mirror of
https://github.com/ApfelTeeSaft/UnrealEvent.git
synced 2026-08-26 19:33:43 +00:00
1217 lines
52 KiB
C++
1217 lines
52 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: PlayerPawn_Generic
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#include "Basic.hpp"
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#include "PlayerPawn_Generic_classes.hpp"
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#include "PlayerPawn_Generic_parameters.hpp"
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namespace SDK
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{
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// Function PlayerPawn_Generic.PlayerPawn_Generic_C.ExecuteUbergraph_PlayerPawn_Generic
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// (Final, UbergraphFunction, HasDefaults)
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// Parameters:
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// int32 EntryPoint (BlueprintVisible, BlueprintReadOnly, Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash)
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void APlayerPawn_Generic_C::ExecuteUbergraph_PlayerPawn_Generic(int32 EntryPoint)
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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("PlayerPawn_Generic_C", "ExecuteUbergraph_PlayerPawn_Generic");
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Params::PlayerPawn_Generic_C_ExecuteUbergraph_PlayerPawn_Generic Parms{};
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Parms.EntryPoint = EntryPoint;
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UObject::ProcessEvent(Func, &Parms);
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}
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// Function PlayerPawn_Generic.PlayerPawn_Generic_C.AnimTrailsNotify
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// (Event, Public, BlueprintCallable, BlueprintEvent)
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// Parameters:
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// bool bActive (BlueprintVisible, BlueprintReadOnly, Parm, ZeroConstructor, IsPlainOldData, NoDestructor)
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void APlayerPawn_Generic_C::AnimTrailsNotify(bool bActive)
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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("PlayerPawn_Generic_C", "AnimTrailsNotify");
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Params::PlayerPawn_Generic_C_AnimTrailsNotify Parms{};
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Parms.bActive = bActive;
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UObject::ProcessEvent(Func, &Parms);
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}
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// Function PlayerPawn_Generic.PlayerPawn_Generic_C.AnimTrailsDisable
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// (Event, Public, BlueprintCallable, BlueprintEvent)
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void APlayerPawn_Generic_C::AnimTrailsDisable()
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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("PlayerPawn_Generic_C", "AnimTrailsDisable");
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UObject::ProcessEvent(Func, nullptr);
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}
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// Function PlayerPawn_Generic.PlayerPawn_Generic_C.AnimTrailsSetup
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// (Event, Public, BlueprintCallable, BlueprintEvent)
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// Parameters:
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// class UParticleSystem* ParticleSystemReference (BlueprintVisible, BlueprintReadOnly, Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash)
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// class FName FirstSocketName (BlueprintVisible, BlueprintReadOnly, Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash)
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// class FName SecondSocketName (BlueprintVisible, BlueprintReadOnly, Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash)
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// float Width (BlueprintVisible, BlueprintReadOnly, Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash)
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// class UParticleSystemComponent* OverrideParticleComp (BlueprintVisible, BlueprintReadOnly, Parm, ZeroConstructor, InstancedReference, IsPlainOldData, NoDestructor, HasGetValueTypeHash)
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// class FName OverideFirstSocketName (BlueprintVisible, BlueprintReadOnly, Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash)
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// class FName OverideSecondSocketName (BlueprintVisible, BlueprintReadOnly, Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash)
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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)
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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("PlayerPawn_Generic_C", "AnimTrailsSetup");
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Params::PlayerPawn_Generic_C_AnimTrailsSetup Parms{};
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Parms.ParticleSystemReference = ParticleSystemReference;
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Parms.FirstSocketName = FirstSocketName;
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Parms.SecondSocketName = SecondSocketName;
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Parms.Width = Width;
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Parms.OverrideParticleComp = OverrideParticleComp;
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Parms.OverideFirstSocketName = OverideFirstSocketName;
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Parms.OverideSecondSocketName = OverideSecondSocketName;
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UObject::ProcessEvent(Func, &Parms);
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}
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// Function PlayerPawn_Generic.PlayerPawn_Generic_C.OnLand_CE
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// (BlueprintCallable, BlueprintEvent)
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void APlayerPawn_Generic_C::OnLand_CE()
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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("PlayerPawn_Generic_C", "OnLand_CE");
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UObject::ProcessEvent(Func, nullptr);
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}
