Files
PMDT/structures/data/SDK/PUBGM_Gameplay_functions.cpp
2026-05-03 13:32:50 +08:00

8380 lines
254 KiB
C++
Executable File

//PUBGM(0.13.5)32位SDK
//作者:清华
//Telegram:@qinghuanb666
//生成时间:Fri Apr 18 20:44:40 2025
#include "../SDK.hpp"
namespace SDK
{
//---------------------------------------------------------------------------
//Functions
//---------------------------------------------------------------------------
// Function Gameplay.UAEGameMode.SyncPlayerNames
// (Native, Public)
void AUAEGameMode::SyncPlayerNames()
{
static UFunction *pFunc = 0;
if (!pFunc)
pFunc = UObject::FindObject<UFunction>("Function Gameplay.UAEGameMode.SyncPlayerNames");
AUAEGameMode_SyncPlayerNames_Params params;
auto flags = pFunc->FunctionFlags;
pFunc->FunctionFlags |= 0x400;
UObject *currentObj = (UObject *) this;
currentObj->ProcessEvent(pFunc, &params);
pFunc->FunctionFlags = flags;
}
// Function Gameplay.UAEGameMode.SyncNewCorpsData
// (Native, Public, HasOutParms)
// Parameters:
// TArray<struct FDSCorpsInfo> OutCorpsData (ConstParm, Parm, OutParm, ZeroConstructor, ReferenceParm)
void AUAEGameMode::SyncNewCorpsData(TArray<struct FDSCorpsInfo> OutCorpsData)
{
static UFunction *pFunc = 0;
if (!pFunc)
pFunc = UObject::FindObject<UFunction>("Function Gameplay.UAEGameMode.SyncNewCorpsData");
AUAEGameMode_SyncNewCorpsData_Params params;
params.OutCorpsData = OutCorpsData;
auto flags = pFunc->FunctionFlags;
pFunc->FunctionFlags |= 0x400;
UObject *currentObj = (UObject *) this;
currentObj->ProcessEvent(pFunc, &params);
pFunc->FunctionFlags = flags;
}
// Function Gameplay.UAEGameMode.SpawnUAEPawnFor
// (Native, Event, Public, HasDefaults, BlueprintEvent)
// Parameters:
// class AController* NewPlayer (Parm, ZeroConstructor, IsPlainOldData)
// struct FTransform Trans (Parm, IsPlainOldData)
// class APawn* ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData)
class APawn* AUAEGameMode::SpawnUAEPawnFor(class AController* NewPlayer, const struct FTransform& Trans)
{
static UFunction *pFunc = 0;
if (!pFunc)
pFunc = UObject::FindObject<UFunction>("Function Gameplay.UAEGameMode.SpawnUAEPawnFor");
AUAEGameMode_SpawnUAEPawnFor_Params params;
params.NewPlayer = NewPlayer;
params.Trans = Trans;
auto flags = pFunc->FunctionFlags;
pFunc->FunctionFlags |= 0x400;
UObject *currentObj = (UObject *) this;
currentObj->ProcessEvent(pFunc, &params);
pFunc->FunctionFlags = flags;
return params.ReturnValue;
}
// Function Gameplay.UAEGameMode.SoftKickPlayer
// (Native, Public)
// Parameters:
// uint32_t PlayerKey (Parm, ZeroConstructor, IsPlainOldData)
// struct FName PlayerType (Parm, ZeroConstructor, IsPlainOldData)
// bool bSendFailure (Parm, ZeroConstructor, IsPlainOldData)
// struct FString FailureMessage (Parm, ZeroConstructor)
void AUAEGameMode::SoftKickPlayer(uint32_t PlayerKey, const struct FName& PlayerType, bool bSendFailure, const struct FString& FailureMessage)
{
static UFunction *pFunc = 0;
if (!pFunc)
pFunc = UObject::FindObject<UFunction>("Function Gameplay.UAEGameMode.SoftKickPlayer");
AUAEGameMode_SoftKickPlayer_Params params;
params.PlayerKey = PlayerKey;
params.PlayerType = PlayerType;
params.bSendFailure = bSendFailure;
params.FailureMessage = FailureMessage;
auto flags = pFunc->FunctionFlags;
pFunc->FunctionFlags |= 0x400;
UObject *currentObj = (UObject *) this;
currentObj->ProcessEvent(pFunc, &params);
pFunc->FunctionFlags = flags;
}
// Function Gameplay.UAEGameMode.SetPlayerOpenId
// (Native, Public)
// Parameters:
// uint32_t InPlayerKey (Parm, ZeroConstructor, IsPlainOldData)
// struct FString InPlayerOpenID (Parm, ZeroConstructor)
void AUAEGameMode::SetPlayerOpenId(uint32_t InPlayerKey, const struct FString& InPlayerOpenID)
{
static UFunction *pFunc = 0;
if (!pFunc)
pFunc = UObject::FindObject<UFunction>("Function Gameplay.UAEGameMode.SetPlayerOpenId");
AUAEGameMode_SetPlayerOpenId_Params params;
params.InPlayerKey = InPlayerKey;
params.InPlayerOpenID = InPlayerOpenID;
auto flags = pFunc->FunctionFlags;
pFunc->FunctionFlags |= 0x400;
UObject *currentObj = (UObject *) this;
currentObj->ProcessEvent(pFunc, &params);
pFunc->FunctionFlags = flags;
}
// Function Gameplay.UAEGameMode.RetrieveTeamBattleResultData
// (Native, Public)
// Parameters:
// int TeamID (Parm, ZeroConstructor, IsPlainOldData)
// struct FGameModeTeamBattleResultData ReturnValue (Parm, OutParm, ReturnParm)
struct FGameModeTeamBattleResultData AUAEGameMode::RetrieveTeamBattleResultData(int TeamID)
{
static UFunction *pFunc = 0;
if (!pFunc)
pFunc = UObject::FindObject<UFunction>("Function Gameplay.UAEGameMode.RetrieveTeamBattleResultData");
AUAEGameMode_RetrieveTeamBattleResultData_Params params;
params.TeamID = TeamID;
auto flags = pFunc->FunctionFlags;
pFunc->FunctionFlags |= 0x400;
UObject *currentObj = (UObject *) this;
currentObj->ProcessEvent(pFunc, &params);
pFunc->FunctionFlags = flags;
return params.ReturnValue;
}
// Function Gameplay.UAEGameMode.RetrieveBattleData
// (Native, Public, HasOutParms)
// Parameters:
// struct FBattleData OutBattleData (Parm, OutParm)
void AUAEGameMode::RetrieveBattleData(struct FBattleData* OutBattleData)
{
static UFunction *pFunc = 0;
if (!pFunc)
pFunc = UObject::FindObject<UFunction>("Function Gameplay.UAEGameMode.RetrieveBattleData");
AUAEGameMode_RetrieveBattleData_Params params;
auto flags = pFunc->FunctionFlags;
pFunc->FunctionFlags |= 0x400;
UObject *currentObj = (UObject *) this;
currentObj->ProcessEvent(pFunc, &params);
pFunc->FunctionFlags = flags;
if (OutBattleData != nullptr)
*OutBattleData = params.OutBattleData;
}
// Function Gameplay.UAEGameMode.RestartPlayerAtPlayerStart
// (Native, Public, BlueprintCallable)
// Parameters:
// class AController* NewPlayer (Parm, ZeroConstructor, IsPlainOldData)
// class AActor* StartSpot (Parm, ZeroConstructor, IsPlainOldData)
void AUAEGameMode::RestartPlayerAtPlayerStart(class AController* NewPlayer, class AActor* StartSpot)
{
static UFunction *pFunc = 0;
if (!pFunc)
pFunc = UObject::FindObject<UFunction>("Function Gameplay.UAEGameMode.RestartPlayerAtPlayerStart");
AUAEGameMode_RestartPlayerAtPlayerStart_Params params;
params.NewPlayer = NewPlayer;
params.StartSpot = StartSpot;
auto flags = pFunc->FunctionFlags;
pFunc->FunctionFlags |= 0x400;
UObject *currentObj = (UObject *) this;
currentObj->ProcessEvent(pFunc, &params);
pFunc->FunctionFlags = flags;
}
// Function Gameplay.UAEGameMode.Rescue
// (Native, Public)
// Parameters:
// class APawn* RescueWho (Parm, ZeroConstructor, IsPlainOldData)
// class APawn* Hero (Parm, ZeroConstructor, IsPlainOldData)
void AUAEGameMode::Rescue(class APawn* RescueWho, class APawn* Hero)
{
static UFunction *pFunc = 0;
if (!pFunc)
pFunc = UObject::FindObject<UFunction>("Function Gameplay.UAEGameMode.Rescue");
AUAEGameMode_Rescue_Params params;
params.RescueWho = RescueWho;
params.Hero = Hero;
auto flags = pFunc->FunctionFlags;
pFunc->FunctionFlags |= 0x400;
UObject *currentObj = (UObject *) this;
currentObj->ProcessEvent(pFunc, &params);
pFunc->FunctionFlags = flags;
}
// Function Gameplay.UAEGameMode.RegisterItemGroupSpotsByTag
// (Native, Public)
// Parameters:
// struct FName Tag (Parm, ZeroConstructor, IsPlainOldData)
// class UGroupSpotSceneComponent* GroupSpotComponent (Parm, ZeroConstructor, InstancedReference, IsPlainOldData)
void AUAEGameMode::RegisterItemGroupSpotsByTag(const struct FName& Tag, class UGroupSpotSceneComponent* GroupSpotComponent)
{
static UFunction *pFunc = 0;
if (!pFunc)
pFunc = UObject::FindObject<UFunction>("Function Gameplay.UAEGameMode.RegisterItemGroupSpotsByTag");
AUAEGameMode_RegisterItemGroupSpotsByTag_Params params;
params.Tag = Tag;
params.GroupSpotComponent = GroupSpotComponent;
auto flags = pFunc->FunctionFlags;
pFunc->FunctionFlags |= 0x400;
UObject *currentObj = (UObject *) this;
currentObj->ProcessEvent(pFunc, &params);
pFunc->FunctionFlags = flags;
}
// Function Gameplay.UAEGameMode.RegisterItemGroupSpots
// (Native, Public)
// Parameters:
// class UGroupSpotSceneComponent* GroupSpotComponent (Parm, ZeroConstructor, InstancedReference, IsPlainOldData)
void AUAEGameMode::RegisterItemGroupSpots(class UGroupSpotSceneComponent* GroupSpotComponent)
{
static UFunction *pFunc = 0;
if (!pFunc)
pFunc = UObject::FindObject<UFunction>("Function Gameplay.UAEGameMode.RegisterItemGroupSpots");
AUAEGameMode_RegisterItemGroupSpots_Params params;
params.GroupSpotComponent = GroupSpotComponent;
auto flags = pFunc->FunctionFlags;
pFunc->FunctionFlags |= 0x400;
UObject *currentObj = (UObject *) this;
currentObj->ProcessEvent(pFunc, &params);
pFunc->FunctionFlags = flags;
}
// Function Gameplay.UAEGameMode.RefreshWorldActiveRange
// (Native, Public)
void AUAEGameMode::RefreshWorldActiveRange()
{
static UFunction *pFunc = 0;
if (!pFunc)
pFunc = UObject::FindObject<UFunction>("Function Gameplay.UAEGameMode.RefreshWorldActiveRange");
AUAEGameMode_RefreshWorldActiveRange_Params params;
auto flags = pFunc->FunctionFlags;
pFunc->FunctionFlags |= 0x400;
UObject *currentObj = (UObject *) this;
currentObj->ProcessEvent(pFunc, &params);
pFunc->FunctionFlags = flags;
}
// Function Gameplay.UAEGameMode.RefreshWatchTeammates
// (Native, Public)
// Parameters:
// class AUAEPlayerController* InController (Parm, ZeroConstructor, IsPlainOldData)
// int InTeamID (Parm, ZeroConstructor, IsPlainOldData)
void AUAEGameMode::RefreshWatchTeammates(class AUAEPlayerController* InController, int InTeamID)
{
static UFunction *pFunc = 0;
if (!pFunc)
pFunc = UObject::FindObject<UFunction>("Function Gameplay.UAEGameMode.RefreshWatchTeammates");
AUAEGameMode_RefreshWatchTeammates_Params params;
params.InController = InController;
params.InTeamID = InTeamID;
auto flags = pFunc->FunctionFlags;
pFunc->FunctionFlags |= 0x400;
UObject *currentObj = (UObject *) this;
currentObj->ProcessEvent(pFunc, &params);
pFunc->FunctionFlags = flags;
}
// Function Gameplay.UAEGameMode.RefreshPlayerNames
// (Native, Public)
// Parameters:
// uint32_t InPlayerKey (Parm, ZeroConstructor, IsPlainOldData)
// struct FString InPlayerName (Parm, ZeroConstructor)
// int TeamID (Parm, ZeroConstructor, IsPlainOldData)
// bool IsLogin (Parm, ZeroConstructor, IsPlainOldData)
void AUAEGameMode::RefreshPlayerNames(uint32_t InPlayerKey, const struct FString& InPlayerName, int TeamID, bool IsLogin)
{
static UFunction *pFunc = 0;
if (!pFunc)
pFunc = UObject::FindObject<UFunction>("Function Gameplay.UAEGameMode.RefreshPlayerNames");
AUAEGameMode_RefreshPlayerNames_Params params;
params.InPlayerKey = InPlayerKey;
params.InPlayerName = InPlayerName;
params.TeamID = TeamID;
params.IsLogin = IsLogin;
auto flags = pFunc->FunctionFlags;
pFunc->FunctionFlags |= 0x400;
UObject *currentObj = (UObject *) this;
currentObj->ProcessEvent(pFunc, &params);
pFunc->FunctionFlags = flags;
}
// Function Gameplay.UAEGameMode.RecoardAlivePlayerNum
// (Native, Public)
// Parameters:
// int ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData)
int AUAEGameMode::RecoardAlivePlayerNum()
{
static UFunction *pFunc = 0;
if (!pFunc)
pFunc = UObject::FindObject<UFunction>("Function Gameplay.UAEGameMode.RecoardAlivePlayerNum");
AUAEGameMode_RecoardAlivePlayerNum_Params params;
auto flags = pFunc->FunctionFlags;
pFunc->FunctionFlags |= 0x400;
UObject *currentObj = (UObject *) this;
currentObj->ProcessEvent(pFunc, &params);
pFunc->FunctionFlags = flags;
return params.ReturnValue;
}
// Function Gameplay.UAEGameMode.PreCreatePlayerController
// (Native, Public)
// Parameters:
// uint32_t PlayerKey (Parm, ZeroConstructor, IsPlainOldData)
// class APlayerController* ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData)
class APlayerController* AUAEGameMode::PreCreatePlayerController(uint32_t PlayerKey)
{
static UFunction *pFunc = 0;
if (!pFunc)
pFunc = UObject::FindObject<UFunction>("Function Gameplay.UAEGameMode.PreCreatePlayerController");
