343 lines
13 KiB
C++
Executable File
343 lines
13 KiB
C++
Executable File
//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 GameplayTasks.GameplayTask.ReadyForActivation
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// (Final, Native, Public, BlueprintCallable)
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void UGameplayTask::ReadyForActivation()
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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 GameplayTasks.GameplayTask.ReadyForActivation");
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UGameplayTask_ReadyForActivation_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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// DelegateFunction GameplayTasks.GameplayTask.GenericGameplayTaskDelegate__DelegateSignature
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// (MulticastDelegate, Public, Delegate)
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void UGameplayTask::GenericGameplayTaskDelegate__DelegateSignature()
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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>("DelegateFunction GameplayTasks.GameplayTask.GenericGameplayTaskDelegate__DelegateSignature");
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UGameplayTask_GenericGameplayTaskDelegate__DelegateSignature_Params params;
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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 GameplayTasks.GameplayTask.EndTask
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// (Final, Native, Public, BlueprintCallable)
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void UGameplayTask::EndTask()
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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 GameplayTasks.GameplayTask.EndTask");
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UGameplayTask_EndTask_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 GameplayTasks.GameplayTask_ClaimResource.ClaimResources
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// (Final, Native, Static, Public, BlueprintCallable)
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// Parameters:
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// TScriptInterface<class UGameplayTaskOwnerInterface> InTaskOwner (Parm, ZeroConstructor, IsPlainOldData)
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// TArray<class UClass*> ResourceClasses (Parm, ZeroConstructor)
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// unsigned char Priority (ConstParm, Parm, ZeroConstructor, IsPlainOldData)
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// struct FName TaskInstanceName (ConstParm, Parm, ZeroConstructor, IsPlainOldData)
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// class UGameplayTask_ClaimResource* ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData)
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class UGameplayTask_ClaimResource* UGameplayTask_ClaimResource::ClaimResources(const TScriptInterface<class UGameplayTaskOwnerInterface>& InTaskOwner, TArray<class UClass*> ResourceClasses, unsigned char Priority, const struct FName& TaskInstanceName)
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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 GameplayTasks.GameplayTask_ClaimResource.ClaimResources");
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UGameplayTask_ClaimResource_ClaimResources_Params params;
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params.InTaskOwner = InTaskOwner;
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params.ResourceClasses = ResourceClasses;
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params.Priority = Priority;
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params.TaskInstanceName = TaskInstanceName;
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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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return params.ReturnValue;
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}
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// Function GameplayTasks.GameplayTask_ClaimResource.ClaimResource
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// (Final, Native, Static, Public, BlueprintCallable)
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// Parameters:
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// TScriptInterface<class UGameplayTaskOwnerInterface> InTaskOwner (Parm, ZeroConstructor, IsPlainOldData)
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// class UClass* ResourceClass (Parm, ZeroConstructor, IsPlainOldData)
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// unsigned char Priority (ConstParm, Parm, ZeroConstructor, IsPlainOldData)
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// struct FName TaskInstanceName (ConstParm, Parm, ZeroConstructor, IsPlainOldData)
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// class UGameplayTask_ClaimResource* ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData)
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class UGameplayTask_ClaimResource* UGameplayTask_ClaimResource::ClaimResource(const TScriptInterface<class UGameplayTaskOwnerInterface>& InTaskOwner, class UClass* ResourceClass, unsigned char Priority, const struct FName& TaskInstanceName)
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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 GameplayTasks.GameplayTask_ClaimResource.ClaimResource");
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UGameplayTask_ClaimResource_ClaimResource_Params params;
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params.InTaskOwner = InTaskOwner;
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params.ResourceClass = ResourceClass;
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params.Priority = Priority;
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params.TaskInstanceName = TaskInstanceName;
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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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return params.ReturnValue;
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}
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// Function GameplayTasks.GameplayTask_SpawnActor.SpawnActor
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// (Final, Native, Static, Public, HasDefaults, BlueprintCallable)
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// Parameters:
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// TScriptInterface<class UGameplayTaskOwnerInterface> TaskOwner (Parm, ZeroConstructor, IsPlainOldData)
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// struct FVector SpawnLocation (Parm, IsPlainOldData)
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// struct FRotator SpawnRotation (Parm, IsPlainOldData)
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// class UClass* Class (Parm, ZeroConstructor, IsPlainOldData)
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// bool bSpawnOnlyOnAuthority (Parm, ZeroConstructor, IsPlainOldData)
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// class UGameplayTask_SpawnActor* ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData)
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class UGameplayTask_SpawnActor* UGameplayTask_SpawnActor::SpawnActor(const TScriptInterface<class UGameplayTaskOwnerInterface>& TaskOwner, const struct FVector& SpawnLocation, const struct FRotator& SpawnRotation, class UClass* Class, bool bSpawnOnlyOnAuthority)
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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 GameplayTasks.GameplayTask_SpawnActor.SpawnActor");
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UGameplayTask_SpawnActor_SpawnActor_Params params;
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params.TaskOwner = TaskOwner;
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params.SpawnLocation = SpawnLocation;
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params.SpawnRotation = SpawnRotation;
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params.Class = Class;
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params.bSpawnOnlyOnAuthority = bSpawnOnlyOnAuthority;
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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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return params.ReturnValue;
