStatsRow
// (Final, Native, Static, Public, HasOutParams, BlueprintCallable)
// Parameters:
// const struct FDataTableRowHandle& DataTableRowHandle (Parm, NativeAccessSpecifierPublic)
// struct FFortBaseWeaponStats* OutRow (Parm, OutParm, NativeAccessSpecifierPublic)
// bool ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, NativeAccessSpecifierPublic)
bool UFortKismetLibrary::GetWeaponStatsRow(const struct FDataTableRowHandle& DataTableRowHandle, struct FFortBaseWeaponStats* OutRow)
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = StaticClass()->GetFunction("FortKismetLibrary", "GetWeaponStatsRow");
Params::FortKismetLibrary_GetWeaponStatsRow Parms{};
Parms.DataTableRowHandle = std::move(DataTableRowHandle);
auto Flgs = Func->FunctionFlags;
Func->FunctionFlags |= 0x400;
GetDefaultObj()->ProcessEvent(Func, &Parms);
Func->FunctionFlags = Flgs;
if (OutRow != nullptr)
*OutRow = std::move(Parms.OutRow);
return Parms.ReturnValue;
}
// Function FortniteGame.FortKismetLibrary.HideTutorialWidget
// (Final, Native, Static, Public, BlueprintCallable)
// Parameters:
// class FName WidgetName (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
void UFortKismetLibrary::HideTutorialWidget(class FName WidgetName)
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = StaticClass()->GetFunction("FortKismetLibrary", "HideTutorialWidget");
Params::FortKismetLibrary_HideTutorialWidget Parms{};
Parms.WidgetName = WidgetName;
auto Flgs = Func->FunctionFlags;
Func->FunctionFlags |= 0x400;
GetDefaultObj()->ProcessEvent(Func, &Parms);
Func->FunctionFlags = Flgs;
}
// Function FortniteGame.FortKismetLibrary.IsCriticalHit
// (Final, Native, Static, Public, BlueprintCallable, BlueprintPure)
// Parameters:
// const struct FGameplayEffectContextHandle&EffectContext (Parm, NativeAccessSpecifierPublic)
// bool ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, NativeAccessSpecifierPublic)
bool UFortKismetLibrary::IsCriticalHit(const struct FGameplayEffectContextHandle& EffectContext)
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = StaticClass()->GetFunction("FortKismetLibrary", "IsCriticalHit");
Params::FortKismetLibrary_IsCriticalHit Parms{};
Parms.EffectContext = std::move(EffectContext);
auto Flgs = Func->FunctionFlags;
Func->FunctionFlags |= 0x400;
GetDefaultObj()->ProcessEvent(Func, &Parms);
Func->FunctionFlags = Flgs;
return Parms.ReturnValue;
}
// Function FortniteGame.FortKismetLibrary.IsFatalHit
// (Final, Native, Static, Public, BlueprintCallable, BlueprintPure)
// Parameters:
// const struct FGameplayEffectContextHandle&EffectContext (Parm, NativeAccessSpecifierPublic)
// bool ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, NativeAccessSpecifierPublic)
bool UFortKismetLibrary::IsFatalHit(const struct FGameplayEffectContextHandle& EffectContext)
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = StaticClass()->GetFunction("FortKismetLibrary", "IsFatalHit");
Params::FortKismetLibrary_IsFatalHit Parms{};
Parms.EffectContext = std::move(EffectContext);
auto Flgs = Func->FunctionFlags;
Func->FunctionFlags |= 0x400;
GetDefaultObj()->ProcessEvent(Func, &Parms);
Func->FunctionFlags = Flgs;
return Parms.ReturnValue;
}
// Function FortniteGame.FortKismetLibrary.IsFullBodyHit
// (Final, Native, Static, Public, BlueprintCallable, BlueprintPure)
// Parameters:
// const struct FGameplayEffectContextHandle&EffectContext (Parm, NativeAccessSpecifierPublic)
// bool ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, NativeAccessSpecifierPublic)
bool UFortKismetLibrary::IsFullBodyHit(const struct FGameplayEffectContextHandle& EffectContext)
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = StaticClass()->GetFunction("FortKismetLibrary", "IsFullBodyHit");
Params::FortKismetLibrary_IsFullBodyHit Parms{};
Parms.EffectContext = std::move(EffectContext);
auto Flgs = Func->FunctionFlags;
Func->FunctionFlags |= 0x400;
GetDefaultObj()->ProcessEvent(Func, &Parms);
Func->FunctionFlags = Flgs;
return Parms.ReturnValue;
}
// Function FortniteGame.FortKismetLibrary.IsValid
// (Final, Native, Static, Public, HasOutParams, BlueprintCallable)
// Parameters:
// const struct FAttributeInfo& AttributeInfo (ConstParm, Parm, OutParm, ReferenceParm, NativeAccessSpecifierPublic)
// bool ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, NativeAccessSpecifierPublic)
bool UFortKismetLibrary::IsValid(const struct FAttributeInfo& AttributeInfo)
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = StaticClass()->GetFunction("FortKismetLibrary", "IsValid");
Params::FortKismetLibrary_IsValid Parms{};
Parms.AttributeInfo = std::move(AttributeInfo);
auto Flgs = Func->FunctionFlags;
Func->FunctionFlags |= 0x400;
GetDefaultObj()->ProcessEvent(Func, &Parms);
Func->FunctionFlags = Flgs;
return Parms.ReturnValue;
}
// Function FortniteGame.FortKismetLibrary.JonLHack_GetAllObjectsOfClassFromPath
// (Final, Native, Static, Public, BlueprintCallable)
// Parameters:
// const class FString& Path (Parm, ZeroConstructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// class UClass* Class_0 (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// TArray<class UObject*> ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, NativeAccessSpecifierPublic)
TArray<class UObject*> UFortKismetLibrary::JonLHack_GetAllObjectsOfClassFromPath(const class FString& Path, class UClass* Class_0)
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = StaticClass()->GetFunction("FortKismetLibrary", "JonLHack_GetAllObjectsOfClassFromPath");
Params::FortKismetLibrary_JonLHack_GetAllObjectsOfClassFromPath Parms{};
Parms.Path = std::move(Path);
Parms.Class_0 = Class_0;
auto Flgs = Func->FunctionFlags;
Func->FunctionFlags |= 0x400;
GetDefaultObj()->ProcessEvent(Func, &Parms);
Func->FunctionFlags = Flgs;
return Parms.ReturnValue;
}
// Function FortniteGame.FortKismetLibrary.K2_DoesPlayerHaveItem
// (Final, Native, Static, Public, BlueprintCallable, BlueprintPure)
// Parameters:
// class AFortPlayerController* PlayerController (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// class UFortItemDefinition* ItemDefinition (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// int32 ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
int32 UFortKismetLibrary::K2_DoesPlayerHaveItem(class AFortPlayerController* PlayerController, class UFortItemDefinition* ItemDefinition)
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = StaticClass()->GetFunction("FortKismetLibrary", "K2_DoesPlayerHaveItem");
Params::FortKismetLibrary_K2_DoesPlayerHaveItem Parms{};
Parms.PlayerController = PlayerController;
Parms.ItemDefinition = ItemDefinition;
auto Flgs = Func->FunctionFlags;
Func->FunctionFlags |= 0x400;
GetDefaultObj()->ProcessEvent(Func, &Parms);
Func->FunctionFlags = Flgs;
return Parms.ReturnValue;
}
// Function FortniteGame.FortKismetLibrary.K2_GetClosestAxisXY
// (Final, Native, Static, Public, HasDefaults, BlueprintCallable, BlueprintPure)
// Parameters:
// const struct FVector& InVector (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, NativeAccessSpecifierPublic)
// struct FVector ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, NativeAccessSpecifierPublic)
struct FVector UFortKismetLibrary::K2_GetClosestAxisXY(const struct FVector& InVector)
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = StaticClass()->GetFunction("FortKismetLibrary", "K2_GetClosestAxisXY");
Params::FortKismetLibrary_K2_GetClosestAxisXY Parms{};
Parms.InVector = std::move(InVector);
auto Flgs = Func->FunctionFlags;
Func->FunctionFlags |= 0x400;
GetDefaultObj()->ProcessEvent(Func, &Parms);
Func->FunctionFlags = Flgs;
return Parms.ReturnValue;
}
// Function FortniteGame.FortKismetLibrary.K2_GiveItemToAllPlayers
// (Final, BlueprintAuthorityOnly, Native, Static, Public, BlueprintCallable)
// Parameters:
// class UObject* WorldContextObject (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// class UFortWorldItemDefinition* ItemDefinition (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// int32 NumberToGive (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// bool bNotifyPlayer (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, NativeAccessSpecifierPublic)
void UFortKismetLibrary::K2_GiveItemToAllPlayers(class UObject* WorldContextObject, class UFortWorldItemDefinition* ItemDefinition, int32 NumberToGive, bool bNotifyPlayer)
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = StaticClass()->GetFunction("FortKismetLibrary", "K2_GiveItemToAllPlayers");
Params::FortKismetLibrary_K2_GiveItemToAllPlayers Parms{};
Parms.WorldContextObject = WorldContextObject;
Parms.ItemDefinition = ItemDefinition;
Parms.NumberToGive = NumberToGive;
Parms.bNotifyPlayer = bNotifyPlayer;
auto Flgs = Func->FunctionFlags;
Func->FunctionFlags |= 0x400;
GetDefaultObj()->ProcessEvent(Func, &Parms);
Func->FunctionFlags = Flgs;
}
// Function FortniteGame.FortKismetLibrary.K2_GiveItemToPlayer
// (Final, BlueprintAuthorityOnly, Native, Static, Public, BlueprintCallable)
// Parameters:
// class AFortPlayerController* PlayerController (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// const class UFortWorldItemDefinition* ItemDefinition (ConstParm, Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// int32 NumberToGive (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// bool bNotifyPlayer (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, NativeAccessSpecifierPublic)
void UFortKismetLibrary::K2_GiveItemToPlayer(class AFortPlayerController* PlayerController, const class UFortWorldItemDefinition* ItemDefinition, int32 NumberToGive, bool bNotifyPlayer)
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = StaticClass()->GetFunction("FortKismetLibrary", "K2_GiveItemToPlayer");
Params::FortKismetLibrary_K2_GiveItemToPlayer Parms{};
Parms.PlayerController = PlayerController;
Parms.ItemDefinition = ItemDefinition;
Parms.NumberToGive = NumberToGive;
Parms.bNotifyPlayer = bNotifyPlayer;
auto Flgs = Func->FunctionFlags;
Func->FunctionFlags |= 0x400;
GetDefaultObj()->ProcessEvent(Func, &Parms);
Func->FunctionFlags = Flgs;
}
// Function FortniteGame.FortKismetLibrary.K2_RemoveItemFromAllPlayers
// (Final, BlueprintAuthorityOnly, Native, Static, Public, BlueprintCallable)
// Parameters:
// class UObject* WorldContextObject (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// class UFortWorldItemDefinition* ItemDefinition (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// int32 AmountToRemove (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
void UFortKismetLibrary::K2_RemoveItemFromAllPlayers(class UObject* WorldContextObject, class UFortWorldItemDefinition* ItemDefinition, int32 AmountToRemove)
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = StaticClass()->GetFunction("FortKismetLibrary", "K2_RemoveItemFromAllPlayers");
Params::FortKismetLibrary_K2_RemoveItemFromAllPlayers Parms{};
Parms.WorldContextObject = WorldContextObject;
Parms.ItemDefinition = ItemDefinition;
Parms.AmountToRemove = AmountToRemove;
auto Flgs = Func->FunctionFlags;
Func->FunctionFlags |= 0x400;
GetDefaultObj()->ProcessEvent(Func, &Parms);
Func->FunctionFlags = Flgs;
}
// Function FortniteGame.FortKismetLibrary.K2_RemoveItemFromPlayer
// (Final, BlueprintAuthorityOnly, Native, Static, Public, BlueprintCallable)
// Parameters:
// class AFortPlayerController* PlayerController (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// class UFortWorldItemDefinition* ItemDefinition (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// int32 AmountToRemove (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// int32 ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
int32 UFortKismetLibrary::K2_RemoveItemFromPlayer(class AFortPlayerController* PlayerController, class UFortWorldItemDefinition* ItemDefinition, int32 AmountToRemove)
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = StaticClass()->GetFunction("FortKismetLibrary", "K2_RemoveItemFromPlayer");
Params::FortKismetLibrary_K2_RemoveItemFromPlayer Parms{};
Parms.PlayerController = PlayerController;
Parms.ItemDefinition = ItemDefinition;
Parms.AmountToRemove = AmountToRemove;
auto Flgs = Func->FunctionFlags;
Func->FunctionFlags |= 0x400;
GetDefaultObj()->ProcessEvent(Func, &Parms);
Func->FunctionFlags = Flgs;
return Parms.ReturnValue;
}
// Function FortniteGame.FortKismetLibrary.K2_SpawnPickupInWorld
// (Final, BlueprintAuthorityOnly, Native, Static, Public, HasDefaults, BlueprintCallable)
// Parameters:
// class UObject* WorldContextObject (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// class UFortWorldItemDefinition* ItemDefinition (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// int32 NumberToSpawn (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// const struct FVector& Position (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, NativeAccessSpecifierPublic)
// const struct FVector& Direction (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, NativeAccessSpecifierPublic)
// int32 OverrideMaxStackCount (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
void UFortKismetLibrary::K2_SpawnPickupInWorld(class UObject* WorldContextObject, class UFortWorldItemDefinition* ItemDefinition, int32 NumberToSpawn, const struct FVector& Position, const struct FVector& Direction, int32 OverrideMaxStackCount)
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = StaticClass()->GetFunction("FortKismetLibrary", "K2_SpawnPickupInWorld");
Params::FortKismetLibrary_K2_SpawnPickupInWorld Parms{};
Parms.WorldContextObject = WorldContextObject;
Parms.ItemDefinition = ItemDefinition;
Parms.NumberToSpawn = NumberToSpawn;
Parms.Position = std::move(Position);
Parms.Direction = std::move(Direction);
Parms.OverrideMaxStackCount = OverrideMaxStackCount;
auto Flgs = Func->FunctionFlags;
Func->FunctionFlags |= 0x400;
GetDefaultObj()->ProcessEvent(Func, &Parms);
Func->FunctionFlags = Flgs;
}
// Function FortniteGame.FortKismetLibrary.MakeAllPlayersTalkToSelf
// (Final, Native, Static, Public, BlueprintCallable)
// Parameters:
// class UObject* WorldContextObject (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// const struct FLatentActionInfo& LatentInfo (Parm, NativeAccessSpecifierPublic)
// class USoundBase* Audio (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// float Delay (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, AdvancedDisplay, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// bool bInterruptCurrentLine (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, AdvancedDisplay, NativeAccessSpecifierPublic)
// bool bCanBeInterrupted (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, AdvancedDisplay, NativeAccessSpecifierPublic)
// bool bCanCue (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, AdvancedDisplay, NativeAccessSpecifierPublic)
// EFortFeedbackBroadcastFilter BroadcastFilter (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, AdvancedDisplay, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// bool bLatent (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, AdvancedDisplay, NativeAccessSpecifierPublic)
void UFortKismetLibrary::MakeAllPlayersTalkToSelf(class UObject* WorldContextObject, const struct FLatentActionInfo& LatentInfo, class USoundBase* Audio, float Delay, bool bInterruptCurrentLine, bool bCanBeInterrupted, bool bCanCue, EFortFeedbackBroadcastFilter BroadcastFilter, bool bLatent)
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = StaticClass()->GetFunction("FortKismetLibrary", "MakeAllPlayersTalkToSelf");
Params::FortKismetLibrary_MakeAllPlayersTalkToSelf Parms{};
Parms.WorldContextObject = WorldContextObject;
Parms.LatentInfo = std::move(LatentInfo);
Parms.Audio = Audio;
Parms.Delay = Delay;
Parms.bInterruptCurrentLine = bInterruptCurrentLine;
Parms.bCanBeInterrupted = bCanBeInterrupted;
Parms.bCanCue = bCanCue;
Parms.BroadcastFilter = BroadcastFilter;
Parms.bLatent = bLatent;
auto Flgs = Func->FunctionFlags;
Func->FunctionFlags |= 0x400;
GetDefaultObj()->ProcessEvent(Func, &Parms);
Func->FunctionFlags = Flgs;
}
// Function FortniteGame.FortKismetLibrary.MakeBuildingState
// (Final, Native, Static, Public, BlueprintCallable, BlueprintPure)
// Parameters:
// EFortBuildingState Value (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// EFortBuildingState ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
EFortBuildingState UFortKismetLibrary::MakeBuildingState(EFortBuildingState Value)
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = StaticClass()->GetFunction("FortKismetLibrary", "MakeBuildingState");
Params::FortKismetLibrary_MakeBuildingState Parms{};
Parms.Value = Value;
auto Flgs = Func->FunctionFlags;
Func->FunctionFlags |= 0x400;
GetDefaultObj()->ProcessEvent(Func, &Parms);
Func->FunctionFlags = Flgs;
return Parms.ReturnValue;
}
// Function FortniteGame.FortKismetLibrary.MakeDayNightPhase
// (Final, Native, Static, Public, BlueprintCallable, BlueprintPure)
// Parameters:
// EFortDayPhase Value (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// EFortDayPhase ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
EFortDayPhase UFortKismetLibrary::MakeDayNightPhase(EFortDayPhase Value)
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = StaticClass()->GetFunction("FortKismetLibrary", "MakeDayNightPhase");
Params::FortKismetLibrary_MakeDayNightPhase Parms{};
Parms.Value = Value;
auto Flgs = Func->FunctionFlags;
Func->FunctionFlags |= 0x400;
GetDefaultObj()->ProcessEvent(Func, &Parms);
Func->FunctionFlags = Flgs;
return Parms.ReturnValue;
}
// Function FortniteGame.FortKismetLibrary.MakeGameplayEffectContainerSpecFromAbility
// (Final, Native, Static, Public, HasOutParams, BlueprintCallable)
// Parameters:
// const struct FFortGameplayEffectContainer&EffectContainer (ConstParm, Parm, OutParm, ReferenceParm, NativeAccessSpecifierPublic)
// class UGameplayAbility* Ability (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// int32 GameplayEffectLevel (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// struct FFortGameplayEffectContainerSpec ReturnValue (Parm, OutParm, ReturnParm, NativeAccessSpecifierPublic)
struct FFortGameplayEffectContainerSpec UFortKismetLibrary::MakeGameplayEffectContainerSpecFromAbility(const struct FFortGameplayEffectContainer& EffectContainer, class UGameplayAbility* Ability, int32 GameplayEffectLevel)
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = StaticClass()->GetFunction("FortKismetLibrary", "MakeGameplayEffectContainerSpecFromAbility");
Params::FortKismetLibrary_MakeGameplayEffectContainerSpecFromAbility Parms{};
Parms.EffectContainer = std::move(EffectContainer);
Parms.Ability = Ability;
Parms.GameplayEffectLevel = GameplayEffectLevel;
auto Flgs = Func->FunctionFlags;
Func->FunctionFlags |= 0x400;
GetDefaultObj()->ProcessEvent(Func, &Parms);
Func->FunctionFlags = Flgs;
return Parms.ReturnValue;
}
// Function FortniteGame.FortKismetLibrary.MakeGameplayEffectContainerSpecFromAbilityComponent
// (Final, Native, Static, Public, HasOutParams, BlueprintCallable)
// Parameters:
// const struct FFortGameplayEffectContainer&EffectContainer (ConstParm, Parm, OutParm, ReferenceParm, NativeAccessSpecifierPublic)
// class UAbilitySystemComponent* AbilityComp (Parm, ZeroConstructor, InstancedReference, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// int32 GameplayEffectLevel (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// struct FFortGameplayEffectContainerSpec ReturnValue (Parm, OutParm, ReturnParm, NativeAccessSpecifierPublic)
struct FFortGameplayEffectContainerSpec UFortKismetLibrary::MakeGameplayEffectContainerSpecFromAbilityComponent(const struct FFortGameplayEffectContainer& EffectContainer, class UAbilitySystemComponent* AbilityComp, int32 GameplayEffectLevel)
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = StaticClass()->GetFunction("FortKismetLibrary", "MakeGameplayEffectContainerSpecFromAbilityComponent");
Params::FortKismetLibrary_MakeGameplayEffectContainerSpecFromAbilityComponent Parms{};
Parms.EffectContainer = std::move(EffectContainer);
Parms.AbilityComp = AbilityComp;
Parms.GameplayEffectLevel = GameplayEffectLevel;
auto Flgs = Func->FunctionFlags;
Func->FunctionFlags |= 0x400;
GetDefaultObj()->ProcessEvent(Func, &Parms);
Func->FunctionFlags = Flgs;
return Parms.ReturnValue;
}
// Function FortniteGame.FortKismetLibrary.MakeMovementStyle
// (Final, Native, Static, Public, BlueprintCallable, BlueprintPure)
// Parameters:
// EFortMovementStyle Value (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// EFortMovementStyle ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
EFortMovementStyle UFortKismetLibrary::MakeMovementStyle(EFortMovementStyle Value)
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = StaticClass()->GetFunction("FortKismetLibrary", "MakeMovementStyle");
Params::FortKismetLibrary_MakeMovementStyle Parms{};
Parms.Value = Value;
auto Flgs = Func->FunctionFlags;
Func->FunctionFlags |= 0x400;
GetDefaultObj()->ProcessEvent(Func, &Parms);
Func->FunctionFlags = Flgs;
return Parms.ReturnValue;
}
// Function FortniteGame.FortKismetLibrary.MakeResourceType
// (Final, Native, Static, Public, BlueprintCallable, BlueprintPure)
// Parameters:
// EFortResourceType Value (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// EFortResourceType ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
EFortResourceType UFortKismetLibrary::MakeResourceType(EFortResourceType Value)
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = StaticClass()->GetFunction("FortKismetLibrary", "MakeResourceType");
Params::FortKismetLibrary_MakeResourceType Parms{};
Parms.Value = Value;
auto Flgs = Func->FunctionFlags;
Func->FunctionFlags |= 0x400;
GetDefaultObj()->ProcessEvent(Func, &Parms);
Func->FunctionFlags = Flgs;
return Parms.ReturnValue;
}
// Function FortniteGame.FortKismetLibrary.MakeWeaponCoreAnimation
// (Final, Native, Static, Public, BlueprintCallable, BlueprintPure)
// Parameters:
// EFortWeaponCoreAnimation Value (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// EFortWeaponCoreAnimation ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
EFortWeaponCoreAnimation UFortKismetLibrary::MakeWeaponCoreAnimation(EFortWeaponCoreAnimation Value)
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = StaticClass()->GetFunction("FortKismetLibrary", "MakeWeaponCoreAnimation");
Params::FortKismetLibrary_MakeWeaponCoreAnimation Parms{};
Parms.Value = Value;
auto Flgs = Func->FunctionFlags;
Func->FunctionFlags |= 0x400;
GetDefaultObj()->ProcessEvent(Func, &Parms);
Func->FunctionFlags = Flgs;
return Parms.ReturnValue;
}
// Function FortniteGame.FortKismetLibrary.OnSameTeam
// (Final, Native, Static, Public, BlueprintCallable, BlueprintPure)
// Parameters:
// const class AActor* ActorA (ConstParm, Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// const class AActor* ActorB (ConstParm, Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// bool ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, NativeAccessSpecifierPublic)
bool UFortKismetLibrary::OnSameTeam(const class AActor* ActorA, const class AActor* ActorB)
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = StaticClass()->GetFunction("FortKismetLibrary", "OnSameTeam");
Params::FortKismetLibrary_OnSameTeam Parms{};
Parms.ActorA = ActorA;
Parms.ActorB = ActorB;
auto Flgs = Func->FunctionFlags;
Func->FunctionFlags |= 0x400;
GetDefaultObj()->ProcessEvent(Func, &Parms);
Func->FunctionFlags = Flgs;
return Parms.ReturnValue;
}
// Function FortniteGame.FortKismetLibrary.PickLootDrops
// (Final, BlueprintAuthorityOnly, Native, Static, Public, HasOutParams, BlueprintCallable)
// Parameters:
// TArray<struct FFortItemEntry>* OutLootToDrop (Parm, OutParm, ZeroConstructor, NativeAccessSpecifierPublic)
// const class FName TierGroupName (ConstParm, Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// const int32 WorldLevel (ConstParm, Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// const int32 ForcedLootTier (ConstParm, Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// const ELootQuotaLevel QuotaLevel (ConstParm, Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
void UFortKismetLibrary::PickLootDrops(TArray<struct FFortItemEntry>* OutLootToDrop, const class FName TierGroupName, const int32 WorldLevel, const int32 ForcedLootTier, const ELootQuotaLevel QuotaLevel)
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = StaticClass()->GetFunction("FortKismetLibrary", "PickLootDrops");
Params::FortKismetLibrary_PickLootDrops Parms{};
Parms.TierGroupName = TierGroupName;
Parms.WorldLevel = WorldLevel;
Parms.ForcedLootTier = ForcedLootTier;
Parms.QuotaLevel = QuotaLevel;
auto Flgs = Func->FunctionFlags;
Func->FunctionFlags |= 0x400;
GetDefaultObj()->ProcessEvent(Func, &Parms);
Func->FunctionFlags = Flgs;
if (OutLootToDrop != nullptr)
*OutLootToDrop = std::move(Parms.OutLootToDrop);
