mirror of
https://github.com/ApfelTeeSaft/Alphanium.git
synced 2026-08-27 03:33:27 +00:00
918 lines
34 KiB
C++
918 lines
34 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: PlayerPawn_Generic
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#include "Basic.hpp"
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#include "PlayerPawn_Generic_classes.hpp"
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#include "PlayerPawn_Generic_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 PlayerPawn_Generic.PlayerPawn_Generic_C.ExecuteUbergraph_PlayerPawn_Generic
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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 APlayerPawn_Generic_C::ExecuteUbergraph_PlayerPawn_Generic(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("PlayerPawn_Generic_C", "ExecuteUbergraph_PlayerPawn_Generic");
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Params::PlayerPawn_Generic_C_ExecuteUbergraph_PlayerPawn_Generic 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 PlayerPawn_Generic.PlayerPawn_Generic_C.GameplayCue.Shield.Reapplied
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// (BlueprintCallable, BlueprintEvent)
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// Parameters:
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// EGameplayCueEvent EventType (Parm, ZeroConstructor, IsPlainOldData, NoDestructor)
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// const struct FGameplayCueParameters& Parameters (Parm)
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void APlayerPawn_Generic_C::GameplayCue_Shield_Reapplied(EGameplayCueEvent EventType, const struct FGameplayCueParameters& Parameters)
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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("PlayerPawn_Generic_C", "GameplayCue.Shield.Reapplied");
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Params::PlayerPawn_Generic_C_GameplayCue_Shield_Reapplied Parms{};
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Parms.EventType = EventType;
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Parms.Parameters = std::move(Parameters);
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UObject::ProcessEvent(Func, &Parms);
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}
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// Function PlayerPawn_Generic.PlayerPawn_Generic_C.GameplayCue.Shield.FullyCharged
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// (BlueprintCallable, BlueprintEvent)
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// Parameters:
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// EGameplayCueEvent EventType (Parm, ZeroConstructor, IsPlainOldData, NoDestructor)
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// const struct FGameplayCueParameters& Parameters (Parm)
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void APlayerPawn_Generic_C::GameplayCue_Shield_FullyCharged(EGameplayCueEvent EventType, const struct FGameplayCueParameters& Parameters)
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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("PlayerPawn_Generic_C", "GameplayCue.Shield.FullyCharged");
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Params::PlayerPawn_Generic_C_GameplayCue_Shield_FullyCharged Parms{};
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Parms.EventType = EventType;
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Parms.Parameters = std::move(Parameters);
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UObject::ProcessEvent(Func, &Parms);
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}
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// Function PlayerPawn_Generic.PlayerPawn_Generic_C.GameplayCue.Shield.Destroyed
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// (BlueprintCallable, BlueprintEvent)
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// Parameters:
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// EGameplayCueEvent EventType (Parm, ZeroConstructor, IsPlainOldData, NoDestructor)
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// const struct FGameplayCueParameters& Parameters (Parm)
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void APlayerPawn_Generic_C::GameplayCue_Shield_Destroyed(EGameplayCueEvent EventType, const struct FGameplayCueParameters& Parameters)
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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("PlayerPawn_Generic_C", "GameplayCue.Shield.Destroyed");
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Params::PlayerPawn_Generic_C_GameplayCue_Shield_Destroyed Parms{};
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Parms.EventType = EventType;
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Parms.Parameters = std::move(Parameters);
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UObject::ProcessEvent(Func, &Parms);
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}
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// Function PlayerPawn_Generic.PlayerPawn_Generic_C.GameplayCue.Damage.Shielded
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// (BlueprintCallable, BlueprintEvent)
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// Parameters:
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// EGameplayCueEvent EventType (Parm, ZeroConstructor, IsPlainOldData, NoDestructor)
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// const struct FGameplayCueParameters& Parameters (Parm)
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void APlayerPawn_Generic_C::GameplayCue_Damage_Shielded(EGameplayCueEvent EventType, const struct FGameplayCueParameters& Parameters)
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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("PlayerPawn_Generic_C", "GameplayCue.Damage.Shielded");
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Params::PlayerPawn_Generic_C_GameplayCue_Damage_Shielded Parms{};
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Parms.EventType = EventType;
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Parms.Parameters = std::move(Parameters);
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UObject::ProcessEvent(Func, &Parms);
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}
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// Function PlayerPawn_Generic.PlayerPawn_Generic_C.GameplayCue.Generic.AdrenalineRush.DirectHeal
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// (BlueprintCallable, BlueprintEvent)
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// Parameters:
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// EGameplayCueEvent EventType (Parm, ZeroConstructor, IsPlainOldData, NoDestructor)
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// const struct FGameplayCueParameters& Parameters (Parm)
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void APlayerPawn_Generic_C::GameplayCue_Generic_AdrenalineRush_DirectHeal(EGameplayCueEvent EventType, const struct FGameplayCueParameters& Parameters)
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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("PlayerPawn_Generic_C", "GameplayCue.Generic.AdrenalineRush.DirectHeal");
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Params::PlayerPawn_Generic_C_GameplayCue_Generic_AdrenalineRush_DirectHeal Parms{};
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Parms.EventType = EventType;
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Parms.Parameters = std::move(Parameters);
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UObject::ProcessEvent(Func, &Parms);
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}
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// Function PlayerPawn_Generic.PlayerPawn_Generic_C.GameplayCue.Generic.AdrenalineRush.PeriodicHeal
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// (BlueprintCallable, BlueprintEvent)
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// Parameters:
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// EGameplayCueEvent EventType (Parm, ZeroConstructor, IsPlainOldData, NoDestructor)
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// const struct FGameplayCueParameters& Parameters (Parm)
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void APlayerPawn_Generic_C::GameplayCue_Generic_AdrenalineRush_PeriodicHeal(EGameplayCueEvent EventType, const struct FGameplayCueParameters& Parameters)
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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("PlayerPawn_Generic_C", "GameplayCue.Generic.AdrenalineRush.PeriodicHeal");
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Params::PlayerPawn_Generic_C_GameplayCue_Generic_AdrenalineRush_PeriodicHeal Parms{};
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Parms.EventType = EventType;
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Parms.Parameters = std::move(Parameters);
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UObject::ProcessEvent(Func, &Parms);
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}
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// Function PlayerPawn_Generic.PlayerPawn_Generic_C.Test Adrenaline Rush
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// (BlueprintCallable, BlueprintEvent)
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void APlayerPawn_Generic_C::Test_Adrenaline_Rush()
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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("PlayerPawn_Generic_C", "Test Adrenaline Rush");
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UObject::ProcessEvent(Func, nullptr);
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}
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// Function PlayerPawn_Generic.PlayerPawn_Generic_C.OnLand_CE
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// (BlueprintCallable, BlueprintEvent)
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void APlayerPawn_Generic_C::OnLand_CE()
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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("PlayerPawn_Generic_C", "OnLand_CE");
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UObject::ProcessEvent(Func, nullptr);
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}
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// Function PlayerPawn_Generic.PlayerPawn_Generic_C.InternalSetFirstPersonCamera
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// (BlueprintCallable, BlueprintEvent)
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// Parameters:
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// bool NewUseFirstPersonCamera (Parm, ZeroConstructor, IsPlainOldData, NoDestructor)
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void APlayerPawn_Generic_C::InternalSetFirstPersonCamera(bool NewUseFirstPersonCamera)
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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("PlayerPawn_Generic_C", "InternalSetFirstPersonCamera");
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Params::PlayerPawn_Generic_C_InternalSetFirstPersonCamera Parms{};
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Parms.NewUseFirstPersonCamera = NewUseFirstPersonCamera;
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UObject::ProcessEvent(Func, &Parms);
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}
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// Function PlayerPawn_Generic.PlayerPawn_Generic_C.Ninja Dust FX
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// (BlueprintCallable, BlueprintEvent)
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void APlayerPawn_Generic_C::Ninja_Dust_FX()
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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("PlayerPawn_Generic_C", "Ninja Dust FX");
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UObject::ProcessEvent(Func, nullptr);
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}
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// Function PlayerPawn_Generic.PlayerPawn_Generic_C.GameplayCue.GravitySphere
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// (BlueprintCallable, BlueprintEvent)
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// Parameters:
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// EGameplayCueEvent EventType (Parm, ZeroConstructor, IsPlainOldData, NoDestructor)
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// const struct FGameplayCueParameters& Parameters (Parm)
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void APlayerPawn_Generic_C::GameplayCue_GravitySphere(EGameplayCueEvent EventType, const struct FGameplayCueParameters& Parameters)
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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("PlayerPawn_Generic_C", "GameplayCue.GravitySphere");
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Params::PlayerPawn_Generic_C_GameplayCue_GravitySphere Parms{};
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Parms.EventType = EventType;
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Parms.Parameters = std::move(Parameters);
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UObject::ProcessEvent(Func, &Parms);
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}
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// Function PlayerPawn_Generic.PlayerPawn_Generic_C.SetFirstPersonCamera
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// (Event, Public, BlueprintEvent)
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// Parameters:
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// bool bNewUseFirstPersonCamera (Parm, ZeroConstructor, IsPlainOldData, NoDestructor)
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void APlayerPawn_Generic_C::SetFirstPersonCamera(bool bNewUseFirstPersonCamera)
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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("PlayerPawn_Generic_C", "SetFirstPersonCamera");
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Params::PlayerPawn_Generic_C_SetFirstPersonCamera Parms{};
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Parms.bNewUseFirstPersonCamera = bNewUseFirstPersonCamera;
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UObject::ProcessEvent(Func, &Parms);
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}
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// Function PlayerPawn_Generic.PlayerPawn_Generic_C.GameplayCue.Abilities.Activation.Generic.HarvestBuff.Tier2
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// (BlueprintCallable, BlueprintEvent)
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// Parameters:
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// EGameplayCueEvent EventType (Parm, ZeroConstructor, IsPlainOldData, NoDestructor)
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// const struct FGameplayCueParameters& Parameters (Parm)
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void APlayerPawn_Generic_C::GameplayCue_Abilities_Activation_Generic_HarvestBuff_Tier2(EGameplayCueEvent EventType, const struct FGameplayCueParameters& Parameters)
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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("PlayerPawn_Generic_C", "GameplayCue.Abilities.Activation.Generic.HarvestBuff.Tier2");
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Params::PlayerPawn_Generic_C_GameplayCue_Abilities_Activation_Generic_HarvestBuff_Tier2 Parms{};
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Parms.EventType = EventType;
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Parms.Parameters = std::move(Parameters);
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UObject::ProcessEvent(Func, &Parms);
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}
