mirror of
https://github.com/ApfelTeeSaft/Alphanium.git
synced 2026-08-27 03:33:27 +00:00
549 lines
21 KiB
C++
549 lines
21 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_Outlander
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#include "Basic.hpp"
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#include "PlayerPawn_Outlander_classes.hpp"
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#include "PlayerPawn_Outlander_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_Outlander.PlayerPawn_Outlander_C.ExecuteUbergraph_PlayerPawn_Outlander
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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_Outlander_C::ExecuteUbergraph_PlayerPawn_Outlander(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_Outlander_C", "ExecuteUbergraph_PlayerPawn_Outlander");
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Params::PlayerPawn_Outlander_C_ExecuteUbergraph_PlayerPawn_Outlander 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_Outlander.PlayerPawn_Outlander_C.GameplayCue.Abilities.Activation.Outlander.AntiMaterialChargeImpact
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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_Outlander_C::GameplayCue_Abilities_Activation_Outlander_AntiMaterialChargeImpact(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_Outlander_C", "GameplayCue.Abilities.Activation.Outlander.AntiMaterialChargeImpact");
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Params::PlayerPawn_Outlander_C_GameplayCue_Abilities_Activation_Outlander_AntiMaterialChargeImpact 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_Outlander.PlayerPawn_Outlander_C.GameplayCue.Abilities.Activation.Outlander.AntiMaterialChargeChargeUp
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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_Outlander_C::GameplayCue_Abilities_Activation_Outlander_AntiMaterialChargeChargeUp(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_Outlander_C", "GameplayCue.Abilities.Activation.Outlander.AntiMaterialChargeChargeUp");
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Params::PlayerPawn_Outlander_C_GameplayCue_Abilities_Activation_Outlander_AntiMaterialChargeChargeUp 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_Outlander.PlayerPawn_Outlander_C.GameplayCue.Abilities.Activation.Outlander.AntiMaterialChargeThruster
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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_Outlander_C::GameplayCue_Abilities_Activation_Outlander_AntiMaterialChargeThruster(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_Outlander_C", "GameplayCue.Abilities.Activation.Outlander.AntiMaterialChargeThruster");
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Params::PlayerPawn_Outlander_C_GameplayCue_Abilities_Activation_Outlander_AntiMaterialChargeThruster 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_Outlander.PlayerPawn_Outlander_C.GameplayCue.Abilities.Activation.Outlander.AntiMaterialCharge
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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_Outlander_C::GameplayCue_Abilities_Activation_Outlander_AntiMaterialCharge(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_Outlander_C", "GameplayCue.Abilities.Activation.Outlander.AntiMaterialCharge");
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Params::PlayerPawn_Outlander_C_GameplayCue_Abilities_Activation_Outlander_AntiMaterialCharge 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_Outlander.PlayerPawn_Outlander_C.GameplayCue.Outlander.KnockKnock
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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_Outlander_C::GameplayCue_Outlander_KnockKnock(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_Outlander_C", "GameplayCue.Outlander.KnockKnock");
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Params::PlayerPawn_Outlander_C_GameplayCue_Outlander_KnockKnock 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_Outlander.PlayerPawn_Outlander_C.EventOnDamagePlayFX
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// (BlueprintCallable, BlueprintEvent)
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void APlayerPawn_Outlander_C::EventOnDamagePlayFX()
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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_Outlander_C", "EventOnDamagePlayFX");
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UObject::ProcessEvent(Func, nullptr);
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}
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// Function PlayerPawn_Outlander.PlayerPawn_Outlander_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)
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void APlayerPawn_Outlander_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)
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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_Outlander_C", "OnDamagePlayEffects");
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Params::PlayerPawn_Outlander_C_OnDamagePlayEffects 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_Outlander.PlayerPawn_Outlander_C.OnCharacterPartsReinitialized
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// (Event, Protected, BlueprintEvent)
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void APlayerPawn_Outlander_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_Outlander_C", "OnCharacterPartsReinitialized");
