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

98 lines
2.3 KiB
C++

#pragma once
/*
* SDK generated by Dumper-7
*
* https://github.com/Encryqed/Dumper-7
*/
// Package: InterfacePlayerPawn
#include "Basic.hpp"
#include "InterfacePlayerPawn_classes.hpp"
#include "InterfacePlayerPawn_parameters.hpp"
namespace SDK
{
// Function InterfacePlayerPawn.InterfacePlayerPawn_C.MeleeSwingRight
// (BlueprintCallable, BlueprintEvent)
void IInterfacePlayerPawn_C::MeleeSwingRight()
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("InterfacePlayerPawn_C", "MeleeSwingRight");
UObject::ProcessEvent(Func, nullptr);
}
// Function InterfacePlayerPawn.InterfacePlayerPawn_C.MeleeSwingLeft
// (BlueprintCallable, BlueprintEvent)
void IInterfacePlayerPawn_C::MeleeSwingLeft()
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("InterfacePlayerPawn_C", "MeleeSwingLeft");
UObject::ProcessEvent(Func, nullptr);
}
// Function InterfacePlayerPawn.InterfacePlayerPawn_C.Melee_Effect_Color
// (Public, HasOutParams, BlueprintCallable, BlueprintEvent)
// Parameters:
// struct FVector Melee_Color_Set (Parm, OutParm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash)
void IInterfacePlayerPawn_C::Melee_Effect_Color(struct FVector* Melee_Color_Set)
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("InterfacePlayerPawn_C", "Melee_Effect_Color");
Params::InterfacePlayerPawn_C_Melee_Effect_Color Parms{};
UObject::ProcessEvent(Func, &Parms);
if (Melee_Color_Set != nullptr)
*Melee_Color_Set = std::move(Parms.Melee_Color_Set);
}
// Function InterfacePlayerPawn.InterfacePlayerPawn_C.FootStepLeft
// (Public, BlueprintCallable, BlueprintEvent)
void IInterfacePlayerPawn_C::FootStepLeft()
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("InterfacePlayerPawn_C", "FootStepLeft");
UObject::ProcessEvent(Func, nullptr);
}
// Function InterfacePlayerPawn.InterfacePlayerPawn_C.FootStepRight
// (Public, BlueprintCallable, BlueprintEvent)
void IInterfacePlayerPawn_C::FootStepRight()
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("InterfacePlayerPawn_C", "FootStepRight");
UObject::ProcessEvent(Func, nullptr);
}
}