PalWorld-NetCrack/SDK/BP_AnimNotifyState_HiddenWeapon_functions.cpp
2024-01-22 14:43:11 +08:00

149 lines
8.6 KiB
C++

#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*>(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;
}
}