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

91 lines
2.5 KiB
C++

#pragma once
/*
* SDK generated by Dumper-7
*
* https://github.com/Encryqed/Dumper-7
*/
// Package: QuestSceneActor
#include "Basic.hpp"
#include "QuestSceneActor_classes.hpp"
#include "QuestSceneActor_parameters.hpp"
namespace SDK
{
// Function QuestSceneActor.QuestSceneActor_C.ExecuteUbergraph_QuestSceneActor
// (Final, UbergraphFunction)
// Parameters:
// int32 EntryPoint (BlueprintVisible, BlueprintReadOnly, Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash)
void AQuestSceneActor_C::ExecuteUbergraph_QuestSceneActor(int32 EntryPoint)
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("QuestSceneActor_C", "ExecuteUbergraph_QuestSceneActor");
Params::QuestSceneActor_C_ExecuteUbergraph_QuestSceneActor Parms{};
Parms.EntryPoint = EntryPoint;
UObject::ProcessEvent(Func, &Parms);
}
// Function QuestSceneActor.QuestSceneActor_C.CameraChanged
// (BlueprintCallable, BlueprintEvent)
// Parameters:
// EFrontEndCamera NewCamera (BlueprintVisible, BlueprintReadOnly, Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash)
// EFrontEndCamera OldCamera (BlueprintVisible, BlueprintReadOnly, Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash)
void AQuestSceneActor_C::CameraChanged(EFrontEndCamera NewCamera, EFrontEndCamera OldCamera)
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("QuestSceneActor_C", "CameraChanged");
Params::QuestSceneActor_C_CameraChanged Parms{};
Parms.NewCamera = NewCamera;
Parms.OldCamera = OldCamera;
UObject::ProcessEvent(Func, &Parms);
}
// Function QuestSceneActor.QuestSceneActor_C.ReceiveBeginPlay
// (Event, Protected, BlueprintEvent)
void AQuestSceneActor_C::ReceiveBeginPlay()
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("QuestSceneActor_C", "ReceiveBeginPlay");
UObject::ProcessEvent(Func, nullptr);
}
// Function QuestSceneActor.QuestSceneActor_C.UserConstructionScript
// (Event, Public, BlueprintCallable, BlueprintEvent)
void AQuestSceneActor_C::UserConstructionScript()
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("QuestSceneActor_C", "UserConstructionScript");
UObject::ProcessEvent(Func, nullptr);
}
}