mirror of
https://github.com/ApfelTeeSaft/UnrealEvent.git
synced 2026-08-26 19:33:43 +00:00
415 lines
22 KiB
C++
415 lines
22 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: AbilityFunctions
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#include "Basic.hpp"
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#include "AbilityFunctions_classes.hpp"
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#include "AbilityFunctions_parameters.hpp"
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namespace SDK
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{
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// Function AbilityFunctions.AbilityFunctions_C.DoNOTUse-BuildArrayOfHitActors
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// (Static, Public, HasOutParams, BlueprintCallable, BlueprintEvent)
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// Parameters:
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// struct FGameplayAbilityTargetDataHandle TargetData (BlueprintVisible, BlueprintReadOnly, Parm)
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// class UObject* __WorldContext (BlueprintVisible, BlueprintReadOnly, Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash)
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// TArray<class AActor*> HitActors (Parm, OutParm, ZeroConstructor)
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void UAbilityFunctions_C::DoNOTUseMinusBuildArrayOfHitActors(const struct FGameplayAbilityTargetDataHandle& TargetData, class UObject* __WorldContext, TArray<class AActor*>* HitActors)
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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 = StaticClass()->GetFunction("AbilityFunctions_C", "DoNOTUse-BuildArrayOfHitActors");
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Params::AbilityFunctions_C_DoNOTUseMinusBuildArrayOfHitActors Parms{};
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Parms.TargetData = std::move(TargetData);
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Parms.__WorldContext = __WorldContext;
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GetDefaultObj()->ProcessEvent(Func, &Parms);
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if (HitActors != nullptr)
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*HitActors = std::move(Parms.HitActors);
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}
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// Function AbilityFunctions.AbilityFunctions_C.SetArrayOfHitActors
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// (Static, Public, HasOutParams, BlueprintCallable, BlueprintEvent)
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// Parameters:
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// struct FGameplayAbilityTargetDataHandle TargetData (BlueprintVisible, BlueprintReadOnly, Parm)
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// TArray<class AActor*> ArrayToSet (BlueprintVisible, BlueprintReadOnly, Parm, OutParm, ZeroConstructor, ReferenceParm)
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// class UObject* __WorldContext (BlueprintVisible, BlueprintReadOnly, Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash)
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void UAbilityFunctions_C::SetArrayOfHitActors(const struct FGameplayAbilityTargetDataHandle& TargetData, TArray<class AActor*>& ArrayToSet, class UObject* __WorldContext)
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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 = StaticClass()->GetFunction("AbilityFunctions_C", "SetArrayOfHitActors");
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Params::AbilityFunctions_C_SetArrayOfHitActors Parms{};
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Parms.TargetData = std::move(TargetData);
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Parms.ArrayToSet = std::move(ArrayToSet);
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Parms.__WorldContext = __WorldContext;
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GetDefaultObj()->ProcessEvent(Func, &Parms);
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ArrayToSet = std::move(Parms.ArrayToSet);
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}
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// Function AbilityFunctions.AbilityFunctions_C.ConvertRangeToTiles
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// (Static, Public, HasOutParams, BlueprintCallable, BlueprintEvent, BlueprintPure)
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// Parameters:
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// float InRange (BlueprintVisible, BlueprintReadOnly, Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash)
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// class UObject* __WorldContext (BlueprintVisible, BlueprintReadOnly, Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash)
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// float OutTile (Parm, OutParm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash)
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void UAbilityFunctions_C::ConvertRangeToTiles(float InRange, class UObject* __WorldContext, float* OutTile)
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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 = StaticClass()->GetFunction("AbilityFunctions_C", "ConvertRangeToTiles");
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Params::AbilityFunctions_C_ConvertRangeToTiles Parms{};
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Parms.InRange = InRange;
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Parms.__WorldContext = __WorldContext;
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GetDefaultObj()->ProcessEvent(Func, &Parms);
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if (OutTile != nullptr)
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*OutTile = Parms.OutTile;
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}
