mirror of
https://github.com/ApfelTeeSaft/Alphanium.git
synced 2026-08-27 03:33:27 +00:00
577 lines
17 KiB
C++
577 lines
17 KiB
C++
#pragma once
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/*
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* SDK generated by Dumper-7
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*
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* https://github.com/Encryqed/Dumper-7
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*/
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// Package: InGame_Actor
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#include "Basic.hpp"
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#include "InGame_Actor_classes.hpp"
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#include "InGame_Actor_parameters.hpp"
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#pragma pack(push, 0x4)
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namespace SDK
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{
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// Function InGame_Actor.InGame_Actor_C.ExecuteUbergraph_InGame_Actor
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// (HasDefaults)
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// Parameters:
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// int32 EntryPoint (Parm, ZeroConstructor, IsPlainOldData, NoDestructor)
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void AInGame_Actor_C::ExecuteUbergraph_InGame_Actor(int32 EntryPoint)
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{
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static class UFunction* Func = nullptr;
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if (Func == nullptr)
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Func = Class->GetFunction("InGame_Actor_C", "ExecuteUbergraph_InGame_Actor");
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Params::InGame_Actor_C_ExecuteUbergraph_InGame_Actor Parms{};
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Parms.EntryPoint = EntryPoint;
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UObject::ProcessEvent(Func, &Parms);
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}
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// Function InGame_Actor.InGame_Actor_C.EquipBuildingWall
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// (BlueprintCallable, BlueprintEvent)
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void AInGame_Actor_C::EquipBuildingWall()
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{
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static class UFunction* Func = nullptr;
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if (Func == nullptr)
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Func = Class->GetFunction("InGame_Actor_C", "EquipBuildingWall");
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UObject::ProcessEvent(Func, nullptr);
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}
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// Function InGame_Actor.InGame_Actor_C.EquipBuildingRoof
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// (BlueprintCallable, BlueprintEvent)
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void AInGame_Actor_C::EquipBuildingRoof()
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{
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static class UFunction* Func = nullptr;
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if (Func == nullptr)
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Func = Class->GetFunction("InGame_Actor_C", "EquipBuildingRoof");
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UObject::ProcessEvent(Func, nullptr);
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}
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// Function InGame_Actor.InGame_Actor_C.EquipBuildingFloor
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// (BlueprintCallable, BlueprintEvent)
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void AInGame_Actor_C::EquipBuildingFloor()
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{
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static class UFunction* Func = nullptr;
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if (Func == nullptr)
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Func = Class->GetFunction("InGame_Actor_C", "EquipBuildingFloor");
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UObject::ProcessEvent(Func, nullptr);
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}
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// Function InGame_Actor.InGame_Actor_C.Inventory
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// (BlueprintCallable, BlueprintEvent)
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void AInGame_Actor_C::Inventory()
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{
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static class UFunction* Func = nullptr;
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if (Func == nullptr)
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Func = Class->GetFunction("InGame_Actor_C", "Inventory");
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UObject::ProcessEvent(Func, nullptr);
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}
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// Function InGame_Actor.InGame_Actor_C.SpawnBuildingPreviews
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// (BlueprintCallable, BlueprintEvent)
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void AInGame_Actor_C::SpawnBuildingPreviews()
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{
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static class UFunction* Func = nullptr;
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if (Func == nullptr)
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Func = Class->GetFunction("InGame_Actor_C", "SpawnBuildingPreviews");
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UObject::ProcessEvent(Func, nullptr);
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}
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// Function InGame_Actor.InGame_Actor_C.ReceiveBeginPlay
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// (Event, Public, BlueprintEvent)
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void AInGame_Actor_C::ReceiveBeginPlay()
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{
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static class UFunction* Func = nullptr;
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if (Func == nullptr)
