forked from gcdsfh/PMDT
fix name eroor
This commit is contained in:
+302
@@ -0,0 +1,302 @@
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//PUBGM(0.13.5)32位SDK
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//作者:清华
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//Telegram:@qinghuanb666
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//生成时间:Fri Apr 18 20:44:40 2025
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#include "../SDK.hpp"
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namespace SDK
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{
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//---------------------------------------------------------------------------
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//Functions
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//---------------------------------------------------------------------------
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// Function LevelSequence.LevelSequenceActor.SetSequence
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// (Final, Native, Public, BlueprintCallable)
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// Parameters:
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// class ULevelSequence* InSequence (Parm, ZeroConstructor, IsPlainOldData)
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void ALevelSequenceActor::SetSequence(class ULevelSequence* InSequence)
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{
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static UFunction *pFunc = 0;
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if (!pFunc)
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pFunc = UObject::FindObject<UFunction>("Function LevelSequence.LevelSequenceActor.SetSequence");
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ALevelSequenceActor_SetSequence_Params params;
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params.InSequence = InSequence;
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auto flags = pFunc->FunctionFlags;
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pFunc->FunctionFlags |= 0x400;
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UObject *currentObj = (UObject *) this;
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currentObj->ProcessEvent(pFunc, ¶ms);
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pFunc->FunctionFlags = flags;
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}
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// Function LevelSequence.LevelSequenceActor.SetEventReceivers
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// (Final, Native, Public, BlueprintCallable)
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// Parameters:
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// TArray<class AActor*> AdditionalReceivers (Parm, ZeroConstructor)
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void ALevelSequenceActor::SetEventReceivers(TArray<class AActor*> AdditionalReceivers)
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{
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static UFunction *pFunc = 0;
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if (!pFunc)
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pFunc = UObject::FindObject<UFunction>("Function LevelSequence.LevelSequenceActor.SetEventReceivers");
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ALevelSequenceActor_SetEventReceivers_Params params;
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params.AdditionalReceivers = AdditionalReceivers;
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auto flags = pFunc->FunctionFlags;
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pFunc->FunctionFlags |= 0x400;
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UObject *currentObj = (UObject *) this;
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currentObj->ProcessEvent(pFunc, ¶ms);
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pFunc->FunctionFlags = flags;
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}
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// Function LevelSequence.LevelSequenceActor.SetBinding
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// (Final, Native, Public, HasOutParms, BlueprintCallable)
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// Parameters:
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// struct FMovieSceneObjectBindingID Binding (Parm)
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// TArray<class AActor*> Actors (ConstParm, Parm, OutParm, ZeroConstructor, ReferenceParm)
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// bool bAllowBindingsFromAsset (Parm, ZeroConstructor, IsPlainOldData)
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void ALevelSequenceActor::SetBinding(const struct FMovieSceneObjectBindingID& Binding, TArray<class AActor*> Actors, bool bAllowBindingsFromAsset)
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{
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static UFunction *pFunc = 0;
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if (!pFunc)
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pFunc = UObject::FindObject<UFunction>("Function LevelSequence.LevelSequenceActor.SetBinding");
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ALevelSequenceActor_SetBinding_Params params;
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params.Binding = Binding;
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params.Actors = Actors;
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params.bAllowBindingsFromAsset = bAllowBindingsFromAsset;
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auto flags = pFunc->FunctionFlags;
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pFunc->FunctionFlags |= 0x400;
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UObject *currentObj = (UObject *) this;
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currentObj->ProcessEvent(pFunc, ¶ms);
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pFunc->FunctionFlags = flags;
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}
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// Function LevelSequence.LevelSequenceActor.ResetBindings
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// (Final, Native, Public, BlueprintCallable)
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void ALevelSequenceActor::ResetBindings()
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{
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static UFunction *pFunc = 0;
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if (!pFunc)
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pFunc = UObject::FindObject<UFunction>("Function LevelSequence.LevelSequenceActor.ResetBindings");
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ALevelSequenceActor_ResetBindings_Params params;
