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

1217 lines
52 KiB
C++

#pragma once
/*
* SDK generated by Dumper-7
*
* https://github.com/Encryqed/Dumper-7
*/
// Package: PlayerPawn_Generic
#include "Basic.hpp"
#include "PlayerPawn_Generic_classes.hpp"
#include "PlayerPawn_Generic_parameters.hpp"
namespace SDK
{
// Function PlayerPawn_Generic.PlayerPawn_Generic_C.ExecuteUbergraph_PlayerPawn_Generic
// (Final, UbergraphFunction, HasDefaults)
// Parameters:
// int32 EntryPoint (BlueprintVisible, BlueprintReadOnly, Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash)
void APlayerPawn_Generic_C::ExecuteUbergraph_PlayerPawn_Generic(int32 EntryPoint)
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("PlayerPawn_Generic_C", "ExecuteUbergraph_PlayerPawn_Generic");
Params::PlayerPawn_Generic_C_ExecuteUbergraph_PlayerPawn_Generic Parms{};
Parms.EntryPoint = EntryPoint;
UObject::ProcessEvent(Func, &Parms);
}
// Function PlayerPawn_Generic.PlayerPawn_Generic_C.AnimTrailsNotify
// (Event, Public, BlueprintCallable, BlueprintEvent)
// Parameters:
// bool bActive (BlueprintVisible, BlueprintReadOnly, Parm, ZeroConstructor, IsPlainOldData, NoDestructor)
void APlayerPawn_Generic_C::AnimTrailsNotify(bool bActive)
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("PlayerPawn_Generic_C", "AnimTrailsNotify");
Params::PlayerPawn_Generic_C_AnimTrailsNotify Parms{};
Parms.bActive = bActive;
UObject::ProcessEvent(Func, &Parms);
}
// Function PlayerPawn_Generic.PlayerPawn_Generic_C.AnimTrailsDisable
// (Event, Public, BlueprintCallable, BlueprintEvent)
void APlayerPawn_Generic_C::AnimTrailsDisable()
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("PlayerPawn_Generic_C", "AnimTrailsDisable");
UObject::ProcessEvent(Func, nullptr);
}
// Function PlayerPawn_Generic.PlayerPawn_Generic_C.AnimTrailsSetup
// (Event, Public, BlueprintCallable, BlueprintEvent)
// Parameters:
// class UParticleSystem* ParticleSystemReference (BlueprintVisible, BlueprintReadOnly, Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash)
// class FName FirstSocketName (BlueprintVisible, BlueprintReadOnly, Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash)
// class FName SecondSocketName (BlueprintVisible, BlueprintReadOnly, Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash)
// float Width (BlueprintVisible, BlueprintReadOnly, Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash)
// class UParticleSystemComponent* OverrideParticleComp (BlueprintVisible, BlueprintReadOnly, Parm, ZeroConstructor, InstancedReference, IsPlainOldData, NoDestructor, HasGetValueTypeHash)
// class FName OverideFirstSocketName (BlueprintVisible, BlueprintReadOnly, Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash)
// class FName OverideSecondSocketName (BlueprintVisible, BlueprintReadOnly, Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash)
void APlayerPawn_Generic_C::AnimTrailsSetup(class UParticleSystem* ParticleSystemReference, class FName FirstSocketName, class FName SecondSocketName, float Width, class UParticleSystemComponent* OverrideParticleComp, class FName OverideFirstSocketName, class FName OverideSecondSocketName)
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("PlayerPawn_Generic_C", "AnimTrailsSetup");
Params::PlayerPawn_Generic_C_AnimTrailsSetup Parms{};
Parms.ParticleSystemReference = ParticleSystemReference;
Parms.FirstSocketName = FirstSocketName;
Parms.SecondSocketName = SecondSocketName;
Parms.Width = Width;
Parms.OverrideParticleComp = OverrideParticleComp;
Parms.OverideFirstSocketName = OverideFirstSocketName;
Parms.OverideSecondSocketName = OverideSecondSocketName;
UObject::ProcessEvent(Func, &Parms);
}
// Function PlayerPawn_Generic.PlayerPawn_Generic_C.OnLand_CE
// (BlueprintCallable, BlueprintEvent)
void APlayerPawn_Generic_C::OnLand_CE()
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("PlayerPawn_Generic_C", "OnLand_CE");
UObject::ProcessEvent(Func, nullptr);
}
// Function PlayerPawn_Generic.PlayerPawn_Generic_C.GameplayCue.Damage
// (BlueprintCallable, BlueprintEvent)
// Parameters:
// EGameplayCueEvent EventType (BlueprintVisible, BlueprintReadOnly, Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash)
// struct FGameplayCueParameters Parameters (BlueprintVisible, BlueprintReadOnly, Parm, ContainsInstancedReference)
void APlayerPawn_Generic_C::GameplayCue_Damage(EGameplayCueEvent EventType, const struct FGameplayCueParameters& Parameters)
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("PlayerPawn_Generic_C", "GameplayCue.Damage");
Params::PlayerPawn_Generic_C_GameplayCue_Damage Parms{};
Parms.EventType = EventType;
Parms.Parameters = std::move(Parameters);
UObject::ProcessEvent(Func, &Parms);
}
// Function PlayerPawn_Generic.PlayerPawn_Generic_C.GameplayCue.Shield.Destroyed
// (BlueprintCallable, BlueprintEvent)
// Parameters:
// EGameplayCueEvent EventType (BlueprintVisible, BlueprintReadOnly, Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash)
// struct FGameplayCueParameters Parameters (BlueprintVisible, BlueprintReadOnly, Parm, ContainsInstancedReference)
void APlayerPawn_Generic_C::GameplayCue_Shield_Destroyed(EGameplayCueEvent EventType, const struct FGameplayCueParameters& Parameters)
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("PlayerPawn_Generic_C", "GameplayCue.Shield.Destroyed");
Params::PlayerPawn_Generic_C_GameplayCue_Shield_Destroyed Parms{};
Parms.EventType = EventType;
Parms.Parameters = std::move(Parameters);