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Func = Class->GetFunction("InGame_Actor_C", "ReceiveBeginPlay");
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UObject::ProcessEvent(Func, nullptr);
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}
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// Function InGame_Actor.InGame_Actor_C.EquipBuildingStair
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// (BlueprintCallable, BlueprintEvent)
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void AInGame_Actor_C::EquipBuildingStair()
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{
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static class UFunction* Func = nullptr;
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if (Func == nullptr)
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Func = Class->GetFunction("InGame_Actor_C", "EquipBuildingStair");
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UObject::ProcessEvent(Func, nullptr);
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}
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// Function InGame_Actor.InGame_Actor_C.ReceiveTick
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// (Event, Public, BlueprintEvent)
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// Parameters:
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// float DeltaSeconds (Parm, ZeroConstructor, IsPlainOldData, NoDestructor)
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void AInGame_Actor_C::ReceiveTick(float DeltaSeconds)
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{
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static class UFunction* Func = nullptr;
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if (Func == nullptr)
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Func = Class->GetFunction("InGame_Actor_C", "ReceiveTick");
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Params::InGame_Actor_C_ReceiveTick Parms{};
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Parms.DeltaSeconds = DeltaSeconds;
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UObject::ProcessEvent(Func, &Parms);
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}
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// Function InGame_Actor.InGame_Actor_C.Spawn Pickup
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// (NetReliable, BlueprintCallable, BlueprintEvent)
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void AInGame_Actor_C::Spawn_Pickup()
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{
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static class UFunction* Func = nullptr;
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if (Func == nullptr)
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Func = Class->GetFunction("InGame_Actor_C", "Spawn Pickup");
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UObject::ProcessEvent(Func, nullptr);
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}
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// Function InGame_Actor.InGame_Actor_C.UpdateInventory
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// (NetReliable, BlueprintCallable, BlueprintEvent)
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void AInGame_Actor_C::UpdateInventory()
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{
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static class UFunction* Func = nullptr;
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if (Func == nullptr)
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Func = Class->GetFunction("InGame_Actor_C", "UpdateInventory");
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UObject::ProcessEvent(Func, nullptr);
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}
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// Function InGame_Actor.InGame_Actor_C.QuickBars
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// (NetReliable, BlueprintCallable, BlueprintEvent)
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void AInGame_Actor_C::QuickBars()
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{
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static class UFunction* Func = nullptr;
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if (Func == nullptr)
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Func = Class->GetFunction("InGame_Actor_C", "QuickBars");
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UObject::ProcessEvent(Func, nullptr);
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}
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// Function InGame_Actor.InGame_Actor_C.Add GameplayEffects
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// (NetReliable, BlueprintCallable, BlueprintEvent)
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void AInGame_Actor_C::Add_GameplayEffects()
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{
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static class UFunction* Func = nullptr;
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if (Func == nullptr)
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Func = Class->GetFunction("InGame_Actor_C", "Add GameplayEffects");
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UObject::ProcessEvent(Func, nullptr);
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}
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// Function InGame_Actor.InGame_Actor_C.SpawnPlayer
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// (NetReliable, BlueprintCallable, BlueprintEvent)
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void AInGame_Actor_C::SpawnPlayer()
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{
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static class UFunction* Func = nullptr;
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if (Func == nullptr)
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Func = Class->GetFunction("InGame_Actor_C", "SpawnPlayer");
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UObject::ProcessEvent(Func, nullptr);
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}
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// Function InGame_Actor.InGame_Actor_C.InpActEvt_HotbarKey9_UniqueObjectNameForCooking_93
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// (BlueprintEvent)
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// Parameters:
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// const struct FKey& Key (Parm)
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void AInGame_Actor_C::InpActEvt_HotbarKey9_UniqueObjectNameForCooking_93(const struct FKey& Key)
