Files
Alphanium/CppSDK/SDK/PlayerPawn_Ninja_functions.cpp

590 lines
19 KiB
C++

#pragma once
/*
* SDK generated by Dumper-7
*
* https://github.com/Encryqed/Dumper-7
*/
// Package: PlayerPawn_Ninja
#include "Basic.hpp"
#include "PlayerPawn_Ninja_classes.hpp"
#include "PlayerPawn_Ninja_parameters.hpp"
#pragma pack(push, 0x4)
namespace SDK
{
// Function PlayerPawn_Ninja.PlayerPawn_Ninja_C.ExecuteUbergraph_PlayerPawn_Ninja
// (HasDefaults)
// Parameters:
// int32 EntryPoint (Parm, ZeroConstructor, IsPlainOldData, NoDestructor)
void APlayerPawn_Ninja_C::ExecuteUbergraph_PlayerPawn_Ninja(int32 EntryPoint)
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("PlayerPawn_Ninja_C", "ExecuteUbergraph_PlayerPawn_Ninja");
Params::PlayerPawn_Ninja_C_ExecuteUbergraph_PlayerPawn_Ninja Parms{};
Parms.EntryPoint = EntryPoint;
UObject::ProcessEvent(Func, &Parms);
}
// Function PlayerPawn_Ninja.PlayerPawn_Ninja_C.GameplayCue.Ninja.MantisLeap.MantisStrikeFX
// (BlueprintCallable, BlueprintEvent)
// Parameters:
// EGameplayCueEvent EventType (Parm, ZeroConstructor, IsPlainOldData, NoDestructor)
// const struct FGameplayCueParameters& Parameters (Parm)
void APlayerPawn_Ninja_C::GameplayCue_Ninja_MantisLeap_MantisStrikeFX(EGameplayCueEvent EventType, const struct FGameplayCueParameters& Parameters)
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("PlayerPawn_Ninja_C", "GameplayCue.Ninja.MantisLeap.MantisStrikeFX");
Params::PlayerPawn_Ninja_C_GameplayCue_Ninja_MantisLeap_MantisStrikeFX Parms{};
Parms.EventType = EventType;
Parms.Parameters = std::move(Parameters);
UObject::ProcessEvent(Func, &Parms);
}
// Function PlayerPawn_Ninja.PlayerPawn_Ninja_C.TOTDTimerExpired
// (BlueprintCallable, BlueprintEvent)
void APlayerPawn_Ninja_C::TOTDTimerExpired()
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("PlayerPawn_Ninja_C", "TOTDTimerExpired");
UObject::ProcessEvent(Func, nullptr);
}
// Function PlayerPawn_Ninja.PlayerPawn_Ninja_C.ReceiveTick
// (Event, Public, BlueprintEvent)
// Parameters:
// float DeltaSeconds (Parm, ZeroConstructor, IsPlainOldData, NoDestructor)
void APlayerPawn_Ninja_C::ReceiveTick(float DeltaSeconds)
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("PlayerPawn_Ninja_C", "ReceiveTick");
Params::PlayerPawn_Ninja_C_ReceiveTick Parms{};
Parms.DeltaSeconds = DeltaSeconds;
UObject::ProcessEvent(Func, &Parms);
}
// Function PlayerPawn_Ninja.PlayerPawn_Ninja_C.TailOfDragonEnd
// (Net, NetReliable, NetMulticast, BlueprintCallable, BlueprintEvent)
void APlayerPawn_Ninja_C::TailOfDragonEnd()
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("PlayerPawn_Ninja_C", "TailOfDragonEnd");
UObject::ProcessEvent(Func, nullptr);
}
// Function PlayerPawn_Ninja.PlayerPawn_Ninja_C.TailOfDragonStart
// (Net, NetMulticast, BlueprintCallable, BlueprintEvent)
// Parameters:
// float AoeCloudTimeToLive (Parm, ZeroConstructor, IsPlainOldData, NoDestructor)
void APlayerPawn_Ninja_C::TailOfDragonStart(float AoeCloudTimeToLive)
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("PlayerPawn_Ninja_C", "TailOfDragonStart");
Params::PlayerPawn_Ninja_C_TailOfDragonStart Parms{};