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}
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// Function GameplayTasks.GameplayTask_SpawnActor.FinishSpawningActor
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// (Native, Public, BlueprintCallable)
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// Parameters:
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// class UObject* WorldContextObject (Parm, ZeroConstructor, IsPlainOldData)
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// class AActor* SpawnedActor (Parm, ZeroConstructor, IsPlainOldData)
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void UGameplayTask_SpawnActor::FinishSpawningActor(class UObject* WorldContextObject, class AActor* SpawnedActor)
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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 GameplayTasks.GameplayTask_SpawnActor.FinishSpawningActor");
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UGameplayTask_SpawnActor_FinishSpawningActor_Params params;
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params.WorldContextObject = WorldContextObject;
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params.SpawnedActor = SpawnedActor;
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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 GameplayTasks.GameplayTask_SpawnActor.BeginSpawningActor
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// (Native, Public, HasOutParms, BlueprintCallable)
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// Parameters:
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// class UObject* WorldContextObject (Parm, ZeroConstructor, IsPlainOldData)
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// class AActor* SpawnedActor (Parm, OutParm, ZeroConstructor, IsPlainOldData)
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// bool ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData)
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bool UGameplayTask_SpawnActor::BeginSpawningActor(class UObject* WorldContextObject, class AActor** SpawnedActor)
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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 GameplayTasks.GameplayTask_SpawnActor.BeginSpawningActor");
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UGameplayTask_SpawnActor_BeginSpawningActor_Params params;
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params.WorldContextObject = WorldContextObject;
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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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if (SpawnedActor != nullptr)
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*SpawnedActor = params.SpawnedActor;
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return params.ReturnValue;
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}
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// Function GameplayTasks.GameplayTask_WaitDelay.TaskWaitDelay
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// (Final, Native, Static, Public, BlueprintCallable)
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// Parameters:
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// TScriptInterface<class UGameplayTaskOwnerInterface> TaskOwner (Parm, ZeroConstructor, IsPlainOldData)
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// float Time (Parm, ZeroConstructor, IsPlainOldData)
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// unsigned char Priority (ConstParm, Parm, ZeroConstructor, IsPlainOldData)
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// class UGameplayTask_WaitDelay* ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData)
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class UGameplayTask_WaitDelay* UGameplayTask_WaitDelay::TaskWaitDelay(const TScriptInterface<class UGameplayTaskOwnerInterface>& TaskOwner, float Time, unsigned char Priority)
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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 GameplayTasks.GameplayTask_WaitDelay.TaskWaitDelay");
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UGameplayTask_WaitDelay_TaskWaitDelay_Params params;
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params.TaskOwner = TaskOwner;
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params.Time = Time;
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params.Priority = Priority;
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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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return params.ReturnValue;
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}
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// DelegateFunction GameplayTasks.GameplayTask_WaitDelay.TaskDelayDelegate__DelegateSignature
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// (MulticastDelegate, Public, Delegate)
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void UGameplayTask_WaitDelay::TaskDelayDelegate__DelegateSignature()
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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>("DelegateFunction GameplayTasks.GameplayTask_WaitDelay.TaskDelayDelegate__DelegateSignature");
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UGameplayTask_WaitDelay_TaskDelayDelegate__DelegateSignature_Params params;
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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 GameplayTasks.GameplayTasksComponent.OnRep_SimulatedTasks
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// (Final, Native, Public)
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void UGameplayTasksComponent::OnRep_SimulatedTasks()
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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 GameplayTasks.GameplayTasksComponent.OnRep_SimulatedTasks");
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UGameplayTasksComponent_OnRep_SimulatedTasks_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 GameplayTasks.GameplayTasksComponent.K2_RunGameplayTask
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// (Final, Native, Static, Public, BlueprintCallable)
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// Parameters:
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// TScriptInterface<class UGameplayTaskOwnerInterface> TaskOwner (Parm, ZeroConstructor, IsPlainOldData)
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// class UGameplayTask* Task (Parm, ZeroConstructor, IsPlainOldData)
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// unsigned char Priority (Parm, ZeroConstructor, IsPlainOldData)
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// TArray<class UClass*> AdditionalRequiredResources (Parm, ZeroConstructor)
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// TArray<class UClass*> AdditionalClaimedResources (Parm, ZeroConstructor)
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// EGameplayTaskRunResult ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData)
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EGameplayTaskRunResult UGameplayTasksComponent::K2_RunGameplayTask(const TScriptInterface<class UGameplayTaskOwnerInterface>& TaskOwner, class UGameplayTask* Task, unsigned char Priority, TArray<class UClass*> AdditionalRequiredResources, TArray<class UClass*> AdditionalClaimedResources)
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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 GameplayTasks.GameplayTasksComponent.K2_RunGameplayTask");
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UGameplayTasksComponent_K2_RunGameplayTask_Params params;
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params.TaskOwner = TaskOwner;
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params.Task = Task;
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params.Priority = Priority;
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params.AdditionalRequiredResources = AdditionalRequiredResources;
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params.AdditionalClaimedResources = AdditionalClaimedResources;
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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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return params.ReturnValue;
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}
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}
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