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{
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static class UFunction* Func = nullptr;
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if (Func == nullptr)
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Func = Class->GetFunction("InGame_Actor_C", "InpActEvt_HotbarKey9_UniqueObjectNameForCooking_93");
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Params::InGame_Actor_C_InpActEvt_HotbarKey9_UniqueObjectNameForCooking_93 Parms{};
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Parms.Key = std::move(Key);
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UObject::ProcessEvent(Func, &Parms);
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}
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// Function InGame_Actor.InGame_Actor_C.InpActEvt_SwitchQuickbar_UniqueObjectNameForCooking_94
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// (BlueprintEvent)
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// Parameters:
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// const struct FKey& Key (Parm)
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void AInGame_Actor_C::InpActEvt_SwitchQuickbar_UniqueObjectNameForCooking_94(const struct FKey& Key)
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{
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static class UFunction* Func = nullptr;
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if (Func == nullptr)
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Func = Class->GetFunction("InGame_Actor_C", "InpActEvt_SwitchQuickbar_UniqueObjectNameForCooking_94");
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Params::InGame_Actor_C_InpActEvt_SwitchQuickbar_UniqueObjectNameForCooking_94 Parms{};
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Parms.Key = std::move(Key);
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UObject::ProcessEvent(Func, &Parms);
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}
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// Function InGame_Actor.InGame_Actor_C.InpActEvt_HotbarKey8_UniqueObjectNameForCooking_95
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// (BlueprintEvent)
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// Parameters:
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// const struct FKey& Key (Parm)
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void AInGame_Actor_C::InpActEvt_HotbarKey8_UniqueObjectNameForCooking_95(const struct FKey& Key)
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{
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static class UFunction* Func = nullptr;
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if (Func == nullptr)
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Func = Class->GetFunction("InGame_Actor_C", "InpActEvt_HotbarKey8_UniqueObjectNameForCooking_95");
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Params::InGame_Actor_C_InpActEvt_HotbarKey8_UniqueObjectNameForCooking_95 Parms{};
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Parms.Key = std::move(Key);
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UObject::ProcessEvent(Func, &Parms);
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}
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// Function InGame_Actor.InGame_Actor_C.InpActEvt_HotbarKeyF7_UniqueObjectNameForCooking_96
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// (BlueprintEvent)
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// Parameters:
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// const struct FKey& Key (Parm)
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void AInGame_Actor_C::InpActEvt_HotbarKeyF7_UniqueObjectNameForCooking_96(const struct FKey& Key)
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{
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static class UFunction* Func = nullptr;
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if (Func == nullptr)
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Func = Class->GetFunction("InGame_Actor_C", "InpActEvt_HotbarKeyF7_UniqueObjectNameForCooking_96");
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Params::InGame_Actor_C_InpActEvt_HotbarKeyF7_UniqueObjectNameForCooking_96 Parms{};
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Parms.Key = std::move(Key);
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UObject::ProcessEvent(Func, &Parms);
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}
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// Function InGame_Actor.InGame_Actor_C.InpActEvt_HotbarKeyF6_UniqueObjectNameForCooking_97
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// (BlueprintEvent)
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// Parameters:
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// const struct FKey& Key (Parm)
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void AInGame_Actor_C::InpActEvt_HotbarKeyF6_UniqueObjectNameForCooking_97(const struct FKey& Key)
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{
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static class UFunction* Func = nullptr;
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if (Func == nullptr)
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Func = Class->GetFunction("InGame_Actor_C", "InpActEvt_HotbarKeyF6_UniqueObjectNameForCooking_97");
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Params::InGame_Actor_C_InpActEvt_HotbarKeyF6_UniqueObjectNameForCooking_97 Parms{};
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Parms.Key = std::move(Key);
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UObject::ProcessEvent(Func, &Parms);
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}
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// Function InGame_Actor.InGame_Actor_C.InpActEvt_HotbarKeyF5_UniqueObjectNameForCooking_98
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// (BlueprintEvent)
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// Parameters:
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// const struct FKey& Key (Parm)
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void AInGame_Actor_C::InpActEvt_HotbarKeyF5_UniqueObjectNameForCooking_98(const struct FKey& Key)
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{
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static class UFunction* Func = nullptr;
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if (Func == nullptr)