UObject::ProcessEvent(Func, &Parms);
}
// Function PlayerPawn_Generic.PlayerPawn_Generic_C.GameplayCue.Damage.Shielded
// (BlueprintCallable, BlueprintEvent)
// Parameters:
// EGameplayCueEvent EventType (BlueprintVisible, BlueprintReadOnly, Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash)
// struct FGameplayCueParameters Parameters (BlueprintVisible, BlueprintReadOnly, Parm, ContainsInstancedReference)
void APlayerPawn_Generic_C::GameplayCue_Damage_Shielded(EGameplayCueEvent EventType, const struct FGameplayCueParameters& Parameters)
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("PlayerPawn_Generic_C", "GameplayCue.Damage.Shielded");
Params::PlayerPawn_Generic_C_GameplayCue_Damage_Shielded Parms{};
Parms.EventType = EventType;
Parms.Parameters = std::move(Parameters);
UObject::ProcessEvent(Func, &Parms);
}
// Function PlayerPawn_Generic.PlayerPawn_Generic_C.GameplayCue.Shield.FullyCharged
// (BlueprintCallable, BlueprintEvent)
// Parameters:
// EGameplayCueEvent EventType (BlueprintVisible, BlueprintReadOnly, Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash)
// struct FGameplayCueParameters Parameters (BlueprintVisible, BlueprintReadOnly, Parm, ContainsInstancedReference)
void APlayerPawn_Generic_C::GameplayCue_Shield_FullyCharged(EGameplayCueEvent EventType, const struct FGameplayCueParameters& Parameters)
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("PlayerPawn_Generic_C", "GameplayCue.Shield.FullyCharged");
Params::PlayerPawn_Generic_C_GameplayCue_Shield_FullyCharged Parms{};
Parms.EventType = EventType;
Parms.Parameters = std::move(Parameters);
UObject::ProcessEvent(Func, &Parms);
}
// Function PlayerPawn_Generic.PlayerPawn_Generic_C.OnDeathPlayEffects
// (BlueprintCosmetic, Event, Public, HasOutParams, BlueprintEvent)
// Parameters:
// float Damage (BlueprintVisible, BlueprintReadOnly, Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash)
// struct FGameplayTagContainer DamageTags (ConstParm, BlueprintVisible, BlueprintReadOnly, Parm, OutParm, ReferenceParm)
// struct FVector Momentum (BlueprintVisible, BlueprintReadOnly, Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash)
// struct FHitResult HitInfo (ConstParm, BlueprintVisible, BlueprintReadOnly, Parm, OutParm, ReferenceParm, IsPlainOldData, NoDestructor, ContainsInstancedReference)
// class AFortPawn* InstigatedBy (BlueprintVisible, BlueprintReadOnly, Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash)
// class AActor* DamageCauser (BlueprintVisible, BlueprintReadOnly, Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash)
// struct FGameplayEffectContextHandle EffectContext (BlueprintVisible, BlueprintReadOnly, Parm)
void APlayerPawn_Generic_C::OnDeathPlayEffects(float Damage, const struct FGameplayTagContainer& DamageTags, const struct FVector& Momentum, const struct FHitResult& HitInfo, class AFortPawn* InstigatedBy, class AActor* DamageCauser, const struct FGameplayEffectContextHandle& EffectContext)
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("PlayerPawn_Generic_C", "OnDeathPlayEffects");
Params::PlayerPawn_Generic_C_OnDeathPlayEffects Parms{};
Parms.Damage = Damage;
Parms.DamageTags = std::move(DamageTags);
Parms.Momentum = std::move(Momentum);
Parms.HitInfo = std::move(HitInfo);
Parms.InstigatedBy = InstigatedBy;
Parms.DamageCauser = DamageCauser;
Parms.EffectContext = std::move(EffectContext);
UObject::ProcessEvent(Func, &Parms);
}
// Function PlayerPawn_Generic.PlayerPawn_Generic_C.ReinitializeWeaponMaterials
// (BlueprintCallable, BlueprintEvent)
void APlayerPawn_Generic_C::ReinitializeWeaponMaterials()
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("PlayerPawn_Generic_C", "ReinitializeWeaponMaterials");
UObject::ProcessEvent(Func, nullptr);
}
// Function PlayerPawn_Generic.PlayerPawn_Generic_C.Player Creates a Splash
// (HasOutParams, BlueprintCallable, BlueprintEvent)
// Parameters:
// struct FTransform NewTransform (ConstParm, BlueprintVisible, BlueprintReadOnly, Parm, OutParm, ReferenceParm, IsPlainOldData, NoDestructor)
void APlayerPawn_Generic_C::Player_Creates_a_Splash(const struct FTransform& NewTransform)
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("PlayerPawn_Generic_C", "Player Creates a Splash");
Params::PlayerPawn_Generic_C_Player_Creates_a_Splash Parms{};
Parms.NewTransform = std::move(NewTransform);
UObject::ProcessEvent(Func, &Parms);
}
// Function PlayerPawn_Generic.PlayerPawn_Generic_C.Entered Water Volume
// (BlueprintCallable, BlueprintEvent)
void APlayerPawn_Generic_C::Entered_Water_Volume()
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("PlayerPawn_Generic_C", "Entered Water Volume");
UObject::ProcessEvent(Func, nullptr);
}
// Function PlayerPawn_Generic.PlayerPawn_Generic_C.PlayGameplayWindEffect
// (BlueprintCallable, BlueprintEvent)
// Parameters:
// EPlayerWindParticleEmitters Player_Wind_Particle_Emitter_To_Fire (BlueprintVisible, BlueprintReadOnly, Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash)
void APlayerPawn_Generic_C::PlayGameplayWindEffect(EPlayerWindParticleEmitters Player_Wind_Particle_Emitter_To_Fire)
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("PlayerPawn_Generic_C", "PlayGameplayWindEffect");
Params::PlayerPawn_Generic_C_PlayGameplayWindEffect Parms{};
Parms.Player_Wind_Particle_Emitter_To_Fire = Player_Wind_Particle_Emitter_To_Fire;
UObject::ProcessEvent(Func, &Parms);
}
// Function PlayerPawn_Generic.PlayerPawn_Generic_C.OnDeathServer