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UObject::ProcessEvent(Func, nullptr);
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}
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// Function PlayerPawn_Outlander.PlayerPawn_Outlander_C.RefreshIcons
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// (BlueprintCallable, BlueprintEvent)
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void APlayerPawn_Outlander_C::RefreshIcons()
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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_Outlander_C", "RefreshIcons");
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UObject::ProcessEvent(Func, nullptr);
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}
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// Function PlayerPawn_Outlander.PlayerPawn_Outlander_C.GameplayCue.Outlander.PhaseShift.AppliedFX
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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_Outlander_C::GameplayCue_Outlander_PhaseShift_AppliedFX(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_Outlander_C", "GameplayCue.Outlander.PhaseShift.AppliedFX");
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Params::PlayerPawn_Outlander_C_GameplayCue_Outlander_PhaseShift_AppliedFX 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_Outlander.PlayerPawn_Outlander_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_Outlander_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_Outlander_C", "GameplayCue.Abilities.Activation.Generic.HarvestBuff.Tier2");
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Params::PlayerPawn_Outlander_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_Outlander.PlayerPawn_Outlander_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_Outlander_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_Outlander_C", "GameplayCue.Abilities.Activation.Generic.HarvestBuff.Tier1");
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Params::PlayerPawn_Outlander_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_Outlander.PlayerPawn_Outlander_C.WithinReachOfTreasure
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// (BlueprintCallable, BlueprintEvent)
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// Parameters:
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// const struct FLinearColor& VSpawnColor (Parm, ZeroConstructor, IsPlainOldData, NoDestructor)
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// bool Activate (Parm, ZeroConstructor, IsPlainOldData, NoDestructor)
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void APlayerPawn_Outlander_C::WithinReachOfTreasure(const struct FLinearColor& VSpawnColor, bool Activate)
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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_Outlander_C", "WithinReachOfTreasure");
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Params::PlayerPawn_Outlander_C_WithinReachOfTreasure Parms{};
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Parms.VSpawnColor = std::move(VSpawnColor);
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Parms.Activate = Activate;
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UObject::ProcessEvent(Func, &Parms);
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}
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// Function PlayerPawn_Outlander.PlayerPawn_Outlander_C.GameplayCue.Explorer.Fragment.Specialty.PickupFX
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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_Outlander_C::GameplayCue_Explorer_Fragment_Specialty_PickupFX(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_Outlander_C", "GameplayCue.Explorer.Fragment.Specialty.PickupFX");
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Params::PlayerPawn_Outlander_C_GameplayCue_Explorer_Fragment_Specialty_PickupFX 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_Outlander.PlayerPawn_Outlander_C.GameplayCue.Explorer.Fragment.Defense.PickupFX
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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_Outlander_C::GameplayCue_Explorer_Fragment_Defense_PickupFX(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_Outlander_C", "GameplayCue.Explorer.Fragment.Defense.PickupFX");
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Params::PlayerPawn_Outlander_C_GameplayCue_Explorer_Fragment_Defense_PickupFX 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_Outlander.PlayerPawn_Outlander_C.GameplayCue.Explorer.Fragment.Offense.PickupFX
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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_Outlander_C::GameplayCue_Explorer_Fragment_Offense_PickupFX(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_Outlander_C", "GameplayCue.Explorer.Fragment.Offense.PickupFX");
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Params::PlayerPawn_Outlander_C_GameplayCue_Explorer_Fragment_Offense_PickupFX 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_Outlander.PlayerPawn_Outlander_C.ReceivePossessed
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// (Event, Public, BlueprintEvent)
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// Parameters:
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// class AController* NewController (Parm, ZeroConstructor, IsPlainOldData, NoDestructor)
