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

79 lines
3.0 KiB
C++

#pragma once
/*
* SDK generated by Dumper-7
*
* https://github.com/Encryqed/Dumper-7
*/
// Package: GCN_RiftStaminaDrain
#include "Basic.hpp"
#include "GCN_RiftStaminaDrain_classes.hpp"
#include "GCN_RiftStaminaDrain_parameters.hpp"
namespace SDK
{
// Function GCN_RiftStaminaDrain.GCN_RiftStaminaDrain_C.UserConstructionScript
// (Event, Public, BlueprintCallable, BlueprintEvent)
void AGCN_RiftStaminaDrain_C::UserConstructionScript()
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("GCN_RiftStaminaDrain_C", "UserConstructionScript");
UObject::ProcessEvent(Func, nullptr);
}
// Function GCN_RiftStaminaDrain.GCN_RiftStaminaDrain_C.OnWhileActiveParticleSystemActivate
// (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 AGCN_RiftStaminaDrain_C::OnWhileActiveParticleSystemActivate(class UParticleSystemComponent* WhileActiveParticleSysComponent, const struct FGameplayCueParameters& Parameters) const
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("GCN_RiftStaminaDrain_C", "OnWhileActiveParticleSystemActivate");
Params::GCN_RiftStaminaDrain_C_OnWhileActiveParticleSystemActivate Parms{};
Parms.WhileActiveParticleSysComponent = WhileActiveParticleSysComponent;
Parms.Parameters = std::move(Parameters);
UObject::ProcessEvent(Func, &Parms);
}
// Function GCN_RiftStaminaDrain.GCN_RiftStaminaDrain_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 AGCN_RiftStaminaDrain_C::OnWhileActiveParticleSystemDeactivate(class UParticleSystemComponent* WhileActiveParticleSysComponent, const struct FGameplayCueParameters& Parameters) const
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("GCN_RiftStaminaDrain_C", "OnWhileActiveParticleSystemDeactivate");
Params::GCN_RiftStaminaDrain_C_OnWhileActiveParticleSystemDeactivate Parms{};
Parms.WhileActiveParticleSysComponent = WhileActiveParticleSysComponent;
Parms.Parameters = std::move(Parameters);
UObject::ProcessEvent(Func, &Parms);
}
}