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

1129 lines
69 KiB
C++

#pragma once
/*
* SDK generated by Dumper-7
*
* https://github.com/Encryqed/Dumper-7
*/
// Package: MissionBlueprintFunctionLibrary
#include "Basic.hpp"
#include "MissionBlueprintFunctionLibrary_classes.hpp"
#include "MissionBlueprintFunctionLibrary_parameters.hpp"
namespace SDK
{
// Function MissionBlueprintFunctionLibrary.MissionBlueprintFunctionLibrary_C.RegisterUI UpdatesWithDamageEvents
// (Static, Public, BlueprintCallable, BlueprintEvent)
// Parameters:
// class AActor* ActorToRegisterWith (BlueprintVisible, BlueprintReadOnly, Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash)
// class AFortMissionState* MissionState (BlueprintVisible, BlueprintReadOnly, Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash)
// class UObject* __WorldContext (BlueprintVisible, BlueprintReadOnly, Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash)
void UMissionBlueprintFunctionLibrary_C::RegisterUI_UpdatesWithDamageEvents(class AActor* ActorToRegisterWith, class AFortMissionState* MissionState, class UObject* __WorldContext)
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = StaticClass()->GetFunction("MissionBlueprintFunctionLibrary_C", "RegisterUI UpdatesWithDamageEvents");
Params::MissionBlueprintFunctionLibrary_C_RegisterUI_UpdatesWithDamageEvents Parms{};
Parms.ActorToRegisterWith = ActorToRegisterWith;
Parms.MissionState = MissionState;
Parms.__WorldContext = __WorldContext;
GetDefaultObj()->ProcessEvent(Func, &Parms);
}
// Function MissionBlueprintFunctionLibrary.MissionBlueprintFunctionLibrary_C.UnRegisterUI UpdatesWithDamageEvents
// (Static, Public, BlueprintCallable, BlueprintEvent)
// Parameters:
// class AActor* ActorToUnRegisterWith (BlueprintVisible, BlueprintReadOnly, Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash)
// class AFortMissionState* MissionState (BlueprintVisible, BlueprintReadOnly, Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash)
// class UObject* __WorldContext (BlueprintVisible, BlueprintReadOnly, Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash)
void UMissionBlueprintFunctionLibrary_C::UnRegisterUI_UpdatesWithDamageEvents(class AActor* ActorToUnRegisterWith, class AFortMissionState* MissionState, class UObject* __WorldContext)
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = StaticClass()->GetFunction("MissionBlueprintFunctionLibrary_C", "UnRegisterUI UpdatesWithDamageEvents");
Params::MissionBlueprintFunctionLibrary_C_UnRegisterUI_UpdatesWithDamageEvents Parms{};
Parms.ActorToUnRegisterWith = ActorToUnRegisterWith;
Parms.MissionState = MissionState;
Parms.__WorldContext = __WorldContext;
GetDefaultObj()->ProcessEvent(Func, &Parms);
}
// Function MissionBlueprintFunctionLibrary.MissionBlueprintFunctionLibrary_C.GetObjectiveBadgeIconBrush
// (Static, Public, HasOutParams, HasDefaults, BlueprintCallable, BlueprintEvent)
// Parameters:
// class AFortObjectiveBase* Objective (BlueprintVisible, BlueprintReadOnly, Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash)
// struct FGameplayTag RewardTag (BlueprintVisible, BlueprintReadOnly, Parm, NoDestructor, HasGetValueTypeHash)
// class UObject* __WorldContext (BlueprintVisible, BlueprintReadOnly, Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash)
// struct FSlateBrush IconBrush (Parm, OutParm)
void UMissionBlueprintFunctionLibrary_C::GetObjectiveBadgeIconBrush(class AFortObjectiveBase* Objective, const struct FGameplayTag& RewardTag, class UObject* __WorldContext, struct FSlateBrush* IconBrush)
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = StaticClass()->GetFunction("MissionBlueprintFunctionLibrary_C", "GetObjectiveBadgeIconBrush");
Params::MissionBlueprintFunctionLibrary_C_GetObjectiveBadgeIconBrush Parms{};
Parms.Objective = Objective;
Parms.RewardTag = std::move(RewardTag);
Parms.__WorldContext = __WorldContext;
GetDefaultObj()->ProcessEvent(Func, &Parms);
if (IconBrush != nullptr)
*IconBrush = std::move(Parms.IconBrush);
}
// Function MissionBlueprintFunctionLibrary.MissionBlueprintFunctionLibrary_C.DoesPlayerHaveQuest
// (Static, Public, HasOutParams, BlueprintCallable, BlueprintEvent)
// Parameters:
// class AFortPlayerController* PlayerController (BlueprintVisible, BlueprintReadOnly, Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash)
// class UFortQuestItemDefinition* Quest_Item_Reference (BlueprintVisible, BlueprintReadOnly, Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash)
// class FName Quest_Item_Objective_Backend_Name (BlueprintVisible, BlueprintReadOnly, Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash)
// class UObject* __WorldContext (BlueprintVisible, BlueprintReadOnly, Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash)
// bool QuestValid (Parm, OutParm, ZeroConstructor, IsPlainOldData, NoDestructor)
// class AFortPlayerController* PlayerControllerRef (Parm, OutParm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash)
void UMissionBlueprintFunctionLibrary_C::DoesPlayerHaveQuest(class AFortPlayerController* PlayerController, class UFortQuestItemDefinition* Quest_Item_Reference, class FName Quest_Item_Objective_Backend_Name, class UObject* __WorldContext, bool* QuestValid, class AFortPlayerController** PlayerControllerRef)
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = StaticClass()->GetFunction("MissionBlueprintFunctionLibrary_C", "DoesPlayerHaveQuest");
Params::MissionBlueprintFunctionLibrary_C_DoesPlayerHaveQuest Parms{};
Parms.PlayerController = PlayerController;
Parms.Quest_Item_Reference = Quest_Item_Reference;
Parms.Quest_Item_Objective_Backend_Name = Quest_Item_Objective_Backend_Name;
Parms.__WorldContext = __WorldContext;
GetDefaultObj()->ProcessEvent(Func, &Parms);
if (QuestValid != nullptr)
*QuestValid = Parms.QuestValid;
if (PlayerControllerRef != nullptr)
*PlayerControllerRef = Parms.PlayerControllerRef;
}
// Function MissionBlueprintFunctionLibrary.MissionBlueprintFunctionLibrary_C.HighlightQuestActor
// (Static, Public, BlueprintCallable, BlueprintEvent)
// Parameters:
// class AActor* ActorToHighlight (BlueprintVisible, BlueprintReadOnly, Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash)
// bool HighlightEnabled (BlueprintVisible, BlueprintReadOnly, Parm, ZeroConstructor, IsPlainOldData, NoDestructor)
// class UObject* __WorldContext (BlueprintVisible, BlueprintReadOnly, Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash)
void UMissionBlueprintFunctionLibrary_C::HighlightQuestActor(class AActor* ActorToHighlight, bool HighlightEnabled, class UObject* __WorldContext)
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = StaticClass()->GetFunction("MissionBlueprintFunctionLibrary_C", "HighlightQuestActor");
Params::MissionBlueprintFunctionLibrary_C_HighlightQuestActor Parms{};
Parms.ActorToHighlight = ActorToHighlight;
Parms.HighlightEnabled = HighlightEnabled;
Parms.__WorldContext = __WorldContext;
GetDefaultObj()->ProcessEvent(Func, &Parms);
}