AUAEGameMode_PreCreatePlayerController_Params params;
params.PlayerKey = PlayerKey;
auto flags = pFunc->FunctionFlags;
pFunc->FunctionFlags |= 0x400;
UObject *currentObj = (UObject *) this;
currentObj->ProcessEvent(pFunc, &params);
pFunc->FunctionFlags = flags;
return params.ReturnValue;
}
// Function Gameplay.UAEGameMode.OnPlayerFiring
// (Final, Native, Public)
// Parameters:
// uint32_t InPlayerKey (Parm, ZeroConstructor, IsPlainOldData)
void AUAEGameMode::OnPlayerFiring(uint32_t InPlayerKey)
{
static UFunction *pFunc = 0;
if (!pFunc)
pFunc = UObject::FindObject<UFunction>("Function Gameplay.UAEGameMode.OnPlayerFiring");
AUAEGameMode_OnPlayerFiring_Params params;
params.InPlayerKey = InPlayerKey;
auto flags = pFunc->FunctionFlags;
pFunc->FunctionFlags |= 0x400;
UObject *currentObj = (UObject *) this;
currentObj->ProcessEvent(pFunc, &params);
pFunc->FunctionFlags = flags;
}
// Function Gameplay.UAEGameMode.OnObserverLogout
// (Final, Native, Protected)
// Parameters:
// class AUAEPlayerController* InController (Parm, ZeroConstructor, IsPlainOldData)
void AUAEGameMode::OnObserverLogout(class AUAEPlayerController* InController)
{
static UFunction *pFunc = 0;
if (!pFunc)
pFunc = UObject::FindObject<UFunction>("Function Gameplay.UAEGameMode.OnObserverLogout");
AUAEGameMode_OnObserverLogout_Params params;
params.InController = InController;
auto flags = pFunc->FunctionFlags;
pFunc->FunctionFlags |= 0x400;
UObject *currentObj = (UObject *) this;
currentObj->ProcessEvent(pFunc, &params);
pFunc->FunctionFlags = flags;
}
// Function Gameplay.UAEGameMode.OnObserverLogin
// (Final, Native, Protected)
// Parameters:
// class AUAEPlayerController* InController (Parm, ZeroConstructor, IsPlainOldData)
void AUAEGameMode::OnObserverLogin(class AUAEPlayerController* InController)
{
static UFunction *pFunc = 0;
if (!pFunc)
pFunc = UObject::FindObject<UFunction>("Function Gameplay.UAEGameMode.OnObserverLogin");
AUAEGameMode_OnObserverLogin_Params params;
params.InController = InController;
auto flags = pFunc->FunctionFlags;
pFunc->FunctionFlags |= 0x400;
UObject *currentObj = (UObject *) this;
currentObj->ProcessEvent(pFunc, &params);
pFunc->FunctionFlags = flags;
}
// Function Gameplay.UAEGameMode.OnMsg
// (Native, Public, BlueprintCallable)
// Parameters:
// struct FString Msg (Parm, ZeroConstructor)
void AUAEGameMode::OnMsg(const struct FString& Msg)
{
static UFunction *pFunc = 0;
if (!pFunc)
pFunc = UObject::FindObject<UFunction>("Function Gameplay.UAEGameMode.OnMsg");
AUAEGameMode_OnMsg_Params params;
params.Msg = Msg;
auto flags = pFunc->FunctionFlags;
pFunc->FunctionFlags |= 0x400;
UObject *currentObj = (UObject *) this;
currentObj->ProcessEvent(pFunc, &params);
pFunc->FunctionFlags = flags;
}
// Function Gameplay.UAEGameMode.OnAirDropBoxLanded
// (Native, Public, HasOutParms, HasDefaults, BlueprintCallable)
// Parameters:
// int boxId (Parm, ZeroConstructor, IsPlainOldData)
// struct FVector pos (ConstParm, Parm, OutParm, ReferenceParm, IsPlainOldData)
void AUAEGameMode::OnAirDropBoxLanded(int boxId, const struct FVector& pos)
{
static UFunction *pFunc = 0;
if (!pFunc)
pFunc = UObject::FindObject<UFunction>("Function Gameplay.UAEGameMode.OnAirDropBoxLanded");
AUAEGameMode_OnAirDropBoxLanded_Params params;
params.boxId = boxId;
params.pos = pos;
auto flags = pFunc->FunctionFlags;
pFunc->FunctionFlags |= 0x400;
UObject *currentObj = (UObject *) this;
currentObj->ProcessEvent(pFunc, &params);
pFunc->FunctionFlags = flags;
}
// Function Gameplay.UAEGameMode.OnAirDropBoxEmpty
// (Native, Public)
// Parameters:
// int boxId (Parm, ZeroConstructor, IsPlainOldData)
void AUAEGameMode::OnAirDropBoxEmpty(int boxId)
{
static UFunction *pFunc = 0;
if (!pFunc)
pFunc = UObject::FindObject<UFunction>("Function Gameplay.UAEGameMode.OnAirDropBoxEmpty");
AUAEGameMode_OnAirDropBoxEmpty_Params params;
params.boxId = boxId;
auto flags = pFunc->FunctionFlags;
pFunc->FunctionFlags |= 0x400;
UObject *currentObj = (UObject *) this;
currentObj->ProcessEvent(pFunc, &params);
pFunc->FunctionFlags = flags;
}
// Function Gameplay.UAEGameMode.NotifyPlayerExit
// (Native, Public)
// Parameters:
// uint32_t PlayerKey (Parm, ZeroConstructor, IsPlainOldData)
// struct FName PlayerType (Parm, ZeroConstructor, IsPlainOldData)
// bool bDestroyPlayerController (Parm, ZeroConstructor, IsPlainOldData)
// bool bDestroyCharacter (Parm, ZeroConstructor, IsPlainOldData)
// bool bSendFailure (Parm, ZeroConstructor, IsPlainOldData)
// struct FString FailureMessage (Parm, ZeroConstructor)
void AUAEGameMode::NotifyPlayerExit(uint32_t PlayerKey, const struct FName& PlayerType, bool bDestroyPlayerController, bool bDestroyCharacter, bool bSendFailure, const struct FString& FailureMessage)
{
static UFunction *pFunc = 0;
if (!pFunc)
pFunc = UObject::FindObject<UFunction>("Function Gameplay.UAEGameMode.NotifyPlayerExit");
AUAEGameMode_NotifyPlayerExit_Params params;
params.PlayerKey = PlayerKey;
params.PlayerType = PlayerType;
params.bDestroyPlayerController = bDestroyPlayerController;
params.bDestroyCharacter = bDestroyCharacter;
params.bSendFailure = bSendFailure;
params.FailureMessage = FailureMessage;
auto flags = pFunc->FunctionFlags;
pFunc->FunctionFlags |= 0x400;
UObject *currentObj = (UObject *) this;
currentObj->ProcessEvent(pFunc, &params);
pFunc->FunctionFlags = flags;
}
// Function Gameplay.UAEGameMode.NotifyPlayerAbleToExitSafely
// (Native, Public)
// Parameters:
// uint32_t PlayerKey (Parm, ZeroConstructor, IsPlainOldData)
// struct FName PlayerType (Parm, ZeroConstructor, IsPlainOldData)
void AUAEGameMode::NotifyPlayerAbleToExitSafely(uint32_t PlayerKey, const struct FName& PlayerType)
{
static UFunction *pFunc = 0;
if (!pFunc)
pFunc = UObject::FindObject<UFunction>("Function Gameplay.UAEGameMode.NotifyPlayerAbleToExitSafely");
AUAEGameMode_NotifyPlayerAbleToExitSafely_Params params;
params.PlayerKey = PlayerKey;
params.PlayerType = PlayerType;
auto flags = pFunc->FunctionFlags;
pFunc->FunctionFlags |= 0x400;
UObject *currentObj = (UObject *) this;
currentObj->ProcessEvent(pFunc, &params);
pFunc->FunctionFlags = flags;
}
// Function Gameplay.UAEGameMode.NotifyGameModeInit
// (Native, Public)
void AUAEGameMode::NotifyGameModeInit()
{
static UFunction *pFunc = 0;
if (!pFunc)
pFunc = UObject::FindObject<UFunction>("Function Gameplay.UAEGameMode.NotifyGameModeInit");
AUAEGameMode_NotifyGameModeInit_Params params;
auto flags = pFunc->FunctionFlags;
pFunc->FunctionFlags |= 0x400;
UObject *currentObj = (UObject *) this;
currentObj->ProcessEvent(pFunc, &params);
pFunc->FunctionFlags = flags;
}
// Function Gameplay.UAEGameMode.NotifyAIPlayerEnter
// (Native, Public)
// Parameters:
// uint32_t PlayerKey (Parm, ZeroConstructor, IsPlainOldData)
void AUAEGameMode::NotifyAIPlayerEnter(uint32_t PlayerKey)
{
static UFunction *pFunc = 0;
if (!pFunc)
pFunc = UObject::FindObject<UFunction>("Function Gameplay.UAEGameMode.NotifyAIPlayerEnter");
AUAEGameMode_NotifyAIPlayerEnter_Params params;
params.PlayerKey = PlayerKey;
auto flags = pFunc->FunctionFlags;
pFunc->FunctionFlags |= 0x400;
UObject *currentObj = (UObject *) this;
currentObj->ProcessEvent(pFunc, &params);
pFunc->FunctionFlags = flags;
}
// Function Gameplay.UAEGameMode.ModifyDamage
// (Native, Public, HasOutParms)
// Parameters:
// float Damage (Parm, ZeroConstructor, IsPlainOldData)
// struct FDamageEvent DamageEvent (ConstParm, Parm, OutParm, ReferenceParm)
// class AController* EventInstigator (Parm, ZeroConstructor, IsPlainOldData)
// class AController* VictimController (Parm, ZeroConstructor, IsPlainOldData)
// class AActor* DamageCauser (Parm, ZeroConstructor, IsPlainOldData)
// float ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData)
float AUAEGameMode::ModifyDamage(float Damage, const struct FDamageEvent& DamageEvent, class AController* EventInstigator, class AController* VictimController, class AActor* DamageCauser)
{
static UFunction *pFunc = 0;
if (!pFunc)
pFunc = UObject::FindObject<UFunction>("Function Gameplay.UAEGameMode.ModifyDamage");
AUAEGameMode_ModifyDamage_Params params;
params.Damage = Damage;
params.DamageEvent = DamageEvent;
params.EventInstigator = EventInstigator;
params.VictimController = VictimController;
params.DamageCauser = DamageCauser;
auto flags = pFunc->FunctionFlags;
pFunc->FunctionFlags |= 0x400;
UObject *currentObj = (UObject *) this;
currentObj->ProcessEvent(pFunc, &params);
pFunc->FunctionFlags = flags;
return params.ReturnValue;
}
// Function Gameplay.UAEGameMode.Killed
// (Native, Public)
// Parameters:
// class AController* Killer (Parm, ZeroConstructor, IsPlainOldData)
// class AController* VictimPlayer (Parm, ZeroConstructor, IsPlainOldData)
// class APawn* VictimPawn (Parm, ZeroConstructor, IsPlainOldData)
// class UDamageType* DamageType (ConstParm, Parm, ZeroConstructor, IsPlainOldData)
void AUAEGameMode::Killed(class AController* Killer, class AController* VictimPlayer, class APawn* VictimPawn, class UDamageType* DamageType)
{
static UFunction *pFunc = 0;
if (!pFunc)
pFunc = UObject::FindObject<UFunction>("Function Gameplay.UAEGameMode.Killed");
AUAEGameMode_Killed_Params params;
params.Killer = Killer;
params.VictimPlayer = VictimPlayer;
params.VictimPawn = VictimPawn;
params.DamageType = DamageType;
auto flags = pFunc->FunctionFlags;
pFunc->FunctionFlags |= 0x400;
UObject *currentObj = (UObject *) this;
currentObj->ProcessEvent(pFunc, &params);
pFunc->FunctionFlags = flags;
}
// Function Gameplay.UAEGameMode.InitWorldActiveRange
// (Native, Public)
void AUAEGameMode::InitWorldActiveRange()
{
static UFunction *pFunc = 0;
if (!pFunc)
pFunc = UObject::FindObject<UFunction>("Function Gameplay.UAEGameMode.InitWorldActiveRange");
AUAEGameMode_InitWorldActiveRange_Params params;
auto flags = pFunc->FunctionFlags;
pFunc->FunctionFlags |= 0x400;
UObject *currentObj = (UObject *) this;
currentObj->ProcessEvent(pFunc, &params);
pFunc->FunctionFlags = flags;
}
// Function Gameplay.UAEGameMode.InitGenerator
// (Native, Public)
void AUAEGameMode::InitGenerator()
{
static UFunction *pFunc = 0;
if (!pFunc)
pFunc = UObject::FindObject<UFunction>("Function Gameplay.UAEGameMode.InitGenerator");
AUAEGameMode_InitGenerator_Params params;
auto flags = pFunc->FunctionFlags;
pFunc->FunctionFlags |= 0x400;
UObject *currentObj = (UObject *) this;
currentObj->ProcessEvent(pFunc, &params);
pFunc->FunctionFlags = flags;
}
// Function Gameplay.UAEGameMode.InitDynamicTriggers
// (Native, Public)
void AUAEGameMode::InitDynamicTriggers()
{
static UFunction *pFunc = 0;
if (!pFunc)
pFunc = UObject::FindObject<UFunction>("Function Gameplay.UAEGameMode.InitDynamicTriggers");
AUAEGameMode_InitDynamicTriggers_Params params;
auto flags = pFunc->FunctionFlags;
pFunc->FunctionFlags |= 0x400;
UObject *currentObj = (UObject *) this;
currentObj->ProcessEvent(pFunc, &params);
pFunc->FunctionFlags = flags;
}
// Function Gameplay.UAEGameMode.InitDynamicBlocks
// (Native, Public)
void AUAEGameMode::InitDynamicBlocks()
{
static UFunction *pFunc = 0;
if (!pFunc)
pFunc = UObject::FindObject<UFunction>("Function Gameplay.UAEGameMode.InitDynamicBlocks");
AUAEGameMode_InitDynamicBlocks_Params params;
auto flags = pFunc->FunctionFlags;
pFunc->FunctionFlags |= 0x400;
UObject *currentObj = (UObject *) this;
currentObj->ProcessEvent(pFunc, &params);
pFunc->FunctionFlags = flags;
}
// Function Gameplay.UAEGameMode.InitAdvertisement
// (Native, Public)
void AUAEGameMode::InitAdvertisement()
{
static UFunction *pFunc = 0;
if (!pFunc)
pFunc = UObject::FindObject<UFunction>("Function Gameplay.UAEGameMode.InitAdvertisement");
AUAEGameMode_InitAdvertisement_Params params;
auto flags = pFunc->FunctionFlags;
pFunc->FunctionFlags |= 0x400;
UObject *currentObj = (UObject *) this;
currentObj->ProcessEvent(pFunc, &params);
