#pragma once /* * SDK generated by Dumper-7 * * https://github.com/Encryqed/Dumper-7 */ // Package: NearestPlayerContext #include "Basic.hpp" #include "NearestPlayerContext_classes.hpp" #include "NearestPlayerContext_parameters.hpp" namespace SDK { // Function NearestPlayerContext.NearestPlayerContext_C.ProvideSingleLocation // (Event, Public, HasOutParams, BlueprintCallable, BlueprintEvent, Const) // Parameters: // class UObject* QuerierObject (BlueprintVisible, BlueprintReadOnly, Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash) // class AActor* QuerierActor (BlueprintVisible, BlueprintReadOnly, Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash) // struct FVector ResultingLocation (Parm, OutParm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash) void UNearestPlayerContext_C::ProvideSingleLocation(class UObject* QuerierObject, class AActor* QuerierActor, struct FVector* ResultingLocation) const { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("NearestPlayerContext_C", "ProvideSingleLocation"); Params::NearestPlayerContext_C_ProvideSingleLocation Parms{}; Parms.QuerierObject = QuerierObject; Parms.QuerierActor = QuerierActor; UObject::ProcessEvent(Func, &Parms); if (ResultingLocation != nullptr) *ResultingLocation = std::move(Parms.ResultingLocation); } }