mirror of
https://github.com/ApfelTeeSaft/UnrealEvent.git
synced 2026-08-26 19:33:43 +00:00
139 lines
5.7 KiB
C++
139 lines
5.7 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: GCNL_Vortex_Enter
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#include "Basic.hpp"
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#include "GCNL_Vortex_Enter_classes.hpp"
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#include "GCNL_Vortex_Enter_parameters.hpp"
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namespace SDK
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{
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// Function GCNL_Vortex_Enter.GCNL_Vortex_Enter_C.ExecuteUbergraph_GCNL_Vortex_Enter
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// (Final, UbergraphFunction, HasDefaults)
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// Parameters:
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// int32 EntryPoint (BlueprintVisible, BlueprintReadOnly, Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash)
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void AGCNL_Vortex_Enter_C::ExecuteUbergraph_GCNL_Vortex_Enter(int32 EntryPoint)
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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("GCNL_Vortex_Enter_C", "ExecuteUbergraph_GCNL_Vortex_Enter");
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Params::GCNL_Vortex_Enter_C_ExecuteUbergraph_GCNL_Vortex_Enter Parms{};
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Parms.EntryPoint = EntryPoint;
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UObject::ProcessEvent(Func, &Parms);
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}
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// Function GCNL_Vortex_Enter.GCNL_Vortex_Enter_C.OnRemoval
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// (Event, Public, HasOutParams, 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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// TArray<class UParticleSystemComponent*> ParticleComponents (ConstParm, BlueprintVisible, BlueprintReadOnly, Parm, OutParm, ZeroConstructor, ReferenceParm)
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// TArray<class UAudioComponent*> AudioComponents (ConstParm, BlueprintVisible, BlueprintReadOnly, Parm, OutParm, ZeroConstructor, ReferenceParm)
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// class UCameraShake* BurstCameraShakeInstance (BlueprintVisible, BlueprintReadOnly, Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash)
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// class ADecalActor* BurstDecalInstance (BlueprintVisible, BlueprintReadOnly, Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash)
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void AGCNL_Vortex_Enter_C::OnRemoval(class AActor* MyTarget, const struct FGameplayCueParameters& Parameters, const TArray<class UParticleSystemComponent*>& ParticleComponents, const TArray<class UAudioComponent*>& AudioComponents, class UCameraShake* BurstCameraShakeInstance, class ADecalActor* BurstDecalInstance)
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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("GCNL_Vortex_Enter_C", "OnRemoval");
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Params::GCNL_Vortex_Enter_C_OnRemoval Parms{};
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Parms.MyTarget = MyTarget;
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Parms.Parameters = std::move(Parameters);
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Parms.ParticleComponents = std::move(ParticleComponents);
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Parms.AudioComponents = std::move(AudioComponents);
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Parms.BurstCameraShakeInstance = BurstCameraShakeInstance;
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Parms.BurstDecalInstance = BurstDecalInstance;
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UObject::ProcessEvent(Func, &Parms);
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}
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// Function GCNL_Vortex_Enter.GCNL_Vortex_Enter_C.OnLoopingStart
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// (Event, Public, HasOutParams, 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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// TArray<class UParticleSystemComponent*> ParticleComponents (ConstParm, BlueprintVisible, BlueprintReadOnly, Parm, OutParm, ZeroConstructor, ReferenceParm)
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// TArray<class UAudioComponent*> AudioComponents (ConstParm, BlueprintVisible, BlueprintReadOnly, Parm, OutParm, ZeroConstructor, ReferenceParm)
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void AGCNL_Vortex_Enter_C::OnLoopingStart(class AActor* MyTarget, const struct FGameplayCueParameters& Parameters, const TArray<class UParticleSystemComponent*>& ParticleComponents, const TArray<class UAudioComponent*>& AudioComponents)
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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("GCNL_Vortex_Enter_C", "OnLoopingStart");
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Params::GCNL_Vortex_Enter_C_OnLoopingStart Parms{};
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Parms.MyTarget = MyTarget;
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Parms.Parameters = std::move(Parameters);
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Parms.ParticleComponents = std::move(ParticleComponents);
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Parms.AudioComponents = std::move(AudioComponents);
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UObject::ProcessEvent(Func, &Parms);
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}
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// Function GCNL_Vortex_Enter.GCNL_Vortex_Enter_C.FadePPVol__FinishedFunc
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// (BlueprintEvent)
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void AGCNL_Vortex_Enter_C::FadePPVol__FinishedFunc()
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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("GCNL_Vortex_Enter_C", "FadePPVol__FinishedFunc");
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UObject::ProcessEvent(Func, nullptr);
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}
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// Function GCNL_Vortex_Enter.GCNL_Vortex_Enter_C.FadePPVol__UpdateFunc
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// (BlueprintEvent)
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void AGCNL_Vortex_Enter_C::FadePPVol__UpdateFunc()
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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("GCNL_Vortex_Enter_C", "FadePPVol__UpdateFunc");
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UObject::ProcessEvent(Func, nullptr);
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}
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// Function GCNL_Vortex_Enter.GCNL_Vortex_Enter_C.UserConstructionScript
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// (Event, Public, BlueprintCallable, BlueprintEvent)
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void AGCNL_Vortex_Enter_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("GCNL_Vortex_Enter_C", "UserConstructionScript");
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UObject::ProcessEvent(Func, nullptr);
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}
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}
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