// Function MissionBlueprintFunctionLibrary.MissionBlueprintFunctionLibrary_C.QuestObjectiveCountAchieved
// (Static, Public, HasOutParams, BlueprintCallable, BlueprintEvent)
// Parameters:
// class AFortPlayerController* PlayerControllerReference (BlueprintVisible, BlueprintReadOnly, Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash)
// class UFortQuestItemDefinition* Quest_Item_Reference (BlueprintVisible, BlueprintReadOnly, Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash)
// struct FDataTableRowHandle ObjectiveStatHandle (BlueprintVisible, BlueprintReadOnly, Parm, NoDestructor)
// class UObject* __WorldContext (BlueprintVisible, BlueprintReadOnly, Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash)
// int32 Quest_Count_Achieved (Parm, OutParm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash)
// int32 Quest_Count_Required (Parm, OutParm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash)
// bool SuccessfullyFoundCount (Parm, OutParm, ZeroConstructor, IsPlainOldData, NoDestructor)
void UMissionBlueprintFunctionLibrary_C::QuestObjectiveCountAchieved(class AFortPlayerController* PlayerControllerReference, class UFortQuestItemDefinition* Quest_Item_Reference, const struct FDataTableRowHandle& ObjectiveStatHandle, class UObject* __WorldContext, int32* Quest_Count_Achieved, int32* Quest_Count_Required, bool* SuccessfullyFoundCount)
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = StaticClass()->GetFunction("MissionBlueprintFunctionLibrary_C", "QuestObjectiveCountAchieved");
Params::MissionBlueprintFunctionLibrary_C_QuestObjectiveCountAchieved Parms{};
Parms.PlayerControllerReference = PlayerControllerReference;
Parms.Quest_Item_Reference = Quest_Item_Reference;
Parms.ObjectiveStatHandle = std::move(ObjectiveStatHandle);
Parms.__WorldContext = __WorldContext;
GetDefaultObj()->ProcessEvent(Func, &Parms);
if (Quest_Count_Achieved != nullptr)
*Quest_Count_Achieved = Parms.Quest_Count_Achieved;
if (Quest_Count_Required != nullptr)
*Quest_Count_Required = Parms.Quest_Count_Required;
if (SuccessfullyFoundCount != nullptr)
*SuccessfullyFoundCount = Parms.SuccessfullyFoundCount;
}
// Function MissionBlueprintFunctionLibrary.MissionBlueprintFunctionLibrary_C.DoesAnyoneRequireQuest
// (Static, Public, HasOutParams, BlueprintCallable, BlueprintEvent)
// Parameters:
// class UFortQuestItemDefinition* QuestReference (BlueprintVisible, BlueprintReadOnly, Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash)
// class FName Quest_Backend_Name (BlueprintVisible, BlueprintReadOnly, Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash)
// class UObject* __WorldContext (BlueprintVisible, BlueprintReadOnly, Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash)
// bool SomePlayerNeedsTheQuest (Parm, OutParm, ZeroConstructor, IsPlainOldData, NoDestructor)
void UMissionBlueprintFunctionLibrary_C::DoesAnyoneRequireQuest(class UFortQuestItemDefinition* QuestReference, class FName Quest_Backend_Name, class UObject* __WorldContext, bool* SomePlayerNeedsTheQuest)
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = StaticClass()->GetFunction("MissionBlueprintFunctionLibrary_C", "DoesAnyoneRequireQuest");
Params::MissionBlueprintFunctionLibrary_C_DoesAnyoneRequireQuest Parms{};
Parms.QuestReference = QuestReference;
Parms.Quest_Backend_Name = Quest_Backend_Name;
Parms.__WorldContext = __WorldContext;
GetDefaultObj()->ProcessEvent(Func, &Parms);
if (SomePlayerNeedsTheQuest != nullptr)
*SomePlayerNeedsTheQuest = Parms.SomePlayerNeedsTheQuest;
}
// Function MissionBlueprintFunctionLibrary.MissionBlueprintFunctionLibrary_C.ListPlayersWhoNeedQuest
// (Static, Public, HasOutParams, BlueprintCallable, BlueprintEvent)
// Parameters:
// class UFortQuestItemDefinition* Quest_Reference (BlueprintVisible, BlueprintReadOnly, Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash)
// class FName Quest_Backend_Name (BlueprintVisible, BlueprintReadOnly, Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash)
// class UObject* __WorldContext (BlueprintVisible, BlueprintReadOnly, Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash)
// TArray<class AFortPlayerController*> Player_Controllers_Who_Require_The_Quest (Parm, OutParm, ZeroConstructor)
// bool DoesAnyoneRequireTheQuest (Parm, OutParm, ZeroConstructor, IsPlainOldData, NoDestructor)
void UMissionBlueprintFunctionLibrary_C::ListPlayersWhoNeedQuest(class UFortQuestItemDefinition* Quest_Reference, class FName Quest_Backend_Name, class UObject* __WorldContext, TArray<class AFortPlayerController*>* Player_Controllers_Who_Require_The_Quest, bool* DoesAnyoneRequireTheQuest)
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = StaticClass()->GetFunction("MissionBlueprintFunctionLibrary_C", "ListPlayersWhoNeedQuest");
Params::MissionBlueprintFunctionLibrary_C_ListPlayersWhoNeedQuest Parms{};
Parms.Quest_Reference = Quest_Reference;
Parms.Quest_Backend_Name = Quest_Backend_Name;
Parms.__WorldContext = __WorldContext;
GetDefaultObj()->ProcessEvent(Func, &Parms);
if (Player_Controllers_Who_Require_The_Quest != nullptr)
*Player_Controllers_Who_Require_The_Quest = std::move(Parms.Player_Controllers_Who_Require_The_Quest);
if (DoesAnyoneRequireTheQuest != nullptr)
*DoesAnyoneRequireTheQuest = Parms.DoesAnyoneRequireTheQuest;
}
// Function MissionBlueprintFunctionLibrary.MissionBlueprintFunctionLibrary_C.NPC_DroneStartRescue
// (Static, Public, HasDefaults, BlueprintCallable, BlueprintEvent)
// Parameters:
// class AActor* Actor (BlueprintVisible, BlueprintReadOnly, Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash)
// class AActor* Instigator (BlueprintVisible, BlueprintReadOnly, Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash)
// class UObject* __WorldContext (BlueprintVisible, BlueprintReadOnly, Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash)
void UMissionBlueprintFunctionLibrary_C::NPC_DroneStartRescue(class AActor* Actor, class AActor* Instigator, class UObject* __WorldContext)
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = StaticClass()->GetFunction("MissionBlueprintFunctionLibrary_C", "NPC_DroneStartRescue");
Params::MissionBlueprintFunctionLibrary_C_NPC_DroneStartRescue Parms{};
Parms.Actor = Actor;
Parms.Instigator = Instigator;
Parms.__WorldContext = __WorldContext;
GetDefaultObj()->ProcessEvent(Func, &Parms);
}
// Function MissionBlueprintFunctionLibrary.MissionBlueprintFunctionLibrary_C.NPC_DroneStopRescue
// (Static, Public, HasDefaults, BlueprintCallable, BlueprintEvent)
// Parameters:
// class AActor* Actor (BlueprintVisible, BlueprintReadOnly, Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash)
// class AActor* Instigator (BlueprintVisible, BlueprintReadOnly, Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash)
// class UObject* __WorldContext (BlueprintVisible, BlueprintReadOnly, Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash)
void UMissionBlueprintFunctionLibrary_C::NPC_DroneStopRescue(class AActor* Actor, class AActor* Instigator, class UObject* __WorldContext)