// (BlueprintAuthorityOnly, Event, Public, HasOutParams, BlueprintEvent)
// Parameters:
// float Damage (BlueprintVisible, BlueprintReadOnly, Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash)
// struct FGameplayTagContainer DamageTags (ConstParm, BlueprintVisible, BlueprintReadOnly, Parm, OutParm, ReferenceParm)
// struct FVector Momentum (BlueprintVisible, BlueprintReadOnly, Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash)
// struct FHitResult HitInfo (ConstParm, BlueprintVisible, BlueprintReadOnly, Parm, OutParm, ReferenceParm, IsPlainOldData, NoDestructor, ContainsInstancedReference)
// class AController* InstigatedBy (BlueprintVisible, BlueprintReadOnly, Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash)
// class AActor* DamageCauser (BlueprintVisible, BlueprintReadOnly, Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash)
// struct FGameplayEffectContextHandle EffectContext (BlueprintVisible, BlueprintReadOnly, Parm)
void APlayerPawn_Generic_C::OnDeathServer(float Damage, const struct FGameplayTagContainer& DamageTags, const struct FVector& Momentum, const struct FHitResult& HitInfo, class AController* InstigatedBy, class AActor* DamageCauser, const struct FGameplayEffectContextHandle& EffectContext)
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("PlayerPawn_Generic_C", "OnDeathServer");
Params::PlayerPawn_Generic_C_OnDeathServer Parms{};
Parms.Damage = Damage;
Parms.DamageTags = std::move(DamageTags);
Parms.Momentum = std::move(Momentum);
Parms.HitInfo = std::move(HitInfo);
Parms.InstigatedBy = InstigatedBy;
Parms.DamageCauser = DamageCauser;
Parms.EffectContext = std::move(EffectContext);
UObject::ProcessEvent(Func, &Parms);
}
// Function PlayerPawn_Generic.PlayerPawn_Generic_C.MultiEndSwap
// (Net, NetReliable, NetMulticast, BlueprintCallable, BlueprintEvent)
// Parameters:
// class AFortWeapon* Param_CurrentWeapon (BlueprintVisible, BlueprintReadOnly, Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash)
void APlayerPawn_Generic_C::MultiEndSwap(class AFortWeapon* Param_CurrentWeapon)
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("PlayerPawn_Generic_C", "MultiEndSwap");
Params::PlayerPawn_Generic_C_MultiEndSwap Parms{};
Parms.Param_CurrentWeapon = Param_CurrentWeapon;
UObject::ProcessEvent(Func, &Parms);
}
// Function PlayerPawn_Generic.PlayerPawn_Generic_C.UnBindWeaponSwap
// (BlueprintCallable, BlueprintEvent)
void APlayerPawn_Generic_C::UnBindWeaponSwap()
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("PlayerPawn_Generic_C", "UnBindWeaponSwap");
UObject::ProcessEvent(Func, nullptr);
}
// Function PlayerPawn_Generic.PlayerPawn_Generic_C.MultiSwapWeapon
// (Net, NetReliable, NetMulticast, BlueprintCallable, BlueprintEvent)
// Parameters:
// class AFortWeapon* New (BlueprintVisible, BlueprintReadOnly, Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash)
// class AFortWeapon* Prev (BlueprintVisible, BlueprintReadOnly, Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash)
void APlayerPawn_Generic_C::MultiSwapWeapon(class AFortWeapon* New, class AFortWeapon* Prev)
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("PlayerPawn_Generic_C", "MultiSwapWeapon");
Params::PlayerPawn_Generic_C_MultiSwapWeapon Parms{};
Parms.New = New;
Parms.Prev = Prev;
UObject::ProcessEvent(Func, &Parms);
}
// Function PlayerPawn_Generic.PlayerPawn_Generic_C.BindWeaponSwap
// (BlueprintCallable, BlueprintEvent)
// Parameters:
// float InDuration (BlueprintVisible, BlueprintReadOnly, Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash)
void APlayerPawn_Generic_C::BindWeaponSwap(float InDuration)
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("PlayerPawn_Generic_C", "BindWeaponSwap");
Params::PlayerPawn_Generic_C_BindWeaponSwap Parms{};
Parms.InDuration = InDuration;
UObject::ProcessEvent(Func, &Parms);
}
// Function PlayerPawn_Generic.PlayerPawn_Generic_C.ClientBindWeaponSwap
// (BlueprintCallable, BlueprintEvent)
// Parameters:
// class AFortWeapon* NewWeapon (BlueprintVisible, BlueprintReadOnly, Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash)
// class AFortWeapon* PrevWeapon (BlueprintVisible, BlueprintReadOnly, Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash)
void APlayerPawn_Generic_C::ClientBindWeaponSwap(class AFortWeapon* NewWeapon, class AFortWeapon* PrevWeapon)
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("PlayerPawn_Generic_C", "ClientBindWeaponSwap");
Params::PlayerPawn_Generic_C_ClientBindWeaponSwap Parms{};
Parms.NewWeapon = NewWeapon;
Parms.PrevWeapon = PrevWeapon;
UObject::ProcessEvent(Func, &Parms);
}
// Function PlayerPawn_Generic.PlayerPawn_Generic_C.OnClearSentence
// (Event, Protected, BlueprintEvent)
void APlayerPawn_Generic_C::OnClearSentence()
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("PlayerPawn_Generic_C", "OnClearSentence");
UObject::ProcessEvent(Func, nullptr);
}
// Function PlayerPawn_Generic.PlayerPawn_Generic_C.OnDisplaySentence
// (Event, Protected, HasOutParams, BlueprintEvent)
// Parameters:
// class FText SpeechText (ConstParm, BlueprintVisible, BlueprintReadOnly, Parm, OutParm, ReferenceParm)
void APlayerPawn_Generic_C::OnDisplaySentence(const class FText& SpeechText)
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("PlayerPawn_Generic_C", "OnDisplaySentence");
Params::PlayerPawn_Generic_C_OnDisplaySentence Parms{};
Parms.SpeechText = std::move(SpeechText);
UObject::ProcessEvent(Func, &Parms);
