mirror of
https://github.com/ApfelTeeSaft/UnrealEvent.git
synced 2026-08-26 19:33:43 +00:00
129 lines
5.2 KiB
C++
129 lines
5.2 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: GCL_Rift_Teleport
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#include "Basic.hpp"
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#include "GCL_Rift_Teleport_classes.hpp"
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#include "GCL_Rift_Teleport_parameters.hpp"
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namespace SDK
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{
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// Function GCL_Rift_Teleport.GCL_Rift_Teleport_C.UserConstructionScript
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// (Event, Public, BlueprintCallable, BlueprintEvent)
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void AGCL_Rift_Teleport_C::UserConstructionScript()
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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("GCL_Rift_Teleport_C", "UserConstructionScript");
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UObject::ProcessEvent(Func, nullptr);
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}
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// Function GCL_Rift_Teleport.GCL_Rift_Teleport_C.OnRemove
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// (Event, Public, HasOutParams, BlueprintCallable, BlueprintEvent)
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// Parameters:
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// class AActor* MyTarget (BlueprintVisible, BlueprintReadOnly, Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash)
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// struct FGameplayCueParameters Parameters (ConstParm, BlueprintVisible, BlueprintReadOnly, Parm, OutParm, ReferenceParm, ContainsInstancedReference)
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// bool ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor)
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bool AGCL_Rift_Teleport_C::OnRemove(class AActor* MyTarget, const struct FGameplayCueParameters& Parameters)
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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("GCL_Rift_Teleport_C", "OnRemove");
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Params::GCL_Rift_Teleport_C_OnRemove Parms{};
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Parms.MyTarget = MyTarget;
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Parms.Parameters = std::move(Parameters);
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UObject::ProcessEvent(Func, &Parms);
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return Parms.ReturnValue;
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}
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// Function GCL_Rift_Teleport.GCL_Rift_Teleport_C.WhileActive
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// (Event, Public, HasOutParams, BlueprintCallable, BlueprintEvent)
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// Parameters:
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// class AActor* MyTarget (BlueprintVisible, BlueprintReadOnly, Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash)
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// struct FGameplayCueParameters Parameters (ConstParm, BlueprintVisible, BlueprintReadOnly, Parm, OutParm, ReferenceParm, ContainsInstancedReference)
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// bool ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor)
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bool AGCL_Rift_Teleport_C::WhileActive(class AActor* MyTarget, const struct FGameplayCueParameters& Parameters)
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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("GCL_Rift_Teleport_C", "WhileActive");
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Params::GCL_Rift_Teleport_C_WhileActive Parms{};
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Parms.MyTarget = MyTarget;
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Parms.Parameters = std::move(Parameters);
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UObject::ProcessEvent(Func, &Parms);
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return Parms.ReturnValue;
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}
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// Function GCL_Rift_Teleport.GCL_Rift_Teleport_C.OnStartParticleSystemSpawned
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// (Event, Public, HasOutParams, BlueprintCallable, BlueprintEvent, Const)
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// Parameters:
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// class UParticleSystemComponent* SpawnedParticleSysComponent (BlueprintVisible, BlueprintReadOnly, Parm, ZeroConstructor, InstancedReference, IsPlainOldData, NoDestructor, HasGetValueTypeHash)
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// struct FGameplayCueParameters Parameters (ConstParm, BlueprintVisible, BlueprintReadOnly, Parm, OutParm, ReferenceParm, ContainsInstancedReference)
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void AGCL_Rift_Teleport_C::OnStartParticleSystemSpawned(class UParticleSystemComponent* SpawnedParticleSysComponent, const struct FGameplayCueParameters& Parameters) 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("GCL_Rift_Teleport_C", "OnStartParticleSystemSpawned");
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Params::GCL_Rift_Teleport_C_OnStartParticleSystemSpawned Parms{};
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Parms.SpawnedParticleSysComponent = SpawnedParticleSysComponent;
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Parms.Parameters = std::move(Parameters);
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UObject::ProcessEvent(Func, &Parms);
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}
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// Function GCL_Rift_Teleport.GCL_Rift_Teleport_C.OnWhileActiveParticleSystemDeactivate
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// (Event, Public, HasOutParams, BlueprintCallable, BlueprintEvent, Const)
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// Parameters:
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// class UParticleSystemComponent* WhileActiveParticleSysComponent (BlueprintVisible, BlueprintReadOnly, Parm, ZeroConstructor, InstancedReference, IsPlainOldData, NoDestructor, HasGetValueTypeHash)
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// struct FGameplayCueParameters Parameters (ConstParm, BlueprintVisible, BlueprintReadOnly, Parm, OutParm, ReferenceParm, ContainsInstancedReference)
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void AGCL_Rift_Teleport_C::OnWhileActiveParticleSystemDeactivate(class UParticleSystemComponent* WhileActiveParticleSysComponent, const struct FGameplayCueParameters& Parameters) 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("GCL_Rift_Teleport_C", "OnWhileActiveParticleSystemDeactivate");
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Params::GCL_Rift_Teleport_C_OnWhileActiveParticleSystemDeactivate Parms{};
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Parms.WhileActiveParticleSysComponent = WhileActiveParticleSysComponent;
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Parms.Parameters = std::move(Parameters);
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UObject::ProcessEvent(Func, &Parms);
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}
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}
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