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = StaticClass()->GetFunction("MissionBlueprintFunctionLibrary_C", "NPC_DroneStopRescue");
Params::MissionBlueprintFunctionLibrary_C_NPC_DroneStopRescue Parms{};
Parms.Actor = Actor;
Parms.Instigator = Instigator;
Parms.__WorldContext = __WorldContext;
GetDefaultObj()->ProcessEvent(Func, &Parms);
}
// Function MissionBlueprintFunctionLibrary.MissionBlueprintFunctionLibrary_C.FlashObjectiveUI
// (Static, Public, HasDefaults, BlueprintCallable, BlueprintEvent)
// Parameters:
// class AFortObjectiveBase* Objective_Reference (BlueprintVisible, BlueprintReadOnly, Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash)
// class UObject* __WorldContext (BlueprintVisible, BlueprintReadOnly, Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash)
void UMissionBlueprintFunctionLibrary_C::FlashObjectiveUI(class AFortObjectiveBase* Objective_Reference, class UObject* __WorldContext)
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = StaticClass()->GetFunction("MissionBlueprintFunctionLibrary_C", "FlashObjectiveUI");
Params::MissionBlueprintFunctionLibrary_C_FlashObjectiveUI Parms{};
Parms.Objective_Reference = Objective_Reference;
Parms.__WorldContext = __WorldContext;
GetDefaultObj()->ProcessEvent(Func, &Parms);
}
// Function MissionBlueprintFunctionLibrary.MissionBlueprintFunctionLibrary_C.AnyPlayerNearActor
// (Static, Public, HasOutParams, BlueprintCallable, BlueprintEvent)
// Parameters:
// float DistanceToCheck (BlueprintVisible, BlueprintReadOnly, Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash)
// class AActor* Actor (BlueprintVisible, BlueprintReadOnly, Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash)
// class UObject* __WorldContext (BlueprintVisible, BlueprintReadOnly, Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash)
// bool IsPlayerNearActor (Parm, OutParm, ZeroConstructor, IsPlainOldData, NoDestructor)
// TArray<class AFortPlayerPawn*> PlayersNearActor (Parm, OutParm, ZeroConstructor)
void UMissionBlueprintFunctionLibrary_C::AnyPlayerNearActor(float DistanceToCheck, class AActor* Actor, class UObject* __WorldContext, bool* IsPlayerNearActor, TArray<class AFortPlayerPawn*>* PlayersNearActor)
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = StaticClass()->GetFunction("MissionBlueprintFunctionLibrary_C", "AnyPlayerNearActor");
Params::MissionBlueprintFunctionLibrary_C_AnyPlayerNearActor Parms{};
Parms.DistanceToCheck = DistanceToCheck;
Parms.Actor = Actor;
Parms.__WorldContext = __WorldContext;
GetDefaultObj()->ProcessEvent(Func, &Parms);
if (IsPlayerNearActor != nullptr)
*IsPlayerNearActor = Parms.IsPlayerNearActor;
if (PlayersNearActor != nullptr)
*PlayersNearActor = std::move(Parms.PlayersNearActor);
}
// Function MissionBlueprintFunctionLibrary.MissionBlueprintFunctionLibrary_C.DropChance
// (Static, Public, HasOutParams, BlueprintCallable, BlueprintEvent)
// Parameters:
// float DropPercentChance (BlueprintVisible, BlueprintReadOnly, Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash)
// class UObject* __WorldContext (BlueprintVisible, BlueprintReadOnly, Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash)
// bool DropResult (Parm, OutParm, ZeroConstructor, IsPlainOldData, NoDestructor)
void UMissionBlueprintFunctionLibrary_C::DropChance(float DropPercentChance, class UObject* __WorldContext, bool* DropResult)
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = StaticClass()->GetFunction("MissionBlueprintFunctionLibrary_C", "DropChance");
Params::MissionBlueprintFunctionLibrary_C_DropChance Parms{};
Parms.DropPercentChance = DropPercentChance;
Parms.__WorldContext = __WorldContext;
GetDefaultObj()->ProcessEvent(Func, &Parms);
if (DropResult != nullptr)
*DropResult = Parms.DropResult;
}
// Function MissionBlueprintFunctionLibrary.MissionBlueprintFunctionLibrary_C.GiveQuestUpdateToPlayers
// (Static, Public, HasOutParams, BlueprintCallable, BlueprintEvent)
// Parameters:
// class UFortQuestItemDefinition* Quest_Reference (BlueprintVisible, BlueprintReadOnly, Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash)
// class FName Quest_Objective_Backend_Name (BlueprintVisible, BlueprintReadOnly, Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash)
// struct FDataTableRowHandle ObjectiveStatEvent (BlueprintVisible, BlueprintReadOnly, Parm, NoDestructor)
// TArray<class AFortPlayerController*> PlayerControllersForUpdate (BlueprintVisible, BlueprintReadOnly, Parm, OutParm, ZeroConstructor, ReferenceParm)
// class UObject* __WorldContext (BlueprintVisible, BlueprintReadOnly, Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash)
void UMissionBlueprintFunctionLibrary_C::GiveQuestUpdateToPlayers(class UFortQuestItemDefinition* Quest_Reference, class FName Quest_Objective_Backend_Name, const struct FDataTableRowHandle& ObjectiveStatEvent, TArray<class AFortPlayerController*>& PlayerControllersForUpdate, class UObject* __WorldContext)
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = StaticClass()->GetFunction("MissionBlueprintFunctionLibrary_C", "GiveQuestUpdateToPlayers");
Params::MissionBlueprintFunctionLibrary_C_GiveQuestUpdateToPlayers Parms{};
Parms.Quest_Reference = Quest_Reference;
Parms.Quest_Objective_Backend_Name = Quest_Objective_Backend_Name;
Parms.ObjectiveStatEvent = std::move(ObjectiveStatEvent);
Parms.PlayerControllersForUpdate = std::move(PlayerControllersForUpdate);
Parms.__WorldContext = __WorldContext;
GetDefaultObj()->ProcessEvent(Func, &Parms);
PlayerControllersForUpdate = std::move(Parms.PlayerControllersForUpdate);
}
// Function MissionBlueprintFunctionLibrary.MissionBlueprintFunctionLibrary_C.AnyPawnNearActor
// (Static, Public, HasOutParams, BlueprintCallable, BlueprintEvent)
// Parameters:
// float DistanceToCheck (BlueprintVisible, BlueprintReadOnly, Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash)
// class AActor* Actor (BlueprintVisible, BlueprintReadOnly, Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash)
// class UObject* __WorldContext (BlueprintVisible, BlueprintReadOnly, Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash)
// bool IsPawnNearActor (Parm, OutParm, ZeroConstructor, IsPlainOldData, NoDestructor)
// TArray<class AFortPawn*> PawnsNearActor (Parm, OutParm, ZeroConstructor)
void UMissionBlueprintFunctionLibrary_C::AnyPawnNearActor(float DistanceToCheck, class AActor* Actor, class UObject* __WorldContext, bool* IsPawnNearActor, TArray<class AFortPawn*>* PawnsNearActor)
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = StaticClass()->GetFunction("MissionBlueprintFunctionLibrary_C", "AnyPawnNearActor");
Params::MissionBlueprintFunctionLibrary_C_AnyPawnNearActor Parms{};
Parms.DistanceToCheck = DistanceToCheck;
Parms.Actor = Actor;
Parms.__WorldContext = __WorldContext;
GetDefaultObj()->ProcessEvent(Func, &Parms);
if (IsPawnNearActor != nullptr)
*IsPawnNearActor = Parms.IsPawnNearActor;
if (PawnsNearActor != nullptr)
*PawnsNearActor = std::move(Parms.PawnsNearActor);
}