}
// Function FortniteGame.FortKismetLibrary.PushOffHitLocation
// (Final, Native, Static, Public, HasOutParams, HasDefaults, BlueprintCallable)
// Parameters:
// class AActor* RequestedBy (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// const struct FHitResult& Hit (ConstParm, Parm, OutParm, ReferenceParm, ContainsInstancedReference, NativeAccessSpecifierPublic)
// float Distance (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// struct FVector ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, NativeAccessSpecifierPublic)
struct FVector UFortKismetLibrary::PushOffHitLocation(class AActor* RequestedBy, const struct FHitResult& Hit, float Distance)
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = StaticClass()->GetFunction("FortKismetLibrary", "PushOffHitLocation");
Params::FortKismetLibrary_PushOffHitLocation Parms{};
Parms.RequestedBy = RequestedBy;
Parms.Hit = std::move(Hit);
Parms.Distance = Distance;
auto Flgs = Func->FunctionFlags;
Func->FunctionFlags |= 0x400;
GetDefaultObj()->ProcessEvent(Func, &Parms);
Func->FunctionFlags = Flgs;
return Parms.ReturnValue;
}
// Function FortniteGame.FortKismetLibrary.PushOffTransformByHitLocation
// (Final, Native, Static, Public, HasOutParams, HasDefaults, BlueprintCallable)
// Parameters:
// class AActor* RequestedBy (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// const struct FTransform& InTransform (ConstParm, Parm, OutParm, ReferenceParm, IsPlainOldData, NoDestructor, NativeAccessSpecifierPublic)
// const struct FHitResult& Hit (ConstParm, Parm, OutParm, ReferenceParm, ContainsInstancedReference, NativeAccessSpecifierPublic)
// float Distance (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// struct FTransform ReturnValue (Parm, OutParm, ReturnParm, IsPlainOldData, NoDestructor, NativeAccessSpecifierPublic)
struct FTransform UFortKismetLibrary::PushOffTransformByHitLocation(class AActor* RequestedBy, const struct FTransform& InTransform, const struct FHitResult& Hit, float Distance)
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = StaticClass()->GetFunction("FortKismetLibrary", "PushOffTransformByHitLocation");
Params::FortKismetLibrary_PushOffTransformByHitLocation Parms{};
Parms.RequestedBy = RequestedBy;
Parms.InTransform = std::move(InTransform);
Parms.Hit = std::move(Hit);
Parms.Distance = Distance;
auto Flgs = Func->FunctionFlags;
Func->FunctionFlags |= 0x400;
GetDefaultObj()->ProcessEvent(Func, &Parms);
Func->FunctionFlags = Flgs;
return Parms.ReturnValue;
}
// Function FortniteGame.FortKismetLibrary.RegisterDayPhaseHitCallback
// (Final, Native, Static, Public, BlueprintCallable)
// Parameters:
// class UObject* Object (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// const class FString& FunctionName (Parm, ZeroConstructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// EFortDayPhase Phase (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// bool bRecurring (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, NativeAccessSpecifierPublic)
// bool bBlockTriggeringThisCycle (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, NativeAccessSpecifierPublic)
void UFortKismetLibrary::RegisterDayPhaseHitCallback(class UObject* Object, const class FString& FunctionName, EFortDayPhase Phase, bool bRecurring, bool bBlockTriggeringThisCycle)
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = StaticClass()->GetFunction("FortKismetLibrary", "RegisterDayPhaseHitCallback");
Params::FortKismetLibrary_RegisterDayPhaseHitCallback Parms{};
Parms.Object = Object;
Parms.FunctionName = std::move(FunctionName);
Parms.Phase = Phase;
Parms.bRecurring = bRecurring;
Parms.bBlockTriggeringThisCycle = bBlockTriggeringThisCycle;
auto Flgs = Func->FunctionFlags;
Func->FunctionFlags |= 0x400;
GetDefaultObj()->ProcessEvent(Func, &Parms);
Func->FunctionFlags = Flgs;
}
// Function FortniteGame.FortKismetLibrary.RegisterDayTimeHitCallback
// (Final, Native, Static, Public, BlueprintCallable)
// Parameters:
// class UObject* Object (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// const class FString& FunctionName (Parm, ZeroConstructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// float TimeInHours (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// bool bRecurring (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, NativeAccessSpecifierPublic)
// bool bBlockTriggeringThisCycle (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, NativeAccessSpecifierPublic)
void UFortKismetLibrary::RegisterDayTimeHitCallback(class UObject* Object, const class FString& FunctionName, float TimeInHours, bool bRecurring, bool bBlockTriggeringThisCycle)
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = StaticClass()->GetFunction("FortKismetLibrary", "RegisterDayTimeHitCallback");
Params::FortKismetLibrary_RegisterDayTimeHitCallback Parms{};
Parms.Object = Object;
Parms.FunctionName = std::move(FunctionName);
Parms.TimeInHours = TimeInHours;
Parms.bRecurring = bRecurring;
Parms.bBlockTriggeringThisCycle = bBlockTriggeringThisCycle;
auto Flgs = Func->FunctionFlags;
Func->FunctionFlags |= 0x400;
GetDefaultObj()->ProcessEvent(Func, &Parms);
Func->FunctionFlags = Flgs;
}
// Function FortniteGame.FortKismetLibrary.RemoveActorsOfClassFromBuildingSMActorArray
// (Final, Native, Static, Public, HasOutParams, BlueprintCallable, BlueprintPure)
// Parameters:
// const TArray<class ABuildingSMActor*>& ArrayToRemoveClassFrom (ConstParm, Parm, OutParm, ZeroConstructor, ReferenceParm, NativeAccessSpecifierPublic)
// TSubclassOf<class ABuildingSMActor> ClassToRemove (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, UObjectWrapper, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// TArray<class ABuildingSMActor*>* ArrayWithClassRemoved (Parm, OutParm, ZeroConstructor, NativeAccessSpecifierPublic)
void UFortKismetLibrary::RemoveActorsOfClassFromBuildingSMActorArray(const TArray<class ABuildingSMActor*>& ArrayToRemoveClassFrom, TSubclassOf<class ABuildingSMActor> ClassToRemove, TArray<class ABuildingSMActor*>* ArrayWithClassRemoved)
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = StaticClass()->GetFunction("FortKismetLibrary", "RemoveActorsOfClassFromBuildingSMActorArray");
Params::FortKismetLibrary_RemoveActorsOfClassFromBuildingSMActorArray Parms{};
Parms.ArrayToRemoveClassFrom = std::move(ArrayToRemoveClassFrom);
Parms.ClassToRemove = ClassToRemove;
auto Flgs = Func->FunctionFlags;
Func->FunctionFlags |= 0x400;
GetDefaultObj()->ProcessEvent(Func, &Parms);
Func->FunctionFlags = Flgs;
if (ArrayWithClassRemoved != nullptr)
*ArrayWithClassRemoved = std::move(Parms.ArrayWithClassRemoved);
}
// Function FortniteGame.FortKismetLibrary.SelectMaterialInstance
// (Final, Native, Static, Public, BlueprintCallable, BlueprintPure)
// Parameters:
// class UMaterialInstance* A (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// class UMaterialInstance* B (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// bool bSelectA (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, NativeAccessSpecifierPublic)
// class UMaterialInstance* ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
class UMaterialInstance* UFortKismetLibrary::SelectMaterialInstance(class UMaterialInstance* A, class UMaterialInstance* B, bool bSelectA)
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = StaticClass()->GetFunction("FortKismetLibrary", "SelectMaterialInstance");
Params::FortKismetLibrary_SelectMaterialInstance Parms{};
Parms.A = A;
Parms.B = B;
Parms.bSelectA = bSelectA;
auto Flgs = Func->FunctionFlags;
Func->FunctionFlags |= 0x400;
GetDefaultObj()->ProcessEvent(Func, &Parms);
Func->FunctionFlags = Flgs;
return Parms.ReturnValue;
}
// Function FortniteGame.FortKismetLibrary.SetCanBeDamaged
// (Final, Native, Static, Public, BlueprintCallable)
// Parameters:
// class AActor* Actor (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// bool bCanBeDamaged (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, NativeAccessSpecifierPublic)
void UFortKismetLibrary::SetCanBeDamaged(class AActor* Actor, bool bCanBeDamaged)
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = StaticClass()->GetFunction("FortKismetLibrary", "SetCanBeDamaged");
Params::FortKismetLibrary_SetCanBeDamaged Parms{};
Parms.Actor = Actor;
Parms.bCanBeDamaged = bCanBeDamaged;
auto Flgs = Func->FunctionFlags;
Func->FunctionFlags |= 0x400;
GetDefaultObj()->ProcessEvent(Func, &Parms);
Func->FunctionFlags = Flgs;
}
// Function FortniteGame.FortKismetLibrary.SetTimeOfDay
// (Final, BlueprintAuthorityOnly, Native, Static, Public, BlueprintCallable)
// Parameters:
// class UObject* WorldContextObject (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// float TimeOfDay (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
void UFortKismetLibrary::SetTimeOfDay(class UObject* WorldContextObject, float TimeOfDay)
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = StaticClass()->GetFunction("FortKismetLibrary", "SetTimeOfDay");
Params::FortKismetLibrary_SetTimeOfDay Parms{};
Parms.WorldContextObject = WorldContextObject;
Parms.TimeOfDay = TimeOfDay;
auto Flgs = Func->FunctionFlags;
Func->FunctionFlags |= 0x400;
GetDefaultObj()->ProcessEvent(Func, &Parms);
Func->FunctionFlags = Flgs;
}
// Function FortniteGame.FortKismetLibrary.SetTimeOfDaySpeed
// (Final, BlueprintAuthorityOnly, Native, Static, Public, BlueprintCallable)
// Parameters:
// class UObject* WorldContextObject (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// float TimeOfDaySpeedFactor (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
void UFortKismetLibrary::SetTimeOfDaySpeed(class UObject* WorldContextObject, float TimeOfDaySpeedFactor)
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = StaticClass()->GetFunction("FortKismetLibrary", "SetTimeOfDaySpeed");
Params::FortKismetLibrary_SetTimeOfDaySpeed Parms{};
Parms.WorldContextObject = WorldContextObject;
Parms.TimeOfDaySpeedFactor = TimeOfDaySpeedFactor;
auto Flgs = Func->FunctionFlags;
Func->FunctionFlags |= 0x400;
GetDefaultObj()->ProcessEvent(Func, &Parms);
Func->FunctionFlags = Flgs;
}
// Function FortniteGame.FortKismetLibrary.ShouldHideTutorialWidget
// (Final, Native, Static, Public, BlueprintCallable)
// Parameters:
// class FName WidgetName (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// bool ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, NativeAccessSpecifierPublic)
bool UFortKismetLibrary::ShouldHideTutorialWidget(class FName WidgetName)
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = StaticClass()->GetFunction("FortKismetLibrary", "ShouldHideTutorialWidget");
Params::FortKismetLibrary_ShouldHideTutorialWidget Parms{};
Parms.WidgetName = WidgetName;
auto Flgs = Func->FunctionFlags;
Func->FunctionFlags |= 0x400;
GetDefaultObj()->ProcessEvent(Func, &Parms);
Func->FunctionFlags = Flgs;
return Parms.ReturnValue;
}
// Function FortniteGame.FortKismetLibrary.SpawnAreaOfEffectCloud
// (Final, BlueprintAuthorityOnly, Native, Static, Public, HasOutParams, HasDefaults, BlueprintCallable)
// Parameters:
// TSubclassOf<class AFortAreaOfEffectCloud>AreaOfEffectClass (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, UObjectWrapper, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// class AActor* RequestedBy (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// const struct FVector& SpawnLocation (ConstParm, Parm, OutParm, ZeroConstructor, ReferenceParm, IsPlainOldData, NoDestructor, NativeAccessSpecifierPublic)
// const struct FRotator& SpawnRotation (ConstParm, Parm, OutParm, ZeroConstructor, ReferenceParm, IsPlainOldData, NoDestructor, NativeAccessSpecifierPublic)
// const struct FFortGameplayEffectContainerSpec&EffectContainerSpecToApplyOnHit (Parm, NativeAccessSpecifierPublic)
// const struct FFortGameplayEffectContainerSpec&EffectContainerSpecToApplyOnExplode (Parm, NativeAccessSpecifierPublic)
// class AFortAreaOfEffectCloud* ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
class AFortAreaOfEffectCloud* UFortKismetLibrary::SpawnAreaOfEffectCloud(TSubclassOf<class AFortAreaOfEffectCloud> AreaOfEffectClass, class AActor* RequestedBy, const struct FVector& SpawnLocation, const struct FRotator& SpawnRotation, const struct FFortGameplayEffectContainerSpec& EffectContainerSpecToApplyOnHit, const struct FFortGameplayEffectContainerSpec& EffectContainerSpecToApplyOnExplode)
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = StaticClass()->GetFunction("FortKismetLibrary", "SpawnAreaOfEffectCloud");
Params::FortKismetLibrary_SpawnAreaOfEffectCloud Parms{};
Parms.AreaOfEffectClass = AreaOfEffectClass;
Parms.RequestedBy = RequestedBy;
Parms.SpawnLocation = std::move(SpawnLocation);
Parms.SpawnRotation = std::move(SpawnRotation);
Parms.EffectContainerSpecToApplyOnHit = std::move(EffectContainerSpecToApplyOnHit);
Parms.EffectContainerSpecToApplyOnExplode = std::move(EffectContainerSpecToApplyOnExplode);
auto Flgs = Func->FunctionFlags;
Func->FunctionFlags |= 0x400;
GetDefaultObj()->ProcessEvent(Func, &Parms);
Func->FunctionFlags = Flgs;
return Parms.ReturnValue;
}
// Function FortniteGame.FortKismetLibrary.SpawnBuildingGameplayActor
// (Final, BlueprintAuthorityOnly, Native, Static, Public, HasOutParams, HasDefaults, BlueprintCallable)
// Parameters:
// TSubclassOf<class ABuildingGameplayActor>BGAClass (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, UObjectWrapper, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// const struct FTransform& Transform (ConstParm, Parm, OutParm, ReferenceParm, IsPlainOldData, NoDestructor, NativeAccessSpecifierPublic)
// class AFortPawn* Instigator (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// class ABuildingGameplayActor* ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
class ABuildingGameplayActor* UFortKismetLibrary::SpawnBuildingGameplayActor(TSubclassOf<class ABuildingGameplayActor> BGAClass, const struct FTransform& Transform, class AFortPawn* Instigator)
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = StaticClass()->GetFunction("FortKismetLibrary", "SpawnBuildingGameplayActor");
Params::FortKismetLibrary_SpawnBuildingGameplayActor Parms{};
Parms.BGAClass = BGAClass;
Parms.Transform = std::move(Transform);
Parms.Instigator = Instigator;
auto Flgs = Func->FunctionFlags;
Func->FunctionFlags |= 0x400;
GetDefaultObj()->ProcessEvent(Func, &Parms);
Func->FunctionFlags = Flgs;
return Parms.ReturnValue;
}
// Function FortniteGame.FortKismetLibrary.SpawnProjectile
// (Final, BlueprintAuthorityOnly, Native, Static, Public, HasOutParams, HasDefaults, BlueprintCallable)
// Parameters:
// TSubclassOf<class AFortProjectileBase> ProjectileClass (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, UObjectWrapper, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// class AActor* RequestedBy (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// const struct FVector& SpawnLocation (ConstParm, Parm, OutParm, ZeroConstructor, ReferenceParm, IsPlainOldData, NoDestructor, NativeAccessSpecifierPublic)
// const struct FRotator& SpawnRotation (ConstParm, Parm, ZeroConstructor, IsPlainOldData, NoDestructor, NativeAccessSpecifierPublic)
// const struct FRotator& SpawnDirection (ConstParm, Parm, OutParm, ZeroConstructor, ReferenceParm, IsPlainOldData, NoDestructor, NativeAccessSpecifierPublic)
// const struct FFortGameplayEffectContainerSpec&EffectContainerSpecToApplyOnHit (Parm, NativeAccessSpecifierPublic)
// const struct FFortGameplayEffectContainerSpec&EffectContainerSpecToApplyOnExplode (Parm, NativeAccessSpecifierPublic)
// bool bUseDefaultPhysics (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, NativeAccessSpecifierPublic)
// class AActor* HomingTarget (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// float InitialSpeed (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// float GravityScale (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// float ChargePercent (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// class AFortProjectileBase* ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
class AFortProjectileBase* UFortKismetLibrary::SpawnProjectile(TSubclassOf<class AFortProjectileBase> ProjectileClass, class AActor* RequestedBy, const struct FVector& SpawnLocation, const struct FRotator& SpawnRotation, const struct FRotator& SpawnDirection, const struct FFortGameplayEffectContainerSpec& EffectContainerSpecToApplyOnHit, const struct FFortGameplayEffectContainerSpec& EffectContainerSpecToApplyOnExplode, bool bUseDefaultPhysics, class AActor* HomingTarget, float InitialSpeed, float GravityScale, float ChargePercent)
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = StaticClass()->GetFunction("FortKismetLibrary", "SpawnProjectile");
Params::FortKismetLibrary_SpawnProjectile Parms{};
Parms.ProjectileClass = ProjectileClass;
Parms.RequestedBy = RequestedBy;
Parms.SpawnLocation = std::move(SpawnLocation);
Parms.SpawnRotation = std::move(SpawnRotation);
Parms.SpawnDirection = std::move(SpawnDirection);
Parms.EffectContainerSpecToApplyOnHit = std::move(EffectContainerSpecToApplyOnHit);
Parms.EffectContainerSpecToApplyOnExplode = std::move(EffectContainerSpecToApplyOnExplode);
Parms.bUseDefaultPhysics = bUseDefaultPhysics;
Parms.HomingTarget = HomingTarget;
Parms.InitialSpeed = InitialSpeed;
Parms.GravityScale = GravityScale;
Parms.ChargePercent = ChargePercent;
auto Flgs = Func->FunctionFlags;
Func->FunctionFlags |= 0x400;
GetDefaultObj()->ProcessEvent(Func, &Parms);
Func->FunctionFlags = Flgs;
return Parms.ReturnValue;
}
// Function FortniteGame.FortKismetLibrary.SwitchHeroType
// (Final, Native, Static, Public, BlueprintCallable)
// Parameters:
// class AFortPlayerController* FortPC (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// const class FString& NewHeroName (Parm, ZeroConstructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// bool ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, NativeAccessSpecifierPublic)
bool UFortKismetLibrary::SwitchHeroType(class AFortPlayerController* FortPC, const class FString& NewHeroName)
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = StaticClass()->GetFunction("FortKismetLibrary", "SwitchHeroType");
Params::FortKismetLibrary_SwitchHeroType Parms{};
Parms.FortPC = FortPC;
Parms.NewHeroName = std::move(NewHeroName);
auto Flgs = Func->FunctionFlags;
Func->FunctionFlags |= 0x400;
GetDefaultObj()->ProcessEvent(Func, &Parms);
Func->FunctionFlags = Flgs;
return Parms.ReturnValue;
}
// Function FortniteGame.FortKismetLibrary.TriggerFeedbackEvent
// (Final, Native, Static, Public, BlueprintCallable)
// Parameters:
// class UObject* WorldContextObject (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// const struct FFortFeedbackHandle& EventHandle (Parm, NativeAccessSpecifierPublic)
// class AFortPawn* InstigatorPawn (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// class AFortPawn* Recipient (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// float OverriddenDelay (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// bool bAllowReplication (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, NativeAccessSpecifierPublic)
void UFortKismetLibrary::TriggerFeedbackEvent(class UObject* WorldContextObject, const struct FFortFeedbackHandle& EventHandle, class AFortPawn* InstigatorPawn, class AFortPawn* Recipient, float OverriddenDelay, bool bAllowReplication)
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = StaticClass()->GetFunction("FortKismetLibrary", "TriggerFeedbackEvent");
Params::FortKismetLibrary_TriggerFeedbackEvent Parms{};
Parms.WorldContextObject = WorldContextObject;
Parms.EventHandle = std::move(EventHandle);
Parms.InstigatorPawn = InstigatorPawn;
Parms.Recipient = Recipient;
Parms.OverriddenDelay = OverriddenDelay;
Parms.bAllowReplication = bAllowReplication;
auto Flgs = Func->FunctionFlags;
Func->FunctionFlags |= 0x400;
GetDefaultObj()->ProcessEvent(Func, &Parms);
Func->FunctionFlags = Flgs;
}
// Function FortniteGame.FortKismetLibrary.UnequipFortAbilitySet
// (Final, BlueprintAuthorityOnly, Native, Static, Public, HasOutParams, BlueprintCallable)
// Parameters:
// struct FFortAbilitySetHandle& AbilitySetHandle (Parm, OutParm, ReferenceParm, ContainsInstancedReference, NativeAccessSpecifierPublic)
void UFortKismetLibrary::UnequipFortAbilitySet(struct FFortAbilitySetHandle& AbilitySetHandle)
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = StaticClass()->GetFunction("FortKismetLibrary", "UnequipFortAbilitySet");
Params::FortKismetLibrary_UnequipFortAbilitySet Parms{};
Parms.AbilitySetHandle = std::move(AbilitySetHandle);
auto Flgs = Func->FunctionFlags;
Func->FunctionFlags |= 0x400;
GetDefaultObj()->ProcessEvent(Func, &Parms);
Func->FunctionFlags = Flgs;
AbilitySetHandle = std::move(Parms.AbilitySetHandle);
}
// Function FortniteGame.FortKismetLibrary.UnhideAllTutorialWidgets
// (Final, Native, Static, Public, BlueprintCallable)
void UFortKismetLibrary::UnhideAllTutorialWidgets()
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = StaticClass()->GetFunction("FortKismetLibrary", "UnhideAllTutorialWidgets");
auto Flgs = Func->FunctionFlags;
Func->FunctionFlags |= 0x400;
GetDefaultObj()->ProcessEvent(Func, nullptr);
Func->FunctionFlags = Flgs;
}
// Function FortniteGame.FortKismetLibrary.UnhideTutorialWidget
// (Final, Native, Static, Public, BlueprintCallable)
// Parameters:
// class FName WidgetName (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
void UFortKismetLibrary::UnhideTutorialWidget(class FName WidgetName)
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = StaticClass()->GetFunction("FortKismetLibrary", "UnhideTutorialWidget");
Params::FortKismetLibrary_UnhideTutorialWidget Parms{};
Parms.WidgetName = WidgetName;
auto Flgs = Func->FunctionFlags;
Func->FunctionFlags |= 0x400;
GetDefaultObj()->ProcessEvent(Func, &Parms);
Func->FunctionFlags = Flgs;
}
// Function FortniteGame.FortLevelScriptActor.OnMatchStarted
// (BlueprintAuthorityOnly, Event, Public, BlueprintEvent)
void AFortLevelScriptActor::OnMatchStarted()
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("FortLevelScriptActor", "OnMatchStarted");
UObject::ProcessEvent(Func, nullptr);
}
// Function FortniteGame.FortLevelScriptActor.OnWorldReady
// (BlueprintAuthorityOnly, Event, Public, BlueprintEvent)
void AFortLevelScriptActor::OnWorldReady()
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("FortLevelScriptActor", "OnWorldReady");
UObject::ProcessEvent(Func, nullptr);
}
// Function FortniteGame.FortLobbyBeaconClientPvP.ServerReadyUp
// (Net, NetReliable, Native, Event, Protected, NetServer, NetValidate)
void AFortLobbyBeaconClientPvP::ServerReadyUp()
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("FortLobbyBeaconClientPvP", "ServerReadyUp");
auto Flgs = Func->FunctionFlags;
Func->FunctionFlags |= 0x400;
UObject::ProcessEvent(Func, nullptr);
Func->FunctionFlags = Flgs;
}
// Function FortniteGame.FortLobbyBeaconStatePvP.OnRep_PvPLobbyTimeRemaining
// (Native, Protected)
void AFortLobbyBeaconStatePvP::OnRep_PvPLobbyTimeRemaining()
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("FortLobbyBeaconStatePvP", "OnRep_PvPLobbyTimeRemaining");
auto Flgs = Func->FunctionFlags;
Func->FunctionFlags |= 0x400;
UObject::ProcessEvent(Func, nullptr);
Func->FunctionFlags = Flgs;
}
// Function FortniteGame.FortMarkActor.OnRep_AttachedToActor
// (Final, Native, Public)
void AFortMarkActor::OnRep_AttachedToActor()
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("FortMarkActor", "OnRep_AttachedToActor");
auto Flgs = Func->FunctionFlags;
Func->FunctionFlags |= 0x400;
UObject::ProcessEvent(Func, nullptr);
Func->FunctionFlags = Flgs;
}
// Function FortniteGame.FortMissionInterface.BlueprintHandleMissionEventNoReply
// (BlueprintAuthorityOnly, Event, Public, HasOutParams, BlueprintEvent)
// Parameters:
// const struct FFortMissionEvent& MissionEvent (ConstParm, Parm, OutParm, ReferenceParm, NativeAccessSpecifierPublic)
void IFortMissionInterface::BlueprintHandleMissionEventNoReply(const struct FFortMissionEvent& MissionEvent)
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("FortMissionInterface", "BlueprintHandleMissionEventNoReply");
Params::FortMissionInterface_BlueprintHandleMissionEventNoReply Parms{};
Parms.MissionEvent = std::move(MissionEvent);
UObject::ProcessEvent(Func, &Parms);
}
// Function FortniteGame.FortMissionManager.OnRep_CurrentTimedMission
// (Native, Protected)
void AFortMissionManager::OnRep_CurrentTimedMission()
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("FortMissionManager", "OnRep_CurrentTimedMission");
auto Flgs = Func->FunctionFlags;
Func->FunctionFlags |= 0x400;
UObject::ProcessEvent(Func, nullptr);
Func->FunctionFlags = Flgs;
}
// Function FortniteGame.FortMissionManager.OnRep_Missions
// (Native, Protected)
void AFortMissionManager::OnRep_Missions()
