#pragma once // Dumped with Dumper-7! #include "../SDK.hpp" namespace SDK { //--------------------------------------------------------------------------------------------------------------------- // FUNCTIONS //--------------------------------------------------------------------------------------------------------------------- // Class GameplayTasks.GameplayTask // (None) class UClass* UGameplayTask::StaticClass() { static class UClass* Clss = nullptr; if (!Clss) Clss = UObject::FindClassFast("GameplayTask"); return Clss; } // GameplayTask GameplayTasks.Default__GameplayTask // (Public, ClassDefaultObject, ArchetypeObject, StrongRefOnFrame) class UGameplayTask* UGameplayTask::GetDefaultObj() { static class UGameplayTask* Default = nullptr; if (!Default) Default = static_cast(UGameplayTask::StaticClass()->DefaultObject); return Default; } // Function GameplayTasks.GameplayTask.ReadyForActivation // (Final, Native, Public, BlueprintCallable) // Parameters: void UGameplayTask::ReadyForActivation() { static class UFunction* Func = nullptr; if (!Func) Func = Class->GetFunction("GameplayTask", "ReadyForActivation"); auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; UObject::ProcessEvent(Func, nullptr); Func->FunctionFlags = Flgs; } // DelegateFunction GameplayTasks.GameplayTask.GenericGameplayTaskDelegate__DelegateSignature // (MulticastDelegate, Public, Delegate) // Parameters: void UGameplayTask::GenericGameplayTaskDelegate__DelegateSignature() { static class UFunction* Func = nullptr; if (!Func) Func = Class->GetFunction("GameplayTask", "GenericGameplayTaskDelegate__DelegateSignature"); UObject::ProcessEvent(Func, nullptr); } // Function GameplayTasks.GameplayTask.EndTask // (Final, Native, Public, BlueprintCallable) // Parameters: void UGameplayTask::EndTask() { static class UFunction* Func = nullptr; if (!Func) Func = Class->GetFunction("GameplayTask", "EndTask"); auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; UObject::ProcessEvent(Func, nullptr); Func->FunctionFlags = Flgs; } // Class GameplayTasks.GameplayTaskOwnerInterface // (None) class UClass* IGameplayTaskOwnerInterface::StaticClass() { static class UClass* Clss = nullptr; if (!Clss) Clss = UObject::FindClassFast("GameplayTaskOwnerInterface"); return Clss; } // GameplayTaskOwnerInterface GameplayTasks.Default__GameplayTaskOwnerInterface // (Public, ClassDefaultObject, ArchetypeObject) class IGameplayTaskOwnerInterface* IGameplayTaskOwnerInterface::GetDefaultObj() { static class IGameplayTaskOwnerInterface* Default = nullptr; if (!Default) Default = static_cast(IGameplayTaskOwnerInterface::StaticClass()->DefaultObject); return Default; } // Class GameplayTasks.GameplayTaskResource // (None) class UClass* UGameplayTaskResource::StaticClass() { static class UClass* Clss = nullptr; if (!Clss) Clss = UObject::FindClassFast("GameplayTaskResource"); return Clss; } // GameplayTaskResource GameplayTasks.Default__GameplayTaskResource // (Public, ClassDefaultObject, ArchetypeObject) class UGameplayTaskResource* UGameplayTaskResource::GetDefaultObj() { static class UGameplayTaskResource* Default = nullptr; if (!Default) Default = static_cast(UGameplayTaskResource::StaticClass()->DefaultObject); return Default; } // Class GameplayTasks.GameplayTasksComponent // (None) class UClass* UGameplayTasksComponent::StaticClass() { static class UClass* Clss = nullptr; if (!Clss) Clss = UObject::FindClassFast("GameplayTasksComponent"); return Clss; } // GameplayTasksComponent GameplayTasks.Default__GameplayTasksComponent // (Public, ClassDefaultObject, ArchetypeObject) class UGameplayTasksComponent* UGameplayTasksComponent::GetDefaultObj() { static class UGameplayTasksComponent* Default = nullptr; if (!Default) Default = static_cast(UGameplayTasksComponent::StaticClass()->DefaultObject); return Default; } // Function GameplayTasks.GameplayTasksComponent.OnRep_SimulatedTasks // (Final, Native, Public, HasOutParams) // Parameters: // TArray PreviousSimulatedTasks (ConstParm, Parm, OutParm, ZeroConstructor, ReferenceParm, NativeAccessSpecifierPublic) void UGameplayTasksComponent::OnRep_SimulatedTasks(TArray& PreviousSimulatedTasks) { static class