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

129 lines
5.2 KiB
C++

#pragma once
/*
* SDK generated by Dumper-7
*
* https://github.com/Encryqed/Dumper-7
*/
// Package: GCL_Rift_Teleport
#include "Basic.hpp"
#include "GCL_Rift_Teleport_classes.hpp"
#include "GCL_Rift_Teleport_parameters.hpp"
namespace SDK
{
// Function GCL_Rift_Teleport.GCL_Rift_Teleport_C.UserConstructionScript
// (Event, Public, BlueprintCallable, BlueprintEvent)
void AGCL_Rift_Teleport_C::UserConstructionScript()
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("GCL_Rift_Teleport_C", "UserConstructionScript");
UObject::ProcessEvent(Func, nullptr);
}
// Function GCL_Rift_Teleport.GCL_Rift_Teleport_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_Rift_Teleport_C::OnRemove(class AActor* MyTarget, const struct FGameplayCueParameters& Parameters)
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("GCL_Rift_Teleport_C", "OnRemove");
Params::GCL_Rift_Teleport_C_OnRemove Parms{};
Parms.MyTarget = MyTarget;
Parms.Parameters = std::move(Parameters);
UObject::ProcessEvent(Func, &Parms);
return Parms.ReturnValue;
}
// Function GCL_Rift_Teleport.GCL_Rift_Teleport_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_Rift_Teleport_C::WhileActive(class AActor* MyTarget, const struct FGameplayCueParameters& Parameters)
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("GCL_Rift_Teleport_C", "WhileActive");
Params::GCL_Rift_Teleport_C_WhileActive Parms{};
Parms.MyTarget = MyTarget;
Parms.Parameters = std::move(Parameters);
UObject::ProcessEvent(Func, &Parms);
return Parms.ReturnValue;
}
// Function GCL_Rift_Teleport.GCL_Rift_Teleport_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_Rift_Teleport_C::OnStartParticleSystemSpawned(class UParticleSystemComponent* SpawnedParticleSysComponent, const struct FGameplayCueParameters& Parameters) const
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("GCL_Rift_Teleport_C", "OnStartParticleSystemSpawned");
Params::GCL_Rift_Teleport_C_OnStartParticleSystemSpawned Parms{};
Parms.SpawnedParticleSysComponent = SpawnedParticleSysComponent;
Parms.Parameters = std::move(Parameters);
UObject::ProcessEvent(Func, &Parms);
}
// Function GCL_Rift_Teleport.GCL_Rift_Teleport_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_Rift_Teleport_C::OnWhileActiveParticleSystemDeactivate(class UParticleSystemComponent* WhileActiveParticleSysComponent, const struct FGameplayCueParameters& Parameters) const
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("GCL_Rift_Teleport_C", "OnWhileActiveParticleSystemDeactivate");
Params::GCL_Rift_Teleport_C_OnWhileActiveParticleSystemDeactivate Parms{};
Parms.WhileActiveParticleSysComponent = WhileActiveParticleSysComponent;
Parms.Parameters = std::move(Parameters);
UObject::ProcessEvent(Func, &Parms);
}
}