mirror of
https://github.com/ApfelTeeSaft/UnrealEvent.git
synced 2026-08-26 19:33:43 +00:00
47 lines
1.6 KiB
C++
47 lines
1.6 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: NearestPlayerContext
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#include "Basic.hpp"
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#include "NearestPlayerContext_classes.hpp"
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#include "NearestPlayerContext_parameters.hpp"
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namespace SDK
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{
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// Function NearestPlayerContext.NearestPlayerContext_C.ProvideSingleLocation
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// (Event, Public, HasOutParams, BlueprintCallable, BlueprintEvent, Const)
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// Parameters:
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// class UObject* QuerierObject (BlueprintVisible, BlueprintReadOnly, Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash)
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// class AActor* QuerierActor (BlueprintVisible, BlueprintReadOnly, Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash)
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// struct FVector ResultingLocation (Parm, OutParm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash)
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void UNearestPlayerContext_C::ProvideSingleLocation(class UObject* QuerierObject, class AActor* QuerierActor, struct FVector* ResultingLocation) const
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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("NearestPlayerContext_C", "ProvideSingleLocation");
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Params::NearestPlayerContext_C_ProvideSingleLocation Parms{};
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Parms.QuerierObject = QuerierObject;
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Parms.QuerierActor = QuerierActor;
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UObject::ProcessEvent(Func, &Parms);
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if (ResultingLocation != nullptr)
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*ResultingLocation = std::move(Parms.ResultingLocation);
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}
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}
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