fix name eroor
This commit is contained in:
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#pragma once
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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 20:44:51 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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//Parameters
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//---------------------------------------------------------------------------
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// Function GlobalBattleUIFunctionLibrary.GlobalBattleUIFunctionLibrary_C.ClientDropItem
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struct UGlobalBattleUIFunctionLibrary_C_ClientDropItem_Params
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{
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class ASTExtraPlayerController* Controller; // (BlueprintVisible, BlueprintReadOnly, Parm, ZeroConstructor, IsPlainOldData)
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struct FItemDefineID itemDefine; // (BlueprintVisible, BlueprintReadOnly, Parm)
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int Count; // (BlueprintVisible, BlueprintReadOnly, Parm, ZeroConstructor, IsPlainOldData)
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EBattleItemDropReason Reason; // (BlueprintVisible, BlueprintReadOnly, Parm, ZeroConstructor, IsPlainOldData)
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class UObject* __WorldContext; // (BlueprintVisible, BlueprintReadOnly, Parm, ZeroConstructor, IsPlainOldData)
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};
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// Function GlobalBattleUIFunctionLibrary.GlobalBattleUIFunctionLibrary_C.AddPostfixBattle
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struct UGlobalBattleUIFunctionLibrary_C_AddPostfixBattle_Params
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{
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struct FString iconPath; // (BlueprintVisible, BlueprintReadOnly, Parm, ZeroConstructor)
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class UObject* __WorldContext; // (BlueprintVisible, BlueprintReadOnly, Parm, ZeroConstructor, IsPlainOldData)
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struct FString Result; // (Parm, OutParm, ZeroConstructor)
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};
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// Function GlobalBattleUIFunctionLibrary.GlobalBattleUIFunctionLibrary_C.SetCorpsRankLevelBattle
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struct UGlobalBattleUIFunctionLibrary_C_SetCorpsRankLevelBattle_Params
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{
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class UImage* iconImage; // (BlueprintVisible, BlueprintReadOnly, Parm, ZeroConstructor, IsPlainOldData)
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class UTextBlock* levelText; // (BlueprintVisible, BlueprintReadOnly, Parm, ZeroConstructor, IsPlainOldData)
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int levelId; // (BlueprintVisible, BlueprintReadOnly, Parm, ZeroConstructor, IsPlainOldData)
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int Style; // (BlueprintVisible, BlueprintReadOnly, Parm, ZeroConstructor, IsPlainOldData)
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class UObject* __WorldContext; // (BlueprintVisible, BlueprintReadOnly, Parm, ZeroConstructor, IsPlainOldData)
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};
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// Function GlobalBattleUIFunctionLibrary.GlobalBattleUIFunctionLibrary_C.LoadDownloadUIElemLayoutSG
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struct UGlobalBattleUIFunctionLibrary_C_LoadDownloadUIElemLayoutSG_Params
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{
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class UObject* __WorldContext; // (BlueprintVisible, BlueprintReadOnly, Parm, ZeroConstructor, IsPlainOldData)
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bool IsExist; // (Parm, OutParm, ZeroConstructor, IsPlainOldData)
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class UBP_SAVEGAME_UIElemLayout_C* SaveGameList; // (Parm, OutParm, ZeroConstructor, IsPlainOldData)
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};
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// Function GlobalBattleUIFunctionLibrary.GlobalBattleUIFunctionLibrary_C.LoadAllUIElemLayoutSG
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struct UGlobalBattleUIFunctionLibrary_C_LoadAllUIElemLayoutSG_Params
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{
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class UObject* __WorldContext; // (BlueprintVisible, BlueprintReadOnly, Parm, ZeroConstructor, IsPlainOldData)
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TArray<class UBP_SAVEGAME_UIElemLayout_C*> SaveGameList; // (Parm, OutParm, ZeroConstructor)
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};
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// Function GlobalBattleUIFunctionLibrary.GlobalBattleUIFunctionLibrary_C.GetRushTriggerLengthByType
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struct UGlobalBattleUIFunctionLibrary_C_GetRushTriggerLengthByType_Params
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{
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class UBP_SAVEGAME_UIElemLayout_C* SaveGameObj; // (BlueprintVisible, BlueprintReadOnly, Parm, OutParm, ZeroConstructor, ReferenceParm, IsPlainOldData)
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int LayoutIndex; // (BlueprintVisible, BlueprintReadOnly, Parm, ZeroConstructor, IsPlainOldData)
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class UObject* __WorldContext; // (BlueprintVisible, BlueprintReadOnly, Parm, ZeroConstructor, IsPlainOldData)
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float RushTriggerLength; // (Parm, OutParm, ZeroConstructor, IsPlainOldData)
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};
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// Function GlobalBattleUIFunctionLibrary.GlobalBattleUIFunctionLibrary_C.GetLayoutDetailByType