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// Function AbilityFunctions.AbilityFunctions_C.GetProjectedTeleportLocation
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// (Static, Public, HasOutParams, BlueprintCallable, BlueprintEvent)
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// Parameters:
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// class AActor* Actor (BlueprintVisible, BlueprintReadOnly, Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash)
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// float MovementDistance (BlueprintVisible, BlueprintReadOnly, Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash)
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// class UObject* __WorldContext (BlueprintVisible, BlueprintReadOnly, Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash)
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// struct FVector TargetLocation (Parm, OutParm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash)
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void UAbilityFunctions_C::GetProjectedTeleportLocation(class AActor* Actor, float MovementDistance, class UObject* __WorldContext, struct FVector* TargetLocation)
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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 = StaticClass()->GetFunction("AbilityFunctions_C", "GetProjectedTeleportLocation");
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Params::AbilityFunctions_C_GetProjectedTeleportLocation Parms{};
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Parms.Actor = Actor;
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Parms.MovementDistance = MovementDistance;
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Parms.__WorldContext = __WorldContext;
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GetDefaultObj()->ProcessEvent(Func, &Parms);
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if (TargetLocation != nullptr)
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*TargetLocation = std::move(Parms.TargetLocation);
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}
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// Function AbilityFunctions.AbilityFunctions_C.GetRangeFromGameplayEffectContainerSpec
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// (Static, Public, HasOutParams, HasDefaults, BlueprintCallable, BlueprintEvent, BlueprintPure)
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// Parameters:
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// struct FFortGameplayEffectContainerSpec GE_Container_Spec (BlueprintVisible, BlueprintReadOnly, Parm)
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// int32 Target_Selection_List_Index (BlueprintVisible, BlueprintReadOnly, Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash)
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// float At_Level (BlueprintVisible, BlueprintReadOnly, Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash)
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// class UObject* __WorldContext (BlueprintVisible, BlueprintReadOnly, Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash)
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// float Range (Parm, OutParm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash)
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void UAbilityFunctions_C::GetRangeFromGameplayEffectContainerSpec(const struct FFortGameplayEffectContainerSpec& GE_Container_Spec, int32 Target_Selection_List_Index, float At_Level, class UObject* __WorldContext, float* Range)
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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 = StaticClass()->GetFunction("AbilityFunctions_C", "GetRangeFromGameplayEffectContainerSpec");
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Params::AbilityFunctions_C_GetRangeFromGameplayEffectContainerSpec Parms{};
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Parms.GE_Container_Spec = std::move(GE_Container_Spec);
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Parms.Target_Selection_List_Index = Target_Selection_List_Index;
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Parms.At_Level = At_Level;
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Parms.__WorldContext = __WorldContext;
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GetDefaultObj()->ProcessEvent(Func, &Parms);
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if (Range != nullptr)
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*Range = Parms.Range;
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}
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// Function AbilityFunctions.AbilityFunctions_C.GetAngleBetweenTwoVectors
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// (Static, Public, HasOutParams, BlueprintCallable, BlueprintEvent, BlueprintPure)
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// Parameters:
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// struct FVector VectorA (BlueprintVisible, BlueprintReadOnly, Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash)
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// struct FVector VectorB (BlueprintVisible, BlueprintReadOnly, Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash)
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// class UObject* __WorldContext (BlueprintVisible, BlueprintReadOnly, Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash)
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// float Angle__Degrees_ (Parm, OutParm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash)
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void UAbilityFunctions_C::GetAngleBetweenTwoVectors(const struct FVector& VectorA, const struct FVector& VectorB, class UObject* __WorldContext, float* Angle__Degrees_)
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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 = StaticClass()->GetFunction("AbilityFunctions_C", "GetAngleBetweenTwoVectors");