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auto flags = pFunc->FunctionFlags;
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pFunc->FunctionFlags |= 0x400;
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UObject *currentObj = (UObject *) this;
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currentObj->ProcessEvent(pFunc, ¶ms);
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pFunc->FunctionFlags = flags;
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}
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// Function LevelSequence.LevelSequenceActor.ResetBinding
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// (Final, Native, Public, BlueprintCallable)
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// Parameters:
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// struct FMovieSceneObjectBindingID Binding (Parm)
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void ALevelSequenceActor::ResetBinding(const struct FMovieSceneObjectBindingID& Binding)
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{
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static UFunction *pFunc = 0;
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if (!pFunc)
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pFunc = UObject::FindObject<UFunction>("Function LevelSequence.LevelSequenceActor.ResetBinding");
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ALevelSequenceActor_ResetBinding_Params params;
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params.Binding = Binding;
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auto flags = pFunc->FunctionFlags;
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pFunc->FunctionFlags |= 0x400;
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UObject *currentObj = (UObject *) this;
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currentObj->ProcessEvent(pFunc, ¶ms);
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pFunc->FunctionFlags = flags;
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}
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// Function LevelSequence.LevelSequenceActor.RemoveBinding
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// (Final, Native, Public, BlueprintCallable)
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// Parameters:
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// struct FMovieSceneObjectBindingID Binding (Parm)
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// class AActor* Actor (Parm, ZeroConstructor, IsPlainOldData)
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void ALevelSequenceActor::RemoveBinding(const struct FMovieSceneObjectBindingID& Binding, class AActor* Actor)
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{
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static UFunction *pFunc = 0;
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if (!pFunc)
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pFunc = UObject::FindObject<UFunction>("Function LevelSequence.LevelSequenceActor.RemoveBinding");
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ALevelSequenceActor_RemoveBinding_Params params;
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params.Binding = Binding;
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params.Actor = Actor;
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auto flags = pFunc->FunctionFlags;
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pFunc->FunctionFlags |= 0x400;
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UObject *currentObj = (UObject *) this;
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currentObj->ProcessEvent(pFunc, ¶ms);
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pFunc->FunctionFlags = flags;
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}
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// Function LevelSequence.LevelSequenceActor.GetSequence
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// (Final, Native, Public, BlueprintCallable, BlueprintPure, Const)
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// Parameters:
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// bool bLoad (Parm, ZeroConstructor, IsPlainOldData)
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// bool bInitializePlayer (Parm, ZeroConstructor, IsPlainOldData)
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// class ULevelSequence* ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData)
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class ULevelSequence* ALevelSequenceActor::GetSequence(bool bLoad, bool bInitializePlayer)
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{
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static UFunction *pFunc = 0;
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if (!pFunc)
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pFunc = UObject::FindObject<UFunction>("Function LevelSequence.LevelSequenceActor.GetSequence");
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ALevelSequenceActor_GetSequence_Params params;
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params.bLoad = bLoad;
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params.bInitializePlayer = bInitializePlayer;
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auto flags = pFunc->FunctionFlags;
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pFunc->FunctionFlags |= 0x400;
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UObject *currentObj = (UObject *) this;
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currentObj->ProcessEvent(pFunc, ¶ms);
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pFunc->FunctionFlags = flags;
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return params.ReturnValue;
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}
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// Function LevelSequence.LevelSequenceActor.AddBinding
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// (Final, Native, Public, BlueprintCallable)
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// Parameters:
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// struct FMovieSceneObjectBindingID Binding (Parm)
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// class AActor* Actor (Parm, ZeroConstructor, IsPlainOldData)
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// bool bAllowBindingsFromAsset (Parm, ZeroConstructor, IsPlainOldData)
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void ALevelSequenceActor::AddBinding(const struct FMovieSceneObjectBindingID& Binding, class AActor* Actor, bool bAllowBindingsFromAsset)
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{
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static UFunction *pFunc = 0;
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if (!pFunc)