// Function MissionBlueprintFunctionLibrary.MissionBlueprintFunctionLibrary_C.Random_360_VectorInRange
// (Static, Public, HasOutParams, BlueprintCallable, BlueprintEvent)
// Parameters:
// float MinDistance (BlueprintVisible, BlueprintReadOnly, Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash)
// float MaxDistance (BlueprintVisible, BlueprintReadOnly, Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash)
// class UObject* __WorldContext (BlueprintVisible, BlueprintReadOnly, Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash)
// struct FVector Random_Vector_Result_ (Parm, OutParm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash)
void UMissionBlueprintFunctionLibrary_C::Random_360_VectorInRange(float MinDistance, float MaxDistance, class UObject* __WorldContext, struct FVector* Random_Vector_Result_)
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = StaticClass()->GetFunction("MissionBlueprintFunctionLibrary_C", "Random_360_VectorInRange");
Params::MissionBlueprintFunctionLibrary_C_Random_360_VectorInRange Parms{};
Parms.MinDistance = MinDistance;
Parms.MaxDistance = MaxDistance;
Parms.__WorldContext = __WorldContext;
GetDefaultObj()->ProcessEvent(Func, &Parms);
if (Random_Vector_Result_ != nullptr)
*Random_Vector_Result_ = std::move(Parms.Random_Vector_Result_);
}
// Function MissionBlueprintFunctionLibrary.MissionBlueprintFunctionLibrary_C.GetBuildingRecommendation
// (Static, Public, HasOutParams, BlueprintCallable, BlueprintEvent)
// Parameters:
// class FName RowName (BlueprintVisible, BlueprintReadOnly, Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash)
// class UObject* __WorldContext (BlueprintVisible, BlueprintReadOnly, Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash)
// int32 BuildingCount (Parm, OutParm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash)
// bool RowFound (Parm, OutParm, ZeroConstructor, IsPlainOldData, NoDestructor)
void UMissionBlueprintFunctionLibrary_C::GetBuildingRecommendation(class FName RowName, class UObject* __WorldContext, int32* BuildingCount, bool* RowFound)
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = StaticClass()->GetFunction("MissionBlueprintFunctionLibrary_C", "GetBuildingRecommendation");
Params::MissionBlueprintFunctionLibrary_C_GetBuildingRecommendation Parms{};
Parms.RowName = RowName;
Parms.__WorldContext = __WorldContext;
GetDefaultObj()->ProcessEvent(Func, &Parms);
if (BuildingCount != nullptr)
*BuildingCount = Parms.BuildingCount;
if (RowFound != nullptr)
*RowFound = Parms.RowFound;
}
// Function MissionBlueprintFunctionLibrary.MissionBlueprintFunctionLibrary_C.GrantSurvivorBadge
// (Static, Public, HasOutParams, BlueprintCallable, BlueprintEvent)
// Parameters:
// int32 LootLevelIn (BlueprintVisible, BlueprintReadOnly, Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash)
// ESurvivorBadgeTypes BadgeType (BlueprintVisible, BlueprintReadOnly, Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash)
// class UObject* __WorldContext (BlueprintVisible, BlueprintReadOnly, Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash)
// class UFortItemDefinition* NewParam (Parm, OutParm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash)
void UMissionBlueprintFunctionLibrary_C::GrantSurvivorBadge(int32 LootLevelIn, ESurvivorBadgeTypes BadgeType, class UObject* __WorldContext, class UFortItemDefinition** NewParam)
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = StaticClass()->GetFunction("MissionBlueprintFunctionLibrary_C", "GrantSurvivorBadge");
Params::MissionBlueprintFunctionLibrary_C_GrantSurvivorBadge Parms{};
Parms.LootLevelIn = LootLevelIn;
Parms.BadgeType = BadgeType;
Parms.__WorldContext = __WorldContext;
GetDefaultObj()->ProcessEvent(Func, &Parms);
if (NewParam != nullptr)
*NewParam = Parms.NewParam;
}
// Function MissionBlueprintFunctionLibrary.MissionBlueprintFunctionLibrary_C.BasicBuildingItemDrop
// (Static, Public, BlueprintCallable, BlueprintEvent)
// Parameters:
// EnumEventWorldItemDrop Item_Drop_Level (BlueprintVisible, BlueprintReadOnly, Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash)
// struct FVector LootDropLocation (BlueprintVisible, BlueprintReadOnly, Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash)
// class UObject* __WorldContext (BlueprintVisible, BlueprintReadOnly, Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash)
void UMissionBlueprintFunctionLibrary_C::BasicBuildingItemDrop(EnumEventWorldItemDrop Item_Drop_Level, const struct FVector& LootDropLocation, class UObject* __WorldContext)
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = StaticClass()->GetFunction("MissionBlueprintFunctionLibrary_C", "BasicBuildingItemDrop");
Params::MissionBlueprintFunctionLibrary_C_BasicBuildingItemDrop Parms{};
Parms.Item_Drop_Level = Item_Drop_Level;
Parms.LootDropLocation = std::move(LootDropLocation);
Parms.__WorldContext = __WorldContext;
GetDefaultObj()->ProcessEvent(Func, &Parms);
}
// Function MissionBlueprintFunctionLibrary.MissionBlueprintFunctionLibrary_C.SeperatePlayersWhoNeedQuest
// (Static, Public, HasOutParams, BlueprintCallable, BlueprintEvent)
// Parameters:
// class UFortQuestItemDefinition* QuestItemReference (BlueprintVisible, BlueprintReadOnly, Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash)
// class FName QuestObjectiveBackendName (BlueprintVisible, BlueprintReadOnly, Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash)
// class UObject* __WorldContext (BlueprintVisible, BlueprintReadOnly, Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash)
// TArray<class AFortPlayerController*> PlayersWhoNeedQuest (Parm, OutParm, ZeroConstructor)
// TArray<class AFortPlayerController*> PlayersWhoDoNotNeedQuest (Parm, OutParm, ZeroConstructor)
void UMissionBlueprintFunctionLibrary_C::SeperatePlayersWhoNeedQuest(class UFortQuestItemDefinition* QuestItemReference, class FName QuestObjectiveBackendName, class UObject* __WorldContext, TArray<class AFortPlayerController*>* PlayersWhoNeedQuest, TArray<class AFortPlayerController*>* PlayersWhoDoNotNeedQuest)
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = StaticClass()->GetFunction("MissionBlueprintFunctionLibrary_C", "SeperatePlayersWhoNeedQuest");
Params::MissionBlueprintFunctionLibrary_C_SeperatePlayersWhoNeedQuest Parms{};
Parms.QuestItemReference = QuestItemReference;
Parms.QuestObjectiveBackendName = QuestObjectiveBackendName;
Parms.__WorldContext = __WorldContext;
GetDefaultObj()->ProcessEvent(Func, &Parms);
if (PlayersWhoNeedQuest != nullptr)
*PlayersWhoNeedQuest = std::move(Parms.PlayersWhoNeedQuest);
if (PlayersWhoDoNotNeedQuest != nullptr)
*PlayersWhoDoNotNeedQuest = std::move(Parms.PlayersWhoDoNotNeedQuest);
}
// Function MissionBlueprintFunctionLibrary.MissionBlueprintFunctionLibrary_C.HasPlayerCompletedQuest
// (Static, Public, HasOutParams, BlueprintCallable, BlueprintEvent)
// Parameters:
// class AFortPlayerController* PlayerController (BlueprintVisible, BlueprintReadOnly, Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash)