pFunc->FunctionFlags = flags;
}
// Function Gameplay.UAEGameMode.HeartBeat
// (Final, Native, Public)
void AUAEGameMode::HeartBeat()
{
static UFunction *pFunc = 0;
if (!pFunc)
pFunc = UObject::FindObject<UFunction>("Function Gameplay.UAEGameMode.HeartBeat");
AUAEGameMode_HeartBeat_Params params;
auto flags = pFunc->FunctionFlags;
pFunc->FunctionFlags |= 0x400;
UObject *currentObj = (UObject *) this;
currentObj->ProcessEvent(pFunc, &params);
pFunc->FunctionFlags = flags;
}
// Function Gameplay.UAEGameMode.HasDynamicBlocks
// (Final, Native, Public, Const)
// Parameters:
// bool ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData)
bool AUAEGameMode::HasDynamicBlocks()
{
static UFunction *pFunc = 0;
if (!pFunc)
pFunc = UObject::FindObject<UFunction>("Function Gameplay.UAEGameMode.HasDynamicBlocks");
AUAEGameMode_HasDynamicBlocks_Params params;
auto flags = pFunc->FunctionFlags;
pFunc->FunctionFlags |= 0x400;
UObject *currentObj = (UObject *) this;
currentObj->ProcessEvent(pFunc, &params);
pFunc->FunctionFlags = flags;
return params.ReturnValue;
}
// Function Gameplay.UAEGameMode.HandlePlayerPaintDecalResponse
// (Native, Public)
// Parameters:
// uint32_t PlayerKey (Parm, ZeroConstructor, IsPlainOldData)
// struct FName PlayerType (Parm, ZeroConstructor, IsPlainOldData)
// int Result (Parm, ZeroConstructor, IsPlainOldData)
// int DecalId (Parm, ZeroConstructor, IsPlainOldData)
// int Count (Parm, ZeroConstructor, IsPlainOldData)
void AUAEGameMode::HandlePlayerPaintDecalResponse(uint32_t PlayerKey, const struct FName& PlayerType, int Result, int DecalId, int Count)
{
static UFunction *pFunc = 0;
if (!pFunc)
pFunc = UObject::FindObject<UFunction>("Function Gameplay.UAEGameMode.HandlePlayerPaintDecalResponse");
AUAEGameMode_HandlePlayerPaintDecalResponse_Params params;
params.PlayerKey = PlayerKey;
params.PlayerType = PlayerType;
params.Result = Result;
params.DecalId = DecalId;
params.Count = Count;
auto flags = pFunc->FunctionFlags;
pFunc->FunctionFlags |= 0x400;
UObject *currentObj = (UObject *) this;
currentObj->ProcessEvent(pFunc, &params);
pFunc->FunctionFlags = flags;
}
// Function Gameplay.UAEGameMode.HandlePlayerGiftItemResponse
// (Native, Public)
// Parameters:
// uint32_t PlayerKey (Parm, ZeroConstructor, IsPlainOldData)
// struct FName PlayerType (Parm, ZeroConstructor, IsPlainOldData)
// int Result (Parm, ZeroConstructor, IsPlainOldData)
// int GiftResID (Parm, ZeroConstructor, IsPlainOldData)
// int Count (Parm, ZeroConstructor, IsPlainOldData)
void AUAEGameMode::HandlePlayerGiftItemResponse(uint32_t PlayerKey, const struct FName& PlayerType, int Result, int GiftResID, int Count)
{
static UFunction *pFunc = 0;
if (!pFunc)
pFunc = UObject::FindObject<UFunction>("Function Gameplay.UAEGameMode.HandlePlayerGiftItemResponse");
AUAEGameMode_HandlePlayerGiftItemResponse_Params params;
params.PlayerKey = PlayerKey;
params.PlayerType = PlayerType;
params.Result = Result;
params.GiftResID = GiftResID;
params.Count = Count;
auto flags = pFunc->FunctionFlags;
pFunc->FunctionFlags |= 0x400;
UObject *currentObj = (UObject *) this;
currentObj->ProcessEvent(pFunc, &params);
pFunc->FunctionFlags = flags;
}
// Function Gameplay.UAEGameMode.GotoNearDeath
// (Native, Public)
// Parameters:
// class AController* DamageInstigator (Parm, ZeroConstructor, IsPlainOldData)
// class APawn* VictimPawn (Parm, ZeroConstructor, IsPlainOldData)
void AUAEGameMode::GotoNearDeath(class AController* DamageInstigator, class APawn* VictimPawn)
{
static UFunction *pFunc = 0;
if (!pFunc)
pFunc = UObject::FindObject<UFunction>("Function Gameplay.UAEGameMode.GotoNearDeath");
AUAEGameMode_GotoNearDeath_Params params;
params.DamageInstigator = DamageInstigator;
params.VictimPawn = VictimPawn;
auto flags = pFunc->FunctionFlags;
pFunc->FunctionFlags |= 0x400;
UObject *currentObj = (UObject *) this;
currentObj->ProcessEvent(pFunc, &params);
pFunc->FunctionFlags = flags;
}
// Function Gameplay.UAEGameMode.GetSurvivingTeamCount
// (Native, Public)
// Parameters:
// int ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData)
int AUAEGameMode::GetSurvivingTeamCount()
{
static UFunction *pFunc = 0;
if (!pFunc)
pFunc = UObject::FindObject<UFunction>("Function Gameplay.UAEGameMode.GetSurvivingTeamCount");
AUAEGameMode_GetSurvivingTeamCount_Params params;
auto flags = pFunc->FunctionFlags;
pFunc->FunctionFlags |= 0x400;
UObject *currentObj = (UObject *) this;
currentObj->ProcessEvent(pFunc, &params);
pFunc->FunctionFlags = flags;
return params.ReturnValue;
}
// Function Gameplay.UAEGameMode.GetSurvivingCharacterCount
// (Native, Public)
// Parameters:
// int ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData)
int AUAEGameMode::GetSurvivingCharacterCount()
{
static UFunction *pFunc = 0;
if (!pFunc)
pFunc = UObject::FindObject<UFunction>("Function Gameplay.UAEGameMode.GetSurvivingCharacterCount");
AUAEGameMode_GetSurvivingCharacterCount_Params params;
auto flags = pFunc->FunctionFlags;
pFunc->FunctionFlags |= 0x400;
UObject *currentObj = (UObject *) this;
currentObj->ProcessEvent(pFunc, &params);
pFunc->FunctionFlags = flags;
return params.ReturnValue;
}
// Function Gameplay.UAEGameMode.GetPlayerStateListWithTeamID
// (Final, Native, Public, Const)
// Parameters:
// int TeamID (Parm, ZeroConstructor, IsPlainOldData)
// struct FName PlayerType (Parm, ZeroConstructor, IsPlainOldData)
// TArray<class AUAEPlayerState*> ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm)
TArray<class AUAEPlayerState*> AUAEGameMode::GetPlayerStateListWithTeamID(int TeamID, const struct FName& PlayerType)
{
static UFunction *pFunc = 0;
if (!pFunc)
pFunc = UObject::FindObject<UFunction>("Function Gameplay.UAEGameMode.GetPlayerStateListWithTeamID");
AUAEGameMode_GetPlayerStateListWithTeamID_Params params;
params.TeamID = TeamID;
params.PlayerType = PlayerType;
auto flags = pFunc->FunctionFlags;
pFunc->FunctionFlags |= 0x400;
UObject *currentObj = (UObject *) this;
currentObj->ProcessEvent(pFunc, &params);
pFunc->FunctionFlags = flags;
return params.ReturnValue;
}
// Function Gameplay.UAEGameMode.GetPlayerControllerListWithTeamID
// (Final, Native, Public, Const)
// Parameters:
// int TeamID (Parm, ZeroConstructor, IsPlainOldData)
// struct FName PlayerType (Parm, ZeroConstructor, IsPlainOldData)
// TArray<class AUAEPlayerController*> ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm)
TArray<class AUAEPlayerController*> AUAEGameMode::GetPlayerControllerListWithTeamID(int TeamID, const struct FName& PlayerType)
{
static UFunction *pFunc = 0;
if (!pFunc)
pFunc = UObject::FindObject<UFunction>("Function Gameplay.UAEGameMode.GetPlayerControllerListWithTeamID");
AUAEGameMode_GetPlayerControllerListWithTeamID_Params params;
params.TeamID = TeamID;
params.PlayerType = PlayerType;
auto flags = pFunc->FunctionFlags;
pFunc->FunctionFlags |= 0x400;
UObject *currentObj = (UObject *) this;
currentObj->ProcessEvent(pFunc, &params);
pFunc->FunctionFlags = flags;
return params.ReturnValue;
}
// Function Gameplay.UAEGameMode.GetPlayerAndRealAiNum
// (Native, Public, HasOutParms)
// Parameters:
// int OutPlayerNum (Parm, OutParm, ZeroConstructor, IsPlainOldData)
// int OutRealAiNum (Parm, OutParm, ZeroConstructor, IsPlainOldData)
void AUAEGameMode::GetPlayerAndRealAiNum(int* OutPlayerNum, int* OutRealAiNum)
{
static UFunction *pFunc = 0;
if (!pFunc)
pFunc = UObject::FindObject<UFunction>("Function Gameplay.UAEGameMode.GetPlayerAndRealAiNum");
AUAEGameMode_GetPlayerAndRealAiNum_Params params;
auto flags = pFunc->FunctionFlags;
pFunc->FunctionFlags |= 0x400;
UObject *currentObj = (UObject *) this;
currentObj->ProcessEvent(pFunc, &params);
pFunc->FunctionFlags = flags;
if (OutPlayerNum != nullptr)
*OutPlayerNum = params.OutPlayerNum;
if (OutRealAiNum != nullptr)
*OutRealAiNum = params.OutRealAiNum;
}
// Function Gameplay.UAEGameMode.GetObserverControllerList
// (Final, Native, Public)
// Parameters:
// TArray<class AUAEPlayerController*> ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm)
TArray<class AUAEPlayerController*> AUAEGameMode::GetObserverControllerList()
{
static UFunction *pFunc = 0;
if (!pFunc)
pFunc = UObject::FindObject<UFunction>("Function Gameplay.UAEGameMode.GetObserverControllerList");
AUAEGameMode_GetObserverControllerList_Params params;
auto flags = pFunc->FunctionFlags;
pFunc->FunctionFlags |= 0x400;
UObject *currentObj = (UObject *) this;
currentObj->ProcessEvent(pFunc, &params);
pFunc->FunctionFlags = flags;
return params.ReturnValue;
}
// Function Gameplay.UAEGameMode.FindPlayerStateWithPlayerKey
// (Final, Native, Public, Const)
// Parameters:
// uint32_t PlayerKey (Parm, ZeroConstructor, IsPlainOldData)
// struct FName PlayerType (Parm, ZeroConstructor, IsPlainOldData)
// class AUAEPlayerState* ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData)
class AUAEPlayerState* AUAEGameMode::FindPlayerStateWithPlayerKey(uint32_t PlayerKey, const struct FName& PlayerType)
{
static UFunction *pFunc = 0;
if (!pFunc)
pFunc = UObject::FindObject<UFunction>("Function Gameplay.UAEGameMode.FindPlayerStateWithPlayerKey");
AUAEGameMode_FindPlayerStateWithPlayerKey_Params params;
params.PlayerKey = PlayerKey;
params.PlayerType = PlayerType;
auto flags = pFunc->FunctionFlags;
pFunc->FunctionFlags |= 0x400;
UObject *currentObj = (UObject *) this;
currentObj->ProcessEvent(pFunc, &params);
pFunc->FunctionFlags = flags;
return params.ReturnValue;
}
// Function Gameplay.UAEGameMode.FindPlayerControllerWithPlayerKey
// (Final, Native, Public, Const)
// Parameters:
// uint32_t PlayerKey (Parm, ZeroConstructor, IsPlainOldData)
// struct FName PlayerType (Parm, ZeroConstructor, IsPlainOldData)
// class AUAEPlayerController* ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData)
class AUAEPlayerController* AUAEGameMode::FindPlayerControllerWithPlayerKey(uint32_t PlayerKey, const struct FName& PlayerType)
{
static UFunction *pFunc = 0;
if (!pFunc)
pFunc = UObject::FindObject<UFunction>("Function Gameplay.UAEGameMode.FindPlayerControllerWithPlayerKey");
AUAEGameMode_FindPlayerControllerWithPlayerKey_Params params;
params.PlayerKey = PlayerKey;
params.PlayerType = PlayerType;
auto flags = pFunc->FunctionFlags;
pFunc->FunctionFlags |= 0x400;
UObject *currentObj = (UObject *) this;
currentObj->ProcessEvent(pFunc, &params);
pFunc->FunctionFlags = flags;
return params.ReturnValue;
}
// Function Gameplay.UAEGameMode.DestroyNoActiveWorldActor
// (Native, Public, HasOutParms, HasDefaults)
// Parameters:
// struct FVector Location (Parm, OutParm, IsPlainOldData)
// float Radius (Parm, OutParm, ZeroConstructor, IsPlainOldData)
void AUAEGameMode::DestroyNoActiveWorldActor(struct FVector* Location, float* Radius)
{
static UFunction *pFunc = 0;
if (!pFunc)
pFunc = UObject::FindObject<UFunction>("Function Gameplay.UAEGameMode.DestroyNoActiveWorldActor");
AUAEGameMode_DestroyNoActiveWorldActor_Params params;
auto flags = pFunc->FunctionFlags;
pFunc->FunctionFlags |= 0x400;
UObject *currentObj = (UObject *) this;
currentObj->ProcessEvent(pFunc, &params);
pFunc->FunctionFlags = flags;
if (Location != nullptr)
*Location = params.Location;
if (Radius != nullptr)
*Radius = params.Radius;
}
// Function Gameplay.UAEGameMode.DestroyCharacterForPlayerController
// (Native, Public)
// Parameters:
// class APlayerController* PC (Parm, ZeroConstructor, IsPlainOldData)
void AUAEGameMode::DestroyCharacterForPlayerController(class APlayerController* PC)
{
static UFunction *pFunc = 0;
if (!pFunc)
pFunc = UObject::FindObject<UFunction>("Function Gameplay.UAEGameMode.DestroyCharacterForPlayerController");
AUAEGameMode_DestroyCharacterForPlayerController_Params params;
params.PC = PC;
auto flags = pFunc->FunctionFlags;
pFunc->FunctionFlags |= 0x400;
UObject *currentObj = (UObject *) this;
currentObj->ProcessEvent(pFunc, &params);
