mirror of
https://github.com/ApfelTeeSaft/UnrealEvent.git
synced 2026-08-26 19:33:43 +00:00
79 lines
3.0 KiB
C++
79 lines
3.0 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: GCN_RiftStaminaDrain
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#include "Basic.hpp"
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#include "GCN_RiftStaminaDrain_classes.hpp"
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#include "GCN_RiftStaminaDrain_parameters.hpp"
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namespace SDK
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{
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// Function GCN_RiftStaminaDrain.GCN_RiftStaminaDrain_C.UserConstructionScript
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// (Event, Public, BlueprintCallable, BlueprintEvent)
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void AGCN_RiftStaminaDrain_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("GCN_RiftStaminaDrain_C", "UserConstructionScript");
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UObject::ProcessEvent(Func, nullptr);
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}
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// Function GCN_RiftStaminaDrain.GCN_RiftStaminaDrain_C.OnWhileActiveParticleSystemActivate
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// (Event, Public, HasOutParams, BlueprintCallable, BlueprintEvent, Const)
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// Parameters:
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// class UParticleSystemComponent* WhileActiveParticleSysComponent (BlueprintVisible, BlueprintReadOnly, Parm, ZeroConstructor, InstancedReference, IsPlainOldData, NoDestructor, HasGetValueTypeHash)
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// struct FGameplayCueParameters Parameters (ConstParm, BlueprintVisible, BlueprintReadOnly, Parm, OutParm, ReferenceParm, ContainsInstancedReference)
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void AGCN_RiftStaminaDrain_C::OnWhileActiveParticleSystemActivate(class UParticleSystemComponent* WhileActiveParticleSysComponent, const struct FGameplayCueParameters& Parameters) const
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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("GCN_RiftStaminaDrain_C", "OnWhileActiveParticleSystemActivate");
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Params::GCN_RiftStaminaDrain_C_OnWhileActiveParticleSystemActivate Parms{};
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Parms.WhileActiveParticleSysComponent = WhileActiveParticleSysComponent;
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Parms.Parameters = std::move(Parameters);
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UObject::ProcessEvent(Func, &Parms);
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}
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// Function GCN_RiftStaminaDrain.GCN_RiftStaminaDrain_C.OnWhileActiveParticleSystemDeactivate
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// (Event, Public, HasOutParams, BlueprintCallable, BlueprintEvent, Const)
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// Parameters:
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// class UParticleSystemComponent* WhileActiveParticleSysComponent (BlueprintVisible, BlueprintReadOnly, Parm, ZeroConstructor, InstancedReference, IsPlainOldData, NoDestructor, HasGetValueTypeHash)
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// struct FGameplayCueParameters Parameters (ConstParm, BlueprintVisible, BlueprintReadOnly, Parm, OutParm, ReferenceParm, ContainsInstancedReference)
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void AGCN_RiftStaminaDrain_C::OnWhileActiveParticleSystemDeactivate(class UParticleSystemComponent* WhileActiveParticleSysComponent, const struct FGameplayCueParameters& Parameters) const
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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("GCN_RiftStaminaDrain_C", "OnWhileActiveParticleSystemDeactivate");
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Params::GCN_RiftStaminaDrain_C_OnWhileActiveParticleSystemDeactivate Parms{};
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Parms.WhileActiveParticleSysComponent = WhileActiveParticleSysComponent;
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Parms.Parameters = std::move(Parameters);
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UObject::ProcessEvent(Func, &Parms);
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}
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}
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