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("FortMissionManager", "OnRep_Missions");
auto Flgs = Func->FunctionFlags;
Func->FunctionFlags |= 0x400;
UObject::ProcessEvent(Func, nullptr);
Func->FunctionFlags = Flgs;
}
// Function FortniteGame.FortMissionManager.OnRep_MissionUIActors
// (Native, Protected)
void AFortMissionManager::OnRep_MissionUIActors()
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("FortMissionManager", "OnRep_MissionUIActors");
auto Flgs = Func->FunctionFlags;
Func->FunctionFlags |= 0x400;
UObject::ProcessEvent(Func, nullptr);
Func->FunctionFlags = Flgs;
}
// Function FortniteGame.FortPvPMission_3PtDomination.CapturePointSetterHackTimer
// (Native, Protected)
void AFortPvPMission_3PtDomination::CapturePointSetterHackTimer()
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("FortPvPMission_3PtDomination", "CapturePointSetterHackTimer");
auto Flgs = Func->FunctionFlags;
Func->FunctionFlags |= 0x400;
UObject::ProcessEvent(Func, nullptr);
Func->FunctionFlags = Flgs;
}
// Function FortniteGame.FortMissionTimerComponent.ClearMissionTimer
// (Final, BlueprintAuthorityOnly, Native, Public, BlueprintCallable)
void UFortMissionTimerComponent::ClearMissionTimer()
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("FortMissionTimerComponent", "ClearMissionTimer");
auto Flgs = Func->FunctionFlags;
Func->FunctionFlags |= 0x400;
UObject::ProcessEvent(Func, nullptr);
Func->FunctionFlags = Flgs;
}
// Function FortniteGame.FortMissionTimerComponent.DummyTimer
// (Final, Native, Protected)
void UFortMissionTimerComponent::DummyTimer()
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("FortMissionTimerComponent", "DummyTimer");
auto Flgs = Func->FunctionFlags;
Func->FunctionFlags |= 0x400;
UObject::ProcessEvent(Func, nullptr);
Func->FunctionFlags = Flgs;
}
// Function FortniteGame.FortMissionTimerComponent.OnRep_TimerData
// (Final, Native, Protected)
void UFortMissionTimerComponent::OnRep_TimerData()
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("FortMissionTimerComponent", "OnRep_TimerData");
auto Flgs = Func->FunctionFlags;
Func->FunctionFlags |= 0x400;
UObject::ProcessEvent(Func, nullptr);
Func->FunctionFlags = Flgs;
}
// Function FortniteGame.FortMissionTimerComponent.PauseMissionTimer
// (Final, BlueprintAuthorityOnly, Native, Public, BlueprintCallable)
void UFortMissionTimerComponent::PauseMissionTimer()
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("FortMissionTimerComponent", "PauseMissionTimer");
auto Flgs = Func->FunctionFlags;
Func->FunctionFlags |= 0x400;
UObject::ProcessEvent(Func, nullptr);
Func->FunctionFlags = Flgs;
}
// Function FortniteGame.FortMissionTimerComponent.ResetMissionTimer
// (Final, BlueprintAuthorityOnly, Native, Public, BlueprintCallable)
void UFortMissionTimerComponent::ResetMissionTimer()
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("FortMissionTimerComponent", "ResetMissionTimer");
auto Flgs = Func->FunctionFlags;
Func->FunctionFlags |= 0x400;
UObject::ProcessEvent(Func, nullptr);
Func->FunctionFlags = Flgs;
}
// Function FortniteGame.FortMissionTimerComponent.SetMissionTimer
// (Final, BlueprintAuthorityOnly, Native, Public, BlueprintCallable)
// Parameters:
// const class FString& FunctionName (Parm, ZeroConstructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// float TimerLength (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
void UFortMissionTimerComponent::SetMissionTimer(const class FString& FunctionName, float TimerLength)
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("FortMissionTimerComponent", "SetMissionTimer");
Params::FortMissionTimerComponent_SetMissionTimer Parms{};
Parms.FunctionName = std::move(FunctionName);
Parms.TimerLength = TimerLength;
auto Flgs = Func->FunctionFlags;
Func->FunctionFlags |= 0x400;
UObject::ProcessEvent(Func, &Parms);
Func->FunctionFlags = Flgs;
}
// Function FortniteGame.FortMissionTimerComponent.SetTimerDisplayFormat
// (Final, BlueprintAuthorityOnly, Native, Public, BlueprintCallable)
// Parameters:
// bool bNewDisplayInTimeFormat (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, NativeAccessSpecifierPublic)
void UFortMissionTimerComponent::SetTimerDisplayFormat(bool bNewDisplayInTimeFormat)
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("FortMissionTimerComponent", "SetTimerDisplayFormat");
Params::FortMissionTimerComponent_SetTimerDisplayFormat Parms{};
Parms.bNewDisplayInTimeFormat = bNewDisplayInTimeFormat;
auto Flgs = Func->FunctionFlags;
Func->FunctionFlags |= 0x400;
UObject::ProcessEvent(Func, &Parms);
Func->FunctionFlags = Flgs;
}
// Function FortniteGame.FortMissionTimerComponent.SetTimerLabelText
// (Final, BlueprintAuthorityOnly, Native, Public, BlueprintCallable)
// Parameters:
// const class FText& NewLabelText (Parm, NativeAccessSpecifierPublic)
void UFortMissionTimerComponent::SetTimerLabelText(const class FText& NewLabelText)
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("FortMissionTimerComponent", "SetTimerLabelText");
Params::FortMissionTimerComponent_SetTimerLabelText Parms{};
Parms.NewLabelText = std::move(NewLabelText);
auto Flgs = Func->FunctionFlags;
Func->FunctionFlags |= 0x400;
UObject::ProcessEvent(Func, &Parms);
Func->FunctionFlags = Flgs;
}
// Function FortniteGame.FortMissionTimerComponent.SetTimerVisibilityOverrideSetting
// (Final, BlueprintAuthorityOnly, Native, Public, BlueprintCallable)
// Parameters:
// ETimerOverrideSetting NewVisibilitySetting (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
void UFortMissionTimerComponent::SetTimerVisibilityOverrideSetting(ETimerOverrideSetting NewVisibilitySetting)
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("FortMissionTimerComponent", "SetTimerVisibilityOverrideSetting");
Params::FortMissionTimerComponent_SetTimerVisibilityOverrideSetting Parms{};
Parms.NewVisibilitySetting = NewVisibilitySetting;
auto Flgs = Func->FunctionFlags;
Func->FunctionFlags |= 0x400;
UObject::ProcessEvent(Func, &Parms);
Func->FunctionFlags = Flgs;
}
// Function FortniteGame.FortMissionTimerComponent.UnpauseMissionTimer
// (Final, BlueprintAuthorityOnly, Native, Public, BlueprintCallable)
void UFortMissionTimerComponent::UnpauseMissionTimer()
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("FortMissionTimerComponent", "UnpauseMissionTimer");
auto Flgs = Func->FunctionFlags;
Func->FunctionFlags |= 0x400;
UObject::ProcessEvent(Func, nullptr);
Func->FunctionFlags = Flgs;
}
// Function FortniteGame.FortMissionTimerComponent.GetMissionTimerTimeRemaining
// (Final, Native, Public, BlueprintCallable, BlueprintPure, Const)
// Parameters:
// float ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
float UFortMissionTimerComponent::GetMissionTimerTimeRemaining() const
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("FortMissionTimerComponent", "GetMissionTimerTimeRemaining");
Params::FortMissionTimerComponent_GetMissionTimerTimeRemaining Parms{};
auto Flgs = Func->FunctionFlags;
Func->FunctionFlags |= 0x400;
UObject::ProcessEvent(Func, &Parms);
Func->FunctionFlags = Flgs;
return Parms.ReturnValue;
}
// Function FortniteGame.FortMissionTimerComponent.GetNormalizedTime
// (Final, Native, Public, BlueprintCallable, BlueprintPure, Const)
// Parameters:
// float ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
float UFortMissionTimerComponent::GetNormalizedTime() const
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("FortMissionTimerComponent", "GetNormalizedTime");
Params::FortMissionTimerComponent_GetNormalizedTime Parms{};
auto Flgs = Func->FunctionFlags;
Func->FunctionFlags |= 0x400;
UObject::ProcessEvent(Func, &Parms);
Func->FunctionFlags = Flgs;
return Parms.ReturnValue;
}
// Function FortniteGame.FortMissionTimerComponent.IsMissionTimerPaused
// (Final, Native, Public, BlueprintCallable, BlueprintPure, Const)
// Parameters:
// bool ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, NativeAccessSpecifierPublic)
bool UFortMissionTimerComponent::IsMissionTimerPaused() const
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("FortMissionTimerComponent", "IsMissionTimerPaused");
Params::FortMissionTimerComponent_IsMissionTimerPaused Parms{};
auto Flgs = Func->FunctionFlags;
Func->FunctionFlags |= 0x400;
UObject::ProcessEvent(Func, &Parms);
Func->FunctionFlags = Flgs;
return Parms.ReturnValue;
}
// Function FortniteGame.FortMissionTimerComponent.IsMissionTimerSet
// (Final, Native, Public, BlueprintCallable, BlueprintPure, Const)
// Parameters:
// bool ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, NativeAccessSpecifierPublic)
bool UFortMissionTimerComponent::IsMissionTimerSet() const
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("FortMissionTimerComponent", "IsMissionTimerSet");
Params::FortMissionTimerComponent_IsMissionTimerSet Parms{};
auto Flgs = Func->FunctionFlags;
Func->FunctionFlags |= 0x400;
UObject::ProcessEvent(Func, &Parms);
Func->FunctionFlags = Flgs;
return Parms.ReturnValue;
}
// Function FortniteGame.FortMusicManager.ChangeMusic
// (Final, Native, Public, BlueprintCallable)
// Parameters:
// class USoundBase* NewMusic (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// EMusicFadeStyles FadeStyle (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// float FadeTime (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// class USoundBase* Stinger (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
void AFortMusicManager::ChangeMusic(class USoundBase* NewMusic, EMusicFadeStyles FadeStyle, float FadeTime, class USoundBase* Stinger)
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("FortMusicManager", "ChangeMusic");
Params::FortMusicManager_ChangeMusic Parms{};
Parms.NewMusic = NewMusic;
Parms.FadeStyle = FadeStyle;
Parms.FadeTime = FadeTime;
Parms.Stinger = Stinger;
auto Flgs = Func->FunctionFlags;
Func->FunctionFlags |= 0x400;
UObject::ProcessEvent(Func, &Parms);
Func->FunctionFlags = Flgs;
}
// Function FortniteGame.FortMusicManager.GetEventHeatPercent
// (Native, Public, BlueprintCallable, BlueprintPure)
// Parameters:
// EFortCombatEvents CombatEvent (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// float ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
float AFortMusicManager::GetEventHeatPercent(EFortCombatEvents CombatEvent)
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("FortMusicManager", "GetEventHeatPercent");
Params::FortMusicManager_GetEventHeatPercent Parms{};
Parms.CombatEvent = CombatEvent;
auto Flgs = Func->FunctionFlags;
Func->FunctionFlags |= 0x400;
UObject::ProcessEvent(Func, &Parms);
Func->FunctionFlags = Flgs;
return Parms.ReturnValue;
}
// Function FortniteGame.FortMusicManager.GetEventHeatPercentTotal
// (Native, Public, BlueprintCallable, BlueprintPure)
// Parameters:
// EFortCombatEvents CombatEvent (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// float ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
float AFortMusicManager::GetEventHeatPercentTotal(EFortCombatEvents CombatEvent)
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("FortMusicManager", "GetEventHeatPercentTotal");
Params::FortMusicManager_GetEventHeatPercentTotal Parms{};
Parms.CombatEvent = CombatEvent;
auto Flgs = Func->FunctionFlags;
Func->FunctionFlags |= 0x400;
UObject::ProcessEvent(Func, &Parms);
Func->FunctionFlags = Flgs;
return Parms.ReturnValue;
}
// Function FortniteGame.FortMusicManager.OnDayPhaseChanged
// (Event, Public, BlueprintEvent)
// Parameters:
// EFortDayPhase CurrentDayPhase (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// EFortDayPhase PreviousDayPhase (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// bool bAtCreation (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, NativeAccessSpecifierPublic)
void AFortMusicManager::OnDayPhaseChanged(EFortDayPhase CurrentDayPhase, EFortDayPhase PreviousDayPhase, bool bAtCreation)
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("FortMusicManager", "OnDayPhaseChanged");
Params::FortMusicManager_OnDayPhaseChanged Parms{};
Parms.CurrentDayPhase = CurrentDayPhase;
Parms.PreviousDayPhase = PreviousDayPhase;
Parms.bAtCreation = bAtCreation;
UObject::ProcessEvent(Func, &Parms);
}
// Function FortniteGame.FortMusicManager.OnThresholdChange
// (Event, Public, BlueprintEvent)
// Parameters:
// EFortCombatThresholds OldThreshold (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// EFortCombatThresholds NewThreshold (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
void AFortMusicManager::OnThresholdChange(EFortCombatThresholds OldThreshold, EFortCombatThresholds NewThreshold)
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("FortMusicManager", "OnThresholdChange");
Params::FortMusicManager_OnThresholdChange Parms{};
Parms.OldThreshold = OldThreshold;
Parms.NewThreshold = NewThreshold;
UObject::ProcessEvent(Func, &Parms);
}
// Function FortniteGame.FortNavSystem.OnNavDataRegistered
// (Final, Native, Protected)
// Parameters:
// class ANavigationData* NavData (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
void UFortNavSystem::OnNavDataRegistered(class ANavigationData* NavData)
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("FortNavSystem", "OnNavDataRegistered");
Params::FortNavSystem_OnNavDataRegistered Parms{};
Parms.NavData = NavData;
auto Flgs = Func->FunctionFlags;
Func->FunctionFlags |= 0x400;
UObject::ProcessEvent(Func, &Parms);
Func->FunctionFlags = Flgs;
}
// Function FortniteGame.FortTrackMovementComponent.FlipDirection
// (Final, Native, Public, BlueprintCallable)
void UFortTrackMovementComponent::FlipDirection()
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("FortTrackMovementComponent", "FlipDirection");
auto Flgs = Func->FunctionFlags;
Func->FunctionFlags |= 0x400;
UObject::ProcessEvent(Func, nullptr);
Func->FunctionFlags = Flgs;
}
// Function FortniteGame.FortTrackMovementComponent.OnRep_ReplicatedTrackMovement
// (Final, Native, Private)
void UFortTrackMovementComponent::OnRep_ReplicatedTrackMovement()
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("FortTrackMovementComponent", "OnRep_ReplicatedTrackMovement");
auto Flgs = Func->FunctionFlags;
Func->FunctionFlags |= 0x400;
UObject::ProcessEvent(Func, nullptr);
Func->FunctionFlags = Flgs;
}
// Function FortniteGame.FortTrackMovementComponent.GetDistanceAlongSpline
// (Final, Native, Public, BlueprintCallable, BlueprintPure, Const)
// Parameters:
// float ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
float UFortTrackMovementComponent::GetDistanceAlongSpline() const
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("FortTrackMovementComponent", "GetDistanceAlongSpline");
Params::FortTrackMovementComponent_GetDistanceAlongSpline Parms{};
auto Flgs = Func->FunctionFlags;
Func->FunctionFlags |= 0x400;
UObject::ProcessEvent(Func, &Parms);
Func->FunctionFlags = Flgs;
return Parms.ReturnValue;
}
// Function FortniteGame.FortTrackMovementComponent.GetSpline
// (Final, Native, Public, BlueprintCallable, BlueprintPure, Const)
// Parameters:
// class USplineComponent* ReturnValue (ExportObject, Parm, OutParm, ZeroConstructor, ReturnParm, InstancedReference, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
class USplineComponent* UFortTrackMovementComponent::GetSpline() const
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("FortTrackMovementComponent", "GetSpline");
Params::FortTrackMovementComponent_GetSpline Parms{};
auto Flgs = Func->FunctionFlags;
Func->FunctionFlags |= 0x400;
UObject::ProcessEvent(Func, &Parms);
Func->FunctionFlags = Flgs;
return Parms.ReturnValue;
}
// Function FortniteGame.FortTrackMovementComponent.GetTrack
// (Final, Native, Public, BlueprintCallable, BlueprintPure, Const)
// Parameters:
// class AFortTrack* ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
class AFortTrack* UFortTrackMovementComponent::GetTrack() const
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("FortTrackMovementComponent", "GetTrack");
Params::FortTrackMovementComponent_GetTrack Parms{};
auto Flgs = Func->FunctionFlags;
Func->FunctionFlags |= 0x400;
UObject::ProcessEvent(Func, &Parms);
Func->FunctionFlags = Flgs;
return Parms.ReturnValue;
}
// Function FortniteGame.FortTrackMovementComponent.IsReverseDirection
// (Final, Native, Public, BlueprintCallable, BlueprintPure, Const)
// Parameters:
// bool ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, NativeAccessSpecifierPublic)
bool UFortTrackMovementComponent::IsReverseDirection() const
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("FortTrackMovementComponent", "IsReverseDirection");
Params::FortTrackMovementComponent_IsReverseDirection Parms{};
auto Flgs = Func->FunctionFlags;
Func->FunctionFlags |= 0x400;
UObject::ProcessEvent(Func, &Parms);
Func->FunctionFlags = Flgs;
return Parms.ReturnValue;
}
// Function FortniteGame.FortAbilityKitTooltip.GetTextForToken
// (Native, Public, HasOutParams, BlueprintCallable, BlueprintPure, Const)
// Parameters:
// const class UObject* ObjectToDescribe (ConstParm, Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// const struct FGameplayTag& Tag (ConstParm, Parm, OutParm, ReferenceParm, NativeAccessSpecifierPublic)
// const class UFortTooltipContext* Context (ConstParm, Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// const class FName& Token (ConstParm, Parm, OutParm, ZeroConstructor, ReferenceParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// class FText* OutText (Parm, OutParm, NativeAccessSpecifierPublic)
// bool ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, NativeAccessSpecifierPublic)
bool UFortAbilityKitTooltip::GetTextForToken(const class UObject* ObjectToDescribe, const struct FGameplayTag& Tag, const class UFortTooltipContext* Context, const class FName& Token, class FText* OutText) const
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("FortAbilityKitTooltip", "GetTextForToken");
Params::FortAbilityKitTooltip_GetTextForToken Parms{};
Parms.ObjectToDescribe = ObjectToDescribe;
Parms.Tag = std::move(Tag);
Parms.Context = Context;
Parms.Token = Token;
auto Flgs = Func->FunctionFlags;
Func->FunctionFlags |= 0x400;
UObject::ProcessEvent(Func, &Parms);
Func->FunctionFlags = Flgs;
if (OutText != nullptr)
*OutText = std::move(Parms.OutText);
return Parms.ReturnValue;
}
// Function FortniteGame.FortAbilityKitTooltip.GetTokenizedDescriptionText
// (Native, Public, HasOutParams, BlueprintCallable, BlueprintPure, Const)
// Parameters:
// const class UObject* ObjectToDescribe (ConstParm, Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// const struct FGameplayTag& Tag (ConstParm, Parm, OutParm, ReferenceParm, NativeAccessSpecifierPublic)
// const class UFortTooltipContext* Context (ConstParm, Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// class FText* OutDescription (Parm, OutParm, NativeAccessSpecifierPublic)
// bool ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, NativeAccessSpecifierPublic)
bool UFortAbilityKitTooltip::GetTokenizedDescriptionText(const class UObject* ObjectToDescribe, const struct FGameplayTag& Tag, const class UFortTooltipContext* Context, class FText* OutDescription) const
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("FortAbilityKitTooltip", "GetTokenizedDescriptionText");
Params::FortAbilityKitTooltip_GetTokenizedDescriptionText Parms{};
Parms.ObjectToDescribe = ObjectToDescribe;
Parms.Tag = std::move(Tag);
Parms.Context = Context;
auto Flgs = Func->FunctionFlags;
Func->FunctionFlags |= 0x400;
UObject::ProcessEvent(Func, &Parms);
Func->FunctionFlags = Flgs;
if (OutDescription != nullptr)
*OutDescription = std::move(Parms.OutDescription);
return Parms.ReturnValue;
}
// Function FortniteGame.FortWeap_BuildingTool.OnBlueprintPaperPulseUpdate
// (Final, Native, Private)
// Parameters:
// float InCurveVal (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
void AFortWeap_BuildingTool::OnBlueprintPaperPulseUpdate(float InCurveVal)
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("FortWeap_BuildingTool", "OnBlueprintPaperPulseUpdate");
Params::FortWeap_BuildingTool_OnBlueprintPaperPulseUpdate Parms{};
Parms.InCurveVal = InCurveVal;
auto Flgs = Func->FunctionFlags;
Func->FunctionFlags |= 0x400;
UObject::ProcessEvent(Func, &Parms);
Func->FunctionFlags = Flgs;
}
// Function FortniteGame.FortWeap_BuildingTool.OnRep_DefaultMetadata
// (Final, Native, Private)
void AFortWeap_BuildingTool::OnRep_DefaultMetadata()
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("FortWeap_BuildingTool", "OnRep_DefaultMetadata");
auto Flgs = Func->FunctionFlags;
Func->FunctionFlags |= 0x400;
UObject::ProcessEvent(Func, nullptr);
Func->FunctionFlags = Flgs;
}
// Function FortniteGame.FortOutpostFunctionLibrary.GetEnemyGameplayEffectDictatedByPrestige
// (Final, BlueprintAuthorityOnly, Native, Static, Public, BlueprintCallable, BlueprintPure)
// Parameters:
// class UObject* WorldContextObject (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// TSubclassOf<class UGameplayEffect> ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, UObjectWrapper, HasGetValueTypeHash, NativeAccessSpecifierPublic)
TSubclassOf<class UGameplayEffect> UFortOutpostFunctionLibrary::GetEnemyGameplayEffectDictatedByPrestige(class UObject* WorldContextObject)
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = StaticClass()->GetFunction("FortOutpostFunctionLibrary", "GetEnemyGameplayEffectDictatedByPrestige");
Params::FortOutpostFunctionLibrary_GetEnemyGameplayEffectDictatedByPrestige Parms{};
Parms.WorldContextObject = WorldContextObject;
auto Flgs = Func->FunctionFlags;
Func->FunctionFlags |= 0x400;
GetDefaultObj()->ProcessEvent(Func, &Parms);
Func->FunctionFlags = Flgs;
return Parms.ReturnValue;
}
// Function FortniteGame.FortOutpostFunctionLibrary.GetOutpostOwner
// (Final, BlueprintAuthorityOnly, Native, Static, Public, BlueprintCallable, BlueprintPure)
// Parameters:
// class UObject* WorldContextObject (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// class AFortPlayerControllerOutpost* ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
class AFortPlayerControllerOutpost* UFortOutpostFunctionLibrary::GetOutpostOwner(class UObject* WorldContextObject)
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = StaticClass()->GetFunction("FortOutpostFunctionLibrary", "GetOutpostOwner");
Params::FortOutpostFunctionLibrary_GetOutpostOwner Parms{};
Parms.WorldContextObject = WorldContextObject;
auto Flgs = Func->FunctionFlags;
Func->FunctionFlags |= 0x400;
GetDefaultObj()->ProcessEvent(Func, &Parms);
Func->FunctionFlags = Flgs;
return Parms.ReturnValue;
}
// Function FortniteGame.FortOutpostFunctionLibrary.GetOutpostQuestMissionConfigData
// (Final, BlueprintAuthorityOnly, Native, Static, Public, BlueprintCallable, BlueprintPure)
// Parameters:
// class UObject* WorldContextObject (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// const struct FGameplayTag& ConfigTag (Parm, NativeAccessSpecifierPublic)
// class UFortMissionConfigData* ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
class UFortMissionConfigData* UFortOutpostFunctionLibrary::GetOutpostQuestMissionConfigData(class UObject* WorldContextObject, const struct FGameplayTag& ConfigTag)
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = StaticClass()->GetFunction("FortOutpostFunctionLibrary", "GetOutpostQuestMissionConfigData");
Params::FortOutpostFunctionLibrary_GetOutpostQuestMissionConfigData Parms{};
Parms.WorldContextObject = WorldContextObject;
Parms.ConfigTag = std::move(ConfigTag);
auto Flgs = Func->FunctionFlags;
Func->FunctionFlags |= 0x400;
GetDefaultObj()->ProcessEvent(Func, &Parms);
Func->FunctionFlags = Flgs;
return Parms.ReturnValue;
}
// Function FortniteGame.FortOutpostFunctionLibrary.SetOutpostDefenseActive
// (Final, BlueprintAuthorityOnly, Native, Static, Public, BlueprintCallable)
// Parameters:
// class UObject* WorldContextObject (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// bool bActive (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, NativeAccessSpecifierPublic)
void UFortOutpostFunctionLibrary::SetOutpostDefenseActive(class UObject* WorldContextObject, bool bActive)
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = StaticClass()->GetFunction("FortOutpostFunctionLibrary", "SetOutpostDefenseActive");
Params::FortOutpostFunctionLibrary_SetOutpostDefenseActive Parms{};
Parms.WorldContextObject = WorldContextObject;
Parms.bActive = bActive;
auto Flgs = Func->FunctionFlags;
Func->FunctionFlags |= 0x400;
GetDefaultObj()->ProcessEvent(Func, &Parms);
Func->FunctionFlags = Flgs;
}
// Function FortniteGame.FortOutpostFunctionLibrary.SetOutpostGameDifficultyRow
// (Final, BlueprintAuthorityOnly, Native, Static, Public, HasOutParams, BlueprintCallable)
// Parameters:
// class UObject* WorldContextObject (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// const struct FDataTableRowHandle& GameDifficultyInfo (ConstParm, Parm, OutParm, ReferenceParm, NativeAccessSpecifierPublic)