}
// Function PlayerPawn_Generic.PlayerPawn_Generic_C.ReceivePossessed
// (Event, Public, BlueprintEvent)
// Parameters:
// class AController* NewController (BlueprintVisible, BlueprintReadOnly, Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash)
void APlayerPawn_Generic_C::ReceivePossessed(class AController* NewController)
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("PlayerPawn_Generic_C", "ReceivePossessed");
Params::PlayerPawn_Generic_C_ReceivePossessed Parms{};
Parms.NewController = NewController;
UObject::ProcessEvent(Func, &Parms);
}
// Function PlayerPawn_Generic.PlayerPawn_Generic_C.OnBaseChanged
// (Event, Public, BlueprintEvent)
// Parameters:
// class AActor* NewBase (BlueprintVisible, BlueprintReadOnly, Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash)
void APlayerPawn_Generic_C::OnBaseChanged(class AActor* NewBase)
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("PlayerPawn_Generic_C", "OnBaseChanged");
Params::PlayerPawn_Generic_C_OnBaseChanged Parms{};
Parms.NewBase = NewBase;
UObject::ProcessEvent(Func, &Parms);
}
// Function PlayerPawn_Generic.PlayerPawn_Generic_C.InternalSetFirstPersonCamera
// (BlueprintCallable, BlueprintEvent)
// Parameters:
// bool NewUseFirstPersonCamera (BlueprintVisible, BlueprintReadOnly, Parm, ZeroConstructor, IsPlainOldData, NoDestructor)
void APlayerPawn_Generic_C::InternalSetFirstPersonCamera(bool NewUseFirstPersonCamera)
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("PlayerPawn_Generic_C", "InternalSetFirstPersonCamera");
Params::PlayerPawn_Generic_C_InternalSetFirstPersonCamera Parms{};
Parms.NewUseFirstPersonCamera = NewUseFirstPersonCamera;
UObject::ProcessEvent(Func, &Parms);
}
// Function PlayerPawn_Generic.PlayerPawn_Generic_C.SetFirstPersonCamera
// (Event, Public, BlueprintEvent)
// Parameters:
// bool bNewUseFirstPersonCamera (BlueprintVisible, BlueprintReadOnly, Parm, ZeroConstructor, IsPlainOldData, NoDestructor)
void APlayerPawn_Generic_C::SetFirstPersonCamera(bool bNewUseFirstPersonCamera)
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("PlayerPawn_Generic_C", "SetFirstPersonCamera");
Params::PlayerPawn_Generic_C_SetFirstPersonCamera Parms{};
Parms.bNewUseFirstPersonCamera = bNewUseFirstPersonCamera;
UObject::ProcessEvent(Func, &Parms);
}
// Function PlayerPawn_Generic.PlayerPawn_Generic_C.GameplayCue.Abilities.Activation.Generic.HarvestBuff.Tier2
// (BlueprintCallable, BlueprintEvent)
// Parameters:
// EGameplayCueEvent EventType (BlueprintVisible, BlueprintReadOnly, Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash)
// struct FGameplayCueParameters Parameters (BlueprintVisible, BlueprintReadOnly, Parm, ContainsInstancedReference)
void APlayerPawn_Generic_C::GameplayCue_Abilities_Activation_Generic_HarvestBuff_Tier2(EGameplayCueEvent EventType, const struct FGameplayCueParameters& Parameters)
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("PlayerPawn_Generic_C", "GameplayCue.Abilities.Activation.Generic.HarvestBuff.Tier2");
Params::PlayerPawn_Generic_C_GameplayCue_Abilities_Activation_Generic_HarvestBuff_Tier2 Parms{};
Parms.EventType = EventType;
Parms.Parameters = std::move(Parameters);
UObject::ProcessEvent(Func, &Parms);
}
// Function PlayerPawn_Generic.PlayerPawn_Generic_C.GameplayCue.Abilities.Activation.Generic.HarvestBuff.Tier1
// (BlueprintCallable, BlueprintEvent)
// Parameters:
// EGameplayCueEvent EventType (BlueprintVisible, BlueprintReadOnly, Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash)
// struct FGameplayCueParameters Parameters (BlueprintVisible, BlueprintReadOnly, Parm, ContainsInstancedReference)
void APlayerPawn_Generic_C::GameplayCue_Abilities_Activation_Generic_HarvestBuff_Tier1(EGameplayCueEvent EventType, const struct FGameplayCueParameters& Parameters)
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("PlayerPawn_Generic_C", "GameplayCue.Abilities.Activation.Generic.HarvestBuff.Tier1");
Params::PlayerPawn_Generic_C_GameplayCue_Abilities_Activation_Generic_HarvestBuff_Tier1 Parms{};
Parms.EventType = EventType;
Parms.Parameters = std::move(Parameters);
UObject::ProcessEvent(Func, &Parms);
}
// Function PlayerPawn_Generic.PlayerPawn_Generic_C.OnCharacterPartsReinitialized
// (Event, Protected, BlueprintEvent)
void APlayerPawn_Generic_C::OnCharacterPartsReinitialized()
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("PlayerPawn_Generic_C", "OnCharacterPartsReinitialized");
UObject::ProcessEvent(Func, nullptr);
}
// Function PlayerPawn_Generic.PlayerPawn_Generic_C.FootStepRight
// (Public, BlueprintCallable, BlueprintEvent)
void APlayerPawn_Generic_C::FootStepRight()
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("PlayerPawn_Generic_C", "FootStepRight");
UObject::ProcessEvent(Func, nullptr);
}
// Function PlayerPawn_Generic.PlayerPawn_Generic_C.FootStepLeft
// (Public, BlueprintCallable, BlueprintEvent)
void APlayerPawn_Generic_C::FootStepLeft()
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("PlayerPawn_Generic_C", "FootStepLeft");
UObject::ProcessEvent(Func, nullptr);
}
// Function PlayerPawn_Generic.PlayerPawn_Generic_C.ReceiveTick
// (Event, Public, BlueprintEvent)
// Parameters:
// float DeltaSeconds (BlueprintVisible, BlueprintReadOnly, Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash)
void APlayerPawn_Generic_C::ReceiveTick(float DeltaSeconds)
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("PlayerPawn_Generic_C", "ReceiveTick");
