mirror of
https://github.com/ApfelTeeSaft/UnrealEvent.git
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45 lines
1.6 KiB
C++
45 lines
1.6 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: GC_Commando_FlakVest_AddStack
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#include "Basic.hpp"
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#include "GC_Commando_FlakVest_AddStack_classes.hpp"
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#include "GC_Commando_FlakVest_AddStack_parameters.hpp"
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namespace SDK
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{
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// Function GC_Commando_FlakVest_AddStack.GC_Commando_FlakVest_AddStack_C.K2_HandleGameplayCue
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// (Event, Public, HasOutParams, BlueprintCallable, BlueprintEvent, Const)
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// Parameters:
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// class AActor* MyTarget (BlueprintVisible, BlueprintReadOnly, Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash)
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// EGameplayCueEvent EventType (BlueprintVisible, BlueprintReadOnly, Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash)
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// struct FGameplayCueParameters Parameters (ConstParm, BlueprintVisible, BlueprintReadOnly, Parm, OutParm, ReferenceParm, ContainsInstancedReference)
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void UGC_Commando_FlakVest_AddStack_C::K2_HandleGameplayCue(class AActor* MyTarget, EGameplayCueEvent EventType, 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("GC_Commando_FlakVest_AddStack_C", "K2_HandleGameplayCue");
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Params::GC_Commando_FlakVest_AddStack_C_K2_HandleGameplayCue Parms{};
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Parms.MyTarget = MyTarget;
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Parms.EventType = EventType;
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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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