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struct UGlobalBattleUIFunctionLibrary_C_GetLayoutDetailByType_Params
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{
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class UBP_SAVEGAME_UIElemLayout_C* SaveGameObj; // (BlueprintVisible, BlueprintReadOnly, Parm, OutParm, ZeroConstructor, ReferenceParm, IsPlainOldData)
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int LayoutIndex; // (BlueprintVisible, BlueprintReadOnly, Parm, ZeroConstructor, IsPlainOldData)
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TEnumAsByte<EBP_UIENUM_UIElemTypes> ElemKey; // (BlueprintVisible, BlueprintReadOnly, Parm, ZeroConstructor, IsPlainOldData)
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class UObject* __WorldContext; // (BlueprintVisible, BlueprintReadOnly, Parm, ZeroConstructor, IsPlainOldData)
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struct FBP_STRUCT_UIElemLayoutDetail LayoutDetail; // (Parm, OutParm)
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bool IsFound; // (Parm, OutParm, ZeroConstructor, IsPlainOldData)
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};
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// Function GlobalBattleUIFunctionLibrary.GlobalBattleUIFunctionLibrary_C.IsWidgetVisible
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struct UGlobalBattleUIFunctionLibrary_C_IsWidgetVisible_Params
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{
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class UWidget* Widget; // (BlueprintVisible, BlueprintReadOnly, Parm, ZeroConstructor, IsPlainOldData)
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class UObject* __WorldContext; // (BlueprintVisible, BlueprintReadOnly, Parm, ZeroConstructor, IsPlainOldData)
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bool Visible; // (Parm, OutParm, ZeroConstructor, IsPlainOldData)
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};
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// Function GlobalBattleUIFunctionLibrary.GlobalBattleUIFunctionLibrary_C.GetTimeByInt
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struct UGlobalBattleUIFunctionLibrary_C_GetTimeByInt_Params
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{
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int Second; // (BlueprintVisible, BlueprintReadOnly, Parm, ZeroConstructor, IsPlainOldData)
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class UObject* __WorldContext; // (BlueprintVisible, BlueprintReadOnly, Parm, ZeroConstructor, IsPlainOldData)
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struct FString Time; // (Parm, OutParm, ZeroConstructor)
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};
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// Function GlobalBattleUIFunctionLibrary.GlobalBattleUIFunctionLibrary_C.CreateUAEUserWidget
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struct UGlobalBattleUIFunctionLibrary_C_CreateUAEUserWidget_Params
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{
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class UClass* Class; // (BlueprintVisible, BlueprintReadOnly, Parm, ZeroConstructor, IsPlainOldData)
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class UUAEUserWidget* Parent; // (BlueprintVisible, BlueprintReadOnly, Parm, ZeroConstructor, IsPlainOldData)
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class UObject* __WorldContext; // (BlueprintVisible, BlueprintReadOnly, Parm, ZeroConstructor, IsPlainOldData)
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class UUAEUserWidget* Widget; // (Parm, OutParm, ZeroConstructor, IsPlainOldData)
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};
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// Function GlobalBattleUIFunctionLibrary.GlobalBattleUIFunctionLibrary_C.GetLocalizeText
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struct UGlobalBattleUIFunctionLibrary_C_GetLocalizeText_Params
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{
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struct FString Key; // (BlueprintVisible, BlueprintReadOnly, Parm, ZeroConstructor)
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class UObject* __WorldContext; // (BlueprintVisible, BlueprintReadOnly, Parm, ZeroConstructor, IsPlainOldData)
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struct FString Text; // (Parm, OutParm, ZeroConstructor)
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};
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// Function GlobalBattleUIFunctionLibrary.GlobalBattleUIFunctionLibrary_C.SaveUIElemLayoutSG
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struct UGlobalBattleUIFunctionLibrary_C_SaveUIElemLayoutSG_Params
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{
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class USaveGame* SaveGameObject; // (BlueprintVisible, BlueprintReadOnly, Parm, OutParm, ZeroConstructor, ReferenceParm, IsPlainOldData)
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class UObject* __WorldContext; // (BlueprintVisible, BlueprintReadOnly, Parm, ZeroConstructor, IsPlainOldData)
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bool ReturnValue; // (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData)
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};
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// Function GlobalBattleUIFunctionLibrary.GlobalBattleUIFunctionLibrary_C.LoadUIElemLayoutSG
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struct UGlobalBattleUIFunctionLibrary_C_LoadUIElemLayoutSG_Params
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{
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class UObject* __WorldContext; // (BlueprintVisible, BlueprintReadOnly, Parm, ZeroConstructor, IsPlainOldData)
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class UBP_SAVEGAME_UIElemLayout_C* UIElemSaveGame; // (Parm, OutParm, ZeroConstructor, IsPlainOldData)
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};
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}
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