#pragma once /* * SDK generated by Dumper-7 * * https://github.com/Encryqed/Dumper-7 */ // Package: AthenaQuestFunctionLibrary #include "Basic.hpp" #include "AthenaQuestFunctionLibrary_classes.hpp" #include "AthenaQuestFunctionLibrary_parameters.hpp" namespace SDK { // Function AthenaQuestFunctionLibrary.AthenaQuestFunctionLibrary_C.Athena_HasQuest // (Static, Public, HasOutParams, BlueprintCallable, BlueprintEvent) // Parameters: // class AFortPlayerController* InPlayerControlle (BlueprintVisible, BlueprintReadOnly, Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash) // class UFortQuestItemDefinition* InQuestItemRef (BlueprintVisible, BlueprintReadOnly, Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash) // class UObject* __WorldContext (BlueprintVisible, BlueprintReadOnly, Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash) // bool PlayerHasQuest (Parm, OutParm, ZeroConstructor, IsPlainOldData, NoDestructor) void UAthenaQuestFunctionLibrary_C::Athena_HasQuest(class AFortPlayerController* InPlayerControlle, class UFortQuestItemDefinition* InQuestItemRef, class UObject* __WorldContext, bool* PlayerHasQuest) { static class UFunction* Func = nullptr; if (Func == nullptr) Func = StaticClass()->GetFunction("AthenaQuestFunctionLibrary_C", "Athena_HasQuest"); Params::AthenaQuestFunctionLibrary_C_Athena_HasQuest Parms{}; Parms.InPlayerControlle = InPlayerControlle; Parms.InQuestItemRef = InQuestItemRef; Parms.__WorldContext = __WorldContext; GetDefaultObj()->ProcessEvent(Func, &Parms); if (PlayerHasQuest != nullptr) *PlayerHasQuest = Parms.PlayerHasQuest; } // Function AthenaQuestFunctionLibrary.AthenaQuestFunctionLibrary_C.Athena_HasPlayerCompletedQuest // (Static, Public, HasOutParams, BlueprintCallable, BlueprintEvent) // Parameters: // class AFortPlayerController* InPlayerControlle (BlueprintVisible, BlueprintReadOnly, Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash) // class UFortQuestItemDefinition* InQuestItemRef (BlueprintVisible, BlueprintReadOnly, Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash) // class UObject* __WorldContext (BlueprintVisible, BlueprintReadOnly, Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash) // bool HasQuest (Parm, OutParm, ZeroConstructor, IsPlainOldData, NoDestructor) // bool QuestCompleted (Parm, OutParm, ZeroConstructor, IsPlainOldData, NoDestructor) void UAthenaQuestFunctionLibrary_C::Athena_HasPlayerCompletedQuest(class AFortPlayerController* InPlayerControlle, class UFortQuestItemDefinition* InQuestItemRef, class UObject* __WorldContext, bool* HasQuest, bool* QuestCompleted) { static class UFunction* Func = nullptr; if (Func == nullptr) Func = StaticClass()->GetFunction("AthenaQuestFunctionLibrary_C", "Athena_HasPlayerCompletedQuest"); Params::AthenaQuestFunctionLibrary_C_Athena_HasPlayerCompletedQuest Parms{}; Parms.InPlayerControlle = InPlayerControlle; Parms.InQuestItemRef = InQuestItemRef; Parms.__WorldContext = __WorldContext; GetDefaultObj()->ProcessEvent(Func, &Parms); if (HasQuest != nullptr) *HasQuest = Parms.HasQuest; if (QuestCompleted != nullptr) *QuestCompleted = Parms.QuestCompleted; } // Function AthenaQuestFunctionLibrary.AthenaQuestFunctionLibrary_C.Athena_CheckQuestAndObjectiveCompletion // (Static, Public, HasOutParams, BlueprintCallable, BlueprintEvent) // Parameters: // class AFortPlayerController* InPlayerControlle (BlueprintVisible, BlueprintReadOnly, Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash) // class UFortQuestItemDefinition* InQuestItemRef (BlueprintVisible, BlueprintReadOnly, Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash) // class FName ObjectiveBackendName (BlueprintVisible, BlueprintReadOnly, Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash) // class