Files
Alphanium/CppSDK/SDK/GA_Commando_MakeItRain_functions.cpp

102 lines
3.2 KiB
C++

#pragma once
/*
* SDK generated by Dumper-7
*
* https://github.com/Encryqed/Dumper-7
*/
// Package: GA_Commando_MakeItRain
#include "Basic.hpp"
#include "GA_Commando_MakeItRain_classes.hpp"
#include "GA_Commando_MakeItRain_parameters.hpp"
#pragma pack(push, 0x4)
namespace SDK
{
// Function GA_Commando_MakeItRain.GA_Commando_MakeItRain_C.ExecuteUbergraph_GA_Commando_MakeItRain
// (HasDefaults)
// Parameters:
// int32 EntryPoint (Parm, ZeroConstructor, IsPlainOldData, NoDestructor)
void UGA_Commando_MakeItRain_C::ExecuteUbergraph_GA_Commando_MakeItRain(int32 EntryPoint)
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("GA_Commando_MakeItRain_C", "ExecuteUbergraph_GA_Commando_MakeItRain");
Params::GA_Commando_MakeItRain_C_ExecuteUbergraph_GA_Commando_MakeItRain Parms{};
Parms.EntryPoint = EntryPoint;
UObject::ProcessEvent(Func, &Parms);
}
// Function GA_Commando_MakeItRain.GA_Commando_MakeItRain_C.K2_ActivateAbilityFromEvent
// (Event, Protected, HasOutParams, BlueprintEvent)
// Parameters:
// const struct FGameplayEventData& EventData (ConstParm, Parm, OutParm, ReferenceParm)
void UGA_Commando_MakeItRain_C::K2_ActivateAbilityFromEvent(const struct FGameplayEventData& EventData)
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("GA_Commando_MakeItRain_C", "K2_ActivateAbilityFromEvent");
Params::GA_Commando_MakeItRain_C_K2_ActivateAbilityFromEvent Parms{};
Parms.EventData = std::move(EventData);
UObject::ProcessEvent(Func, &Parms);
}
// Function GA_Commando_MakeItRain.GA_Commando_MakeItRain_C.SetupVariables
// (Public, BlueprintCallable, BlueprintEvent)
void UGA_Commando_MakeItRain_C::SetupVariables()
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("GA_Commando_MakeItRain_C", "SetupVariables");
UObject::ProcessEvent(Func, nullptr);
}
// Function GA_Commando_MakeItRain.GA_Commando_MakeItRain_C.K2_ShouldAbilityRespondToEvent
// (Event, Protected, HasOutParams, HasDefaults, BlueprintCallable, BlueprintEvent, Const)
// Parameters:
// const struct FGameplayAbilityActorInfo& ActorInfo (Parm, ContainsInstancedReference)
// const struct FGameplayEventData& Payload (Parm)
// bool ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor)
bool UGA_Commando_MakeItRain_C::K2_ShouldAbilityRespondToEvent(const struct FGameplayAbilityActorInfo& ActorInfo, const struct FGameplayEventData& Payload) const
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("GA_Commando_MakeItRain_C", "K2_ShouldAbilityRespondToEvent");
Params::GA_Commando_MakeItRain_C_K2_ShouldAbilityRespondToEvent Parms{};
Parms.ActorInfo = std::move(ActorInfo);
Parms.Payload = std::move(Payload);
UObject::ProcessEvent(Func, &Parms);
return Parms.ReturnValue;
}
}
#pragma pack(pop)