UFunction* Func = nullptr; if (!Func) Func = Class->GetFunction("GameplayTasksComponent", "OnRep_SimulatedTasks"); Params::UGameplayTasksComponent_OnRep_SimulatedTasks_Params Parms{}; Parms.PreviousSimulatedTasks = PreviousSimulatedTasks; auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; UObject::ProcessEvent(Func, &Parms); Func->FunctionFlags = Flgs; } // Function GameplayTasks.GameplayTasksComponent.K2_RunGameplayTask // (Final, Native, Static, Public, BlueprintCallable) // Parameters: // TScriptInterfaceTaskOwner (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, UObjectWrapper, HasGetValueTypeHash, NativeAccessSpecifierPublic) // class UGameplayTask* Task (Parm, ZeroConstructor, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) // uint8 Priority (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) // TArray>AdditionalRequiredResources (Parm, ZeroConstructor, AdvancedDisplay, UObjectWrapper, NativeAccessSpecifierPublic) // TArray>AdditionalClaimedResources (Parm, ZeroConstructor, AdvancedDisplay, UObjectWrapper, NativeAccessSpecifierPublic) // enum class EGameplayTaskRunResult ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) enum class EGameplayTaskRunResult UGameplayTasksComponent::K2_RunGameplayTask(TScriptInterface TaskOwner, class UGameplayTask* Task, uint8 Priority, const TArray>& AdditionalRequiredResources, const TArray>& AdditionalClaimedResources) { static class UFunction* Func = nullptr; if (!Func) Func = Class->GetFunction("GameplayTasksComponent", "K2_RunGameplayTask"); Params::UGameplayTasksComponent_K2_RunGameplayTask_Params Parms{}; Parms.TaskOwner = TaskOwner; Parms.Task = Task; Parms.Priority = Priority; Parms.AdditionalRequiredResources = AdditionalRequiredResources; Parms.AdditionalClaimedResources = AdditionalClaimedResources; auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; UObject::ProcessEvent(Func, &Parms); Func->FunctionFlags = Flgs; return Parms.ReturnValue; } // Class GameplayTasks.GameplayTask_ClaimResource // (None) class UClass* UGameplayTask_ClaimResource::StaticClass() { static class UClass* Clss = nullptr; if (!Clss) Clss = UObject::FindClassFast("GameplayTask_ClaimResource"); return Clss; } // GameplayTask_ClaimResource GameplayTasks.Default__GameplayTask_ClaimResource // (Public, ClassDefaultObject, ArchetypeObject, StrongRefOnFrame) class UGameplayTask_ClaimResource* UGameplayTask_ClaimResource::GetDefaultObj() { static class UGameplayTask_ClaimResource* Default = nullptr; if (!Default) Default = static_cast(UGameplayTask_ClaimResource::StaticClass()->DefaultObject); return Default; } // Function GameplayTasks.GameplayTask_ClaimResource.ClaimResources // (Final, Native, Static, Public, BlueprintCallable) // Parameters: // TScriptInterfaceInTaskOwner (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, UObjectWrapper, HasGetValueTypeHash, NativeAccessSpecifierPublic) // TArray>ResourceClasses (Parm, ZeroConstructor, UObjectWrapper, NativeAccessSpecifierPublic) // uint8 Priority (ConstParm, Parm, ZeroConstructor, IsPlainOldData, NoDestructor, AdvancedDisplay, HasGetValueTypeHash, NativeAccessSpecifierPublic) // class FName TaskInstanceName (ConstParm, Parm, ZeroConstructor, IsPlainOldData, NoDestructor, AdvancedDisplay, HasGetValueTypeHash, NativeAccessSpecifierPublic) // class UGameplayTask_ClaimResource* ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) class UGameplayTask_ClaimResource* UGameplayTask_ClaimResource::ClaimResources(TScriptInterface InTaskOwner, const TArray>& ResourceClasses, uint8 Priority, class FName TaskInstanceName) { static class UFunction* Func = nullptr; if (!Func) Func = Class->GetFunction("GameplayTask_ClaimResource", "ClaimResources"); Params::UGameplayTask_ClaimResource_ClaimResources_Params Parms{}; Parms.InTaskOwner = InTaskOwner; Parms.ResourceClasses = ResourceClasses; Parms.Priority = Priority; Parms.TaskInstanceName = TaskInstanceName; auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; UObject::ProcessEvent(Func, &Parms); Func->FunctionFlags = Flgs; return Parms.ReturnValue; } // Function GameplayTasks.GameplayTask_ClaimResource.ClaimResource // (Final, Native, Static, Public, BlueprintCallable) // Parameters: // TScriptInterfaceInTaskOwner (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, UObjectWrapper, HasGetValueTypeHash, NativeAccessSpecifierPublic) // TSubclassOfResourceClass (Parm, ZeroConstructor, NoDestructor, UObjectWrapper, HasGetValueTypeHash, NativeAccessSpecifierPublic) // uint8 Priority (ConstParm, Parm, ZeroConstructor, IsPlainOldData, NoDestructor, AdvancedDisplay, HasGetValueTypeHash, NativeAccessSpecifierPublic) // class FName TaskInstanceName (ConstParm, Parm, ZeroConstructor, IsPlainOldData, NoDestructor, AdvancedDisplay, HasGetValueTypeHash, NativeAccessSpecifierPublic) // class UGameplayTask_ClaimResource* ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) class UGameplayTask_ClaimResource* UGameplayTask_ClaimResource::ClaimResource(TScriptInterface InTaskOwner, TSubclassOf ResourceClass, uint8 Priority, class FName TaskInstanceName) { static class UFunction* Func = nullptr; if (!Func) Func = Class->GetFunction("GameplayTask_ClaimResource", "ClaimResource"); Params::UGameplayTask_ClaimResource_ClaimResource_Params Parms{}; Parms.InTaskOwner = InTaskOwner; Parms.ResourceClass = ResourceClass; Parms.Priority = Priority; Parms.TaskInstanceName = TaskInstanceName; auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; UObject::ProcessEvent(Func, &Parms); Func->FunctionFlags = Flgs; return Parms.ReturnValue; } // Class GameplayTasks.GameplayTask_SpawnActor // (None) class UClass* UGameplayTask_SpawnActor::StaticClass() { static class UClass* Clss = nullptr; if (!Clss) Clss = UObject::FindClassFast("GameplayTask_SpawnActor"); return Clss; } // GameplayTask_SpawnActor GameplayTasks.Default__GameplayTask_SpawnActor // (Public, ClassDefaultObject, ArchetypeObject, StrongRefOnFrame) class UGameplayTask_SpawnActor* UGameplayTask_SpawnActor::GetDefaultObj() { static class UGameplayTask_SpawnActor* Default = nullptr; if (!Default) Default = static_cast(UGameplayTask_SpawnActor::StaticClass()->DefaultObject); return Default; } // Function GameplayTasks.GameplayTask_SpawnActor.SpawnActor // (Final, Native, Static, Public, HasDefaults, BlueprintCallable) // Parameters: // TScriptInterfaceTaskOwner (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, AdvancedDisplay, UObjectWrapper, HasGetValueTypeHash, NativeAccessSpecifierPublic) // struct FVector SpawnLocation (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) // struct FRotator SpawnRotation (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, NativeAccessSpecifierPublic) // TSubclassOf Class (Parm, ZeroConstructor, NoDestructor, UObjectWrapper, HasGetValueTypeHash, NativeAccessSpecifierPublic) // bool bSpawnOnlyOnAuthority (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, AdvancedDisplay, HasGetValueTypeHash, NativeAccessSpecifierPublic) // class UGameplayTask_SpawnActor* ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) class UGameplayTask_SpawnActor* UGameplayTask_SpawnActor::SpawnActor(TScriptInterface TaskOwner, const struct FVector& SpawnLocation, const struct FRotator& SpawnRotation, TSubclassOf Class, bool bSpawnOnlyOnAuthority) { static class UFunction* Func = nullptr; if (!Func) Func = Class->GetFunction("GameplayTask_SpawnActor", "SpawnActor"); Params::UGameplayTask_SpawnActor_SpawnActor_Params Parms{}; Parms.TaskOwner = TaskOwner; Parms.SpawnLocation = SpawnLocation; Parms.SpawnRotation = SpawnRotation; Parms.Class = Class; Parms.bSpawnOnlyOnAuthority = bSpawnOnlyOnAuthority; auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; UObject::ProcessEvent(Func, &Parms); Func->FunctionFlags = Flgs; return Parms.ReturnValue; } // Function GameplayTasks.GameplayTask_SpawnActor.FinishSpawningActor // (Native, Public, BlueprintCallable) // Parameters: // class UObject* WorldContextObject (Parm, ZeroConstructor, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) // class AActor* SpawnedActor (Parm, ZeroConstructor, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) void UGameplayTask_SpawnActor::FinishSpawningActor(class UObject* WorldContextObject, class AActor* SpawnedActor) { static class UFunction* Func = nullptr; if (!Func) Func = Class->GetFunction("GameplayTask_SpawnActor", "FinishSpawningActor"); Params::UGameplayTask_SpawnActor_FinishSpawningActor_Params Parms{}; Parms.WorldContextObject = WorldContextObject; Parms.SpawnedActor = SpawnedActor; auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; UObject::ProcessEvent(Func, &Parms); Func->FunctionFlags = Flgs; } // Function GameplayTasks.GameplayTask_SpawnActor.BeginSpawningActor // (Native, Public, HasOutParams, BlueprintCallable) // Parameters: // class UObject* WorldContextObject (Parm, ZeroConstructor, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) // class AActor* SpawnedActor (Parm, OutParm, ZeroConstructor, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) // bool ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) bool UGameplayTask_SpawnActor::BeginSpawningActor(class UObject* WorldContextObject, class AActor** SpawnedActor) { static class UFunction* Func = nullptr; if (!Func) Func = Class->GetFunction("GameplayTask_SpawnActor", "BeginSpawningActor"); Params::UGameplayTask_SpawnActor_BeginSpawningActor_Params Parms{}; Parms.WorldContextObject = WorldContextObject; auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; UObject::ProcessEvent(Func, &Parms); Func->FunctionFlags = Flgs; if (SpawnedActor != nullptr) *SpawnedActor = Parms.SpawnedActor; return Parms.ReturnValue; } // Class GameplayTasks.GameplayTask_TimeLimitedExecution // (None) class UClass* UGameplayTask_TimeLimitedExecution::StaticClass() { static class UClass* Clss = nullptr; if (!Clss) Clss = UObject::FindClassFast("GameplayTask_TimeLimitedExecution"); return Clss; } // GameplayTask_TimeLimitedExecution GameplayTasks.Default__GameplayTask_TimeLimitedExecution // (Public, ClassDefaultObject, ArchetypeObject, StrongRefOnFrame) class UGameplayTask_TimeLimitedExecution* UGameplayTask_TimeLimitedExecution::GetDefaultObj() { static class UGameplayTask_TimeLimitedExecution* Default = nullptr; if (!Default) Default = static_cast(UGameplayTask_TimeLimitedExecution::StaticClass()->DefaultObject); return Default; } // Class GameplayTasks.GameplayTask_WaitDelay // (None) class UClass* UGameplayTask_WaitDelay::StaticClass() { static class UClass* Clss = nullptr; if (!Clss) Clss = UObject::FindClassFast("GameplayTask_WaitDelay"); return Clss; } // GameplayTask_WaitDelay GameplayTasks.Default__GameplayTask_WaitDelay // (Public, ClassDefaultObject, ArchetypeObject, StrongRefOnFrame) class UGameplayTask_WaitDelay* UGameplayTask_WaitDelay::GetDefaultObj() { static class UGameplayTask_WaitDelay* Default = nullptr; if (!Default) Default = static_cast(UGameplayTask_WaitDelay::StaticClass()->DefaultObject); return Default; } // Function GameplayTasks.GameplayTask_WaitDelay.TaskWaitDelay // (Final, Native, Static, Public, BlueprintCallable) // Parameters: // TScriptInterfaceTaskOwner (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, AdvancedDisplay, UObjectWrapper, HasGetValueTypeHash, NativeAccessSpecifierPublic) // float Time (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) // uint8 Priority (ConstParm, Parm, ZeroConstructor, IsPlainOldData, NoDestructor, AdvancedDisplay, HasGetValueTypeHash, NativeAccessSpecifierPublic) // class UGameplayTask_WaitDelay* ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) class UGameplayTask_WaitDelay* UGameplayTask_WaitDelay::TaskWaitDelay(TScriptInterface TaskOwner, float Time, uint8 Priority) { static class UFunction* Func = nullptr; if (!Func) Func = Class->GetFunction("GameplayTask_WaitDelay", "TaskWaitDelay"); Params::UGameplayTask_WaitDelay_TaskWaitDelay_Params Parms{}; Parms.TaskOwner = TaskOwner; Parms.Time = Time; Parms.Priority = Priority; auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; UObject::ProcessEvent(Func, &Parms); Func->FunctionFlags = Flgs; return Parms.ReturnValue; } // DelegateFunction GameplayTasks.GameplayTask_WaitDelay.TaskDelayDelegate__DelegateSignature // (MulticastDelegate, Public, Delegate) // Parameters: void UGameplayTask_WaitDelay::TaskDelayDelegate__DelegateSignature() { static class UFunction* Func = nullptr; if (!Func) Func = Class->GetFunction("GameplayTask_WaitDelay", "TaskDelayDelegate__DelegateSignature"); UObject::ProcessEvent(Func, nullptr); } }