Parms.AoeCloudTimeToLive = AoeCloudTimeToLive;
UObject::ProcessEvent(Func, &Parms);
}
// Function PlayerPawn_Ninja.PlayerPawn_Ninja_C.GameplayCue.Abilities.Activation.Generic.HarvestBuff.Tier2
// (BlueprintCallable, BlueprintEvent)
// Parameters:
// EGameplayCueEvent EventType (Parm, ZeroConstructor, IsPlainOldData, NoDestructor)
// const struct FGameplayCueParameters& Parameters (Parm)
void APlayerPawn_Ninja_C::GameplayCue_Abilities_Activation_Generic_HarvestBuff_Tier2(EGameplayCueEvent EventType, const struct FGameplayCueParameters& Parameters)
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("PlayerPawn_Ninja_C", "GameplayCue.Abilities.Activation.Generic.HarvestBuff.Tier2");
Params::PlayerPawn_Ninja_C_GameplayCue_Abilities_Activation_Generic_HarvestBuff_Tier2 Parms{};
Parms.EventType = EventType;
Parms.Parameters = std::move(Parameters);
UObject::ProcessEvent(Func, &Parms);
}
// Function PlayerPawn_Ninja.PlayerPawn_Ninja_C.GameplayCue.Abilities.Activation.Generic.HarvestBuff.Tier1
// (BlueprintCallable, BlueprintEvent)
// Parameters:
// EGameplayCueEvent EventType (Parm, ZeroConstructor, IsPlainOldData, NoDestructor)
// const struct FGameplayCueParameters& Parameters (Parm)
void APlayerPawn_Ninja_C::GameplayCue_Abilities_Activation_Generic_HarvestBuff_Tier1(EGameplayCueEvent EventType, const struct FGameplayCueParameters& Parameters)
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("PlayerPawn_Ninja_C", "GameplayCue.Abilities.Activation.Generic.HarvestBuff.Tier1");
Params::PlayerPawn_Ninja_C_GameplayCue_Abilities_Activation_Generic_HarvestBuff_Tier1 Parms{};
Parms.EventType = EventType;
Parms.Parameters = std::move(Parameters);
UObject::ProcessEvent(Func, &Parms);
}
// Function PlayerPawn_Ninja.PlayerPawn_Ninja_C.OnCharacterPartsReinitialized
// (Event, Protected, BlueprintEvent)
void APlayerPawn_Ninja_C::OnCharacterPartsReinitialized()
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("PlayerPawn_Ninja_C", "OnCharacterPartsReinitialized");
UObject::ProcessEvent(Func, nullptr);
}
// Function PlayerPawn_Ninja.PlayerPawn_Ninja_C.Toggle Shadow Stance
// (BlueprintCallable, BlueprintEvent)
void APlayerPawn_Ninja_C::Toggle_Shadow_Stance()
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("PlayerPawn_Ninja_C", "Toggle Shadow Stance");
UObject::ProcessEvent(Func, nullptr);
}
// Function PlayerPawn_Ninja.PlayerPawn_Ninja_C.ReceiveBeginPlay
// (Event, Public, BlueprintEvent)
void APlayerPawn_Ninja_C::ReceiveBeginPlay()
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("PlayerPawn_Ninja_C", "ReceiveBeginPlay");
UObject::ProcessEvent(Func, nullptr);
}
// Function PlayerPawn_Ninja.PlayerPawn_Ninja_C.DragonSlashActivatedOrDeactivated
// (BlueprintCallable, BlueprintEvent)
// Parameters:
// bool Active_ (Parm, ZeroConstructor, IsPlainOldData, NoDestructor)
void APlayerPawn_Ninja_C::DragonSlashActivatedOrDeactivated(bool Active_)
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("PlayerPawn_Ninja_C", "DragonSlashActivatedOrDeactivated");
Params::PlayerPawn_Ninja_C_DragonSlashActivatedOrDeactivated Parms{};