Params::PlayerPawn_Generic_C_ReceiveTick Parms{};
Parms.DeltaSeconds = DeltaSeconds;
UObject::ProcessEvent(Func, &Parms);
}
// Function PlayerPawn_Generic.PlayerPawn_Generic_C.OnWeaponEquipped
// (Event, Public, BlueprintEvent)
// Parameters:
// class AFortWeapon* NewWeapon (BlueprintVisible, BlueprintReadOnly, Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash)
// class AFortWeapon* PrevWeapon (BlueprintVisible, BlueprintReadOnly, Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash)
void APlayerPawn_Generic_C::OnWeaponEquipped(class AFortWeapon* NewWeapon, class AFortWeapon* PrevWeapon)
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("PlayerPawn_Generic_C", "OnWeaponEquipped");
Params::PlayerPawn_Generic_C_OnWeaponEquipped Parms{};
Parms.NewWeapon = NewWeapon;
Parms.PrevWeapon = PrevWeapon;
UObject::ProcessEvent(Func, &Parms);
}
// Function PlayerPawn_Generic.PlayerPawn_Generic_C.OnLanded
// (Event, Public, HasOutParams, BlueprintEvent)
// Parameters:
// struct FHitResult Hit (ConstParm, BlueprintVisible, BlueprintReadOnly, Parm, OutParm, ReferenceParm, IsPlainOldData, NoDestructor, ContainsInstancedReference)
void APlayerPawn_Generic_C::OnLanded(const struct FHitResult& Hit)
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("PlayerPawn_Generic_C", "OnLanded");
Params::PlayerPawn_Generic_C_OnLanded Parms{};
Parms.Hit = std::move(Hit);
UObject::ProcessEvent(Func, &Parms);
}
// Function PlayerPawn_Generic.PlayerPawn_Generic_C.OnDamagePlayEffects
// (BlueprintCosmetic, Event, Public, HasOutParams, BlueprintEvent)
// Parameters:
// float Damage (BlueprintVisible, BlueprintReadOnly, Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash)
// struct FGameplayTagContainer DamageTags (ConstParm, BlueprintVisible, BlueprintReadOnly, Parm, OutParm, ReferenceParm)
// struct FVector Momentum (BlueprintVisible, BlueprintReadOnly, Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash)
// struct FHitResult HitInfo (ConstParm, BlueprintVisible, BlueprintReadOnly, Parm, OutParm, ReferenceParm, IsPlainOldData, NoDestructor, ContainsInstancedReference)
// class AFortPawn* InstigatedBy (BlueprintVisible, BlueprintReadOnly, Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash)
// class AActor* DamageCauser (BlueprintVisible, BlueprintReadOnly, Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash)
// struct FGameplayEffectContextHandle EffectContext (BlueprintVisible, BlueprintReadOnly, Parm)
void APlayerPawn_Generic_C::OnDamagePlayEffects(float Damage, const struct FGameplayTagContainer& DamageTags, const struct FVector& Momentum, const struct FHitResult& HitInfo, class AFortPawn* InstigatedBy, class AActor* DamageCauser, const struct FGameplayEffectContextHandle& EffectContext)
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("PlayerPawn_Generic_C", "OnDamagePlayEffects");
Params::PlayerPawn_Generic_C_OnDamagePlayEffects Parms{};
Parms.Damage = Damage;
Parms.DamageTags = std::move(DamageTags);
Parms.Momentum = std::move(Momentum);
Parms.HitInfo = std::move(HitInfo);
Parms.InstigatedBy = InstigatedBy;
Parms.DamageCauser = DamageCauser;
Parms.EffectContext = std::move(EffectContext);
UObject::ProcessEvent(Func, &Parms);
}
// Function PlayerPawn_Generic.PlayerPawn_Generic_C.MeleeSwingLeft
// (BlueprintCallable, BlueprintEvent)
void APlayerPawn_Generic_C::MeleeSwingLeft()
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("PlayerPawn_Generic_C", "MeleeSwingLeft");
UObject::ProcessEvent(Func, nullptr);
}
// Function PlayerPawn_Generic.PlayerPawn_Generic_C.MeleeSwingRight
// (BlueprintCallable, BlueprintEvent)
void APlayerPawn_Generic_C::MeleeSwingRight()
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("PlayerPawn_Generic_C", "MeleeSwingRight");
UObject::ProcessEvent(Func, nullptr);
}
// Function PlayerPawn_Generic.PlayerPawn_Generic_C.ShatterShield__UpdateFunc
// (BlueprintEvent)
void APlayerPawn_Generic_C::ShatterShield__UpdateFunc()
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("PlayerPawn_Generic_C", "ShatterShield__UpdateFunc");
UObject::ProcessEvent(Func, nullptr);
}
// Function PlayerPawn_Generic.PlayerPawn_Generic_C.ShatterShield__FinishedFunc
// (BlueprintEvent)
void APlayerPawn_Generic_C::ShatterShield__FinishedFunc()
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("PlayerPawn_Generic_C", "ShatterShield__FinishedFunc");
UObject::ProcessEvent(Func, nullptr);
}
// Function PlayerPawn_Generic.PlayerPawn_Generic_C.UserConstructionScript
// (Event, Public, BlueprintCallable, BlueprintEvent)
void APlayerPawn_Generic_C::UserConstructionScript()
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("PlayerPawn_Generic_C", "UserConstructionScript");
UObject::ProcessEvent(Func, nullptr);
}
// Function PlayerPawn_Generic.PlayerPawn_Generic_C.Create and Duplicate Effect Skeletal Meshes Parent
// (Public, HasOutParams, HasDefaults, BlueprintCallable, BlueprintEvent)
// Parameters:
// EFortCustomPartType BodyType (BlueprintVisible, BlueprintReadOnly, Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash)
// class USkeletalMeshComponent* DuplicatedSkeletalMeshComponent (BlueprintVisible, BlueprintReadOnly, Parm, OutParm, ZeroConstructor, InstancedReference, ReferenceParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash)
// class UMaterialInterface* Material_to_Apply (BlueprintVisible, BlueprintReadOnly, Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash)
