#pragma once // Dumped with Dumper-7! #include "../SDK.hpp" namespace SDK { //--------------------------------------------------------------------------------------------------------------------- // FUNCTIONS //--------------------------------------------------------------------------------------------------------------------- // AnimBlueprintGeneratedClass ABP_Player_Head.ABP_Player_Head_C // (None) class UClass* UABP_Player_Head_C::StaticClass() { static class UClass* Clss = nullptr; if (!Clss) Clss = UObject::FindClassFast("ABP_Player_Head_C"); return Clss; } // ABP_Player_Head_C ABP_Player_Head.Default__ABP_Player_Head_C // (Public, ClassDefaultObject, ArchetypeObject, WasLoaded, LoadCompleted) class UABP_Player_Head_C* UABP_Player_Head_C::GetDefaultObj() { static class UABP_Player_Head_C* Default = nullptr; if (!Default) Default = static_cast(UABP_Player_Head_C::StaticClass()->DefaultObject); return Default; } // Function ABP_Player_Head.ABP_Player_Head_C.EyeLocationFix // (HasOutParams, BlueprintCallable, BlueprintEvent) // Parameters: // struct FPoseLink InPose (BlueprintVisible, BlueprintReadOnly, Parm, NoDestructor) // struct FPoseLink EyeLocationFix (Parm, OutParm, NoDestructor) void UABP_Player_Head_C::EyeLocationFix(const struct FPoseLink& InPose, struct FPoseLink* EyeLocationFix) { static class UFunction* Func = nullptr; if (!Func) Func = Class->GetFunction("ABP_Player_Head_C", "EyeLocationFix"); Params::UABP_Player_Head_C_EyeLocationFix_Params Parms{}; Parms.InPose = InPose; UObject::ProcessEvent(Func, &Parms); if (EyeLocationFix != nullptr) *EyeLocationFix = std::move(Parms.EyeLocationFix); } // Function ABP_Player_Head.ABP_Player_Head_C.AnimGraph // (HasOutParams, BlueprintCallable, BlueprintEvent) // Parameters: // struct FPoseLink AnimGraph (Parm, OutParm, NoDestructor) void UABP_Player_Head_C::AnimGraph(struct FPoseLink* AnimGraph) { static class UFunction* Func = nullptr; if (!Func) Func = Class->GetFunction("ABP_Player_Head_C", "AnimGraph"); Params::UABP_Player_Head_C_AnimGraph_Params Parms{}; UObject::ProcessEvent(Func, &Parms); if (AnimGraph != nullptr) *AnimGraph = std::move(Parms.AnimGraph); } // Function ABP_Player_Head.ABP_Player_Head_C.BlueprintBeginPlay // (Event, Public, BlueprintEvent) // Parameters: void UABP_Player_Head_C::BlueprintBeginPlay() { static class UFunction* Func = nullptr; if (!Func) Func = Class->GetFunction("ABP_Player_Head_C", "BlueprintBeginPlay"); UObject::ProcessEvent(Func, nullptr); } // Function ABP_Player_Head.ABP_Player_Head_C.ExecuteUbergraph_ABP_Player_Head // (Final, UbergraphFunction) // Parameters: // int32 EntryPoint (BlueprintVisible, BlueprintReadOnly, Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash) // bool CallFunc_IsDedicatedServer_ReturnValue (ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash) // class UObject* CallFunc_GetOuterObject_ReturnValue (ZeroConstructor, NoDestructor, HasGetValueTypeHash) // class USkeletalMeshComponent* K2Node_DynamicCast_AsSkeletal_Mesh_Component (ZeroConstructor, InstancedReference, NoDestructor, HasGetValueTypeHash) // bool K2Node_DynamicCast_bSuccess (ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash) // bool CallFunc_IsValid_ReturnValue (ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash) // class USkeletalMesh* CallFunc_GetSkeletalMeshAsset_ReturnValue (ZeroConstructor, NoDestructor, HasGetValueTypeHash) void UABP_Player_Head_C::ExecuteUbergraph_ABP_Player_Head(int32 EntryPoint, bool CallFunc_IsDedicatedServer_ReturnValue, class UObject* CallFunc_GetOuterObject_ReturnValue, class USkeletalMeshComponent* K2Node_DynamicCast_AsSkeletal_Mesh_Component, bool K2Node_DynamicCast_bSuccess, bool CallFunc_IsValid_ReturnValue, class USkeletalMesh* CallFunc_GetSkeletalMeshAsset_ReturnValue) { static class UFunction* Func = nullptr; if (!Func) Func = Class->GetFunction("ABP_Player_Head_C", "ExecuteUbergraph_ABP_Player_Head"); Params::UABP_Player_Head_C_ExecuteUbergraph_ABP_Player_Head_Params Parms{}; Parms.EntryPoint = EntryPoint; Parms.CallFunc_IsDedicatedServer_ReturnValue = CallFunc_IsDedicatedServer_ReturnValue; Parms.CallFunc_GetOuterObject_ReturnValue = CallFunc_GetOuterObject_ReturnValue; Parms.K2Node_DynamicCast_AsSkeletal_Mesh_Component = K2Node_DynamicCast_AsSkeletal_Mesh_Component; Parms.K2Node_DynamicCast_bSuccess = K2Node_DynamicCast_bSuccess; Parms.CallFunc_IsValid_ReturnValue = CallFunc_IsValid_ReturnValue; Parms.CallFunc_GetSkeletalMeshAsset_ReturnValue = CallFunc_GetSkeletalMeshAsset_ReturnValue; UObject::ProcessEvent(Func, &Parms); } }