mirror of
https://github.com/ApfelTeeSaft/UnrealEvent.git
synced 2026-09-02 19:24:04 +00:00
337 lines
15 KiB
C++
337 lines
15 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: GameplayTasks
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#include "Basic.hpp"
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#include "GameplayTasks_classes.hpp"
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#include "GameplayTasks_parameters.hpp"
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namespace SDK
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{
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// Function GameplayTasks.GameplayTask.EndTask
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// (Final, Native, Public, BlueprintCallable)
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void UGameplayTask::EndTask()
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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("GameplayTask", "EndTask");
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auto Flgs = Func->FunctionFlags;
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Func->FunctionFlags |= 0x400;
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UObject::ProcessEvent(Func, nullptr);
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Func->FunctionFlags = Flgs;
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}
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// DelegateFunction GameplayTasks.GameplayTask.GenericGameplayTaskDelegate__DelegateSignature
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// (MulticastDelegate, Public, Delegate)
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void UGameplayTask::GenericGameplayTaskDelegate__DelegateSignature()
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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("GameplayTask", "GenericGameplayTaskDelegate__DelegateSignature");
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UObject::ProcessEvent(Func, nullptr);
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}
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// Function GameplayTasks.GameplayTask.ReadyForActivation
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// (Final, Native, Public, BlueprintCallable)
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void UGameplayTask::ReadyForActivation()
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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("GameplayTask", "ReadyForActivation");
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auto Flgs = Func->FunctionFlags;
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Func->FunctionFlags |= 0x400;
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UObject::ProcessEvent(Func, nullptr);
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Func->FunctionFlags = Flgs;
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}
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// Function GameplayTasks.GameplayTask_WaitDelay.TaskWaitDelay
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// (Final, Native, Static, Public, BlueprintCallable)
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// Parameters:
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// TScriptInterface<class IGameplayTaskOwnerInterface>TaskOwner (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, AdvancedDisplay, UObjectWrapper, NativeAccessSpecifierPublic)
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// float Time (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
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// uint8 Priority (ConstParm, Parm, ZeroConstructor, IsPlainOldData, NoDestructor, AdvancedDisplay, HasGetValueTypeHash, NativeAccessSpecifierPublic)
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// class UGameplayTask_WaitDelay* ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
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class UGameplayTask_WaitDelay* UGameplayTask_WaitDelay::TaskWaitDelay(TScriptInterface<class IGameplayTaskOwnerInterface> TaskOwner, float Time, const uint8 Priority)
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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 = StaticClass()->GetFunction("GameplayTask_WaitDelay", "TaskWaitDelay");
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Params::GameplayTask_WaitDelay_TaskWaitDelay Parms{};
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Parms.TaskOwner = TaskOwner;
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Parms.Time = Time;
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Parms.Priority = Priority;
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auto Flgs = Func->FunctionFlags;
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Func->FunctionFlags |= 0x400;
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GetDefaultObj()->ProcessEvent(Func, &Parms);
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Func->FunctionFlags = Flgs;
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return Parms.ReturnValue;
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}
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// DelegateFunction GameplayTasks.GameplayTask_WaitDelay.TaskDelayDelegate__DelegateSignature
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// (MulticastDelegate, Public, Delegate)
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void UGameplayTask_WaitDelay::TaskDelayDelegate__DelegateSignature()
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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("GameplayTask_WaitDelay", "TaskDelayDelegate__DelegateSignature");
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UObject::ProcessEvent(Func, nullptr);
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}
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// Function GameplayTasks.GameplayTasksComponent.K2_RunGameplayTask
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// (Final, Native, Static, Public, BlueprintCallable)
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// Parameters:
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// TScriptInterface<class IGameplayTaskOwnerInterface>TaskOwner (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, UObjectWrapper, NativeAccessSpecifierPublic)
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// class UGameplayTask* Task (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
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// uint8 Priority (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
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// TArray<TSubclassOf<class UGameplayTaskResource>>AdditionalRequiredResources (Parm, ZeroConstructor, AdvancedDisplay, UObjectWrapper, NativeAccessSpecifierPublic)
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// TArray<TSubclassOf<class UGameplayTaskResource>>AdditionalClaimedResources (Parm, ZeroConstructor, AdvancedDisplay, UObjectWrapper, NativeAccessSpecifierPublic)
