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

43 lines
1.4 KiB
C++

#pragma once
/*
* SDK generated by Dumper-7
*
* https://github.com/Encryqed/Dumper-7
*/
// Package: GC_Commando_Shockwave
#include "Basic.hpp"
#include "GC_Commando_Shockwave_classes.hpp"
#include "GC_Commando_Shockwave_parameters.hpp"
namespace SDK
{
// Function GC_Commando_Shockwave.GC_Commando_Shockwave_C.OnStartParticleSystemSpawned
// (Event, Public, HasOutParams, HasDefaults, BlueprintCallable, BlueprintEvent, Const)
// Parameters:
// class UParticleSystemComponent* SpawnedParticleSysComponent (BlueprintVisible, BlueprintReadOnly, Parm, ZeroConstructor, InstancedReference, IsPlainOldData, NoDestructor, HasGetValueTypeHash)
// struct FGameplayCueParameters Parameters (ConstParm, BlueprintVisible, BlueprintReadOnly, Parm, OutParm, ReferenceParm, ContainsInstancedReference)
void UGC_Commando_Shockwave_C::OnStartParticleSystemSpawned(class UParticleSystemComponent* SpawnedParticleSysComponent, const struct FGameplayCueParameters& Parameters) const
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("GC_Commando_Shockwave_C", "OnStartParticleSystemSpawned");
Params::GC_Commando_Shockwave_C_OnStartParticleSystemSpawned Parms{};
Parms.SpawnedParticleSysComponent = SpawnedParticleSysComponent;
Parms.Parameters = std::move(Parameters);
UObject::ProcessEvent(Func, &Parms);
}
}