UObject* __WorldContext (BlueprintVisible, BlueprintReadOnly, Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash) // bool QuestIsValid (Parm, OutParm, ZeroConstructor, IsPlainOldData, NoDestructor) // bool QuestCompleted (Parm, OutParm, ZeroConstructor, IsPlainOldData, NoDestructor) // bool ObjectiveCompleted (Parm, OutParm, ZeroConstructor, IsPlainOldData, NoDestructor) void UAthenaQuestFunctionLibrary_C::Athena_CheckQuestAndObjectiveCompletion(class AFortPlayerController* InPlayerControlle, class UFortQuestItemDefinition* InQuestItemRef, class FName ObjectiveBackendName, class UObject* __WorldContext, bool* QuestIsValid, bool* QuestCompleted, bool* ObjectiveCompleted) { static class UFunction* Func = nullptr; if (Func == nullptr) Func = StaticClass()->GetFunction("AthenaQuestFunctionLibrary_C", "Athena_CheckQuestAndObjectiveCompletion"); Params::AthenaQuestFunctionLibrary_C_Athena_CheckQuestAndObjectiveCompletion Parms{}; Parms.InPlayerControlle = InPlayerControlle; Parms.InQuestItemRef = InQuestItemRef; Parms.ObjectiveBackendName = ObjectiveBackendName; Parms.__WorldContext = __WorldContext; GetDefaultObj()->ProcessEvent(Func, &Parms); if (QuestIsValid != nullptr) *QuestIsValid = Parms.QuestIsValid; if (QuestCompleted != nullptr) *QuestCompleted = Parms.QuestCompleted; if (ObjectiveCompleted != nullptr) *ObjectiveCompleted = Parms.ObjectiveCompleted; } // Function AthenaQuestFunctionLibrary.AthenaQuestFunctionLibrary_C.Athena_GiveQuestUpdateToPlayers // (Static, Public, HasOutParams, BlueprintCallable, BlueprintEvent) // Parameters: // class UFortQuestItemDefinition* InQuestItemRef (BlueprintVisible, BlueprintReadOnly, Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash) // class FName ObjectiveBackendName (BlueprintVisible, BlueprintReadOnly, Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash) // struct FDataTableRowHandle ObjectiveStatEvent (BlueprintVisible, BlueprintReadOnly, Parm, NoDestructor) // TArray PlayerControllersForUpdate (BlueprintVisible, BlueprintReadOnly, Parm, OutParm, ZeroConstructor, ReferenceParm) // class UObject* __WorldContext (BlueprintVisible, BlueprintReadOnly, Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash) void UAthenaQuestFunctionLibrary_C::Athena_GiveQuestUpdateToPlayers(class UFortQuestItemDefinition* InQuestItemRef, class FName ObjectiveBackendName, const struct FDataTableRowHandle& ObjectiveStatEvent, TArray& PlayerControllersForUpdate, class UObject* __WorldContext) { static class UFunction* Func = nullptr; if (Func == nullptr) Func = StaticClass()->GetFunction("AthenaQuestFunctionLibrary_C", "Athena_GiveQuestUpdateToPlayers"); Params::AthenaQuestFunctionLibrary_C_Athena_GiveQuestUpdateToPlayers Parms{}; Parms.InQuestItemRef = InQuestItemRef; Parms.ObjectiveBackendName = ObjectiveBackendName; Parms.ObjectiveStatEvent = std::move(ObjectiveStatEvent); Parms.PlayerControllersForUpdate = std::move(PlayerControllersForUpdate); Parms.__WorldContext = __WorldContext; GetDefaultObj()->ProcessEvent(Func, &Parms); PlayerControllersForUpdate = std::move(Parms.PlayerControllersForUpdate); } // Function AthenaQuestFunctionLibrary.AthenaQuestFunctionLibrary_C.Athena_QuestObjectiveCounter // (Static, Public, HasOutParams, BlueprintCallable, BlueprintEvent) // Parameters: // class AFortPlayerController* FortPlayerControllerAthena (BlueprintVisible, BlueprintReadOnly, Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash) // class UFortQuestItemDefinition* ObjectiveItem (BlueprintVisible, BlueprintReadOnly, Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash) // struct FDataTableRowHandle ObjectiveStat (BlueprintVisible, BlueprintReadOnly, Parm, NoDestructor) // class