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

57 lines
1.7 KiB
C++

#pragma once
/*
* SDK generated by Dumper-7
*
* https://github.com/Encryqed/Dumper-7
*/
// Package: GCNL_GM_Snare
#include "Basic.hpp"
#include "GCNL_GM_Snare_classes.hpp"
#include "GCNL_GM_Snare_parameters.hpp"
namespace SDK
{
// Function GCNL_GM_Snare.GCNL_GM_Snare_C.UserConstructionScript
// (Event, Public, BlueprintCallable, BlueprintEvent)
void AGCNL_GM_Snare_C::UserConstructionScript()
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("GCNL_GM_Snare_C", "UserConstructionScript");
UObject::ProcessEvent(Func, nullptr);
}
// Function GCNL_GM_Snare.GCNL_GM_Snare_C.OnWhileActiveParticleSystemActivate
// (Event, Public, HasOutParams, HasDefaults, 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 AGCNL_GM_Snare_C::OnWhileActiveParticleSystemActivate(class UParticleSystemComponent* WhileActiveParticleSysComponent, const struct FGameplayCueParameters& Parameters) const
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("GCNL_GM_Snare_C", "OnWhileActiveParticleSystemActivate");
Params::GCNL_GM_Snare_C_OnWhileActiveParticleSystemActivate Parms{};
Parms.WhileActiveParticleSysComponent = WhileActiveParticleSysComponent;
Parms.Parameters = std::move(Parameters);
UObject::ProcessEvent(Func, &Parms);
}
}