mirror of
https://github.com/ApfelTeeSaft/UnrealEvent.git
synced 2026-08-26 19:33:43 +00:00
191 lines
5.5 KiB
C++
191 lines
5.5 KiB
C++
#pragma once
|
|
|
|
/*
|
|
* SDK generated by Dumper-7
|
|
*
|
|
* https://github.com/Encryqed/Dumper-7
|
|
*/
|
|
|
|
// Package: VaultCharacterLightingBP
|
|
|
|
#include "Basic.hpp"
|
|
|
|
#include "VaultCharacterLightingBP_classes.hpp"
|
|
#include "VaultCharacterLightingBP_parameters.hpp"
|
|
|
|
|
|
namespace SDK
|
|
{
|
|
|
|
// Function VaultCharacterLightingBP.VaultCharacterLightingBP_C.ExecuteUbergraph_VaultCharacterLightingBP
|
|
// (Final, UbergraphFunction)
|
|
// Parameters:
|
|
// int32 EntryPoint (BlueprintVisible, BlueprintReadOnly, Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash)
|
|
|
|
void AVaultCharacterLightingBP_C::ExecuteUbergraph_VaultCharacterLightingBP(int32 EntryPoint)
|
|
{
|
|
static class UFunction* Func = nullptr;
|
|
|
|
if (Func == nullptr)
|
|
Func = Class->GetFunction("VaultCharacterLightingBP_C", "ExecuteUbergraph_VaultCharacterLightingBP");
|
|
|
|
Params::VaultCharacterLightingBP_C_ExecuteUbergraph_VaultCharacterLightingBP Parms{};
|
|
|
|
Parms.EntryPoint = EntryPoint;
|
|
|
|
UObject::ProcessEvent(Func, &Parms);
|
|
}
|
|
|
|
|
|
// Function VaultCharacterLightingBP.VaultCharacterLightingBP_C.LightControl
|
|
// (BlueprintCallable, BlueprintEvent)
|
|
// Parameters:
|
|
// bool NewParam (BlueprintVisible, BlueprintReadOnly, Parm, ZeroConstructor, IsPlainOldData, NoDestructor)
|
|
|
|
void AVaultCharacterLightingBP_C::LightControl(bool NewParam)
|
|
{
|
|
static class UFunction* Func = nullptr;
|
|
|
|
if (Func == nullptr)
|
|
Func = Class->GetFunction("VaultCharacterLightingBP_C", "LightControl");
|
|
|
|
Params::VaultCharacterLightingBP_C_LightControl Parms{};
|
|
|
|
Parms.NewParam = NewParam;
|
|
|
|
UObject::ProcessEvent(Func, &Parms);
|
|
}
|
|
|
|
|
|
// Function VaultCharacterLightingBP.VaultCharacterLightingBP_C.ReceiveBeginPlay
|
|
// (Event, Protected, BlueprintEvent)
|
|
|
|
void AVaultCharacterLightingBP_C::ReceiveBeginPlay()
|
|
{
|
|
static class UFunction* Func = nullptr;
|
|
|
|
if (Func == nullptr)
|
|
Func = Class->GetFunction("VaultCharacterLightingBP_C", "ReceiveBeginPlay");
|
|
|
|
UObject::ProcessEvent(Func, nullptr);
|
|
}
|
|
|
|
|
|
// Function VaultCharacterLightingBP.VaultCharacterLightingBP_C.OVERRIDELIGHTING
|
|
// (BlueprintCallable, BlueprintEvent)
|
|
|
|
void AVaultCharacterLightingBP_C::OVERRIDELIGHTING()
|
|
{
|
|
static class UFunction* Func = nullptr;
|
|
|
|
if (Func == nullptr)
|
|
Func = Class->GetFunction("VaultCharacterLightingBP_C", "OVERRIDELIGHTING");
|
|
|
|
UObject::ProcessEvent(Func, nullptr);
|
|
}
|
|
|
|
|
|
// Function VaultCharacterLightingBP.VaultCharacterLightingBP_C.ToggleLighting
|
|
// (BlueprintCallable, BlueprintEvent)
|
|
|
|
void AVaultCharacterLightingBP_C::ToggleLighting()
|
|
{
|
|
static class UFunction* Func = nullptr;
|
|
|
|
if (Func == nullptr)
|
|
Func = Class->GetFunction("VaultCharacterLightingBP_C", "ToggleLighting");