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// EGameplayTaskRunResult ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
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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)
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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 = StaticClass()->GetFunction("GameplayTasksComponent", "K2_RunGameplayTask");
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Params::GameplayTasksComponent_K2_RunGameplayTask Parms{};
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Parms.TaskOwner = TaskOwner;
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Parms.Task = Task;
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Parms.Priority = Priority;
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Parms.AdditionalRequiredResources = std::move(AdditionalRequiredResources);
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Parms.AdditionalClaimedResources = std::move(AdditionalClaimedResources);
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auto Flgs = Func->FunctionFlags;
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Func->FunctionFlags |= 0x400;
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GetDefaultObj()->ProcessEvent(Func, &Parms);
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Func->FunctionFlags = Flgs;
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return Parms.ReturnValue;
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}
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// Function GameplayTasks.GameplayTasksComponent.OnRep_SimulatedTasks
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// (Final, Native, Public)
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void UGameplayTasksComponent::OnRep_SimulatedTasks()
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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("GameplayTasksComponent", "OnRep_SimulatedTasks");
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auto Flgs = Func->FunctionFlags;
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Func->FunctionFlags |= 0x400;
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UObject::ProcessEvent(Func, nullptr);
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Func->FunctionFlags = Flgs;
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}
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// Function GameplayTasks.GameplayTask_ClaimResource.ClaimResource
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// (Final, Native, Static, Public, BlueprintCallable)
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// Parameters:
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// TScriptInterface<class IGameplayTaskOwnerInterface>InTaskOwner (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, UObjectWrapper, NativeAccessSpecifierPublic)
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// TSubclassOf<class UGameplayTaskResource>ResourceClass (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, UObjectWrapper, HasGetValueTypeHash, NativeAccessSpecifierPublic)
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// uint8 Priority (ConstParm, Parm, ZeroConstructor, IsPlainOldData, NoDestructor, AdvancedDisplay, HasGetValueTypeHash, NativeAccessSpecifierPublic)
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// class FName TaskInstanceName (ConstParm, Parm, ZeroConstructor, IsPlainOldData, NoDestructor, AdvancedDisplay, HasGetValueTypeHash, NativeAccessSpecifierPublic)
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// class UGameplayTask_ClaimResource* ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
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class UGameplayTask_ClaimResource* UGameplayTask_ClaimResource::ClaimResource(TScriptInterface<class IGameplayTaskOwnerInterface> InTaskOwner, TSubclassOf<class UGameplayTaskResource> ResourceClass, const uint8 Priority, const class FName TaskInstanceName)
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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 = StaticClass()->GetFunction("GameplayTask_ClaimResource", "ClaimResource");
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Params::GameplayTask_ClaimResource_ClaimResource Parms{};
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Parms.InTaskOwner = InTaskOwner;
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Parms.ResourceClass = ResourceClass;
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Parms.Priority = Priority;
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Parms.TaskInstanceName = TaskInstanceName;
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auto Flgs = Func->FunctionFlags;
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Func->FunctionFlags |= 0x400;
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GetDefaultObj()->ProcessEvent(Func, &Parms);
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Func->FunctionFlags = Flgs;
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return Parms.ReturnValue;
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}
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// Function GameplayTasks.GameplayTask_ClaimResource.ClaimResources
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// (Final, Native, Static, Public, BlueprintCallable)
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// Parameters:
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// TScriptInterface<class IGameplayTaskOwnerInterface>InTaskOwner (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, UObjectWrapper, NativeAccessSpecifierPublic)
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// TArray<TSubclassOf<class UGameplayTaskResource>>ResourceClasses (Parm, ZeroConstructor, UObjectWrapper, NativeAccessSpecifierPublic)
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// uint8 Priority (ConstParm, Parm, ZeroConstructor, IsPlainOldData, NoDestructor, AdvancedDisplay, HasGetValueTypeHash, NativeAccessSpecifierPublic)
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// class FName TaskInstanceName (ConstParm, Parm, ZeroConstructor, IsPlainOldData, NoDestructor, AdvancedDisplay, HasGetValueTypeHash, NativeAccessSpecifierPublic)
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// class UGameplayTask_ClaimResource* ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
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class UGameplayTask_ClaimResource* UGameplayTask_ClaimResource::ClaimResources(TScriptInterface<class IGameplayTaskOwnerInterface> InTaskOwner, const TArray<TSubclassOf<class UGameplayTaskResource>>& ResourceClasses, const uint8 Priority, const class FName TaskInstanceName)
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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 = StaticClass()->GetFunction("GameplayTask_ClaimResource", "ClaimResources");
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Params::GameplayTask_ClaimResource_ClaimResources Parms{};
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Parms.InTaskOwner = InTaskOwner;