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pFunc = UObject::FindObject<UFunction>("Function LevelSequence.LevelSequenceActor.AddBinding");
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ALevelSequenceActor_AddBinding_Params params;
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params.Binding = Binding;
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params.Actor = Actor;
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params.bAllowBindingsFromAsset = bAllowBindingsFromAsset;
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auto flags = pFunc->FunctionFlags;
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pFunc->FunctionFlags |= 0x400;
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UObject *currentObj = (UObject *) this;
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currentObj->ProcessEvent(pFunc, ¶ms);
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pFunc->FunctionFlags = flags;
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}
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// Function LevelSequence.LevelSequenceBurnIn.SetSettings
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// (Event, Public, BlueprintEvent)
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// Parameters:
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// class UObject* InSettings (Parm, ZeroConstructor, IsPlainOldData)
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void ULevelSequenceBurnIn::SetSettings(class UObject* InSettings)
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{
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static UFunction *pFunc = 0;
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if (!pFunc)
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pFunc = UObject::FindObject<UFunction>("Function LevelSequence.LevelSequenceBurnIn.SetSettings");
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ULevelSequenceBurnIn_SetSettings_Params params;
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params.InSettings = InSettings;
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auto flags = pFunc->FunctionFlags;
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UObject *currentObj = (UObject *) this;
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currentObj->ProcessEvent(pFunc, ¶ms);
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pFunc->FunctionFlags = flags;
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}
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// Function LevelSequence.LevelSequenceBurnIn.GetSettingsClass
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// (Native, Event, Public, BlueprintEvent, Const)
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// Parameters:
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// class UClass* ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData)
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class UClass* ULevelSequenceBurnIn::GetSettingsClass()
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{
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static UFunction *pFunc = 0;
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if (!pFunc)
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pFunc = UObject::FindObject<UFunction>("Function LevelSequence.LevelSequenceBurnIn.GetSettingsClass");
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ULevelSequenceBurnIn_GetSettingsClass_Params params;
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auto flags = pFunc->FunctionFlags;
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pFunc->FunctionFlags |= 0x400;
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UObject *currentObj = (UObject *) this;
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currentObj->ProcessEvent(pFunc, ¶ms);
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pFunc->FunctionFlags = flags;
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return params.ReturnValue;
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}
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// Function LevelSequence.LevelSequencePlayer.CreateLevelSequencePlayer
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// (Final, Native, Static, Public, HasOutParms, BlueprintCallable)
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// Parameters:
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// class UObject* WorldContextObject (Parm, ZeroConstructor, IsPlainOldData)
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// class ULevelSequence* LevelSequence (Parm, ZeroConstructor, IsPlainOldData)
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// struct FMovieSceneSequencePlaybackSettings Settings (Parm)
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// class ALevelSequenceActor* OutActor (Parm, OutParm, ZeroConstructor, IsPlainOldData)
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// class ULevelSequencePlayer* ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData)
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class ULevelSequencePlayer* ULevelSequencePlayer::CreateLevelSequencePlayer(class UObject* WorldContextObject, class ULevelSequence* LevelSequence, const struct FMovieSceneSequencePlaybackSettings& Settings, class ALevelSequenceActor** OutActor)
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{
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static UFunction *pFunc = 0;
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if (!pFunc)
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pFunc = UObject::FindObject<UFunction>("Function LevelSequence.LevelSequencePlayer.CreateLevelSequencePlayer");
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ULevelSequencePlayer_CreateLevelSequencePlayer_Params params;
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params.WorldContextObject = WorldContextObject;
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params.LevelSequence = LevelSequence;
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params.Settings = Settings;
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auto flags = pFunc->FunctionFlags;
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pFunc->FunctionFlags |= 0x400;
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static auto defaultObj = StaticClass()->GetDefaultObject();
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defaultObj->ProcessEvent(pFunc, ¶ms);
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pFunc->FunctionFlags = flags;
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if (OutActor != nullptr)
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*OutActor = params.OutActor;
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return params.ReturnValue;
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}
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}
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