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// Function PlayerPawn_Generic.PlayerPawn_Generic_C.GameplayCue.Abilities.Activation.Generic.HarvestBuff.Tier1
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// (BlueprintCallable, BlueprintEvent)
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// Parameters:
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// EGameplayCueEvent EventType (Parm, ZeroConstructor, IsPlainOldData, NoDestructor)
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// const struct FGameplayCueParameters& Parameters (Parm)
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void APlayerPawn_Generic_C::GameplayCue_Abilities_Activation_Generic_HarvestBuff_Tier1(EGameplayCueEvent EventType, const struct FGameplayCueParameters& Parameters)
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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("PlayerPawn_Generic_C", "GameplayCue.Abilities.Activation.Generic.HarvestBuff.Tier1");
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Params::PlayerPawn_Generic_C_GameplayCue_Abilities_Activation_Generic_HarvestBuff_Tier1 Parms{};
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Parms.EventType = EventType;
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Parms.Parameters = std::move(Parameters);
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UObject::ProcessEvent(Func, &Parms);
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}
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// Function PlayerPawn_Generic.PlayerPawn_Generic_C.OnCharacterPartsReinitialized
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// (Event, Protected, BlueprintEvent)
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void APlayerPawn_Generic_C::OnCharacterPartsReinitialized()
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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("PlayerPawn_Generic_C", "OnCharacterPartsReinitialized");
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UObject::ProcessEvent(Func, nullptr);
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}
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// Function PlayerPawn_Generic.PlayerPawn_Generic_C.FootStepRight
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// (Public, BlueprintCallable, BlueprintEvent)
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void APlayerPawn_Generic_C::FootStepRight()
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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("PlayerPawn_Generic_C", "FootStepRight");
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UObject::ProcessEvent(Func, nullptr);
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}
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// Function PlayerPawn_Generic.PlayerPawn_Generic_C.FootStepLeft
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// (Public, BlueprintCallable, BlueprintEvent)
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void APlayerPawn_Generic_C::FootStepLeft()
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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("PlayerPawn_Generic_C", "FootStepLeft");
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UObject::ProcessEvent(Func, nullptr);
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}
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// Function PlayerPawn_Generic.PlayerPawn_Generic_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 APlayerPawn_Generic_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("PlayerPawn_Generic_C", "ReceiveTick");
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Params::PlayerPawn_Generic_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 PlayerPawn_Generic.PlayerPawn_Generic_C.OnWeaponEquipped
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// (Event, Public, BlueprintEvent)
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// Parameters:
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// class AFortWeapon* NewWeapon (Parm, ZeroConstructor, IsPlainOldData, NoDestructor)
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// class AFortWeapon* PrevWeapon (Parm, ZeroConstructor, IsPlainOldData, NoDestructor)
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void APlayerPawn_Generic_C::OnWeaponEquipped(class AFortWeapon* NewWeapon, class AFortWeapon* PrevWeapon)
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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("PlayerPawn_Generic_C", "OnWeaponEquipped");
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Params::PlayerPawn_Generic_C_OnWeaponEquipped Parms{};
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Parms.NewWeapon = NewWeapon;
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Parms.PrevWeapon = PrevWeapon;
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UObject::ProcessEvent(Func, &Parms);
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}
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// Function PlayerPawn_Generic.PlayerPawn_Generic_C.OnDeathPlayEffects
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// (BlueprintCosmetic, Event, Public, HasOutParams, BlueprintEvent)
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// Parameters:
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// float Damage (Parm, ZeroConstructor, IsPlainOldData, NoDestructor)
