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

46 lines
1.5 KiB
C++

#pragma once
/*
* SDK generated by Dumper-7
*
* https://github.com/Encryqed/Dumper-7
*/
// Package: AnimNotify_PlayFireFX
#include "Basic.hpp"
#include "AnimNotify_PlayFireFX_classes.hpp"
#include "AnimNotify_PlayFireFX_parameters.hpp"
namespace SDK
{
// Function AnimNotify_PlayFireFX.AnimNotify_PlayFireFX_C.Received_Notify
// (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 UAnimNotify_PlayFireFX_C::Received_Notify(class USkeletalMeshComponent* MeshComp, class UAnimSequenceBase* Animation) const
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("AnimNotify_PlayFireFX_C", "Received_Notify");
Params::AnimNotify_PlayFireFX_C_Received_Notify Parms{};
Parms.MeshComp = MeshComp;
Parms.Animation = Animation;
UObject::ProcessEvent(Func, &Parms);
return Parms.ReturnValue;
}
}