UObject* __WorldContext (BlueprintVisible, BlueprintReadOnly, Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash) // int32 QuestCountAchieved (Parm, OutParm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash) // int32 QuestCountRequired (Parm, OutParm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash) // bool CountSuccessfullyReturned (Parm, OutParm, ZeroConstructor, IsPlainOldData, NoDestructor) void UAthenaQuestFunctionLibrary_C::Athena_QuestObjectiveCounter(class AFortPlayerController* FortPlayerControllerAthena, class UFortQuestItemDefinition* ObjectiveItem, const struct FDataTableRowHandle& ObjectiveStat, class UObject* __WorldContext, int32* QuestCountAchieved, int32* QuestCountRequired, bool* CountSuccessfullyReturned) { static class UFunction* Func = nullptr; if (Func == nullptr) Func = StaticClass()->GetFunction("AthenaQuestFunctionLibrary_C", "Athena_QuestObjectiveCounter"); Params::AthenaQuestFunctionLibrary_C_Athena_QuestObjectiveCounter Parms{}; Parms.FortPlayerControllerAthena = FortPlayerControllerAthena; Parms.ObjectiveItem = ObjectiveItem; Parms.ObjectiveStat = std::move(ObjectiveStat); Parms.__WorldContext = __WorldContext; GetDefaultObj()->ProcessEvent(Func, &Parms); if (QuestCountAchieved != nullptr) *QuestCountAchieved = Parms.QuestCountAchieved; if (QuestCountRequired != nullptr) *QuestCountRequired = Parms.QuestCountRequired; if (CountSuccessfullyReturned != nullptr) *CountSuccessfullyReturned = Parms.CountSuccessfullyReturned; } // Function AthenaQuestFunctionLibrary.AthenaQuestFunctionLibrary_C.Athena_CheckCreativeMode // (Static, Public, HasOutParams, HasDefaults, BlueprintCallable, BlueprintEvent) // Parameters: // class AGameStateBase* InGameState (BlueprintVisible, BlueprintReadOnly, Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash) // class UObject* __WorldContext (BlueprintVisible, BlueprintReadOnly, Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash) // bool CanCompleteQuest (Parm, OutParm, ZeroConstructor, IsPlainOldData, NoDestructor) void UAthenaQuestFunctionLibrary_C::Athena_CheckCreativeMode(class AGameStateBase* InGameState, class UObject* __WorldContext, bool* CanCompleteQuest) { static class UFunction* Func = nullptr; if (Func == nullptr) Func = StaticClass()->GetFunction("AthenaQuestFunctionLibrary_C", "Athena_CheckCreativeMode"); Params::AthenaQuestFunctionLibrary_C_Athena_CheckCreativeMode Parms{}; Parms.InGameState = InGameState; Parms.__WorldContext = __WorldContext; GetDefaultObj()->ProcessEvent(Func, &Parms); if (CanCompleteQuest != nullptr) *CanCompleteQuest = Parms.CanCompleteQuest; } // Function AthenaQuestFunctionLibrary.AthenaQuestFunctionLibrary_C.Athena_IsCreativeOrPlaygroundPlaylist // (Static, Public, HasOutParams, BlueprintCallable, BlueprintEvent) // Parameters: // struct FGameplayTagContainer TagContainer (ConstParm, BlueprintVisible, BlueprintReadOnly, Parm, OutParm, ReferenceParm) // class UObject* __WorldContext (BlueprintVisible, BlueprintReadOnly, Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash) // bool ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor) bool UAthenaQuestFunctionLibrary_C::Athena_IsCreativeOrPlaygroundPlaylist(const struct FGameplayTagContainer& TagContainer, class UObject* __WorldContext) { static class UFunction* Func = nullptr; if (Func == nullptr) Func = StaticClass()->GetFunction("AthenaQuestFunctionLibrary_C", "Athena_IsCreativeOrPlaygroundPlaylist"); Params::AthenaQuestFunctionLibrary_C_Athena_IsCreativeOrPlaygroundPlaylist Parms{}; Parms.TagContainer = std::move(TagContainer); Parms.__WorldContext = __WorldContext; GetDefaultObj()->ProcessEvent(Func, &Parms); return Parms.ReturnValue; } }