// class UFortQuestItemDefinition* QuestReference (BlueprintVisible, BlueprintReadOnly, Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash)
// class FName QuestBackendName (BlueprintVisible, BlueprintReadOnly, Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash)
// class UObject* __WorldContext (BlueprintVisible, BlueprintReadOnly, Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash)
// class AFortPlayerController* PlayerControllerOut (Parm, OutParm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash)
// bool CompletedQuest (Parm, OutParm, ZeroConstructor, IsPlainOldData, NoDestructor)
void UMissionBlueprintFunctionLibrary_C::HasPlayerCompletedQuest(class AFortPlayerController* PlayerController, class UFortQuestItemDefinition* QuestReference, class FName QuestBackendName, class UObject* __WorldContext, class AFortPlayerController** PlayerControllerOut, bool* CompletedQuest)
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = StaticClass()->GetFunction("MissionBlueprintFunctionLibrary_C", "HasPlayerCompletedQuest");
Params::MissionBlueprintFunctionLibrary_C_HasPlayerCompletedQuest Parms{};
Parms.PlayerController = PlayerController;
Parms.QuestReference = QuestReference;
Parms.QuestBackendName = QuestBackendName;
Parms.__WorldContext = __WorldContext;
GetDefaultObj()->ProcessEvent(Func, &Parms);
if (PlayerControllerOut != nullptr)
*PlayerControllerOut = Parms.PlayerControllerOut;
if (CompletedQuest != nullptr)
*CompletedQuest = Parms.CompletedQuest;
}
// Function MissionBlueprintFunctionLibrary.MissionBlueprintFunctionLibrary_C.DistanceBetweenTwoVectors
// (Static, Public, HasOutParams, BlueprintCallable, BlueprintEvent)
// Parameters:
// struct FVector Vector1 (BlueprintVisible, BlueprintReadOnly, Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash)
// struct FVector Vector2 (BlueprintVisible, BlueprintReadOnly, Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash)
// class UObject* __WorldContext (BlueprintVisible, BlueprintReadOnly, Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash)
// float Distance (Parm, OutParm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash)
void UMissionBlueprintFunctionLibrary_C::DistanceBetweenTwoVectors(const struct FVector& Vector1, const struct FVector& Vector2, class UObject* __WorldContext, float* Distance)
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = StaticClass()->GetFunction("MissionBlueprintFunctionLibrary_C", "DistanceBetweenTwoVectors");
Params::MissionBlueprintFunctionLibrary_C_DistanceBetweenTwoVectors Parms{};
Parms.Vector1 = std::move(Vector1);
Parms.Vector2 = std::move(Vector2);
Parms.__WorldContext = __WorldContext;
GetDefaultObj()->ProcessEvent(Func, &Parms);
if (Distance != nullptr)
*Distance = Parms.Distance;
}
// Function MissionBlueprintFunctionLibrary.MissionBlueprintFunctionLibrary_C.ApplyDifficultyOffset
// (Static, Public, HasOutParams, BlueprintCallable, BlueprintEvent)
// Parameters:
// class FName RowName (BlueprintVisible, BlueprintReadOnly, Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash)
// float BaseDifficulty (BlueprintVisible, BlueprintReadOnly, Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash)
// class UObject* __WorldContext (BlueprintVisible, BlueprintReadOnly, Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash)
// bool Success (Parm, OutParm, ZeroConstructor, IsPlainOldData, NoDestructor)
void UMissionBlueprintFunctionLibrary_C::ApplyDifficultyOffset(class FName RowName, float BaseDifficulty, class UObject* __WorldContext, bool* Success)
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = StaticClass()->GetFunction("MissionBlueprintFunctionLibrary_C", "ApplyDifficultyOffset");
Params::MissionBlueprintFunctionLibrary_C_ApplyDifficultyOffset Parms{};
Parms.RowName = RowName;
Parms.BaseDifficulty = BaseDifficulty;
Parms.__WorldContext = __WorldContext;
GetDefaultObj()->ProcessEvent(Func, &Parms);
if (Success != nullptr)
*Success = Parms.Success;
}
// Function MissionBlueprintFunctionLibrary.MissionBlueprintFunctionLibrary_C.GetCurrentDifficulty
// (Static, Public, HasOutParams, BlueprintCallable, BlueprintEvent)
// Parameters:
// class UObject* __WorldContext (BlueprintVisible, BlueprintReadOnly, Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash)
// float Difficulty (Parm, OutParm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash)
// bool Success (Parm, OutParm, ZeroConstructor, IsPlainOldData, NoDestructor)
void UMissionBlueprintFunctionLibrary_C::GetCurrentDifficulty(class UObject* __WorldContext, float* Difficulty, bool* Success)
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = StaticClass()->GetFunction("MissionBlueprintFunctionLibrary_C", "GetCurrentDifficulty");
Params::MissionBlueprintFunctionLibrary_C_GetCurrentDifficulty Parms{};
Parms.__WorldContext = __WorldContext;
GetDefaultObj()->ProcessEvent(Func, &Parms);
if (Difficulty != nullptr)
*Difficulty = Parms.Difficulty;
if (Success != nullptr)
*Success = Parms.Success;
}
// Function MissionBlueprintFunctionLibrary.MissionBlueprintFunctionLibrary_C.PointLocationsBetweenTwoVectors
// (Static, Public, HasOutParams, BlueprintCallable, BlueprintEvent)
// Parameters:
// struct FVector Vector_1 (BlueprintVisible, BlueprintReadOnly, Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash)
// struct FVector Vector_2 (BlueprintVisible, BlueprintReadOnly, Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash)
// int32 HowManyPoints (BlueprintVisible, BlueprintReadOnly, Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash)
// class UObject* __WorldContext (BlueprintVisible, BlueprintReadOnly, Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash)
// TArray<struct FVector> VectorPoints (Parm, OutParm, ZeroConstructor)
// bool SuccessfullyFoundPoints (Parm, OutParm, ZeroConstructor, IsPlainOldData, NoDestructor)
void UMissionBlueprintFunctionLibrary_C::PointLocationsBetweenTwoVectors(const struct FVector& Vector_1, const struct FVector& Vector_2, int32 HowManyPoints, class UObject* __WorldContext, TArray<struct FVector>* VectorPoints, bool* SuccessfullyFoundPoints)
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = StaticClass()->GetFunction("MissionBlueprintFunctionLibrary_C", "PointLocationsBetweenTwoVectors");
Params::MissionBlueprintFunctionLibrary_C_PointLocationsBetweenTwoVectors Parms{};
Parms.Vector_1 = std::move(Vector_1);
Parms.Vector_2 = std::move(Vector_2);
Parms.HowManyPoints = HowManyPoints;
Parms.__WorldContext = __WorldContext;
GetDefaultObj()->ProcessEvent(Func, &Parms);
if (VectorPoints != nullptr)
*VectorPoints = std::move(Parms.VectorPoints);
if (SuccessfullyFoundPoints != nullptr)
*SuccessfullyFoundPoints = Parms.SuccessfullyFoundPoints;
}
// Function MissionBlueprintFunctionLibrary.MissionBlueprintFunctionLibrary_C.GetContributingControllersNearActor
// (Static, Public, HasOutParams, BlueprintCallable, BlueprintEvent)
// Parameters:
// float Distance (BlueprintVisible, BlueprintReadOnly, Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash)
