#pragma once /* * SDK generated by Dumper-7 * * https://github.com/Encryqed/Dumper-7 */ // Package: MissionBlueprintFunctionLibrary #include "Basic.hpp" #include "MissionBlueprintFunctionLibrary_classes.hpp" #include "MissionBlueprintFunctionLibrary_parameters.hpp" namespace SDK { // Function MissionBlueprintFunctionLibrary.MissionBlueprintFunctionLibrary_C.RegisterUI UpdatesWithDamageEvents // (Static, Public, BlueprintCallable, BlueprintEvent) // Parameters: // class AActor* ActorToRegisterWith (BlueprintVisible, BlueprintReadOnly, Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash) // class AFortMissionState* MissionState (BlueprintVisible, BlueprintReadOnly, Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash) // class UObject* __WorldContext (BlueprintVisible, BlueprintReadOnly, Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash) void UMissionBlueprintFunctionLibrary_C::RegisterUI_UpdatesWithDamageEvents(class AActor* ActorToRegisterWith, class AFortMissionState* MissionState, class UObject* __WorldContext) { static class UFunction* Func = nullptr; if (Func == nullptr) Func = StaticClass()->GetFunction("MissionBlueprintFunctionLibrary_C", "RegisterUI UpdatesWithDamageEvents"); Params::MissionBlueprintFunctionLibrary_C_RegisterUI_UpdatesWithDamageEvents Parms{}; Parms.ActorToRegisterWith = ActorToRegisterWith; Parms.MissionState = MissionState; Parms.__WorldContext = __WorldContext; GetDefaultObj()->ProcessEvent(Func, &Parms); } // Function MissionBlueprintFunctionLibrary.MissionBlueprintFunctionLibrary_C.UnRegisterUI UpdatesWithDamageEvents // (Static, Public, BlueprintCallable, BlueprintEvent) // Parameters: // class AActor* ActorToUnRegisterWith (BlueprintVisible, BlueprintReadOnly, Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash) // class AFortMissionState* MissionState (BlueprintVisible, BlueprintReadOnly, Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash) // class UObject* __WorldContext (BlueprintVisible, BlueprintReadOnly, Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash) void UMissionBlueprintFunctionLibrary_C::UnRegisterUI_UpdatesWithDamageEvents(class AActor* ActorToUnRegisterWith, class AFortMissionState* MissionState, class UObject* __WorldContext) { static class UFunction* Func = nullptr; if (Func == nullptr) Func = StaticClass()->GetFunction("MissionBlueprintFunctionLibrary_C", "UnRegisterUI UpdatesWithDamageEvents"); Params::MissionBlueprintFunctionLibrary_C_UnRegisterUI_UpdatesWithDamageEvents Parms{}; Parms.ActorToUnRegisterWith = ActorToUnRegisterWith; Parms.MissionState = MissionState; Parms.__WorldContext = __WorldContext; GetDefaultObj()->ProcessEvent(Func, &Parms); } // Function MissionBlueprintFunctionLibrary.MissionBlueprintFunctionLibrary_C.GetObjectiveBadgeIconBrush // (Static, Public, HasOutParams, HasDefaults, BlueprintCallable, BlueprintEvent) // Parameters: // class AFortObjectiveBase* Objective (BlueprintVisible, BlueprintReadOnly, Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash) // struct FGameplayTag RewardTag (BlueprintVisible, BlueprintReadOnly, Parm, NoDestructor, HasGetValueTypeHash) // class UObject* __WorldContext (BlueprintVisible, BlueprintReadOnly, Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash) // struct FSlateBrush IconBrush (Parm, OutParm) void UMissionBlueprintFunctionLibrary_C::GetObjectiveBadgeIconBrush(class AFortObjectiveBase* Objective, const struct FGameplayTag& RewardTag, class UObject* __WorldContext, struct FSlateBrush* IconBrush) { static class UFunction* Func = nullptr; if (Func == nullptr) Func = StaticClass()->GetFunction("MissionBlueprintFunctionLibrary_C", "GetObjectiveBadgeIconBrush"); Params::MissionBlueprintFunctionLibrary_C_GetObjectiveBadgeIconBrush Parms{}; Parms.Objective = Objective; Parms.RewardTag = std::move(RewardTag); Parms.__WorldContext = __WorldContext; GetDefaultObj()->ProcessEvent(Func, &Parms); if (IconBrush != nullptr) *IconBrush = std::move(Parms.IconBrush); } // Function MissionBlueprintFunctionLibrary.MissionBlueprintFunctionLibrary_C.DoesPlayerHaveQuest // (Static, Public, HasOutParams, BlueprintCallable, BlueprintEvent) // Parameters: // class AFortPlayerController* PlayerController (BlueprintVisible, BlueprintReadOnly, Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash) // class UFortQuestItemDefinition* Quest_Item_Reference (BlueprintVisible, BlueprintReadOnly, Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash) // class FName Quest_Item_Objective_Backend_Name (BlueprintVisible, BlueprintReadOnly, Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash) // class UObject* __WorldContext (BlueprintVisible, BlueprintReadOnly, Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash) // bool QuestValid (Parm, OutParm, ZeroConstructor, IsPlainOldData, NoDestructor) // class AFortPlayerController* PlayerControllerRef (Parm, OutParm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash) void UMissionBlueprintFunctionLibrary_C::DoesPlayerHaveQuest(class AFortPlayerController* PlayerController, class UFortQuestItemDefinition* Quest_Item_Reference, class FName Quest_Item_Objective_Backend_Name, class UObject* __WorldContext, bool* QuestValid, class AFortPlayerController** PlayerControllerRef) { static class UFunction* Func = nullptr; if (Func == nullptr) Func = StaticClass()->GetFunction("MissionBlueprintFunctionLibrary_C", "DoesPlayerHaveQuest"); Params::MissionBlueprintFunctionLibrary_C_DoesPlayerHaveQuest Parms{}; Parms.PlayerController = PlayerController; Parms.Quest_Item_Reference = Quest_Item_Reference; Parms.Quest_Item_Objective_Backend_Name = Quest_Item_Objective_Backend_Name; Parms.__WorldContext = __WorldContext; GetDefaultObj()->ProcessEvent(Func, &Parms); if (QuestValid != nullptr) *QuestValid = Parms.QuestValid; if (PlayerControllerRef != nullptr) *PlayerControllerRef = Parms.PlayerControllerRef; } // Function MissionBlueprintFunctionLibrary.MissionBlueprintFunctionLibrary_C.HighlightQuestActor // (Static, Public, BlueprintCallable, BlueprintEvent) // Parameters: // class AActor* ActorToHighlight (BlueprintVisible, BlueprintReadOnly, Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash) // bool HighlightEnabled (BlueprintVisible, BlueprintReadOnly, Parm, ZeroConstructor, IsPlainOldData, NoDestructor) // class UObject* __WorldContext (BlueprintVisible, BlueprintReadOnly, Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash) void UMissionBlueprintFunctionLibrary_C::HighlightQuestActor(class AActor* ActorToHighlight, bool HighlightEnabled, class UObject* __WorldContext) { static class UFunction* Func = nullptr; if (Func == nullptr) Func = StaticClass()->GetFunction("MissionBlueprintFunctionLibrary_C", "HighlightQuestActor"); Params::MissionBlueprintFunctionLibrary_C_HighlightQuestActor Parms{}; Parms.ActorToHighlight = ActorToHighlight; Parms.HighlightEnabled = HighlightEnabled; Parms.