pFunc->FunctionFlags = flags;
}
// Function Gameplay.UAEGameMode.DebugEnterFriendObserver
// (Native, Public)
// Parameters:
// class AUAEPlayerController* InController (Parm, ZeroConstructor, IsPlainOldData)
void AUAEGameMode::DebugEnterFriendObserver(class AUAEPlayerController* InController)
{
static UFunction *pFunc = 0;
if (!pFunc)
pFunc = UObject::FindObject<UFunction>("Function Gameplay.UAEGameMode.DebugEnterFriendObserver");
AUAEGameMode_DebugEnterFriendObserver_Params params;
params.InController = InController;
auto flags = pFunc->FunctionFlags;
pFunc->FunctionFlags |= 0x400;
UObject *currentObj = (UObject *) this;
currentObj->ProcessEvent(pFunc, &params);
pFunc->FunctionFlags = flags;
}
// Function Gameplay.UAEGameMode.CollectAllPlayerInfo
// (Native, Public)
// Parameters:
// float DeltaSeconds (Parm, ZeroConstructor, IsPlainOldData)
void AUAEGameMode::CollectAllPlayerInfo(float DeltaSeconds)
{
static UFunction *pFunc = 0;
if (!pFunc)
pFunc = UObject::FindObject<UFunction>("Function Gameplay.UAEGameMode.CollectAllPlayerInfo");
AUAEGameMode_CollectAllPlayerInfo_Params params;
params.DeltaSeconds = DeltaSeconds;
auto flags = pFunc->FunctionFlags;
pFunc->FunctionFlags |= 0x400;
UObject *currentObj = (UObject *) this;
currentObj->ProcessEvent(pFunc, &params);
pFunc->FunctionFlags = flags;
}
// Function Gameplay.UAEGameMode.ChangeName
// (Native, Public)
// Parameters:
// class AController* Controller (Parm, ZeroConstructor, IsPlainOldData)
// struct FString NewName (Parm, ZeroConstructor)
// bool bNameChange (Parm, ZeroConstructor, IsPlainOldData)
void AUAEGameMode::ChangeName(class AController* Controller, const struct FString& NewName, bool bNameChange)
{
static UFunction *pFunc = 0;
if (!pFunc)
pFunc = UObject::FindObject<UFunction>("Function Gameplay.UAEGameMode.ChangeName");
AUAEGameMode_ChangeName_Params params;
params.Controller = Controller;
params.NewName = NewName;
params.bNameChange = bNameChange;
auto flags = pFunc->FunctionFlags;
pFunc->FunctionFlags |= 0x400;
UObject *currentObj = (UObject *) this;
currentObj->ProcessEvent(pFunc, &params);
pFunc->FunctionFlags = flags;
}
// Function Gameplay.UAEGameMode.AddAirDropBox
// (Native, Public, HasOutParms, HasDefaults)
// Parameters:
// int boxId (Parm, ZeroConstructor, IsPlainOldData)
// struct FVector pos (ConstParm, Parm, OutParm, ReferenceParm, IsPlainOldData)
void AUAEGameMode::AddAirDropBox(int boxId, const struct FVector& pos)
{
static UFunction *pFunc = 0;
if (!pFunc)
pFunc = UObject::FindObject<UFunction>("Function Gameplay.UAEGameMode.AddAirDropBox");
AUAEGameMode_AddAirDropBox_Params params;
params.boxId = boxId;
params.pos = pos;
auto flags = pFunc->FunctionFlags;
pFunc->FunctionFlags |= 0x400;
UObject *currentObj = (UObject *) this;
currentObj->ProcessEvent(pFunc, &params);
pFunc->FunctionFlags = flags;
}
// Function Gameplay.UAEPlayerState.SetGVMemberIDServerCall
// (Net, NetReliable, Native, Event, Public, NetServer, NetValidate)
// Parameters:
// int memberID (Parm, ZeroConstructor, IsPlainOldData)
void AUAEPlayerState::SetGVMemberIDServerCall(int memberID)
{
static UFunction *pFunc = 0;
if (!pFunc)
pFunc = UObject::FindObject<UFunction>("Function Gameplay.UAEPlayerState.SetGVMemberIDServerCall");
AUAEPlayerState_SetGVMemberIDServerCall_Params params;
params.memberID = memberID;
auto flags = pFunc->FunctionFlags;
pFunc->FunctionFlags |= 0x400;
UObject *currentObj = (UObject *) this;
currentObj->ProcessEvent(pFunc, &params);
pFunc->FunctionFlags = flags;
}
// Function Gameplay.UAEPlayerState.SetGVMemberID
// (Final, Native, Public)
// Parameters:
// int memberID (Parm, ZeroConstructor, IsPlainOldData)
void AUAEPlayerState::SetGVMemberID(int memberID)
{
static UFunction *pFunc = 0;
if (!pFunc)
pFunc = UObject::FindObject<UFunction>("Function Gameplay.UAEPlayerState.SetGVMemberID");
AUAEPlayerState_SetGVMemberID_Params params;
params.memberID = memberID;
auto flags = pFunc->FunctionFlags;
pFunc->FunctionFlags |= 0x400;
UObject *currentObj = (UObject *) this;
currentObj->ProcessEvent(pFunc, &params);
pFunc->FunctionFlags = flags;
}
// Function Gameplay.UAEPlayerState.ReportTaskExtInfo
// (Final, Native, Public)
// Parameters:
// int TaskID (Parm, ZeroConstructor, IsPlainOldData)
// struct FString ExtInfo (Parm, ZeroConstructor)
void AUAEPlayerState::ReportTaskExtInfo(int TaskID, const struct FString& ExtInfo)
{
static UFunction *pFunc = 0;
if (!pFunc)
pFunc = UObject::FindObject<UFunction>("Function Gameplay.UAEPlayerState.ReportTaskExtInfo");
AUAEPlayerState_ReportTaskExtInfo_Params params;
params.TaskID = TaskID;
params.ExtInfo = ExtInfo;
auto flags = pFunc->FunctionFlags;
pFunc->FunctionFlags |= 0x400;
UObject *currentObj = (UObject *) this;
currentObj->ProcessEvent(pFunc, &params);
pFunc->FunctionFlags = flags;
}
// Function Gameplay.UAEPlayerState.ReportTaskData
// (Final, Native, Public)
// Parameters:
// int TaskID (Parm, ZeroConstructor, IsPlainOldData)
// int process (Parm, ZeroConstructor, IsPlainOldData)
void AUAEPlayerState::ReportTaskData(int TaskID, int process)
{
static UFunction *pFunc = 0;
if (!pFunc)
pFunc = UObject::FindObject<UFunction>("Function Gameplay.UAEPlayerState.ReportTaskData");
AUAEPlayerState_ReportTaskData_Params params;
params.TaskID = TaskID;
params.process = process;
auto flags = pFunc->FunctionFlags;
pFunc->FunctionFlags |= 0x400;
UObject *currentObj = (UObject *) this;
currentObj->ProcessEvent(pFunc, &params);
pFunc->FunctionFlags = flags;
}
// Function Gameplay.UAEPlayerState.ReportSpecialCollection
// (Final, Native, Public)
// Parameters:
// int ItemID (Parm, ZeroConstructor, IsPlainOldData)
// int Count (Parm, ZeroConstructor, IsPlainOldData)
void AUAEPlayerState::ReportSpecialCollection(int ItemID, int Count)
{
static UFunction *pFunc = 0;
if (!pFunc)
pFunc = UObject::FindObject<UFunction>("Function Gameplay.UAEPlayerState.ReportSpecialCollection");
AUAEPlayerState_ReportSpecialCollection_Params params;
params.ItemID = ItemID;
params.Count = Count;
auto flags = pFunc->FunctionFlags;
pFunc->FunctionFlags |= 0x400;
UObject *currentObj = (UObject *) this;
currentObj->ProcessEvent(pFunc, &params);
pFunc->FunctionFlags = flags;
}
// Function Gameplay.UAEPlayerState.ReportSecretAreaID
// (Final, Native, Public)
// Parameters:
// int SecretAreaID (Parm, ZeroConstructor, IsPlainOldData)
void AUAEPlayerState::ReportSecretAreaID(int SecretAreaID)
{
static UFunction *pFunc = 0;
if (!pFunc)
pFunc = UObject::FindObject<UFunction>("Function Gameplay.UAEPlayerState.ReportSecretAreaID");
AUAEPlayerState_ReportSecretAreaID_Params params;
params.SecretAreaID = SecretAreaID;
auto flags = pFunc->FunctionFlags;
pFunc->FunctionFlags |= 0x400;
UObject *currentObj = (UObject *) this;
currentObj->ProcessEvent(pFunc, &params);
pFunc->FunctionFlags = flags;
}
// Function Gameplay.UAEPlayerState.ReportLandLocType
// (Final, Native, Public)
// Parameters:
// int TouchDownLocType (Parm, ZeroConstructor, IsPlainOldData)
// struct FString TouchDownLocName (Parm, ZeroConstructor)
void AUAEPlayerState::ReportLandLocType(int TouchDownLocType, const struct FString& TouchDownLocName)
{
static UFunction *pFunc = 0;
if (!pFunc)
pFunc = UObject::FindObject<UFunction>("Function Gameplay.UAEPlayerState.ReportLandLocType");
AUAEPlayerState_ReportLandLocType_Params params;
params.TouchDownLocType = TouchDownLocType;
params.TouchDownLocName = TouchDownLocName;
auto flags = pFunc->FunctionFlags;
pFunc->FunctionFlags |= 0x400;
UObject *currentObj = (UObject *) this;
currentObj->ProcessEvent(pFunc, &params);
pFunc->FunctionFlags = flags;
}
// Function Gameplay.UAEPlayerState.ReportLandArea
// (Final, Native, Public)
// Parameters:
// int TouchDownArea (Parm, ZeroConstructor, IsPlainOldData)
void AUAEPlayerState::ReportLandArea(int TouchDownArea)
{
static UFunction *pFunc = 0;
if (!pFunc)
pFunc = UObject::FindObject<UFunction>("Function Gameplay.UAEPlayerState.ReportLandArea");
AUAEPlayerState_ReportLandArea_Params params;
params.TouchDownArea = TouchDownArea;
auto flags = pFunc->FunctionFlags;
pFunc->FunctionFlags |= 0x400;
UObject *currentObj = (UObject *) this;
currentObj->ProcessEvent(pFunc, &params);
pFunc->FunctionFlags = flags;
}
// Function Gameplay.UAEPlayerState.OnReportSpecificBulletUsed
// (Final, Native, Public)
// Parameters:
// int ItemID (Parm, ZeroConstructor, IsPlainOldData)
// int Count (Parm, ZeroConstructor, IsPlainOldData)
void AUAEPlayerState::OnReportSpecificBulletUsed(int ItemID, int Count)
{
static UFunction *pFunc = 0;
if (!pFunc)
pFunc = UObject::FindObject<UFunction>("Function Gameplay.UAEPlayerState.OnReportSpecificBulletUsed");
AUAEPlayerState_OnReportSpecificBulletUsed_Params params;
params.ItemID = ItemID;
params.Count = Count;
auto flags = pFunc->FunctionFlags;
pFunc->FunctionFlags |= 0x400;
UObject *currentObj = (UObject *) this;
currentObj->ProcessEvent(pFunc, &params);
pFunc->FunctionFlags = flags;
}
// Function Gameplay.UAEPlayerState.OnRep_UID
// (Final, Native, Public)
void AUAEPlayerState::OnRep_UID()
{
static UFunction *pFunc = 0;
if (!pFunc)
pFunc = UObject::FindObject<UFunction>("Function Gameplay.UAEPlayerState.OnRep_UID");
AUAEPlayerState_OnRep_UID_Params params;
auto flags = pFunc->FunctionFlags;
pFunc->FunctionFlags |= 0x400;
UObject *currentObj = (UObject *) this;
currentObj->ProcessEvent(pFunc, &params);
pFunc->FunctionFlags = flags;
}
// Function Gameplay.UAEPlayerState.OnRep_PlayerKillsChange
// (Native, Public)
void AUAEPlayerState::OnRep_PlayerKillsChange()
{
static UFunction *pFunc = 0;
if (!pFunc)
pFunc = UObject::FindObject<UFunction>("Function Gameplay.UAEPlayerState.OnRep_PlayerKillsChange");
AUAEPlayerState_OnRep_PlayerKillsChange_Params params;
auto flags = pFunc->FunctionFlags;
pFunc->FunctionFlags |= 0x400;
UObject *currentObj = (UObject *) this;
currentObj->ProcessEvent(pFunc, &params);
pFunc->FunctionFlags = flags;
}
// Function Gameplay.UAEPlayerState.OnRep_MatchLabel
// (Final, Native, Public)
void AUAEPlayerState::OnRep_MatchLabel()
{
static UFunction *pFunc = 0;
if (!pFunc)
pFunc = UObject::FindObject<UFunction>("Function Gameplay.UAEPlayerState.OnRep_MatchLabel");
AUAEPlayerState_OnRep_MatchLabel_Params params;
auto flags = pFunc->FunctionFlags;
pFunc->FunctionFlags |= 0x400;
UObject *currentObj = (UObject *) this;
currentObj->ProcessEvent(pFunc, &params);
pFunc->FunctionFlags = flags;
}
// Function Gameplay.UAEPlayerState.OnRep_CollectItemRecord
// (Final, Native, Public)
void AUAEPlayerState::OnRep_CollectItemRecord()
{
static UFunction *pFunc = 0;
if (!pFunc)
pFunc = UObject::FindObject<UFunction>("Function Gameplay.UAEPlayerState.OnRep_CollectItemRecord");
AUAEPlayerState_OnRep_CollectItemRecord_Params params;
auto flags = pFunc->FunctionFlags;
pFunc->FunctionFlags |= 0x400;
UObject *currentObj = (UObject *) this;
currentObj->ProcessEvent(pFunc, &params);
pFunc->FunctionFlags = flags;
}
// Function Gameplay.UAEPlayerState.OnRep_CampID
// (Final, Native, Public)
void AUAEPlayerState::OnRep_CampID()
{
static UFunction *pFunc = 0;
if (!pFunc)
pFunc = UObject::FindObject<UFunction>("Function Gameplay.UAEPlayerState.OnRep_CampID");
AUAEPlayerState_OnRep_CampID_Params params;
auto flags = pFunc->FunctionFlags;
pFunc->FunctionFlags |= 0x400;
UObject *currentObj = (UObject *) this;
currentObj->ProcessEvent(pFunc, &params);
pFunc->FunctionFlags = flags;
}
// Function Gameplay.UAEPlayerState.IsSpecialPickItemCollectionCompleted
// (Final, Native, Public)
// Parameters:
// int ItemID (Parm, ZeroConstructor, IsPlainOldData)
// bool ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData)
bool AUAEPlayerState::IsSpecialPickItemCollectionCompleted(int ItemID)
{
static UFunction *pFunc = 0;
if (!pFunc)
pFunc = UObject::FindObject<UFunction>("Function Gameplay.UAEPlayerState.IsSpecialPickItemCollectionCompleted");
