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

203 lines
7.8 KiB
C++

#pragma once
/*
* SDK generated by Dumper-7
*
* https://github.com/Encryqed/Dumper-7
*/
// Package: GCL_PunchPack_Jump_Charge
#include "Basic.hpp"
#include "GCL_PunchPack_Jump_Charge_classes.hpp"
#include "GCL_PunchPack_Jump_Charge_parameters.hpp"
namespace SDK
{
// Function GCL_PunchPack_Jump_Charge.GCL_PunchPack_Jump_Charge_C.ExecuteUbergraph_GCL_PunchPack_Jump_Charge
// (Final, UbergraphFunction)
// Parameters:
// int32 EntryPoint (BlueprintVisible, BlueprintReadOnly, Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash)
void AGCL_PunchPack_Jump_Charge_C::ExecuteUbergraph_GCL_PunchPack_Jump_Charge(int32 EntryPoint)
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("GCL_PunchPack_Jump_Charge_C", "ExecuteUbergraph_GCL_PunchPack_Jump_Charge");
Params::GCL_PunchPack_Jump_Charge_C_ExecuteUbergraph_GCL_PunchPack_Jump_Charge Parms{};
Parms.EntryPoint = EntryPoint;
UObject::ProcessEvent(Func, &Parms);
}
// Function GCL_PunchPack_Jump_Charge.GCL_PunchPack_Jump_Charge_C.ChargeDelay
// (BlueprintCallable, BlueprintEvent)
// Parameters:
// bool Stop (BlueprintVisible, BlueprintReadOnly, Parm, ZeroConstructor, IsPlainOldData, NoDestructor)
void AGCL_PunchPack_Jump_Charge_C::ChargeDelay(bool Stop)
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("GCL_PunchPack_Jump_Charge_C", "ChargeDelay");
Params::GCL_PunchPack_Jump_Charge_C_ChargeDelay Parms{};
Parms.Stop = Stop;
UObject::ProcessEvent(Func, &Parms);
}
// Function GCL_PunchPack_Jump_Charge.GCL_PunchPack_Jump_Charge_C.ReceiveEndPlay
// (Event, Public, BlueprintEvent)
// Parameters:
// EEndPlayReason EndPlayReason (BlueprintVisible, BlueprintReadOnly, Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash)
void AGCL_PunchPack_Jump_Charge_C::ReceiveEndPlay(EEndPlayReason EndPlayReason)
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("GCL_PunchPack_Jump_Charge_C", "ReceiveEndPlay");
Params::GCL_PunchPack_Jump_Charge_C_ReceiveEndPlay Parms{};
Parms.EndPlayReason = EndPlayReason;
UObject::ProcessEvent(Func, &Parms);
}
// Function GCL_PunchPack_Jump_Charge.GCL_PunchPack_Jump_Charge_C.ReceiveBeginPlay
// (Event, Protected, BlueprintEvent)
void AGCL_PunchPack_Jump_Charge_C::ReceiveBeginPlay()
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("GCL_PunchPack_Jump_Charge_C", "ReceiveBeginPlay");
UObject::ProcessEvent(Func, nullptr);
}
// Function GCL_PunchPack_Jump_Charge.GCL_PunchPack_Jump_Charge_C.UserConstructionScript
// (Event, Public, BlueprintCallable, BlueprintEvent)
void AGCL_PunchPack_Jump_Charge_C::UserConstructionScript()
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("GCL_PunchPack_Jump_Charge_C", "UserConstructionScript");
UObject::ProcessEvent(Func, nullptr);
}
// Function GCL_PunchPack_Jump_Charge.GCL_PunchPack_Jump_Charge_C.OnRemove
// (Event, Public, HasOutParams, BlueprintCallable, BlueprintEvent)
// Parameters:
// class AActor* MyTarget (BlueprintVisible, BlueprintReadOnly, Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash)
// struct FGameplayCueParameters Parameters (ConstParm, BlueprintVisible, BlueprintReadOnly, Parm, OutParm, ReferenceParm, ContainsInstancedReference)
// bool ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor)
bool AGCL_PunchPack_Jump_Charge_C::OnRemove(class AActor* MyTarget, const struct FGameplayCueParameters& Parameters)