// class AActor* Actor (BlueprintVisible, BlueprintReadOnly, Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash)
// class UObject* __WorldContext (BlueprintVisible, BlueprintReadOnly, Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash)
// TArray<class AFortPlayerController*> PlayerControllersNearby (Parm, OutParm, ZeroConstructor)
// bool SuccessfullyFoundPlayer (Parm, OutParm, ZeroConstructor, IsPlainOldData, NoDestructor)
void UMissionBlueprintFunctionLibrary_C::GetContributingControllersNearActor(float Distance, class AActor* Actor, class UObject* __WorldContext, TArray<class AFortPlayerController*>* PlayerControllersNearby, bool* SuccessfullyFoundPlayer)
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = StaticClass()->GetFunction("MissionBlueprintFunctionLibrary_C", "GetContributingControllersNearActor");
Params::MissionBlueprintFunctionLibrary_C_GetContributingControllersNearActor Parms{};
Parms.Distance = Distance;
Parms.Actor = Actor;
Parms.__WorldContext = __WorldContext;
GetDefaultObj()->ProcessEvent(Func, &Parms);
if (PlayerControllersNearby != nullptr)
*PlayerControllersNearby = std::move(Parms.PlayerControllersNearby);
if (SuccessfullyFoundPlayer != nullptr)
*SuccessfullyFoundPlayer = Parms.SuccessfullyFoundPlayer;
}
// Function MissionBlueprintFunctionLibrary.MissionBlueprintFunctionLibrary_C.HasPlayerCompletedQuestObjective
// (Static, Public, HasOutParams, BlueprintCallable, BlueprintEvent)
// Parameters:
// class AFortPlayerController* PlayerController (BlueprintVisible, BlueprintReadOnly, Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash)
// class UFortQuestItemDefinition* QuestReference (BlueprintVisible, BlueprintReadOnly, Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash)
// class FName QuestBackendObjectiveName (BlueprintVisible, BlueprintReadOnly, Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash)
// class UObject* __WorldContext (BlueprintVisible, BlueprintReadOnly, Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash)
// class AFortPlayerController* PlayerControllerOut (Parm, OutParm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash)
// bool CompletedQuestObjective (Parm, OutParm, ZeroConstructor, IsPlainOldData, NoDestructor)
void UMissionBlueprintFunctionLibrary_C::HasPlayerCompletedQuestObjective(class AFortPlayerController* PlayerController, class UFortQuestItemDefinition* QuestReference, class FName QuestBackendObjectiveName, class UObject* __WorldContext, class AFortPlayerController** PlayerControllerOut, bool* CompletedQuestObjective)
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = StaticClass()->GetFunction("MissionBlueprintFunctionLibrary_C", "HasPlayerCompletedQuestObjective");
Params::MissionBlueprintFunctionLibrary_C_HasPlayerCompletedQuestObjective Parms{};
Parms.PlayerController = PlayerController;
Parms.QuestReference = QuestReference;
Parms.QuestBackendObjectiveName = QuestBackendObjectiveName;
Parms.__WorldContext = __WorldContext;
GetDefaultObj()->ProcessEvent(Func, &Parms);
if (PlayerControllerOut != nullptr)
*PlayerControllerOut = Parms.PlayerControllerOut;
if (CompletedQuestObjective != nullptr)
*CompletedQuestObjective = Parms.CompletedQuestObjective;
}
// Function MissionBlueprintFunctionLibrary.MissionBlueprintFunctionLibrary_C.HideParticleComponentsAttachedToMesh
// (Static, Public, HasOutParams, BlueprintCallable, BlueprintEvent)
// Parameters:
// class UStaticMeshComponent* MeshComponent (BlueprintVisible, BlueprintReadOnly, Parm, ZeroConstructor, InstancedReference, IsPlainOldData, NoDestructor, HasGetValueTypeHash)
// class UObject* __WorldContext (BlueprintVisible, BlueprintReadOnly, Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash)
// bool SuccessfullyDeactivatedParticle (Parm, OutParm, ZeroConstructor, IsPlainOldData, NoDestructor)
void UMissionBlueprintFunctionLibrary_C::HideParticleComponentsAttachedToMesh(class UStaticMeshComponent* MeshComponent, class UObject* __WorldContext, bool* SuccessfullyDeactivatedParticle)
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = StaticClass()->GetFunction("MissionBlueprintFunctionLibrary_C", "HideParticleComponentsAttachedToMesh");
Params::MissionBlueprintFunctionLibrary_C_HideParticleComponentsAttachedToMesh Parms{};
Parms.MeshComponent = MeshComponent;
Parms.__WorldContext = __WorldContext;
GetDefaultObj()->ProcessEvent(Func, &Parms);
if (SuccessfullyDeactivatedParticle != nullptr)
*SuccessfullyDeactivatedParticle = Parms.SuccessfullyDeactivatedParticle;
}
// Function MissionBlueprintFunctionLibrary.MissionBlueprintFunctionLibrary_C.DoesAnyPlayerRequireQuestObjective
// (Static, Public, HasOutParams, BlueprintCallable, BlueprintEvent)
// Parameters:
// class UFortQuestItemDefinition* QuestReference (BlueprintVisible, BlueprintReadOnly, Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash)
// struct FDataTableRowHandle QuestObjectiveHandle (BlueprintVisible, BlueprintReadOnly, Parm, NoDestructor)
// class UObject* __WorldContext (BlueprintVisible, BlueprintReadOnly, Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash)
// TArray<class AFortPlayerController*> PlayerControllersWhoRequireObjective (Parm, OutParm, ZeroConstructor)
// bool SomebodyRequiresObjective (Parm, OutParm, ZeroConstructor, IsPlainOldData, NoDestructor)
void UMissionBlueprintFunctionLibrary_C::DoesAnyPlayerRequireQuestObjective(class UFortQuestItemDefinition* QuestReference, const struct FDataTableRowHandle& QuestObjectiveHandle, class UObject* __WorldContext, TArray<class AFortPlayerController*>* PlayerControllersWhoRequireObjective, bool* SomebodyRequiresObjective)
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = StaticClass()->GetFunction("MissionBlueprintFunctionLibrary_C", "DoesAnyPlayerRequireQuestObjective");
Params::MissionBlueprintFunctionLibrary_C_DoesAnyPlayerRequireQuestObjective Parms{};
Parms.QuestReference = QuestReference;
Parms.QuestObjectiveHandle = std::move(QuestObjectiveHandle);
Parms.__WorldContext = __WorldContext;
GetDefaultObj()->ProcessEvent(Func, &Parms);
if (PlayerControllersWhoRequireObjective != nullptr)
*PlayerControllersWhoRequireObjective = std::move(Parms.PlayerControllersWhoRequireObjective);
if (SomebodyRequiresObjective != nullptr)
*SomebodyRequiresObjective = Parms.SomebodyRequiresObjective;
}
// Function MissionBlueprintFunctionLibrary.MissionBlueprintFunctionLibrary_C.HasPlayerCompletedQuestObjectiveHandle
// (Static, Public, HasOutParams, BlueprintCallable, BlueprintEvent)
// Parameters:
// class AFortPlayerController* PlayerController (BlueprintVisible, BlueprintReadOnly, Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash)
// class UFortQuestItemDefinition* QuestReference (BlueprintVisible, BlueprintReadOnly, Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash)
// struct FDataTableRowHandle QuestBackendObjectiveHandle (BlueprintVisible, BlueprintReadOnly, Parm, NoDestructor)
// class UObject* __WorldContext (BlueprintVisible, BlueprintReadOnly, Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash)
