mirror of
https://github.com/ApfelTeeSaft/UnrealEvent.git
synced 2026-08-26 19:33:43 +00:00
140 lines
5.7 KiB
C++
140 lines
5.7 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_Ninja_Assassination_ActiveFX
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#include "Basic.hpp"
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#include "GC_Ninja_Assassination_ActiveFX_classes.hpp"
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#include "GC_Ninja_Assassination_ActiveFX_parameters.hpp"
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namespace SDK
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{
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// Function GC_Ninja_Assassination_ActiveFX.GC_Ninja_Assassination_ActiveFX_C.ExecuteUbergraph_GC_Ninja_Assassination_ActiveFX
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// (Final, UbergraphFunction, HasDefaults)
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// Parameters:
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// int32 EntryPoint (BlueprintVisible, BlueprintReadOnly, Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash)
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void AGC_Ninja_Assassination_ActiveFX_C::ExecuteUbergraph_GC_Ninja_Assassination_ActiveFX(int32 EntryPoint)
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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_Ninja_Assassination_ActiveFX_C", "ExecuteUbergraph_GC_Ninja_Assassination_ActiveFX");
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Params::GC_Ninja_Assassination_ActiveFX_C_ExecuteUbergraph_GC_Ninja_Assassination_ActiveFX Parms{};
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Parms.EntryPoint = EntryPoint;
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UObject::ProcessEvent(Func, &Parms);
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}
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// Function GC_Ninja_Assassination_ActiveFX.GC_Ninja_Assassination_ActiveFX_C.K2_HandleGameplayCue
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// (Event, Public, HasOutParams, BlueprintEvent)
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// Parameters:
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// class AActor* Param_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 AGC_Ninja_Assassination_ActiveFX_C::K2_HandleGameplayCue(class AActor* Param_MyTarget, EGameplayCueEvent EventType, const struct FGameplayCueParameters& Parameters)
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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_Ninja_Assassination_ActiveFX_C", "K2_HandleGameplayCue");
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Params::GC_Ninja_Assassination_ActiveFX_C_K2_HandleGameplayCue Parms{};
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Parms.Param_MyTarget = Param_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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// Function GC_Ninja_Assassination_ActiveFX.GC_Ninja_Assassination_ActiveFX_C.ReceiveBeginPlay
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// (Event, Protected, BlueprintEvent)
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void AGC_Ninja_Assassination_ActiveFX_C::ReceiveBeginPlay()
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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_Ninja_Assassination_ActiveFX_C", "ReceiveBeginPlay");
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UObject::ProcessEvent(Func, nullptr);
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}
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// Function GC_Ninja_Assassination_ActiveFX.GC_Ninja_Assassination_ActiveFX_C.UserConstructionScript
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// (Event, Public, BlueprintCallable, BlueprintEvent)
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void AGC_Ninja_Assassination_ActiveFX_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("GC_Ninja_Assassination_ActiveFX_C", "UserConstructionScript");
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UObject::ProcessEvent(Func, nullptr);
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}
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// Function GC_Ninja_Assassination_ActiveFX.GC_Ninja_Assassination_ActiveFX_C.WhileActive
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// (Event, Public, HasOutParams, BlueprintCallable, BlueprintEvent)
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// Parameters:
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// class AActor* Param_MyTarget (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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// bool ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor)
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bool AGC_Ninja_Assassination_ActiveFX_C::WhileActive(class AActor* Param_MyTarget, const struct FGameplayCueParameters& Parameters)
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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_Ninja_Assassination_ActiveFX_C", "WhileActive");
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Params::GC_Ninja_Assassination_ActiveFX_C_WhileActive Parms{};
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Parms.Param_MyTarget = Param_MyTarget;
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Parms.Parameters = std::move(Parameters);
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UObject::ProcessEvent(Func, &Parms);
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return Parms.ReturnValue;
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}
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// Function GC_Ninja_Assassination_ActiveFX.GC_Ninja_Assassination_ActiveFX_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 AGC_Ninja_Assassination_ActiveFX_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("GC_Ninja_Assassination_ActiveFX_C", "OnWhileActiveParticleSystemActivate");
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Params::GC_Ninja_Assassination_ActiveFX_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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}
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