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

337 lines
15 KiB
C++

#pragma once
/*
* SDK generated by Dumper-7
*
* https://github.com/Encryqed/Dumper-7
*/
// Package: GameplayTasks
#include "Basic.hpp"
#include "GameplayTasks_classes.hpp"
#include "GameplayTasks_parameters.hpp"
namespace SDK
{
// Function GameplayTasks.GameplayTask.EndTask
// (Final, Native, Public, BlueprintCallable)
void UGameplayTask::EndTask()
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("GameplayTask", "EndTask");
auto Flgs = Func->FunctionFlags;
Func->FunctionFlags |= 0x400;
UObject::ProcessEvent(Func, nullptr);
Func->FunctionFlags = Flgs;
}
// DelegateFunction GameplayTasks.GameplayTask.GenericGameplayTaskDelegate__DelegateSignature
// (MulticastDelegate, Public, Delegate)
void UGameplayTask::GenericGameplayTaskDelegate__DelegateSignature()
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("GameplayTask", "GenericGameplayTaskDelegate__DelegateSignature");
UObject::ProcessEvent(Func, nullptr);
}
// Function GameplayTasks.GameplayTask.ReadyForActivation
// (Final, Native, Public, BlueprintCallable)
void UGameplayTask::ReadyForActivation()
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("GameplayTask", "ReadyForActivation");
auto Flgs = Func->FunctionFlags;
Func->FunctionFlags |= 0x400;
UObject::ProcessEvent(Func, nullptr);
Func->FunctionFlags = Flgs;
}
// Function GameplayTasks.GameplayTask_WaitDelay.TaskWaitDelay
// (Final, Native, Static, Public, BlueprintCallable)
// Parameters:
// TScriptInterface<class IGameplayTaskOwnerInterface>TaskOwner (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, AdvancedDisplay, UObjectWrapper, NativeAccessSpecifierPublic)
// float Time (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// uint8 Priority (ConstParm, Parm, ZeroConstructor, IsPlainOldData, NoDestructor, AdvancedDisplay, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// class UGameplayTask_WaitDelay* ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
class UGameplayTask_WaitDelay* UGameplayTask_WaitDelay::TaskWaitDelay(TScriptInterface<class IGameplayTaskOwnerInterface> TaskOwner, float Time, const uint8 Priority)
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = StaticClass()->GetFunction("GameplayTask_WaitDelay", "TaskWaitDelay");
Params::GameplayTask_WaitDelay_TaskWaitDelay Parms{};
Parms.TaskOwner = TaskOwner;
Parms.Time = Time;
Parms.Priority = Priority;
auto Flgs = Func->FunctionFlags;
Func->FunctionFlags |= 0x400;
GetDefaultObj()->ProcessEvent(Func, &Parms);
Func->FunctionFlags = Flgs;
return Parms.ReturnValue;
}
// DelegateFunction GameplayTasks.GameplayTask_WaitDelay.TaskDelayDelegate__DelegateSignature
// (MulticastDelegate, Public, Delegate)
void UGameplayTask_WaitDelay::TaskDelayDelegate__DelegateSignature()
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("GameplayTask_WaitDelay", "TaskDelayDelegate__DelegateSignature");
UObject::ProcessEvent(Func, nullptr);
}
// Function GameplayTasks.GameplayTasksComponent.K2_RunGameplayTask
// (Final, Native, Static, Public, BlueprintCallable)
// Parameters:
// TScriptInterface<class IGameplayTaskOwnerInterface>TaskOwner (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, UObjectWrapper, NativeAccessSpecifierPublic)
// class UGameplayTask* Task (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// uint8 Priority (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// TArray<TSubclassOf<class UGameplayTaskResource>>AdditionalRequiredResources (Parm, ZeroConstructor, AdvancedDisplay, UObjectWrapper, NativeAccessSpecifierPublic)
// TArray<TSubclassOf<class UGameplayTaskResource>>AdditionalClaimedResources (Parm, ZeroConstructor, AdvancedDisplay, UObjectWrapper, NativeAccessSpecifierPublic)
// EGameplayTaskRunResult ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