AUAEPlayerState_IsSpecialPickItemCollectionCompleted_Params params;
params.ItemID = ItemID;
auto flags = pFunc->FunctionFlags;
pFunc->FunctionFlags |= 0x400;
UObject *currentObj = (UObject *) this;
currentObj->ProcessEvent(pFunc, &params);
pFunc->FunctionFlags = flags;
return params.ReturnValue;
}
// Function Gameplay.UAEPlayerState.IsSpecialPickItem
// (Final, Native, Public)
// Parameters:
// int ItemID (Parm, ZeroConstructor, IsPlainOldData)
// bool ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData)
bool AUAEPlayerState::IsSpecialPickItem(int ItemID)
{
static UFunction *pFunc = 0;
if (!pFunc)
pFunc = UObject::FindObject<UFunction>("Function Gameplay.UAEPlayerState.IsSpecialPickItem");
AUAEPlayerState_IsSpecialPickItem_Params params;
params.ItemID = ItemID;
auto flags = pFunc->FunctionFlags;
pFunc->FunctionFlags |= 0x400;
UObject *currentObj = (UObject *) this;
currentObj->ProcessEvent(pFunc, &params);
pFunc->FunctionFlags = flags;
return params.ReturnValue;
}
// Function Gameplay.UAEPlayerState.GetUserIDByMemberID
// (Native, Public)
// Parameters:
// int memberID (Parm, ZeroConstructor, IsPlainOldData)
// uint32_t ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData)
uint32_t AUAEPlayerState::GetUserIDByMemberID(int memberID)
{
static UFunction *pFunc = 0;
if (!pFunc)
pFunc = UObject::FindObject<UFunction>("Function Gameplay.UAEPlayerState.GetUserIDByMemberID");
AUAEPlayerState_GetUserIDByMemberID_Params params;
params.memberID = memberID;
auto flags = pFunc->FunctionFlags;
pFunc->FunctionFlags |= 0x400;
UObject *currentObj = (UObject *) this;
currentObj->ProcessEvent(pFunc, &params);
pFunc->FunctionFlags = flags;
return params.ReturnValue;
}
// Function Gameplay.UAEPlayerState.GetUIDString
// (Final, Native, Public, BlueprintCallable, BlueprintPure, Const)
// Parameters:
// struct FString ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm)
struct FString AUAEPlayerState::GetUIDString()
{
static UFunction *pFunc = 0;
if (!pFunc)
pFunc = UObject::FindObject<UFunction>("Function Gameplay.UAEPlayerState.GetUIDString");
AUAEPlayerState_GetUIDString_Params params;
auto flags = pFunc->FunctionFlags;
pFunc->FunctionFlags |= 0x400;
UObject *currentObj = (UObject *) this;
currentObj->ProcessEvent(pFunc, &params);
pFunc->FunctionFlags = flags;
return params.ReturnValue;
}
// Function Gameplay.UAEPlayerState.GetTeammateBattleResultData
// (Native, Public, Const)
// Parameters:
// struct FGameModeTeammateBattleResultData ReturnValue (Parm, OutParm, ReturnParm)
struct FGameModeTeammateBattleResultData AUAEPlayerState::GetTeammateBattleResultData()
{
static UFunction *pFunc = 0;
if (!pFunc)
pFunc = UObject::FindObject<UFunction>("Function Gameplay.UAEPlayerState.GetTeammateBattleResultData");
AUAEPlayerState_GetTeammateBattleResultData_Params params;
auto flags = pFunc->FunctionFlags;
pFunc->FunctionFlags |= 0x400;
UObject *currentObj = (UObject *) this;
currentObj->ProcessEvent(pFunc, &params);
pFunc->FunctionFlags = flags;
return params.ReturnValue;
}
// Function Gameplay.UAEPlayerState.GetPlayerBattleResultData
// (Native, Public, Const)
// Parameters:
// struct FGameModePlayerBattleResultData ReturnValue (Parm, OutParm, ReturnParm)
struct FGameModePlayerBattleResultData AUAEPlayerState::GetPlayerBattleResultData()
{
static UFunction *pFunc = 0;
if (!pFunc)
pFunc = UObject::FindObject<UFunction>("Function Gameplay.UAEPlayerState.GetPlayerBattleResultData");
AUAEPlayerState_GetPlayerBattleResultData_Params params;
auto flags = pFunc->FunctionFlags;
pFunc->FunctionFlags |= 0x400;
UObject *currentObj = (UObject *) this;
currentObj->ProcessEvent(pFunc, &params);
pFunc->FunctionFlags = flags;
return params.ReturnValue;
}
// Function Gameplay.UAEPlayerState.ChangeCollectItemRecord
// (Final, Native, Public)
// Parameters:
// int InItemID (Parm, ZeroConstructor, IsPlainOldData)
// bool InNewState (Parm, ZeroConstructor, IsPlainOldData)
void AUAEPlayerState::ChangeCollectItemRecord(int InItemID, bool InNewState)
{
static UFunction *pFunc = 0;
if (!pFunc)
pFunc = UObject::FindObject<UFunction>("Function Gameplay.UAEPlayerState.ChangeCollectItemRecord");
AUAEPlayerState_ChangeCollectItemRecord_Params params;
params.InItemID = InItemID;
params.InNewState = InNewState;
auto flags = pFunc->FunctionFlags;
pFunc->FunctionFlags |= 0x400;
UObject *currentObj = (UObject *) this;
currentObj->ProcessEvent(pFunc, &params);
pFunc->FunctionFlags = flags;
}
// Function Gameplay.UAEPlayerController.UpdatePlayerOBBattleInfo
// (Final, Native, Public, HasOutParms, BlueprintCallable)
// Parameters:
// struct FString UIDString (ConstParm, Parm, ZeroConstructor)
// struct FPlayerOBBattleInfo NewBattleInfo (ConstParm, Parm, OutParm, ReferenceParm)
void AUAEPlayerController::UpdatePlayerOBBattleInfo(const struct FString& UIDString, const struct FPlayerOBBattleInfo& NewBattleInfo)
{
static UFunction *pFunc = 0;
if (!pFunc)
pFunc = UObject::FindObject<UFunction>("Function Gameplay.UAEPlayerController.UpdatePlayerOBBattleInfo");
AUAEPlayerController_UpdatePlayerOBBattleInfo_Params params;
params.UIDString = UIDString;
params.NewBattleInfo = NewBattleInfo;
auto flags = pFunc->FunctionFlags;
pFunc->FunctionFlags |= 0x400;
UObject *currentObj = (UObject *) this;
currentObj->ProcessEvent(pFunc, &params);
pFunc->FunctionFlags = flags;
}
// Function Gameplay.UAEPlayerController.TestLogout
// (Final, Exec, Native, Public)
void AUAEPlayerController::TestLogout()
{
static UFunction *pFunc = 0;
if (!pFunc)
pFunc = UObject::FindObject<UFunction>("Function Gameplay.UAEPlayerController.TestLogout");
AUAEPlayerController_TestLogout_Params params;
auto flags = pFunc->FunctionFlags;
pFunc->FunctionFlags |= 0x400;
UObject *currentObj = (UObject *) this;
currentObj->ProcessEvent(pFunc, &params);
pFunc->FunctionFlags = flags;
}
// Function Gameplay.UAEPlayerController.SetUsedSimulationCVar
// (Final, Native, Public)
// Parameters:
// bool Value (Parm, ZeroConstructor, IsPlainOldData)
void AUAEPlayerController::SetUsedSimulationCVar(bool Value)
{
static UFunction *pFunc = 0;
if (!pFunc)
pFunc = UObject::FindObject<UFunction>("Function Gameplay.UAEPlayerController.SetUsedSimulationCVar");
AUAEPlayerController_SetUsedSimulationCVar_Params params;
params.Value = Value;
auto flags = pFunc->FunctionFlags;
pFunc->FunctionFlags |= 0x400;
UObject *currentObj = (UObject *) this;
currentObj->ProcessEvent(pFunc, &params);
pFunc->FunctionFlags = flags;
}
// Function Gameplay.UAEPlayerController.SetPanels
// (Native, Event, Public, HasOutParms, BlueprintCallable, BlueprintEvent)
// Parameters:
// TArray<class UUAEUserWidget*> panels (ConstParm, Parm, OutParm, ZeroConstructor, ReferenceParm)
void AUAEPlayerController::SetPanels(TArray<class UUAEUserWidget*> panels)
{
static UFunction *pFunc = 0;
if (!pFunc)
pFunc = UObject::FindObject<UFunction>("Function Gameplay.UAEPlayerController.SetPanels");
AUAEPlayerController_SetPanels_Params params;
params.panels = panels;
auto flags = pFunc->FunctionFlags;
pFunc->FunctionFlags |= 0x400;
UObject *currentObj = (UObject *) this;
currentObj->ProcessEvent(pFunc, &params);
pFunc->FunctionFlags = flags;
}
// Function Gameplay.UAEPlayerController.ServerTestLogout
// (Net, NetReliable, Native, Event, Public, NetServer, NetValidate)
void AUAEPlayerController::ServerTestLogout()
{
static UFunction *pFunc = 0;
if (!pFunc)
pFunc = UObject::FindObject<UFunction>("Function Gameplay.UAEPlayerController.ServerTestLogout");
AUAEPlayerController_ServerTestLogout_Params params;
auto flags = pFunc->FunctionFlags;
pFunc->FunctionFlags |= 0x400;
UObject *currentObj = (UObject *) this;
currentObj->ProcessEvent(pFunc, &params);
pFunc->FunctionFlags = flags;
}
// Function Gameplay.UAEPlayerController.ServerSetVoiceId
// (Net, NetReliable, Native, Event, Public, NetServer, BlueprintCallable, NetValidate)
// Parameters:
// int VoiceID (Parm, ZeroConstructor, IsPlainOldData)
void AUAEPlayerController::ServerSetVoiceId(int VoiceID)
{
static UFunction *pFunc = 0;
if (!pFunc)
pFunc = UObject::FindObject<UFunction>("Function Gameplay.UAEPlayerController.ServerSetVoiceId");
AUAEPlayerController_ServerSetVoiceId_Params params;
params.VoiceID = VoiceID;
auto flags = pFunc->FunctionFlags;
pFunc->FunctionFlags |= 0x400;
UObject *currentObj = (UObject *) this;
currentObj->ProcessEvent(pFunc, &params);
pFunc->FunctionFlags = flags;
}
// Function Gameplay.UAEPlayerController.ServerKickSelf
// (Net, NetReliable, Native, Event, Public, NetServer, NetValidate)
void AUAEPlayerController::ServerKickSelf()
{
static UFunction *pFunc = 0;
if (!pFunc)
pFunc = UObject::FindObject<UFunction>("Function Gameplay.UAEPlayerController.ServerKickSelf");
AUAEPlayerController_ServerKickSelf_Params params;
auto flags = pFunc->FunctionFlags;
pFunc->FunctionFlags |= 0x400;
UObject *currentObj = (UObject *) this;
currentObj->ProcessEvent(pFunc, &params);
pFunc->FunctionFlags = flags;
}
// Function Gameplay.UAEPlayerController.ServerGotoSpectating
// (Net, NetReliable, Native, Event, Public, NetServer, NetValidate)
// Parameters:
// class APawn* ViewTarget (Parm, ZeroConstructor, IsPlainOldData)
void AUAEPlayerController::ServerGotoSpectating(class APawn* ViewTarget)
{
static UFunction *pFunc = 0;
if (!pFunc)
pFunc = UObject::FindObject<UFunction>("Function Gameplay.UAEPlayerController.ServerGotoSpectating");
AUAEPlayerController_ServerGotoSpectating_Params params;
params.ViewTarget = ViewTarget;
auto flags = pFunc->FunctionFlags;
pFunc->FunctionFlags |= 0x400;
UObject *currentObj = (UObject *) this;
currentObj->ProcessEvent(pFunc, &params);
pFunc->FunctionFlags = flags;
}
// Function Gameplay.UAEPlayerController.ServerExitGame
// (Net, NetReliable, Native, Event, Public, NetServer, NetValidate)
void AUAEPlayerController::ServerExitGame()
{
static UFunction *pFunc = 0;
if (!pFunc)
pFunc = UObject::FindObject<UFunction>("Function Gameplay.UAEPlayerController.ServerExitGame");
AUAEPlayerController_ServerExitGame_Params params;
auto flags = pFunc->FunctionFlags;
pFunc->FunctionFlags |= 0x400;
UObject *currentObj = (UObject *) this;
currentObj->ProcessEvent(pFunc, &params);
pFunc->FunctionFlags = flags;
}
// Function Gameplay.UAEPlayerController.ServerAcknowledgeReconnection_2
// (Net, NetReliable, Native, Event, Public, NetServer, NetValidate)
// Parameters:
// uint32_t Token (Parm, ZeroConstructor, IsPlainOldData)
void AUAEPlayerController::ServerAcknowledgeReconnection_2(uint32_t Token)
{
static UFunction *pFunc = 0;
if (!pFunc)
pFunc = UObject::FindObject<UFunction>("Function Gameplay.UAEPlayerController.ServerAcknowledgeReconnection_2");
AUAEPlayerController_ServerAcknowledgeReconnection_2_Params params;
params.Token = Token;
auto flags = pFunc->FunctionFlags;
pFunc->FunctionFlags |= 0x400;
UObject *currentObj = (UObject *) this;
currentObj->ProcessEvent(pFunc, &params);
pFunc->FunctionFlags = flags;
}
// Function Gameplay.UAEPlayerController.ResetUsedSimulationCVar
// (Final, Native, Public)
void AUAEPlayerController::ResetUsedSimulationCVar()
{
static UFunction *pFunc = 0;
if (!pFunc)
pFunc = UObject::FindObject<UFunction>("Function Gameplay.UAEPlayerController.ResetUsedSimulationCVar");
AUAEPlayerController_ResetUsedSimulationCVar_Params params;
auto flags = pFunc->FunctionFlags;
pFunc->FunctionFlags |= 0x400;
UObject *currentObj = (UObject *) this;
currentObj->ProcessEvent(pFunc, &params);
pFunc->FunctionFlags = flags;
}
// Function Gameplay.UAEPlayerController.ReleaseInGameUI
// (Native, Public, BlueprintCallable)
void AUAEPlayerController::ReleaseInGameUI()
{
static UFunction *pFunc = 0;
if (!pFunc)
pFunc = UObject::FindObject<UFunction>("Function Gameplay.UAEPlayerController.ReleaseInGameUI");
AUAEPlayerController_ReleaseInGameUI_Params params;