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Func = Class->GetFunction("InGame_Actor_C", "InpActEvt_HotbarKeyF5_UniqueObjectNameForCooking_98");
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Params::InGame_Actor_C_InpActEvt_HotbarKeyF5_UniqueObjectNameForCooking_98 Parms{};
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Parms.Key = std::move(Key);
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UObject::ProcessEvent(Func, &Parms);
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}
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// Function InGame_Actor.InGame_Actor_C.InpActEvt_HotbarKeyF4_UniqueObjectNameForCooking_99
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// (BlueprintEvent)
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// Parameters:
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// const struct FKey& Key (Parm)
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void AInGame_Actor_C::InpActEvt_HotbarKeyF4_UniqueObjectNameForCooking_99(const struct FKey& Key)
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{
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static class UFunction* Func = nullptr;
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if (Func == nullptr)
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Func = Class->GetFunction("InGame_Actor_C", "InpActEvt_HotbarKeyF4_UniqueObjectNameForCooking_99");
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Params::InGame_Actor_C_InpActEvt_HotbarKeyF4_UniqueObjectNameForCooking_99 Parms{};
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Parms.Key = std::move(Key);
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UObject::ProcessEvent(Func, &Parms);
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}
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// Function InGame_Actor.InGame_Actor_C.InpActEvt_HotbarKeyF3_UniqueObjectNameForCooking_100
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// (BlueprintEvent)
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// Parameters:
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// const struct FKey& Key (Parm)
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void AInGame_Actor_C::InpActEvt_HotbarKeyF3_UniqueObjectNameForCooking_100(const struct FKey& Key)
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{
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static class UFunction* Func = nullptr;
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if (Func == nullptr)
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Func = Class->GetFunction("InGame_Actor_C", "InpActEvt_HotbarKeyF3_UniqueObjectNameForCooking_100");
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Params::InGame_Actor_C_InpActEvt_HotbarKeyF3_UniqueObjectNameForCooking_100 Parms{};
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Parms.Key = std::move(Key);
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UObject::ProcessEvent(Func, &Parms);
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}
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// Function InGame_Actor.InGame_Actor_C.InpActEvt_HotbarKeyF2_UniqueObjectNameForCooking_101
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// (BlueprintEvent)
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// Parameters:
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// const struct FKey& Key (Parm)
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void AInGame_Actor_C::InpActEvt_HotbarKeyF2_UniqueObjectNameForCooking_101(const struct FKey& Key)
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{
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static class UFunction* Func = nullptr;
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if (Func == nullptr)
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Func = Class->GetFunction("InGame_Actor_C", "InpActEvt_HotbarKeyF2_UniqueObjectNameForCooking_101");
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Params::InGame_Actor_C_InpActEvt_HotbarKeyF2_UniqueObjectNameForCooking_101 Parms{};
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Parms.Key = std::move(Key);
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UObject::ProcessEvent(Func, &Parms);
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}
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// Function InGame_Actor.InGame_Actor_C.InpActEvt_HotbarKeyF1_UniqueObjectNameForCooking_102
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// (BlueprintEvent)
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// Parameters:
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// const struct FKey& Key (Parm)
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void AInGame_Actor_C::InpActEvt_HotbarKeyF1_UniqueObjectNameForCooking_102(const struct FKey& Key)
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{
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static class UFunction* Func = nullptr;
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if (Func == nullptr)
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Func = Class->GetFunction("InGame_Actor_C", "InpActEvt_HotbarKeyF1_UniqueObjectNameForCooking_102");
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Params::InGame_Actor_C_InpActEvt_HotbarKeyF1_UniqueObjectNameForCooking_102 Parms{};
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Parms.Key = std::move(Key);
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UObject::ProcessEvent(Func, &Parms);
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}
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// Function InGame_Actor.InGame_Actor_C.InpActEvt_HotbarKey4_UniqueObjectNameForCooking_130
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// (BlueprintEvent)
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// Parameters:
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// const struct FKey& Key (Parm)
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void AInGame_Actor_C::InpActEvt_HotbarKey4_UniqueObjectNameForCooking_130(const struct FKey& Key)
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{
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static class UFunction* Func = nullptr;
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if (Func == nullptr)
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Func = Class->GetFunction("InGame_Actor_C", "InpActEvt_HotbarKey4_UniqueObjectNameForCooking_130");
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Params::InGame_Actor_C_InpActEvt_HotbarKey4_UniqueObjectNameForCooking_130 Parms{};
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Parms.Key = std::move(Key);
