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

79 lines
2.9 KiB
C++

#pragma once
/*
* SDK generated by Dumper-7
*
* https://github.com/Encryqed/Dumper-7
*/
// Package: GC_Perk_NightStalker_Active_Looping
#include "Basic.hpp"
#include "GC_Perk_NightStalker_Active_Looping_classes.hpp"
#include "GC_Perk_NightStalker_Active_Looping_parameters.hpp"
namespace SDK
{
// Function GC_Perk_NightStalker_Active_Looping.GC_Perk_NightStalker_Active_Looping_C.ExecuteUbergraph_GC_Perk_NightStalker_Active_Looping
// (Final, UbergraphFunction, HasDefaults)
// Parameters:
// int32 EntryPoint (BlueprintVisible, BlueprintReadOnly, Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash)
void AGC_Perk_NightStalker_Active_Looping_C::ExecuteUbergraph_GC_Perk_NightStalker_Active_Looping(int32 EntryPoint)
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("GC_Perk_NightStalker_Active_Looping_C", "ExecuteUbergraph_GC_Perk_NightStalker_Active_Looping");
Params::GC_Perk_NightStalker_Active_Looping_C_ExecuteUbergraph_GC_Perk_NightStalker_Active_Looping Parms{};
Parms.EntryPoint = EntryPoint;
UObject::ProcessEvent(Func, &Parms);
}
// Function GC_Perk_NightStalker_Active_Looping.GC_Perk_NightStalker_Active_Looping_C.K2_HandleGameplayCue
// (Event, Public, HasOutParams, BlueprintEvent)
// Parameters:
// class AActor* MyTarget (BlueprintVisible, BlueprintReadOnly, Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash)
// EGameplayCueEvent EventType (BlueprintVisible, BlueprintReadOnly, Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash)
// struct FGameplayCueParameters Parameters (ConstParm, BlueprintVisible, BlueprintReadOnly, Parm, OutParm, ReferenceParm, ContainsInstancedReference)
void AGC_Perk_NightStalker_Active_Looping_C::K2_HandleGameplayCue(class AActor* MyTarget, EGameplayCueEvent EventType, const struct FGameplayCueParameters& Parameters)
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("GC_Perk_NightStalker_Active_Looping_C", "K2_HandleGameplayCue");
Params::GC_Perk_NightStalker_Active_Looping_C_K2_HandleGameplayCue Parms{};
Parms.MyTarget = MyTarget;
Parms.EventType = EventType;
Parms.Parameters = std::move(Parameters);
UObject::ProcessEvent(Func, &Parms);
}
// Function GC_Perk_NightStalker_Active_Looping.GC_Perk_NightStalker_Active_Looping_C.UserConstructionScript
// (Event, Public, BlueprintCallable, BlueprintEvent)
void AGC_Perk_NightStalker_Active_Looping_C::UserConstructionScript()
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("GC_Perk_NightStalker_Active_Looping_C", "UserConstructionScript");
UObject::ProcessEvent(Func, nullptr);
}
}