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

194 lines
7.5 KiB
C++

#pragma once
/*
* SDK generated by Dumper-7
*
* https://github.com/Encryqed/Dumper-7
*/
// Package: GAT_ActiveAbility
#include "Basic.hpp"
#include "GAT_ActiveAbility_classes.hpp"
#include "GAT_ActiveAbility_parameters.hpp"
namespace SDK
{
// Function GAT_ActiveAbility.GAT_ActiveAbility_C.ExecuteUbergraph_GAT_ActiveAbility
// (Final, UbergraphFunction)
// Parameters:
// int32 EntryPoint (BlueprintVisible, BlueprintReadOnly, Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash)
void UGAT_ActiveAbility_C::ExecuteUbergraph_GAT_ActiveAbility(int32 EntryPoint)
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("GAT_ActiveAbility_C", "ExecuteUbergraph_GAT_ActiveAbility");
Params::GAT_ActiveAbility_C_ExecuteUbergraph_GAT_ActiveAbility Parms{};
Parms.EntryPoint = EntryPoint;
UObject::ProcessEvent(Func, &Parms);
}
// Function GAT_ActiveAbility.GAT_ActiveAbility_C.K2_ActivateAbility
// (Event, Protected, BlueprintEvent)
void UGAT_ActiveAbility_C::K2_ActivateAbility()
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("GAT_ActiveAbility_C", "K2_ActivateAbility");
UObject::ProcessEvent(Func, nullptr);
}
// Function GAT_ActiveAbility.GAT_ActiveAbility_C.SetPawnCollision
// (Public, BlueprintCallable, BlueprintEvent)
// Parameters:
// class AFortPawn* FortPawn (BlueprintVisible, BlueprintReadOnly, Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash)
// bool CollisionOn (BlueprintVisible, BlueprintReadOnly, Parm, ZeroConstructor, IsPlainOldData, NoDestructor)
void UGAT_ActiveAbility_C::SetPawnCollision(class AFortPawn* FortPawn, bool CollisionOn)
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("GAT_ActiveAbility_C", "SetPawnCollision");
Params::GAT_ActiveAbility_C_SetPawnCollision Parms{};
Parms.FortPawn = FortPawn;
Parms.CollisionOn = CollisionOn;
UObject::ProcessEvent(Func, &Parms);
}
// Function GAT_ActiveAbility.GAT_ActiveAbility_C.SetKnockbackImmunity
// (Public, HasDefaults, BlueprintCallable, BlueprintEvent)
// Parameters:
// bool ImmunityOn (BlueprintVisible, BlueprintReadOnly, Parm, ZeroConstructor, IsPlainOldData, NoDestructor)
void UGAT_ActiveAbility_C::SetKnockbackImmunity(bool ImmunityOn)
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("GAT_ActiveAbility_C", "SetKnockbackImmunity");
Params::GAT_ActiveAbility_C_SetKnockbackImmunity Parms{};
Parms.ImmunityOn = ImmunityOn;
UObject::ProcessEvent(Func, &Parms);
}
// Function GAT_ActiveAbility.GAT_ActiveAbility_C.ActiveAbilitySetup
// (Public, HasOutParams, BlueprintCallable, BlueprintEvent)
// Parameters:
// class UAbilitySystemComponent* AbilitySystemIn (BlueprintVisible, BlueprintReadOnly, Parm, ZeroConstructor, InstancedReference, IsPlainOldData, NoDestructor, HasGetValueTypeHash)
// class UAbilitySystemComponent* AbilitySystemOut (Parm, OutParm, ZeroConstructor, InstancedReference, IsPlainOldData, NoDestructor, HasGetValueTypeHash)
void UGAT_ActiveAbility_C::ActiveAbilitySetup(class UAbilitySystemComponent* AbilitySystemIn, class UAbilitySystemComponent** AbilitySystemOut)
