mirror of
https://github.com/ApfelTeeSaft/UnrealEvent.git
synced 2026-08-26 19:33:43 +00:00
86 lines
3.2 KiB
C++
86 lines
3.2 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: GA_Perk_H_FrozenCastle_FreezeOnHit
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#include "Basic.hpp"
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#include "GA_Perk_H_FrozenCastle_FreezeOnHit_classes.hpp"
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#include "GA_Perk_H_FrozenCastle_FreezeOnHit_parameters.hpp"
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namespace SDK
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{
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// Function GA_Perk_H_FrozenCastle_FreezeOnHit.GA_Perk_H_FrozenCastle_FreezeOnHit_C.ExecuteUbergraph_GA_Perk_H_FrozenCastle_FreezeOnHit
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// (Final, UbergraphFunction, HasDefaults)
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// Parameters:
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// int32 EntryPoint (BlueprintVisible, BlueprintReadOnly, Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash)
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void UGA_Perk_H_FrozenCastle_FreezeOnHit_C::ExecuteUbergraph_GA_Perk_H_FrozenCastle_FreezeOnHit(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("GA_Perk_H_FrozenCastle_FreezeOnHit_C", "ExecuteUbergraph_GA_Perk_H_FrozenCastle_FreezeOnHit");
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Params::GA_Perk_H_FrozenCastle_FreezeOnHit_C_ExecuteUbergraph_GA_Perk_H_FrozenCastle_FreezeOnHit 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 GA_Perk_H_FrozenCastle_FreezeOnHit.GA_Perk_H_FrozenCastle_FreezeOnHit_C.K2_ActivateAbilityFromEvent
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// (Event, Protected, HasOutParams, BlueprintEvent)
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// Parameters:
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// struct FGameplayEventData Param_EventData (ConstParm, BlueprintVisible, BlueprintReadOnly, Parm, OutParm, ReferenceParm)
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void UGA_Perk_H_FrozenCastle_FreezeOnHit_C::K2_ActivateAbilityFromEvent(const struct FGameplayEventData& Param_EventData)
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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("GA_Perk_H_FrozenCastle_FreezeOnHit_C", "K2_ActivateAbilityFromEvent");
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Params::GA_Perk_H_FrozenCastle_FreezeOnHit_C_K2_ActivateAbilityFromEvent Parms{};
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Parms.Param_EventData = std::move(Param_EventData);
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UObject::ProcessEvent(Func, &Parms);
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}
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// Function GA_Perk_H_FrozenCastle_FreezeOnHit.GA_Perk_H_FrozenCastle_FreezeOnHit_C.K2_ShouldAbilityRespondToEvent
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// (Event, Protected, HasOutParams, BlueprintCallable, BlueprintEvent, Const)
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// Parameters:
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// struct FGameplayAbilityActorInfo ActorInfo (BlueprintVisible, BlueprintReadOnly, Parm, ContainsInstancedReference)
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// struct FGameplayEventData Payload (BlueprintVisible, BlueprintReadOnly, Parm)
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// bool ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor)
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bool UGA_Perk_H_FrozenCastle_FreezeOnHit_C::K2_ShouldAbilityRespondToEvent(const struct FGameplayAbilityActorInfo& ActorInfo, const struct FGameplayEventData& Payload) 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("GA_Perk_H_FrozenCastle_FreezeOnHit_C", "K2_ShouldAbilityRespondToEvent");
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Params::GA_Perk_H_FrozenCastle_FreezeOnHit_C_K2_ShouldAbilityRespondToEvent Parms{};
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Parms.ActorInfo = std::move(ActorInfo);
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Parms.Payload = std::move(Payload);
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UObject::ProcessEvent(Func, &Parms);
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return Parms.ReturnValue;
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}
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}
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