// class AFortPlayerController* PlayerControllerOut (Parm, OutParm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash)
// bool CompletedQuestObjective (Parm, OutParm, ZeroConstructor, IsPlainOldData, NoDestructor)
void UMissionBlueprintFunctionLibrary_C::HasPlayerCompletedQuestObjectiveHandle(class AFortPlayerController* PlayerController, class UFortQuestItemDefinition* QuestReference, const struct FDataTableRowHandle& QuestBackendObjectiveHandle, class UObject* __WorldContext, class AFortPlayerController** PlayerControllerOut, bool* CompletedQuestObjective)
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = StaticClass()->GetFunction("MissionBlueprintFunctionLibrary_C", "HasPlayerCompletedQuestObjectiveHandle");
Params::MissionBlueprintFunctionLibrary_C_HasPlayerCompletedQuestObjectiveHandle Parms{};
Parms.PlayerController = PlayerController;
Parms.QuestReference = QuestReference;
Parms.QuestBackendObjectiveHandle = std::move(QuestBackendObjectiveHandle);
Parms.__WorldContext = __WorldContext;
GetDefaultObj()->ProcessEvent(Func, &Parms);
if (PlayerControllerOut != nullptr)
*PlayerControllerOut = Parms.PlayerControllerOut;
if (CompletedQuestObjective != nullptr)
*CompletedQuestObjective = Parms.CompletedQuestObjective;
}
// Function MissionBlueprintFunctionLibrary.MissionBlueprintFunctionLibrary_C.HaveAllPlayersCompletedQuest
// (Static, Public, HasOutParams, BlueprintCallable, BlueprintEvent)
// Parameters:
// class UFortQuestItemDefinition* QuestItem (BlueprintVisible, BlueprintReadOnly, Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash)
// class UObject* __WorldContext (BlueprintVisible, BlueprintReadOnly, Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash)
// bool AllPlayersCompletedQuest (Parm, OutParm, ZeroConstructor, IsPlainOldData, NoDestructor)
void UMissionBlueprintFunctionLibrary_C::HaveAllPlayersCompletedQuest(class UFortQuestItemDefinition* QuestItem, class UObject* __WorldContext, bool* AllPlayersCompletedQuest)
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = StaticClass()->GetFunction("MissionBlueprintFunctionLibrary_C", "HaveAllPlayersCompletedQuest");
Params::MissionBlueprintFunctionLibrary_C_HaveAllPlayersCompletedQuest Parms{};
Parms.QuestItem = QuestItem;
Parms.__WorldContext = __WorldContext;
GetDefaultObj()->ProcessEvent(Func, &Parms);
if (AllPlayersCompletedQuest != nullptr)
*AllPlayersCompletedQuest = Parms.AllPlayersCompletedQuest;
}
// Function MissionBlueprintFunctionLibrary.MissionBlueprintFunctionLibrary_C.GetControllersNearActorThatRequireQuestObjective
// (Static, Public, HasOutParams, BlueprintCallable, BlueprintEvent)
// Parameters:
// float Distance (BlueprintVisible, BlueprintReadOnly, Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash)
// class AActor* Actor (BlueprintVisible, BlueprintReadOnly, Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash)
// class UFortQuestItemDefinition* Quest_Item (BlueprintVisible, BlueprintReadOnly, Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash)
// class FName Quest_Item_Backend_Objective_Name (BlueprintVisible, BlueprintReadOnly, Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash)
// class UObject* __WorldContext (BlueprintVisible, BlueprintReadOnly, Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash)
// TArray<class AFortPlayerController*> PlayerControllersNearbyThatRequireQuest (Parm, OutParm, ZeroConstructor)
// bool SuccessfullyFoundPlayer (Parm, OutParm, ZeroConstructor, IsPlainOldData, NoDestructor)
void UMissionBlueprintFunctionLibrary_C::GetControllersNearActorThatRequireQuestObjective(float Distance, class AActor* Actor, class UFortQuestItemDefinition* Quest_Item, class FName Quest_Item_Backend_Objective_Name, class UObject* __WorldContext, TArray<class AFortPlayerController*>* PlayerControllersNearbyThatRequireQuest, bool* SuccessfullyFoundPlayer)
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = StaticClass()->GetFunction("MissionBlueprintFunctionLibrary_C", "GetControllersNearActorThatRequireQuestObjective");
Params::MissionBlueprintFunctionLibrary_C_GetControllersNearActorThatRequireQuestObjective Parms{};
Parms.Distance = Distance;
Parms.Actor = Actor;
Parms.Quest_Item = Quest_Item;
Parms.Quest_Item_Backend_Objective_Name = Quest_Item_Backend_Objective_Name;
Parms.__WorldContext = __WorldContext;
GetDefaultObj()->ProcessEvent(Func, &Parms);
if (PlayerControllersNearbyThatRequireQuest != nullptr)
*PlayerControllersNearbyThatRequireQuest = std::move(Parms.PlayerControllersNearbyThatRequireQuest);
if (SuccessfullyFoundPlayer != nullptr)
*SuccessfullyFoundPlayer = Parms.SuccessfullyFoundPlayer;
}
// Function MissionBlueprintFunctionLibrary.MissionBlueprintFunctionLibrary_C.NPC_LockThenRotateInPlace
// (Static, Public, HasDefaults, BlueprintCallable, BlueprintEvent)
// Parameters:
// bool LockedInPlace (BlueprintVisible, BlueprintReadOnly, Parm, ZeroConstructor, IsPlainOldData, NoDestructor)
// class AFortPlayerPawn* PlayerPawn (BlueprintVisible, BlueprintReadOnly, Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash)
// class AFortAIPawn* SurvivorPawn (BlueprintVisible, BlueprintReadOnly, Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash)
// class UObject* __WorldContext (BlueprintVisible, BlueprintReadOnly, Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash)
void UMissionBlueprintFunctionLibrary_C::NPC_LockThenRotateInPlace(bool LockedInPlace, class AFortPlayerPawn* PlayerPawn, class AFortAIPawn* SurvivorPawn, class UObject* __WorldContext)
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = StaticClass()->GetFunction("MissionBlueprintFunctionLibrary_C", "NPC_LockThenRotateInPlace");
Params::MissionBlueprintFunctionLibrary_C_NPC_LockThenRotateInPlace Parms{};
Parms.LockedInPlace = LockedInPlace;
Parms.PlayerPawn = PlayerPawn;
Parms.SurvivorPawn = SurvivorPawn;
Parms.__WorldContext = __WorldContext;
GetDefaultObj()->ProcessEvent(Func, &Parms);
}
// Function MissionBlueprintFunctionLibrary.MissionBlueprintFunctionLibrary_C.CheckBasicActorLineOfSight
// (Static, Public, HasOutParams, HasDefaults, BlueprintCallable, BlueprintEvent)
// Parameters:
// class AActor* Actor_A (BlueprintVisible, BlueprintReadOnly, Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash)
// struct FVector ActorA_Location_Offset (BlueprintVisible, BlueprintReadOnly, Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash)
// class AActor* Actor_B (BlueprintVisible, BlueprintReadOnly, Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash)
// struct FVector Actor_B_Location_Offset (BlueprintVisible, BlueprintReadOnly, Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash)
// bool UseActorHalfHeightForSight (BlueprintVisible, BlueprintReadOnly, Parm, ZeroConstructor, IsPlainOldData, NoDestructor)
// ETraceTypeQuery TraceChannel (BlueprintVisible, BlueprintReadOnly, Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash)
// EDrawDebugTrace DrawDebugType (BlueprintVisible, BlueprintReadOnly, Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash)