// TArray<class UMaterialInstanceDynamic*> Empty_MID_Array (BlueprintVisible, BlueprintReadOnly, Parm, OutParm, ZeroConstructor, ReferenceParm)
// int32 TranslucentSortPriority (BlueprintVisible, BlueprintReadOnly, Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash)
void APlayerPawn_Generic_C::Create_and_Duplicate_Effect_Skeletal_Meshes_Parent(EFortCustomPartType BodyType, class USkeletalMeshComponent*& DuplicatedSkeletalMeshComponent, class UMaterialInterface* Material_to_Apply, TArray<class UMaterialInstanceDynamic*>& Empty_MID_Array, int32 TranslucentSortPriority)
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("PlayerPawn_Generic_C", "Create and Duplicate Effect Skeletal Meshes Parent");
Params::PlayerPawn_Generic_C_Create_and_Duplicate_Effect_Skeletal_Meshes_Parent Parms{};
Parms.BodyType = BodyType;
Parms.DuplicatedSkeletalMeshComponent = DuplicatedSkeletalMeshComponent;
Parms.Material_to_Apply = Material_to_Apply;
Parms.Empty_MID_Array = std::move(Empty_MID_Array);
Parms.TranslucentSortPriority = TranslucentSortPriority;
UObject::ProcessEvent(Func, &Parms);
DuplicatedSkeletalMeshComponent = Parms.DuplicatedSkeletalMeshComponent;
Empty_MID_Array = std::move(Parms.Empty_MID_Array);
}
// Function PlayerPawn_Generic.PlayerPawn_Generic_C.FindShieldOpacity
// (Public, BlueprintCallable, BlueprintEvent)
void APlayerPawn_Generic_C::FindShieldOpacity()
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("PlayerPawn_Generic_C", "FindShieldOpacity");
UObject::ProcessEvent(Func, nullptr);
}
// Function PlayerPawn_Generic.PlayerPawn_Generic_C.SetShieldMids
// (Public, BlueprintCallable, BlueprintEvent)
// Parameters:
// float Highlight_Cracks (BlueprintVisible, BlueprintReadOnly, Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash)
// bool Set_Highlight_Cracks (BlueprintVisible, BlueprintReadOnly, Parm, ZeroConstructor, IsPlainOldData, NoDestructor)
// float Push (BlueprintVisible, BlueprintReadOnly, Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash)
// bool Set_Push (BlueprintVisible, BlueprintReadOnly, Parm, ZeroConstructor, IsPlainOldData, NoDestructor)
void APlayerPawn_Generic_C::SetShieldMids(float Highlight_Cracks, bool Set_Highlight_Cracks, float Push, bool Set_Push)
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("PlayerPawn_Generic_C", "SetShieldMids");
Params::PlayerPawn_Generic_C_SetShieldMids Parms{};
Parms.Highlight_Cracks = Highlight_Cracks;
Parms.Set_Highlight_Cracks = Set_Highlight_Cracks;
Parms.Push = Push;
Parms.Set_Push = Set_Push;
UObject::ProcessEvent(Func, &Parms);
}
// Function PlayerPawn_Generic.PlayerPawn_Generic_C.SetShieldMids_InternalLoop
// (Public, HasOutParams, BlueprintCallable, BlueprintEvent)
// Parameters:
// float Highlight_Cracks (BlueprintVisible, BlueprintReadOnly, Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash)
// bool Set_Highlight_Cracks (BlueprintVisible, BlueprintReadOnly, Parm, ZeroConstructor, IsPlainOldData, NoDestructor)
// float Push (BlueprintVisible, BlueprintReadOnly, Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash)
// bool Set_Push (BlueprintVisible, BlueprintReadOnly, Parm, ZeroConstructor, IsPlainOldData, NoDestructor)
// TArray<class UMaterialInstanceDynamic*> NewParam1 (BlueprintVisible, BlueprintReadOnly, Parm, OutParm, ZeroConstructor, ReferenceParm)
void APlayerPawn_Generic_C::SetShieldMids_InternalLoop(float Highlight_Cracks, bool Set_Highlight_Cracks, float Push, bool Set_Push, TArray<class UMaterialInstanceDynamic*>& NewParam1)
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("PlayerPawn_Generic_C", "SetShieldMids_InternalLoop");
Params::PlayerPawn_Generic_C_SetShieldMids_InternalLoop Parms{};
Parms.Highlight_Cracks = Highlight_Cracks;
Parms.Set_Highlight_Cracks = Set_Highlight_Cracks;
Parms.Push = Push;
Parms.Set_Push = Set_Push;
Parms.NewParam1 = std::move(NewParam1);
UObject::ProcessEvent(Func, &Parms);
NewParam1 = std::move(Parms.NewParam1);
}
// Function PlayerPawn_Generic.PlayerPawn_Generic_C.SlaveAMeshToTheBody
// (Public, HasDefaults, BlueprintCallable, BlueprintEvent)
// Parameters:
// class USkeletalMeshComponent* Param_Mesh (BlueprintVisible, BlueprintReadOnly, Parm, ZeroConstructor, InstancedReference, IsPlainOldData, NoDestructor, HasGetValueTypeHash)
// class USkeletalMeshComponent* Master (BlueprintVisible, BlueprintReadOnly, Parm, ZeroConstructor, InstancedReference, IsPlainOldData, NoDestructor, HasGetValueTypeHash)
void APlayerPawn_Generic_C::SlaveAMeshToTheBody(class USkeletalMeshComponent* Param_Mesh, class USkeletalMeshComponent* Master)
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("PlayerPawn_Generic_C", "SlaveAMeshToTheBody");
Params::PlayerPawn_Generic_C_SlaveAMeshToTheBody Parms{};
Parms.Param_Mesh = Param_Mesh;
Parms.Master = Master;
UObject::ProcessEvent(Func, &Parms);
}
// Function PlayerPawn_Generic.PlayerPawn_Generic_C.ToggleShieldVisibility
// (Public, HasDefaults, BlueprintCallable, BlueprintEvent)
void APlayerPawn_Generic_C::ToggleShieldVisibility()
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("PlayerPawn_Generic_C", "ToggleShieldVisibility");
UObject::ProcessEvent(Func, nullptr);
}
// Function PlayerPawn_Generic.PlayerPawn_Generic_C.Create and Duplicate Effect Poseable Skeletal Mesh
// (Public, HasOutParams, HasDefaults, BlueprintCallable, BlueprintEvent)
// Parameters:
// EFortCustomPartType BodyType (BlueprintVisible, BlueprintReadOnly, Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash)
