Files
UnrealEvent/Aeon-740/SDK/AnimNotifyState_HolsterWeapon_functions.cpp
2024-10-18 01:01:36 +01:00

73 lines
3.1 KiB
C++

#pragma once
/*
* SDK generated by Dumper-7
*
* https://github.com/Encryqed/Dumper-7
*/
// Package: AnimNotifyState_HolsterWeapon
#include "Basic.hpp"
#include "AnimNotifyState_HolsterWeapon_classes.hpp"
#include "AnimNotifyState_HolsterWeapon_parameters.hpp"
namespace SDK
{
// Function AnimNotifyState_HolsterWeapon.AnimNotifyState_HolsterWeapon_C.Received_NotifyBegin
// (Event, Public, HasOutParams, BlueprintCallable, BlueprintEvent, Const)
// Parameters:
// class USkeletalMeshComponent* MeshComp (BlueprintVisible, BlueprintReadOnly, Parm, ZeroConstructor, InstancedReference, IsPlainOldData, NoDestructor, HasGetValueTypeHash)
// class UAnimSequenceBase* Animation (BlueprintVisible, BlueprintReadOnly, Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash)
// float TotalDuration (BlueprintVisible, BlueprintReadOnly, Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash)
// bool ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor)
bool UAnimNotifyState_HolsterWeapon_C::Received_NotifyBegin(class USkeletalMeshComponent* MeshComp, class UAnimSequenceBase* Animation, float TotalDuration) const
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("AnimNotifyState_HolsterWeapon_C", "Received_NotifyBegin");
Params::AnimNotifyState_HolsterWeapon_C_Received_NotifyBegin Parms{};
Parms.MeshComp = MeshComp;
Parms.Animation = Animation;
Parms.TotalDuration = TotalDuration;
UObject::ProcessEvent(Func, &Parms);
return Parms.ReturnValue;
}
// Function AnimNotifyState_HolsterWeapon.AnimNotifyState_HolsterWeapon_C.Received_NotifyEnd
// (Event, Public, HasOutParams, BlueprintCallable, BlueprintEvent, Const)
// Parameters:
// class USkeletalMeshComponent* MeshComp (BlueprintVisible, BlueprintReadOnly, Parm, ZeroConstructor, InstancedReference, IsPlainOldData, NoDestructor, HasGetValueTypeHash)
// class UAnimSequenceBase* Animation (BlueprintVisible, BlueprintReadOnly, Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash)
// bool ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor)
bool UAnimNotifyState_HolsterWeapon_C::Received_NotifyEnd(class USkeletalMeshComponent* MeshComp, class UAnimSequenceBase* Animation) const
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("AnimNotifyState_HolsterWeapon_C", "Received_NotifyEnd");
Params::AnimNotifyState_HolsterWeapon_C_Received_NotifyEnd Parms{};
Parms.MeshComp = MeshComp;
Parms.Animation = Animation;
UObject::ProcessEvent(Func, &Parms);
return Parms.ReturnValue;
}
}