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

75 lines
2.5 KiB
C++

#pragma once
/*
* SDK generated by Dumper-7
*
* https://github.com/Encryqed/Dumper-7
*/
// Package: FXSkeletonMeshComponent
#include "Basic.hpp"
#include "FXSkeletonMeshComponent_classes.hpp"
#include "FXSkeletonMeshComponent_parameters.hpp"
namespace SDK
{
// Function FXSkeletonMeshComponent.FXSkeletonMeshComponent_C.ApplyBuildingHitEffect
// (Public, BlueprintCallable, BlueprintEvent)
void UFXSkeletonMeshComponent_C::ApplyBuildingHitEffect()
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("FXSkeletonMeshComponent_C", "ApplyBuildingHitEffect");
UObject::ProcessEvent(Func, nullptr);
}
// Function FXSkeletonMeshComponent.FXSkeletonMeshComponent_C.ApplyEffect
// (Protected, BlueprintCallable, BlueprintEvent)
// Parameters:
// class UMaterialInterface* SourceMaterial (BlueprintVisible, BlueprintReadOnly, Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash)
// float FadeInTime (BlueprintVisible, BlueprintReadOnly, Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash)
// float Duration (BlueprintVisible, BlueprintReadOnly, Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash)
// float FadeOutTime (BlueprintVisible, BlueprintReadOnly, Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash)
void UFXSkeletonMeshComponent_C::ApplyEffect(class UMaterialInterface* SourceMaterial, float FadeInTime, float Duration, float FadeOutTime)
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("FXSkeletonMeshComponent_C", "ApplyEffect");
Params::FXSkeletonMeshComponent_C_ApplyEffect Parms{};
Parms.SourceMaterial = SourceMaterial;
Parms.FadeInTime = FadeInTime;
Parms.Duration = Duration;
Parms.FadeOutTime = FadeOutTime;
UObject::ProcessEvent(Func, &Parms);
}
// Function FXSkeletonMeshComponent.FXSkeletonMeshComponent_C.ApplyAwakenEffect
// (Public, BlueprintCallable, BlueprintEvent)
void UFXSkeletonMeshComponent_C::ApplyAwakenEffect()
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("FXSkeletonMeshComponent_C", "ApplyAwakenEffect");
UObject::ProcessEvent(Func, nullptr);
}
}