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

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);
}
}