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Params::AbilityFunctions_C_GetAngleBetweenTwoVectors Parms{};
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Parms.VectorA = std::move(VectorA);
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Parms.VectorB = std::move(VectorB);
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Parms.__WorldContext = __WorldContext;
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GetDefaultObj()->ProcessEvent(Func, &Parms);
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if (Angle__Degrees_ != nullptr)
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*Angle__Degrees_ = Parms.Angle__Degrees_;
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}
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// Function AbilityFunctions.AbilityFunctions_C.GetTotalGameplayEffectCount
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// (Static, Public, HasOutParams, BlueprintCallable, BlueprintEvent)
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// Parameters:
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// TArray<class UClass*> EffectsToCount (BlueprintVisible, BlueprintReadOnly, Parm, OutParm, ZeroConstructor, ReferenceParm)
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// class UAbilitySystemComponent* AbilitySystemComponent (BlueprintVisible, BlueprintReadOnly, Parm, ZeroConstructor, InstancedReference, IsPlainOldData, NoDestructor, HasGetValueTypeHash)
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// class UObject* __WorldContext (BlueprintVisible, BlueprintReadOnly, Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash)
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// int32 FinalEffectCount (Parm, OutParm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash)
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void UAbilityFunctions_C::GetTotalGameplayEffectCount(TArray<class UClass*>& EffectsToCount, class UAbilitySystemComponent* AbilitySystemComponent, class UObject* __WorldContext, int32* FinalEffectCount)
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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 = StaticClass()->GetFunction("AbilityFunctions_C", "GetTotalGameplayEffectCount");
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Params::AbilityFunctions_C_GetTotalGameplayEffectCount Parms{};
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Parms.EffectsToCount = std::move(EffectsToCount);
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Parms.AbilitySystemComponent = AbilitySystemComponent;
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Parms.__WorldContext = __WorldContext;
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GetDefaultObj()->ProcessEvent(Func, &Parms);
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EffectsToCount = std::move(Parms.EffectsToCount);
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if (FinalEffectCount != nullptr)
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*FinalEffectCount = Parms.FinalEffectCount;
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}
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// Function AbilityFunctions.AbilityFunctions_C.GetRangeFromGameplayEffectContainer
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// (Static, Public, HasOutParams, HasDefaults, BlueprintCallable, BlueprintEvent, BlueprintPure)
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// Parameters:
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// struct FFortGameplayEffectContainer GE_Container (BlueprintVisible, BlueprintReadOnly, Parm)
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// int32 Target_Selection_List_Index (BlueprintVisible, BlueprintReadOnly, Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash)
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// float At_Level (BlueprintVisible, BlueprintReadOnly, Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash)
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// class UObject* __WorldContext (BlueprintVisible, BlueprintReadOnly, Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash)
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// float Range (Parm, OutParm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash)
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void UAbilityFunctions_C::GetRangeFromGameplayEffectContainer(const struct FFortGameplayEffectContainer& GE_Container, int32 Target_Selection_List_Index, float At_Level, class UObject* __WorldContext, float* Range)
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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 = StaticClass()->GetFunction("AbilityFunctions_C", "GetRangeFromGameplayEffectContainer");
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Params::AbilityFunctions_C_GetRangeFromGameplayEffectContainer Parms{};
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Parms.GE_Container = std::move(GE_Container);
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Parms.Target_Selection_List_Index = Target_Selection_List_Index;
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Parms.At_Level = At_Level;
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Parms.__WorldContext = __WorldContext;
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GetDefaultObj()->ProcessEvent(Func, &Parms);
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if (Range != nullptr)
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*Range = Parms.Range;
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}
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// Function AbilityFunctions.AbilityFunctions_C.EvaluatePerkTierBalanceValue
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// (Static, Public, HasOutParams, HasDefaults, BlueprintCallable, BlueprintEvent, BlueprintPure)
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// Parameters:
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// struct FScalableFloat T01_Balance_Value (BlueprintVisible, BlueprintReadOnly, Parm)