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UObject::ProcessEvent(Func, &Parms);
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}
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// Function InGame_Actor.InGame_Actor_C.InpActEvt_HotbarKey3_UniqueObjectNameForCooking_131
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// (BlueprintEvent)
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// Parameters:
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// const struct FKey& Key (Parm)
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void AInGame_Actor_C::InpActEvt_HotbarKey3_UniqueObjectNameForCooking_131(const struct FKey& Key)
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{
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static class UFunction* Func = nullptr;
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if (Func == nullptr)
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Func = Class->GetFunction("InGame_Actor_C", "InpActEvt_HotbarKey3_UniqueObjectNameForCooking_131");
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Params::InGame_Actor_C_InpActEvt_HotbarKey3_UniqueObjectNameForCooking_131 Parms{};
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Parms.Key = std::move(Key);
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UObject::ProcessEvent(Func, &Parms);
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}
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// Function InGame_Actor.InGame_Actor_C.InpActEvt_HotbarKey2_UniqueObjectNameForCooking_132
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// (BlueprintEvent)
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// Parameters:
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// const struct FKey& Key (Parm)
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void AInGame_Actor_C::InpActEvt_HotbarKey2_UniqueObjectNameForCooking_132(const struct FKey& Key)
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{
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static class UFunction* Func = nullptr;
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if (Func == nullptr)
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Func = Class->GetFunction("InGame_Actor_C", "InpActEvt_HotbarKey2_UniqueObjectNameForCooking_132");
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Params::InGame_Actor_C_InpActEvt_HotbarKey2_UniqueObjectNameForCooking_132 Parms{};
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Parms.Key = std::move(Key);
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UObject::ProcessEvent(Func, &Parms);
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}
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// Function InGame_Actor.InGame_Actor_C.InpActEvt_HotbarKey1_UniqueObjectNameForCooking_133
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// (BlueprintEvent)
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// Parameters:
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// const struct FKey& Key (Parm)
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void AInGame_Actor_C::InpActEvt_HotbarKey1_UniqueObjectNameForCooking_133(const struct FKey& Key)
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{
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static class UFunction* Func = nullptr;
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if (Func == nullptr)
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Func = Class->GetFunction("InGame_Actor_C", "InpActEvt_HotbarKey1_UniqueObjectNameForCooking_133");
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Params::InGame_Actor_C_InpActEvt_HotbarKey1_UniqueObjectNameForCooking_133 Parms{};
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Parms.Key = std::move(Key);
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UObject::ProcessEvent(Func, &Parms);
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}
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// Function InGame_Actor.InGame_Actor_C.UserConstructionScript
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// (Event, Public, BlueprintCallable, BlueprintEvent)
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void AInGame_Actor_C::UserConstructionScript()
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{
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static class UFunction* Func = nullptr;
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if (Func == nullptr)
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Func = Class->GetFunction("InGame_Actor_C", "UserConstructionScript");
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|
|
|
UObject::ProcessEvent(Func, nullptr);
|
|
}
|
|
|
|
|
|
// Function InGame_Actor.InGame_Actor_C.AddItemToInventory
|
|
// (Public, HasOutParams, HasDefaults, BlueprintCallable, BlueprintEvent)
|
|
// Parameters:
|
|
// class UFortItemDefinition* ItemToAdd (Parm, ZeroConstructor, IsPlainOldData, NoDestructor)
|
|
// class UFortWorldItem** Item (Parm, OutParm, ZeroConstructor, IsPlainOldData, NoDestructor)
|
|
|
|
void AInGame_Actor_C::AddItemToInventory(class UFortItemDefinition* ItemToAdd, class UFortWorldItem** Item)
|
|
{
|
|
static class UFunction* Func = nullptr;
|
|
|
|
if (Func == nullptr)
|
|
Func = Class->GetFunction("InGame_Actor_C", "AddItemToInventory");
|
|
|
|
Params::InGame_Actor_C_AddItemToInventory Parms{};
|
|
|
|
Parms.ItemToAdd = ItemToAdd;
|
|
|
|
UObject::ProcessEvent(Func, &Parms);
|
|
|
|
if (Item != nullptr)
|
|
*Item = Parms.Item;
|
|
}
|
|
|
|
|
|
// Function InGame_Actor.InGame_Actor_C.AddMainItemToInventory
|
|
// (Public, HasOutParams, HasDefaults, BlueprintCallable, BlueprintEvent)
|
|
// Parameters:
|
|
// class UFortItemDefinition* ItemToAdd (Parm, ZeroConstructor, IsPlainOldData, NoDestructor)
|
|
// int32 Count (Parm, ZeroConstructor, IsPlainOldData, NoDestructor)
|
|
// const struct FGuid& Guid (Parm, ZeroConstructor, IsPlainOldData, NoDestructor)
|
|
// class UFortWorldItem** Item (Parm, OutParm, ZeroConstructor, IsPlainOldData, NoDestructor)
|
|
|
|
void AInGame_Actor_C::AddMainItemToInventory(class UFortItemDefinition* ItemToAdd, int32 Count, const struct FGuid& Guid, class UFortWorldItem** Item)
|
|
{
|
|
static class UFunction* Func = nullptr;
|
|
|
|
if (Func == nullptr)
|
|
Func = Class->GetFunction("InGame_Actor_C", "AddMainItemToInventory");
|
|
|
|
Params::InGame_Actor_C_AddMainItemToInventory Parms{};
|
|
|
|
Parms.ItemToAdd = ItemToAdd;
|
|
Parms.Count = Count;
|
|
Parms.Guid = std::move(Guid);
|
|
|
|
UObject::ProcessEvent(Func, &Parms);
|
|
|
|
if (Item != nullptr)
|
|
*Item = Parms.Item;
|
|
}
|
|
|
|
}
|
|
|
|
#pragma pack(pop)
|