#pragma once // Dumped with Dumper-7! #include "../SDK.hpp" namespace SDK { //--------------------------------------------------------------------------------------------------------------------- // FUNCTIONS //--------------------------------------------------------------------------------------------------------------------- // BlueprintGeneratedClass BP_AnimNotifyState_HiddenWeapon.BP_AnimNotifyState_HiddenWeapon_C // (None) class UClass* UBP_AnimNotifyState_HiddenWeapon_C::StaticClass() { static class UClass* Clss = nullptr; if (!Clss) Clss = UObject::FindClassFast("BP_AnimNotifyState_HiddenWeapon_C"); return Clss; } // BP_AnimNotifyState_HiddenWeapon_C BP_AnimNotifyState_HiddenWeapon.Default__BP_AnimNotifyState_HiddenWeapon_C // (Public, ClassDefaultObject, ArchetypeObject, WasLoaded, LoadCompleted) class UBP_AnimNotifyState_HiddenWeapon_C* UBP_AnimNotifyState_HiddenWeapon_C::GetDefaultObj() { static class UBP_AnimNotifyState_HiddenWeapon_C* Default = nullptr; if (!Default) Default = static_cast(UBP_AnimNotifyState_HiddenWeapon_C::StaticClass()->DefaultObject); return Default; } // Function BP_AnimNotifyState_HiddenWeapon.BP_AnimNotifyState_HiddenWeapon_C.GetNotifyName // (Event, Public, HasOutParams, BlueprintCallable, BlueprintEvent, Const) // Parameters: // class FString ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, HasGetValueTypeHash) class FString UBP_AnimNotifyState_HiddenWeapon_C::GetNotifyName() { static class UFunction* Func = nullptr; if (!Func) Func = Class->GetFunction("BP_AnimNotifyState_HiddenWeapon_C", "GetNotifyName"); Params::UBP_AnimNotifyState_HiddenWeapon_C_GetNotifyName_Params Parms{}; UObject::ProcessEvent(Func, &Parms); return Parms.ReturnValue; } // Function BP_AnimNotifyState_HiddenWeapon.BP_AnimNotifyState_HiddenWeapon_C.Received_NotifyEnd // (Event, Public, HasOutParams, BlueprintCallable, BlueprintEvent, Const) // Parameters: // class USkeletalMeshComponent* MeshComp (BlueprintVisible, BlueprintReadOnly, Parm, ZeroConstructor, InstancedReference, NoDestructor, HasGetValueTypeHash) // class UAnimSequenceBase* Animation (BlueprintVisible, BlueprintReadOnly, Parm, ZeroConstructor, NoDestructor, HasGetValueTypeHash) // struct FAnimNotifyEventReference EventReference (ConstParm, BlueprintVisible, BlueprintReadOnly, Parm, OutParm, ReferenceParm) // bool ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash) // class FString CallFunc_GetObjectName_ReturnValue (ZeroConstructor, HasGetValueTypeHash) // class AActor* CallFunc_FindOwnerActor_ReturnValue (ZeroConstructor, NoDestructor, HasGetValueTypeHash) // class FString CallFunc_Concat_StrStr_ReturnValue (ZeroConstructor, HasGetValueTypeHash) // class UPalShooterComponent* CallFunc_GetComponentByClass_ReturnValue (ZeroConstructor, InstancedReference, NoDestructor, HasGetValueTypeHash) // class FName CallFunc_Conv_StringToName_ReturnValue (ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash) // bool CallFunc_IsValid_ReturnValue (ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash) bool UBP_AnimNotifyState_HiddenWeapon_C::Received_NotifyEnd(class USkeletalMeshComponent* MeshComp, class UAnimSequenceBase* Animation, struct FAnimNotifyEventReference& EventReference, const class FString& CallFunc_GetObjectName_ReturnValue, class AActor* CallFunc_FindOwnerActor_ReturnValue, const class FString& CallFunc_Concat_StrStr_ReturnValue, class UPalShooterComponent* CallFunc_GetComponentByClass_ReturnValue, class FName CallFunc_Conv_StringToName_ReturnValue, bool CallFunc_IsValid_ReturnValue) { static class UFunction* Func = nullptr; if (!Func) Func = Class->GetFunction("BP_AnimNotifyState_HiddenWeapon_C", "Received_NotifyEnd"); Params::UBP_AnimNotifyState_HiddenWeapon_C_Received_NotifyEnd_Params Parms{}; Parms.MeshComp = MeshComp; Parms.Animation = Animation; Parms.EventReference = EventReference; Parms.CallFunc_GetObjectName_ReturnValue = CallFunc_GetObjectName_ReturnValue; Parms.CallFunc_FindOwnerActor_ReturnValue = CallFunc_FindOwnerActor_ReturnValue; Parms.CallFunc_Concat_StrStr_ReturnValue = CallFunc_Concat_StrStr_ReturnValue; Parms.CallFunc_GetComponentByClass_ReturnValue = CallFunc_GetComponentByClass_ReturnValue; Parms.CallFunc_Conv_StringToName_ReturnValue = CallFunc_Conv_StringToName_ReturnValue; Parms.CallFunc_IsValid_ReturnValue = CallFunc_IsValid_ReturnValue; UObject::ProcessEvent(Func, &Parms); return Parms.ReturnValue; } // Function BP_AnimNotifyState_HiddenWeapon.BP_AnimNotifyState_HiddenWeapon_C.Received_NotifyBegin // (Event, Public, HasOutParams, BlueprintCallable, BlueprintEvent, Const) // Parameters: // class USkeletalMeshComponent* MeshComp (BlueprintVisible, BlueprintReadOnly, Parm, ZeroConstructor, InstancedReference, NoDestructor, HasGetValueTypeHash) // class UAnimSequenceBase* Animation (BlueprintVisible, BlueprintReadOnly, Parm, ZeroConstructor, NoDestructor, HasGetValueTypeHash) // float TotalDuration (BlueprintVisible, BlueprintReadOnly, Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash) // struct FAnimNotifyEventReference EventReference (ConstParm, BlueprintVisible, BlueprintReadOnly, Parm, OutParm, ReferenceParm) // bool ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash) // class FString CallFunc_GetObjectName_ReturnValue (ZeroConstructor, HasGetValueTypeHash) // class AActor* CallFunc_FindOwnerActor_ReturnValue (ZeroConstructor, NoDestructor, HasGetValueTypeHash) // class FString CallFunc_Concat_StrStr_ReturnValue (ZeroConstructor, HasGetValueTypeHash) // class UPalShooterComponent* CallFunc_GetComponentByClass_ReturnValue (ZeroConstructor, InstancedReference, NoDestructor, HasGetValueTypeHash) // class FName CallFunc_Conv_StringToName_ReturnValue (ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash) // bool CallFunc_IsValid_ReturnValue (ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash) bool UBP_AnimNotifyState_HiddenWeapon_C::Received_NotifyBegin(class USkeletalMeshComponent* MeshComp, class UAnimSequenceBase* Animation, float TotalDuration, struct FAnimNotifyEventReference& EventReference, const class FString& CallFunc_GetObjectName_ReturnValue, class AActor* CallFunc_FindOwnerActor_ReturnValue, const class FString& CallFunc_Concat_StrStr_ReturnValue, class UPalShooterComponent* CallFunc_GetComponentByClass_ReturnValue, class FName CallFunc_Conv_StringToName_ReturnValue, bool CallFunc_IsValid_ReturnValue) { static class UFunction* Func = nullptr; if (!Func) Func = Class->GetFunction("BP_AnimNotifyState_HiddenWeapon_C", "Received_NotifyBegin"); Params::UBP_AnimNotifyState_HiddenWeapon_C_Received_NotifyBegin_Params Parms{}; Parms.MeshComp = MeshComp; Parms.Animation = Animation; Parms.TotalDuration = TotalDuration; Parms.EventReference = EventReference; Parms.CallFunc_GetObjectName_ReturnValue = CallFunc_GetObjectName_ReturnValue; Parms.CallFunc_FindOwnerActor_ReturnValue = CallFunc_FindOwnerActor_ReturnValue; Parms.CallFunc_Concat_StrStr_ReturnValue = CallFunc_Concat_StrStr_ReturnValue; Parms.CallFunc_GetComponentByClass_ReturnValue = CallFunc_GetComponentByClass_ReturnValue; Parms.CallFunc_Conv_StringToName_ReturnValue = CallFunc_Conv_StringToName_ReturnValue; Parms.CallFunc_IsValid_ReturnValue = CallFunc_IsValid_ReturnValue; UObject::ProcessEvent(Func, &Parms); return Parms.ReturnValue; } }