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

155 lines
6.9 KiB
C++

#pragma once
/*
* SDK generated by Dumper-7
*
* https://github.com/Encryqed/Dumper-7
*/
// Package: GCN_Loop_ColdBreath
#include "Basic.hpp"
#include "GCN_Loop_ColdBreath_classes.hpp"
#include "GCN_Loop_ColdBreath_parameters.hpp"
namespace SDK
{
// Function GCN_Loop_ColdBreath.GCN_Loop_ColdBreath_C.ExecuteUbergraph_GCN_Loop_ColdBreath
// (Final, UbergraphFunction, HasDefaults)
// Parameters:
// int32 EntryPoint (BlueprintVisible, BlueprintReadOnly, Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash)
void AGCN_Loop_ColdBreath_C::ExecuteUbergraph_GCN_Loop_ColdBreath(int32 EntryPoint)
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("GCN_Loop_ColdBreath_C", "ExecuteUbergraph_GCN_Loop_ColdBreath");
Params::GCN_Loop_ColdBreath_C_ExecuteUbergraph_GCN_Loop_ColdBreath Parms{};
Parms.EntryPoint = EntryPoint;
UObject::ProcessEvent(Func, &Parms);
}
// Function GCN_Loop_ColdBreath.GCN_Loop_ColdBreath_C.End Overlap
// (BlueprintCallable, BlueprintEvent)
// Parameters:
// class AActor* OverlappedActor (BlueprintVisible, BlueprintReadOnly, Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash)
// class AActor* OtherActor (BlueprintVisible, BlueprintReadOnly, Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash)
void AGCN_Loop_ColdBreath_C::End_Overlap(class AActor* OverlappedActor, class AActor* OtherActor)
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("GCN_Loop_ColdBreath_C", "End Overlap");
Params::GCN_Loop_ColdBreath_C_End_Overlap Parms{};
Parms.OverlappedActor = OverlappedActor;
Parms.OtherActor = OtherActor;
UObject::ProcessEvent(Func, &Parms);
}
// Function GCN_Loop_ColdBreath.GCN_Loop_ColdBreath_C.Begin Overlap
// (BlueprintCallable, BlueprintEvent)
// Parameters:
// class AActor* OverlappedActor (BlueprintVisible, BlueprintReadOnly, Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash)
// class AActor* OtherActor (BlueprintVisible, BlueprintReadOnly, Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash)
void AGCN_Loop_ColdBreath_C::Begin_Overlap(class AActor* OverlappedActor, class AActor* OtherActor)
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("GCN_Loop_ColdBreath_C", "Begin Overlap");
Params::GCN_Loop_ColdBreath_C_Begin_Overlap Parms{};
Parms.OverlappedActor = OverlappedActor;
Parms.OtherActor = OtherActor;
UObject::ProcessEvent(Func, &Parms);
}
// Function GCN_Loop_ColdBreath.GCN_Loop_ColdBreath_C.OnRemoval
// (Event, Public, HasOutParams, BlueprintEvent)
// Parameters:
// class AActor* MyTarget (BlueprintVisible, BlueprintReadOnly, Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash)
// struct FGameplayCueParameters Parameters (ConstParm, BlueprintVisible, BlueprintReadOnly, Parm, OutParm, ReferenceParm, ContainsInstancedReference)
// TArray<class UParticleSystemComponent*> ParticleComponents (ConstParm, BlueprintVisible, BlueprintReadOnly, Parm, OutParm, ZeroConstructor, ReferenceParm)
// TArray<class UAudioComponent*> AudioComponents (ConstParm, BlueprintVisible, BlueprintReadOnly, Parm, OutParm, ZeroConstructor, ReferenceParm)
// class UCameraShake* BurstCameraShakeInstance (BlueprintVisible, BlueprintReadOnly, Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash)
// class ADecalActor* BurstDecalInstance (BlueprintVisible, BlueprintReadOnly, Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash)
void AGCN_Loop_ColdBreath_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)
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("GCN_Loop_ColdBreath_C", "OnRemoval");
Params::GCN_Loop_ColdBreath_C_OnRemoval Parms{};
Parms.MyTarget = MyTarget;
Parms.Parameters = std::move(Parameters);
Parms.ParticleComponents = std::move(ParticleComponents);
Parms.AudioComponents = std::move(AudioComponents);
Parms.BurstCameraShakeInstance = BurstCameraShakeInstance;
Parms.BurstDecalInstance = BurstDecalInstance;
UObject::ProcessEvent(Func, &Parms);
}
// Function GCN_Loop_ColdBreath.GCN_Loop_ColdBreath_C.OnLoopingStart
// (Event, Public, HasOutParams, BlueprintEvent)
// Parameters:
// class AActor* MyTarget (BlueprintVisible, BlueprintReadOnly, Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash)
// struct FGameplayCueParameters Parameters (ConstParm, BlueprintVisible, BlueprintReadOnly, Parm, OutParm, ReferenceParm, ContainsInstancedReference)
// TArray<class UParticleSystemComponent*> ParticleComponents (ConstParm, BlueprintVisible, BlueprintReadOnly, Parm, OutParm, ZeroConstructor, ReferenceParm)
// TArray<class UAudioComponent*> AudioComponents (ConstParm, BlueprintVisible, BlueprintReadOnly, Parm, OutParm, ZeroConstructor, ReferenceParm)
void AGCN_Loop_ColdBreath_C::OnLoopingStart(class AActor* MyTarget, const struct FGameplayCueParameters& Parameters, const TArray<class UParticleSystemComponent*>& ParticleComponents, const TArray<class UAudioComponent*>& AudioComponents)
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("GCN_Loop_ColdBreath_C", "OnLoopingStart");
Params::GCN_Loop_ColdBreath_C_OnLoopingStart Parms{};
Parms.MyTarget = MyTarget;
Parms.Parameters = std::move(Parameters);
Parms.ParticleComponents = std::move(ParticleComponents);
Parms.AudioComponents = std::move(AudioComponents);
UObject::ProcessEvent(Func, &Parms);
}
// Function GCN_Loop_ColdBreath.GCN_Loop_ColdBreath_C.UserConstructionScript
// (Event, Public, BlueprintCallable, BlueprintEvent)
void AGCN_Loop_ColdBreath_C::UserConstructionScript()
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("GCN_Loop_ColdBreath_C", "UserConstructionScript");
UObject::ProcessEvent(Func, nullptr);
}
}