mirror of
https://github.com/ApfelTeeSaft/UnrealEvent.git
synced 2026-08-26 19:33:43 +00:00
123 lines
4.0 KiB
C++
123 lines
4.0 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: Fortnite_M_Avg_Player_AnimBlueprint
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#include "Basic.hpp"
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#include "Fortnite_M_Avg_Player_AnimBlueprint_classes.hpp"
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#include "Fortnite_M_Avg_Player_AnimBlueprint_parameters.hpp"
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namespace SDK
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{
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// Function Fortnite_M_Avg_Player_AnimBlueprint.Fortnite_M_Avg_Player_AnimBlueprint_C.MenuScreenDispatcher__DelegateSignature
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// (Public, Delegate, BlueprintCallable, BlueprintEvent)
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// Parameters:
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// class UFortPlayerAnimInstance* CharPart (BlueprintVisible, BlueprintReadOnly, Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash)
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void UFortnite_M_Avg_Player_AnimBlueprint_C::MenuScreenDispatcher__DelegateSignature(class UFortPlayerAnimInstance* CharPart)
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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("Fortnite_M_Avg_Player_AnimBlueprint_C", "MenuScreenDispatcher__DelegateSignature");
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Params::Fortnite_M_Avg_Player_AnimBlueprint_C_MenuScreenDispatcher__DelegateSignature Parms{};
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Parms.CharPart = CharPart;
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UObject::ProcessEvent(Func, &Parms);
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}
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// Function Fortnite_M_Avg_Player_AnimBlueprint.Fortnite_M_Avg_Player_AnimBlueprint_C.ExecuteUbergraph_Fortnite_M_Avg_Player_AnimBlueprint
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// (Final, UbergraphFunction)
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// Parameters:
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// int32 EntryPoint (BlueprintVisible, BlueprintReadOnly, Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash)
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void UFortnite_M_Avg_Player_AnimBlueprint_C::ExecuteUbergraph_Fortnite_M_Avg_Player_AnimBlueprint(int32 EntryPoint)
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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("Fortnite_M_Avg_Player_AnimBlueprint_C", "ExecuteUbergraph_Fortnite_M_Avg_Player_AnimBlueprint");
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Params::Fortnite_M_Avg_Player_AnimBlueprint_C_ExecuteUbergraph_Fortnite_M_Avg_Player_AnimBlueprint Parms{};
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Parms.EntryPoint = EntryPoint;
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UObject::ProcessEvent(Func, &Parms);
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}
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// Function Fortnite_M_Avg_Player_AnimBlueprint.Fortnite_M_Avg_Player_AnimBlueprint_C.AnimNotify_Melee_Swing_L
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// (BlueprintCallable, BlueprintEvent)
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void UFortnite_M_Avg_Player_AnimBlueprint_C::AnimNotify_Melee_Swing_L()
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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("Fortnite_M_Avg_Player_AnimBlueprint_C", "AnimNotify_Melee_Swing_L");
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UObject::ProcessEvent(Func, nullptr);
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}
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// Function Fortnite_M_Avg_Player_AnimBlueprint.Fortnite_M_Avg_Player_AnimBlueprint_C.AnimNotify_Melee_Swing_R
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// (BlueprintCallable, BlueprintEvent)
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void UFortnite_M_Avg_Player_AnimBlueprint_C::AnimNotify_Melee_Swing_R()
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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("Fortnite_M_Avg_Player_AnimBlueprint_C", "AnimNotify_Melee_Swing_R");
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UObject::ProcessEvent(Func, nullptr);
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}
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// Function Fortnite_M_Avg_Player_AnimBlueprint.Fortnite_M_Avg_Player_AnimBlueprint_C.AnimNotify_playFacialAnim
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// (BlueprintCallable, BlueprintEvent)
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void UFortnite_M_Avg_Player_AnimBlueprint_C::AnimNotify_playFacialAnim()
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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("Fortnite_M_Avg_Player_AnimBlueprint_C", "AnimNotify_playFacialAnim");
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UObject::ProcessEvent(Func, nullptr);
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}
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// Function Fortnite_M_Avg_Player_AnimBlueprint.Fortnite_M_Avg_Player_AnimBlueprint_C.CharPartEvent
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// (BlueprintCallable, BlueprintEvent)
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// Parameters:
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// class UFortPlayerAnimInstance* CharPart (BlueprintVisible, BlueprintReadOnly, Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash)
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void UFortnite_M_Avg_Player_AnimBlueprint_C::CharPartEvent(class UFortPlayerAnimInstance* CharPart)
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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("Fortnite_M_Avg_Player_AnimBlueprint_C", "CharPartEvent");
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Params::Fortnite_M_Avg_Player_AnimBlueprint_C_CharPartEvent Parms{};
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Parms.CharPart = CharPart;
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UObject::ProcessEvent(Func, &Parms);
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}
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}
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