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

46 lines
1.4 KiB
C++

#pragma once
/*
* SDK generated by Dumper-7
*
* https://github.com/Encryqed/Dumper-7
*/
// Package: GCN_RiftZapPlayer
#include "Basic.hpp"
#include "GCN_RiftZapPlayer_classes.hpp"
#include "GCN_RiftZapPlayer_parameters.hpp"
namespace SDK
{
// Function GCN_RiftZapPlayer.GCN_RiftZapPlayer_C.OnExecute
// (Event, Public, HasOutParams, HasDefaults, BlueprintCallable, BlueprintEvent, BlueprintPure, Const)
// 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 UGCN_RiftZapPlayer_C::OnExecute(class AActor* MyTarget, const struct FGameplayCueParameters& Parameters) const
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("GCN_RiftZapPlayer_C", "OnExecute");
Params::GCN_RiftZapPlayer_C_OnExecute Parms{};
Parms.MyTarget = MyTarget;
Parms.Parameters = std::move(Parameters);
UObject::ProcessEvent(Func, &Parms);
return Parms.ReturnValue;
}
}