#pragma once // Dumped with Dumper-7! #include "../SDK.hpp" namespace SDK { //--------------------------------------------------------------------------------------------------------------------- // FUNCTIONS //--------------------------------------------------------------------------------------------------------------------- // AnimBlueprintGeneratedClass ABP_Player_Hair.ABP_Player_Hair_C // (None) class UClass* UABP_Player_Hair_C::StaticClass() { static class UClass* Clss = nullptr; if (!Clss) Clss = UObject::FindClassFast("ABP_Player_Hair_C"); return Clss; } // ABP_Player_Hair_C ABP_Player_Hair.Default__ABP_Player_Hair_C // (Public, ClassDefaultObject, ArchetypeObject, WasLoaded, LoadCompleted) class UABP_Player_Hair_C* UABP_Player_Hair_C::GetDefaultObj() { static class UABP_Player_Hair_C* Default = nullptr; if (!Default) Default = static_cast(UABP_Player_Hair_C::StaticClass()->DefaultObject); return Default; } // Function ABP_Player_Hair.ABP_Player_Hair_C.HairLayer // (HasOutParams, BlueprintCallable) // Parameters: // struct FPoseLink InPose (BlueprintVisible, BlueprintReadOnly, Parm, NoDestructor) // struct FPoseLink HairLayer (Parm, OutParm, NoDestructor) void UABP_Player_Hair_C::HairLayer(const struct FPoseLink& InPose, struct FPoseLink* HairLayer) { static class UFunction* Func = nullptr; if (!Func) Func = Class->GetFunction("ABP_Player_Hair_C", "HairLayer"); Params::UABP_Player_Hair_C_HairLayer_Params Parms{}; Parms.InPose = InPose; UObject::ProcessEvent(Func, &Parms); if (HairLayer != nullptr) *HairLayer = std::move(Parms.HairLayer); } // Function ABP_Player_Hair.ABP_Player_Hair_C.AnimGraph // (HasOutParams, BlueprintCallable, BlueprintEvent) // Parameters: // struct FPoseLink AnimGraph (Parm, OutParm, NoDestructor) void UABP_Player_Hair_C::AnimGraph(struct FPoseLink* AnimGraph) { static class UFunction* Func = nullptr; if (!Func) Func = Class->GetFunction("ABP_Player_Hair_C", "AnimGraph"); Params::UABP_Player_Hair_C_AnimGraph_Params Parms{}; UObject::ProcessEvent(Func, &Parms); if (AnimGraph != nullptr) *AnimGraph = std::move(Parms.AnimGraph); } // Function ABP_Player_Hair.ABP_Player_Hair_C.BlueprintBeginPlay // (Event, Public, BlueprintEvent) // Parameters: void UABP_Player_Hair_C::BlueprintBeginPlay() { static class UFunction* Func = nullptr; if (!Func) Func = Class->GetFunction("ABP_Player_Hair_C", "BlueprintBeginPlay"); UObject::ProcessEvent(Func, nullptr); } // Function ABP_Player_Hair.ABP_Player_Hair_C.ExecuteUbergraph_ABP_Player_Hair // (Final, UbergraphFunction) // Parameters: // int32 EntryPoint (BlueprintVisible, BlueprintReadOnly, Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash) // bool CallFunc_IsDedicatedServer_ReturnValue (ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash) void UABP_Player_Hair_C::ExecuteUbergraph_ABP_Player_Hair(int32 EntryPoint, bool CallFunc_IsDedicatedServer_ReturnValue) { static class UFunction* Func = nullptr; if (!Func) Func = Class->GetFunction("ABP_Player_Hair_C", "ExecuteUbergraph_ABP_Player_Hair"); Params::UABP_Player_Hair_C_ExecuteUbergraph_ABP_Player_Hair_Params Parms{}; Parms.EntryPoint = EntryPoint; Parms.CallFunc_IsDedicatedServer_ReturnValue = CallFunc_IsDedicatedServer_ReturnValue; UObject::ProcessEvent(Func, &Parms); } }