void UFortOutpostFunctionLibrary::SetOutpostGameDifficultyRow(class UObject* WorldContextObject, const struct FDataTableRowHandle& GameDifficultyInfo)
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = StaticClass()->GetFunction("FortOutpostFunctionLibrary", "SetOutpostGameDifficultyRow");
Params::FortOutpostFunctionLibrary_SetOutpostGameDifficultyRow Parms{};
Parms.WorldContextObject = WorldContextObject;
Parms.GameDifficultyInfo = std::move(GameDifficultyInfo);
auto Flgs = Func->FunctionFlags;
Func->FunctionFlags |= 0x400;
GetDefaultObj()->ProcessEvent(Func, &Parms);
Func->FunctionFlags = Flgs;
}
// Function FortniteGame.FortAbilityDecoTool.AbilitySpawnDeco
// (Final, BlueprintAuthorityOnly, Native, Public, HasOutParams, BlueprintCallable)
// Parameters:
// const struct FAbilityToolSpawnParameters&SpawnParameters (ConstParm, Parm, OutParm, ReferenceParm, NativeAccessSpecifierPublic)
// class ABuildingActor* ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
class ABuildingActor* AFortAbilityDecoTool::AbilitySpawnDeco(const struct FAbilityToolSpawnParameters& SpawnParameters)
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("FortAbilityDecoTool", "AbilitySpawnDeco");
Params::FortAbilityDecoTool_AbilitySpawnDeco Parms{};
Parms.SpawnParameters = std::move(SpawnParameters);
auto Flgs = Func->FunctionFlags;
Func->FunctionFlags |= 0x400;
UObject::ProcessEvent(Func, &Parms);
Func->FunctionFlags = Flgs;
return Parms.ReturnValue;
}
// Function FortniteGame.FortAbilityDecoTool.GetPlacementAbilityHandle
// (Final, BlueprintAuthorityOnly, Native, Public, BlueprintCallable)
// Parameters:
// struct FGameplayAbilitySpecHandle ReturnValue (Parm, OutParm, ReturnParm, NativeAccessSpecifierPublic)
struct FGameplayAbilitySpecHandle AFortAbilityDecoTool::GetPlacementAbilityHandle()
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("FortAbilityDecoTool", "GetPlacementAbilityHandle");
Params::FortAbilityDecoTool_GetPlacementAbilityHandle Parms{};
auto Flgs = Func->FunctionFlags;
Func->FunctionFlags |= 0x400;
UObject::ProcessEvent(Func, &Parms);
Func->FunctionFlags = Flgs;
return Parms.ReturnValue;
}
// Function FortniteGame.FortAbilityDecoTool.GetPlacementAbilityInstance
// (Final, Native, Public, BlueprintCallable)
// Parameters:
// class UFortGameplayAbility* ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
class UFortGameplayAbility* AFortAbilityDecoTool::GetPlacementAbilityInstance()
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("FortAbilityDecoTool", "GetPlacementAbilityInstance");
Params::FortAbilityDecoTool_GetPlacementAbilityInstance Parms{};
auto Flgs = Func->FunctionFlags;
Func->FunctionFlags |= 0x400;
UObject::ProcessEvent(Func, &Parms);
Func->FunctionFlags = Flgs;
return Parms.ReturnValue;
}
// Function FortniteGame.FortAbilityDecoTool.GetSpawnParameters
// (Final, BlueprintAuthorityOnly, Native, Public, HasOutParams, BlueprintCallable, BlueprintPure, Const)
// Parameters:
// struct FAbilityToolSpawnParameters* OutSpawnParamters (Parm, OutParm, NativeAccessSpecifierPublic)
void AFortAbilityDecoTool::GetSpawnParameters(struct FAbilityToolSpawnParameters* OutSpawnParamters) const
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("FortAbilityDecoTool", "GetSpawnParameters");
Params::FortAbilityDecoTool_GetSpawnParameters Parms{};
auto Flgs = Func->FunctionFlags;
Func->FunctionFlags |= 0x400;
UObject::ProcessEvent(Func, &Parms);
Func->FunctionFlags = Flgs;
if (OutSpawnParamters != nullptr)
*OutSpawnParamters = std::move(Parms.OutSpawnParamters);
}
// Function FortniteGame.FortPawn_InteractablePawn.BlueprintOnBeginInteract
// (BlueprintCosmetic, Native, Event, Public, BlueprintEvent)
void AFortPawn_InteractablePawn::BlueprintOnBeginInteract()
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("FortPawn_InteractablePawn", "BlueprintOnBeginInteract");
auto Flgs = Func->FunctionFlags;
Func->FunctionFlags |= 0x400;
UObject::ProcessEvent(Func, nullptr);
Func->FunctionFlags = Flgs;
}
// Function FortniteGame.FortPawn_InteractablePawn.BlueprintOnInteract
// (BlueprintAuthorityOnly, Native, Event, Public, BlueprintEvent)
// Parameters:
// const class AFortPawn* InteractingPawn (ConstParm, Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
void AFortPawn_InteractablePawn::BlueprintOnInteract(const class AFortPawn* InteractingPawn)
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("FortPawn_InteractablePawn", "BlueprintOnInteract");
Params::FortPawn_InteractablePawn_BlueprintOnInteract Parms{};
Parms.InteractingPawn = InteractingPawn;
auto Flgs = Func->FunctionFlags;
Func->FunctionFlags |= 0x400;
UObject::ProcessEvent(Func, &Parms);
Func->FunctionFlags = Flgs;
}
// Function FortniteGame.FortPawn_InteractablePawn.BlueprintCanInteract
// (Native, Event, Public, BlueprintCallable, BlueprintEvent, BlueprintPure, Const)
// Parameters:
// const class AFortPawn* InteractingPawn (ConstParm, Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// bool ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, NativeAccessSpecifierPublic)
bool AFortPawn_InteractablePawn::BlueprintCanInteract(const class AFortPawn* InteractingPawn) const
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("FortPawn_InteractablePawn", "BlueprintCanInteract");
Params::FortPawn_InteractablePawn_BlueprintCanInteract Parms{};
Parms.InteractingPawn = InteractingPawn;
auto Flgs = Func->FunctionFlags;
Func->FunctionFlags |= 0x400;
UObject::ProcessEvent(Func, &Parms);
Func->FunctionFlags = Flgs;
return Parms.ReturnValue;
}
// Function FortniteGame.FortPawn_InteractablePawn.BlueprintGetInteractionString
// (Native, Event, Public, BlueprintEvent, Const)
// Parameters:
// const class AFortPawn* InteractingPawn (ConstParm, Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// class FText ReturnValue (Parm, OutParm, ReturnParm, NativeAccessSpecifierPublic)
class FText AFortPawn_InteractablePawn::BlueprintGetInteractionString(const class AFortPawn* InteractingPawn) const
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("FortPawn_InteractablePawn", "BlueprintGetInteractionString");
Params::FortPawn_InteractablePawn_BlueprintGetInteractionString Parms{};
Parms.InteractingPawn = InteractingPawn;
auto Flgs = Func->FunctionFlags;
Func->FunctionFlags |= 0x400;
UObject::ProcessEvent(Func, &Parms);
Func->FunctionFlags = Flgs;
return Parms.ReturnValue;
}
// Function FortniteGame.HomeBaseWorkers.CalculateTotalWorkerRatings
// (Final, Native, Public, HasOutParams, BlueprintCallable, BlueprintPure)
// Parameters:
// const TArray<class UHomeBaseWorker*>& Workers_0 (ConstParm, Parm, OutParm, ZeroConstructor, ReferenceParm, NativeAccessSpecifierPublic)
// int32 ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
int32 UHomeBaseWorkers::CalculateTotalWorkerRatings(const TArray<class UHomeBaseWorker*>& Workers_0)
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("HomeBaseWorkers", "CalculateTotalWorkerRatings");
Params::HomeBaseWorkers_CalculateTotalWorkerRatings Parms{};
Parms.Workers_0 = std::move(Workers_0);
auto Flgs = Func->FunctionFlags;
Func->FunctionFlags |= 0x400;
UObject::ProcessEvent(Func, &Parms);
Func->FunctionFlags = Flgs;
return Parms.ReturnValue;
}
// Function FortniteGame.HomeBaseWorkers.GetAllManagers
// (Final, Native, Public, BlueprintCallable, BlueprintPure)
// Parameters:
// TArray<class UHomeBaseWorker*> ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, NativeAccessSpecifierPublic)
TArray<class UHomeBaseWorker*> UHomeBaseWorkers::GetAllManagers()
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("HomeBaseWorkers", "GetAllManagers");
Params::HomeBaseWorkers_GetAllManagers Parms{};
auto Flgs = Func->FunctionFlags;
Func->FunctionFlags |= 0x400;
UObject::ProcessEvent(Func, &Parms);
Func->FunctionFlags = Flgs;
return Parms.ReturnValue;
}
// Function FortniteGame.HomeBaseWorkers.GetAllWorkers
// (Final, Native, Public, BlueprintCallable, BlueprintPure)
// Parameters:
// TArray<class UHomeBaseWorker*> ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, NativeAccessSpecifierPublic)
TArray<class UHomeBaseWorker*> UHomeBaseWorkers::GetAllWorkers()
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("HomeBaseWorkers", "GetAllWorkers");
Params::HomeBaseWorkers_GetAllWorkers Parms{};
auto Flgs = Func->FunctionFlags;
Func->FunctionFlags |= 0x400;
UObject::ProcessEvent(Func, &Parms);
Func->FunctionFlags = Flgs;
return Parms.ReturnValue;
}
// Function FortniteGame.HomeBaseWorkers.GetSlots
// (Final, Native, Public, BlueprintCallable, BlueprintPure)
// Parameters:
// TArray<struct FHomeBaseWorkerSlot> ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, NativeAccessSpecifierPublic)
TArray<struct FHomeBaseWorkerSlot> UHomeBaseWorkers::GetSlots()
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("HomeBaseWorkers", "GetSlots");
Params::HomeBaseWorkers_GetSlots Parms{};
auto Flgs = Func->FunctionFlags;
Func->FunctionFlags |= 0x400;
UObject::ProcessEvent(Func, &Parms);
Func->FunctionFlags = Flgs;
return Parms.ReturnValue;
}
// Function FortniteGame.HomeBaseWorkers.GetSlottedWorkers
// (Final, Native, Public, BlueprintCallable, BlueprintPure)
// Parameters:
// TArray<class UHomeBaseWorker*> ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, NativeAccessSpecifierPublic)
TArray<class UHomeBaseWorker*> UHomeBaseWorkers::GetSlottedWorkers()
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("HomeBaseWorkers", "GetSlottedWorkers");
Params::HomeBaseWorkers_GetSlottedWorkers Parms{};
auto Flgs = Func->FunctionFlags;
Func->FunctionFlags |= 0x400;
UObject::ProcessEvent(Func, &Parms);
Func->FunctionFlags = Flgs;
return Parms.ReturnValue;
}
// Function FortniteGame.HomeBaseWorkers.GetWorkerFromItem
// (Final, Native, Public, BlueprintCallable, BlueprintPure)
// Parameters:
// const class UFortWorker* WorkerItem (ConstParm, Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// class UHomeBaseWorker* ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
class UHomeBaseWorker* UHomeBaseWorkers::GetWorkerFromItem(const class UFortWorker* WorkerItem)
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("HomeBaseWorkers", "GetWorkerFromItem");
Params::HomeBaseWorkers_GetWorkerFromItem Parms{};
Parms.WorkerItem = WorkerItem;
auto Flgs = Func->FunctionFlags;
Func->FunctionFlags |= 0x400;
UObject::ProcessEvent(Func, &Parms);
Func->FunctionFlags = Flgs;
return Parms.ReturnValue;
}
// Function FortniteGame.HomeBaseWorkers.OnBuildingItemChanged
// (Final, Native, Private)
// Parameters:
// bool bItemChanged (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, NativeAccessSpecifierPublic)
// bool bAmmoChanged (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, NativeAccessSpecifierPublic)
// bool bIngredientsChanged (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, NativeAccessSpecifierPublic)
void UHomeBaseWorkers::OnBuildingItemChanged(bool bItemChanged, bool bAmmoChanged, bool bIngredientsChanged)
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("HomeBaseWorkers", "OnBuildingItemChanged");
Params::HomeBaseWorkers_OnBuildingItemChanged Parms{};
Parms.bItemChanged = bItemChanged;
Parms.bAmmoChanged = bAmmoChanged;
Parms.bIngredientsChanged = bIngredientsChanged;
auto Flgs = Func->FunctionFlags;
Func->FunctionFlags |= 0x400;
UObject::ProcessEvent(Func, &Parms);
Func->FunctionFlags = Flgs;
}
// Function FortniteGame.HomeBaseWorkers.SlotWorker
// (Final, Native, Public, BlueprintCallable)
// Parameters:
// class UHomeBaseWorker* Worker (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// int32 SlotIndex (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
void UHomeBaseWorkers::SlotWorker(class UHomeBaseWorker* Worker, int32 SlotIndex)
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("HomeBaseWorkers", "SlotWorker");
Params::HomeBaseWorkers_SlotWorker Parms{};
Parms.Worker = Worker;
Parms.SlotIndex = SlotIndex;
auto Flgs = Func->FunctionFlags;
Func->FunctionFlags |= 0x400;
UObject::ProcessEvent(Func, &Parms);
Func->FunctionFlags = Flgs;
}
// Function FortniteGame.FortPermaniteStructureInterface.OnBoundariesChanged
// (Event, Public, BlueprintEvent)
// Parameters:
// int32 MinLevel (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// int32 MaxLevel (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// int32 CurrentLevel (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
void IFortPermaniteStructureInterface::OnBoundariesChanged(int32 MinLevel, int32 MaxLevel, int32 CurrentLevel)
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("FortPermaniteStructureInterface", "OnBoundariesChanged");
Params::FortPermaniteStructureInterface_OnBoundariesChanged Parms{};
Parms.MinLevel = MinLevel;
Parms.MaxLevel = MaxLevel;
Parms.CurrentLevel = CurrentLevel;
UObject::ProcessEvent(Func, &Parms);
}
// Function FortniteGame.FortPickupEffect.OnAboutToEnterBackpack
// (Event, Public, BlueprintEvent)
void AFortPickupEffect::OnAboutToEnterBackpack()
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("FortPickupEffect", "OnAboutToEnterBackpack");
UObject::ProcessEvent(Func, nullptr);
}
// Function FortniteGame.FortPickupEffect.OnAttached
// (Event, Public, BlueprintEvent)
void AFortPickupEffect::OnAttached()
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("FortPickupEffect", "OnAttached");
UObject::ProcessEvent(Func, nullptr);
}
// Function FortniteGame.FortPickupEffect.OnPickedUp
// (Event, Public, BlueprintEvent)
void AFortPickupEffect::OnPickedUp()
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("FortPickupEffect", "OnPickedUp");
UObject::ProcessEvent(Func, nullptr);
}
// Function FortniteGame.FortPvPFunctionLibrary.DestroyAllFortPickupsWithItem
// (Final, BlueprintAuthorityOnly, Native, Static, Public, BlueprintCallable)
// Parameters:
// class UObject* WorldContextObject (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// const class UFortWorldItemDefinition* ItemDefinitionToCheck (ConstParm, Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
void UFortPvPFunctionLibrary::DestroyAllFortPickupsWithItem(class UObject* WorldContextObject, const class UFortWorldItemDefinition* ItemDefinitionToCheck)
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = StaticClass()->GetFunction("FortPvPFunctionLibrary", "DestroyAllFortPickupsWithItem");
Params::FortPvPFunctionLibrary_DestroyAllFortPickupsWithItem Parms{};
Parms.WorldContextObject = WorldContextObject;
Parms.ItemDefinitionToCheck = ItemDefinitionToCheck;
auto Flgs = Func->FunctionFlags;
Func->FunctionFlags |= 0x400;
GetDefaultObj()->ProcessEvent(Func, &Parms);
Func->FunctionFlags = Flgs;
}
// Function FortniteGame.FortPvPFunctionLibrary.GetBaseDestructionTeamInfo
// (Final, Native, Static, Public, BlueprintCallable, BlueprintPure)
// Parameters:
// class UObject* WorldContextObject (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// EFortTeam Team (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// class AFortTeamInfoPvPBaseDestruction* ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
class AFortTeamInfoPvPBaseDestruction* UFortPvPFunctionLibrary::GetBaseDestructionTeamInfo(class UObject* WorldContextObject, EFortTeam Team)
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = StaticClass()->GetFunction("FortPvPFunctionLibrary", "GetBaseDestructionTeamInfo");
Params::FortPvPFunctionLibrary_GetBaseDestructionTeamInfo Parms{};
Parms.WorldContextObject = WorldContextObject;
Parms.Team = Team;
auto Flgs = Func->FunctionFlags;
Func->FunctionFlags |= 0x400;
GetDefaultObj()->ProcessEvent(Func, &Parms);
Func->FunctionFlags = Flgs;
return Parms.ReturnValue;
}
// Function FortniteGame.FortPvPFunctionLibrary.GetDifficultyRowNamesFromPvPRating
// (Final, BlueprintAuthorityOnly, Native, Static, Public, HasOutParams, BlueprintCallable, BlueprintPure)
// Parameters:
// TArray<class FName>* OutDifficultyRows (Parm, OutParm, ZeroConstructor, NativeAccessSpecifierPublic)
// const float InPvPRating (ConstParm, Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
void UFortPvPFunctionLibrary::GetDifficultyRowNamesFromPvPRating(TArray<class FName>* OutDifficultyRows, const float InPvPRating)
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = StaticClass()->GetFunction("FortPvPFunctionLibrary", "GetDifficultyRowNamesFromPvPRating");
Params::FortPvPFunctionLibrary_GetDifficultyRowNamesFromPvPRating Parms{};
Parms.InPvPRating = InPvPRating;
auto Flgs = Func->FunctionFlags;
Func->FunctionFlags |= 0x400;
GetDefaultObj()->ProcessEvent(Func, &Parms);
Func->FunctionFlags = Flgs;
if (OutDifficultyRows != nullptr)
*OutDifficultyRows = std::move(Parms.OutDifficultyRows);
}
// Function FortniteGame.FortPvPFunctionLibrary.GetMatchLevel
// (Final, Native, Static, Public, BlueprintCallable, BlueprintPure)
// Parameters:
// class UObject* WorldContextObject (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// int32 ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
int32 UFortPvPFunctionLibrary::GetMatchLevel(class UObject* WorldContextObject)
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = StaticClass()->GetFunction("FortPvPFunctionLibrary", "GetMatchLevel");
Params::FortPvPFunctionLibrary_GetMatchLevel Parms{};
Parms.WorldContextObject = WorldContextObject;
auto Flgs = Func->FunctionFlags;
Func->FunctionFlags |= 0x400;
GetDefaultObj()->ProcessEvent(Func, &Parms);
Func->FunctionFlags = Flgs;
return Parms.ReturnValue;
}
// Function FortniteGame.FortPvPFunctionLibrary.GetRoundTimeAccumulated
// (Final, BlueprintAuthorityOnly, Native, Static, Public, BlueprintCallable, BlueprintPure)
// Parameters:
// class UObject* WorldContextObject (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// int32 ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
int32 UFortPvPFunctionLibrary::GetRoundTimeAccumulated(class UObject* WorldContextObject)
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = StaticClass()->GetFunction("FortPvPFunctionLibrary", "GetRoundTimeAccumulated");
Params::FortPvPFunctionLibrary_GetRoundTimeAccumulated Parms{};
Parms.WorldContextObject = WorldContextObject;
auto Flgs = Func->FunctionFlags;
Func->FunctionFlags |= 0x400;
GetDefaultObj()->ProcessEvent(Func, &Parms);
Func->FunctionFlags = Flgs;
return Parms.ReturnValue;
}
// Function FortniteGame.FortPvPFunctionLibrary.GetTeamCornerstone
// (Final, Native, Static, Public, BlueprintCallable, BlueprintPure)
// Parameters:
// class UObject* WorldContextObject (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// EFortTeam Team (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// class AFortPvPBaseCornerstone* ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
class AFortPvPBaseCornerstone* UFortPvPFunctionLibrary::GetTeamCornerstone(class UObject* WorldContextObject, EFortTeam Team)
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = StaticClass()->GetFunction("FortPvPFunctionLibrary", "GetTeamCornerstone");
Params::FortPvPFunctionLibrary_GetTeamCornerstone Parms{};
Parms.WorldContextObject = WorldContextObject;
Parms.Team = Team;
auto Flgs = Func->FunctionFlags;
Func->FunctionFlags |= 0x400;
GetDefaultObj()->ProcessEvent(Func, &Parms);
Func->FunctionFlags = Flgs;
return Parms.ReturnValue;
}
// Function FortniteGame.FortPvPFunctionLibrary.GetTeamStrategicBuildingActor
// (Final, Native, Static, Public, HasOutParams, BlueprintCallable, BlueprintPure)
// Parameters:
// class UObject* WorldContextObject (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// EFortTeam Team (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// const struct FTeamStrategicBuildingHandle&SBAHandle (ConstParm, Parm, OutParm, ReferenceParm, NativeAccessSpecifierPublic)
// class AStrategicBuildingActor* ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
class AStrategicBuildingActor* UFortPvPFunctionLibrary::GetTeamStrategicBuildingActor(class UObject* WorldContextObject, EFortTeam Team, const struct FTeamStrategicBuildingHandle& SBAHandle)
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = StaticClass()->GetFunction("FortPvPFunctionLibrary", "GetTeamStrategicBuildingActor");
Params::FortPvPFunctionLibrary_GetTeamStrategicBuildingActor Parms{};
Parms.WorldContextObject = WorldContextObject;
Parms.Team = Team;
Parms.SBAHandle = std::move(SBAHandle);
auto Flgs = Func->FunctionFlags;
Func->FunctionFlags |= 0x400;
GetDefaultObj()->ProcessEvent(Func, &Parms);
Func->FunctionFlags = Flgs;
return Parms.ReturnValue;
}
// Function FortniteGame.FortPvPFunctionLibrary.SetMatchLevel
// (Final, BlueprintAuthorityOnly, Native, Static, Public, BlueprintCallable)
// Parameters:
// class UObject* WorldContextObject (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// int32 MatchLevel (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
void UFortPvPFunctionLibrary::SetMatchLevel(class UObject* WorldContextObject, int32 MatchLevel)
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = StaticClass()->GetFunction("FortPvPFunctionLibrary", "SetMatchLevel");
Params::FortPvPFunctionLibrary_SetMatchLevel Parms{};
Parms.WorldContextObject = WorldContextObject;
Parms.MatchLevel = MatchLevel;
auto Flgs = Func->FunctionFlags;
Func->FunctionFlags |= 0x400;
GetDefaultObj()->ProcessEvent(Func, &Parms);
Func->FunctionFlags = Flgs;
}
// Function FortniteGame.FortUIBaseClass.TutorialToggleHUD
// (Final, Native, Public, BlueprintCallable)
void AFortUIBaseClass::TutorialToggleHUD()
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("FortUIBaseClass", "TutorialToggleHUD");
auto Flgs = Func->FunctionFlags;
Func->FunctionFlags |= 0x400;
UObject::ProcessEvent(Func, nullptr);
Func->FunctionFlags = Flgs;
}
// Function FortniteGame.FortUIZone.ToggleTargetInfo
// (Final, RequiredAPI, Exec, Native, Public)
void AFortUIZone::ToggleTargetInfo()
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("FortUIZone", "ToggleTargetInfo");
auto Flgs = Func->FunctionFlags;
Func->FunctionFlags |= 0x400;
UObject::ProcessEvent(Func, nullptr);
Func->FunctionFlags = Flgs;
}
// Function FortniteGame.FortUIZone.ToggleTargetInfoAI
// (Final, Exec, Native, Public)
void AFortUIZone::ToggleTargetInfoAI()
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("FortUIZone", "ToggleTargetInfoAI");
auto Flgs = Func->FunctionFlags;
Func->FunctionFlags |= 0x400;
UObject::ProcessEvent(Func, nullptr);
Func->FunctionFlags = Flgs;
}
// Function FortniteGame.FortUIZone.ToggleTargetInfoLock
// (Final, Exec, Native, Public)
// Parameters:
// bool bTraceComplex (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, NativeAccessSpecifierPublic)
void AFortUIZone::ToggleTargetInfoLock(bool bTraceComplex)
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("FortUIZone", "ToggleTargetInfoLock");
Params::FortUIZone_ToggleTargetInfoLock Parms{};
Parms.bTraceComplex = bTraceComplex;
auto Flgs = Func->FunctionFlags;
Func->FunctionFlags |= 0x400;
UObject::ProcessEvent(Func, &Parms);
Func->FunctionFlags = Flgs;
}
// Function FortniteGame.FortUIZone.ToggleTargetInfoPaths
// (Final, Exec, Native, Public)
void AFortUIZone::ToggleTargetInfoPaths()
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("FortUIZone", "ToggleTargetInfoPaths");
auto Flgs = Func->FunctionFlags;
Func->FunctionFlags |= 0x400;
UObject::ProcessEvent(Func, nullptr);
Func->FunctionFlags = Flgs;
}
// Function FortniteGame.FortUIZone.ToggleTargetInfoSensing
// (Final, Exec, Native, Public)
void AFortUIZone::ToggleTargetInfoSensing()
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("FortUIZone", "ToggleTargetInfoSensing");
auto Flgs = Func->FunctionFlags;
Func->FunctionFlags |= 0x400;
UObject::ProcessEvent(Func, nullptr);
Func->FunctionFlags = Flgs;
}
// Function FortniteGame.FortPlayerStateOutpost.OnRep_CanEditOutpost
// (Final, Native, Protected)
void AFortPlayerStateOutpost::OnRep_CanEditOutpost()
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("FortPlayerStateOutpost", "OnRep_CanEditOutpost");
auto Flgs = Func->FunctionFlags;
Func->FunctionFlags |= 0x400;
UObject::ProcessEvent(Func, nullptr);
Func->FunctionFlags = Flgs;
}
// Function FortniteGame.FortPlayerStateOutpost.OnRep_CraftingTableItemsRemaing
// (Final, Native, Private)
void AFortPlayerStateOutpost::OnRep_CraftingTableItemsRemaing()
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("FortPlayerStateOutpost", "OnRep_CraftingTableItemsRemaing");
auto Flgs = Func->FunctionFlags;
Func->FunctionFlags |= 0x400;
UObject::ProcessEvent(Func, nullptr);
Func->FunctionFlags = Flgs;
}
// Function FortniteGame.FortPlayerStateOutpost.ServerSetCanEditOutpost
// (Net, NetReliable, Native, Event, Protected, NetServer, NetValidate)
// Parameters:
// class AFortPlayerStateOutpost* InPlayer (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// bool bCanEdit (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, NativeAccessSpecifierPublic)