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// const struct FGameplayTagContainer& DamageTags (ConstParm, Parm, OutParm, ReferenceParm)
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// const struct FVector& Momentum (Parm, ZeroConstructor, IsPlainOldData, NoDestructor)
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// const struct FHitResult& HitInfo (ConstParm, Parm, OutParm, ReferenceParm, ContainsInstancedReference)
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// class AFortPawn* InstigatedBy (Parm, ZeroConstructor, IsPlainOldData, NoDestructor)
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// class AActor* DamageCauser (Parm, ZeroConstructor, IsPlainOldData, NoDestructor)
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// const struct FGameplayEffectContextHandle&EffectContext (Parm)
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void APlayerPawn_Generic_C::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)
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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("PlayerPawn_Generic_C", "OnDeathPlayEffects");
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Params::PlayerPawn_Generic_C_OnDeathPlayEffects Parms{};
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Parms.Damage = Damage;
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Parms.DamageTags = std::move(DamageTags);
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Parms.Momentum = std::move(Momentum);
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Parms.HitInfo = std::move(HitInfo);
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Parms.InstigatedBy = InstigatedBy;
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Parms.DamageCauser = DamageCauser;
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Parms.EffectContext = std::move(EffectContext);
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UObject::ProcessEvent(Func, &Parms);
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}
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// Function PlayerPawn_Generic.PlayerPawn_Generic_C.Distance
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// (BlueprintCallable, BlueprintEvent)
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void APlayerPawn_Generic_C::Distance()
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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("PlayerPawn_Generic_C", "Distance");
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UObject::ProcessEvent(Func, nullptr);
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}
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// Function PlayerPawn_Generic.PlayerPawn_Generic_C.OnLanded
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// (Event, Public, HasOutParams, BlueprintEvent)
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// Parameters:
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// const struct FHitResult& Hit (ConstParm, Parm, OutParm, ReferenceParm, ContainsInstancedReference)
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void APlayerPawn_Generic_C::OnLanded(const struct FHitResult& Hit)
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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("PlayerPawn_Generic_C", "OnLanded");
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Params::PlayerPawn_Generic_C_OnLanded Parms{};
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Parms.Hit = std::move(Hit);
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UObject::ProcessEvent(Func, &Parms);
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}
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// Function PlayerPawn_Generic.PlayerPawn_Generic_C.OnDamagePlayEffects
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// (BlueprintCosmetic, Event, Public, HasOutParams, BlueprintEvent)
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// Parameters:
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// float Damage (Parm, ZeroConstructor, IsPlainOldData, NoDestructor)
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// const struct FGameplayTagContainer& DamageTags (ConstParm, Parm, OutParm, ReferenceParm)
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// const struct FVector& Momentum (Parm, ZeroConstructor, IsPlainOldData, NoDestructor)
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// const struct FHitResult& HitInfo (ConstParm, Parm, OutParm, ReferenceParm, ContainsInstancedReference)
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// class AFortPawn* InstigatedBy (Parm, ZeroConstructor, IsPlainOldData, NoDestructor)
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// class AActor* DamageCauser (Parm, ZeroConstructor, IsPlainOldData, NoDestructor)
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// const struct FGameplayEffectContextHandle&EffectContext (Parm)
|
|
|
|
void APlayerPawn_Generic_C::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("PlayerPawn_Generic_C", "OnDamagePlayEffects");
|
|
|
|
Params::PlayerPawn_Generic_C_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 PlayerPawn_Generic.PlayerPawn_Generic_C.MeleeSwingLeft
|
|
// (BlueprintCallable, BlueprintEvent)
|
|
|
|