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("GCL_PunchPack_Jump_Charge_C", "OnRemove");
Params::GCL_PunchPack_Jump_Charge_C_OnRemove Parms{};
Parms.MyTarget = MyTarget;
Parms.Parameters = std::move(Parameters);
UObject::ProcessEvent(Func, &Parms);
return Parms.ReturnValue;
}
// Function GCL_PunchPack_Jump_Charge.GCL_PunchPack_Jump_Charge_C.WhileActive
// (Event, Public, HasOutParams, BlueprintCallable, BlueprintEvent)
// Parameters:
// class AActor* MyTarget (BlueprintVisible, BlueprintReadOnly, Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash)
// struct FGameplayCueParameters Parameters (ConstParm, BlueprintVisible, BlueprintReadOnly, Parm, OutParm, ReferenceParm, ContainsInstancedReference)
// bool ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor)
bool AGCL_PunchPack_Jump_Charge_C::WhileActive(class AActor* MyTarget, const struct FGameplayCueParameters& Parameters)
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("GCL_PunchPack_Jump_Charge_C", "WhileActive");
Params::GCL_PunchPack_Jump_Charge_C_WhileActive Parms{};
Parms.MyTarget = MyTarget;
Parms.Parameters = std::move(Parameters);
UObject::ProcessEvent(Func, &Parms);
return Parms.ReturnValue;
}
// Function GCL_PunchPack_Jump_Charge.GCL_PunchPack_Jump_Charge_C.OnStartParticleSystemSpawned
// (Event, Public, HasOutParams, BlueprintCallable, BlueprintEvent, Const)
// Parameters:
// class UParticleSystemComponent* SpawnedParticleSysComponent (BlueprintVisible, BlueprintReadOnly, Parm, ZeroConstructor, InstancedReference, IsPlainOldData, NoDestructor, HasGetValueTypeHash)
// struct FGameplayCueParameters Parameters (ConstParm, BlueprintVisible, BlueprintReadOnly, Parm, OutParm, ReferenceParm, ContainsInstancedReference)
void AGCL_PunchPack_Jump_Charge_C::OnStartParticleSystemSpawned(class UParticleSystemComponent* SpawnedParticleSysComponent, const struct FGameplayCueParameters& Parameters) const
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("GCL_PunchPack_Jump_Charge_C", "OnStartParticleSystemSpawned");
Params::GCL_PunchPack_Jump_Charge_C_OnStartParticleSystemSpawned Parms{};
Parms.SpawnedParticleSysComponent = SpawnedParticleSysComponent;
Parms.Parameters = std::move(Parameters);
UObject::ProcessEvent(Func, &Parms);
}
// Function GCL_PunchPack_Jump_Charge.GCL_PunchPack_Jump_Charge_C.OnWhileActiveParticleSystemDeactivate
// (Event, Public, HasOutParams, BlueprintCallable, BlueprintEvent, Const)
// Parameters:
// class UParticleSystemComponent* WhileActiveParticleSysComponent (BlueprintVisible, BlueprintReadOnly, Parm, ZeroConstructor, InstancedReference, IsPlainOldData, NoDestructor, HasGetValueTypeHash)
// struct FGameplayCueParameters Parameters (ConstParm, BlueprintVisible, BlueprintReadOnly, Parm, OutParm, ReferenceParm, ContainsInstancedReference)
void AGCL_PunchPack_Jump_Charge_C::OnWhileActiveParticleSystemDeactivate(class UParticleSystemComponent* WhileActiveParticleSysComponent, const struct FGameplayCueParameters& Parameters) const
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("GCL_PunchPack_Jump_Charge_C", "OnWhileActiveParticleSystemDeactivate");
Params::GCL_PunchPack_Jump_Charge_C_OnWhileActiveParticleSystemDeactivate Parms{};
Parms.WhileActiveParticleSysComponent = WhileActiveParticleSysComponent;
Parms.Parameters = std::move(Parameters);
UObject::ProcessEvent(Func, &Parms);
}
}