__WorldContext = __WorldContext; GetDefaultObj()->ProcessEvent(Func, &Parms); } // Function MissionBlueprintFunctionLibrary.MissionBlueprintFunctionLibrary_C.QuestObjectiveCountAchieved // (Static, Public, HasOutParams, BlueprintCallable, BlueprintEvent) // Parameters: // class AFortPlayerController* PlayerControllerReference (BlueprintVisible, BlueprintReadOnly, Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash) // class UFortQuestItemDefinition* Quest_Item_Reference (BlueprintVisible, BlueprintReadOnly, Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash) // struct FDataTableRowHandle ObjectiveStatHandle (BlueprintVisible, BlueprintReadOnly, Parm, NoDestructor) // class UObject* __WorldContext (BlueprintVisible, BlueprintReadOnly, Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash) // int32 Quest_Count_Achieved (Parm, OutParm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash) // int32 Quest_Count_Required (Parm, OutParm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash) // bool SuccessfullyFoundCount (Parm, OutParm, ZeroConstructor, IsPlainOldData, NoDestructor) void UMissionBlueprintFunctionLibrary_C::QuestObjectiveCountAchieved(class AFortPlayerController* PlayerControllerReference, class UFortQuestItemDefinition* Quest_Item_Reference, const struct FDataTableRowHandle& ObjectiveStatHandle, class UObject* __WorldContext, int32* Quest_Count_Achieved, int32* Quest_Count_Required, bool* SuccessfullyFoundCount) { static class UFunction* Func = nullptr; if (Func == nullptr) Func = StaticClass()->GetFunction("MissionBlueprintFunctionLibrary_C", "QuestObjectiveCountAchieved"); Params::MissionBlueprintFunctionLibrary_C_QuestObjectiveCountAchieved Parms{}; Parms.PlayerControllerReference = PlayerControllerReference; Parms.Quest_Item_Reference = Quest_Item_Reference; Parms.ObjectiveStatHandle = std::move(ObjectiveStatHandle); Parms.__WorldContext = __WorldContext; GetDefaultObj()->ProcessEvent(Func, &Parms); if (Quest_Count_Achieved != nullptr) *Quest_Count_Achieved = Parms.Quest_Count_Achieved; if (Quest_Count_Required != nullptr) *Quest_Count_Required = Parms.Quest_Count_Required; if (SuccessfullyFoundCount != nullptr) *SuccessfullyFoundCount = Parms.SuccessfullyFoundCount; } // Function MissionBlueprintFunctionLibrary.MissionBlueprintFunctionLibrary_C.DoesAnyoneRequireQuest // (Static, Public, HasOutParams, BlueprintCallable, BlueprintEvent) // Parameters: // class UFortQuestItemDefinition* QuestReference (BlueprintVisible, BlueprintReadOnly, Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash) // class FName Quest_Backend_Name (BlueprintVisible, BlueprintReadOnly, Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash) // class UObject* __WorldContext (BlueprintVisible, BlueprintReadOnly, Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash) // bool SomePlayerNeedsTheQuest (Parm, OutParm, ZeroConstructor, IsPlainOldData, NoDestructor) void UMissionBlueprintFunctionLibrary_C::DoesAnyoneRequireQuest(class UFortQuestItemDefinition* QuestReference, class FName Quest_Backend_Name, class UObject* __WorldContext, bool* SomePlayerNeedsTheQuest) { static class UFunction* Func = nullptr; if (Func == nullptr) Func = StaticClass()->GetFunction("MissionBlueprintFunctionLibrary_C", "DoesAnyoneRequireQuest"); Params::MissionBlueprintFunctionLibrary_C_DoesAnyoneRequireQuest Parms{}; Parms.QuestReference = QuestReference; Parms.Quest_Backend_Name = Quest_Backend_Name; Parms.__WorldContext = __WorldContext; GetDefaultObj()->ProcessEvent(Func, &Parms); if (SomePlayerNeedsTheQuest != nullptr) *SomePlayerNeedsTheQuest = Parms.SomePlayerNeedsTheQuest; } // Function MissionBlueprintFunctionLibrary.MissionBlueprintFunctionLibrary_C.ListPlayersWhoNeedQuest // (Static, Public, HasOutParams, BlueprintCallable, BlueprintEvent) // Parameters: // class UFortQuestItemDefinition* Quest_Reference (BlueprintVisible, BlueprintReadOnly, Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash) // class FName Quest_Backend_Name (BlueprintVisible, BlueprintReadOnly, Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash) // class UObject* __WorldContext (BlueprintVisible, BlueprintReadOnly, Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash) // TArray Player_Controllers_Who_Require_The_Quest (Parm, OutParm, ZeroConstructor) // bool DoesAnyoneRequireTheQuest (Parm, OutParm, ZeroConstructor, IsPlainOldData, NoDestructor) void UMissionBlueprintFunctionLibrary_C::ListPlayersWhoNeedQuest(class UFortQuestItemDefinition* Quest_Reference, class FName Quest_Backend_Name, class UObject* __WorldContext, TArray* Player_Controllers_Who_Require_The_Quest, bool* DoesAnyoneRequireTheQuest) { static class UFunction* Func = nullptr; if (Func == nullptr) Func = StaticClass()->GetFunction("MissionBlueprintFunctionLibrary_C", "ListPlayersWhoNeedQuest"); Params::MissionBlueprintFunctionLibrary_C_ListPlayersWhoNeedQuest Parms{}; Parms.Quest_Reference = Quest_Reference; Parms.Quest_Backend_Name = Quest_Backend_Name; Parms.__WorldContext = __WorldContext; GetDefaultObj()->ProcessEvent(Func, &Parms); if (Player_Controllers_Who_Require_The_Quest != nullptr) *Player_Controllers_Who_Require_The_Quest = std::move(Parms.Player_Controllers_Who_Require_The_Quest); if (DoesAnyoneRequireTheQuest != nullptr) *DoesAnyoneRequireTheQuest = Parms.DoesAnyoneRequireTheQuest; } // Function MissionBlueprintFunctionLibrary.MissionBlueprintFunctionLibrary_C.NPC_DroneStartRescue // (Static, Public, HasDefaults, BlueprintCallable, BlueprintEvent) // Parameters: // class AActor* Actor (BlueprintVisible, BlueprintReadOnly, Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash) // class AActor* Instigator (BlueprintVisible, BlueprintReadOnly, Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash) // class UObject* __WorldContext (BlueprintVisible, BlueprintReadOnly, Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash) void UMissionBlueprintFunctionLibrary_C::NPC_DroneStartRescue(class AActor* Actor, class AActor* Instigator, class UObject* __WorldContext) { static class UFunction* Func = nullptr; if (Func == nullptr) Func = StaticClass()->GetFunction("MissionBlueprintFunctionLibrary_C", "NPC_DroneStartRescue"); Params::MissionBlueprintFunctionLibrary_C_NPC_DroneStartRescue Parms{}; Parms.Actor = Actor; Parms.Instigator = Instigator; Parms.__WorldContext = __WorldContext; GetDefaultObj()->ProcessEvent(Func, &Parms); } // Function MissionBlueprintFunctionLibrary.MissionBlueprintFunctionLibrary_C.NPC_DroneStopRescue // (Static, Public, HasDefaults, BlueprintCallable, BlueprintEvent) // Parameters: // class AActor* Actor (BlueprintVisible, BlueprintReadOnly, Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash) // class AActor* Instigator (BlueprintVisible, BlueprintReadOnly, Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash) // class UObject* __WorldContext (BlueprintVisible, BlueprintReadOnly, Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash) void UMissionBlueprintFunctionLibrary_C::NPC_DroneStopRescue(class AActor* Actor, class AActor* Instigator, class UObject* __WorldContext) { static class UFunction* Func = nullptr; if (Func == nullptr) Func = StaticClass()->GetFunction("MissionBlueprintFunctionLibrary_C", "NPC_DroneStopRescue"); Params::MissionBlueprintFunctionLibrary_C_NPC_DroneStopRescue Parms{}; Parms.Actor = Actor; Parms.Instigator = Instigator; Parms.