auto flags = pFunc->FunctionFlags;
pFunc->FunctionFlags |= 0x400;
UObject *currentObj = (UObject *) this;
currentObj->ProcessEvent(pFunc, &params);
pFunc->FunctionFlags = flags;
}
// Function Gameplay.UAEPlayerController.PrintStatistics
// (Final, Exec, Native, Public)
void AUAEPlayerController::PrintStatistics()
{
static UFunction *pFunc = 0;
if (!pFunc)
pFunc = UObject::FindObject<UFunction>("Function Gameplay.UAEPlayerController.PrintStatistics");
AUAEPlayerController_PrintStatistics_Params params;
auto flags = pFunc->FunctionFlags;
pFunc->FunctionFlags |= 0x400;
UObject *currentObj = (UObject *) this;
currentObj->ProcessEvent(pFunc, &params);
pFunc->FunctionFlags = flags;
}
// Function Gameplay.UAEPlayerController.PlayerStartIDReceived
// (Final, Native, Protected)
void AUAEPlayerController::PlayerStartIDReceived()
{
static UFunction *pFunc = 0;
if (!pFunc)
pFunc = UObject::FindObject<UFunction>("Function Gameplay.UAEPlayerController.PlayerStartIDReceived");
AUAEPlayerController_PlayerStartIDReceived_Params params;
auto flags = pFunc->FunctionFlags;
pFunc->FunctionFlags |= 0x400;
UObject *currentObj = (UObject *) this;
currentObj->ProcessEvent(pFunc, &params);
pFunc->FunctionFlags = flags;
}
// Function Gameplay.UAEPlayerController.OnRep_WatchPlayerKey
// (Native, Public)
void AUAEPlayerController::OnRep_WatchPlayerKey()
{
static UFunction *pFunc = 0;
if (!pFunc)
pFunc = UObject::FindObject<UFunction>("Function Gameplay.UAEPlayerController.OnRep_WatchPlayerKey");
AUAEPlayerController_OnRep_WatchPlayerKey_Params params;
auto flags = pFunc->FunctionFlags;
pFunc->FunctionFlags |= 0x400;
UObject *currentObj = (UObject *) this;
currentObj->ProcessEvent(pFunc, &params);
pFunc->FunctionFlags = flags;
}
// Function Gameplay.UAEPlayerController.OnRep_UsedSimulation
// (Final, Native, Public)
void AUAEPlayerController::OnRep_UsedSimulation()
{
static UFunction *pFunc = 0;
if (!pFunc)
pFunc = UObject::FindObject<UFunction>("Function Gameplay.UAEPlayerController.OnRep_UsedSimulation");
AUAEPlayerController_OnRep_UsedSimulation_Params params;
auto flags = pFunc->FunctionFlags;
pFunc->FunctionFlags |= 0x400;
UObject *currentObj = (UObject *) this;
currentObj->ProcessEvent(pFunc, &params);
pFunc->FunctionFlags = flags;
}
// Function Gameplay.UAEPlayerController.OnRep_PlayerOBInfoList
// (Final, Native, Public)
void AUAEPlayerController::OnRep_PlayerOBInfoList()
{
static UFunction *pFunc = 0;
if (!pFunc)
pFunc = UObject::FindObject<UFunction>("Function Gameplay.UAEPlayerController.OnRep_PlayerOBInfoList");
AUAEPlayerController_OnRep_PlayerOBInfoList_Params params;
auto flags = pFunc->FunctionFlags;
pFunc->FunctionFlags |= 0x400;
UObject *currentObj = (UObject *) this;
currentObj->ProcessEvent(pFunc, &params);
pFunc->FunctionFlags = flags;
}
// Function Gameplay.UAEPlayerController.OnRep_LastGameResultTime
// (Native, Public)
void AUAEPlayerController::OnRep_LastGameResultTime()
{
static UFunction *pFunc = 0;
if (!pFunc)
pFunc = UObject::FindObject<UFunction>("Function Gameplay.UAEPlayerController.OnRep_LastGameResultTime");
AUAEPlayerController_OnRep_LastGameResultTime_Params params;
auto flags = pFunc->FunctionFlags;
pFunc->FunctionFlags |= 0x400;
UObject *currentObj = (UObject *) this;
currentObj->ProcessEvent(pFunc, &params);
pFunc->FunctionFlags = flags;
}
// Function Gameplay.UAEPlayerController.OnRep_IsSpectatingEnemy
// (Native, Protected)
void AUAEPlayerController::OnRep_IsSpectatingEnemy()
{
static UFunction *pFunc = 0;
if (!pFunc)
pFunc = UObject::FindObject<UFunction>("Function Gameplay.UAEPlayerController.OnRep_IsSpectatingEnemy");
AUAEPlayerController_OnRep_IsSpectatingEnemy_Params params;
auto flags = pFunc->FunctionFlags;
pFunc->FunctionFlags |= 0x400;
UObject *currentObj = (UObject *) this;
currentObj->ProcessEvent(pFunc, &params);
pFunc->FunctionFlags = flags;
}
// Function Gameplay.UAEPlayerController.OnRep_IsSpectating
// (Native, Public)
void AUAEPlayerController::OnRep_IsSpectating()
{
static UFunction *pFunc = 0;
if (!pFunc)
pFunc = UObject::FindObject<UFunction>("Function Gameplay.UAEPlayerController.OnRep_IsSpectating");
AUAEPlayerController_OnRep_IsSpectating_Params params;
auto flags = pFunc->FunctionFlags;
pFunc->FunctionFlags |= 0x400;
UObject *currentObj = (UObject *) this;
currentObj->ProcessEvent(pFunc, &params);
pFunc->FunctionFlags = flags;
}
// Function Gameplay.UAEPlayerController.OnRep_IsObserver
// (Native, Public)
void AUAEPlayerController::OnRep_IsObserver()
{
static UFunction *pFunc = 0;
if (!pFunc)
pFunc = UObject::FindObject<UFunction>("Function Gameplay.UAEPlayerController.OnRep_IsObserver");
AUAEPlayerController_OnRep_IsObserver_Params params;
auto flags = pFunc->FunctionFlags;
pFunc->FunctionFlags |= 0x400;
UObject *currentObj = (UObject *) this;
currentObj->ProcessEvent(pFunc, &params);
pFunc->FunctionFlags = flags;
}
// Function Gameplay.UAEPlayerController.OnRep_FriendObservers
// (Native, Public)
void AUAEPlayerController::OnRep_FriendObservers()
{
static UFunction *pFunc = 0;
if (!pFunc)
pFunc = UObject::FindObject<UFunction>("Function Gameplay.UAEPlayerController.OnRep_FriendObservers");
AUAEPlayerController_OnRep_FriendObservers_Params params;
auto flags = pFunc->FunctionFlags;
pFunc->FunctionFlags |= 0x400;
UObject *currentObj = (UObject *) this;
currentObj->ProcessEvent(pFunc, &params);
pFunc->FunctionFlags = flags;
}
// Function Gameplay.UAEPlayerController.KickSelf
// (Final, Exec, Native, Public)
void AUAEPlayerController::KickSelf()
{
static UFunction *pFunc = 0;
if (!pFunc)
pFunc = UObject::FindObject<UFunction>("Function Gameplay.UAEPlayerController.KickSelf");
AUAEPlayerController_KickSelf_Params params;
auto flags = pFunc->FunctionFlags;
pFunc->FunctionFlags |= 0x400;
UObject *currentObj = (UObject *) this;
currentObj->ProcessEvent(pFunc, &params);
pFunc->FunctionFlags = flags;
}
// Function Gameplay.UAEPlayerController.IsSpectator
// (Final, Native, Public, BlueprintCallable, BlueprintPure, Const)
// Parameters:
// bool ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData)
bool AUAEPlayerController::IsSpectator()
{
static UFunction *pFunc = 0;
if (!pFunc)
pFunc = UObject::FindObject<UFunction>("Function Gameplay.UAEPlayerController.IsSpectator");
AUAEPlayerController_IsSpectator_Params params;
auto flags = pFunc->FunctionFlags;
pFunc->FunctionFlags |= 0x400;
UObject *currentObj = (UObject *) this;
currentObj->ProcessEvent(pFunc, &params);
pFunc->FunctionFlags = flags;
return params.ReturnValue;
}
// Function Gameplay.UAEPlayerController.IsRoomMode
// (Final, Native, Public, BlueprintCallable, BlueprintPure)
// Parameters:
// bool ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData)
bool AUAEPlayerController::IsRoomMode()
{
static UFunction *pFunc = 0;
if (!pFunc)
pFunc = UObject::FindObject<UFunction>("Function Gameplay.UAEPlayerController.IsRoomMode");
AUAEPlayerController_IsRoomMode_Params params;
auto flags = pFunc->FunctionFlags;
pFunc->FunctionFlags |= 0x400;
UObject *currentObj = (UObject *) this;
currentObj->ProcessEvent(pFunc, &params);
pFunc->FunctionFlags = flags;
return params.ReturnValue;
}
// Function Gameplay.UAEPlayerController.IsPureSpectator
// (Final, Native, Public, BlueprintCallable, BlueprintPure, Const)
// Parameters:
// bool ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData)
bool AUAEPlayerController::IsPureSpectator()
{
static UFunction *pFunc = 0;
if (!pFunc)
pFunc = UObject::FindObject<UFunction>("Function Gameplay.UAEPlayerController.IsPureSpectator");
AUAEPlayerController_IsPureSpectator_Params params;
auto flags = pFunc->FunctionFlags;
pFunc->FunctionFlags |= 0x400;
UObject *currentObj = (UObject *) this;
currentObj->ProcessEvent(pFunc, &params);
pFunc->FunctionFlags = flags;
return params.ReturnValue;
}
// Function Gameplay.UAEPlayerController.IsObserver
// (Final, Native, Public, BlueprintCallable, BlueprintPure, Const)
// Parameters:
// bool ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData)
bool AUAEPlayerController::IsObserver()
{
static UFunction *pFunc = 0;
if (!pFunc)
pFunc = UObject::FindObject<UFunction>("Function Gameplay.UAEPlayerController.IsObserver");
AUAEPlayerController_IsObserver_Params params;
auto flags = pFunc->FunctionFlags;
pFunc->FunctionFlags |= 0x400;
UObject *currentObj = (UObject *) this;
currentObj->ProcessEvent(pFunc, &params);
pFunc->FunctionFlags = flags;
return params.ReturnValue;
}
// Function Gameplay.UAEPlayerController.IsInSpectatingEnemy
// (Final, Native, Public, BlueprintCallable, BlueprintPure, Const)
// Parameters:
// bool ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData)
bool AUAEPlayerController::IsInSpectatingEnemy()
{
static UFunction *pFunc = 0;
if (!pFunc)
pFunc = UObject::FindObject<UFunction>("Function Gameplay.UAEPlayerController.IsInSpectatingEnemy");
AUAEPlayerController_IsInSpectatingEnemy_Params params;
auto flags = pFunc->FunctionFlags;
pFunc->FunctionFlags |= 0x400;
UObject *currentObj = (UObject *) this;
currentObj->ProcessEvent(pFunc, &params);
pFunc->FunctionFlags = flags;
return params.ReturnValue;
}
// Function Gameplay.UAEPlayerController.IsInSpectating
// (Final, Native, Public, BlueprintCallable, BlueprintPure, Const)
// Parameters:
// bool ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData)
bool AUAEPlayerController::IsInSpectating()
{
static UFunction *pFunc = 0;
if (!pFunc)
pFunc = UObject::FindObject<UFunction>("Function Gameplay.UAEPlayerController.IsInSpectating");
AUAEPlayerController_IsInSpectating_Params params;
auto flags = pFunc->FunctionFlags;
pFunc->FunctionFlags |= 0x400;
UObject *currentObj = (UObject *) this;
currentObj->ProcessEvent(pFunc, &params);
pFunc->FunctionFlags = flags;
return params.ReturnValue;
}
// Function Gameplay.UAEPlayerController.IsFriendOrEnemySpectator
// (Final, Native, Public, BlueprintCallable, BlueprintPure, Const)
// Parameters:
// bool ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData)
bool AUAEPlayerController::IsFriendOrEnemySpectator()
{
static UFunction *pFunc = 0;
if (!pFunc)
pFunc = UObject::FindObject<UFunction>("Function Gameplay.UAEPlayerController.IsFriendOrEnemySpectator");
AUAEPlayerController_IsFriendOrEnemySpectator_Params params;
auto flags = pFunc->FunctionFlags;
pFunc->FunctionFlags |= 0x400;
UObject *currentObj = (UObject *) this;
currentObj->ProcessEvent(pFunc, &params);
pFunc->FunctionFlags = flags;
return params.ReturnValue;
}
// Function Gameplay.UAEPlayerController.IsFriendObserver
// (Final, Native, Public, BlueprintCallable, BlueprintPure, Const)
// Parameters:
// bool ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData)
bool AUAEPlayerController::IsFriendObserver()
{
static UFunction *pFunc = 0;
if (!pFunc)
pFunc = UObject::FindObject<UFunction>("Function Gameplay.UAEPlayerController.IsFriendObserver");
AUAEPlayerController_IsFriendObserver_Params params;
auto flags = pFunc->FunctionFlags;
pFunc->FunctionFlags |= 0x400;
UObject *currentObj = (UObject *) this;
currentObj->ProcessEvent(pFunc, &params);
pFunc->FunctionFlags = flags;
return params.ReturnValue;
}
// Function Gameplay.UAEPlayerController.IsDemoRecSpectator
// (Final, Native, Public, BlueprintCallable, BlueprintPure, Const)
// Parameters:
// bool ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData)
bool AUAEPlayerController::IsDemoRecSpectator()
{
static UFunction *pFunc = 0;
if (!pFunc)
pFunc = UObject::FindObject<UFunction>("Function Gameplay.UAEPlayerController.IsDemoRecSpectator");
AUAEPlayerController_IsDemoRecSpectator_Params params;
auto flags = pFunc->FunctionFlags;
pFunc->FunctionFlags |= 0x400;
UObject *currentObj = (UObject *) this;
currentObj->ProcessEvent(pFunc, &params);
pFunc->FunctionFlags = flags;
return params.ReturnValue;
}
// Function Gameplay.UAEPlayerController.IsDemoPlaySpectator