Parms.Active_ = Active_;
UObject::ProcessEvent(Func, &Parms);
}
// Function PlayerPawn_Ninja.PlayerPawn_Ninja_C.UpdateWeaponShadowStance
// (BlueprintCallable, BlueprintEvent)
void APlayerPawn_Ninja_C::UpdateWeaponShadowStance()
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("PlayerPawn_Ninja_C", "UpdateWeaponShadowStance");
UObject::ProcessEvent(Func, nullptr);
}
// Function PlayerPawn_Ninja.PlayerPawn_Ninja_C.OnWeaponEquipped
// (Event, Public, BlueprintEvent)
// Parameters:
// class AFortWeapon* NewWeapon (Parm, ZeroConstructor, IsPlainOldData, NoDestructor)
// class AFortWeapon* PrevWeapon (Parm, ZeroConstructor, IsPlainOldData, NoDestructor)
void APlayerPawn_Ninja_C::OnWeaponEquipped(class AFortWeapon* NewWeapon, class AFortWeapon* PrevWeapon)
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("PlayerPawn_Ninja_C", "OnWeaponEquipped");
Params::PlayerPawn_Ninja_C_OnWeaponEquipped Parms{};
Parms.NewWeapon = NewWeapon;
Parms.PrevWeapon = PrevWeapon;
UObject::ProcessEvent(Func, &Parms);
}
// Function PlayerPawn_Ninja.PlayerPawn_Ninja_C.GameplayCue.Ninja.MantisLeap.ActivationFX
// (BlueprintCallable, BlueprintEvent)
// Parameters:
// EGameplayCueEvent EventType (Parm, ZeroConstructor, IsPlainOldData, NoDestructor)
// const struct FGameplayCueParameters& Parameters (Parm)
void APlayerPawn_Ninja_C::GameplayCue_Ninja_MantisLeap_ActivationFX(EGameplayCueEvent EventType, const struct FGameplayCueParameters& Parameters)
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("PlayerPawn_Ninja_C", "GameplayCue.Ninja.MantisLeap.ActivationFX");
Params::PlayerPawn_Ninja_C_GameplayCue_Ninja_MantisLeap_ActivationFX Parms{};
Parms.EventType = EventType;
Parms.Parameters = std::move(Parameters);
UObject::ProcessEvent(Func, &Parms);
}
// Function PlayerPawn_Ninja.PlayerPawn_Ninja_C.GameplayCue.Ninja.DimMak.ActiveFX
// (BlueprintCallable, BlueprintEvent)
// Parameters:
// EGameplayCueEvent EventType (Parm, ZeroConstructor, IsPlainOldData, NoDestructor)
// const struct FGameplayCueParameters& Parameters (Parm)
void APlayerPawn_Ninja_C::GameplayCue_Ninja_DimMak_ActiveFX(EGameplayCueEvent EventType, const struct FGameplayCueParameters& Parameters)
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("PlayerPawn_Ninja_C", "GameplayCue.Ninja.DimMak.ActiveFX");
Params::PlayerPawn_Ninja_C_GameplayCue_Ninja_DimMak_ActiveFX Parms{};
Parms.EventType = EventType;
Parms.Parameters = std::move(Parameters);
UObject::ProcessEvent(Func, &Parms);
}
// Function PlayerPawn_Ninja.PlayerPawn_Ninja_C.GameplayCue.Ninja.Assassination.ActiveFX
// (BlueprintCallable, BlueprintEvent)
// Parameters:
// EGameplayCueEvent EventType (Parm, ZeroConstructor, IsPlainOldData, NoDestructor)
// const struct FGameplayCueParameters& Parameters (Parm)
void APlayerPawn_Ninja_C::GameplayCue_Ninja_Assassination_ActiveFX(EGameplayCueEvent EventType, const struct FGameplayCueParameters& Parameters)
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("PlayerPawn_Ninja_C", "GameplayCue.Ninja.Assassination.ActiveFX");
Params::PlayerPawn_Ninja_C_GameplayCue_Ninja_Assassination_ActiveFX Parms{};