__WorldContext = __WorldContext; GetDefaultObj()->ProcessEvent(Func, &Parms); } // Function MissionBlueprintFunctionLibrary.MissionBlueprintFunctionLibrary_C.FlashObjectiveUI // (Static, Public, HasDefaults, BlueprintCallable, BlueprintEvent) // Parameters: // class AFortObjectiveBase* Objective_Reference (BlueprintVisible, BlueprintReadOnly, Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash) // class UObject* __WorldContext (BlueprintVisible, BlueprintReadOnly, Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash) void UMissionBlueprintFunctionLibrary_C::FlashObjectiveUI(class AFortObjectiveBase* Objective_Reference, class UObject* __WorldContext) { static class UFunction* Func = nullptr; if (Func == nullptr) Func = StaticClass()->GetFunction("MissionBlueprintFunctionLibrary_C", "FlashObjectiveUI"); Params::MissionBlueprintFunctionLibrary_C_FlashObjectiveUI Parms{}; Parms.Objective_Reference = Objective_Reference; Parms.__WorldContext = __WorldContext; GetDefaultObj()->ProcessEvent(Func, &Parms); } // Function MissionBlueprintFunctionLibrary.MissionBlueprintFunctionLibrary_C.AnyPlayerNearActor // (Static, Public, HasOutParams, BlueprintCallable, BlueprintEvent) // Parameters: // float DistanceToCheck (BlueprintVisible, BlueprintReadOnly, Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash) // class AActor* Actor (BlueprintVisible, BlueprintReadOnly, Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash) // class UObject* __WorldContext (BlueprintVisible, BlueprintReadOnly, Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash) // bool IsPlayerNearActor (Parm, OutParm, ZeroConstructor, IsPlainOldData, NoDestructor) // TArray PlayersNearActor (Parm, OutParm, ZeroConstructor) void UMissionBlueprintFunctionLibrary_C::AnyPlayerNearActor(float DistanceToCheck, class AActor* Actor, class UObject* __WorldContext, bool* IsPlayerNearActor, TArray* PlayersNearActor) { static class UFunction* Func = nullptr; if (Func == nullptr) Func = StaticClass()->GetFunction("MissionBlueprintFunctionLibrary_C", "AnyPlayerNearActor"); Params::MissionBlueprintFunctionLibrary_C_AnyPlayerNearActor Parms{}; Parms.DistanceToCheck = DistanceToCheck; Parms.Actor = Actor; Parms.__WorldContext = __WorldContext; GetDefaultObj()->ProcessEvent(Func, &Parms); if (IsPlayerNearActor != nullptr) *IsPlayerNearActor = Parms.IsPlayerNearActor; if (PlayersNearActor != nullptr) *PlayersNearActor = std::move(Parms.PlayersNearActor); } // Function MissionBlueprintFunctionLibrary.MissionBlueprintFunctionLibrary_C.DropChance // (Static, Public, HasOutParams, BlueprintCallable, BlueprintEvent) // Parameters: // float DropPercentChance (BlueprintVisible, BlueprintReadOnly, Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash) // class UObject* __WorldContext (BlueprintVisible, BlueprintReadOnly, Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash) // bool DropResult (Parm, OutParm, ZeroConstructor, IsPlainOldData, NoDestructor) void UMissionBlueprintFunctionLibrary_C::DropChance(float DropPercentChance, class UObject* __WorldContext, bool* DropResult) { static class UFunction* Func = nullptr; if (Func == nullptr) Func = StaticClass()->GetFunction("MissionBlueprintFunctionLibrary_C", "DropChance"); Params::MissionBlueprintFunctionLibrary_C_DropChance Parms{}; Parms.DropPercentChance = DropPercentChance; Parms.__WorldContext = __WorldContext; GetDefaultObj()->ProcessEvent(Func, &Parms); if (DropResult != nullptr) *DropResult = Parms.DropResult; } // Function MissionBlueprintFunctionLibrary.MissionBlueprintFunctionLibrary_C.GiveQuestUpdateToPlayers // (Static, Public, HasOutParams, BlueprintCallable, BlueprintEvent) // Parameters: // class UFortQuestItemDefinition* Quest_Reference (BlueprintVisible, BlueprintReadOnly, Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash) // class FName Quest_Objective_Backend_Name (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 UMissionBlueprintFunctionLibrary_C::GiveQuestUpdateToPlayers(class UFortQuestItemDefinition* Quest_Reference, class FName Quest_Objective_Backend_Name, const struct FDataTableRowHandle& ObjectiveStatEvent, TArray& PlayerControllersForUpdate, class UObject* __WorldContext) { static class UFunction* Func = nullptr; if (Func == nullptr) Func = StaticClass()->GetFunction("MissionBlueprintFunctionLibrary_C", "GiveQuestUpdateToPlayers"); Params::MissionBlueprintFunctionLibrary_C_GiveQuestUpdateToPlayers Parms{}; Parms.Quest_Reference = Quest_Reference; Parms.Quest_Objective_Backend_Name = Quest_Objective_Backend_Name; Parms.ObjectiveStatEvent = std::move(ObjectiveStatEvent); Parms.PlayerControllersForUpdate = std::move(PlayerControllersForUpdate); Parms.__WorldContext = __WorldContext; GetDefaultObj()->ProcessEvent(Func, &Parms); PlayerControllersForUpdate = std::move(Parms.PlayerControllersForUpdate); } // Function MissionBlueprintFunctionLibrary.MissionBlueprintFunctionLibrary_C.AnyPawnNearActor // (Static, Public, HasOutParams, BlueprintCallable, BlueprintEvent) // Parameters: // float DistanceToCheck (BlueprintVisible, BlueprintReadOnly, Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash) // class AActor* Actor (BlueprintVisible, BlueprintReadOnly, Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash) // class UObject* __WorldContext (BlueprintVisible, BlueprintReadOnly, Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash) // bool IsPawnNearActor (Parm, OutParm, ZeroConstructor, IsPlainOldData, NoDestructor) // TArray PawnsNearActor (Parm, OutParm, ZeroConstructor) void UMissionBlueprintFunctionLibrary_C::AnyPawnNearActor(float DistanceToCheck, class AActor* Actor, class UObject* __WorldContext, bool* IsPawnNearActor, TArray* PawnsNearActor) { static class UFunction* Func = nullptr; if (Func == nullptr) Func = StaticClass()->GetFunction("MissionBlueprintFunctionLibrary_C", "AnyPawnNearActor"); Params::MissionBlueprintFunctionLibrary_C_AnyPawnNearActor Parms{}; Parms.DistanceToCheck = DistanceToCheck; Parms.Actor = Actor; Parms.