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// Function PlayerPawn_Generic.PlayerPawn_Generic_C.GameplayCue.Damage
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// (BlueprintCallable, BlueprintEvent)
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// Parameters:
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// EGameplayCueEvent EventType (BlueprintVisible, BlueprintReadOnly, Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash)
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// struct FGameplayCueParameters Parameters (BlueprintVisible, BlueprintReadOnly, Parm, ContainsInstancedReference)
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void APlayerPawn_Generic_C::GameplayCue_Damage(EGameplayCueEvent EventType, const struct FGameplayCueParameters& Parameters)
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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("PlayerPawn_Generic_C", "GameplayCue.Damage");
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Params::PlayerPawn_Generic_C_GameplayCue_Damage Parms{};
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Parms.EventType = EventType;
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Parms.Parameters = std::move(Parameters);
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UObject::ProcessEvent(Func, &Parms);
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}
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// Function PlayerPawn_Generic.PlayerPawn_Generic_C.GameplayCue.Shield.Destroyed
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// (BlueprintCallable, BlueprintEvent)
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// Parameters:
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// EGameplayCueEvent EventType (BlueprintVisible, BlueprintReadOnly, Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash)
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// struct FGameplayCueParameters Parameters (BlueprintVisible, BlueprintReadOnly, Parm, ContainsInstancedReference)
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void APlayerPawn_Generic_C::GameplayCue_Shield_Destroyed(EGameplayCueEvent EventType, const struct FGameplayCueParameters& Parameters)
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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("PlayerPawn_Generic_C", "GameplayCue.Shield.Destroyed");
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Params::PlayerPawn_Generic_C_GameplayCue_Shield_Destroyed Parms{};
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Parms.EventType = EventType;
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Parms.Parameters = std::move(Parameters);
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UObject::ProcessEvent(Func, &Parms);
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}
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// Function PlayerPawn_Generic.PlayerPawn_Generic_C.GameplayCue.Damage.Shielded
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// (BlueprintCallable, BlueprintEvent)
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// Parameters:
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// EGameplayCueEvent EventType (BlueprintVisible, BlueprintReadOnly, Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash)
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// struct FGameplayCueParameters Parameters (BlueprintVisible, BlueprintReadOnly, Parm, ContainsInstancedReference)
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void APlayerPawn_Generic_C::GameplayCue_Damage_Shielded(EGameplayCueEvent EventType, const struct FGameplayCueParameters& Parameters)
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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("PlayerPawn_Generic_C", "GameplayCue.Damage.Shielded");
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Params::PlayerPawn_Generic_C_GameplayCue_Damage_Shielded Parms{};
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Parms.EventType = EventType;
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Parms.Parameters = std::move(Parameters);
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UObject::ProcessEvent(Func, &Parms);
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}
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// Function PlayerPawn_Generic.PlayerPawn_Generic_C.GameplayCue.Shield.FullyCharged
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// (BlueprintCallable, BlueprintEvent)
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// Parameters:
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// EGameplayCueEvent EventType (BlueprintVisible, BlueprintReadOnly, Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash)
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// struct FGameplayCueParameters Parameters (BlueprintVisible, BlueprintReadOnly, Parm, ContainsInstancedReference)
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void APlayerPawn_Generic_C::GameplayCue_Shield_FullyCharged(EGameplayCueEvent EventType, const struct FGameplayCueParameters& Parameters)
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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("PlayerPawn_Generic_C", "GameplayCue.Shield.FullyCharged");
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Params::PlayerPawn_Generic_C_GameplayCue_Shield_FullyCharged Parms{};
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Parms.EventType = EventType;
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Parms.Parameters = std::move(Parameters);
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UObject::ProcessEvent(Func, &Parms);
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}
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// Function PlayerPawn_Generic.PlayerPawn_Generic_C.OnDeathPlayEffects
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// (BlueprintCosmetic, Event, Public, HasOutParams, BlueprintEvent)
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// Parameters:
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// float Damage (BlueprintVisible, BlueprintReadOnly, Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash)
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// struct FGameplayTagContainer DamageTags (ConstParm, BlueprintVisible, BlueprintReadOnly, Parm, OutParm, ReferenceParm)
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// struct FVector Momentum (BlueprintVisible, BlueprintReadOnly, Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash)
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// struct FHitResult HitInfo (ConstParm, BlueprintVisible, BlueprintReadOnly, Parm, OutParm, ReferenceParm, IsPlainOldData, NoDestructor, ContainsInstancedReference)
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// class AFortPawn* InstigatedBy (BlueprintVisible, BlueprintReadOnly, Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash)