void AFortPlayerStateOutpost::ServerSetCanEditOutpost(class AFortPlayerStateOutpost* InPlayer, bool bCanEdit)
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("FortPlayerStateOutpost", "ServerSetCanEditOutpost");
Params::FortPlayerStateOutpost_ServerSetCanEditOutpost Parms{};
Parms.InPlayer = InPlayer;
Parms.bCanEdit = bCanEdit;
auto Flgs = Func->FunctionFlags;
Func->FunctionFlags |= 0x400;
UObject::ProcessEvent(Func, &Parms);
Func->FunctionFlags = Flgs;
}
// Function FortniteGame.FortPlayerStateOutpost.SetCanEditOutpost
// (Final, Native, Public, BlueprintCallable)
// Parameters:
// class AFortPlayerStateOutpost* InPlayer (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// bool bCanEdit (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, NativeAccessSpecifierPublic)
void AFortPlayerStateOutpost::SetCanEditOutpost(class AFortPlayerStateOutpost* InPlayer, bool bCanEdit)
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("FortPlayerStateOutpost", "SetCanEditOutpost");
Params::FortPlayerStateOutpost_SetCanEditOutpost Parms{};
Parms.InPlayer = InPlayer;
Parms.bCanEdit = bCanEdit;
auto Flgs = Func->FunctionFlags;
Func->FunctionFlags |= 0x400;
UObject::ProcessEvent(Func, &Parms);
Func->FunctionFlags = Flgs;
}
// Function FortniteGame.FortPlayerStateOutpost.CanEditOutpost
// (Final, Native, Public, BlueprintCallable, BlueprintPure, Const)
// Parameters:
// bool ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, NativeAccessSpecifierPublic)
bool AFortPlayerStateOutpost::CanEditOutpost() const
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("FortPlayerStateOutpost", "CanEditOutpost");
Params::FortPlayerStateOutpost_CanEditOutpost Parms{};
auto Flgs = Func->FunctionFlags;
Func->FunctionFlags |= 0x400;
UObject::ProcessEvent(Func, &Parms);
Func->FunctionFlags = Flgs;
return Parms.ReturnValue;
}
// Function FortniteGame.FortPlayerControllerARPG.TogglePointAndClickMovement
// (Final, Exec, Native, Public)
void AFortPlayerControllerARPG::TogglePointAndClickMovement()
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("FortPlayerControllerARPG", "TogglePointAndClickMovement");
auto Flgs = Func->FunctionFlags;
Func->FunctionFlags |= 0x400;
UObject::ProcessEvent(Func, nullptr);
Func->FunctionFlags = Flgs;
}
// Function FortniteGame.FortPlayerControllerKeep.ClientSetPermaniteAvailability
// (Final, Net, NetReliable, Native, Event, Private, NetClient)
// Parameters:
// bool bAvailable (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, NativeAccessSpecifierPublic)
void AFortPlayerControllerKeep::ClientSetPermaniteAvailability(bool bAvailable)
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("FortPlayerControllerKeep", "ClientSetPermaniteAvailability");
Params::FortPlayerControllerKeep_ClientSetPermaniteAvailability Parms{};
Parms.bAvailable = bAvailable;
auto Flgs = Func->FunctionFlags;
Func->FunctionFlags |= 0x400;
UObject::ProcessEvent(Func, &Parms);
Func->FunctionFlags = Flgs;
}
// Function FortniteGame.FortPlayerControllerKeep.ClientUnloadFoundations
// (Net, NetReliable, Native, Event, Public, NetClient)
void AFortPlayerControllerKeep::ClientUnloadFoundations()
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("FortPlayerControllerKeep", "ClientUnloadFoundations");
auto Flgs = Func->FunctionFlags;
Func->FunctionFlags |= 0x400;
UObject::ProcessEvent(Func, nullptr);
Func->FunctionFlags = Flgs;
}
// Function FortniteGame.FortPlayerControllerKeep.DumpItemData
// (Final, Exec, Native, Public)
void AFortPlayerControllerKeep::DumpItemData()
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("FortPlayerControllerKeep", "DumpItemData");
auto Flgs = Func->FunctionFlags;
Func->FunctionFlags |= 0x400;
UObject::ProcessEvent(Func, nullptr);
Func->FunctionFlags = Flgs;
}
// Function FortniteGame.FortPlayerControllerKeep.ResetContainers
// (Final, Exec, Native, Public)
void AFortPlayerControllerKeep::ResetContainers()
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("FortPlayerControllerKeep", "ResetContainers");
auto Flgs = Func->FunctionFlags;
Func->FunctionFlags |= 0x400;
UObject::ProcessEvent(Func, nullptr);
Func->FunctionFlags = Flgs;
}
// Function FortniteGame.FortPlayerControllerKeep.RestoreContainers
// (Final, Exec, Native, Public)
void AFortPlayerControllerKeep::RestoreContainers()
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("FortPlayerControllerKeep", "RestoreContainers");
auto Flgs = Func->FunctionFlags;
Func->FunctionFlags |= 0x400;
UObject::ProcessEvent(Func, nullptr);
Func->FunctionFlags = Flgs;
}
// Function FortniteGame.FortPlayerControllerKeep.ServerOnContainerItemsChosen
// (Net, NetReliable, Native, Event, Public, NetServer, NetValidate)
// Parameters:
// class AKeepItemContainer* Container (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// const TArray<class FString>& ItemTemplateIDs (ConstParm, Parm, ZeroConstructor, ReferenceParm, NativeAccessSpecifierPublic)
void AFortPlayerControllerKeep::ServerOnContainerItemsChosen(class AKeepItemContainer* Container, const TArray<class FString>& ItemTemplateIDs)
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("FortPlayerControllerKeep", "ServerOnContainerItemsChosen");
Params::FortPlayerControllerKeep_ServerOnContainerItemsChosen Parms{};
Parms.Container = Container;
Parms.ItemTemplateIDs = std::move(ItemTemplateIDs);
auto Flgs = Func->FunctionFlags;
Func->FunctionFlags |= 0x400;
UObject::ProcessEvent(Func, &Parms);
Func->FunctionFlags = Flgs;
}
// Function FortniteGame.FortPlayerControllerKeep.SetPermaniteAvailability
// (Final, Exec, Native, Public)
// Parameters:
// bool bAvailable (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, NativeAccessSpecifierPublic)
void AFortPlayerControllerKeep::SetPermaniteAvailability(bool bAvailable)
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("FortPlayerControllerKeep", "SetPermaniteAvailability");
Params::FortPlayerControllerKeep_SetPermaniteAvailability Parms{};
Parms.bAvailable = bAvailable;
auto Flgs = Func->FunctionFlags;
Func->FunctionFlags |= 0x400;
UObject::ProcessEvent(Func, &Parms);
Func->FunctionFlags = Flgs;
}
// Function FortniteGame.FortPlayerControllerKeep.StreamInStuff
// (Final, Exec, Native, Public)
void AFortPlayerControllerKeep::StreamInStuff()
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("FortPlayerControllerKeep", "StreamInStuff");
auto Flgs = Func->FunctionFlags;
Func->FunctionFlags |= 0x400;
UObject::ProcessEvent(Func, nullptr);
Func->FunctionFlags = Flgs;
}
// Function FortniteGame.FortPlayerControllerKeep.StreamOutStuff
// (Final, Exec, Native, Public)
void AFortPlayerControllerKeep::StreamOutStuff()
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("FortPlayerControllerKeep", "StreamOutStuff");
auto Flgs = Func->FunctionFlags;
Func->FunctionFlags |= 0x400;
UObject::ProcessEvent(Func, nullptr);
Func->FunctionFlags = Flgs;
}
// Function FortniteGame.FortPlayerControllerOutpost.ClientExecuteInventoryItem
// (Net, NetReliable, Native, Event, Public, HasDefaults, NetClient)
// Parameters:
// const struct FGuid& ItemGuid (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, NativeAccessSpecifierPublic)
// float Delay (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
void AFortPlayerControllerOutpost::ClientExecuteInventoryItem(const struct FGuid& ItemGuid, float Delay)
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("FortPlayerControllerOutpost", "ClientExecuteInventoryItem");
Params::FortPlayerControllerOutpost_ClientExecuteInventoryItem Parms{};
Parms.ItemGuid = std::move(ItemGuid);
Parms.Delay = Delay;
auto Flgs = Func->FunctionFlags;
Func->FunctionFlags |= 0x400;
UObject::ProcessEvent(Func, &Parms);
Func->FunctionFlags = Flgs;
}
// Function FortniteGame.FortPlayerControllerOutpost.ClientOnStructureLevelChanged
// (Net, NetReliable, Native, Event, Protected, NetClient)
// Parameters:
// class UFortOutpostItemDefinition* UpgradedStructure (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// int32 InLevelBeforeUpgrade (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
void AFortPlayerControllerOutpost::ClientOnStructureLevelChanged(class UFortOutpostItemDefinition* UpgradedStructure, int32 InLevelBeforeUpgrade)
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("FortPlayerControllerOutpost", "ClientOnStructureLevelChanged");
Params::FortPlayerControllerOutpost_ClientOnStructureLevelChanged Parms{};
Parms.UpgradedStructure = UpgradedStructure;
Parms.InLevelBeforeUpgrade = InLevelBeforeUpgrade;
auto Flgs = Func->FunctionFlags;
Func->FunctionFlags |= 0x400;
UObject::ProcessEvent(Func, &Parms);
Func->FunctionFlags = Flgs;
}
// Function FortniteGame.FortPlayerControllerOutpost.ClientShowVictoryScreen
// (Final, Net, NetReliable, Native, Event, Private, NetClient)
void AFortPlayerControllerOutpost::ClientShowVictoryScreen()
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("FortPlayerControllerOutpost", "ClientShowVictoryScreen");
auto Flgs = Func->FunctionFlags;
Func->FunctionFlags |= 0x400;
UObject::ProcessEvent(Func, nullptr);
Func->FunctionFlags = Flgs;
}
// Function FortniteGame.FortPlayerControllerOutpost.DumpInventory
// (Final, Exec, Native, Public)
void AFortPlayerControllerOutpost::DumpInventory()
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("FortPlayerControllerOutpost", "DumpInventory");
auto Flgs = Func->FunctionFlags;
Func->FunctionFlags |= 0x400;
UObject::ProcessEvent(Func, nullptr);
Func->FunctionFlags = Flgs;
}
// Function FortniteGame.FortPlayerControllerOutpost.OnRep_DisintegrationStartTime
// (Final, Native, Protected)
void AFortPlayerControllerOutpost::OnRep_DisintegrationStartTime()
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("FortPlayerControllerOutpost", "OnRep_DisintegrationStartTime");
auto Flgs = Func->FunctionFlags;
Func->FunctionFlags |= 0x400;
UObject::ProcessEvent(Func, nullptr);
Func->FunctionFlags = Flgs;
}
// Function FortniteGame.FortPlayerControllerOutpost.OnRep_PostDepositedResources
// (Final, Native, Protected)
void AFortPlayerControllerOutpost::OnRep_PostDepositedResources()
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("FortPlayerControllerOutpost", "OnRep_PostDepositedResources");
auto Flgs = Func->FunctionFlags;
Func->FunctionFlags |= 0x400;
UObject::ProcessEvent(Func, nullptr);
Func->FunctionFlags = Flgs;
}
// Function FortniteGame.FortPlayerControllerOutpost.OnRep_QuantumGooCompleted
// (Final, Native, Protected)
void AFortPlayerControllerOutpost::OnRep_QuantumGooCompleted()
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("FortPlayerControllerOutpost", "OnRep_QuantumGooCompleted");
auto Flgs = Func->FunctionFlags;
Func->FunctionFlags |= 0x400;
UObject::ProcessEvent(Func, nullptr);
Func->FunctionFlags = Flgs;
}
// Function FortniteGame.FortPlayerControllerOutpost.OnRep_QuantumGooIncoming
// (Final, Native, Protected)
void AFortPlayerControllerOutpost::OnRep_QuantumGooIncoming()
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("FortPlayerControllerOutpost", "OnRep_QuantumGooIncoming");
auto Flgs = Func->FunctionFlags;
Func->FunctionFlags |= 0x400;
UObject::ProcessEvent(Func, nullptr);
Func->FunctionFlags = Flgs;
}
// Function FortniteGame.FortPlayerControllerOutpost.ServeMoveItemFromStorageVault
// (Net, NetReliable, Native, Event, Public, NetServer, NetValidate)
// Parameters:
// const struct FFortItemEntry& NewlyCollectedItem (ConstParm, Parm, ReferenceParm, NativeAccessSpecifierPublic)
void AFortPlayerControllerOutpost::ServeMoveItemFromStorageVault(const struct FFortItemEntry& NewlyCollectedItem)
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("FortPlayerControllerOutpost", "ServeMoveItemFromStorageVault");
Params::FortPlayerControllerOutpost_ServeMoveItemFromStorageVault Parms{};
Parms.NewlyCollectedItem = std::move(NewlyCollectedItem);
auto Flgs = Func->FunctionFlags;
Func->FunctionFlags |= 0x400;
UObject::ProcessEvent(Func, &Parms);
Func->FunctionFlags = Flgs;
}
// Function FortniteGame.FortPlayerControllerOutpost.ServeMoveItemToStorageVault
// (Net, NetReliable, Native, Event, Public, NetServer, NetValidate)
// Parameters:
// const struct FFortItemEntry& NewlyStoredItem (ConstParm, Parm, ReferenceParm, NativeAccessSpecifierPublic)
void AFortPlayerControllerOutpost::ServeMoveItemToStorageVault(const struct FFortItemEntry& NewlyStoredItem)
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("FortPlayerControllerOutpost", "ServeMoveItemToStorageVault");
Params::FortPlayerControllerOutpost_ServeMoveItemToStorageVault Parms{};
Parms.NewlyStoredItem = std::move(NewlyStoredItem);
auto Flgs = Func->FunctionFlags;
Func->FunctionFlags |= 0x400;
UObject::ProcessEvent(Func, &Parms);
Func->FunctionFlags = Flgs;
}
// Function FortniteGame.FortPlayerControllerOutpost.ServerAbortDisintegration
// (Net, NetReliable, Native, Event, Public, NetServer, NetValidate)
void AFortPlayerControllerOutpost::ServerAbortDisintegration()
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("FortPlayerControllerOutpost", "ServerAbortDisintegration");
auto Flgs = Func->FunctionFlags;
Func->FunctionFlags |= 0x400;
UObject::ProcessEvent(Func, nullptr);
Func->FunctionFlags = Flgs;
}
// Function FortniteGame.FortPlayerControllerOutpost.ServerActivateCraftingTable
// (Final, Net, NetReliable, Native, Event, Private, NetServer, NetValidate)
void AFortPlayerControllerOutpost::ServerActivateCraftingTable()
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("FortPlayerControllerOutpost", "ServerActivateCraftingTable");
auto Flgs = Func->FunctionFlags;
Func->FunctionFlags |= 0x400;
UObject::ProcessEvent(Func, nullptr);
Func->FunctionFlags = Flgs;
}
// Function FortniteGame.FortPlayerControllerOutpost.ServerDeactivateCraftingTable
// (Final, Net, NetReliable, Native, Event, Private, NetServer, NetValidate)
void AFortPlayerControllerOutpost::ServerDeactivateCraftingTable()
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("FortPlayerControllerOutpost", "ServerDeactivateCraftingTable");
auto Flgs = Func->FunctionFlags;
Func->FunctionFlags |= 0x400;
UObject::ProcessEvent(Func, nullptr);
Func->FunctionFlags = Flgs;
}
// Function FortniteGame.FortPlayerControllerOutpost.ServerDepositPOSTResource
// (Net, NetReliable, Native, Event, Public, NetServer, HasDefaults, NetValidate)
// Parameters:
// const struct FGuid& ItemGuid (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, NativeAccessSpecifierPublic)
// int32 Count (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
void AFortPlayerControllerOutpost::ServerDepositPOSTResource(const struct FGuid& ItemGuid, int32 Count)
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("FortPlayerControllerOutpost", "ServerDepositPOSTResource");
Params::FortPlayerControllerOutpost_ServerDepositPOSTResource Parms{};
Parms.ItemGuid = std::move(ItemGuid);
Parms.Count = Count;
auto Flgs = Func->FunctionFlags;
Func->FunctionFlags |= 0x400;
UObject::ProcessEvent(Func, &Parms);
Func->FunctionFlags = Flgs;
}
// Function FortniteGame.FortPlayerControllerOutpost.ServerDisintegrateItem
// (Net, NetReliable, Native, Event, Public, NetServer, HasDefaults, NetValidate)
// Parameters:
// const struct FGuid& ItemGuid (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, NativeAccessSpecifierPublic)
// int32 Count (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
void AFortPlayerControllerOutpost::ServerDisintegrateItem(const struct FGuid& ItemGuid, int32 Count)
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("FortPlayerControllerOutpost", "ServerDisintegrateItem");
Params::FortPlayerControllerOutpost_ServerDisintegrateItem Parms{};
Parms.ItemGuid = std::move(ItemGuid);
Parms.Count = Count;
auto Flgs = Func->FunctionFlags;
Func->FunctionFlags |= 0x400;
UObject::ProcessEvent(Func, &Parms);
Func->FunctionFlags = Flgs;
}
// Function FortniteGame.FortPlayerControllerOutpost.ServerFabricateItem
// (Net, NetReliable, Native, Event, Public, NetServer, NetValidate)
// Parameters:
// const class UFortWorldItemDefinition* ItemDef (ConstParm, Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
void AFortPlayerControllerOutpost::ServerFabricateItem(const class UFortWorldItemDefinition* ItemDef)
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("FortPlayerControllerOutpost", "ServerFabricateItem");
Params::FortPlayerControllerOutpost_ServerFabricateItem Parms{};
Parms.ItemDef = ItemDef;
auto Flgs = Func->FunctionFlags;
Func->FunctionFlags |= 0x400;
UObject::ProcessEvent(Func, &Parms);
Func->FunctionFlags = Flgs;
}
// Function FortniteGame.FortPlayerControllerOutpost.ServerIncreaseOutpostPrestigeLevel
// (Final, Net, NetReliable, Native, Event, Private, NetServer, NetValidate)
void AFortPlayerControllerOutpost::ServerIncreaseOutpostPrestigeLevel()
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("FortPlayerControllerOutpost", "ServerIncreaseOutpostPrestigeLevel");
auto Flgs = Func->FunctionFlags;
Func->FunctionFlags |= 0x400;
UObject::ProcessEvent(Func, nullptr);
Func->FunctionFlags = Flgs;
}
// Function FortniteGame.FortPlayerControllerOutpost.ServerLeaveOutpostAsParty
// (Net, NetReliable, Native, Event, Public, NetServer, NetValidate)
void AFortPlayerControllerOutpost::ServerLeaveOutpostAsParty()
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("FortPlayerControllerOutpost", "ServerLeaveOutpostAsParty");
auto Flgs = Func->FunctionFlags;
Func->FunctionFlags |= 0x400;
UObject::ProcessEvent(Func, nullptr);
Func->FunctionFlags = Flgs;
}
// Function FortniteGame.FortPlayerControllerOutpost.ServerNotifyPendingFabricationCompleted
// (Net, NetReliable, Native, Event, Protected, NetServer, NetValidate)
void AFortPlayerControllerOutpost::ServerNotifyPendingFabricationCompleted()
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("FortPlayerControllerOutpost", "ServerNotifyPendingFabricationCompleted");
auto Flgs = Func->FunctionFlags;
Func->FunctionFlags |= 0x400;
UObject::ProcessEvent(Func, nullptr);
Func->FunctionFlags = Flgs;
}
// Function FortniteGame.FortPlayerControllerOutpost.ServerUpgradePOST
// (Net, NetReliable, Native, Event, Public, NetServer, NetValidate)
void AFortPlayerControllerOutpost::ServerUpgradePOST()
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("FortPlayerControllerOutpost", "ServerUpgradePOST");
auto Flgs = Func->FunctionFlags;
Func->FunctionFlags |= 0x400;
UObject::ProcessEvent(Func, nullptr);
Func->FunctionFlags = Flgs;
}
// Function FortniteGame.FortPlayerControllerOutpost.ServerUpgradeStructure
// (Final, Net, NetReliable, Native, Event, Private, NetServer, NetValidate)
// Parameters:
// class UFortOutpostItemDefinition* StructureToUpgrade (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
void AFortPlayerControllerOutpost::ServerUpgradeStructure(class UFortOutpostItemDefinition* StructureToUpgrade)
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("FortPlayerControllerOutpost", "ServerUpgradeStructure");
Params::FortPlayerControllerOutpost_ServerUpgradeStructure Parms{};
Parms.StructureToUpgrade = StructureToUpgrade;
auto Flgs = Func->FunctionFlags;
Func->FunctionFlags |= 0x400;
UObject::ProcessEvent(Func, &Parms);
Func->FunctionFlags = Flgs;
}
// Function FortniteGame.FortPlayerControllerOutpost.ToggleOwnerInPIE
// (Final, Exec, Native, Private)
void AFortPlayerControllerOutpost::ToggleOwnerInPIE()
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("FortPlayerControllerOutpost", "ToggleOwnerInPIE");
auto Flgs = Func->FunctionFlags;
Func->FunctionFlags |= 0x400;
UObject::ProcessEvent(Func, nullptr);
Func->FunctionFlags = Flgs;
}
// Function FortniteGame.FortPlayerControllerOutpost.UpgradeStructure
// (Final, Native, Public, BlueprintCallable)
// Parameters:
// class UFortOutpostItemDefinition* StructureToUpgrade (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
void AFortPlayerControllerOutpost::UpgradeStructure(class UFortOutpostItemDefinition* StructureToUpgrade)
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("FortPlayerControllerOutpost", "UpgradeStructure");
Params::FortPlayerControllerOutpost_UpgradeStructure Parms{};
Parms.StructureToUpgrade = StructureToUpgrade;
auto Flgs = Func->FunctionFlags;
Func->FunctionFlags |= 0x400;
UObject::ProcessEvent(Func, &Parms);
Func->FunctionFlags = Flgs;
}
// Function FortniteGame.FortPlayerControllerOutpost.CanUpgradeStructure
// (Final, Native, Public, BlueprintCallable, BlueprintPure, Const)
// Parameters:
// class UFortOutpostItemDefinition* OutpostStructure (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// bool bLog (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, NativeAccessSpecifierPublic)
// bool ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, NativeAccessSpecifierPublic)
bool AFortPlayerControllerOutpost::CanUpgradeStructure(class UFortOutpostItemDefinition* OutpostStructure, bool bLog) const
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("FortPlayerControllerOutpost", "CanUpgradeStructure");
Params::FortPlayerControllerOutpost_CanUpgradeStructure Parms{};
Parms.OutpostStructure = OutpostStructure;
Parms.bLog = bLog;
auto Flgs = Func->FunctionFlags;
Func->FunctionFlags |= 0x400;
UObject::ProcessEvent(Func, &Parms);
Func->FunctionFlags = Flgs;
return Parms.ReturnValue;
}
// Function FortniteGame.FortPlayerControllerOutpost.GetPendingFabricationProgress
// (Final, Native, Public, BlueprintCallable, BlueprintPure, Const)
// Parameters:
// float ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
float AFortPlayerControllerOutpost::GetPendingFabricationProgress() const
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("FortPlayerControllerOutpost", "GetPendingFabricationProgress");
Params::FortPlayerControllerOutpost_GetPendingFabricationProgress Parms{};
auto Flgs = Func->FunctionFlags;
Func->FunctionFlags |= 0x400;
UObject::ProcessEvent(Func, &Parms);
Func->FunctionFlags = Flgs;
return Parms.ReturnValue;
}
// Function FortniteGame.FortPlayerControllerOutpost.GetPendingItemToFabricate
// (Final, Native, Public, BlueprintCallable, BlueprintPure, Const)
// Parameters:
// class UFortWorldItemDefinition* ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
class UFortWorldItemDefinition* AFortPlayerControllerOutpost::GetPendingItemToFabricate() const
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("FortPlayerControllerOutpost", "GetPendingItemToFabricate");
Params::FortPlayerControllerOutpost_GetPendingItemToFabricate Parms{};
auto Flgs = Func->FunctionFlags;
Func->FunctionFlags |= 0x400;
UObject::ProcessEvent(Func, &Parms);
Func->FunctionFlags = Flgs;
return Parms.ReturnValue;
}
// Function FortniteGame.FortPlayerControllerOutpost.GetStormShieldLevelDefended
// (Final, Native, Public, BlueprintCallable, BlueprintPure, Const)
// Parameters:
// int32 ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
int32 AFortPlayerControllerOutpost::GetStormShieldLevelDefended() const
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("FortPlayerControllerOutpost", "GetStormShieldLevelDefended");
Params::FortPlayerControllerOutpost_GetStormShieldLevelDefended Parms{};
auto Flgs = Func->FunctionFlags;
Func->FunctionFlags |= 0x400;
UObject::ProcessEvent(Func, &Parms);
Func->FunctionFlags = Flgs;
return Parms.ReturnValue;
}
// Function FortniteGame.FortPlayerControllerOutpost.GetStructureLevel
// (Final, Native, Public, BlueprintCallable, BlueprintPure, Const)
// Parameters:
// class UFortOutpostItemDefinition* OutpostStructure (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// int32 ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
int32 AFortPlayerControllerOutpost::GetStructureLevel(class UFortOutpostItemDefinition* OutpostStructure) const
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("FortPlayerControllerOutpost", "GetStructureLevel");
Params::FortPlayerControllerOutpost_GetStructureLevel Parms{};
Parms.OutpostStructure = OutpostStructure;
auto Flgs = Func->FunctionFlags;
Func->FunctionFlags |= 0x400;
UObject::ProcessEvent(Func, &Parms);
Func->FunctionFlags = Flgs;
return Parms.ReturnValue;
}
// Function FortniteGame.FortPlayerControllerOutpost.GetStructureMaxLevel
// (Final, Native, Public, BlueprintCallable, BlueprintPure, Const)
// Parameters:
// class UFortOutpostItemDefinition* OutpostStructure (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// int32 ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
int32 AFortPlayerControllerOutpost::GetStructureMaxLevel(class UFortOutpostItemDefinition* OutpostStructure) const
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("FortPlayerControllerOutpost", "GetStructureMaxLevel");
Params::FortPlayerControllerOutpost_GetStructureMaxLevel Parms{};
Parms.OutpostStructure = OutpostStructure;
auto Flgs = Func->FunctionFlags;
Func->FunctionFlags |= 0x400;
UObject::ProcessEvent(Func, &Parms);
Func->FunctionFlags = Flgs;
return Parms.ReturnValue;
}
