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

86 lines
3.2 KiB
C++

#pragma once
/*
* SDK generated by Dumper-7
*
* https://github.com/Encryqed/Dumper-7
*/
// Package: GA_Perk_H_FrozenCastle_FreezeOnHit
#include "Basic.hpp"
#include "GA_Perk_H_FrozenCastle_FreezeOnHit_classes.hpp"
#include "GA_Perk_H_FrozenCastle_FreezeOnHit_parameters.hpp"
namespace SDK
{
// Function GA_Perk_H_FrozenCastle_FreezeOnHit.GA_Perk_H_FrozenCastle_FreezeOnHit_C.ExecuteUbergraph_GA_Perk_H_FrozenCastle_FreezeOnHit
// (Final, UbergraphFunction, HasDefaults)
// Parameters:
// int32 EntryPoint (BlueprintVisible, BlueprintReadOnly, Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash)
void UGA_Perk_H_FrozenCastle_FreezeOnHit_C::ExecuteUbergraph_GA_Perk_H_FrozenCastle_FreezeOnHit(int32 EntryPoint)
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("GA_Perk_H_FrozenCastle_FreezeOnHit_C", "ExecuteUbergraph_GA_Perk_H_FrozenCastle_FreezeOnHit");
Params::GA_Perk_H_FrozenCastle_FreezeOnHit_C_ExecuteUbergraph_GA_Perk_H_FrozenCastle_FreezeOnHit Parms{};
Parms.EntryPoint = EntryPoint;
UObject::ProcessEvent(Func, &Parms);
}
// Function GA_Perk_H_FrozenCastle_FreezeOnHit.GA_Perk_H_FrozenCastle_FreezeOnHit_C.K2_ActivateAbilityFromEvent
// (Event, Protected, HasOutParams, BlueprintEvent)
// Parameters:
// struct FGameplayEventData Param_EventData (ConstParm, BlueprintVisible, BlueprintReadOnly, Parm, OutParm, ReferenceParm)
void UGA_Perk_H_FrozenCastle_FreezeOnHit_C::K2_ActivateAbilityFromEvent(const struct FGameplayEventData& Param_EventData)
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("GA_Perk_H_FrozenCastle_FreezeOnHit_C", "K2_ActivateAbilityFromEvent");
Params::GA_Perk_H_FrozenCastle_FreezeOnHit_C_K2_ActivateAbilityFromEvent Parms{};
Parms.Param_EventData = std::move(Param_EventData);
UObject::ProcessEvent(Func, &Parms);
}
// Function GA_Perk_H_FrozenCastle_FreezeOnHit.GA_Perk_H_FrozenCastle_FreezeOnHit_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 UGA_Perk_H_FrozenCastle_FreezeOnHit_C::K2_ShouldAbilityRespondToEvent(const struct FGameplayAbilityActorInfo& ActorInfo, const struct FGameplayEventData& Payload) const
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("GA_Perk_H_FrozenCastle_FreezeOnHit_C", "K2_ShouldAbilityRespondToEvent");
Params::GA_Perk_H_FrozenCastle_FreezeOnHit_C_K2_ShouldAbilityRespondToEvent Parms{};
Parms.ActorInfo = std::move(ActorInfo);
Parms.Payload = std::move(Payload);
UObject::ProcessEvent(Func, &Parms);
return Parms.ReturnValue;
}
}