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// class AActor* DamageCauser (BlueprintVisible, BlueprintReadOnly, Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash)
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// struct FGameplayEffectContextHandle EffectContext (BlueprintVisible, BlueprintReadOnly, Parm)
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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)
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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("PlayerPawn_Generic_C", "OnDeathPlayEffects");
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Params::PlayerPawn_Generic_C_OnDeathPlayEffects Parms{};
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Parms.Damage = Damage;
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Parms.DamageTags = std::move(DamageTags);
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Parms.Momentum = std::move(Momentum);
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Parms.HitInfo = std::move(HitInfo);
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Parms.InstigatedBy = InstigatedBy;
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Parms.DamageCauser = DamageCauser;
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Parms.EffectContext = std::move(EffectContext);
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UObject::ProcessEvent(Func, &Parms);
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}
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// Function PlayerPawn_Generic.PlayerPawn_Generic_C.ReinitializeWeaponMaterials
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// (BlueprintCallable, BlueprintEvent)
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void APlayerPawn_Generic_C::ReinitializeWeaponMaterials()
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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("PlayerPawn_Generic_C", "ReinitializeWeaponMaterials");
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UObject::ProcessEvent(Func, nullptr);
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}
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// Function PlayerPawn_Generic.PlayerPawn_Generic_C.Player Creates a Splash
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// (HasOutParams, BlueprintCallable, BlueprintEvent)
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// Parameters:
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// struct FTransform NewTransform (ConstParm, BlueprintVisible, BlueprintReadOnly, Parm, OutParm, ReferenceParm, IsPlainOldData, NoDestructor)
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void APlayerPawn_Generic_C::Player_Creates_a_Splash(const struct FTransform& NewTransform)
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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("PlayerPawn_Generic_C", "Player Creates a Splash");
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Params::PlayerPawn_Generic_C_Player_Creates_a_Splash Parms{};
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Parms.NewTransform = std::move(NewTransform);
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UObject::ProcessEvent(Func, &Parms);
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}
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// Function PlayerPawn_Generic.PlayerPawn_Generic_C.Entered Water Volume
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// (BlueprintCallable, BlueprintEvent)
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void APlayerPawn_Generic_C::Entered_Water_Volume()
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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("PlayerPawn_Generic_C", "Entered Water Volume");
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UObject::ProcessEvent(Func, nullptr);
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}
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// Function PlayerPawn_Generic.PlayerPawn_Generic_C.PlayGameplayWindEffect
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// (BlueprintCallable, BlueprintEvent)
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// Parameters:
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// EPlayerWindParticleEmitters Player_Wind_Particle_Emitter_To_Fire (BlueprintVisible, BlueprintReadOnly, Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash)
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void APlayerPawn_Generic_C::PlayGameplayWindEffect(EPlayerWindParticleEmitters Player_Wind_Particle_Emitter_To_Fire)
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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("PlayerPawn_Generic_C", "PlayGameplayWindEffect");
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Params::PlayerPawn_Generic_C_PlayGameplayWindEffect Parms{};
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Parms.Player_Wind_Particle_Emitter_To_Fire = Player_Wind_Particle_Emitter_To_Fire;
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UObject::ProcessEvent(Func, &Parms);
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}
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// Function PlayerPawn_Generic.PlayerPawn_Generic_C.OnDeathServer
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// (BlueprintAuthorityOnly, Event, Public, HasOutParams, BlueprintEvent)
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// Parameters:
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// float Damage (BlueprintVisible, BlueprintReadOnly, Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash)
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// struct FGameplayTagContainer DamageTags (ConstParm, BlueprintVisible, BlueprintReadOnly, Parm, OutParm, ReferenceParm)
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// struct FVector Momentum (BlueprintVisible, BlueprintReadOnly, Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash)
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// struct FHitResult HitInfo (ConstParm, BlueprintVisible, BlueprintReadOnly, Parm, OutParm, ReferenceParm, IsPlainOldData, NoDestructor, ContainsInstancedReference)
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// class AController* InstigatedBy (BlueprintVisible, BlueprintReadOnly, Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash)
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// class AActor* DamageCauser (BlueprintVisible, BlueprintReadOnly, Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash)
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// struct FGameplayEffectContextHandle EffectContext (BlueprintVisible, BlueprintReadOnly, Parm)
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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)