void APlayerPawn_Generic_C::MeleeSwingLeft()
|
|
{
|
|
static class UFunction* Func = nullptr;
|
|
|
|
if (Func == nullptr)
|
|
Func = Class->GetFunction("PlayerPawn_Generic_C", "MeleeSwingLeft");
|
|
|
|
UObject::ProcessEvent(Func, nullptr);
|
|
}
|
|
|
|
|
|
// Function PlayerPawn_Generic.PlayerPawn_Generic_C.MeleeSwingRight
|
|
// (BlueprintCallable, BlueprintEvent)
|
|
|
|
void APlayerPawn_Generic_C::MeleeSwingRight()
|
|
{
|
|
static class UFunction* Func = nullptr;
|
|
|
|
if (Func == nullptr)
|
|
Func = Class->GetFunction("PlayerPawn_Generic_C", "MeleeSwingRight");
|
|
|
|
UObject::ProcessEvent(Func, nullptr);
|
|
}
|
|
|
|
|
|
// Function PlayerPawn_Generic.PlayerPawn_Generic_C.Full Shield Health__UpdateFunc
|
|
// (BlueprintEvent)
|
|
|
|
void APlayerPawn_Generic_C::Full_Shield_Health__UpdateFunc()
|
|
{
|
|
static class UFunction* Func = nullptr;
|
|
|
|
if (Func == nullptr)
|
|
Func = Class->GetFunction("PlayerPawn_Generic_C", "Full Shield Health__UpdateFunc");
|
|
|
|
UObject::ProcessEvent(Func, nullptr);
|
|
}
|
|
|
|
|
|
// Function PlayerPawn_Generic.PlayerPawn_Generic_C.Full Shield Health__FinishedFunc
|
|
// (BlueprintEvent)
|
|
|
|
void APlayerPawn_Generic_C::Full_Shield_Health__FinishedFunc()
|
|
{
|
|
static class UFunction* Func = nullptr;
|
|
|
|
if (Func == nullptr)
|
|
Func = Class->GetFunction("PlayerPawn_Generic_C", "Full Shield Health__FinishedFunc");
|
|
|
|
UObject::ProcessEvent(Func, nullptr);
|
|
}
|
|
|
|
|
|
// Function PlayerPawn_Generic.PlayerPawn_Generic_C.Shield_DamageTimeline__UpdateFunc
|
|
// (BlueprintEvent)
|
|
|
|
void APlayerPawn_Generic_C::Shield_DamageTimeline__UpdateFunc()
|
|
{
|
|
static class UFunction* Func = nullptr;
|
|
|
|
if (Func == nullptr)
|
|
Func = Class->GetFunction("PlayerPawn_Generic_C", "Shield_DamageTimeline__UpdateFunc");
|
|
|
|
UObject::ProcessEvent(Func, nullptr);
|
|
}
|
|
|
|
|
|
// Function PlayerPawn_Generic.PlayerPawn_Generic_C.Shield_DamageTimeline__FinishedFunc
|
|
// (BlueprintEvent)
|
|
|
|
void APlayerPawn_Generic_C::Shield_DamageTimeline__FinishedFunc()
|
|
{
|
|
static class UFunction* Func = nullptr;
|
|
|
|
if (Func == nullptr)
|
|
Func = Class->GetFunction("PlayerPawn_Generic_C", "Shield_DamageTimeline__FinishedFunc");
|
|
|
|
UObject::ProcessEvent(Func, nullptr);
|
|
}
|
|
|
|
|
|
// Function PlayerPawn_Generic.PlayerPawn_Generic_C.Shield_ShatterTimeline__UpdateFunc
|
|
// (BlueprintEvent)
|
|
|
|
void APlayerPawn_Generic_C::Shield_ShatterTimeline__UpdateFunc()
|
|
{
|
|
static class UFunction* Func = nullptr;
|
|
|
|
if (Func == nullptr)
|
|
Func = Class->GetFunction("PlayerPawn_Generic_C", "Shield_ShatterTimeline__UpdateFunc");
|
|
|
|
UObject::ProcessEvent(Func, nullptr);
|
|
}
|
|
|
|
|
|
// Function PlayerPawn_Generic.PlayerPawn_Generic_C.Shield_ShatterTimeline__FinishedFunc
|
|
// (BlueprintEvent)
|
|
|
|
void APlayerPawn_Generic_C::Shield_ShatterTimeline__FinishedFunc()
|
|
{
|
|
static class UFunction* Func = nullptr;
|
|
|
|
if (Func == nullptr)
|
|
Func = Class->GetFunction("PlayerPawn_Generic_C", "Shield_ShatterTimeline__FinishedFunc");
|
|
|
|
UObject::ProcessEvent(Func, nullptr);
|
|
}
|
|
|
|
|
|
// Function PlayerPawn_Generic.PlayerPawn_Generic_C.Shield Regen Timeline__UpdateFunc
|
|
// (BlueprintEvent)
|
|
|
|
void APlayerPawn_Generic_C::Shield_Regen_Timeline__UpdateFunc()
|
|
{
|
|
static class UFunction* Func = nullptr;
|
|
|
|
if (Func == nullptr)
|
|
Func = Class->GetFunction("PlayerPawn_Generic_C", "Shield Regen Timeline__UpdateFunc");
|
|
|
|
UObject::ProcessEvent(Func, nullptr);
|
|
}
|
|
|
|
|
|
// Function PlayerPawn_Generic.PlayerPawn_Generic_C.Shield Regen Timeline__FinishedFunc
|
|
// (BlueprintEvent)
|
|
|
|
void APlayerPawn_Generic_C::Shield_Regen_Timeline__FinishedFunc()
|
|
{
|
|
static class UFunction* Func = nullptr;
|
|
|
|
if (Func == nullptr)
|
|
Func = Class->GetFunction("PlayerPawn_Generic_C", "Shield Regen Timeline__FinishedFunc");
|
|
|
|
UObject::ProcessEvent(Func, nullptr);
|
|
}
|
|
|
|
|
|
// Function PlayerPawn_Generic.PlayerPawn_Generic_C.HealthSweep__UpdateFunc
|
|
// (BlueprintEvent)
|
|
|
|
void APlayerPawn_Generic_C::HealthSweep__UpdateFunc()
|
|
{
|
|
static class UFunction* Func = nullptr;
|
|
|
|
if (Func == nullptr)
|
|
Func = Class->GetFunction("PlayerPawn_Generic_C", "HealthSweep__UpdateFunc");
|
|
|
|
UObject::ProcessEvent(Func, nullptr);
|
|
}
|
|
|
|
|
|
// Function PlayerPawn_Generic.PlayerPawn_Generic_C.HealthSweep__FinishedFunc
|
|
// (BlueprintEvent)
|
|
|
|
void APlayerPawn_Generic_C::HealthSweep__FinishedFunc()
|
|
{
|
|
static class UFunction* Func = nullptr;
|
|
|
|
if (Func == nullptr)
|
|
Func = Class->GetFunction("PlayerPawn_Generic_C", "HealthSweep__FinishedFunc");
|
|
|
|
UObject::ProcessEvent(Func, nullptr);
|
|
}
|
|
|
|
|
|
// Function PlayerPawn_Generic.PlayerPawn_Generic_C.UserConstructionScript
|
|
// (Event, Public, BlueprintCallable, BlueprintEvent)
|
|
|
|
void APlayerPawn_Generic_C::UserConstructionScript()
|
|
{
|
|
static class UFunction* Func = nullptr;
|
|
|
|
if (Func == nullptr)
|
|
Func = Class->GetFunction("PlayerPawn_Generic_C", "UserConstructionScript");
|
|
|
|
UObject::ProcessEvent(Func, nullptr);
|
|
}
|
|
|
|
|
|
// Function PlayerPawn_Generic.PlayerPawn_Generic_C.Create and Duplicate Effect Skeletal Meshes Parent
|
|
// (Public, HasOutParams, HasDefaults, BlueprintCallable, BlueprintEvent)