// Function FortniteGame.FortPlayerControllerOutpost.GetUpgradeStructureCost
// (Final, Native, Public, HasOutParams, BlueprintCallable, BlueprintPure, Const)
// Parameters:
// class UFortOutpostItemDefinition* OutpostStructure (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// TArray<struct FFortItemQuantityPair>* OutWorldItems (Parm, OutParm, ZeroConstructor, NativeAccessSpecifierPublic)
// TArray<struct FFortItemQuantityPair>* OutAccountItems (Parm, OutParm, ZeroConstructor, NativeAccessSpecifierPublic)
void AFortPlayerControllerOutpost::GetUpgradeStructureCost(class UFortOutpostItemDefinition* OutpostStructure, TArray<struct FFortItemQuantityPair>* OutWorldItems, TArray<struct FFortItemQuantityPair>* OutAccountItems) const
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("FortPlayerControllerOutpost", "GetUpgradeStructureCost");
Params::FortPlayerControllerOutpost_GetUpgradeStructureCost Parms{};
Parms.OutpostStructure = OutpostStructure;
auto Flgs = Func->FunctionFlags;
Func->FunctionFlags |= 0x400;
UObject::ProcessEvent(Func, &Parms);
Func->FunctionFlags = Flgs;
if (OutWorldItems != nullptr)
*OutWorldItems = std::move(Parms.OutWorldItems);
if (OutAccountItems != nullptr)
*OutAccountItems = std::move(Parms.OutAccountItems);
}
// Function FortniteGame.FortPlayerControllerOutpost.IsFabricationPending
// (Final, Native, Public, BlueprintCallable, BlueprintPure, Const)
// Parameters:
// bool ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, NativeAccessSpecifierPublic)
bool AFortPlayerControllerOutpost::IsFabricationPending() const
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("FortPlayerControllerOutpost", "IsFabricationPending");
Params::FortPlayerControllerOutpost_IsFabricationPending Parms{};
auto Flgs = Func->FunctionFlags;
Func->FunctionFlags |= 0x400;
UObject::ProcessEvent(Func, &Parms);
Func->FunctionFlags = Flgs;
return Parms.ReturnValue;
}
// Function FortniteGame.FortPlayerControllerOutpost.IsOutpostOwner
// (Final, Native, Public, BlueprintCallable, BlueprintPure, Const)
// Parameters:
// bool ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, NativeAccessSpecifierPublic)
bool AFortPlayerControllerOutpost::IsOutpostOwner() const
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("FortPlayerControllerOutpost", "IsOutpostOwner");
Params::FortPlayerControllerOutpost_IsOutpostOwner Parms{};
auto Flgs = Func->FunctionFlags;
Func->FunctionFlags |= 0x400;
UObject::ProcessEvent(Func, &Parms);
Func->FunctionFlags = Flgs;
return Parms.ReturnValue;
}
// Function FortniteGame.FortPlayerControllerOutpost.ShowOutpostVictoryScreenToAll
// (Final, BlueprintAuthorityOnly, Exec, Native, Public, BlueprintCallable, Const)
void AFortPlayerControllerOutpost::ShowOutpostVictoryScreenToAll() const
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("FortPlayerControllerOutpost", "ShowOutpostVictoryScreenToAll");
auto Flgs = Func->FunctionFlags;
Func->FunctionFlags |= 0x400;
UObject::ProcessEvent(Func, nullptr);
Func->FunctionFlags = Flgs;
}
// Function FortniteGame.FortPlayerMannequin.CyclePartBP
// (Final, Native, Public, BlueprintCallable)
// Parameters:
// EFortCustomPartType Part (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// bool bNextPart (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, NativeAccessSpecifierPublic)
// bool ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, NativeAccessSpecifierPublic)
bool AFortPlayerMannequin::CyclePartBP(EFortCustomPartType Part, bool bNextPart)
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("FortPlayerMannequin", "CyclePartBP");
Params::FortPlayerMannequin_CyclePartBP Parms{};
Parms.Part = Part;
Parms.bNextPart = bNextPart;
auto Flgs = Func->FunctionFlags;
Func->FunctionFlags |= 0x400;
UObject::ProcessEvent(Func, &Parms);
Func->FunctionFlags = Flgs;
return Parms.ReturnValue;
}
// Function FortniteGame.FortPlayerMannequin.RemovePart
// (Final, Native, Public, BlueprintCallable)
// Parameters:
// EFortCustomPartType Part (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// bool ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, NativeAccessSpecifierPublic)
bool AFortPlayerMannequin::RemovePart(EFortCustomPartType Part)
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("FortPlayerMannequin", "RemovePart");
Params::FortPlayerMannequin_RemovePart Parms{};
Parms.Part = Part;
auto Flgs = Func->FunctionFlags;
Func->FunctionFlags |= 0x400;
UObject::ProcessEvent(Func, &Parms);
Func->FunctionFlags = Flgs;
return Parms.ReturnValue;
}
// Function FortniteGame.FortPlayerMannequin.SetPart
// (Final, Native, Public, BlueprintCallable)
// Parameters:
// EFortCustomPartType Part (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// class UCustomCharacterPart* PartAsset (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// bool ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, NativeAccessSpecifierPublic)
bool AFortPlayerMannequin::SetPart(EFortCustomPartType Part, class UCustomCharacterPart* PartAsset)
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("FortPlayerMannequin", "SetPart");
Params::FortPlayerMannequin_SetPart Parms{};
Parms.Part = Part;
Parms.PartAsset = PartAsset;
auto Flgs = Func->FunctionFlags;
Func->FunctionFlags |= 0x400;
UObject::ProcessEvent(Func, &Parms);
Func->FunctionFlags = Flgs;
return Parms.ReturnValue;
}
// Function FortniteGame.FortPlayerMannequin.SetSkeletalMesh
// (Final, Native, Public, BlueprintCallable)
// Parameters:
// class USkeletalMesh* SkeletalMesh (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
void AFortPlayerMannequin::SetSkeletalMesh(class USkeletalMesh* SkeletalMesh)
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("FortPlayerMannequin", "SetSkeletalMesh");
Params::FortPlayerMannequin_SetSkeletalMesh Parms{};
Parms.SkeletalMesh = SkeletalMesh;
auto Flgs = Func->FunctionFlags;
Func->FunctionFlags |= 0x400;
UObject::ProcessEvent(Func, &Parms);
Func->FunctionFlags = Flgs;
}
// Function FortniteGame.FortPlayerMannequin.SetWeaponSkeletalMesh
// (Final, Native, Public, BlueprintCallable)
// Parameters:
// class USkeletalMesh* SkeletalMesh (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// bool ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, NativeAccessSpecifierPublic)
bool AFortPlayerMannequin::SetWeaponSkeletalMesh(class USkeletalMesh* SkeletalMesh)
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("FortPlayerMannequin", "SetWeaponSkeletalMesh");
Params::FortPlayerMannequin_SetWeaponSkeletalMesh Parms{};
Parms.SkeletalMesh = SkeletalMesh;
auto Flgs = Func->FunctionFlags;
Func->FunctionFlags |= 0x400;
UObject::ProcessEvent(Func, &Parms);
Func->FunctionFlags = Flgs;
return Parms.ReturnValue;
}
// Function FortniteGame.FortPlayerMannequin.ToggleGenderBP
// (Final, Native, Public, BlueprintCallable)
void AFortPlayerMannequin::ToggleGenderBP()
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("FortPlayerMannequin", "ToggleGenderBP");
auto Flgs = Func->FunctionFlags;
Func->FunctionFlags |= 0x400;
UObject::ProcessEvent(Func, nullptr);
Func->FunctionFlags = Flgs;
}
// Function FortniteGame.FortPlayerMannequin.UpdateMorphTargets
// (Native, Public)
void AFortPlayerMannequin::UpdateMorphTargets()
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("FortPlayerMannequin", "UpdateMorphTargets");
auto Flgs = Func->FunctionFlags;
Func->FunctionFlags |= 0x400;
UObject::ProcessEvent(Func, nullptr);
Func->FunctionFlags = Flgs;
}
// Function FortniteGame.FortPlayerMannequin.GetGender
// (Final, Native, Public, BlueprintCallable, BlueprintPure, Const)
// Parameters:
// EFortCustomGender ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
EFortCustomGender AFortPlayerMannequin::GetGender() const
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("FortPlayerMannequin", "GetGender");
Params::FortPlayerMannequin_GetGender Parms{};
auto Flgs = Func->FunctionFlags;
Func->FunctionFlags |= 0x400;
UObject::ProcessEvent(Func, &Parms);
Func->FunctionFlags = Flgs;
return Parms.ReturnValue;
}
// Function FortniteGame.FortQuestCategory.HasUnseenQuests
// (Final, Native, Public, BlueprintCallable, BlueprintPure, Const)
// Parameters:
// bool ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, NativeAccessSpecifierPublic)
bool UFortQuestCategory::HasUnseenQuests() const
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("FortQuestCategory", "HasUnseenQuests");
Params::FortQuestCategory_HasUnseenQuests Parms{};
auto Flgs = Func->FunctionFlags;
Func->FunctionFlags |= 0x400;
UObject::ProcessEvent(Func, &Parms);
Func->FunctionFlags = Flgs;
return Parms.ReturnValue;
}
// Function FortniteGame.FortQuestManager.ClaimNextCompletedQuestReward
// (Final, Native, Public, BlueprintCallable, Const)
void UFortQuestManager::ClaimNextCompletedQuestReward() const
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("FortQuestManager", "ClaimNextCompletedQuestReward");
auto Flgs = Func->FunctionFlags;
Func->FunctionFlags |= 0x400;
UObject::ProcessEvent(Func, nullptr);
Func->FunctionFlags = Flgs;
}
// Function FortniteGame.FortQuestManager.ClaimQuestReward
// (Final, Native, Public, BlueprintCallable, Const)
// Parameters:
// const class UFortQuestItem* Quest (ConstParm, Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
void UFortQuestManager::ClaimQuestReward(const class UFortQuestItem* Quest) const
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("FortQuestManager", "ClaimQuestReward");
Params::FortQuestManager_ClaimQuestReward Parms{};
Parms.Quest = Quest;
auto Flgs = Func->FunctionFlags;
Func->FunctionFlags |= 0x400;
UObject::ProcessEvent(Func, &Parms);
Func->FunctionFlags = Flgs;
}
// Function FortniteGame.FortQuestManager.GetCurrentQuestsCategories
// (Final, Native, Public, HasOutParams, BlueprintCallable, BlueprintPure, Const)
// Parameters:
// TArray<class UFortQuestCategory*>* Categories (Parm, OutParm, ZeroConstructor, NativeAccessSpecifierPublic)
void UFortQuestManager::GetCurrentQuestsCategories(TArray<class UFortQuestCategory*>* Categories) const
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("FortQuestManager", "GetCurrentQuestsCategories");
Params::FortQuestManager_GetCurrentQuestsCategories Parms{};
auto Flgs = Func->FunctionFlags;
Func->FunctionFlags |= 0x400;
UObject::ProcessEvent(Func, &Parms);
Func->FunctionFlags = Flgs;
if (Categories != nullptr)
*Categories = std::move(Parms.Categories);
}
// Function FortniteGame.FortQuestManager.GetQuestWithDefinition
// (Final, Native, Public, BlueprintCallable, BlueprintPure, Const)
// Parameters:
// const class UFortQuestItemDefinition* Definition (ConstParm, Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// class UFortQuestItem* ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
class UFortQuestItem* UFortQuestManager::GetQuestWithDefinition(const class UFortQuestItemDefinition* Definition) const
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("FortQuestManager", "GetQuestWithDefinition");
Params::FortQuestManager_GetQuestWithDefinition Parms{};
Parms.Definition = Definition;
auto Flgs = Func->FunctionFlags;
Func->FunctionFlags |= 0x400;
UObject::ProcessEvent(Func, &Parms);
Func->FunctionFlags = Flgs;
return Parms.ReturnValue;
}
// Function FortniteGame.FortQuestManager.GetRemainingDailyQuestRerolls
// (Final, Native, Public, BlueprintCallable, BlueprintPure, Const)
// Parameters:
// int32 ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
int32 UFortQuestManager::GetRemainingDailyQuestRerolls() const
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("FortQuestManager", "GetRemainingDailyQuestRerolls");
Params::FortQuestManager_GetRemainingDailyQuestRerolls Parms{};
auto Flgs = Func->FunctionFlags;
Func->FunctionFlags |= 0x400;
UObject::ProcessEvent(Func, &Parms);
Func->FunctionFlags = Flgs;
return Parms.ReturnValue;
}
// Function FortniteGame.FortQuestManager.GetSourceAndContextTags
// (Final, BlueprintAuthorityOnly, Native, Public, HasOutParams, BlueprintCallable, BlueprintPure, Const)
// Parameters:
// struct FGameplayTagContainer* OutSourceTags (Parm, OutParm, NativeAccessSpecifierPublic)
// struct FGameplayTagContainer* OutContextTags (Parm, OutParm, NativeAccessSpecifierPublic)
void UFortQuestManager::GetSourceAndContextTags(struct FGameplayTagContainer* OutSourceTags, struct FGameplayTagContainer* OutContextTags) const
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("FortQuestManager", "GetSourceAndContextTags");
Params::FortQuestManager_GetSourceAndContextTags Parms{};
auto Flgs = Func->FunctionFlags;
Func->FunctionFlags |= 0x400;
UObject::ProcessEvent(Func, &Parms);
Func->FunctionFlags = Flgs;
if (OutSourceTags != nullptr)
*OutSourceTags = std::move(Parms.OutSourceTags);
if (OutContextTags != nullptr)
*OutContextTags = std::move(Parms.OutContextTags);
}
// Function FortniteGame.FortQuestManager.GrantFirstDailyQuest
// (Final, Native, Public, BlueprintCallable, Const)
void UFortQuestManager::GrantFirstDailyQuest() const
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("FortQuestManager", "GrantFirstDailyQuest");
auto Flgs = Func->FunctionFlags;
Func->FunctionFlags |= 0x400;
UObject::ProcessEvent(Func, nullptr);
Func->FunctionFlags = Flgs;
}
// Function FortniteGame.FortQuestManager.HasCompletedObjective
// (Final, Native, Public, BlueprintCallable, BlueprintPure, Const)
// Parameters:
// const class UFortQuestItemDefinition* Definition (ConstParm, Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// const struct FDataTableRowHandle& ObjectiveStatHandle (Parm, NativeAccessSpecifierPublic)
// bool ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, NativeAccessSpecifierPublic)
bool UFortQuestManager::HasCompletedObjective(const class UFortQuestItemDefinition* Definition, const struct FDataTableRowHandle& ObjectiveStatHandle) const
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("FortQuestManager", "HasCompletedObjective");
Params::FortQuestManager_HasCompletedObjective Parms{};
Parms.Definition = Definition;
Parms.ObjectiveStatHandle = std::move(ObjectiveStatHandle);
auto Flgs = Func->FunctionFlags;
Func->FunctionFlags |= 0x400;
UObject::ProcessEvent(Func, &Parms);
Func->FunctionFlags = Flgs;
return Parms.ReturnValue;
}
// Function FortniteGame.FortQuestManager.HasCompletedQuest
// (Final, Native, Public, BlueprintCallable, BlueprintPure, Const)
// Parameters:
// const class UFortQuestItemDefinition* Definition (ConstParm, Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// bool ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, NativeAccessSpecifierPublic)
bool UFortQuestManager::HasCompletedQuest(const class UFortQuestItemDefinition* Definition) const
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("FortQuestManager", "HasCompletedQuest");
Params::FortQuestManager_HasCompletedQuest Parms{};
Parms.Definition = Definition;
auto Flgs = Func->FunctionFlags;
Func->FunctionFlags |= 0x400;
UObject::ProcessEvent(Func, &Parms);
Func->FunctionFlags = Flgs;
return Parms.ReturnValue;
}
// Function FortniteGame.FortQuestManager.HasUnseenQuests
// (Final, Native, Public, BlueprintCallable, BlueprintPure, Const)
// Parameters:
// bool ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, NativeAccessSpecifierPublic)
bool UFortQuestManager::HasUnseenQuests() const
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("FortQuestManager", "HasUnseenQuests");
Params::FortQuestManager_HasUnseenQuests Parms{};
auto Flgs = Func->FunctionFlags;
Func->FunctionFlags |= 0x400;
UObject::ProcessEvent(Func, &Parms);
Func->FunctionFlags = Flgs;
return Parms.ReturnValue;
}
// Function FortniteGame.FortQuestManager.MarkQuestSeen
// (Final, Native, Public, BlueprintCallable, Const)
// Parameters:
// class UFortQuestItem* Quest (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
void UFortQuestManager::MarkQuestSeen(class UFortQuestItem* Quest) const
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("FortQuestManager", "MarkQuestSeen");
Params::FortQuestManager_MarkQuestSeen Parms{};
Parms.Quest = Quest;
auto Flgs = Func->FunctionFlags;
Func->FunctionFlags |= 0x400;
UObject::ProcessEvent(Func, &Parms);
Func->FunctionFlags = Flgs;
}
// Function FortniteGame.FortQuestManager.MarkQuestsSeen
// (Final, Native, Public, BlueprintCallable, Const)
void UFortQuestManager::MarkQuestsSeen() const
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("FortQuestManager", "MarkQuestsSeen");
auto Flgs = Func->FunctionFlags;
Func->FunctionFlags |= 0x400;
UObject::ProcessEvent(Func, nullptr);
Func->FunctionFlags = Flgs;
}
// Function FortniteGame.FortQuestManager.RerollDailyQuest
// (Final, Native, Public, BlueprintCallable, Const)
// Parameters:
// const class UFortQuestItem* QuestToDiscard (ConstParm, Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
void UFortQuestManager::RerollDailyQuest(const class UFortQuestItem* QuestToDiscard) const
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("FortQuestManager", "RerollDailyQuest");
Params::FortQuestManager_RerollDailyQuest Parms{};
Parms.QuestToDiscard = QuestToDiscard;
auto Flgs = Func->FunctionFlags;
Func->FunctionFlags |= 0x400;
UObject::ProcessEvent(Func, &Parms);
Func->FunctionFlags = Flgs;
}
// Function FortniteGame.FortRarityData.BPGetRarityData
// (Final, Native, Static, Public, BlueprintCallable)
// Parameters:
// EFortRarity Rarity (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// struct FFortRarityItemData ReturnValue (Parm, OutParm, ReturnParm, NativeAccessSpecifierPublic)
struct FFortRarityItemData UFortRarityData::BPGetRarityData(EFortRarity Rarity)
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = StaticClass()->GetFunction("FortRarityData", "BPGetRarityData");
Params::FortRarityData_BPGetRarityData Parms{};
Parms.Rarity = Rarity;
auto Flgs = Func->FunctionFlags;
Func->FunctionFlags |= 0x400;
GetDefaultObj()->ProcessEvent(Func, &Parms);
Func->FunctionFlags = Flgs;
return Parms.ReturnValue;
}
// Function FortniteGame.FortSaveFileBuildingInstructionsHandler.AreBuildingsLoaded
// (Final, BlueprintAuthorityOnly, Native, Public, BlueprintCallable)
// Parameters:
// bool ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, NativeAccessSpecifierPublic)
bool AFortSaveFileBuildingInstructionsHandler::AreBuildingsLoaded()
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("FortSaveFileBuildingInstructionsHandler", "AreBuildingsLoaded");
Params::FortSaveFileBuildingInstructionsHandler_AreBuildingsLoaded Parms{};
auto Flgs = Func->FunctionFlags;
Func->FunctionFlags |= 0x400;
UObject::ProcessEvent(Func, &Parms);
Func->FunctionFlags = Flgs;
return Parms.ReturnValue;
}
// Function FortniteGame.FortSaveFileBuildingInstructionsHandler.GetAllSpawnedBuildings
// (Final, BlueprintAuthorityOnly, Native, Public, BlueprintCallable)
// Parameters:
// TArray<class ABuildingActor*> ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, NativeAccessSpecifierPublic)
TArray<class ABuildingActor*> AFortSaveFileBuildingInstructionsHandler::GetAllSpawnedBuildings()
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("FortSaveFileBuildingInstructionsHandler", "GetAllSpawnedBuildings");
Params::FortSaveFileBuildingInstructionsHandler_GetAllSpawnedBuildings Parms{};
auto Flgs = Func->FunctionFlags;
Func->FunctionFlags |= 0x400;
UObject::ProcessEvent(Func, &Parms);
Func->FunctionFlags = Flgs;
return Parms.ReturnValue;
}
// Function FortniteGame.FortSaveFileBuildingInstructionsHandler.LoadBuildings
// (Final, BlueprintAuthorityOnly, Native, Public, BlueprintCallable)
// Parameters:
// class AFortPlayerController* FortPC (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
void AFortSaveFileBuildingInstructionsHandler::LoadBuildings(class AFortPlayerController* FortPC)
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("FortSaveFileBuildingInstructionsHandler", "LoadBuildings");
Params::FortSaveFileBuildingInstructionsHandler_LoadBuildings Parms{};
Parms.FortPC = FortPC;
auto Flgs = Func->FunctionFlags;
Func->FunctionFlags |= 0x400;
UObject::ProcessEvent(Func, &Parms);
Func->FunctionFlags = Flgs;
}
// Function FortniteGame.FortSaveFileBuildingInstructionsHandler.ResetBuildings
// (Final, BlueprintAuthorityOnly, Native, Public, BlueprintCallable)
// Parameters:
// class AFortPlayerController* FortPC (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// bool ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, NativeAccessSpecifierPublic)
bool AFortSaveFileBuildingInstructionsHandler::ResetBuildings(class AFortPlayerController* FortPC)
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("FortSaveFileBuildingInstructionsHandler", "ResetBuildings");
Params::FortSaveFileBuildingInstructionsHandler_ResetBuildings Parms{};
Parms.FortPC = FortPC;
auto Flgs = Func->FunctionFlags;
Func->FunctionFlags |= 0x400;
UObject::ProcessEvent(Func, &Parms);
Func->FunctionFlags = Flgs;
return Parms.ReturnValue;
}
// Function FortniteGame.FortSaveFileBuildingInstructionsHandler.SaveBuildings
// (Final, BlueprintAuthorityOnly, Native, Public, BlueprintCallable)
// Parameters:
// class AFortPlayerController* FortPC (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// bool ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, NativeAccessSpecifierPublic)
bool AFortSaveFileBuildingInstructionsHandler::SaveBuildings(class AFortPlayerController* FortPC)
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("FortSaveFileBuildingInstructionsHandler", "SaveBuildings");
Params::FortSaveFileBuildingInstructionsHandler_SaveBuildings Parms{};
Parms.FortPC = FortPC;
auto Flgs = Func->FunctionFlags;
Func->FunctionFlags |= 0x400;
UObject::ProcessEvent(Func, &Parms);
Func->FunctionFlags = Flgs;
return Parms.ReturnValue;
}
// Function FortniteGame.FortScriptedAction.CancelAction
// (Final, Native, Public, BlueprintCallable)
void AFortScriptedAction::CancelAction()
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("FortScriptedAction", "CancelAction");
auto Flgs = Func->FunctionFlags;
Func->FunctionFlags |= 0x400;
UObject::ProcessEvent(Func, nullptr);
Func->FunctionFlags = Flgs;
}
// Function FortniteGame.FortScriptedAction.CompleteAction
// (Final, Native, Protected, BlueprintCallable)
void AFortScriptedAction::CompleteAction()
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("FortScriptedAction", "CompleteAction");
auto Flgs = Func->FunctionFlags;
Func->FunctionFlags |= 0x400;
UObject::ProcessEvent(Func, nullptr);
Func->FunctionFlags = Flgs;
}
// Function FortniteGame.FortScriptedAction.Execute
// (Native, Event, Public, HasOutParams, BlueprintEvent)
// Parameters:
// const struct FFortScriptedActionParams& Params_0 (ConstParm, Parm, OutParm, ReferenceParm, NativeAccessSpecifierPublic)
void AFortScriptedAction::Execute(const struct FFortScriptedActionParams& Params_0)
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("FortScriptedAction", "Execute");
Params::FortScriptedAction_Execute Parms{};
Parms.Params_0 = std::move(Params_0);
auto Flgs = Func->FunctionFlags;
Func->FunctionFlags |= 0x400;
UObject::ProcessEvent(Func, &Parms);
Func->FunctionFlags = Flgs;
}
// Function FortniteGame.FortScriptedAction.GetParams
// (Final, Native, Public, HasOutParams, BlueprintCallable)
// Parameters:
// struct FFortScriptedActionParams* Params_0 (Parm, OutParm, NativeAccessSpecifierPublic)
void AFortScriptedAction::GetParams(struct FFortScriptedActionParams* Params_0)
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("FortScriptedAction", "GetParams");
Params::FortScriptedAction_GetParams Parms{};
auto Flgs = Func->FunctionFlags;
Func->FunctionFlags |= 0x400;
UObject::ProcessEvent(Func, &Parms);
Func->FunctionFlags = Flgs;
if (Params_0 != nullptr)
*Params_0 = std::move(Parms.Params_0);
}
// Function FortniteGame.FortScriptedAction.CanExecute
// (Native, Event, Public, HasOutParams, BlueprintEvent, Const)
// Parameters:
// const struct FFortScriptedActionParams& Params_0 (ConstParm, Parm, OutParm, ReferenceParm, NativeAccessSpecifierPublic)
// bool ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, NativeAccessSpecifierPublic)
bool AFortScriptedAction::CanExecute(const struct FFortScriptedActionParams& Params_0) const
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("FortScriptedAction", "CanExecute");
Params::FortScriptedAction_CanExecute Parms{};
Parms.Params_0 = std::move(Params_0);
auto Flgs = Func->FunctionFlags;
Func->FunctionFlags |= 0x400;
UObject::ProcessEvent(Func, &Parms);
Func->FunctionFlags = Flgs;
return Parms.ReturnValue;
}
// Function FortniteGame.FortScriptedActionManager.HandleClientEvent_Undefined
// (Final, BlueprintCosmetic, Native, Public, HasOutParams, BlueprintCallable)
// Parameters:
// class UObject* EventSource (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// class UObject* EventFocus (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// const struct FFortClientEvent& ClientEvent (ConstParm, Parm, OutParm, ReferenceParm, NativeAccessSpecifierPublic)