Parms.EventType = EventType;
Parms.Parameters = std::move(Parameters);
UObject::ProcessEvent(Func, &Parms);
}
// Function PlayerPawn_Ninja.PlayerPawn_Ninja_C.GameplayCue.Abilities.Activation.Ninja.ShadowStance
// (BlueprintCallable, BlueprintEvent)
// Parameters:
// EGameplayCueEvent EventType (Parm, ZeroConstructor, IsPlainOldData, NoDestructor)
// const struct FGameplayCueParameters& Parameters (Parm)
void APlayerPawn_Ninja_C::GameplayCue_Abilities_Activation_Ninja_ShadowStance(EGameplayCueEvent EventType, const struct FGameplayCueParameters& Parameters)
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("PlayerPawn_Ninja_C", "GameplayCue.Abilities.Activation.Ninja.ShadowStance");
Params::PlayerPawn_Ninja_C_GameplayCue_Abilities_Activation_Ninja_ShadowStance Parms{};
Parms.EventType = EventType;
Parms.Parameters = std::move(Parameters);
UObject::ProcessEvent(Func, &Parms);
}
// Function PlayerPawn_Ninja.PlayerPawn_Ninja_C.OnLanded
// (Event, Public, HasOutParams, BlueprintEvent)
// Parameters:
// const struct FHitResult& Hit (ConstParm, Parm, OutParm, ReferenceParm, ContainsInstancedReference)
void APlayerPawn_Ninja_C::OnLanded(const struct FHitResult& Hit)
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("PlayerPawn_Ninja_C", "OnLanded");
Params::PlayerPawn_Ninja_C_OnLanded Parms{};
Parms.Hit = std::move(Hit);
UObject::ProcessEvent(Func, &Parms);
}
// Function PlayerPawn_Ninja.PlayerPawn_Ninja_C.GameplayCue.Ninja.SmokeBomb.ImpactFX
// (BlueprintCallable, BlueprintEvent)
// Parameters:
// EGameplayCueEvent EventType (Parm, ZeroConstructor, IsPlainOldData, NoDestructor)
// const struct FGameplayCueParameters& Parameters (Parm)
void APlayerPawn_Ninja_C::GameplayCue_Ninja_SmokeBomb_ImpactFX(EGameplayCueEvent EventType, const struct FGameplayCueParameters& Parameters)
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("PlayerPawn_Ninja_C", "GameplayCue.Ninja.SmokeBomb.ImpactFX");
Params::PlayerPawn_Ninja_C_GameplayCue_Ninja_SmokeBomb_ImpactFX Parms{};
Parms.EventType = EventType;
Parms.Parameters = std::move(Parameters);
UObject::ProcessEvent(Func, &Parms);
}
// Function PlayerPawn_Ninja.PlayerPawn_Ninja_C.FadeRibbonTOTD__UpdateFunc
// (BlueprintEvent)
void APlayerPawn_Ninja_C::FadeRibbonTOTD__UpdateFunc()
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("PlayerPawn_Ninja_C", "FadeRibbonTOTD__UpdateFunc");
UObject::ProcessEvent(Func, nullptr);
}
// Function PlayerPawn_Ninja.PlayerPawn_Ninja_C.FadeRibbonTOTD__FinishedFunc
// (BlueprintEvent)
void APlayerPawn_Ninja_C::FadeRibbonTOTD__FinishedFunc()
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("PlayerPawn_Ninja_C", "FadeRibbonTOTD__FinishedFunc");
UObject::ProcessEvent(Func, nullptr);
}
// Function PlayerPawn_Ninja.PlayerPawn_Ninja_C.Animate Ninja ShadowStance Dissolve__UpdateFunc
// (BlueprintEvent)
void APlayerPawn_Ninja_C::Animate_Ninja_ShadowStance_Dissolve__UpdateFunc()
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("PlayerPawn_Ninja_C", "Animate Ninja ShadowStance Dissolve__UpdateFunc");
UObject::ProcessEvent(Func, nullptr);
}