__WorldContext = __WorldContext; GetDefaultObj()->ProcessEvent(Func, &Parms); if (IsPawnNearActor != nullptr) *IsPawnNearActor = Parms.IsPawnNearActor; if (PawnsNearActor != nullptr) *PawnsNearActor = std::move(Parms.PawnsNearActor); } // Function MissionBlueprintFunctionLibrary.MissionBlueprintFunctionLibrary_C.Random_360_VectorInRange // (Static, Public, HasOutParams, BlueprintCallable, BlueprintEvent) // Parameters: // float MinDistance (BlueprintVisible, BlueprintReadOnly, Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash) // float MaxDistance (BlueprintVisible, BlueprintReadOnly, Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash) // class UObject* __WorldContext (BlueprintVisible, BlueprintReadOnly, Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash) // struct FVector Random_Vector_Result_ (Parm, OutParm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash) void UMissionBlueprintFunctionLibrary_C::Random_360_VectorInRange(float MinDistance, float MaxDistance, class UObject* __WorldContext, struct FVector* Random_Vector_Result_) { static class UFunction* Func = nullptr; if (Func == nullptr) Func = StaticClass()->GetFunction("MissionBlueprintFunctionLibrary_C", "Random_360_VectorInRange"); Params::MissionBlueprintFunctionLibrary_C_Random_360_VectorInRange Parms{}; Parms.MinDistance = MinDistance; Parms.MaxDistance = MaxDistance; Parms.__WorldContext = __WorldContext; GetDefaultObj()->ProcessEvent(Func, &Parms); if (Random_Vector_Result_ != nullptr) *Random_Vector_Result_ = std::move(Parms.Random_Vector_Result_); } // Function MissionBlueprintFunctionLibrary.MissionBlueprintFunctionLibrary_C.GetBuildingRecommendation // (Static, Public, HasOutParams, BlueprintCallable, BlueprintEvent) // Parameters: // class FName RowName (BlueprintVisible, BlueprintReadOnly, Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash) // class UObject* __WorldContext (BlueprintVisible, BlueprintReadOnly, Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash) // int32 BuildingCount (Parm, OutParm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash) // bool RowFound (Parm, OutParm, ZeroConstructor, IsPlainOldData, NoDestructor) void UMissionBlueprintFunctionLibrary_C::GetBuildingRecommendation(class FName RowName, class UObject* __WorldContext, int32* BuildingCount, bool* RowFound) { static class UFunction* Func = nullptr; if (Func == nullptr) Func = StaticClass()->GetFunction("MissionBlueprintFunctionLibrary_C", "GetBuildingRecommendation"); Params::MissionBlueprintFunctionLibrary_C_GetBuildingRecommendation Parms{}; Parms.RowName = RowName; Parms.__WorldContext = __WorldContext; GetDefaultObj()->ProcessEvent(Func, &Parms); if (BuildingCount != nullptr) *BuildingCount = Parms.BuildingCount; if (RowFound != nullptr) *RowFound = Parms.RowFound; } // Function MissionBlueprintFunctionLibrary.MissionBlueprintFunctionLibrary_C.GrantSurvivorBadge // (Static, Public, HasOutParams, BlueprintCallable, BlueprintEvent) // Parameters: // int32 LootLevelIn (BlueprintVisible, BlueprintReadOnly, Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash) // ESurvivorBadgeTypes BadgeType (BlueprintVisible, BlueprintReadOnly, Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash) // class UObject* __WorldContext (BlueprintVisible, BlueprintReadOnly, Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash) // class UFortItemDefinition* NewParam (Parm, OutParm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash) void UMissionBlueprintFunctionLibrary_C::GrantSurvivorBadge(int32 LootLevelIn, ESurvivorBadgeTypes BadgeType, class UObject* __WorldContext, class UFortItemDefinition** NewParam) { static class UFunction* Func = nullptr; if (Func == nullptr) Func = StaticClass()->GetFunction("MissionBlueprintFunctionLibrary_C", "GrantSurvivorBadge"); Params::MissionBlueprintFunctionLibrary_C_GrantSurvivorBadge Parms{}; Parms.LootLevelIn = LootLevelIn; Parms.BadgeType = BadgeType; Parms.__WorldContext = __WorldContext; GetDefaultObj()->ProcessEvent(Func, &Parms); if (NewParam != nullptr) *NewParam = Parms.NewParam; } // Function MissionBlueprintFunctionLibrary.MissionBlueprintFunctionLibrary_C.BasicBuildingItemDrop // (Static, Public, BlueprintCallable, BlueprintEvent) // Parameters: // EnumEventWorldItemDrop Item_Drop_Level (BlueprintVisible, BlueprintReadOnly, Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash) // struct FVector LootDropLocation (BlueprintVisible, BlueprintReadOnly, Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash) // class UObject* __WorldContext (BlueprintVisible, BlueprintReadOnly, Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash) void UMissionBlueprintFunctionLibrary_C::BasicBuildingItemDrop(EnumEventWorldItemDrop Item_Drop_Level, const struct FVector& LootDropLocation, class UObject* __WorldContext) { static class UFunction* Func = nullptr; if (Func == nullptr) Func = StaticClass()->GetFunction("MissionBlueprintFunctionLibrary_C", "BasicBuildingItemDrop"); Params::MissionBlueprintFunctionLibrary_C_BasicBuildingItemDrop Parms{}; Parms.Item_Drop_Level = Item_Drop_Level; Parms.LootDropLocation = std::move(LootDropLocation); Parms.__WorldContext = __WorldContext; GetDefaultObj()->ProcessEvent(Func, &Parms); } // Function MissionBlueprintFunctionLibrary.MissionBlueprintFunctionLibrary_C.SeperatePlayersWhoNeedQuest // (Static, Public, HasOutParams, BlueprintCallable, BlueprintEvent) // Parameters: // class UFortQuestItemDefinition* QuestItemReference (BlueprintVisible, BlueprintReadOnly, Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash) // class FName QuestObjectiveBackendName (BlueprintVisible, BlueprintReadOnly, Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash) // class UObject* __WorldContext (BlueprintVisible, BlueprintReadOnly, Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash) // TArray PlayersWhoNeedQuest (Parm, OutParm, ZeroConstructor) // TArray PlayersWhoDoNotNeedQuest (Parm, OutParm, ZeroConstructor) void UMissionBlueprintFunctionLibrary_C::SeperatePlayersWhoNeedQuest(class UFortQuestItemDefinition* QuestItemReference, class FName QuestObjectiveBackendName, class UObject* __WorldContext, TArray* PlayersWhoNeedQuest, TArray* PlayersWhoDoNotNeedQuest) { static class UFunction* Func = nullptr; if (Func == nullptr) Func = StaticClass()->GetFunction("MissionBlueprintFunctionLibrary_C", "SeperatePlayersWhoNeedQuest"); Params::MissionBlueprintFunctionLibrary_C_SeperatePlayersWhoNeedQuest Parms{}; Parms.QuestItemReference = QuestItemReference; Parms.QuestObjectiveBackendName = QuestObjectiveBackendName; Parms.