// (Final, Native, Public, BlueprintCallable, BlueprintPure, Const)
// Parameters:
// bool ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData)
bool AUAEPlayerController::IsDemoPlaySpectator()
{
static UFunction *pFunc = 0;
if (!pFunc)
pFunc = UObject::FindObject<UFunction>("Function Gameplay.UAEPlayerController.IsDemoPlaySpectator");
AUAEPlayerController_IsDemoPlaySpectator_Params params;
auto flags = pFunc->FunctionFlags;
pFunc->FunctionFlags |= 0x400;
UObject *currentObj = (UObject *) this;
currentObj->ProcessEvent(pFunc, &params);
pFunc->FunctionFlags = flags;
return params.ReturnValue;
}
// Function Gameplay.UAEPlayerController.InitWithPlayerParams
// (Final, Native, Public, HasOutParms)
// Parameters:
// struct FGameModePlayerParams Params (ConstParm, Parm, OutParm, ReferenceParm)
void AUAEPlayerController::InitWithPlayerParams(const struct FGameModePlayerParams& Params)
{
static UFunction *pFunc = 0;
if (!pFunc)
pFunc = UObject::FindObject<UFunction>("Function Gameplay.UAEPlayerController.InitWithPlayerParams");
AUAEPlayerController_InitWithPlayerParams_Params params;
params.Params = Params;
auto flags = pFunc->FunctionFlags;
pFunc->FunctionFlags |= 0x400;
UObject *currentObj = (UObject *) this;
currentObj->ProcessEvent(pFunc, &params);
pFunc->FunctionFlags = flags;
}
// Function Gameplay.UAEPlayerController.InitWeaponAvatarItems
// (Native, Public)
void AUAEPlayerController::InitWeaponAvatarItems()
{
static UFunction *pFunc = 0;
if (!pFunc)
pFunc = UObject::FindObject<UFunction>("Function Gameplay.UAEPlayerController.InitWeaponAvatarItems");
AUAEPlayerController_InitWeaponAvatarItems_Params params;
auto flags = pFunc->FunctionFlags;
pFunc->FunctionFlags |= 0x400;
UObject *currentObj = (UObject *) this;
currentObj->ProcessEvent(pFunc, &params);
pFunc->FunctionFlags = flags;
}
// Function Gameplay.UAEPlayerController.InitPlayerOBInfoList
// (Native, Public)
void AUAEPlayerController::InitPlayerOBInfoList()
{
static UFunction *pFunc = 0;
if (!pFunc)
pFunc = UObject::FindObject<UFunction>("Function Gameplay.UAEPlayerController.InitPlayerOBInfoList");
AUAEPlayerController_InitPlayerOBInfoList_Params params;
auto flags = pFunc->FunctionFlags;
pFunc->FunctionFlags |= 0x400;
UObject *currentObj = (UObject *) this;
currentObj->ProcessEvent(pFunc, &params);
pFunc->FunctionFlags = flags;
}
// Function Gameplay.UAEPlayerController.InitInGameUI
// (Native, Public, BlueprintCallable)
void AUAEPlayerController::InitInGameUI()
{
static UFunction *pFunc = 0;
if (!pFunc)
pFunc = UObject::FindObject<UFunction>("Function Gameplay.UAEPlayerController.InitInGameUI");
AUAEPlayerController_InitInGameUI_Params params;
auto flags = pFunc->FunctionFlags;
pFunc->FunctionFlags |= 0x400;
UObject *currentObj = (UObject *) this;
currentObj->ProcessEvent(pFunc, &params);
pFunc->FunctionFlags = flags;
}
// Function Gameplay.UAEPlayerController.GotoSpectating
// (Native, Public, BlueprintCallable)
// Parameters:
// int PlayerID (Parm, ZeroConstructor, IsPlainOldData)
// int ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData)
int AUAEPlayerController::GotoSpectating(int PlayerID)
{
static UFunction *pFunc = 0;
if (!pFunc)
pFunc = UObject::FindObject<UFunction>("Function Gameplay.UAEPlayerController.GotoSpectating");
AUAEPlayerController_GotoSpectating_Params params;
params.PlayerID = PlayerID;
auto flags = pFunc->FunctionFlags;
pFunc->FunctionFlags |= 0x400;
UObject *currentObj = (UObject *) this;
currentObj->ProcessEvent(pFunc, &params);
pFunc->FunctionFlags = flags;
return params.ReturnValue;
}
// Function Gameplay.UAEPlayerController.GetOBPlayerUIDString
// (Final, Native, Public, HasOutParms, BlueprintCallable, BlueprintPure, Const)
// Parameters:
// struct FPlayerOBInfo PlayerOBInfo (ConstParm, Parm, OutParm, ReferenceParm, IsPlainOldData)
// struct FString ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm)
struct FString AUAEPlayerController::GetOBPlayerUIDString(const struct FPlayerOBInfo& PlayerOBInfo)
{
static UFunction *pFunc = 0;
if (!pFunc)
pFunc = UObject::FindObject<UFunction>("Function Gameplay.UAEPlayerController.GetOBPlayerUIDString");
AUAEPlayerController_GetOBPlayerUIDString_Params params;
params.PlayerOBInfo = PlayerOBInfo;
auto flags = pFunc->FunctionFlags;
pFunc->FunctionFlags |= 0x400;
UObject *currentObj = (UObject *) this;
currentObj->ProcessEvent(pFunc, &params);
pFunc->FunctionFlags = flags;
return params.ReturnValue;
}
// Function Gameplay.UAEPlayerController.GetCurrentOBPlayerKey
// (Native, Public, Const)
// Parameters:
// uint32_t ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData)
uint32_t AUAEPlayerController::GetCurrentOBPlayerKey()
{
static UFunction *pFunc = 0;
if (!pFunc)
pFunc = UObject::FindObject<UFunction>("Function Gameplay.UAEPlayerController.GetCurrentOBPlayerKey");
AUAEPlayerController_GetCurrentOBPlayerKey_Params params;
auto flags = pFunc->FunctionFlags;
pFunc->FunctionFlags |= 0x400;
UObject *currentObj = (UObject *) this;
currentObj->ProcessEvent(pFunc, &params);
pFunc->FunctionFlags = flags;
return params.ReturnValue;
}
// Function Gameplay.UAEPlayerController.GetCurrentOBPlayerInfoIndex
// (Final, Native, Public, BlueprintCallable, BlueprintPure, Const)
// Parameters:
// int ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData)
int AUAEPlayerController::GetCurrentOBPlayerInfoIndex()
{
static UFunction *pFunc = 0;
if (!pFunc)
pFunc = UObject::FindObject<UFunction>("Function Gameplay.UAEPlayerController.GetCurrentOBPlayerInfoIndex");
AUAEPlayerController_GetCurrentOBPlayerInfoIndex_Params params;
auto flags = pFunc->FunctionFlags;
pFunc->FunctionFlags |= 0x400;
UObject *currentObj = (UObject *) this;
currentObj->ProcessEvent(pFunc, &params);
pFunc->FunctionFlags = flags;
return params.ReturnValue;
}
// Function Gameplay.UAEPlayerController.ExitGame
// (Final, Native, Public, BlueprintCallable)
void AUAEPlayerController::ExitGame()
{
static UFunction *pFunc = 0;
if (!pFunc)
pFunc = UObject::FindObject<UFunction>("Function Gameplay.UAEPlayerController.ExitGame");
AUAEPlayerController_ExitGame_Params params;
auto flags = pFunc->FunctionFlags;
pFunc->FunctionFlags |= 0x400;
UObject *currentObj = (UObject *) this;
currentObj->ProcessEvent(pFunc, &params);
pFunc->FunctionFlags = flags;
}
// Function Gameplay.UAEPlayerController.ExhaustCPU
// (Final, Exec, Native, Public)
void AUAEPlayerController::ExhaustCPU()
{
static UFunction *pFunc = 0;
if (!pFunc)
pFunc = UObject::FindObject<UFunction>("Function Gameplay.UAEPlayerController.ExhaustCPU");
AUAEPlayerController_ExhaustCPU_Params params;
auto flags = pFunc->FunctionFlags;
pFunc->FunctionFlags |= 0x400;
UObject *currentObj = (UObject *) this;
currentObj->ProcessEvent(pFunc, &params);
pFunc->FunctionFlags = flags;
}
// Function Gameplay.UAEPlayerController.ExecDSCommand
// (Net, NetReliable, Native, Event, Public, NetClient)
// Parameters:
// struct FString DSCommand (ConstParm, Parm, ZeroConstructor, ReferenceParm)
void AUAEPlayerController::ExecDSCommand(const struct FString& DSCommand)
{
static UFunction *pFunc = 0;
if (!pFunc)
pFunc = UObject::FindObject<UFunction>("Function Gameplay.UAEPlayerController.ExecDSCommand");
AUAEPlayerController_ExecDSCommand_Params params;
params.DSCommand = DSCommand;
auto flags = pFunc->FunctionFlags;
pFunc->FunctionFlags |= 0x400;
UObject *currentObj = (UObject *) this;
currentObj->ProcessEvent(pFunc, &params);
pFunc->FunctionFlags = flags;
}
// Function Gameplay.UAEPlayerController.ExcuteIntRecord
// (Final, Native, Public)
// Parameters:
// struct FString Key (Parm, ZeroConstructor)
// int Count (Parm, ZeroConstructor, IsPlainOldData)
void AUAEPlayerController::ExcuteIntRecord(const struct FString& Key, int Count)
{
static UFunction *pFunc = 0;
if (!pFunc)
pFunc = UObject::FindObject<UFunction>("Function Gameplay.UAEPlayerController.ExcuteIntRecord");
AUAEPlayerController_ExcuteIntRecord_Params params;
params.Key = Key;
params.Count = Count;
auto flags = pFunc->FunctionFlags;
pFunc->FunctionFlags |= 0x400;
UObject *currentObj = (UObject *) this;
currentObj->ProcessEvent(pFunc, &params);
pFunc->FunctionFlags = flags;
}
// Function Gameplay.UAEPlayerController.ExcuteIntCounterRecord
// (Final, Native, Public)
// Parameters:
// struct FString Key (Parm, ZeroConstructor)
// int Count (Parm, ZeroConstructor, IsPlainOldData)
void AUAEPlayerController::ExcuteIntCounterRecord(const struct FString& Key, int Count)
{
static UFunction *pFunc = 0;
if (!pFunc)
pFunc = UObject::FindObject<UFunction>("Function Gameplay.UAEPlayerController.ExcuteIntCounterRecord");
AUAEPlayerController_ExcuteIntCounterRecord_Params params;
params.Key = Key;
params.Count = Count;
auto flags = pFunc->FunctionFlags;
pFunc->FunctionFlags |= 0x400;
UObject *currentObj = (UObject *) this;
currentObj->ProcessEvent(pFunc, &params);
pFunc->FunctionFlags = flags;
}
// Function Gameplay.UAEPlayerController.EnableInGameUI
// (Final, Exec, Native, Public)
void AUAEPlayerController::EnableInGameUI()
{
static UFunction *pFunc = 0;
if (!pFunc)
pFunc = UObject::FindObject<UFunction>("Function Gameplay.UAEPlayerController.EnableInGameUI");
AUAEPlayerController_EnableInGameUI_Params params;
auto flags = pFunc->FunctionFlags;
pFunc->FunctionFlags |= 0x400;
UObject *currentObj = (UObject *) this;
currentObj->ProcessEvent(pFunc, &params);
pFunc->FunctionFlags = flags;
}
// Function Gameplay.UAEPlayerController.DumpNetActors
// (Final, Exec, Native, Public)
void AUAEPlayerController::DumpNetActors()
{
static UFunction *pFunc = 0;
if (!pFunc)
pFunc = UObject::FindObject<UFunction>("Function Gameplay.UAEPlayerController.DumpNetActors");
AUAEPlayerController_DumpNetActors_Params params;
auto flags = pFunc->FunctionFlags;
pFunc->FunctionFlags |= 0x400;
UObject *currentObj = (UObject *) this;
currentObj->ProcessEvent(pFunc, &params);
pFunc->FunctionFlags = flags;
}
// Function Gameplay.UAEPlayerController.DumpAllUI
// (Final, Exec, Native, Public)
void AUAEPlayerController::DumpAllUI()
{
static UFunction *pFunc = 0;
if (!pFunc)
pFunc = UObject::FindObject<UFunction>("Function Gameplay.UAEPlayerController.DumpAllUI");
AUAEPlayerController_DumpAllUI_Params params;
auto flags = pFunc->FunctionFlags;
pFunc->FunctionFlags |= 0x400;
UObject *currentObj = (UObject *) this;
currentObj->ProcessEvent(pFunc, &params);
pFunc->FunctionFlags = flags;
}
// Function Gameplay.UAEPlayerController.DumpAllObjects
// (Final, Exec, Native, Public)
void AUAEPlayerController::DumpAllObjects()
{
static UFunction *pFunc = 0;
if (!pFunc)
pFunc = UObject::FindObject<UFunction>("Function Gameplay.UAEPlayerController.DumpAllObjects");
AUAEPlayerController_DumpAllObjects_Params params;
auto flags = pFunc->FunctionFlags;
pFunc->FunctionFlags |= 0x400;
UObject *currentObj = (UObject *) this;
currentObj->ProcessEvent(pFunc, &params);
pFunc->FunctionFlags = flags;
}
// Function Gameplay.UAEPlayerController.DumpAllActors
// (Final, Exec, Native, Public)
void AUAEPlayerController::DumpAllActors()
{
static UFunction *pFunc = 0;
if (!pFunc)
pFunc = UObject::FindObject<UFunction>("Function Gameplay.UAEPlayerController.DumpAllActors");
AUAEPlayerController_DumpAllActors_Params params;
auto flags = pFunc->FunctionFlags;
pFunc->FunctionFlags |= 0x400;
UObject *currentObj = (UObject *) this;
currentObj->ProcessEvent(pFunc, &params);
pFunc->FunctionFlags = flags;
}
// Function Gameplay.UAEPlayerController.DoCrash
// (Final, Exec, Native, Public)
void AUAEPlayerController::DoCrash()
{
static UFunction *pFunc = 0;
if (!pFunc)
pFunc = UObject::FindObject<UFunction>("Function Gameplay.UAEPlayerController.DoCrash");
AUAEPlayerController_DoCrash_Params params;
auto flags = pFunc->FunctionFlags;
pFunc->FunctionFlags |= 0x400;
UObject *currentObj = (UObject *) this;
currentObj->ProcessEvent(pFunc, &params);