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Parms.ResourceClasses = std::move(ResourceClasses);
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Parms.Priority = Priority;
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Parms.TaskInstanceName = TaskInstanceName;
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auto Flgs = Func->FunctionFlags;
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Func->FunctionFlags |= 0x400;
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GetDefaultObj()->ProcessEvent(Func, &Parms);
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Func->FunctionFlags = Flgs;
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return Parms.ReturnValue;
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}
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// Function GameplayTasks.GameplayTask_SpawnActor.SpawnActor
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// (Final, Native, Static, Public, HasDefaults, BlueprintCallable)
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// Parameters:
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// TScriptInterface<class IGameplayTaskOwnerInterface>TaskOwner (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, AdvancedDisplay, UObjectWrapper, NativeAccessSpecifierPublic)
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// struct FVector SpawnLocation (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
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// struct FRotator SpawnRotation (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, NativeAccessSpecifierPublic)
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// TSubclassOf<class AActor> Param_Class (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, UObjectWrapper, HasGetValueTypeHash, NativeAccessSpecifierPublic)
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// bool bSpawnOnlyOnAuthority (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, AdvancedDisplay, HasGetValueTypeHash, NativeAccessSpecifierPublic)
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// class UGameplayTask_SpawnActor* ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
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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)
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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 = StaticClass()->GetFunction("GameplayTask_SpawnActor", "SpawnActor");
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Params::GameplayTask_SpawnActor_SpawnActor Parms{};
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Parms.TaskOwner = TaskOwner;
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Parms.SpawnLocation = std::move(SpawnLocation);
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Parms.SpawnRotation = std::move(SpawnRotation);
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Parms.Param_Class = Param_Class;
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Parms.bSpawnOnlyOnAuthority = bSpawnOnlyOnAuthority;
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auto Flgs = Func->FunctionFlags;
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Func->FunctionFlags |= 0x400;
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GetDefaultObj()->ProcessEvent(Func, &Parms);
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Func->FunctionFlags = Flgs;
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return Parms.ReturnValue;
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}
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// Function GameplayTasks.GameplayTask_SpawnActor.BeginSpawningActor
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// (Native, Public, HasOutParams, BlueprintCallable)
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// Parameters:
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// class UObject* WorldContextObject (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
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// class AActor* SpawnedActor (Parm, OutParm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
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// bool ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
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bool UGameplayTask_SpawnActor::BeginSpawningActor(class UObject* WorldContextObject, class AActor** SpawnedActor)
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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("GameplayTask_SpawnActor", "BeginSpawningActor");
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Params::GameplayTask_SpawnActor_BeginSpawningActor Parms{};
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Parms.WorldContextObject = WorldContextObject;
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auto Flgs = Func->FunctionFlags;
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Func->FunctionFlags |= 0x400;
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UObject::ProcessEvent(Func, &Parms);
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Func->FunctionFlags = Flgs;
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if (SpawnedActor != nullptr)
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*SpawnedActor = Parms.SpawnedActor;
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return Parms.ReturnValue;
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}
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// Function GameplayTasks.GameplayTask_SpawnActor.FinishSpawningActor
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// (Native, Public, BlueprintCallable)
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// Parameters:
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// class UObject* WorldContextObject (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
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// class AActor* SpawnedActor (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
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void UGameplayTask_SpawnActor::FinishSpawningActor(class UObject* WorldContextObject, class AActor* SpawnedActor)
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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("GameplayTask_SpawnActor", "FinishSpawningActor");
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Params::GameplayTask_SpawnActor_FinishSpawningActor Parms{};
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Parms.WorldContextObject = WorldContextObject;
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Parms.SpawnedActor = SpawnedActor;
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auto Flgs = Func->FunctionFlags;
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Func->FunctionFlags |= 0x400;
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UObject::ProcessEvent(Func, &Parms);
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Func->FunctionFlags = Flgs;
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}
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}
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