|
|
|
|
UObject::ProcessEvent(Func, nullptr);
|
|
}
|
|
|
|
|
|
// Function VaultCharacterLightingBP.VaultCharacterLightingBP_C.UpdateSettings
|
|
// (BlueprintCallable, BlueprintEvent)
|
|
|
|
void AVaultCharacterLightingBP_C::UpdateSettings()
|
|
{
|
|
static class UFunction* Func = nullptr;
|
|
|
|
if (Func == nullptr)
|
|
Func = Class->GetFunction("VaultCharacterLightingBP_C", "UpdateSettings");
|
|
|
|
UObject::ProcessEvent(Func, nullptr);
|
|
}
|
|
|
|
|
|
// Function VaultCharacterLightingBP.VaultCharacterLightingBP_C.UserConstructionScript
|
|
// (Event, Public, BlueprintCallable, BlueprintEvent)
|
|
|
|
void AVaultCharacterLightingBP_C::UserConstructionScript()
|
|
{
|
|
static class UFunction* Func = nullptr;
|
|
|
|
if (Func == nullptr)
|
|
Func = Class->GetFunction("VaultCharacterLightingBP_C", "UserConstructionScript");
|
|
|
|
UObject::ProcessEvent(Func, nullptr);
|
|
}
|
|
|
|
|
|
// Function VaultCharacterLightingBP.VaultCharacterLightingBP_C.SwitchMobileLighting
|
|
// (Public, BlueprintCallable, BlueprintEvent)
|
|
// Parameters:
|
|
// bool Visibilty (BlueprintVisible, BlueprintReadOnly, Parm, ZeroConstructor, IsPlainOldData, NoDestructor)
|
|
|
|
void AVaultCharacterLightingBP_C::SwitchMobileLighting(bool Visibilty)
|
|
{
|
|
static class UFunction* Func = nullptr;
|
|
|
|
if (Func == nullptr)
|
|
Func = Class->GetFunction("VaultCharacterLightingBP_C", "SwitchMobileLighting");
|
|
|
|
Params::VaultCharacterLightingBP_C_SwitchMobileLighting Parms{};
|
|
|
|
Parms.Visibilty = Visibilty;
|
|
|
|
UObject::ProcessEvent(Func, &Parms);
|
|
}
|
|
|
|
|
|
// Function VaultCharacterLightingBP.VaultCharacterLightingBP_C.SwitchPCLighting
|
|
// (Public, BlueprintCallable, BlueprintEvent)
|
|
// Parameters:
|
|
// bool Visibility (BlueprintVisible, BlueprintReadOnly, Parm, ZeroConstructor, IsPlainOldData, NoDestructor)
|
|
|
|
void AVaultCharacterLightingBP_C::SwitchPCLighting(bool Visibility)
|
|
{
|
|
static class UFunction* Func = nullptr;
|
|
|
|
if (Func == nullptr)
|
|
Func = Class->GetFunction("VaultCharacterLightingBP_C", "SwitchPCLighting");
|
|
|
|
Params::VaultCharacterLightingBP_C_SwitchPCLighting Parms{};
|
|
|
|
Parms.Visibility = Visibility;
|
|
|
|
UObject::ProcessEvent(Func, &Parms);
|
|
}
|
|
|
|
|
|
// Function VaultCharacterLightingBP.VaultCharacterLightingBP_C.SwitchPCLighting_LOWDetail
|
|
// (Public, BlueprintCallable, BlueprintEvent)
|
|
// Parameters:
|
|
// bool Visibility (BlueprintVisible, BlueprintReadOnly, Parm, ZeroConstructor, IsPlainOldData, NoDestructor)
|
|
|
|
void AVaultCharacterLightingBP_C::SwitchPCLighting_LOWDetail(bool Visibility)
|
|
{
|
|
static class UFunction* Func = nullptr;
|
|
|
|
if (Func == nullptr)
|
|
Func = Class->GetFunction("VaultCharacterLightingBP_C", "SwitchPCLighting_LOWDetail");
|
|
|
|
Params::VaultCharacterLightingBP_C_SwitchPCLighting_LOWDetail Parms{};
|
|
|
|
Parms.Visibility = Visibility;
|
|
|
|
UObject::ProcessEvent(Func, &Parms);
|
|
}
|
|
|
|
}
|
|
|