__WorldContext = __WorldContext; GetDefaultObj()->ProcessEvent(Func, &Parms); if (PlayersWhoNeedQuest != nullptr) *PlayersWhoNeedQuest = std::move(Parms.PlayersWhoNeedQuest); if (PlayersWhoDoNotNeedQuest != nullptr) *PlayersWhoDoNotNeedQuest = std::move(Parms.PlayersWhoDoNotNeedQuest); } // Function MissionBlueprintFunctionLibrary.MissionBlueprintFunctionLibrary_C.HasPlayerCompletedQuest // (Static, Public, HasOutParams, BlueprintCallable, BlueprintEvent) // Parameters: // class AFortPlayerController* PlayerController (BlueprintVisible, BlueprintReadOnly, Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash) // class UFortQuestItemDefinition* QuestReference (BlueprintVisible, BlueprintReadOnly, Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash) // class FName QuestBackendName (BlueprintVisible, BlueprintReadOnly, Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash) // class UObject* __WorldContext (BlueprintVisible, BlueprintReadOnly, Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash) // class AFortPlayerController* PlayerControllerOut (Parm, OutParm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash) // bool CompletedQuest (Parm, OutParm, ZeroConstructor, IsPlainOldData, NoDestructor) void UMissionBlueprintFunctionLibrary_C::HasPlayerCompletedQuest(class AFortPlayerController* PlayerController, class UFortQuestItemDefinition* QuestReference, class FName QuestBackendName, class UObject* __WorldContext, class AFortPlayerController** PlayerControllerOut, bool* CompletedQuest) { static class UFunction* Func = nullptr; if (Func == nullptr) Func = StaticClass()->GetFunction("MissionBlueprintFunctionLibrary_C", "HasPlayerCompletedQuest"); Params::MissionBlueprintFunctionLibrary_C_HasPlayerCompletedQuest Parms{}; Parms.PlayerController = PlayerController; Parms.QuestReference = QuestReference; Parms.QuestBackendName = QuestBackendName; Parms.__WorldContext = __WorldContext; GetDefaultObj()->ProcessEvent(Func, &Parms); if (PlayerControllerOut != nullptr) *PlayerControllerOut = Parms.PlayerControllerOut; if (CompletedQuest != nullptr) *CompletedQuest = Parms.CompletedQuest; } // Function MissionBlueprintFunctionLibrary.MissionBlueprintFunctionLibrary_C.DistanceBetweenTwoVectors // (Static, Public, HasOutParams, BlueprintCallable, BlueprintEvent) // Parameters: // struct FVector Vector1 (BlueprintVisible, BlueprintReadOnly, Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash) // struct FVector Vector2 (BlueprintVisible, BlueprintReadOnly, Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash) // class UObject* __WorldContext (BlueprintVisible, BlueprintReadOnly, Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash) // float Distance (Parm, OutParm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash) void UMissionBlueprintFunctionLibrary_C::DistanceBetweenTwoVectors(const struct FVector& Vector1, const struct FVector& Vector2, class UObject* __WorldContext, float* Distance) { static class UFunction* Func = nullptr; if (Func == nullptr) Func = StaticClass()->GetFunction("MissionBlueprintFunctionLibrary_C", "DistanceBetweenTwoVectors"); Params::MissionBlueprintFunctionLibrary_C_DistanceBetweenTwoVectors Parms{}; Parms.Vector1 = std::move(Vector1); Parms.Vector2 = std::move(Vector2); Parms.__WorldContext = __WorldContext; GetDefaultObj()->ProcessEvent(Func, &Parms); if (Distance != nullptr) *Distance = Parms.Distance; } // Function MissionBlueprintFunctionLibrary.MissionBlueprintFunctionLibrary_C.ApplyDifficultyOffset // (Static, Public, HasOutParams, BlueprintCallable, BlueprintEvent) // Parameters: // class FName RowName (BlueprintVisible, BlueprintReadOnly, Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash) // float BaseDifficulty (BlueprintVisible, BlueprintReadOnly, Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash) // class UObject* __WorldContext (BlueprintVisible, BlueprintReadOnly, Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash) // bool Success (Parm, OutParm, ZeroConstructor, IsPlainOldData, NoDestructor) void UMissionBlueprintFunctionLibrary_C::ApplyDifficultyOffset(class FName RowName, float BaseDifficulty, class UObject* __WorldContext, bool* Success) { static class UFunction* Func = nullptr; if (Func == nullptr) Func = StaticClass()->GetFunction("MissionBlueprintFunctionLibrary_C", "ApplyDifficultyOffset"); Params::MissionBlueprintFunctionLibrary_C_ApplyDifficultyOffset Parms{}; Parms.RowName = RowName; Parms.BaseDifficulty = BaseDifficulty; Parms.__WorldContext = __WorldContext; GetDefaultObj()->ProcessEvent(Func, &Parms); if (Success != nullptr) *Success = Parms.Success; } // Function MissionBlueprintFunctionLibrary.MissionBlueprintFunctionLibrary_C.GetCurrentDifficulty // (Static, Public, HasOutParams, BlueprintCallable, BlueprintEvent) // Parameters: // class UObject* __WorldContext (BlueprintVisible, BlueprintReadOnly, Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash) // float Difficulty (Parm, OutParm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash) // bool Success (Parm, OutParm, ZeroConstructor, IsPlainOldData, NoDestructor) void UMissionBlueprintFunctionLibrary_C::GetCurrentDifficulty(class UObject* __WorldContext, float* Difficulty, bool* Success) { static class UFunction* Func = nullptr; if (Func == nullptr) Func = StaticClass()->GetFunction("MissionBlueprintFunctionLibrary_C", "GetCurrentDifficulty"); Params::MissionBlueprintFunctionLibrary_C_GetCurrentDifficulty Parms{}; Parms.__WorldContext = __WorldContext; GetDefaultObj()->ProcessEvent(Func, &Parms); if (Difficulty != nullptr) *Difficulty = Parms.Difficulty; if (Success != nullptr) *Success = Parms.Success; } // Function MissionBlueprintFunctionLibrary.MissionBlueprintFunctionLibrary_C.PointLocationsBetweenTwoVectors // (Static, Public, HasOutParams, BlueprintCallable, BlueprintEvent) // Parameters: // struct FVector Vector_1 (BlueprintVisible, BlueprintReadOnly, Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash) // struct FVector Vector_2 (BlueprintVisible, BlueprintReadOnly, Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash) // int32 HowManyPoints (BlueprintVisible, BlueprintReadOnly, Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash) // class UObject* __WorldContext (BlueprintVisible, BlueprintReadOnly, Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash) // TArray VectorPoints (Parm, OutParm, ZeroConstructor) // bool SuccessfullyFoundPoints (Parm, OutParm, ZeroConstructor, IsPlainOldData, NoDestructor) void UMissionBlueprintFunctionLibrary_C::PointLocationsBetweenTwoVectors(const struct FVector& Vector_1, const struct FVector& Vector_2, int32 HowManyPoints, class UObject* __WorldContext, TArray* VectorPoints, bool* SuccessfullyFoundPoints) { static class UFunction* Func = nullptr; if (Func == nullptr) Func = StaticClass()->GetFunction("MissionBlueprintFunctionLibrary_C", "PointLocationsBetweenTwoVectors"); Params::MissionBlueprintFunctionLibrary_C_PointLocationsBetweenTwoVectors Parms{}; Parms.Vector_1 = std::move(Vector_1); Parms.Vector_2 = std::move(Vector_2); Parms.HowManyPoints = HowManyPoints; Parms.