// class UMaterialInterface* Material_to_Apply (BlueprintVisible, BlueprintReadOnly, Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash)
// TArray<class UMaterialInstanceDynamic*> Empty_MID_Array (BlueprintVisible, BlueprintReadOnly, Parm, OutParm, ZeroConstructor, ReferenceParm)
// int32 TranslucentSortPriority (BlueprintVisible, BlueprintReadOnly, Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash)
// class UPoseableMeshComponent* PoseableMesh (BlueprintVisible, BlueprintReadOnly, Parm, OutParm, ZeroConstructor, InstancedReference, ReferenceParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash)
void APlayerPawn_Generic_C::Create_and_Duplicate_Effect_Poseable_Skeletal_Mesh(EFortCustomPartType BodyType, class UMaterialInterface* Material_to_Apply, TArray<class UMaterialInstanceDynamic*>& Empty_MID_Array, int32 TranslucentSortPriority, class UPoseableMeshComponent*& PoseableMesh)
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("PlayerPawn_Generic_C", "Create and Duplicate Effect Poseable Skeletal Mesh");
Params::PlayerPawn_Generic_C_Create_and_Duplicate_Effect_Poseable_Skeletal_Mesh Parms{};
Parms.BodyType = BodyType;
Parms.Material_to_Apply = Material_to_Apply;
Parms.Empty_MID_Array = std::move(Empty_MID_Array);
Parms.TranslucentSortPriority = TranslucentSortPriority;
Parms.PoseableMesh = PoseableMesh;
UObject::ProcessEvent(Func, &Parms);
Empty_MID_Array = std::move(Parms.Empty_MID_Array);
PoseableMesh = Parms.PoseableMesh;
}
// Function PlayerPawn_Generic.PlayerPawn_Generic_C.Setup FX Mesh Duplicates
// (Public, HasOutParams, BlueprintCallable, BlueprintEvent)
// Parameters:
// class UMaterialInterface* Material_to_Apply (BlueprintVisible, BlueprintReadOnly, Parm, OutParm, ZeroConstructor, ReferenceParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash)
// TArray<class UMaterialInstanceDynamic*> Charm_MID_Array (BlueprintVisible, BlueprintReadOnly, Parm, OutParm, ZeroConstructor, ReferenceParm)
// class USkeletalMeshComponent* Charm_Mesh (BlueprintVisible, BlueprintReadOnly, Parm, OutParm, ZeroConstructor, InstancedReference, ReferenceParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash)
// TArray<class UMaterialInstanceDynamic*> Head_MID_Array (BlueprintVisible, BlueprintReadOnly, Parm, OutParm, ZeroConstructor, ReferenceParm)
// class USkeletalMeshComponent* Head_Mesh (BlueprintVisible, BlueprintReadOnly, Parm, OutParm, ZeroConstructor, InstancedReference, ReferenceParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash)
// TArray<class UMaterialInstanceDynamic*> Body_MID_Array (BlueprintVisible, BlueprintReadOnly, Parm, OutParm, ZeroConstructor, ReferenceParm)
// class USkeletalMeshComponent* Body_Mesh (BlueprintVisible, BlueprintReadOnly, Parm, OutParm, ZeroConstructor, InstancedReference, ReferenceParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash)
// int32 Translucent_Sort_Order (BlueprintVisible, BlueprintReadOnly, Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash)
// bool Transfer_Material_Parameters (BlueprintVisible, BlueprintReadOnly, Parm, ZeroConstructor, IsPlainOldData, NoDestructor)
void APlayerPawn_Generic_C::Setup_FX_Mesh_Duplicates(class UMaterialInterface*& Material_to_Apply, TArray<class UMaterialInstanceDynamic*>& Charm_MID_Array, class USkeletalMeshComponent*& Charm_Mesh, TArray<class UMaterialInstanceDynamic*>& Head_MID_Array, class USkeletalMeshComponent*& Head_Mesh, TArray<class UMaterialInstanceDynamic*>& Body_MID_Array, class USkeletalMeshComponent*& Body_Mesh, int32 Translucent_Sort_Order, bool Transfer_Material_Parameters)
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("PlayerPawn_Generic_C", "Setup FX Mesh Duplicates");
Params::PlayerPawn_Generic_C_Setup_FX_Mesh_Duplicates Parms{};
Parms.Material_to_Apply = Material_to_Apply;
Parms.Charm_MID_Array = std::move(Charm_MID_Array);
Parms.Charm_Mesh = Charm_Mesh;
Parms.Head_MID_Array = std::move(Head_MID_Array);
Parms.Head_Mesh = Head_Mesh;
Parms.Body_MID_Array = std::move(Body_MID_Array);
Parms.Body_Mesh = Body_Mesh;
Parms.Translucent_Sort_Order = Translucent_Sort_Order;
Parms.Transfer_Material_Parameters = Transfer_Material_Parameters;
UObject::ProcessEvent(Func, &Parms);
Material_to_Apply = Parms.Material_to_Apply;
Charm_MID_Array = std::move(Parms.Charm_MID_Array);
Charm_Mesh = Parms.Charm_Mesh;
Head_MID_Array = std::move(Parms.Head_MID_Array);
Head_Mesh = Parms.Head_Mesh;
Body_MID_Array = std::move(Parms.Body_MID_Array);
Body_Mesh = Parms.Body_Mesh;
}
// Function PlayerPawn_Generic.PlayerPawn_Generic_C.OnRep_On_Player_Built_Floor
// (HasDefaults, BlueprintCallable, BlueprintEvent)
void APlayerPawn_Generic_C::OnRep_On_Player_Built_Floor()
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("PlayerPawn_Generic_C", "OnRep_On_Player_Built_Floor");
UObject::ProcessEvent(Func, nullptr);
}
// Function PlayerPawn_Generic.PlayerPawn_Generic_C.DisableWaterLevelTick
// (Public, BlueprintCallable, BlueprintEvent)
void APlayerPawn_Generic_C::DisableWaterLevelTick()
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("PlayerPawn_Generic_C", "DisableWaterLevelTick");
UObject::ProcessEvent(Func, nullptr);
}
// Function PlayerPawn_Generic.PlayerPawn_Generic_C.Are the wind and water RTT passes enabled
// (Public, HasOutParams, BlueprintCallable, BlueprintEvent)
// Parameters:
// bool NewParam (Parm, OutParm, ZeroConstructor, IsPlainOldData, NoDestructor)
void APlayerPawn_Generic_C::Are_the_wind_and_water_RTT_passes_enabled(bool* NewParam)
