mirror of
https://github.com/ApfelTeeSaft/UnrealEvent.git
synced 2026-08-26 19:33:43 +00:00
153 lines
4.9 KiB
C++
153 lines
4.9 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: CableComponent
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#include "Basic.hpp"
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#include "CableComponent_classes.hpp"
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#include "CableComponent_parameters.hpp"
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namespace SDK
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{
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// Function CableComponent.CableComponent.SetAttachEndTo
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// (Final, Native, Public, BlueprintCallable)
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// Parameters:
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// class AActor* Actor (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
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// class FName ComponentProperty (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
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// class FName SocketName (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
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void UCableComponent::SetAttachEndTo(class AActor* Actor, class FName ComponentProperty, class FName SocketName)
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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 = Class->GetFunction("CableComponent", "SetAttachEndTo");
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Params::CableComponent_SetAttachEndTo Parms{};
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Parms.Actor = Actor;
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Parms.ComponentProperty = ComponentProperty;
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Parms.SocketName = SocketName;
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auto Flgs = Func->FunctionFlags;
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Func->FunctionFlags |= 0x400;
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UObject::ProcessEvent(Func, &Parms);
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Func->FunctionFlags = Flgs;
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}
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// Function CableComponent.CableComponent.SetAttachEndToComponent
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// (Final, Native, Public, BlueprintCallable)
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// Parameters:
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// class USceneComponent* Component (Parm, ZeroConstructor, InstancedReference, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
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// class FName SocketName (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
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void UCableComponent::SetAttachEndToComponent(class USceneComponent* Component, class FName SocketName)
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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 = Class->GetFunction("CableComponent", "SetAttachEndToComponent");
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Params::CableComponent_SetAttachEndToComponent Parms{};
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Parms.Component = Component;
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Parms.SocketName = SocketName;
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auto Flgs = Func->FunctionFlags;
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Func->FunctionFlags |= 0x400;
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UObject::ProcessEvent(Func, &Parms);
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Func->FunctionFlags = Flgs;
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}
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// Function CableComponent.CableComponent.GetAttachedActor
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// (Final, Native, Public, BlueprintCallable, BlueprintPure, Const)
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// Parameters:
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// class AActor* ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
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class AActor* UCableComponent::GetAttachedActor() const
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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 = Class->GetFunction("CableComponent", "GetAttachedActor");
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Params::CableComponent_GetAttachedActor Parms{};
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auto Flgs = Func->FunctionFlags;
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Func->FunctionFlags |= 0x400;
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UObject::ProcessEvent(Func, &Parms);
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Func->FunctionFlags = Flgs;
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return Parms.ReturnValue;
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}
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// Function CableComponent.CableComponent.GetAttachedComponent
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// (Final, Native, Public, BlueprintCallable, BlueprintPure, Const)
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// Parameters:
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// class USceneComponent* ReturnValue (ExportObject, Parm, OutParm, ZeroConstructor, ReturnParm, InstancedReference, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
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class USceneComponent* UCableComponent::GetAttachedComponent() const
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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 = Class->GetFunction("CableComponent", "GetAttachedComponent");
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Params::CableComponent_GetAttachedComponent Parms{};
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auto Flgs = Func->FunctionFlags;
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Func->FunctionFlags |= 0x400;
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UObject::ProcessEvent(Func, &Parms);
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Func->FunctionFlags = Flgs;
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return Parms.ReturnValue;
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}
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// Function CableComponent.CableComponent.GetCableParticleLocations
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// (Final, Native, Public, HasOutParams, BlueprintCallable, BlueprintPure, Const)
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// Parameters:
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// TArray<struct FVector> Locations (Parm, OutParm, ZeroConstructor, NativeAccessSpecifierPublic)
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void UCableComponent::GetCableParticleLocations(TArray<struct FVector>* Locations) const
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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 = Class->GetFunction("CableComponent", "GetCableParticleLocations");
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Params::CableComponent_GetCableParticleLocations Parms{};
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auto Flgs = Func->FunctionFlags;
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Func->FunctionFlags |= 0x400;
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UObject::ProcessEvent(Func, &Parms);
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Func->FunctionFlags = Flgs;
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if (Locations != nullptr)
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*Locations = std::move(Parms.Locations);
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}
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}
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