__WorldContext = __WorldContext; GetDefaultObj()->ProcessEvent(Func, &Parms); if (VectorPoints != nullptr) *VectorPoints = std::move(Parms.VectorPoints); if (SuccessfullyFoundPoints != nullptr) *SuccessfullyFoundPoints = Parms.SuccessfullyFoundPoints; } // Function MissionBlueprintFunctionLibrary.MissionBlueprintFunctionLibrary_C.GetContributingControllersNearActor // (Static, Public, HasOutParams, BlueprintCallable, BlueprintEvent) // Parameters: // float Distance (BlueprintVisible, BlueprintReadOnly, Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash) // class AActor* Actor (BlueprintVisible, BlueprintReadOnly, Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash) // class UObject* __WorldContext (BlueprintVisible, BlueprintReadOnly, Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash) // TArray PlayerControllersNearby (Parm, OutParm, ZeroConstructor) // bool SuccessfullyFoundPlayer (Parm, OutParm, ZeroConstructor, IsPlainOldData, NoDestructor) void UMissionBlueprintFunctionLibrary_C::GetContributingControllersNearActor(float Distance, class AActor* Actor, class UObject* __WorldContext, TArray* PlayerControllersNearby, bool* SuccessfullyFoundPlayer) { static class UFunction* Func = nullptr; if (Func == nullptr) Func = StaticClass()->GetFunction("MissionBlueprintFunctionLibrary_C", "GetContributingControllersNearActor"); Params::MissionBlueprintFunctionLibrary_C_GetContributingControllersNearActor Parms{}; Parms.Distance = Distance; Parms.Actor = Actor; Parms.__WorldContext = __WorldContext; GetDefaultObj()->ProcessEvent(Func, &Parms); if (PlayerControllersNearby != nullptr) *PlayerControllersNearby = std::move(Parms.PlayerControllersNearby); if (SuccessfullyFoundPlayer != nullptr) *SuccessfullyFoundPlayer = Parms.SuccessfullyFoundPlayer; } // Function MissionBlueprintFunctionLibrary.MissionBlueprintFunctionLibrary_C.HasPlayerCompletedQuestObjective // (Static, Public, HasOutParams, BlueprintCallable, BlueprintEvent) // Parameters: // class AFortPlayerController* PlayerController (BlueprintVisible, BlueprintReadOnly, Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash) // class UFortQuestItemDefinition* QuestReference (BlueprintVisible, BlueprintReadOnly, Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash) // class FName QuestBackendObjectiveName (BlueprintVisible, BlueprintReadOnly, Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash) // class UObject* __WorldContext (BlueprintVisible, BlueprintReadOnly, Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash) // class AFortPlayerController* PlayerControllerOut (Parm, OutParm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash) // bool CompletedQuestObjective (Parm, OutParm, ZeroConstructor, IsPlainOldData, NoDestructor) void UMissionBlueprintFunctionLibrary_C::HasPlayerCompletedQuestObjective(class AFortPlayerController* PlayerController, class UFortQuestItemDefinition* QuestReference, class FName QuestBackendObjectiveName, class UObject* __WorldContext, class AFortPlayerController** PlayerControllerOut, bool* CompletedQuestObjective) { static class UFunction* Func = nullptr; if (Func == nullptr) Func = StaticClass()->GetFunction("MissionBlueprintFunctionLibrary_C", "HasPlayerCompletedQuestObjective"); Params::MissionBlueprintFunctionLibrary_C_HasPlayerCompletedQuestObjective Parms{}; Parms.PlayerController = PlayerController; Parms.QuestReference = QuestReference; Parms.QuestBackendObjectiveName = QuestBackendObjectiveName; Parms.__WorldContext = __WorldContext; GetDefaultObj()->ProcessEvent(Func, &Parms); if (PlayerControllerOut != nullptr) *PlayerControllerOut = Parms.PlayerControllerOut; if (CompletedQuestObjective != nullptr) *CompletedQuestObjective = Parms.CompletedQuestObjective; } // Function MissionBlueprintFunctionLibrary.MissionBlueprintFunctionLibrary_C.HideParticleComponentsAttachedToMesh // (Static, Public, HasOutParams, BlueprintCallable, BlueprintEvent) // Parameters: // class UStaticMeshComponent* MeshComponent (BlueprintVisible, BlueprintReadOnly, Parm, ZeroConstructor, InstancedReference, IsPlainOldData, NoDestructor, HasGetValueTypeHash) // class UObject* __WorldContext (BlueprintVisible, BlueprintReadOnly, Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash) // bool SuccessfullyDeactivatedParticle (Parm, OutParm, ZeroConstructor, IsPlainOldData, NoDestructor) void UMissionBlueprintFunctionLibrary_C::HideParticleComponentsAttachedToMesh(class UStaticMeshComponent* MeshComponent, class UObject* __WorldContext, bool* SuccessfullyDeactivatedParticle) { static class UFunction* Func = nullptr; if (Func == nullptr) Func = StaticClass()->GetFunction("MissionBlueprintFunctionLibrary_C", "HideParticleComponentsAttachedToMesh"); Params::MissionBlueprintFunctionLibrary_C_HideParticleComponentsAttachedToMesh Parms{}; Parms.MeshComponent = MeshComponent; Parms.__WorldContext = __WorldContext; GetDefaultObj()->ProcessEvent(Func, &Parms); if (SuccessfullyDeactivatedParticle != nullptr) *SuccessfullyDeactivatedParticle = Parms.SuccessfullyDeactivatedParticle; } // Function MissionBlueprintFunctionLibrary.MissionBlueprintFunctionLibrary_C.DoesAnyPlayerRequireQuestObjective // (Static, Public, HasOutParams, BlueprintCallable, BlueprintEvent) // Parameters: // class UFortQuestItemDefinition* QuestReference (BlueprintVisible, BlueprintReadOnly, Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash) // struct FDataTableRowHandle QuestObjectiveHandle (BlueprintVisible, BlueprintReadOnly, Parm, NoDestructor) // class UObject* __WorldContext (BlueprintVisible, BlueprintReadOnly, Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash) // TArray PlayerControllersWhoRequireObjective (Parm, OutParm, ZeroConstructor) // bool SomebodyRequiresObjective (Parm, OutParm, ZeroConstructor, IsPlainOldData, NoDestructor) void UMissionBlueprintFunctionLibrary_C::DoesAnyPlayerRequireQuestObjective(class UFortQuestItemDefinition* QuestReference, const struct FDataTableRowHandle& QuestObjectiveHandle, class UObject* __WorldContext, TArray* PlayerControllersWhoRequireObjective, bool* SomebodyRequiresObjective) { static class UFunction* Func = nullptr; if (Func == nullptr) Func = StaticClass()->GetFunction("MissionBlueprintFunctionLibrary_C", "DoesAnyPlayerRequireQuestObjective"); Params::MissionBlueprintFunctionLibrary_C_DoesAnyPlayerRequireQuestObjective Parms{}; Parms.QuestReference = QuestReference; Parms.QuestObjectiveHandle = std::move(QuestObjectiveHandle); Parms.__WorldContext = __WorldContext; GetDefaultObj()->ProcessEvent(Func, &Parms); if (PlayerControllersWhoRequireObjective != nullptr) *PlayerControllersWhoRequireObjective = std::move(Parms.PlayerControllersWhoRequireObjective); if (SomebodyRequiresObjective != nullptr) *SomebodyRequiresObjective = Parms.SomebodyRequiresObjective; } // Function MissionBlueprintFunctionLibrary.MissionBlueprintFunctionLibrary_C.HasPlayerCompletedQuestObjectiveHandle // (Static, Public, HasOutParams, BlueprintCallable, BlueprintEvent) // Parameters: // class AFortPlayerController* PlayerController (BlueprintVisible, BlueprintReadOnly, Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash) // class UFortQuestItemDefinition* QuestReference (BlueprintVisible, BlueprintReadOnly, Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash) // struct FDataTableRowHandle QuestBackendObjectiveHandle (BlueprintVisible, BlueprintReadOnly, Parm, NoDestructor) // class UObject* __WorldContext (BlueprintVisible, BlueprintReadOnly, Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash) // class AFortPlayerController* PlayerControllerOut (Parm, OutParm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash) // bool CompletedQuestObjective (Parm, OutParm, ZeroConstructor, IsPlainOldData, NoDestructor) void UMissionBlueprintFunctionLibrary_C::HasPlayerCompletedQuestObjectiveHandle(class AFortPlayerController* PlayerController, class UFortQuestItemDefinition* QuestReference, const struct FDataTableRowHandle& QuestBackendObjectiveHandle, class UObject* __WorldContext, class AFortPlayerController** PlayerControllerOut, bool* CompletedQuestObjective) { static class UFunction* Func = nullptr; if (Func == nullptr) Func = StaticClass()->GetFunction("MissionBlueprintFunctionLibrary_C", "HasPlayerCompletedQuestObjectiveHandle"); Params::MissionBlueprintFunctionLibrary_C_HasPlayerCompletedQuestObjectiveHandle Parms{}; Parms.PlayerController = PlayerController; Parms.QuestReference = QuestReference; Parms.QuestBackendObjectiveHandle = std::move(QuestBackendObjectiveHandle); Parms.