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// struct FScalableFloat T02_Balance_Value (BlueprintVisible, BlueprintReadOnly, Parm)
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// bool Owns_T02 (BlueprintVisible, BlueprintReadOnly, Parm, ZeroConstructor, IsPlainOldData, NoDestructor)
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// bool Should_Override_T01 (BlueprintVisible, BlueprintReadOnly, Parm, ZeroConstructor, IsPlainOldData, NoDestructor)
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// class UObject* __WorldContext (BlueprintVisible, BlueprintReadOnly, Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash)
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// struct FScalableFloat Balance_Value (Parm, OutParm)
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void UAbilityFunctions_C::EvaluatePerkTierBalanceValue(const struct FScalableFloat& T01_Balance_Value, const struct FScalableFloat& T02_Balance_Value, bool Owns_T02, bool Should_Override_T01, class UObject* __WorldContext, struct FScalableFloat* Balance_Value)
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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 = StaticClass()->GetFunction("AbilityFunctions_C", "EvaluatePerkTierBalanceValue");
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Params::AbilityFunctions_C_EvaluatePerkTierBalanceValue Parms{};
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Parms.T01_Balance_Value = std::move(T01_Balance_Value);
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Parms.T02_Balance_Value = std::move(T02_Balance_Value);
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Parms.Owns_T02 = Owns_T02;
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Parms.Should_Override_T01 = Should_Override_T01;
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Parms.__WorldContext = __WorldContext;
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GetDefaultObj()->ProcessEvent(Func, &Parms);
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if (Balance_Value != nullptr)
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*Balance_Value = std::move(Parms.Balance_Value);
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}
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// Function AbilityFunctions.AbilityFunctions_C.GetPawnFromPlayerStateZone
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// (Static, Public, HasOutParams, BlueprintCallable, BlueprintEvent)
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// Parameters:
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// class AActor* InActor (BlueprintVisible, BlueprintReadOnly, Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash)
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// class UObject* __WorldContext (BlueprintVisible, BlueprintReadOnly, Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash)
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// class AFortPlayerPawn* OutPawn (Parm, OutParm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash)
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// bool PawnReturned (Parm, OutParm, ZeroConstructor, IsPlainOldData, NoDestructor)
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void UAbilityFunctions_C::GetPawnFromPlayerStateZone(class AActor* InActor, class UObject* __WorldContext, class AFortPlayerPawn** OutPawn, bool* PawnReturned)
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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 = StaticClass()->GetFunction("AbilityFunctions_C", "GetPawnFromPlayerStateZone");
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Params::AbilityFunctions_C_GetPawnFromPlayerStateZone Parms{};
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Parms.InActor = InActor;
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Parms.__WorldContext = __WorldContext;
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GetDefaultObj()->ProcessEvent(Func, &Parms);
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if (OutPawn != nullptr)
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*OutPawn = Parms.OutPawn;
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if (PawnReturned != nullptr)
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*PawnReturned = Parms.PawnReturned;
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}
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// Function AbilityFunctions.AbilityFunctions_C.GetDistanceBetweenActors
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// (Static, Public, HasOutParams, BlueprintCallable, BlueprintEvent, BlueprintPure)
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// Parameters:
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// class AActor* Actor1 (BlueprintVisible, BlueprintReadOnly, Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash)
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// class AActor* Actor2 (BlueprintVisible, BlueprintReadOnly, Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash)
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// class UObject* __WorldContext (BlueprintVisible, BlueprintReadOnly, Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash)
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// float Distance (Parm, OutParm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash)
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void UAbilityFunctions_C::GetDistanceBetweenActors(class AActor* Actor1, class AActor* Actor2, class UObject* __WorldContext, float* Distance)
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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 = StaticClass()->GetFunction("AbilityFunctions_C", "GetDistanceBetweenActors");
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Params::AbilityFunctions_C_GetDistanceBetweenActors Parms{};
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Parms.Actor1 = Actor1;
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Parms.Actor2 = Actor2;
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Parms.__WorldContext = __WorldContext;
