#pragma once // Dumped with Dumper-7! #include "../SDK.hpp" namespace SDK { //--------------------------------------------------------------------------------------------------------------------- // FUNCTIONS //--------------------------------------------------------------------------------------------------------------------- // BlueprintGeneratedClass BP_Player_ForUI.BP_Player_ForUI_C // (Actor) class UClass* ABP_Player_ForUI_C::StaticClass() { static class UClass* Clss = nullptr; if (!Clss) Clss = UObject::FindClassFast("BP_Player_ForUI_C"); return Clss; } // BP_Player_ForUI_C BP_Player_ForUI.Default__BP_Player_ForUI_C // (Public, ClassDefaultObject, ArchetypeObject, WasLoaded, LoadCompleted) class ABP_Player_ForUI_C* ABP_Player_ForUI_C::GetDefaultObj() { static class ABP_Player_ForUI_C* Default = nullptr; if (!Default) Default = static_cast(ABP_Player_ForUI_C::StaticClass()->DefaultObject); return Default; } // Function BP_Player_ForUI.BP_Player_ForUI_C.OnAppliedHairMesh_Binded // (Private, BlueprintCallable, BlueprintEvent) // Parameters: // class UPalSkeletalMeshComponent* SkeletalMeshComponent (ConstParm, BlueprintVisible, BlueprintReadOnly, Parm, ZeroConstructor, InstancedReference, NoDestructor, HasGetValueTypeHash) // struct FLinearColor CallFunc_GetHairBaseColor_OutColor (ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash) void ABP_Player_ForUI_C::OnAppliedHairMesh_Binded(class UPalSkeletalMeshComponent* SkeletalMeshComponent, const struct FLinearColor& CallFunc_GetHairBaseColor_OutColor) { static class UFunction* Func = nullptr; if (!Func) Func = Class->GetFunction("BP_Player_ForUI_C", "OnAppliedHairMesh_Binded"); Params::ABP_Player_ForUI_C_OnAppliedHairMesh_Binded_Params Parms{}; Parms.SkeletalMeshComponent = SkeletalMeshComponent; Parms.CallFunc_GetHairBaseColor_OutColor = CallFunc_GetHairBaseColor_OutColor; UObject::ProcessEvent(Func, &Parms); } // Function BP_Player_ForUI.BP_Player_ForUI_C.OnAppliedHeadMesh_Binded // (Private, BlueprintCallable, BlueprintEvent) // Parameters: // class UPalSkeletalMeshComponent* SkeletalMeshComponent (ConstParm, BlueprintVisible, BlueprintReadOnly, Parm, ZeroConstructor, InstancedReference, NoDestructor, HasGetValueTypeHash) // struct FLinearColor CallFunc_GetEyeBaseColor_OutColor (ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash) // struct FLinearColor CallFunc_GetBrowBaseColor_OutColor (ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash) void ABP_Player_ForUI_C::OnAppliedHeadMesh_Binded(class UPalSkeletalMeshComponent* SkeletalMeshComponent, const struct FLinearColor& CallFunc_GetEyeBaseColor_OutColor, const struct FLinearColor& CallFunc_GetBrowBaseColor_OutColor) { static class UFunction* Func = nullptr; if (!Func) Func = Class->GetFunction("BP_Player_ForUI_C", "OnAppliedHeadMesh_Binded"); Params::ABP_Player_ForUI_C_OnAppliedHeadMesh_Binded_Params Parms{}; Parms.SkeletalMeshComponent = SkeletalMeshComponent; Parms.CallFunc_GetEyeBaseColor_OutColor = CallFunc_GetEyeBaseColor_OutColor; Parms.CallFunc_GetBrowBaseColor_OutColor = CallFunc_GetBrowBaseColor_OutColor; UObject::ProcessEvent(Func, &Parms); } // Function BP_Player_ForUI.BP_Player_ForUI_C.OnAppliedBodyMesh_Binded // (Private, BlueprintCallable, BlueprintEvent) // Parameters: // class UPalSkeletalMeshComponent* SkeletalMeshComponent (ConstParm, BlueprintVisible, BlueprintReadOnly, Parm, ZeroConstructor, InstancedReference, NoDestructor, HasGetValueTypeHash) // struct FLinearColor CallFunc_GetBodyBaseColor_OutColor (ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash) void ABP_Player_ForUI_C::OnAppliedBodyMesh_Binded(class UPalSkeletalMeshComponent* SkeletalMeshComponent, const struct FLinearColor& CallFunc_GetBodyBaseColor_OutColor) { static class UFunction* Func = nullptr; if (!Func) Func = Class->GetFunction("BP_Player_ForUI_C", "OnAppliedBodyMesh_Binded"); Params::ABP_Player_ForUI_C_OnAppliedBodyMesh_Binded_Params Parms{}; Parms.SkeletalMeshComponent = SkeletalMeshComponent; Parms.CallFunc_GetBodyBaseColor_OutColor = CallFunc_GetBodyBaseColor_OutColor; UObject::ProcessEvent(Func, &Parms); } // Function BP_Player_ForUI.BP_Player_ForUI_C.CopyWeapon // (Public, HasDefaults, BlueprintCallable, BlueprintEvent) // Parameters: // class UClass* WeaponClass (BlueprintVisible, BlueprintReadOnly, Parm, ZeroConstructor, NoDestructor, HasGetValueTypeHash) // enum class EWeaponAnimationPoseTypeTemp_byte_Variable (ConstParm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash) // bool CallFunc_IsValidClass_ReturnValue (ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash) // int32 Temp_int_Loop_Counter_Variable (ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash) // int32 CallFunc_Add_IntInt_ReturnValue (ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash) // int32 Temp_int_Array_Index_Variable (ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash) // class APalPlayerCharacter* CallFunc_GetPalmi_ReturnValue (ZeroConstructor, NoDestructor, HasGetValueTypeHash) // struct FTransform CallFunc_MakeTransform_ReturnValue (IsPlainOldData, NoDestructor, HasGetValueTypeHash) // bool CallFunc_IsValid_ReturnValue (ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash) // class AActor* CallFunc_BeginDeferredActorSpawnFromClass_ReturnValue (ZeroConstructor, NoDestructor, HasGetValueTypeHash) // class APalWeaponBase* CallFunc_FinishSpawningActor_ReturnValue (ZeroConstructor, NoDestructor, HasGetValueTypeHash) // class USceneComponent* CallFunc_GetMainMesh_ReturnValue (ZeroConstructor, InstancedReference, NoDestructor, HasGetValueTypeHash) // bool CallFunc_IsValid_ReturnValue_1 (ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash) // class USkeletalMeshComponent* K2Node_DynamicCast_AsSkeletal_Mesh_Component (ZeroConstructor, InstancedReference, NoDestructor, HasGetValueTypeHash) // bool K2Node_DynamicCast_bSuccess (ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash) // struct FWeaponAnimationInfo CallFunc_GetCurrentWeaponAnimationInfo_ReturnValue (ConstParm) // class FName CallFunc_GetEquipSocketName_ReturnValue (ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash) // class UAnimSequence* CallFunc_Map_Find_Value (ZeroConstructor, NoDestructor, HasGetValueTypeHash) // bool CallFunc_Map_Find_ReturnValue (ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash) // TArray CallFunc_GetAttachedActors_OutActors (ReferenceParm) // class AActor* CallFunc_Array_Get_Item (ZeroConstructor, NoDestructor, HasGetValueTypeHash) // int32 CallFunc_Array_Length_ReturnValue (ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash) // class APalWeaponBase* K2Node_DynamicCast_AsPal_Weapon_Base (ZeroConstructor, NoDestructor, HasGetValueTypeHash) // bool K2Node_DynamicCast_bSuccess_1 (ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash) // bool CallFunc_Less_IntInt_ReturnValue (ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash) void ABP_Player_ForUI_C::CopyWeapon(class UClass* WeaponClass, enum class EWeaponAnimationPoseType Temp_byte_Variable, bool CallFunc_IsValidClass_ReturnValue, int32 Temp_int_Loop_Counter_Variable, int32 CallFunc_Add_IntInt_ReturnValue, int32 Temp_int_Array_Index_Variable, class APalPlayerCharacter* CallFunc_GetPalmi_ReturnValue, const struct FTransform& CallFunc_MakeTransform_ReturnValue, bool CallFunc_IsValid_ReturnValue, class AActor* CallFunc_BeginDeferredActorSpawnFromClass_ReturnValue, class APalWeaponBase* CallFunc_FinishSpawningActor_ReturnValue, class USceneComponent* CallFunc_GetMainMesh_ReturnValue, bool