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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("PlayerPawn_Generic_C", "OnDeathServer");
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Params::PlayerPawn_Generic_C_OnDeathServer Parms{};
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Parms.Damage = Damage;
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Parms.DamageTags = std::move(DamageTags);
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Parms.Momentum = std::move(Momentum);
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Parms.HitInfo = std::move(HitInfo);
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Parms.InstigatedBy = InstigatedBy;
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Parms.DamageCauser = DamageCauser;
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Parms.EffectContext = std::move(EffectContext);
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UObject::ProcessEvent(Func, &Parms);
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}
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// Function PlayerPawn_Generic.PlayerPawn_Generic_C.MultiEndSwap
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// (Net, NetReliable, NetMulticast, BlueprintCallable, BlueprintEvent)
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// Parameters:
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// class AFortWeapon* Param_CurrentWeapon (BlueprintVisible, BlueprintReadOnly, Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash)
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void APlayerPawn_Generic_C::MultiEndSwap(class AFortWeapon* Param_CurrentWeapon)
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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("PlayerPawn_Generic_C", "MultiEndSwap");
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Params::PlayerPawn_Generic_C_MultiEndSwap Parms{};
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Parms.Param_CurrentWeapon = Param_CurrentWeapon;
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UObject::ProcessEvent(Func, &Parms);
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}
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// Function PlayerPawn_Generic.PlayerPawn_Generic_C.UnBindWeaponSwap
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// (BlueprintCallable, BlueprintEvent)
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void APlayerPawn_Generic_C::UnBindWeaponSwap()
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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("PlayerPawn_Generic_C", "UnBindWeaponSwap");
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UObject::ProcessEvent(Func, nullptr);
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}
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// Function PlayerPawn_Generic.PlayerPawn_Generic_C.MultiSwapWeapon
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// (Net, NetReliable, NetMulticast, BlueprintCallable, BlueprintEvent)
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// Parameters:
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// class AFortWeapon* New (BlueprintVisible, BlueprintReadOnly, Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash)
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// class AFortWeapon* Prev (BlueprintVisible, BlueprintReadOnly, Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash)
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void APlayerPawn_Generic_C::MultiSwapWeapon(class AFortWeapon* New, class AFortWeapon* Prev)
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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("PlayerPawn_Generic_C", "MultiSwapWeapon");
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Params::PlayerPawn_Generic_C_MultiSwapWeapon Parms{};
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Parms.New = New;
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Parms.Prev = Prev;
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UObject::ProcessEvent(Func, &Parms);
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}
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// Function PlayerPawn_Generic.PlayerPawn_Generic_C.BindWeaponSwap
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// (BlueprintCallable, BlueprintEvent)
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// Parameters:
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// float InDuration (BlueprintVisible, BlueprintReadOnly, Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash)
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void APlayerPawn_Generic_C::BindWeaponSwap(float InDuration)
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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("PlayerPawn_Generic_C", "BindWeaponSwap");
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Params::PlayerPawn_Generic_C_BindWeaponSwap Parms{};
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Parms.InDuration = InDuration;
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UObject::ProcessEvent(Func, &Parms);
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}
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// Function PlayerPawn_Generic.PlayerPawn_Generic_C.ClientBindWeaponSwap
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// (BlueprintCallable, BlueprintEvent)
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// Parameters:
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// class AFortWeapon* NewWeapon (BlueprintVisible, BlueprintReadOnly, Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash)
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// class AFortWeapon* PrevWeapon (BlueprintVisible, BlueprintReadOnly, Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash)
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void APlayerPawn_Generic_C::ClientBindWeaponSwap(class AFortWeapon* NewWeapon, class AFortWeapon* PrevWeapon)
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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("PlayerPawn_Generic_C", "ClientBindWeaponSwap");
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Params::PlayerPawn_Generic_C_ClientBindWeaponSwap Parms{};
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Parms.NewWeapon = NewWeapon;
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Parms.PrevWeapon = PrevWeapon;
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UObject::ProcessEvent(Func, &Parms);
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}
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// Function PlayerPawn_Generic.PlayerPawn_Generic_C.OnClearSentence
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// (Event, Protected, BlueprintEvent)
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|
|
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);
|
|
}
|
|
|
|
}
|
|
|