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

85 lines
2.8 KiB
C++

#pragma once
/*
* SDK generated by Dumper-7
*
* https://github.com/Encryqed/Dumper-7
*/
// Package: GCN_NPC_Ice
#include "Basic.hpp"
#include "GCN_NPC_Ice_classes.hpp"
#include "GCN_NPC_Ice_parameters.hpp"
namespace SDK
{
// Function GCN_NPC_Ice.GCN_NPC_Ice_C.UserConstructionScript
// (Event, Public, BlueprintCallable, BlueprintEvent)
void AGCN_NPC_Ice_C::UserConstructionScript()
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("GCN_NPC_Ice_C", "UserConstructionScript");
UObject::ProcessEvent(Func, nullptr);
}
// Function GCN_NPC_Ice.GCN_NPC_Ice_C.OnActive
// (Event, Public, HasOutParams, HasDefaults, 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 AGCN_NPC_Ice_C::OnActive(class AActor* MyTarget, const struct FGameplayCueParameters& Parameters)
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("GCN_NPC_Ice_C", "OnActive");
Params::GCN_NPC_Ice_C_OnActive Parms{};
Parms.MyTarget = MyTarget;
Parms.Parameters = std::move(Parameters);
UObject::ProcessEvent(Func, &Parms);
return Parms.ReturnValue;
}
// Function GCN_NPC_Ice.GCN_NPC_Ice_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 AGCN_NPC_Ice_C::OnRemove(class AActor* MyTarget, const struct FGameplayCueParameters& Parameters)
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("GCN_NPC_Ice_C", "OnRemove");
Params::GCN_NPC_Ice_C_OnRemove Parms{};
Parms.MyTarget = MyTarget;
Parms.Parameters = std::move(Parameters);
UObject::ProcessEvent(Func, &Parms);
return Parms.ReturnValue;
}
}