EGameplayTaskRunResult UGameplayTasksComponent::K2_RunGameplayTask(TScriptInterface<class IGameplayTaskOwnerInterface> TaskOwner, class UGameplayTask* Task, uint8 Priority, const TArray<TSubclassOf<class UGameplayTaskResource>>& AdditionalRequiredResources, const TArray<TSubclassOf<class UGameplayTaskResource>>& AdditionalClaimedResources)
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = StaticClass()->GetFunction("GameplayTasksComponent", "K2_RunGameplayTask");
Params::GameplayTasksComponent_K2_RunGameplayTask Parms{};
Parms.TaskOwner = TaskOwner;
Parms.Task = Task;
Parms.Priority = Priority;
Parms.AdditionalRequiredResources = std::move(AdditionalRequiredResources);
Parms.AdditionalClaimedResources = std::move(AdditionalClaimedResources);
auto Flgs = Func->FunctionFlags;
Func->FunctionFlags |= 0x400;
GetDefaultObj()->ProcessEvent(Func, &Parms);
Func->FunctionFlags = Flgs;
return Parms.ReturnValue;
}
// Function GameplayTasks.GameplayTasksComponent.OnRep_SimulatedTasks
// (Final, Native, Public)
void UGameplayTasksComponent::OnRep_SimulatedTasks()
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("GameplayTasksComponent", "OnRep_SimulatedTasks");
auto Flgs = Func->FunctionFlags;
Func->FunctionFlags |= 0x400;
UObject::ProcessEvent(Func, nullptr);
Func->FunctionFlags = Flgs;
}
// Function GameplayTasks.GameplayTask_ClaimResource.ClaimResource
// (Final, Native, Static, Public, BlueprintCallable)
// Parameters:
// TScriptInterface<class IGameplayTaskOwnerInterface>InTaskOwner (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, UObjectWrapper, NativeAccessSpecifierPublic)
// TSubclassOf<class UGameplayTaskResource>ResourceClass (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, UObjectWrapper, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// uint8 Priority (ConstParm, Parm, ZeroConstructor, IsPlainOldData, NoDestructor, AdvancedDisplay, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// class FName TaskInstanceName (ConstParm, Parm, ZeroConstructor, IsPlainOldData, NoDestructor, AdvancedDisplay, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// class UGameplayTask_ClaimResource* ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
class UGameplayTask_ClaimResource* UGameplayTask_ClaimResource::ClaimResource(TScriptInterface<class IGameplayTaskOwnerInterface> InTaskOwner, TSubclassOf<class UGameplayTaskResource> ResourceClass, const uint8 Priority, const class FName TaskInstanceName)
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = StaticClass()->GetFunction("GameplayTask_ClaimResource", "ClaimResource");
Params::GameplayTask_ClaimResource_ClaimResource Parms{};
Parms.InTaskOwner = InTaskOwner;
Parms.ResourceClass = ResourceClass;
Parms.Priority = Priority;
Parms.TaskInstanceName = TaskInstanceName;
auto Flgs = Func->FunctionFlags;
Func->FunctionFlags |= 0x400;
GetDefaultObj()->ProcessEvent(Func, &Parms);
Func->FunctionFlags = Flgs;
return Parms.ReturnValue;
}
// Function GameplayTasks.GameplayTask_ClaimResource.ClaimResources
// (Final, Native, Static, Public, BlueprintCallable)
// Parameters:
// TScriptInterface<class IGameplayTaskOwnerInterface>InTaskOwner (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, UObjectWrapper, NativeAccessSpecifierPublic)
// TArray<TSubclassOf<class UGameplayTaskResource>>ResourceClasses (Parm, ZeroConstructor, UObjectWrapper, NativeAccessSpecifierPublic)
// uint8 Priority (ConstParm, Parm, ZeroConstructor, IsPlainOldData, NoDestructor, AdvancedDisplay, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// class FName TaskInstanceName (ConstParm, Parm, ZeroConstructor, IsPlainOldData, NoDestructor, AdvancedDisplay, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// class UGameplayTask_ClaimResource* ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
class UGameplayTask_ClaimResource* UGameplayTask_ClaimResource::ClaimResources(TScriptInterface<class IGameplayTaskOwnerInterface> InTaskOwner, const TArray<TSubclassOf<class UGameplayTaskResource>>& ResourceClasses, const uint8 Priority, const class FName TaskInstanceName)