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void APlayerPawn_Outlander_C::ReceivePossessed(class AController* NewController)
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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_Outlander_C", "ReceivePossessed");
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Params::PlayerPawn_Outlander_C_ReceivePossessed Parms{};
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Parms.NewController = NewController;
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UObject::ProcessEvent(Func, &Parms);
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}
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// Function PlayerPawn_Outlander.PlayerPawn_Outlander_C.OnBaseChanged
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// (Event, Public, BlueprintEvent)
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// Parameters:
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// class AActor* NewBase (Parm, ZeroConstructor, IsPlainOldData, NoDestructor)
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void APlayerPawn_Outlander_C::OnBaseChanged(class AActor* NewBase)
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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_Outlander_C", "OnBaseChanged");
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Params::PlayerPawn_Outlander_C_OnBaseChanged Parms{};
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Parms.NewBase = NewBase;
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UObject::ProcessEvent(Func, &Parms);
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}
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// Function PlayerPawn_Outlander.PlayerPawn_Outlander_C.GameplayCue.Outlander.InTheZone.FX
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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_Outlander_C::GameplayCue_Outlander_InTheZone_FX(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_Outlander_C", "GameplayCue.Outlander.InTheZone.FX");
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Params::PlayerPawn_Outlander_C_GameplayCue_Outlander_InTheZone_FX 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_Outlander.PlayerPawn_Outlander_C.GameplayCue.Explorer.Fragment
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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_Outlander_C::GameplayCue_Explorer_Fragment(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_Outlander_C", "GameplayCue.Explorer.Fragment");
|
|
|
|
Params::PlayerPawn_Outlander_C_GameplayCue_Explorer_Fragment Parms{};
|
|
|
|
Parms.EventType = EventType;
|
|
Parms.Parameters = std::move(Parameters);
|
|
|
|
UObject::ProcessEvent(Func, &Parms);
|
|
}
|
|
|
|
|
|
// Function PlayerPawn_Outlander.PlayerPawn_Outlander_C.PhaseShiftHitSweep__UpdateFunc
|
|
// (BlueprintEvent)
|
|
|
|
void APlayerPawn_Outlander_C::PhaseShiftHitSweep__UpdateFunc()
|
|
{
|
|
static class UFunction* Func = nullptr;
|
|
|
|
if (Func == nullptr)
|
|
Func = Class->GetFunction("PlayerPawn_Outlander_C", "PhaseShiftHitSweep__UpdateFunc");
|
|
|
|
UObject::ProcessEvent(Func, nullptr);
|
|
}
|
|
|
|
|
|
// Function PlayerPawn_Outlander.PlayerPawn_Outlander_C.PhaseShiftHitSweep__FinishedFunc
|
|
// (BlueprintEvent)
|
|
|
|
void APlayerPawn_Outlander_C::PhaseShiftHitSweep__FinishedFunc()
|
|
{
|
|
static class UFunction* Func = nullptr;
|
|
|
|
if (Func == nullptr)
|
|
Func = Class->GetFunction("PlayerPawn_Outlander_C", "PhaseShiftHitSweep__FinishedFunc");
|
|
|
|
UObject::ProcessEvent(Func, nullptr);
|
|
}
|
|
|
|
|
|
// Function PlayerPawn_Outlander.PlayerPawn_Outlander_C.Phase Shift Activation Timeline__UpdateFunc
|
|
// (BlueprintEvent)
|
|
|
|
void APlayerPawn_Outlander_C::Phase_Shift_Activation_Timeline__UpdateFunc()
|
|
{
|
|
static class UFunction* Func = nullptr;
|
|
|
|
if (Func == nullptr)
|
|
Func = Class->GetFunction("PlayerPawn_Outlander_C", "Phase Shift Activation Timeline__UpdateFunc");
|
|
|
|
UObject::ProcessEvent(Func, nullptr);
|
|
}
|
|
|
|
|
|
// Function PlayerPawn_Outlander.PlayerPawn_Outlander_C.Phase Shift Activation Timeline__FinishedFunc
|
|
// (BlueprintEvent)
|
|
|
|
void APlayerPawn_Outlander_C::Phase_Shift_Activation_Timeline__FinishedFunc()
|
|
{
|
|
static class UFunction* Func = nullptr;
|
|
|
|
if (Func == nullptr)
|
|
Func = Class->GetFunction("PlayerPawn_Outlander_C", "Phase Shift Activation Timeline__FinishedFunc");
|
|
|
|
UObject::ProcessEvent(Func, nullptr);
|
|
}
|
|
|
|
|
|
// Function PlayerPawn_Outlander.PlayerPawn_Outlander_C.UserConstructionScript
|
|
// (Event, Public, BlueprintCallable, BlueprintEvent)
|
|
|
|
void APlayerPawn_Outlander_C::UserConstructionScript()
|
|
{
|
|
static class UFunction* Func = nullptr;
|
|
|
|
if (Func == nullptr)
|
|
Func = Class->GetFunction("PlayerPawn_Outlander_C", "UserConstructionScript");
|
|
|
|
UObject::ProcessEvent(Func, nullptr);
|
|
}
|
|
|
|
|
|
// Function PlayerPawn_Outlander.PlayerPawn_Outlander_C.OnRep_OnPlayerBuiltFloor
|
|
// (HasDefaults, BlueprintCallable, BlueprintEvent)
|
|
|
|
void APlayerPawn_Outlander_C::OnRep_OnPlayerBuiltFloor()
|
|
{
|
|
static class UFunction* Func = nullptr;
|
|
|
|
if (Func == nullptr)
|
|
Func = Class->GetFunction("PlayerPawn_Outlander_C", "OnRep_OnPlayerBuiltFloor");
|
|
|
|
UObject::ProcessEvent(Func, nullptr);
|
|
}
|
|
|
|
}
|
|
|
|
#pragma pack(pop)
|