CallFunc_IsValid_ReturnValue_1, class USkeletalMeshComponent* K2Node_DynamicCast_AsSkeletal_Mesh_Component, bool K2Node_DynamicCast_bSuccess, const struct FWeaponAnimationInfo& CallFunc_GetCurrentWeaponAnimationInfo_ReturnValue, class FName CallFunc_GetEquipSocketName_ReturnValue, class UAnimSequence* CallFunc_Map_Find_Value, bool CallFunc_Map_Find_ReturnValue, TArray& CallFunc_GetAttachedActors_OutActors, class AActor* CallFunc_Array_Get_Item, int32 CallFunc_Array_Length_ReturnValue, class APalWeaponBase* K2Node_DynamicCast_AsPal_Weapon_Base, bool K2Node_DynamicCast_bSuccess_1, bool CallFunc_Less_IntInt_ReturnValue) { static class UFunction* Func = nullptr; if (!Func) Func = Class->GetFunction("BP_Player_ForUI_C", "CopyWeapon"); Params::ABP_Player_ForUI_C_CopyWeapon_Params Parms{}; Parms.WeaponClass = WeaponClass; Parms.Temp_byte_Variable = Temp_byte_Variable; Parms.CallFunc_IsValidClass_ReturnValue = CallFunc_IsValidClass_ReturnValue; Parms.Temp_int_Loop_Counter_Variable = Temp_int_Loop_Counter_Variable; Parms.CallFunc_Add_IntInt_ReturnValue = CallFunc_Add_IntInt_ReturnValue; Parms.Temp_int_Array_Index_Variable = Temp_int_Array_Index_Variable; Parms.CallFunc_GetPalmi_ReturnValue = CallFunc_GetPalmi_ReturnValue; Parms.CallFunc_MakeTransform_ReturnValue = CallFunc_MakeTransform_ReturnValue; Parms.CallFunc_IsValid_ReturnValue = CallFunc_IsValid_ReturnValue; Parms.CallFunc_BeginDeferredActorSpawnFromClass_ReturnValue = CallFunc_BeginDeferredActorSpawnFromClass_ReturnValue; Parms.CallFunc_FinishSpawningActor_ReturnValue = CallFunc_FinishSpawningActor_ReturnValue; Parms.CallFunc_GetMainMesh_ReturnValue = CallFunc_GetMainMesh_ReturnValue; Parms.CallFunc_IsValid_ReturnValue_1 = CallFunc_IsValid_ReturnValue_1; Parms.K2Node_DynamicCast_AsSkeletal_Mesh_Component = K2Node_DynamicCast_AsSkeletal_Mesh_Component; Parms.K2Node_DynamicCast_bSuccess = K2Node_DynamicCast_bSuccess; Parms.CallFunc_GetCurrentWeaponAnimationInfo_ReturnValue = CallFunc_GetCurrentWeaponAnimationInfo_ReturnValue; Parms.CallFunc_GetEquipSocketName_ReturnValue = CallFunc_GetEquipSocketName_ReturnValue; Parms.CallFunc_Map_Find_Value = CallFunc_Map_Find_Value; Parms.CallFunc_Map_Find_ReturnValue = CallFunc_Map_Find_ReturnValue; Parms.CallFunc_GetAttachedActors_OutActors = CallFunc_GetAttachedActors_OutActors; Parms.CallFunc_Array_Get_Item = CallFunc_Array_Get_Item; Parms.CallFunc_Array_Length_ReturnValue = CallFunc_Array_Length_ReturnValue; Parms.K2Node_DynamicCast_AsPal_Weapon_Base = K2Node_DynamicCast_AsPal_Weapon_Base; Parms.K2Node_DynamicCast_bSuccess_1 = K2Node_DynamicCast_bSuccess_1; Parms.CallFunc_Less_IntInt_ReturnValue = CallFunc_Less_IntInt_ReturnValue; UObject::ProcessEvent(Func, &Parms); } // Function BP_Player_ForUI.BP_Player_ForUI_C.ReceiveBeginPlay // (Event, Protected, BlueprintEvent) // Parameters: void ABP_Player_ForUI_C::ReceiveBeginPlay() { static class UFunction* Func = nullptr; if (!Func) Func = Class->GetFunction("BP_Player_ForUI_C", "ReceiveBeginPlay"); UObject::ProcessEvent(Func, nullptr); } // Function BP_Player_ForUI.BP_Player_ForUI_C.ReceiveEndPlay // (Event, Protected, BlueprintEvent) // Parameters: // enum class EEndPlayReason EndPlayReason (BlueprintVisible, BlueprintReadOnly, Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash) void ABP_Player_ForUI_C::ReceiveEndPlay(enum class EEndPlayReason EndPlayReason) { static class UFunction* Func = nullptr; if (!Func) Func = Class->GetFunction("BP_Player_ForUI_C", "ReceiveEndPlay"); Params::ABP_Player_ForUI_C_ReceiveEndPlay_Params Parms{}; Parms.EndPlayReason = EndPlayReason; UObject::ProcessEvent(Func, &Parms); } // Function BP_Player_ForUI.BP_Player_ForUI_C.ExecuteUbergraph_BP_Player_ForUI // (Final, UbergraphFunction) // Parameters: // int32 EntryPoint (BlueprintVisible, BlueprintReadOnly, Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash) // FDelegateProperty_ K2Node_CreateDelegate_OutputDelegate (ZeroConstructor, NoDestructor, HasGetValueTypeHash) // enum class EEndPlayReason K2Node_Event_EndPlayReason (ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash) // FDelegateProperty_ K2Node_CreateDelegate_OutputDelegate_1 (ZeroConstructor, NoDestructor, HasGetValueTypeHash) // FDelegateProperty_ K2Node_CreateDelegate_OutputDelegate_2 (ZeroConstructor, NoDestructor, HasGetValueTypeHash) void ABP_Player_ForUI_C::ExecuteUbergraph_BP_Player_ForUI(int32 EntryPoint, FDelegateProperty_ K2Node_CreateDelegate_OutputDelegate, enum class EEndPlayReason K2Node_Event_EndPlayReason, FDelegateProperty_ K2Node_CreateDelegate_OutputDelegate_1, FDelegateProperty_ K2Node_CreateDelegate_OutputDelegate_2) { static class UFunction* Func = nullptr; if (!Func) Func = Class->GetFunction("BP_Player_ForUI_C", "ExecuteUbergraph_BP_Player_ForUI"); Params::ABP_Player_ForUI_C_ExecuteUbergraph_BP_Player_ForUI_Params Parms{}; Parms.EntryPoint = EntryPoint; Parms.K2Node_CreateDelegate_OutputDelegate = K2Node_CreateDelegate_OutputDelegate; Parms.K2Node_Event_EndPlayReason = K2Node_Event_EndPlayReason; Parms.K2Node_CreateDelegate_OutputDelegate_1 = K2Node_CreateDelegate_OutputDelegate_1; Parms.K2Node_CreateDelegate_OutputDelegate_2 = K2Node_CreateDelegate_OutputDelegate_2; UObject::ProcessEvent(Func, &Parms); } // Function BP_Player_ForUI.BP_Player_ForUI_C.OnAppliedHairMesh__DelegateSignature // (Public, Delegate, BlueprintCallable, BlueprintEvent) // Parameters: // struct FLinearColor HairMeshBaseColor (BlueprintVisible, BlueprintReadOnly, Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash) void ABP_Player_ForUI_C::OnAppliedHairMesh__DelegateSignature(const struct FLinearColor& HairMeshBaseColor) { static class UFunction* Func = nullptr; if (!Func) Func = Class->GetFunction("BP_Player_ForUI_C", "OnAppliedHairMesh__DelegateSignature"); Params::ABP_Player_ForUI_C_OnAppliedHairMesh__DelegateSignature_Params Parms{}; Parms.HairMeshBaseColor = HairMeshBaseColor; UObject::ProcessEvent(Func, &Parms); } // Function BP_Player_ForUI.BP_Player_ForUI_C.OnAppliedHeadMesh__DelegateSignature // (Public, Delegate, BlueprintCallable, BlueprintEvent) // Parameters: // struct FLinearColor BrowMeshBaseColor (BlueprintVisible, BlueprintReadOnly, Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash) // struct FLinearColor EyeMeshBaseColor (BlueprintVisible, BlueprintReadOnly, Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash) void ABP_Player_ForUI_C::OnAppliedHeadMesh__DelegateSignature(const struct FLinearColor& BrowMeshBaseColor, const struct FLinearColor& EyeMeshBaseColor) { static class UFunction* Func = nullptr; if (!Func) Func = Class->GetFunction("BP_Player_ForUI_C", "OnAppliedHeadMesh__DelegateSignature"); Params::ABP_Player_ForUI_C_OnAppliedHeadMesh__DelegateSignature_Params Parms{}; Parms.BrowMeshBaseColor = BrowMeshBaseColor; Parms.EyeMeshBaseColor = EyeMeshBaseColor; UObject::ProcessEvent(Func, &Parms); } // Function BP_Player_ForUI.BP_Player_ForUI_C.OnAppliedBodyMesh__DelegateSignature // (Public, Delegate, BlueprintCallable, BlueprintEvent) // Parameters: // struct FLinearColor BodyMeshBasColor (BlueprintVisible, BlueprintReadOnly, Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash) void ABP_Player_ForUI_C::OnAppliedBodyMesh__DelegateSignature(const struct FLinearColor& BodyMeshBasColor) { static class UFunction* Func = nullptr; if (!Func) Func = Class->GetFunction("BP_Player_ForUI_C", "OnAppliedBodyMesh__DelegateSignature"); Params::ABP_Player_ForUI_C_OnAppliedBodyMesh__DelegateSignature_Params Parms{}; Parms.BodyMeshBasColor = BodyMeshBasColor; UObject::ProcessEvent(Func, &Parms); } }