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = StaticClass()->GetFunction("GameplayTask_ClaimResource", "ClaimResources");
Params::GameplayTask_ClaimResource_ClaimResources Parms{};
Parms.InTaskOwner = InTaskOwner;
Parms.ResourceClasses = std::move(ResourceClasses);
Parms.Priority = Priority;
Parms.TaskInstanceName = TaskInstanceName;
auto Flgs = Func->FunctionFlags;
Func->FunctionFlags |= 0x400;
GetDefaultObj()->ProcessEvent(Func, &Parms);
Func->FunctionFlags = Flgs;
return Parms.ReturnValue;
}
// Function GameplayTasks.GameplayTask_SpawnActor.SpawnActor
// (Final, Native, Static, Public, HasDefaults, BlueprintCallable)
// Parameters:
// TScriptInterface<class IGameplayTaskOwnerInterface>TaskOwner (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, AdvancedDisplay, UObjectWrapper, NativeAccessSpecifierPublic)
// struct FVector SpawnLocation (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// struct FRotator SpawnRotation (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, NativeAccessSpecifierPublic)
// TSubclassOf<class AActor> Param_Class (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, UObjectWrapper, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// bool bSpawnOnlyOnAuthority (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, AdvancedDisplay, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// class UGameplayTask_SpawnActor* ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
class UGameplayTask_SpawnActor* UGameplayTask_SpawnActor::SpawnActor(TScriptInterface<class IGameplayTaskOwnerInterface> TaskOwner, const struct FVector& SpawnLocation, const struct FRotator& SpawnRotation, TSubclassOf<class AActor> Param_Class, bool bSpawnOnlyOnAuthority)
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = StaticClass()->GetFunction("GameplayTask_SpawnActor", "SpawnActor");
Params::GameplayTask_SpawnActor_SpawnActor Parms{};
Parms.TaskOwner = TaskOwner;
Parms.SpawnLocation = std::move(SpawnLocation);
Parms.SpawnRotation = std::move(SpawnRotation);
Parms.Param_Class = Param_Class;
Parms.bSpawnOnlyOnAuthority = bSpawnOnlyOnAuthority;
auto Flgs = Func->FunctionFlags;
Func->FunctionFlags |= 0x400;
GetDefaultObj()->ProcessEvent(Func, &Parms);
Func->FunctionFlags = Flgs;
return Parms.ReturnValue;
}
// Function GameplayTasks.GameplayTask_SpawnActor.BeginSpawningActor
// (Native, Public, HasOutParams, BlueprintCallable)
// Parameters:
// class UObject* WorldContextObject (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// class AActor* SpawnedActor (Parm, OutParm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// bool ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
bool UGameplayTask_SpawnActor::BeginSpawningActor(class UObject* WorldContextObject, class AActor** SpawnedActor)
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("GameplayTask_SpawnActor", "BeginSpawningActor");
Params::GameplayTask_SpawnActor_BeginSpawningActor Parms{};
Parms.WorldContextObject = WorldContextObject;
auto Flgs = Func->FunctionFlags;
Func->FunctionFlags |= 0x400;
UObject::ProcessEvent(Func, &Parms);
Func->FunctionFlags = Flgs;
if (SpawnedActor != nullptr)
*SpawnedActor = Parms.SpawnedActor;
return Parms.ReturnValue;
}
// Function GameplayTasks.GameplayTask_SpawnActor.FinishSpawningActor
// (Native, Public, BlueprintCallable)
// Parameters:
// class UObject* WorldContextObject (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// class AActor* SpawnedActor (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
void UGameplayTask_SpawnActor::FinishSpawningActor(class UObject* WorldContextObject, class AActor* SpawnedActor)
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("GameplayTask_SpawnActor", "FinishSpawningActor");
Params::GameplayTask_SpawnActor_FinishSpawningActor Parms{};
Parms.WorldContextObject = WorldContextObject;
Parms.SpawnedActor = SpawnedActor;
auto Flgs = Func->FunctionFlags;
Func->FunctionFlags |= 0x400;
UObject::ProcessEvent(Func, &Parms);
Func->FunctionFlags = Flgs;
}
}