// Function PlayerPawn_Ninja.PlayerPawn_Ninja_C.Animate Ninja ShadowStance Dissolve__FinishedFunc
// (BlueprintEvent)
void APlayerPawn_Ninja_C::Animate_Ninja_ShadowStance_Dissolve__FinishedFunc()
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("PlayerPawn_Ninja_C", "Animate Ninja ShadowStance Dissolve__FinishedFunc");
UObject::ProcessEvent(Func, nullptr);
}
// Function PlayerPawn_Ninja.PlayerPawn_Ninja_C.UserConstructionScript
// (Event, Public, BlueprintCallable, BlueprintEvent)
void APlayerPawn_Ninja_C::UserConstructionScript()
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("PlayerPawn_Ninja_C", "UserConstructionScript");
UObject::ProcessEvent(Func, nullptr);
}
// Function PlayerPawn_Ninja.PlayerPawn_Ninja_C.CreateAndAttachDuplicateEffectSkeletalMeshes
// (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_Ninja_C::CreateAndAttachDuplicateEffectSkeletalMeshes(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_Ninja_C", "CreateAndAttachDuplicateEffectSkeletalMeshes");
Params::PlayerPawn_Ninja_C_CreateAndAttachDuplicateEffectSkeletalMeshes 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_Ninja.PlayerPawn_Ninja_C.VFX_InitializeSpline_TOTD
// (Public, HasDefaults, BlueprintCallable, BlueprintEvent)
void APlayerPawn_Ninja_C::VFX_InitializeSpline_TOTD()
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("PlayerPawn_Ninja_C", "VFX_InitializeSpline_TOTD");
UObject::ProcessEvent(Func, nullptr);
}
// Function PlayerPawn_Ninja.PlayerPawn_Ninja_C.VFX_UpdateSplinePoints_TOTD
// (Public, BlueprintCallable, BlueprintEvent)
void APlayerPawn_Ninja_C::VFX_UpdateSplinePoints_TOTD()
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("PlayerPawn_Ninja_C", "VFX_UpdateSplinePoints_TOTD");
UObject::ProcessEvent(Func, nullptr);
}
// Function PlayerPawn_Ninja.PlayerPawn_Ninja_C.VFX_AddSplinePointAndMesh_TOTD
// (Public, HasDefaults, BlueprintCallable, BlueprintEvent)
void APlayerPawn_Ninja_C::VFX_AddSplinePointAndMesh_TOTD()
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("PlayerPawn_Ninja_C", "VFX_AddSplinePointAndMesh_TOTD");
UObject::ProcessEvent(Func, nullptr);
}
// Function PlayerPawn_Ninja.PlayerPawn_Ninja_C.VFX_DestroySplines_TOTD
// (Public, BlueprintCallable, BlueprintEvent)
void APlayerPawn_Ninja_C::VFX_DestroySplines_TOTD()
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("PlayerPawn_Ninja_C", "VFX_DestroySplines_TOTD");
UObject::ProcessEvent(Func, nullptr);
}
// Function PlayerPawn_Ninja.PlayerPawn_Ninja_C.VFX_CreateMIDs_TOTD
// (Public, BlueprintCallable, BlueprintEvent)
void APlayerPawn_Ninja_C::VFX_CreateMIDs_TOTD()
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("PlayerPawn_Ninja_C", "VFX_CreateMIDs_TOTD");
UObject::ProcessEvent(Func, nullptr);
}
// Function PlayerPawn_Ninja.PlayerPawn_Ninja_C.VFX_RedistributePointsAlongSpline_TOTD
// (Public, BlueprintCallable, BlueprintEvent)
void APlayerPawn_Ninja_C::VFX_RedistributePointsAlongSpline_TOTD()
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("PlayerPawn_Ninja_C", "VFX_RedistributePointsAlongSpline_TOTD");
UObject::ProcessEvent(Func, nullptr);
}
}
#pragma pack(pop)