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GetDefaultObj()->ProcessEvent(Func, &Parms);
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if (Distance != nullptr)
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*Distance = Parms.Distance;
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}
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// Function AbilityFunctions.AbilityFunctions_C.ApplySlowFall
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// (Static, Public, HasOutParams, HasDefaults, BlueprintCallable, BlueprintEvent)
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// Parameters:
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// float SlowFallDuration (BlueprintVisible, BlueprintReadOnly, Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash)
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// class UFortGameplayAbility* SelfGameplayAbilityReference (BlueprintVisible, BlueprintReadOnly, Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash)
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// class UClass* GameplayEffect (BlueprintVisible, BlueprintReadOnly, Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash)
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// class UObject* __WorldContext (BlueprintVisible, BlueprintReadOnly, Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash)
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// struct FActiveGameplayEffectHandle EffectSpecHandle (Parm, OutParm, NoDestructor, HasGetValueTypeHash)
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void UAbilityFunctions_C::ApplySlowFall(float SlowFallDuration, class UFortGameplayAbility* SelfGameplayAbilityReference, class UClass* GameplayEffect, class UObject* __WorldContext, struct FActiveGameplayEffectHandle* EffectSpecHandle)
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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 = StaticClass()->GetFunction("AbilityFunctions_C", "ApplySlowFall");
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Params::AbilityFunctions_C_ApplySlowFall Parms{};
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Parms.SlowFallDuration = SlowFallDuration;
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Parms.SelfGameplayAbilityReference = SelfGameplayAbilityReference;
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Parms.GameplayEffect = GameplayEffect;
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Parms.__WorldContext = __WorldContext;
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GetDefaultObj()->ProcessEvent(Func, &Parms);
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if (EffectSpecHandle != nullptr)
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*EffectSpecHandle = std::move(Parms.EffectSpecHandle);
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}
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// Function AbilityFunctions.AbilityFunctions_C.ShouldHammerHitsHealRespondToEvent
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// (Static, Public, HasOutParams, BlueprintCallable, BlueprintEvent, BlueprintPure, Const)
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// Parameters:
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// struct FGameplayEventData Payload (BlueprintVisible, BlueprintReadOnly, Parm)
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// class UObject* __WorldContext (BlueprintVisible, BlueprintReadOnly, Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash)
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// bool ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor)
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bool UAbilityFunctions_C::ShouldHammerHitsHealRespondToEvent(const struct FGameplayEventData& Payload, class UObject* __WorldContext)
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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 = StaticClass()->GetFunction("AbilityFunctions_C", "ShouldHammerHitsHealRespondToEvent");
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Params::AbilityFunctions_C_ShouldHammerHitsHealRespondToEvent Parms{};
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Parms.Payload = std::move(Payload);
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Parms.__WorldContext = __WorldContext;
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GetDefaultObj()->ProcessEvent(Func, &Parms);
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return Parms.ReturnValue;
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}
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// Function AbilityFunctions.AbilityFunctions_C.ShouldSwordHitsHealRespondToEvent
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// (Static, Public, HasOutParams, BlueprintCallable, BlueprintEvent, BlueprintPure, Const)
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// Parameters:
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// struct FGameplayEventData Payload (BlueprintVisible, BlueprintReadOnly, Parm)
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// class UObject* __WorldContext (BlueprintVisible, BlueprintReadOnly, Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash)
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// bool ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor)
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bool UAbilityFunctions_C::ShouldSwordHitsHealRespondToEvent(const struct FGameplayEventData& Payload, class UObject* __WorldContext)
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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 = StaticClass()->GetFunction("AbilityFunctions_C", "ShouldSwordHitsHealRespondToEvent");
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Params::AbilityFunctions_C_ShouldSwordHitsHealRespondToEvent Parms{};
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Parms.Payload = std::move(Payload);
|
|
Parms.__WorldContext = __WorldContext;
|
|
|
|
GetDefaultObj()->ProcessEvent(Func, &Parms);
|
|
|
|
return Parms.ReturnValue;
|
|
}
|
|
|
|
}
|
|
|