|
|
// Parameters:
|
|
// EFortCustomPartType BodyType (Parm, ZeroConstructor, IsPlainOldData, NoDestructor)
|
|
// class USkeletalMeshComponent*& DuplicatedSkeletalMeshComponent (Parm, OutParm, ZeroConstructor, ReferenceParm, IsPlainOldData, NoDestructor)
|
|
// class UMaterialInterface* Material_to_Apply (Parm, ZeroConstructor, IsPlainOldData, NoDestructor)
|
|
// TArray<class UMaterialInstanceDynamic*>&Empty_MID_Array (Parm, OutParm, ZeroConstructor, ReferenceParm)
|
|
// int32 TranslucentSortPriority (Parm, ZeroConstructor, IsPlainOldData, NoDestructor)
|
|
|
|
void APlayerPawn_Generic_C::Create_and_Duplicate_Effect_Skeletal_Meshes_Parent(EFortCustomPartType BodyType, class USkeletalMeshComponent*& DuplicatedSkeletalMeshComponent, class UMaterialInterface* Material_to_Apply, TArray<class UMaterialInstanceDynamic*>& Empty_MID_Array, int32 TranslucentSortPriority)
|
|
{
|
|
static class UFunction* Func = nullptr;
|
|
|
|
if (Func == nullptr)
|
|
Func = Class->GetFunction("PlayerPawn_Generic_C", "Create and Duplicate Effect Skeletal Meshes Parent");
|
|
|
|
Params::PlayerPawn_Generic_C_Create_and_Duplicate_Effect_Skeletal_Meshes_Parent Parms{};
|
|
|
|
Parms.BodyType = BodyType;
|
|
Parms.DuplicatedSkeletalMeshComponent = DuplicatedSkeletalMeshComponent;
|
|
Parms.Material_to_Apply = Material_to_Apply;
|
|
Parms.Empty_MID_Array = std::move(Empty_MID_Array);
|
|
Parms.TranslucentSortPriority = TranslucentSortPriority;
|
|
|
|
UObject::ProcessEvent(Func, &Parms);
|
|
|
|
DuplicatedSkeletalMeshComponent = Parms.DuplicatedSkeletalMeshComponent;
|
|
Empty_MID_Array = std::move(Parms.Empty_MID_Array);
|
|
}
|
|
|
|
|
|
// Function PlayerPawn_Generic.PlayerPawn_Generic_C.FindShieldOpacity
|
|
// (Public, BlueprintCallable, BlueprintEvent)
|
|
|
|
void APlayerPawn_Generic_C::FindShieldOpacity()
|
|
{
|
|
static class UFunction* Func = nullptr;
|
|
|
|
if (Func == nullptr)
|
|
Func = Class->GetFunction("PlayerPawn_Generic_C", "FindShieldOpacity");
|
|
|
|
UObject::ProcessEvent(Func, nullptr);
|
|
}
|
|
|
|
|
|
// Function PlayerPawn_Generic.PlayerPawn_Generic_C.SetShieldMids
|
|
// (Public, BlueprintCallable, BlueprintEvent)
|
|
// Parameters:
|
|
// float Highlight_Cracks (Parm, ZeroConstructor, IsPlainOldData, NoDestructor)
|
|
// bool Set_Highlight_Cracks (Parm, ZeroConstructor, IsPlainOldData, NoDestructor)
|
|
// float Push (Parm, ZeroConstructor, IsPlainOldData, NoDestructor)
|
|
// bool Set_Push (Parm, ZeroConstructor, IsPlainOldData, NoDestructor)
|
|
|
|
void APlayerPawn_Generic_C::SetShieldMids(float Highlight_Cracks, bool Set_Highlight_Cracks, float Push, bool Set_Push)
|
|
{
|
|
static class UFunction* Func = nullptr;
|
|
|
|
if (Func == nullptr)
|
|
Func = Class->GetFunction("PlayerPawn_Generic_C", "SetShieldMids");
|
|
|
|
Params::PlayerPawn_Generic_C_SetShieldMids Parms{};
|
|
|
|
Parms.Highlight_Cracks = Highlight_Cracks;
|
|
Parms.Set_Highlight_Cracks = Set_Highlight_Cracks;
|
|
Parms.Push = Push;
|
|
Parms.Set_Push = Set_Push;
|
|
|
|
UObject::ProcessEvent(Func, &Parms);
|
|
}
|
|
|
|
|
|
// Function PlayerPawn_Generic.PlayerPawn_Generic_C.SetShieldMids_InternalLoop
|
|
// (Public, HasOutParams, BlueprintCallable, BlueprintEvent)
|
|
// Parameters:
|
|
// float Highlight_Cracks (Parm, ZeroConstructor, IsPlainOldData, NoDestructor)
|
|
// bool Set_Highlight_Cracks (Parm, ZeroConstructor, IsPlainOldData, NoDestructor)
|
|
// float Push (Parm, ZeroConstructor, IsPlainOldData, NoDestructor)
|
|
// bool Set_Push (Parm, ZeroConstructor, IsPlainOldData, NoDestructor)
|
|
// TArray<class UMaterialInstanceDynamic*>&NewParam1 (Parm, OutParm, ZeroConstructor, ReferenceParm)
|
|
|
|
void APlayerPawn_Generic_C::SetShieldMids_InternalLoop(float Highlight_Cracks, bool Set_Highlight_Cracks, float Push, bool Set_Push, TArray<class UMaterialInstanceDynamic*>& NewParam1)
|
|
{
|
|
static class UFunction* Func = nullptr;
|
|
|
|
if (Func == nullptr)
|
|
Func = Class->GetFunction("PlayerPawn_Generic_C", "SetShieldMids_InternalLoop");
|
|
|
|
Params::PlayerPawn_Generic_C_SetShieldMids_InternalLoop Parms{};
|
|
|
|
Parms.Highlight_Cracks = Highlight_Cracks;
|
|
Parms.Set_Highlight_Cracks = Set_Highlight_Cracks;
|
|
Parms.Push = Push;
|
|
Parms.Set_Push = Set_Push;
|
|
Parms.NewParam1 = std::move(NewParam1);
|
|
|
|
UObject::ProcessEvent(Func, &Parms);
|
|
|
|
NewParam1 = std::move(Parms.NewParam1);
|
|
}
|
|
|
|
|
|
// Function PlayerPawn_Generic.PlayerPawn_Generic_C.SlaveAMeshToTheBody
|
|
// (Public, HasDefaults, BlueprintCallable, BlueprintEvent)
|
|
// Parameters:
|
|
// class USkeletalMeshComponent* Mesh_0 (Parm, ZeroConstructor, IsPlainOldData, NoDestructor)
|
|
// class USkeletalMeshComponent* Master (Parm, ZeroConstructor, IsPlainOldData, NoDestructor)
|
|
|
|
void APlayerPawn_Generic_C::SlaveAMeshToTheBody(class USkeletalMeshComponent* Mesh_0, class USkeletalMeshComponent* Master)
|
|
{
|
|
static class UFunction* Func = nullptr;
|
|
|
|
if (Func == nullptr)
|
|
Func = Class->GetFunction("PlayerPawn_Generic_C", "SlaveAMeshToTheBody");
|
|
|
|
Params::PlayerPawn_Generic_C_SlaveAMeshToTheBody Parms{};
|
|
|
|
Parms.Mesh_0 = Mesh_0;
|
|
Parms.Master = Master;
|
|
|
|
UObject::ProcessEvent(Func, &Parms);
|
|
}
|
|
|
|
|
|
// Function PlayerPawn_Generic.PlayerPawn_Generic_C.ToggleShieldVisibility