// float DrawTime (BlueprintVisible, BlueprintReadOnly, Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash)
// bool bTraceComplex (BlueprintVisible, BlueprintReadOnly, Parm, ZeroConstructor, IsPlainOldData, NoDestructor)
// class UObject* __WorldContext (BlueprintVisible, BlueprintReadOnly, Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash)
// bool In_Line_Of_Sight (Parm, OutParm, ZeroConstructor, IsPlainOldData, NoDestructor)
// float Distance (Parm, OutParm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash)
void UMissionBlueprintFunctionLibrary_C::CheckBasicActorLineOfSight(class AActor* Actor_A, const struct FVector& ActorA_Location_Offset, class AActor* Actor_B, const struct FVector& Actor_B_Location_Offset, bool UseActorHalfHeightForSight, ETraceTypeQuery TraceChannel, EDrawDebugTrace DrawDebugType, float DrawTime, bool bTraceComplex, class UObject* __WorldContext, bool* In_Line_Of_Sight, float* Distance)
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = StaticClass()->GetFunction("MissionBlueprintFunctionLibrary_C", "CheckBasicActorLineOfSight");
Params::MissionBlueprintFunctionLibrary_C_CheckBasicActorLineOfSight Parms{};
Parms.Actor_A = Actor_A;
Parms.ActorA_Location_Offset = std::move(ActorA_Location_Offset);
Parms.Actor_B = Actor_B;
Parms.Actor_B_Location_Offset = std::move(Actor_B_Location_Offset);
Parms.UseActorHalfHeightForSight = UseActorHalfHeightForSight;
Parms.TraceChannel = TraceChannel;
Parms.DrawDebugType = DrawDebugType;
Parms.DrawTime = DrawTime;
Parms.bTraceComplex = bTraceComplex;
Parms.__WorldContext = __WorldContext;
GetDefaultObj()->ProcessEvent(Func, &Parms);
if (In_Line_Of_Sight != nullptr)
*In_Line_Of_Sight = Parms.In_Line_Of_Sight;
if (Distance != nullptr)
*Distance = Parms.Distance;
}
// Function MissionBlueprintFunctionLibrary.MissionBlueprintFunctionLibrary_C.CheckBasicVectorToActorLineOfSight
// (Static, Public, HasOutParams, HasDefaults, BlueprintCallable, BlueprintEvent)
// Parameters:
// struct FVector Vector_A (BlueprintVisible, BlueprintReadOnly, Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash)
// class AActor* Actor_B (BlueprintVisible, BlueprintReadOnly, Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash)
// struct FVector Actor_B_Location_Offset (BlueprintVisible, BlueprintReadOnly, Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash)
// ETraceTypeQuery TraceChannel (BlueprintVisible, BlueprintReadOnly, Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash)
// EDrawDebugTrace DrawDebugType (BlueprintVisible, BlueprintReadOnly, Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash)
// float DrawTime (BlueprintVisible, BlueprintReadOnly, Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash)
// TArray<class AActor*> ActorsToIgnore (ConstParm, BlueprintVisible, BlueprintReadOnly, Parm, OutParm, ZeroConstructor, ReferenceParm)
// bool bTraceComplex (BlueprintVisible, BlueprintReadOnly, Parm, ZeroConstructor, IsPlainOldData, NoDestructor)
// class UObject* __WorldContext (BlueprintVisible, BlueprintReadOnly, Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash)
// bool In_Line_Of_Sight (Parm, OutParm, ZeroConstructor, IsPlainOldData, NoDestructor)
// float Distance (Parm, OutParm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash)
void UMissionBlueprintFunctionLibrary_C::CheckBasicVectorToActorLineOfSight(const struct FVector& Vector_A, class AActor* Actor_B, const struct FVector& Actor_B_Location_Offset, ETraceTypeQuery TraceChannel, EDrawDebugTrace DrawDebugType, float DrawTime, const TArray<class AActor*>& ActorsToIgnore, bool bTraceComplex, class UObject* __WorldContext, bool* In_Line_Of_Sight, float* Distance)
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = StaticClass()->GetFunction("MissionBlueprintFunctionLibrary_C", "CheckBasicVectorToActorLineOfSight");
Params::MissionBlueprintFunctionLibrary_C_CheckBasicVectorToActorLineOfSight Parms{};
Parms.Vector_A = std::move(Vector_A);
Parms.Actor_B = Actor_B;
Parms.Actor_B_Location_Offset = std::move(Actor_B_Location_Offset);
Parms.TraceChannel = TraceChannel;
Parms.DrawDebugType = DrawDebugType;
Parms.DrawTime = DrawTime;
Parms.ActorsToIgnore = std::move(ActorsToIgnore);
Parms.bTraceComplex = bTraceComplex;
Parms.__WorldContext = __WorldContext;
GetDefaultObj()->ProcessEvent(Func, &Parms);
if (In_Line_Of_Sight != nullptr)
*In_Line_Of_Sight = Parms.In_Line_Of_Sight;
if (Distance != nullptr)
*Distance = Parms.Distance;
}
// Function MissionBlueprintFunctionLibrary.MissionBlueprintFunctionLibrary_C.NPC_ConvertTagToNameText
// (Static, Public, HasOutParams, BlueprintCallable, BlueprintEvent)
// Parameters:
// struct FGameplayTag PawnTag (BlueprintVisible, BlueprintReadOnly, Parm, NoDestructor, HasGetValueTypeHash)
// class UObject* __WorldContext (BlueprintVisible, BlueprintReadOnly, Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash)
// class FText Param_Name (Parm, OutParm)
void UMissionBlueprintFunctionLibrary_C::NPC_ConvertTagToNameText(const struct FGameplayTag& PawnTag, class UObject* __WorldContext, class FText* Param_Name)
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = StaticClass()->GetFunction("MissionBlueprintFunctionLibrary_C", "NPC_ConvertTagToNameText");
Params::MissionBlueprintFunctionLibrary_C_NPC_ConvertTagToNameText Parms{};
Parms.PawnTag = std::move(PawnTag);
Parms.__WorldContext = __WorldContext;
GetDefaultObj()->ProcessEvent(Func, &Parms);
if (Param_Name != nullptr)
*Param_Name = std::move(Parms.Param_Name);
}
// Function MissionBlueprintFunctionLibrary.MissionBlueprintFunctionLibrary_C.LaunchHoverboard
// (Static, Public, HasOutParams, HasDefaults, BlueprintCallable, BlueprintEvent)
// Parameters:
// class AActor* HoverboardActor (BlueprintVisible, BlueprintReadOnly, Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash)
// struct FVector LaunchVelocity (BlueprintVisible, BlueprintReadOnly, Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash)
// class FName ForceFeedbackTag (BlueprintVisible, BlueprintReadOnly, Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash)
// class UObject* __WorldContext (BlueprintVisible, BlueprintReadOnly, Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash)
// bool Success (Parm, OutParm, ZeroConstructor, IsPlainOldData, NoDestructor)
void UMissionBlueprintFunctionLibrary_C::LaunchHoverboard(class AActor* HoverboardActor, const struct FVector& LaunchVelocity, class FName ForceFeedbackTag, class UObject* __WorldContext, bool* Success)
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = StaticClass()->GetFunction("MissionBlueprintFunctionLibrary_C", "LaunchHoverboard");
Params::MissionBlueprintFunctionLibrary_C_LaunchHoverboard Parms{};
Parms.HoverboardActor = HoverboardActor;
Parms.LaunchVelocity = std::move(LaunchVelocity);
Parms.ForceFeedbackTag = ForceFeedbackTag;
Parms.__WorldContext = __WorldContext;
GetDefaultObj()->ProcessEvent(Func, &Parms);
if (Success != nullptr)
*Success = Parms.Success;
}
}