void AFortScriptedActionManager::HandleClientEvent_Undefined(class UObject* EventSource, class UObject* EventFocus, const struct FFortClientEvent& ClientEvent)
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("FortScriptedActionManager", "HandleClientEvent_Undefined");
Params::FortScriptedActionManager_HandleClientEvent_Undefined Parms{};
Parms.EventSource = EventSource;
Parms.EventFocus = EventFocus;
Parms.ClientEvent = std::move(ClientEvent);
auto Flgs = Func->FunctionFlags;
Func->FunctionFlags |= 0x400;
UObject::ProcessEvent(Func, &Parms);
Func->FunctionFlags = Flgs;
}
// Function FortniteGame.FortSocialItem.GetBasicInfo
// (Final, Native, Public, BlueprintCallable)
// Parameters:
// struct FFortSocialItemBasicData ReturnValue (Parm, OutParm, ReturnParm, NativeAccessSpecifierPublic)
struct FFortSocialItemBasicData UFortSocialItem::GetBasicInfo()
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("FortSocialItem", "GetBasicInfo");
Params::FortSocialItem_GetBasicInfo Parms{};
auto Flgs = Func->FunctionFlags;
Func->FunctionFlags |= 0x400;
UObject::ProcessEvent(Func, &Parms);
Func->FunctionFlags = Flgs;
return Parms.ReturnValue;
}
// Function FortniteGame.FortSocialItem.GetDisplayName
// (Final, Native, Public, BlueprintCallable, BlueprintPure, Const)
// Parameters:
// class FText ReturnValue (Parm, OutParm, ReturnParm, NativeAccessSpecifierPublic)
class FText UFortSocialItem::GetDisplayName() const
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("FortSocialItem", "GetDisplayName");
Params::FortSocialItem_GetDisplayName Parms{};
auto Flgs = Func->FunctionFlags;
Func->FunctionFlags |= 0x400;
UObject::ProcessEvent(Func, &Parms);
Func->FunctionFlags = Flgs;
return Parms.ReturnValue;
}
// Function FortniteGame.FortSocialItem.GetLocation
// (Final, Native, Public, BlueprintCallable, BlueprintPure, Const)
// Parameters:
// class FText ReturnValue (Parm, OutParm, ReturnParm, NativeAccessSpecifierPublic)
class FText UFortSocialItem::GetLocation() const
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("FortSocialItem", "GetLocation");
Params::FortSocialItem_GetLocation Parms{};
auto Flgs = Func->FunctionFlags;
Func->FunctionFlags |= 0x400;
UObject::ProcessEvent(Func, &Parms);
Func->FunctionFlags = Flgs;
return Parms.ReturnValue;
}
// Function FortniteGame.FortSocialItem.GetPresenceStatus
// (Final, Native, Public, BlueprintCallable, BlueprintPure, Const)
// Parameters:
// EFortSocialItemPresenceStatus ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
EFortSocialItemPresenceStatus UFortSocialItem::GetPresenceStatus() const
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("FortSocialItem", "GetPresenceStatus");
Params::FortSocialItem_GetPresenceStatus Parms{};
auto Flgs = Func->FunctionFlags;
Func->FunctionFlags |= 0x400;
UObject::ProcessEvent(Func, &Parms);
Func->FunctionFlags = Flgs;
return Parms.ReturnValue;
}
// Function FortniteGame.FortSocialItem.GetUniquePlayerId
// (Final, Native, Public, BlueprintCallable, BlueprintPure, Const)
// Parameters:
// struct FUniqueNetIdRepl ReturnValue (Parm, OutParm, ReturnParm, NativeAccessSpecifierPublic)
struct FUniqueNetIdRepl UFortSocialItem::GetUniquePlayerId() const
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("FortSocialItem", "GetUniquePlayerId");
Params::FortSocialItem_GetUniquePlayerId Parms{};
auto Flgs = Func->FunctionFlags;
Func->FunctionFlags |= 0x400;
UObject::ProcessEvent(Func, &Parms);
Func->FunctionFlags = Flgs;
return Parms.ReturnValue;
}
// Function FortniteGame.FortTeamInfo.GetTeamExperience
// (Native, Public, BlueprintCallable, BlueprintPure, Const)
// Parameters:
// int32 ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
int32 AFortTeamInfo::GetTeamExperience() const
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("FortTeamInfo", "GetTeamExperience");
Params::FortTeamInfo_GetTeamExperience Parms{};
auto Flgs = Func->FunctionFlags;
Func->FunctionFlags |= 0x400;
UObject::ProcessEvent(Func, &Parms);
Func->FunctionFlags = Flgs;
return Parms.ReturnValue;
}
// Function FortniteGame.FortTeamInfo.GetTeamLevel
// (Native, Public, BlueprintCallable, BlueprintPure, Const)
// Parameters:
// int32 ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
int32 AFortTeamInfo::GetTeamLevel() const
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("FortTeamInfo", "GetTeamLevel");
Params::FortTeamInfo_GetTeamLevel Parms{};
auto Flgs = Func->FunctionFlags;
Func->FunctionFlags |= 0x400;
UObject::ProcessEvent(Func, &Parms);
Func->FunctionFlags = Flgs;
return Parms.ReturnValue;
}
// Function FortniteGame.FortTeamInfoPvPBaseDestruction.OnRep_TeamExperience
// (Final, Native, Private)
void AFortTeamInfoPvPBaseDestruction::OnRep_TeamExperience()
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("FortTeamInfoPvPBaseDestruction", "OnRep_TeamExperience");
auto Flgs = Func->FunctionFlags;
Func->FunctionFlags |= 0x400;
UObject::ProcessEvent(Func, nullptr);
Func->FunctionFlags = Flgs;
}
// Function FortniteGame.FortTeamInfoPvPBaseDestruction.OnRep_TeamLevel
// (Final, Native, Private)
void AFortTeamInfoPvPBaseDestruction::OnRep_TeamLevel()
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("FortTeamInfoPvPBaseDestruction", "OnRep_TeamLevel");
auto Flgs = Func->FunctionFlags;
Func->FunctionFlags |= 0x400;
UObject::ProcessEvent(Func, nullptr);
Func->FunctionFlags = Flgs;
}
// Function FortniteGame.FortTeamInfoPvPBaseDestruction.GetStrategicBuildingActor
// (Final, Native, Public, HasOutParams, BlueprintCallable, BlueprintPure, Const)
// Parameters:
// const struct FTeamStrategicBuildingHandle&Handle (ConstParm, Parm, OutParm, ReferenceParm, NativeAccessSpecifierPublic)
// class AStrategicBuildingActor* ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
class AStrategicBuildingActor* AFortTeamInfoPvPBaseDestruction::GetStrategicBuildingActor(const struct FTeamStrategicBuildingHandle& Handle) const
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("FortTeamInfoPvPBaseDestruction", "GetStrategicBuildingActor");
Params::FortTeamInfoPvPBaseDestruction_GetStrategicBuildingActor Parms{};
Parms.Handle = std::move(Handle);
auto Flgs = Func->FunctionFlags;
Func->FunctionFlags |= 0x400;
UObject::ProcessEvent(Func, &Parms);
Func->FunctionFlags = Flgs;
return Parms.ReturnValue;
}
// Function FortniteGame.FortTeamInfoPvPBaseDestruction.GetTeamCornerstone
// (Final, Native, Public, BlueprintCallable, BlueprintPure, Const)
// Parameters:
// class AFortPvPBaseCornerstone* ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
class AFortPvPBaseCornerstone* AFortTeamInfoPvPBaseDestruction::GetTeamCornerstone() const
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("FortTeamInfoPvPBaseDestruction", "GetTeamCornerstone");
Params::FortTeamInfoPvPBaseDestruction_GetTeamCornerstone Parms{};
auto Flgs = Func->FunctionFlags;
Func->FunctionFlags |= 0x400;
UObject::ProcessEvent(Func, &Parms);
Func->FunctionFlags = Flgs;
return Parms.ReturnValue;
}
// Function FortniteGame.FortTheaterMapTile.OnClientDeselect
// (Event, Public, BlueprintEvent)
void AFortTheaterMapTile::OnClientDeselect()
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("FortTheaterMapTile", "OnClientDeselect");
UObject::ProcessEvent(Func, nullptr);
}
// Function FortniteGame.FortTheaterMapTile.OnClientSelect
// (Event, Public, BlueprintEvent)
void AFortTheaterMapTile::OnClientSelect()
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("FortTheaterMapTile", "OnClientSelect");
UObject::ProcessEvent(Func, nullptr);
}
// Function FortniteGame.FortTheaterMapTile.OnDefocus
// (BlueprintCosmetic, Event, Public, BlueprintEvent)
void AFortTheaterMapTile::OnDefocus()
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("FortTheaterMapTile", "OnDefocus");
UObject::ProcessEvent(Func, nullptr);
}
// Function FortniteGame.FortTheaterMapTile.OnDeselectWrapper
// (Native, Public)
// Parameters:
// bool bIsGameSessionOwner (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, NativeAccessSpecifierPublic)
void AFortTheaterMapTile::OnDeselectWrapper(bool bIsGameSessionOwner)
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("FortTheaterMapTile", "OnDeselectWrapper");
Params::FortTheaterMapTile_OnDeselectWrapper Parms{};
Parms.bIsGameSessionOwner = bIsGameSessionOwner;
auto Flgs = Func->FunctionFlags;
Func->FunctionFlags |= 0x400;
UObject::ProcessEvent(Func, &Parms);
Func->FunctionFlags = Flgs;
}
// Function FortniteGame.FortTheaterMapTile.OnDisableGoToPrompt
// (Event, Public, BlueprintEvent)
void AFortTheaterMapTile::OnDisableGoToPrompt()
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("FortTheaterMapTile", "OnDisableGoToPrompt");
UObject::ProcessEvent(Func, nullptr);
}
// Function FortniteGame.FortTheaterMapTile.OnEnableGoToPrompt
// (Event, Public, BlueprintEvent)
void AFortTheaterMapTile::OnEnableGoToPrompt()
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("FortTheaterMapTile", "OnEnableGoToPrompt");
UObject::ProcessEvent(Func, nullptr);
}
// Function FortniteGame.FortTheaterMapTile.OnFocus
// (BlueprintCosmetic, Event, Public, BlueprintEvent)
void AFortTheaterMapTile::OnFocus()
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("FortTheaterMapTile", "OnFocus");
UObject::ProcessEvent(Func, nullptr);
}
// Function FortniteGame.FortTheaterMapTile.OnHostDeselect
// (Event, Public, BlueprintEvent)
void AFortTheaterMapTile::OnHostDeselect()
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("FortTheaterMapTile", "OnHostDeselect");
UObject::ProcessEvent(Func, nullptr);
}
// Function FortniteGame.FortTheaterMapTile.OnHostSelect
// (Event, Public, BlueprintEvent)
void AFortTheaterMapTile::OnHostSelect()
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("FortTheaterMapTile", "OnHostSelect");
UObject::ProcessEvent(Func, nullptr);
}
// Function FortniteGame.FortTheaterMapTile.OnInitializeTile
// (Event, Public, BlueprintEvent)
void AFortTheaterMapTile::OnInitializeTile()
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("FortTheaterMapTile", "OnInitializeTile");
UObject::ProcessEvent(Func, nullptr);
}
// Function FortniteGame.FortTheaterMapTile.OnMissionDataUpdated
// (Event, Public, BlueprintEvent)
void AFortTheaterMapTile::OnMissionDataUpdated()
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("FortTheaterMapTile", "OnMissionDataUpdated");
UObject::ProcessEvent(Func, nullptr);
}
// Function FortniteGame.FortTheaterMapTile.OnMouseOverBegin
// (Final, Native, Public)
void AFortTheaterMapTile::OnMouseOverBegin()
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("FortTheaterMapTile", "OnMouseOverBegin");
auto Flgs = Func->FunctionFlags;
Func->FunctionFlags |= 0x400;
UObject::ProcessEvent(Func, nullptr);
Func->FunctionFlags = Flgs;
}
// Function FortniteGame.FortTheaterMapTile.OnMouseOverEnd
// (Final, Native, Public)
void AFortTheaterMapTile::OnMouseOverEnd()
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("FortTheaterMapTile", "OnMouseOverEnd");
auto Flgs = Func->FunctionFlags;
Func->FunctionFlags |= 0x400;
UObject::ProcessEvent(Func, nullptr);
Func->FunctionFlags = Flgs;
}
// Function FortniteGame.FortTheaterMapTile.OnSelectWrapper
// (Native, Public)
// Parameters:
// bool bIsGameSessionOwner (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, NativeAccessSpecifierPublic)
void AFortTheaterMapTile::OnSelectWrapper(bool bIsGameSessionOwner)
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("FortTheaterMapTile", "OnSelectWrapper");
Params::FortTheaterMapTile_OnSelectWrapper Parms{};
Parms.bIsGameSessionOwner = bIsGameSessionOwner;
auto Flgs = Func->FunctionFlags;
Func->FunctionFlags |= 0x400;
UObject::ProcessEvent(Func, &Parms);
Func->FunctionFlags = Flgs;
}
// Function FortniteGame.FortTheaterMapTile.OnTileClicked
// (Final, Native, Public)
void AFortTheaterMapTile::OnTileClicked()
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("FortTheaterMapTile", "OnTileClicked");
auto Flgs = Func->FunctionFlags;
Func->FunctionFlags |= 0x400;
UObject::ProcessEvent(Func, nullptr);
Func->FunctionFlags = Flgs;
}
// Function FortniteGame.FortTheaterMapTile.GetZoneDifficulty
// (Final, Native, Public, BlueprintCallable, BlueprintPure, Const)
// Parameters:
// struct FGameDifficultyInfo ReturnValue (Parm, OutParm, ReturnParm, NativeAccessSpecifierPublic)
struct FGameDifficultyInfo AFortTheaterMapTile::GetZoneDifficulty() const
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("FortTheaterMapTile", "GetZoneDifficulty");
Params::FortTheaterMapTile_GetZoneDifficulty Parms{};
auto Flgs = Func->FunctionFlags;
Func->FunctionFlags |= 0x400;
UObject::ProcessEvent(Func, &Parms);
Func->FunctionFlags = Flgs;
return Parms.ReturnValue;
}
// Function FortniteGame.FortTheaterMapTile.HasValidMissionData
// (Final, Native, Public, BlueprintCallable, BlueprintPure, Const)
// Parameters:
// bool ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, NativeAccessSpecifierPublic)
bool AFortTheaterMapTile::HasValidMissionData() const
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("FortTheaterMapTile", "HasValidMissionData");
Params::FortTheaterMapTile_HasValidMissionData Parms{};
auto Flgs = Func->FunctionFlags;
Func->FunctionFlags |= 0x400;
UObject::ProcessEvent(Func, &Parms);
Func->FunctionFlags = Flgs;
return Parms.ReturnValue;
}
// Function FortniteGame.FortTheaterMapTile.IsTileHidden
// (Final, Native, Public, BlueprintCallable, BlueprintPure, Const)
// Parameters:
// bool ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, NativeAccessSpecifierPublic)
bool AFortTheaterMapTile::IsTileHidden() const
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("FortTheaterMapTile", "IsTileHidden");
Params::FortTheaterMapTile_IsTileHidden Parms{};
auto Flgs = Func->FunctionFlags;
Func->FunctionFlags |= 0x400;
UObject::ProcessEvent(Func, &Parms);
Func->FunctionFlags = Flgs;
return Parms.ReturnValue;
}
// Function FortniteGame.FortTheaterMapTile.IsTileLocked
// (Final, Native, Public, BlueprintCallable, BlueprintPure, Const)
// Parameters:
// bool ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, NativeAccessSpecifierPublic)
bool AFortTheaterMapTile::IsTileLocked() const
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("FortTheaterMapTile", "IsTileLocked");
Params::FortTheaterMapTile_IsTileLocked Parms{};
auto Flgs = Func->FunctionFlags;
Func->FunctionFlags |= 0x400;
UObject::ProcessEvent(Func, &Parms);
Func->FunctionFlags = Flgs;
return Parms.ReturnValue;
}
// Function FortniteGame.FortTheaterMapTile.IsTilePlayable
// (Final, Native, Public, BlueprintCallable, BlueprintPure, Const)
// Parameters:
// bool ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, NativeAccessSpecifierPublic)
bool AFortTheaterMapTile::IsTilePlayable() const
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("FortTheaterMapTile", "IsTilePlayable");
Params::FortTheaterMapTile_IsTilePlayable Parms{};
auto Flgs = Func->FunctionFlags;
Func->FunctionFlags |= 0x400;
UObject::ProcessEvent(Func, &Parms);
Func->FunctionFlags = Flgs;
return Parms.ReturnValue;
}
// Function FortniteGame.FortTheaterMapTile.IsTileSelectable
// (Final, Native, Public, BlueprintCallable, BlueprintPure, Const)
// Parameters:
// bool ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, NativeAccessSpecifierPublic)
bool AFortTheaterMapTile::IsTileSelectable() const
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("FortTheaterMapTile", "IsTileSelectable");
Params::FortTheaterMapTile_IsTileSelectable Parms{};
auto Flgs = Func->FunctionFlags;
Func->FunctionFlags |= 0x400;
UObject::ProcessEvent(Func, &Parms);
Func->FunctionFlags = Flgs;
return Parms.ReturnValue;
}
// Function FortniteGame.FortThreatParticleActor.OnThreatCloudsChanged
// (Event, Public, HasOutParams, BlueprintEvent)
// Parameters:
// const TArray<struct FThreatLocationInfo>&ThreatLocationInfo (ConstParm, Parm, OutParm, ZeroConstructor, ReferenceParm, NativeAccessSpecifierPublic)
void AFortThreatParticleActor::OnThreatCloudsChanged(const TArray<struct FThreatLocationInfo>& ThreatLocationInfo)
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("FortThreatParticleActor", "OnThreatCloudsChanged");
Params::FortThreatParticleActor_OnThreatCloudsChanged Parms{};
Parms.ThreatLocationInfo = std::move(ThreatLocationInfo);
UObject::ProcessEvent(Func, &Parms);
}
// Function FortniteGame.FortThreatParticleActor.GetThreatClouds
// (Final, Native, Public, BlueprintCallable, BlueprintPure, Const)
// Parameters:
// TArray<struct FThreatLocationInfo> ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, NativeAccessSpecifierPublic)
TArray<struct FThreatLocationInfo> AFortThreatParticleActor::GetThreatClouds() const
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("FortThreatParticleActor", "GetThreatClouds");
Params::FortThreatParticleActor_GetThreatClouds Parms{};
auto Flgs = Func->FunctionFlags;
Func->FunctionFlags |= 0x400;
UObject::ProcessEvent(Func, &Parms);
Func->FunctionFlags = Flgs;
return Parms.ReturnValue;
}
// Function FortniteGame.FortGameplayAbilityTooltip.GetTextForToken
// (Native, Public, HasOutParams, BlueprintCallable, BlueprintPure, Const)
// Parameters:
// const class UObject* ObjectToDescribe (ConstParm, Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// const struct FGameplayTag& Tag (ConstParm, Parm, OutParm, ReferenceParm, NativeAccessSpecifierPublic)
// const class UFortTooltipContext* Context (ConstParm, Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// const class FName& Token (ConstParm, Parm, OutParm, ZeroConstructor, ReferenceParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// class FText* OutText (Parm, OutParm, NativeAccessSpecifierPublic)
// bool ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, NativeAccessSpecifierPublic)
bool UFortGameplayAbilityTooltip::GetTextForToken(const class UObject* ObjectToDescribe, const struct FGameplayTag& Tag, const class UFortTooltipContext* Context, const class FName& Token, class FText* OutText) const
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("FortGameplayAbilityTooltip", "GetTextForToken");
Params::FortGameplayAbilityTooltip_GetTextForToken Parms{};
Parms.ObjectToDescribe = ObjectToDescribe;
Parms.Tag = std::move(Tag);
Parms.Context = Context;
Parms.Token = Token;
auto Flgs = Func->FunctionFlags;
Func->FunctionFlags |= 0x400;
UObject::ProcessEvent(Func, &Parms);
Func->FunctionFlags = Flgs;
if (OutText != nullptr)
*OutText = std::move(Parms.OutText);
return Parms.ReturnValue;
}
// Function FortniteGame.FortGameplayAbilityTooltip.GetTextForTokenFromAbilitySpec
// (Final, Native, Protected, HasOutParams, BlueprintCallable, BlueprintPure, Const)
// Parameters:
// const struct FGameplayAbilitySpec& Spec (ConstParm, Parm, OutParm, ReferenceParm, NativeAccessSpecifierPublic)
// const struct FGameplayTag& Tag (ConstParm, Parm, OutParm, ReferenceParm, NativeAccessSpecifierPublic)
// const class UFortTooltipContext* Context (ConstParm, Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// const class FName& Token (ConstParm, Parm, OutParm, ZeroConstructor, ReferenceParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// class FText* OutText (Parm, OutParm, NativeAccessSpecifierPublic)
// bool ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, NativeAccessSpecifierPublic)
bool UFortGameplayAbilityTooltip::GetTextForTokenFromAbilitySpec(const struct FGameplayAbilitySpec& Spec, const struct FGameplayTag& Tag, const class UFortTooltipContext* Context, const class FName& Token, class FText* OutText) const
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("FortGameplayAbilityTooltip", "GetTextForTokenFromAbilitySpec");
Params::FortGameplayAbilityTooltip_GetTextForTokenFromAbilitySpec Parms{};
Parms.Spec = std::move(Spec);
Parms.Tag = std::move(Tag);
Parms.Context = Context;
Parms.Token = Token;
auto Flgs = Func->FunctionFlags;
Func->FunctionFlags |= 0x400;
UObject::ProcessEvent(Func, &Parms);
Func->FunctionFlags = Flgs;
if (OutText != nullptr)
*OutText = std::move(Parms.OutText);
return Parms.ReturnValue;
}
// Function FortniteGame.FortGameplayAbilityTooltip.GetTextForTokenFromAbilitySpecInternal
// (Native, Event, Protected, HasOutParams, BlueprintEvent, Const)
// Parameters:
// const struct FGameplayAbilitySpec& Spec (ConstParm, Parm, OutParm, ReferenceParm, NativeAccessSpecifierPublic)
// const struct FGameplayTag& Tag (ConstParm, Parm, OutParm, ReferenceParm, NativeAccessSpecifierPublic)
// const class UFortTooltipContext* Context (ConstParm, Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// const class FName& Token (ConstParm, Parm, OutParm, ZeroConstructor, ReferenceParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// class FText* OutText (Parm, OutParm, NativeAccessSpecifierPublic)
// bool ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, NativeAccessSpecifierPublic)
bool UFortGameplayAbilityTooltip::GetTextForTokenFromAbilitySpecInternal(const struct FGameplayAbilitySpec& Spec, const struct FGameplayTag& Tag, const class UFortTooltipContext* Context, const class FName& Token, class FText* OutText) const
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("FortGameplayAbilityTooltip", "GetTextForTokenFromAbilitySpecInternal");
Params::FortGameplayAbilityTooltip_GetTextForTokenFromAbilitySpecInternal Parms{};
Parms.Spec = std::move(Spec);
Parms.Tag = std::move(Tag);
Parms.Context = Context;
Parms.Token = Token;
auto Flgs = Func->FunctionFlags;
Func->FunctionFlags |= 0x400;
UObject::ProcessEvent(Func, &Parms);
Func->FunctionFlags = Flgs;
if (OutText != nullptr)
*OutText = std::move(Parms.OutText);
return Parms.ReturnValue;
}
// Function FortniteGame.FortGameplayAbilityTooltip.GetTokenizedDescriptionText
// (Native, Public, HasOutParams, BlueprintCallable, BlueprintPure, Const)
// Parameters:
// const class UObject* ObjectToDescribe (ConstParm, Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// const struct FGameplayTag& Tag (ConstParm, Parm, OutParm, ReferenceParm, NativeAccessSpecifierPublic)
// const class UFortTooltipContext* Context (ConstParm, Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// class FText* OutDescription (Parm, OutParm, NativeAccessSpecifierPublic)
// bool ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, NativeAccessSpecifierPublic)
bool UFortGameplayAbilityTooltip::GetTokenizedDescriptionText(const class UObject* ObjectToDescribe, const struct FGameplayTag& Tag, const class UFortTooltipContext* Context, class FText* OutDescription) const
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("FortGameplayAbilityTooltip", "GetTokenizedDescriptionText");
Params::FortGameplayAbilityTooltip_GetTokenizedDescriptionText Parms{};
Parms.ObjectToDescribe = ObjectToDescribe;
Parms.Tag = std::move(Tag);
Parms.Context = Context;
auto Flgs = Func->FunctionFlags;
Func->FunctionFlags |= 0x400;
UObject::ProcessEvent(Func, &Parms);
Func->FunctionFlags = Flgs;
if (OutDescription != nullptr)
*OutDescription = std::move(Parms.OutDescription);
return Parms.ReturnValue;
}
// Function FortniteGame.FortGadgetItemDefinitionTooltip.GetTextForToken
// (Native, Public, HasOutParams, BlueprintCallable, BlueprintPure, Const)
// Parameters:
// const class UObject* ObjectToDescribe (ConstParm, Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// const struct FGameplayTag& Tag (ConstParm, Parm, OutParm, ReferenceParm, NativeAccessSpecifierPublic)
// const class UFortTooltipContext* Context (ConstParm, Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// const class FName& Token (ConstParm, Parm, OutParm, ZeroConstructor, ReferenceParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// class FText* OutText (Parm, OutParm, NativeAccessSpecifierPublic)
// bool ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, NativeAccessSpecifierPublic)
bool UFortGadgetItemDefinitionTooltip::GetTextForToken(const class UObject* ObjectToDescribe, const struct FGameplayTag& Tag, const class UFortTooltipContext* Context, const class FName& Token, class FText* OutText) const
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("FortGadgetItemDefinitionTooltip", "GetTextForToken");
Params::FortGadgetItemDefinitionTooltip_GetTextForToken Parms{};
Parms.ObjectToDescribe = ObjectToDescribe;
Parms.Tag = std::move(Tag);
Parms.Context = Context;
Parms.Token = Token;
auto Flgs = Func->FunctionFlags;
Func->FunctionFlags |= 0x400;
UObject::ProcessEvent(Func, &Parms);
Func->FunctionFlags = Flgs;
if (OutText != nullptr)
*OutText = std::move(Parms.OutText);
return Parms.ReturnValue;
}
// Function FortniteGame.FortGadgetItemDefinitionTooltip.GetTokenizedDescriptionText
// (Native, Public, HasOutParams, BlueprintCallable, BlueprintPure, Const)
// Parameters:
// const class UObject* ObjectToDescribe (ConstParm, Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// const struct FGameplayTag& Tag (ConstParm, Parm, OutParm, ReferenceParm, NativeAccessSpecifierPublic)