|
|
// (Public, BlueprintCallable, BlueprintEvent)
|
|
|
|
void APlayerPawn_Generic_C::ToggleShieldVisibility()
|
|
{
|
|
static class UFunction* Func = nullptr;
|
|
|
|
if (Func == nullptr)
|
|
Func = Class->GetFunction("PlayerPawn_Generic_C", "ToggleShieldVisibility");
|
|
|
|
UObject::ProcessEvent(Func, nullptr);
|
|
}
|
|
|
|
|
|
// Function PlayerPawn_Generic.PlayerPawn_Generic_C.Create and Duplicate Effect Poseable Skeletal Mesh
|
|
// (Public, HasOutParams, HasDefaults, BlueprintCallable, BlueprintEvent)
|
|
// Parameters:
|
|
// EFortCustomPartType BodyType (Parm, ZeroConstructor, IsPlainOldData, NoDestructor)
|
|
// class UMaterialInterface* Material_to_Apply (Parm, ZeroConstructor, IsPlainOldData, NoDestructor)
|
|
// TArray<class UMaterialInstanceDynamic*>&Empty_MID_Array (Parm, OutParm, ZeroConstructor, ReferenceParm)
|
|
// int32 TranslucentSortPriority (Parm, ZeroConstructor, IsPlainOldData, NoDestructor)
|
|
// class UPoseableMeshComponent*& PoseableMesh (Parm, OutParm, ZeroConstructor, ReferenceParm, IsPlainOldData, NoDestructor)
|
|
|
|
void APlayerPawn_Generic_C::Create_and_Duplicate_Effect_Poseable_Skeletal_Mesh(EFortCustomPartType BodyType, class UMaterialInterface* Material_to_Apply, TArray<class UMaterialInstanceDynamic*>& Empty_MID_Array, int32 TranslucentSortPriority, class UPoseableMeshComponent*& PoseableMesh)
|
|
{
|
|
static class UFunction* Func = nullptr;
|
|
|
|
if (Func == nullptr)
|
|
Func = Class->GetFunction("PlayerPawn_Generic_C", "Create and Duplicate Effect Poseable Skeletal Mesh");
|
|
|
|
Params::PlayerPawn_Generic_C_Create_and_Duplicate_Effect_Poseable_Skeletal_Mesh Parms{};
|
|
|
|
Parms.BodyType = BodyType;
|
|
Parms.Material_to_Apply = Material_to_Apply;
|
|
Parms.Empty_MID_Array = std::move(Empty_MID_Array);
|
|
Parms.TranslucentSortPriority = TranslucentSortPriority;
|
|
Parms.PoseableMesh = PoseableMesh;
|
|
|
|
UObject::ProcessEvent(Func, &Parms);
|
|
|
|
Empty_MID_Array = std::move(Parms.Empty_MID_Array);
|
|
PoseableMesh = Parms.PoseableMesh;
|
|
}
|
|
|
|
|
|
// Function PlayerPawn_Generic.PlayerPawn_Generic_C.Setup FX Mesh Duplicates
|
|
// (Public, HasOutParams, BlueprintCallable, BlueprintEvent)
|
|
// Parameters:
|
|
// class UMaterialInterface*& Material_to_Apply (Parm, OutParm, ZeroConstructor, ReferenceParm, IsPlainOldData, NoDestructor)
|
|
// TArray<class UMaterialInstanceDynamic*>&Charm_MID_Array (Parm, OutParm, ZeroConstructor, ReferenceParm)
|
|
// class USkeletalMeshComponent*& Charm_Mesh (Parm, OutParm, ZeroConstructor, ReferenceParm, IsPlainOldData, NoDestructor)
|
|
// TArray<class UMaterialInstanceDynamic*>&Head_MID_Array (Parm, OutParm, ZeroConstructor, ReferenceParm)
|
|
// class USkeletalMeshComponent*& Head_Mesh (Parm, OutParm, ZeroConstructor, ReferenceParm, IsPlainOldData, NoDestructor)
|
|
// TArray<class UMaterialInstanceDynamic*>&Body_MID_Array (Parm, OutParm, ZeroConstructor, ReferenceParm)
|
|
// class USkeletalMeshComponent*& Body_Mesh (Parm, OutParm, ZeroConstructor, ReferenceParm, IsPlainOldData, NoDestructor)
|
|
// int32 Translucent_Sort_Order (Parm, ZeroConstructor, IsPlainOldData, NoDestructor)
|
|
|
|
void APlayerPawn_Generic_C::Setup_FX_Mesh_Duplicates(class UMaterialInterface*& Material_to_Apply, TArray<class UMaterialInstanceDynamic*>& Charm_MID_Array, class USkeletalMeshComponent*& Charm_Mesh, TArray<class UMaterialInstanceDynamic*>& Head_MID_Array, class USkeletalMeshComponent*& Head_Mesh, TArray<class UMaterialInstanceDynamic*>& Body_MID_Array, class USkeletalMeshComponent*& Body_Mesh, int32 Translucent_Sort_Order)
|
|
{
|
|
static class UFunction* Func = nullptr;
|
|
|
|
if (Func == nullptr)
|
|
Func = Class->GetFunction("PlayerPawn_Generic_C", "Setup FX Mesh Duplicates");
|
|
|
|
Params::PlayerPawn_Generic_C_Setup_FX_Mesh_Duplicates Parms{};
|
|
|
|
Parms.Material_to_Apply = Material_to_Apply;
|
|
Parms.Charm_MID_Array = std::move(Charm_MID_Array);
|
|
Parms.Charm_Mesh = Charm_Mesh;
|
|
Parms.Head_MID_Array = std::move(Head_MID_Array);
|
|
Parms.Head_Mesh = Head_Mesh;
|
|
Parms.Body_MID_Array = std::move(Body_MID_Array);
|
|
Parms.Body_Mesh = Body_Mesh;
|
|
Parms.Translucent_Sort_Order = Translucent_Sort_Order;
|
|
|
|
UObject::ProcessEvent(Func, &Parms);
|
|
|
|
Material_to_Apply = Parms.Material_to_Apply;
|
|
Charm_MID_Array = std::move(Parms.Charm_MID_Array);
|
|
Charm_Mesh = Parms.Charm_Mesh;
|
|
Head_MID_Array = std::move(Parms.Head_MID_Array);
|
|
Head_Mesh = Parms.Head_Mesh;
|
|
Body_MID_Array = std::move(Parms.Body_MID_Array);
|
|
Body_Mesh = Parms.Body_Mesh;
|
|
}
|
|
|
|
|
|
// Function PlayerPawn_Generic.PlayerPawn_Generic_C.Melee_Effect_Color
|
|
// (Public, HasOutParams, BlueprintCallable, BlueprintEvent)
|
|
// Parameters:
|
|
// struct FVector* Melee_Color_Set (Parm, OutParm, ZeroConstructor, IsPlainOldData, NoDestructor)
|
|
|
|
void APlayerPawn_Generic_C::Melee_Effect_Color(struct FVector* Melee_Color_Set)
|
|
{
|
|
static class UFunction* Func = nullptr;
|
|
|
|
if (Func == nullptr)
|
|
Func = Class->GetFunction("PlayerPawn_Generic_C", "Melee_Effect_Color");
|
|
|
|
Params::PlayerPawn_Generic_C_Melee_Effect_Color Parms{};
|
|
|
|
UObject::ProcessEvent(Func, &Parms);
|
|
|
|
if (Melee_Color_Set != nullptr)
|
|
*Melee_Color_Set = std::move(Parms.Melee_Color_Set);
|
|
}
|
|
|
|
}
|
|
|
|
#pragma pack(pop)
|