__WorldContext = __WorldContext; GetDefaultObj()->ProcessEvent(Func, &Parms); if (PlayerControllerOut != nullptr) *PlayerControllerOut = Parms.PlayerControllerOut; if (CompletedQuestObjective != nullptr) *CompletedQuestObjective = Parms.CompletedQuestObjective; } // Function MissionBlueprintFunctionLibrary.MissionBlueprintFunctionLibrary_C.HaveAllPlayersCompletedQuest // (Static, Public, HasOutParams, BlueprintCallable, BlueprintEvent) // Parameters: // class UFortQuestItemDefinition* QuestItem (BlueprintVisible, BlueprintReadOnly, Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash) // class UObject* __WorldContext (BlueprintVisible, BlueprintReadOnly, Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash) // bool AllPlayersCompletedQuest (Parm, OutParm, ZeroConstructor, IsPlainOldData, NoDestructor) void UMissionBlueprintFunctionLibrary_C::HaveAllPlayersCompletedQuest(class UFortQuestItemDefinition* QuestItem, class UObject* __WorldContext, bool* AllPlayersCompletedQuest) { static class UFunction* Func = nullptr; if (Func == nullptr) Func = StaticClass()->GetFunction("MissionBlueprintFunctionLibrary_C", "HaveAllPlayersCompletedQuest"); Params::MissionBlueprintFunctionLibrary_C_HaveAllPlayersCompletedQuest Parms{}; Parms.QuestItem = QuestItem; Parms.__WorldContext = __WorldContext; GetDefaultObj()->ProcessEvent(Func, &Parms); if (AllPlayersCompletedQuest != nullptr) *AllPlayersCompletedQuest = Parms.AllPlayersCompletedQuest; } // Function MissionBlueprintFunctionLibrary.MissionBlueprintFunctionLibrary_C.GetControllersNearActorThatRequireQuestObjective // (Static, Public, HasOutParams, BlueprintCallable, BlueprintEvent) // Parameters: // float Distance (BlueprintVisible, BlueprintReadOnly, Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash) // class AActor* Actor (BlueprintVisible, BlueprintReadOnly, Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash) // class UFortQuestItemDefinition* Quest_Item (BlueprintVisible, BlueprintReadOnly, Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash) // class FName Quest_Item_Backend_Objective_Name (BlueprintVisible, BlueprintReadOnly, Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash) // class UObject* __WorldContext (BlueprintVisible, BlueprintReadOnly, Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash) // TArray PlayerControllersNearbyThatRequireQuest (Parm, OutParm, ZeroConstructor) // bool SuccessfullyFoundPlayer (Parm, OutParm, ZeroConstructor, IsPlainOldData, NoDestructor) void UMissionBlueprintFunctionLibrary_C::GetControllersNearActorThatRequireQuestObjective(float Distance, class AActor* Actor, class UFortQuestItemDefinition* Quest_Item, class FName Quest_Item_Backend_Objective_Name, class UObject* __WorldContext, TArray* PlayerControllersNearbyThatRequireQuest, bool* SuccessfullyFoundPlayer) { static class UFunction* Func = nullptr; if (Func == nullptr) Func = StaticClass()->GetFunction("MissionBlueprintFunctionLibrary_C", "GetControllersNearActorThatRequireQuestObjective"); Params::MissionBlueprintFunctionLibrary_C_GetControllersNearActorThatRequireQuestObjective Parms{}; Parms.Distance = Distance; Parms.Actor = Actor; Parms.Quest_Item = Quest_Item; Parms.Quest_Item_Backend_Objective_Name = Quest_Item_Backend_Objective_Name; Parms.__WorldContext = __WorldContext; GetDefaultObj()->ProcessEvent(Func, &Parms); if (PlayerControllersNearbyThatRequireQuest != nullptr) *PlayerControllersNearbyThatRequireQuest = std::move(Parms.PlayerControllersNearbyThatRequireQuest); if (SuccessfullyFoundPlayer != nullptr) *SuccessfullyFoundPlayer = Parms.SuccessfullyFoundPlayer; } // Function MissionBlueprintFunctionLibrary.MissionBlueprintFunctionLibrary_C.NPC_LockThenRotateInPlace // (Static, Public, HasDefaults, BlueprintCallable, BlueprintEvent) // Parameters: // bool LockedInPlace (BlueprintVisible, BlueprintReadOnly, Parm, ZeroConstructor, IsPlainOldData, NoDestructor) // class AFortPlayerPawn* PlayerPawn (BlueprintVisible, BlueprintReadOnly, Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash) // class AFortAIPawn* SurvivorPawn (BlueprintVisible, BlueprintReadOnly, Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash) // class UObject* __WorldContext (BlueprintVisible, BlueprintReadOnly, Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash) void UMissionBlueprintFunctionLibrary_C::NPC_LockThenRotateInPlace(bool LockedInPlace, class AFortPlayerPawn* PlayerPawn, class AFortAIPawn* SurvivorPawn, class UObject* __WorldContext) { static class UFunction* Func = nullptr; if (Func == nullptr) Func = StaticClass()->GetFunction("MissionBlueprintFunctionLibrary_C", "NPC_LockThenRotateInPlace"); Params::MissionBlueprintFunctionLibrary_C_NPC_LockThenRotateInPlace Parms{}; Parms.LockedInPlace = LockedInPlace; Parms.PlayerPawn = PlayerPawn; Parms.SurvivorPawn = SurvivorPawn; Parms.__WorldContext = __WorldContext; GetDefaultObj()->ProcessEvent(Func, &Parms); } // Function MissionBlueprintFunctionLibrary.MissionBlueprintFunctionLibrary_C.CheckBasicActorLineOfSight // (Static, Public, HasOutParams, HasDefaults, BlueprintCallable, BlueprintEvent) // Parameters: // class AActor* Actor_A (BlueprintVisible, BlueprintReadOnly, Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash) // struct FVector ActorA_Location_Offset (BlueprintVisible, BlueprintReadOnly, Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash) // class AActor* Actor_B (BlueprintVisible, BlueprintReadOnly, Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash) // struct FVector Actor_B_Location_Offset (BlueprintVisible, BlueprintReadOnly, Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash) // bool UseActorHalfHeightForSight (BlueprintVisible, BlueprintReadOnly, Parm, ZeroConstructor, IsPlainOldData, NoDestructor) // ETraceTypeQuery TraceChannel (BlueprintVisible, BlueprintReadOnly, Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash) // EDrawDebugTrace DrawDebugType (BlueprintVisible, BlueprintReadOnly, Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash) // float DrawTime (BlueprintVisible, BlueprintReadOnly, Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash) // bool bTraceComplex (BlueprintVisible, BlueprintReadOnly, Parm, ZeroConstructor, IsPlainOldData, NoDestructor) // class UObject* __WorldContext (BlueprintVisible, BlueprintReadOnly, Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash) // bool In_Line_Of_Sight (Parm, OutParm, ZeroConstructor, IsPlainOldData, NoDestructor) // float Distance (Parm, OutParm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash) void UMissionBlueprintFunctionLibrary_C::CheckBasicActorLineOfSight(class AActor* Actor_A, const struct FVector& ActorA_Location_Offset, class AActor* Actor_B, const struct FVector& Actor_B_Location_Offset, bool UseActorHalfHeightForSight, ETraceTypeQuery TraceChannel, EDrawDebugTrace DrawDebugType, float DrawTime, bool bTraceComplex, class UObject* __WorldContext, bool* In_Line_Of_Sight, float* Distance) { static class UFunction* Func = nullptr; if (Func == nullptr) Func = StaticClass()->GetFunction("MissionBlueprintFunctionLibrary_C", "CheckBasicActorLineOfSight"); Params::MissionBlueprintFunctionLibrary_C_CheckBasicActorLineOfSight Parms{}; Parms.Actor_A = Actor_A; Parms.ActorA_Location_Offset = std::move(ActorA_Location_Offset); Parms.Actor_B = Actor_B; Parms.Actor_B_Location_Offset = std::move(Actor_B_Location_Offset); Parms.UseActorHalfHeightForSight = UseActorHalfHeightForSight; Parms.TraceChannel = TraceChannel; Parms.DrawDebugType = DrawDebugType; Parms.DrawTime = DrawTime; Parms.bTraceComplex = bTraceComplex; Parms.__WorldContext = __WorldContext; GetDefaultObj()->ProcessEvent(Func, &Parms); if (In_Line_Of_Sight != nullptr) *In_Line_Of_Sight = Parms.In_Line_Of_Sight; if (Distance != nullptr) *Distance = Parms.Distance; } // Function MissionBlueprintFunctionLibrary.MissionBlueprintFunctionLibrary_C.CheckBasicVectorToActorLineOfSight // (Static, Public, HasOutParams, HasDefaults, BlueprintCallable, BlueprintEvent) // Parameters: // struct FVector Vector_A (BlueprintVisible, BlueprintReadOnly, Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash) // class AActor* Actor_B (BlueprintVisible, BlueprintReadOnly, Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash) // struct FVector Actor_B_Location_Offset (BlueprintVisible, BlueprintReadOnly, Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash) // ETraceTypeQuery TraceChannel (BlueprintVisible, BlueprintReadOnly, Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash) // EDrawDebugTrace DrawDebugType (BlueprintVisible, BlueprintReadOnly, Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash) // float DrawTime (BlueprintVisible, BlueprintReadOnly, Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash) // TArray ActorsToIgnore (ConstParm, BlueprintVisible, BlueprintReadOnly, Parm, OutParm, ZeroConstructor, ReferenceParm) // bool bTraceComplex (BlueprintVisible, BlueprintReadOnly, Parm, ZeroConstructor, IsPlainOldData, NoDestructor) // class UObject* __WorldContext (BlueprintVisible, BlueprintReadOnly, Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash) // bool In_Line_Of_Sight (Parm, OutParm, ZeroConstructor, IsPlainOldData, NoDestructor) // float Distance (Parm, OutParm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash) void UMissionBlueprintFunctionLibrary_C::CheckBasicVectorToActorLineOfSight(const struct FVector& Vector_A, class AActor* Actor_B, const struct FVector& Actor_B_Location_Offset, ETraceTypeQuery TraceChannel, EDrawDebugTrace DrawDebugType, float DrawTime, const TArray& ActorsToIgnore, bool bTraceComplex, class UObject* __WorldContext, bool* In_Line_Of_Sight, float* Distance) { static class UFunction* Func = nullptr; if (Func == nullptr) Func = StaticClass()->GetFunction("MissionBlueprintFunctionLibrary_C", "CheckBasicVectorToActorLineOfSight"); Params::MissionBlueprintFunctionLibrary_C_CheckBasicVectorToActorLineOfSight Parms{}; Parms.Vector_A = std::move(Vector_A); Parms.Actor_B = Actor_B; Parms.Actor_B_Location_Offset = std::move(Actor_B_Location_Offset); Parms.TraceChannel = TraceChannel; Parms.DrawDebugType = DrawDebugType; Parms.DrawTime = DrawTime; Parms.ActorsToIgnore = std::move(ActorsToIgnore); Parms.bTraceComplex = bTraceComplex; Parms.__WorldContext = __WorldContext; GetDefaultObj()->ProcessEvent(Func, &Parms); if (In_Line_Of_Sight != nullptr) *In_Line_Of_Sight = Parms.In_Line_Of_Sight; if (Distance != nullptr) *Distance = Parms.Distance; } // Function MissionBlueprintFunctionLibrary.MissionBlueprintFunctionLibrary_C.NPC_ConvertTagToNameText // (Static, Public, HasOutParams, BlueprintCallable, BlueprintEvent) // Parameters: // struct FGameplayTag PawnTag (BlueprintVisible, BlueprintReadOnly, Parm, NoDestructor, HasGetValueTypeHash) // class UObject* __WorldContext (BlueprintVisible, BlueprintReadOnly, Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash) // class FText Param_Name (Parm, OutParm) void UMissionBlueprintFunctionLibrary_C::NPC_ConvertTagToNameText(const struct FGameplayTag& PawnTag, class UObject* __WorldContext, class FText* Param_Name) { static class UFunction* Func = nullptr; if (Func == nullptr) Func = StaticClass()->GetFunction("MissionBlueprintFunctionLibrary_C", "NPC_ConvertTagToNameText"); Params::MissionBlueprintFunctionLibrary_C_NPC_ConvertTagToNameText Parms{}; Parms.PawnTag = std::move(PawnTag); Parms.__WorldContext = __WorldContext; GetDefaultObj()->ProcessEvent(Func, &Parms); if (Param_Name != nullptr) *Param_Name = std::move(Parms.Param_Name); } // Function MissionBlueprintFunctionLibrary.MissionBlueprintFunctionLibrary_C.LaunchHoverboard // (Static, Public, HasOutParams, HasDefaults, BlueprintCallable, BlueprintEvent) // Parameters: // class AActor* HoverboardActor (BlueprintVisible, BlueprintReadOnly, Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash) // struct FVector LaunchVelocity (BlueprintVisible, BlueprintReadOnly, Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash) // class FName ForceFeedbackTag (BlueprintVisible, BlueprintReadOnly, Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash) // class UObject* __WorldContext (BlueprintVisible, BlueprintReadOnly, Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash) // bool Success (Parm, OutParm, ZeroConstructor, IsPlainOldData, NoDestructor) void UMissionBlueprintFunctionLibrary_C::LaunchHoverboard(class AActor* HoverboardActor, const struct FVector& LaunchVelocity, class FName ForceFeedbackTag, class UObject* __WorldContext, bool* Success) { static class UFunction* Func = nullptr; if (Func == nullptr) Func = StaticClass()->GetFunction("MissionBlueprintFunctionLibrary_C", "LaunchHoverboard"); Params::MissionBlueprintFunctionLibrary_C_LaunchHoverboard Parms{}; Parms.HoverboardActor = HoverboardActor; Parms.LaunchVelocity = std::move(LaunchVelocity); Parms.ForceFeedbackTag = ForceFeedbackTag; Parms.__WorldContext = __WorldContext; GetDefaultObj()->ProcessEvent(Func, &Parms); if (Success != nullptr) *Success = Parms.Success; } }