// const class UFortTooltipContext* Context (ConstParm, Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// class FText* OutDescription (Parm, OutParm, NativeAccessSpecifierPublic)
// bool ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, NativeAccessSpecifierPublic)
bool UFortGadgetItemDefinitionTooltip::GetTokenizedDescriptionText(const class UObject* ObjectToDescribe, const struct FGameplayTag& Tag, const class UFortTooltipContext* Context, class FText* OutDescription) const
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("FortGadgetItemDefinitionTooltip", "GetTokenizedDescriptionText");
Params::FortGadgetItemDefinitionTooltip_GetTokenizedDescriptionText Parms{};
Parms.ObjectToDescribe = ObjectToDescribe;
Parms.Tag = std::move(Tag);
Parms.Context = Context;
auto Flgs = Func->FunctionFlags;
Func->FunctionFlags |= 0x400;
UObject::ProcessEvent(Func, &Parms);
Func->FunctionFlags = Flgs;
if (OutDescription != nullptr)
*OutDescription = std::move(Parms.OutDescription);
return Parms.ReturnValue;
}
// Function FortniteGame.FortTracerBase.Init
// (Native, Public, HasOutParams, HasDefaults, BlueprintCallable)
// Parameters:
// const struct FVector& Start (ConstParm, Parm, OutParm, ZeroConstructor, ReferenceParm, IsPlainOldData, NoDestructor, NativeAccessSpecifierPublic)
// const struct FVector& End (ConstParm, Parm, OutParm, ZeroConstructor, ReferenceParm, IsPlainOldData, NoDestructor, NativeAccessSpecifierPublic)
void AFortTracerBase::Init(const struct FVector& Start, const struct FVector& End)
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("FortTracerBase", "Init");
Params::FortTracerBase_Init Parms{};
Parms.Start = std::move(Start);
Parms.End = std::move(End);
auto Flgs = Func->FunctionFlags;
Func->FunctionFlags |= 0x400;
UObject::ProcessEvent(Func, &Parms);
Func->FunctionFlags = Flgs;
}
// Function FortniteGame.FortTracerBase.OnInitTracerDistance
// (Event, Public, BlueprintEvent)
// Parameters:
// float Distance (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
void AFortTracerBase::OnInitTracerDistance(float Distance)
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("FortTracerBase", "OnInitTracerDistance");
Params::FortTracerBase_OnInitTracerDistance Parms{};
Parms.Distance = Distance;
UObject::ProcessEvent(Func, &Parms);
}
// Function FortniteGame.FortTracerBase.OnRep_TracerDistance
// (Final, Native, Private)
void AFortTracerBase::OnRep_TracerDistance()
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("FortTracerBase", "OnRep_TracerDistance");
auto Flgs = Func->FunctionFlags;
Func->FunctionFlags |= 0x400;
UObject::ProcessEvent(Func, nullptr);
Func->FunctionFlags = Flgs;
}
// Function FortniteGame.FortUIManagerInterface.KillConfirmation
// (Event, Public, BlueprintEvent)
void IFortUIManagerInterface::KillConfirmation()
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("FortUIManagerInterface", "KillConfirmation");
UObject::ProcessEvent(Func, nullptr);
}
// Function FortniteGame.FortMiniMapComponent.OnRep_MiniMapData
// (Final, Native, Private)
void UFortMiniMapComponent::OnRep_MiniMapData()
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("FortMiniMapComponent", "OnRep_MiniMapData");
auto Flgs = Func->FunctionFlags;
Func->FunctionFlags |= 0x400;
UObject::ProcessEvent(Func, nullptr);
Func->FunctionFlags = Flgs;
}
// Function FortniteGame.FortMiniMapComponent.SetMiniMapIcon
// (Final, BlueprintAuthorityOnly, Native, Public, BlueprintCallable)
// Parameters:
// class UTexture2D* MiniMapIcon (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
void UFortMiniMapComponent::SetMiniMapIcon(class UTexture2D* MiniMapIcon)
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("FortMiniMapComponent", "SetMiniMapIcon");
Params::FortMiniMapComponent_SetMiniMapIcon Parms{};
Parms.MiniMapIcon = MiniMapIcon;
auto Flgs = Func->FunctionFlags;
Func->FunctionFlags |= 0x400;
UObject::ProcessEvent(Func, &Parms);
Func->FunctionFlags = Flgs;
}
// Function FortniteGame.FortMiniMapComponent.SetMiniMapIconColor
// (Final, BlueprintAuthorityOnly, Native, Public, HasDefaults, BlueprintCallable)
// Parameters:
// const struct FLinearColor& InColor (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, NativeAccessSpecifierPublic)
void UFortMiniMapComponent::SetMiniMapIconColor(const struct FLinearColor& InColor)
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("FortMiniMapComponent", "SetMiniMapIconColor");
Params::FortMiniMapComponent_SetMiniMapIconColor Parms{};
Parms.InColor = std::move(InColor);
auto Flgs = Func->FunctionFlags;
Func->FunctionFlags |= 0x400;
UObject::ProcessEvent(Func, &Parms);
Func->FunctionFlags = Flgs;
}
// Function FortniteGame.FortMiniMapComponent.SetMiniMapIconColorPulsesPerSecond
// (Final, BlueprintAuthorityOnly, Native, Public, BlueprintCallable)
// Parameters:
// float ColorPulsesPerSecond (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
void UFortMiniMapComponent::SetMiniMapIconColorPulsesPerSecond(float ColorPulsesPerSecond)
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("FortMiniMapComponent", "SetMiniMapIconColorPulsesPerSecond");
Params::FortMiniMapComponent_SetMiniMapIconColorPulsesPerSecond Parms{};
Parms.ColorPulsesPerSecond = ColorPulsesPerSecond;
auto Flgs = Func->FunctionFlags;
Func->FunctionFlags |= 0x400;
UObject::ProcessEvent(Func, &Parms);
Func->FunctionFlags = Flgs;
}
// Function FortniteGame.FortMiniMapComponent.SetMiniMapIconPulseColor
// (Final, BlueprintAuthorityOnly, Native, Public, HasDefaults, BlueprintCallable)
// Parameters:
// const struct FLinearColor& PulseColor (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, NativeAccessSpecifierPublic)
void UFortMiniMapComponent::SetMiniMapIconPulseColor(const struct FLinearColor& PulseColor)
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("FortMiniMapComponent", "SetMiniMapIconPulseColor");
Params::FortMiniMapComponent_SetMiniMapIconPulseColor Parms{};
Parms.PulseColor = std::move(PulseColor);
auto Flgs = Func->FunctionFlags;
Func->FunctionFlags |= 0x400;
UObject::ProcessEvent(Func, &Parms);
Func->FunctionFlags = Flgs;
}
// Function FortniteGame.FortMiniMapComponent.SetMiniMapIconSizePulsesPerSecond
// (Final, BlueprintAuthorityOnly, Native, Public, BlueprintCallable)
// Parameters:
// float SizePulsesPerSecond (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
void UFortMiniMapComponent::SetMiniMapIconSizePulsesPerSecond(float SizePulsesPerSecond)
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("FortMiniMapComponent", "SetMiniMapIconSizePulsesPerSecond");
Params::FortMiniMapComponent_SetMiniMapIconSizePulsesPerSecond Parms{};
Parms.SizePulsesPerSecond = SizePulsesPerSecond;
auto Flgs = Func->FunctionFlags;
Func->FunctionFlags |= 0x400;
UObject::ProcessEvent(Func, &Parms);
Func->FunctionFlags = Flgs;
}
// Function FortniteGame.FortMiniMapComponent.SetMiniMapIndicatorIsVisible
// (Final, BlueprintAuthorityOnly, Native, Public, BlueprintCallable)
// Parameters:
// bool bVisible (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, NativeAccessSpecifierPublic)
void UFortMiniMapComponent::SetMiniMapIndicatorIsVisible(bool bVisible)
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("FortMiniMapComponent", "SetMiniMapIndicatorIsVisible");
Params::FortMiniMapComponent_SetMiniMapIndicatorIsVisible Parms{};
Parms.bVisible = bVisible;
auto Flgs = Func->FunctionFlags;
Func->FunctionFlags |= 0x400;
UObject::ProcessEvent(Func, &Parms);
Func->FunctionFlags = Flgs;
}
// Function FortniteGame.FortMiniMapComponent.SetMiniMapViewableDistance
// (Final, BlueprintAuthorityOnly, Native, Public, BlueprintCallable)
// Parameters:
// float ViewDistance (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
void UFortMiniMapComponent::SetMiniMapViewableDistance(float ViewDistance)
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("FortMiniMapComponent", "SetMiniMapViewableDistance");
Params::FortMiniMapComponent_SetMiniMapViewableDistance Parms{};
Parms.ViewDistance = ViewDistance;
auto Flgs = Func->FunctionFlags;
Func->FunctionFlags |= 0x400;
UObject::ProcessEvent(Func, &Parms);
Func->FunctionFlags = Flgs;
}
// Function FortniteGame.FortMiniMapComponent.SetupMiniMapComponent
// (Final, BlueprintAuthorityOnly, Native, Public, HasDefaults, BlueprintCallable)
// Parameters:
// class UTexture2D* MiniMapIcon (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// const struct FLinearColor& IconColor (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, NativeAccessSpecifierPublic)
// const struct FLinearColor& PulseColor (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, NativeAccessSpecifierPublic)
// float ColorPulsesPerSecond (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// float SizePulsesPerSecond (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
void UFortMiniMapComponent::SetupMiniMapComponent(class UTexture2D* MiniMapIcon, const struct FLinearColor& IconColor, const struct FLinearColor& PulseColor, float ColorPulsesPerSecond, float SizePulsesPerSecond)
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("FortMiniMapComponent", "SetupMiniMapComponent");
Params::FortMiniMapComponent_SetupMiniMapComponent Parms{};
Parms.MiniMapIcon = MiniMapIcon;
Parms.IconColor = std::move(IconColor);
Parms.PulseColor = std::move(PulseColor);
Parms.ColorPulsesPerSecond = ColorPulsesPerSecond;
Parms.SizePulsesPerSecond = SizePulsesPerSecond;
auto Flgs = Func->FunctionFlags;
Func->FunctionFlags |= 0x400;
UObject::ProcessEvent(Func, &Parms);
Func->FunctionFlags = Flgs;
}
// Function FortniteGame.FortCustomizableAbilityDecoTool.BPOnEquip
// (Event, Public, BlueprintEvent)
// Parameters:
// class AFortWeapon* OldWeapon (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
void AFortCustomizableAbilityDecoTool::BPOnEquip(class AFortWeapon* OldWeapon)
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("FortCustomizableAbilityDecoTool", "BPOnEquip");
Params::FortCustomizableAbilityDecoTool_BPOnEquip Parms{};
Parms.OldWeapon = OldWeapon;
UObject::ProcessEvent(Func, &Parms);
}
// Function FortniteGame.FortCustomizableAbilityDecoTool.BPOnSetDecoObjectPreview
// (Event, Public, BlueprintEvent)
// Parameters:
// class AFortDecoHelper* FortDecoHelper (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
void AFortCustomizableAbilityDecoTool::BPOnSetDecoObjectPreview(class AFortDecoHelper* FortDecoHelper)
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("FortCustomizableAbilityDecoTool", "BPOnSetDecoObjectPreview");
Params::FortCustomizableAbilityDecoTool_BPOnSetDecoObjectPreview Parms{};
Parms.FortDecoHelper = FortDecoHelper;
UObject::ProcessEvent(Func, &Parms);
}
// Function FortniteGame.FortCustomizableAbilityDecoTool.BPOnUnEquip
// (Event, Public, BlueprintEvent)
void AFortCustomizableAbilityDecoTool::BPOnUnEquip()
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("FortCustomizableAbilityDecoTool", "BPOnUnEquip");
UObject::ProcessEvent(Func, nullptr);
}
// Function FortniteGame.FortCustomizableAbilityDecoTool.BPPressSecondaryFire
// (Native, Event, Public, BlueprintEvent)
// Parameters:
// class AFortDecoHelper* FortDecoHelper (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
void AFortCustomizableAbilityDecoTool::BPPressSecondaryFire(class AFortDecoHelper* FortDecoHelper)
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("FortCustomizableAbilityDecoTool", "BPPressSecondaryFire");
Params::FortCustomizableAbilityDecoTool_BPPressSecondaryFire Parms{};
Parms.FortDecoHelper = FortDecoHelper;
auto Flgs = Func->FunctionFlags;
Func->FunctionFlags |= 0x400;
UObject::ProcessEvent(Func, &Parms);
Func->FunctionFlags = Flgs;
}
// Function FortniteGame.FortCustomizableAbilityDecoTool.BPPressTrigger
// (Native, Event, Public, BlueprintEvent)
// Parameters:
// class AFortDecoHelper* FortDecoHelper (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
void AFortCustomizableAbilityDecoTool::BPPressTrigger(class AFortDecoHelper* FortDecoHelper)
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("FortCustomizableAbilityDecoTool", "BPPressTrigger");
Params::FortCustomizableAbilityDecoTool_BPPressTrigger Parms{};
Parms.FortDecoHelper = FortDecoHelper;
auto Flgs = Func->FunctionFlags;
Func->FunctionFlags |= 0x400;
UObject::ProcessEvent(Func, &Parms);
Func->FunctionFlags = Flgs;
}
// Function FortniteGame.FortCustomizableAbilityDecoTool.BPReleaseSecondaryFire
// (Native, Event, Public, BlueprintEvent)
// Parameters:
// class AFortDecoHelper* FortDecoHelper (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
void AFortCustomizableAbilityDecoTool::BPReleaseSecondaryFire(class AFortDecoHelper* FortDecoHelper)
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("FortCustomizableAbilityDecoTool", "BPReleaseSecondaryFire");
Params::FortCustomizableAbilityDecoTool_BPReleaseSecondaryFire Parms{};
Parms.FortDecoHelper = FortDecoHelper;
auto Flgs = Func->FunctionFlags;
Func->FunctionFlags |= 0x400;
UObject::ProcessEvent(Func, &Parms);
Func->FunctionFlags = Flgs;
}
// Function FortniteGame.FortCustomizableAbilityDecoTool.BPReleaseTrigger
// (Native, Event, Public, BlueprintEvent)
// Parameters:
// class AFortDecoHelper* FortDecoHelper (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
void AFortCustomizableAbilityDecoTool::BPReleaseTrigger(class AFortDecoHelper* FortDecoHelper)
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("FortCustomizableAbilityDecoTool", "BPReleaseTrigger");
Params::FortCustomizableAbilityDecoTool_BPReleaseTrigger Parms{};
Parms.FortDecoHelper = FortDecoHelper;
auto Flgs = Func->FunctionFlags;
Func->FunctionFlags |= 0x400;
UObject::ProcessEvent(Func, &Parms);
Func->FunctionFlags = Flgs;
}
// Function FortniteGame.FortCustomizableAbilityDecoTool.BPServerPressSecondaryFire
// (Final, BlueprintCosmetic, Native, Public, BlueprintCallable)
void AFortCustomizableAbilityDecoTool::BPServerPressSecondaryFire()
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("FortCustomizableAbilityDecoTool", "BPServerPressSecondaryFire");
auto Flgs = Func->FunctionFlags;
Func->FunctionFlags |= 0x400;
UObject::ProcessEvent(Func, nullptr);
Func->FunctionFlags = Flgs;
}
// Function FortniteGame.FortCustomizableAbilityDecoTool.BPServerReleaseSecondaryFire
// (Final, BlueprintCosmetic, Native, Public, BlueprintCallable)
void AFortCustomizableAbilityDecoTool::BPServerReleaseSecondaryFire()
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("FortCustomizableAbilityDecoTool", "BPServerReleaseSecondaryFire");
auto Flgs = Func->FunctionFlags;
Func->FunctionFlags |= 0x400;
UObject::ProcessEvent(Func, nullptr);
Func->FunctionFlags = Flgs;
}
// Function FortniteGame.FortCustomizableAbilityDecoTool.ServerPressSecondaryFire
// (Net, NetReliable, Native, Event, Public, NetServer, NetValidate)
void AFortCustomizableAbilityDecoTool::ServerPressSecondaryFire()
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("FortCustomizableAbilityDecoTool", "ServerPressSecondaryFire");
auto Flgs = Func->FunctionFlags;
Func->FunctionFlags |= 0x400;
UObject::ProcessEvent(Func, nullptr);
Func->FunctionFlags = Flgs;
}
// Function FortniteGame.FortCustomizableAbilityDecoTool.ServerPressTrigger
// (BlueprintCosmetic, Net, NetReliable, Native, Event, Public, NetServer, BlueprintCallable, NetValidate)
void AFortCustomizableAbilityDecoTool::ServerPressTrigger()
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("FortCustomizableAbilityDecoTool", "ServerPressTrigger");
auto Flgs = Func->FunctionFlags;
Func->FunctionFlags |= 0x400;
UObject::ProcessEvent(Func, nullptr);
Func->FunctionFlags = Flgs;
}
// Function FortniteGame.FortCustomizableAbilityDecoTool.ServerReleaseSecondaryFire
// (Net, NetReliable, Native, Event, Public, NetServer, NetValidate)
void AFortCustomizableAbilityDecoTool::ServerReleaseSecondaryFire()
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("FortCustomizableAbilityDecoTool", "ServerReleaseSecondaryFire");
auto Flgs = Func->FunctionFlags;
Func->FunctionFlags |= 0x400;
UObject::ProcessEvent(Func, nullptr);
Func->FunctionFlags = Flgs;
}
// Function FortniteGame.FortCustomizableAbilityDecoTool.ServerReleaseTrigger
// (BlueprintCosmetic, Net, NetReliable, Native, Event, Public, NetServer, BlueprintCallable, NetValidate)
void AFortCustomizableAbilityDecoTool::ServerReleaseTrigger()
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("FortCustomizableAbilityDecoTool", "ServerReleaseTrigger");
auto Flgs = Func->FunctionFlags;
Func->FunctionFlags |= 0x400;
UObject::ProcessEvent(Func, nullptr);
Func->FunctionFlags = Flgs;
}
// Function FortniteGame.FortWeap_EditingTool.OnRep_EditActor
// (Final, Native, Private)
void AFortWeap_EditingTool::OnRep_EditActor()
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("FortWeap_EditingTool", "OnRep_EditActor");
auto Flgs = Func->FunctionFlags;
Func->FunctionFlags |= 0x400;
UObject::ProcessEvent(Func, nullptr);
Func->FunctionFlags = Flgs;
}
// Function FortniteGame.HomeBaseWorker.GetWorkerItem
// (Final, Native, Public, BlueprintCallable, BlueprintPure, Const)
// Parameters:
// class UFortWorker* ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
class UFortWorker* UHomeBaseWorker::GetWorkerItem() const
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("HomeBaseWorker", "GetWorkerItem");
Params::HomeBaseWorker_GetWorkerItem Parms{};
auto Flgs = Func->FunctionFlags;
Func->FunctionFlags |= 0x400;
UObject::ProcessEvent(Func, &Parms);
Func->FunctionFlags = Flgs;
return Parms.ReturnValue;
}
// Function FortniteGame.HomeBaseCommandCenterBuilding.CollectProducedResources
// (Final, Native, Public, BlueprintCallable)
void UHomeBaseCommandCenterBuilding::CollectProducedResources()
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("HomeBaseCommandCenterBuilding", "CollectProducedResources");
auto Flgs = Func->FunctionFlags;
Func->FunctionFlags |= 0x400;
UObject::ProcessEvent(Func, nullptr);
Func->FunctionFlags = Flgs;
}
// Function FortniteGame.HomeBaseCommandCenterBuilding.GetProducedResources
// (Final, Native, Public, BlueprintCallable, BlueprintPure, Const)
// Parameters:
// TArray<struct FHomeBaseProducedResources>ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, NativeAccessSpecifierPublic)
TArray<struct FHomeBaseProducedResources> UHomeBaseCommandCenterBuilding::GetProducedResources() const
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("HomeBaseCommandCenterBuilding", "GetProducedResources");
Params::HomeBaseCommandCenterBuilding_GetProducedResources Parms{};
auto Flgs = Func->FunctionFlags;
Func->FunctionFlags |= 0x400;
UObject::ProcessEvent(Func, &Parms);
Func->FunctionFlags = Flgs;
return Parms.ReturnValue;
}
// Function FortniteGame.LevelTestingActorBase.ExtractSkeletalMesh
// (Final, Native, Static, Public, BlueprintCallable, BlueprintPure)
// Parameters:
// TSubclassOf<class AActor> BlueprintClass (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, UObjectWrapper, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// class USkeletalMesh* ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
class USkeletalMesh* ALevelTestingActorBase::ExtractSkeletalMesh(TSubclassOf<class AActor> BlueprintClass)
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = StaticClass()->GetFunction("LevelTestingActorBase", "ExtractSkeletalMesh");
Params::LevelTestingActorBase_ExtractSkeletalMesh Parms{};
Parms.BlueprintClass = BlueprintClass;
auto Flgs = Func->FunctionFlags;
Func->FunctionFlags |= 0x400;
GetDefaultObj()->ProcessEvent(Func, &Parms);
Func->FunctionFlags = Flgs;
return Parms.ReturnValue;
}
// Function FortniteGame.LevelTestingActorBase.ExtractSkeletalMeshScale
// (Final, Native, Static, Public, HasDefaults, BlueprintCallable, BlueprintPure)
// Parameters:
// TSubclassOf<class AActor> BlueprintClass (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, UObjectWrapper, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// struct FVector ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, NativeAccessSpecifierPublic)
struct FVector ALevelTestingActorBase::ExtractSkeletalMeshScale(TSubclassOf<class AActor> BlueprintClass)
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = StaticClass()->GetFunction("LevelTestingActorBase", "ExtractSkeletalMeshScale");
Params::LevelTestingActorBase_ExtractSkeletalMeshScale Parms{};
Parms.BlueprintClass = BlueprintClass;
auto Flgs = Func->FunctionFlags;
Func->FunctionFlags |= 0x400;
GetDefaultObj()->ProcessEvent(Func, &Parms);
Func->FunctionFlags = Flgs;
return Parms.ReturnValue;
}
// Function FortniteGame.ManorPortal.BlueprintOnUnlockPortalComplete
// (Event, Public, BlueprintEvent)
void AManorPortal::BlueprintOnUnlockPortalComplete()
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("ManorPortal", "BlueprintOnUnlockPortalComplete");
UObject::ProcessEvent(Func, nullptr);
}
// Function FortniteGame.ManorPortal.GetCurrencyCost
// (Final, Native, Public, BlueprintCallable)
// Parameters:
// class AFortPlayerController* Player (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// int32 ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
int32 AManorPortal::GetCurrencyCost(class AFortPlayerController* Player)
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("ManorPortal", "GetCurrencyCost");
Params::ManorPortal_GetCurrencyCost Parms{};
Parms.Player = Player;
auto Flgs = Func->FunctionFlags;
Func->FunctionFlags |= 0x400;
UObject::ProcessEvent(Func, &Parms);
Func->FunctionFlags = Flgs;
return Parms.ReturnValue;
}
// Function FortniteGame.ManorPortal.GetPlayerCurrencyAmount
// (Final, Native, Public, BlueprintCallable)
// Parameters:
// class AFortPlayerController* Player (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// int32 ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
int32 AManorPortal::GetPlayerCurrencyAmount(class AFortPlayerController* Player)
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("ManorPortal", "GetPlayerCurrencyAmount");
Params::ManorPortal_GetPlayerCurrencyAmount Parms{};
Parms.Player = Player;
auto Flgs = Func->FunctionFlags;
Func->FunctionFlags |= 0x400;
UObject::ProcessEvent(Func, &Parms);
Func->FunctionFlags = Flgs;
return Parms.ReturnValue;
}
// Function FortniteGame.ManorPortal.IsPortalUnlocked
// (Final, Native, Public, BlueprintCallable)
// Parameters:
// class AFortPlayerController* Player (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// bool ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, NativeAccessSpecifierPublic)
bool AManorPortal::IsPortalUnlocked(class AFortPlayerController* Player)
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("ManorPortal", "IsPortalUnlocked");
Params::ManorPortal_IsPortalUnlocked Parms{};
Parms.Player = Player;
auto Flgs = Func->FunctionFlags;
Func->FunctionFlags |= 0x400;
UObject::ProcessEvent(Func, &Parms);
Func->FunctionFlags = Flgs;
return Parms.ReturnValue;
}
// Function FortniteGame.ManorPortal.IsProfileValidToReadPortalAvailability
// (Final, Native, Public, BlueprintCallable)
// Parameters:
// class AFortPlayerController* Player (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// bool ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, NativeAccessSpecifierPublic)
bool AManorPortal::IsProfileValidToReadPortalAvailability(class AFortPlayerController* Player)
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("ManorPortal", "IsProfileValidToReadPortalAvailability");
Params::ManorPortal_IsProfileValidToReadPortalAvailability Parms{};
Parms.Player = Player;
auto Flgs = Func->FunctionFlags;
Func->FunctionFlags |= 0x400;
UObject::ProcessEvent(Func, &Parms);
Func->FunctionFlags = Flgs;
return Parms.ReturnValue;
}
// Function FortniteGame.ManorPortal.OpenUnlockMenu
// (Final, Native, Public, BlueprintCallable)
// Parameters:
// class AFortPlayerController* Player (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
void AManorPortal::OpenUnlockMenu(class AFortPlayerController* Player)
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("ManorPortal", "OpenUnlockMenu");
Params::ManorPortal_OpenUnlockMenu Parms{};
Parms.Player = Player;
auto Flgs = Func->FunctionFlags;
Func->FunctionFlags |= 0x400;
UObject::ProcessEvent(Func, &Parms);
Func->FunctionFlags = Flgs;
}
// Function FortniteGame.ManorPortal.UnlockPortal
// (Final, Native, Public, BlueprintCallable)
// Parameters:
// class AFortPlayerController* Player (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
void AManorPortal::UnlockPortal(class AFortPlayerController* Player)
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("ManorPortal", "UnlockPortal");
Params::ManorPortal_UnlockPortal Parms{};
Parms.Player = Player;
auto Flgs = Func->FunctionFlags;
Func->FunctionFlags |= 0x400;
UObject::ProcessEvent(Func, &Parms);
Func->FunctionFlags = Flgs;
}
}
#pragma pack(pop)