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("PlayerPawn_Generic_C", "Are the wind and water RTT passes enabled");
Params::PlayerPawn_Generic_C_Are_the_wind_and_water_RTT_passes_enabled Parms{};
UObject::ProcessEvent(Func, &Parms);
if (NewParam != nullptr)
*NewParam = Parms.NewParam;
}
// Function PlayerPawn_Generic.PlayerPawn_Generic_C.TriggerGameplayWindEmitter
// (Public, BlueprintCallable, BlueprintEvent)
// Parameters:
// EPlayerWindParticleEmitters Player_Wind_Particle_Emitter_To_Fire (BlueprintVisible, BlueprintReadOnly, Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash)
void APlayerPawn_Generic_C::TriggerGameplayWindEmitter(EPlayerWindParticleEmitters Player_Wind_Particle_Emitter_To_Fire)
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("PlayerPawn_Generic_C", "TriggerGameplayWindEmitter");
Params::PlayerPawn_Generic_C_TriggerGameplayWindEmitter Parms{};
Parms.Player_Wind_Particle_Emitter_To_Fire = Player_Wind_Particle_Emitter_To_Fire;
UObject::ProcessEvent(Func, &Parms);
}
// Function PlayerPawn_Generic.PlayerPawn_Generic_C.Override Materials and Copy Parameters on Weapons Mesh
// (Public, BlueprintCallable, BlueprintEvent)
// Parameters:
// class UMaterialInterface* Material_to_Apply (BlueprintVisible, BlueprintReadOnly, Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash)
void APlayerPawn_Generic_C::Override_Materials_and_Copy_Parameters_on_Weapons_Mesh(class UMaterialInterface* Material_to_Apply)
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("PlayerPawn_Generic_C", "Override Materials and Copy Parameters on Weapons Mesh");
Params::PlayerPawn_Generic_C_Override_Materials_and_Copy_Parameters_on_Weapons_Mesh Parms{};
Parms.Material_to_Apply = Material_to_Apply;
UObject::ProcessEvent(Func, &Parms);
}
// Function PlayerPawn_Generic.PlayerPawn_Generic_C.Restore Previous Materials on Character Mesh
// (Public, BlueprintCallable, BlueprintEvent)
void APlayerPawn_Generic_C::Restore_Previous_Materials_on_Character_Mesh()
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("PlayerPawn_Generic_C", "Restore Previous Materials on Character Mesh");
UObject::ProcessEvent(Func, nullptr);
}
// Function PlayerPawn_Generic.PlayerPawn_Generic_C.Restore Previous Materials on Weapons Mesh
// (Public, BlueprintCallable, BlueprintEvent)
// Parameters:
// class AFortWeapon* Weapon_to_Restore (BlueprintVisible, BlueprintReadOnly, Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash)
void APlayerPawn_Generic_C::Restore_Previous_Materials_on_Weapons_Mesh(class AFortWeapon* Weapon_to_Restore)
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("PlayerPawn_Generic_C", "Restore Previous Materials on Weapons Mesh");
Params::PlayerPawn_Generic_C_Restore_Previous_Materials_on_Weapons_Mesh Parms{};
Parms.Weapon_to_Restore = Weapon_to_Restore;
UObject::ProcessEvent(Func, &Parms);
}
// Function PlayerPawn_Generic.PlayerPawn_Generic_C.Set Scalar Parameter on Character MIDs
// (Public, BlueprintCallable, BlueprintEvent)
// Parameters:
// class FName Parameter_Name (BlueprintVisible, BlueprintReadOnly, Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash)
// float Parameter_Value (BlueprintVisible, BlueprintReadOnly, Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash)
void APlayerPawn_Generic_C::Set_Scalar_Parameter_on_Character_MIDs(class FName Parameter_Name, float Parameter_Value)
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("PlayerPawn_Generic_C", "Set Scalar Parameter on Character MIDs");
Params::PlayerPawn_Generic_C_Set_Scalar_Parameter_on_Character_MIDs Parms{};
Parms.Parameter_Name = Parameter_Name;
Parms.Parameter_Value = Parameter_Value;
UObject::ProcessEvent(Func, &Parms);
}
// Function PlayerPawn_Generic.PlayerPawn_Generic_C.Set Scalar Parameter on Duplicate Mesh MIDs
// (Public, BlueprintCallable, BlueprintEvent)
// Parameters:
// class FName Parameter_Name (BlueprintVisible, BlueprintReadOnly, Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash)
// float Parameter_Value (BlueprintVisible, BlueprintReadOnly, Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash)
void APlayerPawn_Generic_C::Set_Scalar_Parameter_on_Duplicate_Mesh_MIDs(class FName Parameter_Name, float Parameter_Value)
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("PlayerPawn_Generic_C", "Set Scalar Parameter on Duplicate Mesh MIDs");
Params::PlayerPawn_Generic_C_Set_Scalar_Parameter_on_Duplicate_Mesh_MIDs Parms{};
Parms.Parameter_Name = Parameter_Name;
Parms.Parameter_Value = Parameter_Value;
UObject::ProcessEvent(Func, &Parms);
}
// Function PlayerPawn_Generic.PlayerPawn_Generic_C.Set Body Type Sounds
// (Public, BlueprintCallable, BlueprintEvent)
void APlayerPawn_Generic_C::Set_Body_Type_Sounds()
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("PlayerPawn_Generic_C", "Set Body Type Sounds");
UObject::ProcessEvent(Func, nullptr);
}
// Function PlayerPawn_Generic.PlayerPawn_Generic_C.Melee_Effect_Color
// (Public, HasOutParams, BlueprintCallable, BlueprintEvent)
// Parameters:
// struct FVector Melee_Color_Set (Parm, OutParm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash)
void APlayerPawn_Generic_C::Melee_Effect_Color(struct FVector* Melee_Color_Set)
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("PlayerPawn_Generic_C", "Melee_Effect_Color");
Params::PlayerPawn_Generic_C_Melee_Effect_Color Parms{};
UObject::ProcessEvent(Func, &Parms);
if (Melee_Color_Set != nullptr)
*Melee_Color_Set = std::move(Parms.Melee_Color_Set);
}
}