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("GAT_ActiveAbility_C", "ActiveAbilitySetup");
Params::GAT_ActiveAbility_C_ActiveAbilitySetup Parms{};
Parms.AbilitySystemIn = AbilitySystemIn;
UObject::ProcessEvent(Func, &Parms);
if (AbilitySystemOut != nullptr)
*AbilitySystemOut = Parms.AbilitySystemOut;
}
// Function GAT_ActiveAbility.GAT_ActiveAbility_C.SetHolsterWeaponWithName
// (Public, HasOutParams, BlueprintCallable, BlueprintEvent)
// Parameters:
// class AFortPawn* Target_Fort_Pawn (BlueprintVisible, BlueprintReadOnly, Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash)
// bool ShouldHolster (BlueprintVisible, BlueprintReadOnly, Parm, ZeroConstructor, IsPlainOldData, NoDestructor)
// bool PlayEquipAnim (BlueprintVisible, BlueprintReadOnly, Parm, ZeroConstructor, IsPlainOldData, NoDestructor)
// bool ShowDebugPrintName (BlueprintVisible, BlueprintReadOnly, Parm, ZeroConstructor, IsPlainOldData, NoDestructor)
// bool IsWeaponHolstered (Parm, OutParm, ZeroConstructor, IsPlainOldData, NoDestructor)
// bool OperationSuccessful (Parm, OutParm, ZeroConstructor, IsPlainOldData, NoDestructor)
void UGAT_ActiveAbility_C::SetHolsterWeaponWithName(class AFortPawn* Target_Fort_Pawn, bool ShouldHolster, bool PlayEquipAnim, bool ShowDebugPrintName, bool* IsWeaponHolstered, bool* OperationSuccessful)
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("GAT_ActiveAbility_C", "SetHolsterWeaponWithName");
Params::GAT_ActiveAbility_C_SetHolsterWeaponWithName Parms{};
Parms.Target_Fort_Pawn = Target_Fort_Pawn;
Parms.ShouldHolster = ShouldHolster;
Parms.PlayEquipAnim = PlayEquipAnim;
Parms.ShowDebugPrintName = ShowDebugPrintName;
UObject::ProcessEvent(Func, &Parms);
if (IsWeaponHolstered != nullptr)
*IsWeaponHolstered = Parms.IsWeaponHolstered;
if (OperationSuccessful != nullptr)
*OperationSuccessful = Parms.OperationSuccessful;
}
// Function GAT_ActiveAbility.GAT_ActiveAbility_C.SendHeroAbilityActivationEvent
// (Public, HasDefaults, BlueprintCallable, BlueprintEvent)
void UGAT_ActiveAbility_C::SendHeroAbilityActivationEvent()
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("GAT_ActiveAbility_C", "SendHeroAbilityActivationEvent");
UObject::ProcessEvent(Func, nullptr);
}
// Function GAT_ActiveAbility.GAT_ActiveAbility_C.K2_ShouldAbilityRespondToEvent
// (Event, Protected, HasOutParams, BlueprintCallable, BlueprintEvent, Const)
// Parameters:
// struct FGameplayAbilityActorInfo ActorInfo (BlueprintVisible, BlueprintReadOnly, Parm, ContainsInstancedReference)
// struct FGameplayEventData Payload (BlueprintVisible, BlueprintReadOnly, Parm)
// bool ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor)
bool UGAT_ActiveAbility_C::K2_ShouldAbilityRespondToEvent(const struct FGameplayAbilityActorInfo& ActorInfo, const struct FGameplayEventData& Payload) const
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("GAT_ActiveAbility_C", "K2_ShouldAbilityRespondToEvent");
Params::GAT_ActiveAbility_C_K2_ShouldAbilityRespondToEvent Parms{};
Parms.ActorInfo = std::move(ActorInfo);
Parms.Payload = std::move(Payload);
UObject::ProcessEvent(Func, &Parms);
return Parms.ReturnValue;
}
}