pFunc->FunctionFlags = flags;
}
// Function Gameplay.UAEPlayerController.DisableInGameUI
// (Final, Exec, Native, Public)
void AUAEPlayerController::DisableInGameUI()
{
static UFunction *pFunc = 0;
if (!pFunc)
pFunc = UObject::FindObject<UFunction>("Function Gameplay.UAEPlayerController.DisableInGameUI");
AUAEPlayerController_DisableInGameUI_Params params;
auto flags = pFunc->FunctionFlags;
pFunc->FunctionFlags |= 0x400;
UObject *currentObj = (UObject *) this;
currentObj->ProcessEvent(pFunc, &params);
pFunc->FunctionFlags = flags;
}
// Function Gameplay.UAEPlayerController.ClientShowTeammateEscapeNotice
// (Net, NetReliable, Native, Event, Public, NetClient)
void AUAEPlayerController::ClientShowTeammateEscapeNotice()
{
static UFunction *pFunc = 0;
if (!pFunc)
pFunc = UObject::FindObject<UFunction>("Function Gameplay.UAEPlayerController.ClientShowTeammateEscapeNotice");
AUAEPlayerController_ClientShowTeammateEscapeNotice_Params params;
auto flags = pFunc->FunctionFlags;
pFunc->FunctionFlags |= 0x400;
UObject *currentObj = (UObject *) this;
currentObj->ProcessEvent(pFunc, &params);
pFunc->FunctionFlags = flags;
}
// Function Gameplay.UAEPlayerController.ClientInitPlayerOBInfoButton
// (Net, NetReliable, Native, Event, Public, NetClient)
void AUAEPlayerController::ClientInitPlayerOBInfoButton()
{
static UFunction *pFunc = 0;
if (!pFunc)
pFunc = UObject::FindObject<UFunction>("Function Gameplay.UAEPlayerController.ClientInitPlayerOBInfoButton");
AUAEPlayerController_ClientInitPlayerOBInfoButton_Params params;
auto flags = pFunc->FunctionFlags;
pFunc->FunctionFlags |= 0x400;
UObject *currentObj = (UObject *) this;
currentObj->ProcessEvent(pFunc, &params);
pFunc->FunctionFlags = flags;
}
// Function Gameplay.UAEPlayerController.ClientBroadcastRespawnComplete
// (Net, NetReliable, Native, Event, Public, NetClient)
void AUAEPlayerController::ClientBroadcastRespawnComplete()
{
static UFunction *pFunc = 0;
if (!pFunc)
pFunc = UObject::FindObject<UFunction>("Function Gameplay.UAEPlayerController.ClientBroadcastRespawnComplete");
AUAEPlayerController_ClientBroadcastRespawnComplete_Params params;
auto flags = pFunc->FunctionFlags;
pFunc->FunctionFlags |= 0x400;
UObject *currentObj = (UObject *) this;
currentObj->ProcessEvent(pFunc, &params);
pFunc->FunctionFlags = flags;
}
// Function Gameplay.UAEPlayerController.ClientBroadcastReconnectionSuccessful
// (Net, NetReliable, Native, Event, Public, NetClient)
void AUAEPlayerController::ClientBroadcastReconnectionSuccessful()
{
static UFunction *pFunc = 0;
if (!pFunc)
pFunc = UObject::FindObject<UFunction>("Function Gameplay.UAEPlayerController.ClientBroadcastReconnectionSuccessful");
AUAEPlayerController_ClientBroadcastReconnectionSuccessful_Params params;
auto flags = pFunc->FunctionFlags;
pFunc->FunctionFlags |= 0x400;
UObject *currentObj = (UObject *) this;
currentObj->ProcessEvent(pFunc, &params);
pFunc->FunctionFlags = flags;
}
// Function Gameplay.UAEPlayerController.ClientAcknowledgeReconnection_4
// (Net, NetReliable, Native, Event, Public, NetClient)
// Parameters:
// uint32_t Token (Parm, ZeroConstructor, IsPlainOldData)
void AUAEPlayerController::ClientAcknowledgeReconnection_4(uint32_t Token)
{
static UFunction *pFunc = 0;
if (!pFunc)
pFunc = UObject::FindObject<UFunction>("Function Gameplay.UAEPlayerController.ClientAcknowledgeReconnection_4");
AUAEPlayerController_ClientAcknowledgeReconnection_4_Params params;
params.Token = Token;
auto flags = pFunc->FunctionFlags;
pFunc->FunctionFlags |= 0x400;
UObject *currentObj = (UObject *) this;
currentObj->ProcessEvent(pFunc, &params);
pFunc->FunctionFlags = flags;
}
// Function Gameplay.UAEPlayerController.CheckPlayerOBInfoButtonInit
// (Native, Public)
void AUAEPlayerController::CheckPlayerOBInfoButtonInit()
{
static UFunction *pFunc = 0;
if (!pFunc)
pFunc = UObject::FindObject<UFunction>("Function Gameplay.UAEPlayerController.CheckPlayerOBInfoButtonInit");
AUAEPlayerController_CheckPlayerOBInfoButtonInit_Params params;
auto flags = pFunc->FunctionFlags;
pFunc->FunctionFlags |= 0x400;
UObject *currentObj = (UObject *) this;
currentObj->ProcessEvent(pFunc, &params);
pFunc->FunctionFlags = flags;
}
// Function Gameplay.UAEPlayerController.CheckAcknowledgedPawn
// (Native, Public, BlueprintCallable)
// Parameters:
// class APawn* InPawn (Parm, ZeroConstructor, IsPlainOldData)
// bool ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData)
bool AUAEPlayerController::CheckAcknowledgedPawn(class APawn* InPawn)
{
static UFunction *pFunc = 0;
if (!pFunc)
pFunc = UObject::FindObject<UFunction>("Function Gameplay.UAEPlayerController.CheckAcknowledgedPawn");
AUAEPlayerController_CheckAcknowledgedPawn_Params params;
params.InPawn = InPawn;
auto flags = pFunc->FunctionFlags;
pFunc->FunctionFlags |= 0x400;
UObject *currentObj = (UObject *) this;
currentObj->ProcessEvent(pFunc, &params);
pFunc->FunctionFlags = flags;
return params.ReturnValue;
}
// Function Gameplay.UAEPlayerController.CastUIMsg
// (Exec, Native, Public, BlueprintCallable)
// Parameters:
// struct FString strMsg (Parm, ZeroConstructor)
// struct FString module (Parm, ZeroConstructor)
void AUAEPlayerController::CastUIMsg(const struct FString& strMsg, const struct FString& module)
{
static UFunction *pFunc = 0;
if (!pFunc)
pFunc = UObject::FindObject<UFunction>("Function Gameplay.UAEPlayerController.CastUIMsg");
AUAEPlayerController_CastUIMsg_Params params;
params.strMsg = strMsg;
params.module = module;
auto flags = pFunc->FunctionFlags;
pFunc->FunctionFlags |= 0x400;
UObject *currentObj = (UObject *) this;
currentObj->ProcessEvent(pFunc, &params);
pFunc->FunctionFlags = flags;
}
// Function Gameplay.UAEPlayerController.CallLuaTableFunction
// (Native, Public, BlueprintCallable)
// Parameters:
// struct FString TableName (Parm, ZeroConstructor)
// struct FString FunctionName (Parm, ZeroConstructor)
void AUAEPlayerController::CallLuaTableFunction(const struct FString& TableName, const struct FString& FunctionName)
{
static UFunction *pFunc = 0;
if (!pFunc)
pFunc = UObject::FindObject<UFunction>("Function Gameplay.UAEPlayerController.CallLuaTableFunction");
AUAEPlayerController_CallLuaTableFunction_Params params;
params.TableName = TableName;
params.FunctionName = FunctionName;
auto flags = pFunc->FunctionFlags;
pFunc->FunctionFlags |= 0x400;
UObject *currentObj = (UObject *) this;
currentObj->ProcessEvent(pFunc, &params);
pFunc->FunctionFlags = flags;
}
// Function Gameplay.UAEPlayerController.CallLuaGlobalFunction
// (Native, Public, BlueprintCallable)
// Parameters:
// struct FString FunctionName (Parm, ZeroConstructor)
void AUAEPlayerController::CallLuaGlobalFunction(const struct FString& FunctionName)
{
static UFunction *pFunc = 0;
if (!pFunc)
pFunc = UObject::FindObject<UFunction>("Function Gameplay.UAEPlayerController.CallLuaGlobalFunction");
AUAEPlayerController_CallLuaGlobalFunction_Params params;
params.FunctionName = FunctionName;
auto flags = pFunc->FunctionFlags;
pFunc->FunctionFlags |= 0x400;
UObject *currentObj = (UObject *) this;
currentObj->ProcessEvent(pFunc, &params);
pFunc->FunctionFlags = flags;
}
// Function Gameplay.UAECharacter.RegisterAsRegionObject
// (Final, Native, Public, BlueprintCallable)
void AUAECharacter::RegisterAsRegionObject()
{
static UFunction *pFunc = 0;
if (!pFunc)
pFunc = UObject::FindObject<UFunction>("Function Gameplay.UAECharacter.RegisterAsRegionObject");
AUAECharacter_RegisterAsRegionObject_Params params;
auto flags = pFunc->FunctionFlags;
pFunc->FunctionFlags |= 0x400;
UObject *currentObj = (UObject *) this;
currentObj->ProcessEvent(pFunc, &params);
pFunc->FunctionFlags = flags;
}
// Function Gameplay.UAECharacter.OnRep_UseWholeModel
// (Final, Native, Public)
void AUAECharacter::OnRep_UseWholeModel()
{
static UFunction *pFunc = 0;
if (!pFunc)
pFunc = UObject::FindObject<UFunction>("Function Gameplay.UAECharacter.OnRep_UseWholeModel");
AUAECharacter_OnRep_UseWholeModel_Params params;
auto flags = pFunc->FunctionFlags;
pFunc->FunctionFlags |= 0x400;
UObject *currentObj = (UObject *) this;
currentObj->ProcessEvent(pFunc, &params);
pFunc->FunctionFlags = flags;
}
// Function Gameplay.UAECharacter.OnRep_TeamID
// (Final, Native, Public)
void AUAECharacter::OnRep_TeamID()
{
static UFunction *pFunc = 0;
if (!pFunc)
pFunc = UObject::FindObject<UFunction>("Function Gameplay.UAECharacter.OnRep_TeamID");
AUAECharacter_OnRep_TeamID_Params params;
auto flags = pFunc->FunctionFlags;
pFunc->FunctionFlags |= 0x400;
UObject *currentObj = (UObject *) this;
currentObj->ProcessEvent(pFunc, &params);
pFunc->FunctionFlags = flags;
}
// Function Gameplay.UAECharacter.OnRep_PlayerName
// (Native, Public)
void AUAECharacter::OnRep_PlayerName()
{
static UFunction *pFunc = 0;
if (!pFunc)
pFunc = UObject::FindObject<UFunction>("Function Gameplay.UAECharacter.OnRep_PlayerName");
AUAECharacter_OnRep_PlayerName_Params params;
auto flags = pFunc->FunctionFlags;
pFunc->FunctionFlags |= 0x400;
UObject *currentObj = (UObject *) this;
currentObj->ProcessEvent(pFunc, &params);
pFunc->FunctionFlags = flags;
}
// Function Gameplay.UAECharacter.OnRep_PlayerKey
// (Native, Public)
void AUAECharacter::OnRep_PlayerKey()
{
static UFunction *pFunc = 0;
if (!pFunc)
pFunc = UObject::FindObject<UFunction>("Function Gameplay.UAECharacter.OnRep_PlayerKey");
AUAECharacter_OnRep_PlayerKey_Params params;
auto flags = pFunc->FunctionFlags;
pFunc->FunctionFlags |= 0x400;
UObject *currentObj = (UObject *) this;
currentObj->ProcessEvent(pFunc, &params);
pFunc->FunctionFlags = flags;
}
// Function Gameplay.UAECharacter.OnRep_CampID
// (Final, Native, Public)
void AUAECharacter::OnRep_CampID()
{
static UFunction *pFunc = 0;
if (!pFunc)
pFunc = UObject::FindObject<UFunction>("Function Gameplay.UAECharacter.OnRep_CampID");
AUAECharacter_OnRep_CampID_Params params;
auto flags = pFunc->FunctionFlags;
pFunc->FunctionFlags |= 0x400;
UObject *currentObj = (UObject *) this;
currentObj->ProcessEvent(pFunc, &params);
pFunc->FunctionFlags = flags;
}
// Function Gameplay.UAECharacter.NotifyPlayerActiveRegionsChanged
// (Native, Event, Public, BlueprintEvent)
// Parameters:
// bool bEnter (Parm, ZeroConstructor, IsPlainOldData)
void AUAECharacter::NotifyPlayerActiveRegionsChanged(bool bEnter)
{
static UFunction *pFunc = 0;
if (!pFunc)
pFunc = UObject::FindObject<UFunction>("Function Gameplay.UAECharacter.NotifyPlayerActiveRegionsChanged");
AUAECharacter_NotifyPlayerActiveRegionsChanged_Params params;
params.bEnter = bEnter;
auto flags = pFunc->FunctionFlags;
pFunc->FunctionFlags |= 0x400;
UObject *currentObj = (UObject *) this;
currentObj->ProcessEvent(pFunc, &params);
pFunc->FunctionFlags = flags;
}
// Function Gameplay.UAECharacter.GetPlayerKey
// (Final, Native, Public, BlueprintCallable, BlueprintPure)
// Parameters:
// struct FString ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm)
struct FString AUAECharacter::GetPlayerKey()
{
static UFunction *pFunc = 0;
if (!pFunc)
pFunc = UObject::FindObject<UFunction>("Function Gameplay.UAECharacter.GetPlayerKey");
AUAECharacter_GetPlayerKey_Params params;
auto flags = pFunc->FunctionFlags;
pFunc->FunctionFlags |= 0x400;
UObject *currentObj = (UObject *) this;
currentObj->ProcessEvent(pFunc, &params);
pFunc->FunctionFlags = flags;
return params.ReturnValue;
}
// Function Gameplay.UAECharacter.GetNonSimulatedComponents_OnFighting
// (Native, Event, Public, BlueprintEvent, Const)
// Parameters:
// TArray<class UActorComponent*> ReturnValue (ExportObject, Parm, OutParm, ZeroConstructor, ReturnParm)
TArray<class UActorComponent*> AUAECharacter::GetNonSimulatedComponents_OnFighting()
{
static UFunction *pFunc = 0;
if (!pFunc)
pFunc = UObject::FindObject<UFunction>("Function Gameplay.UAECharacter.GetNonSimulatedComponents_OnFighting");
AUAECharacter_GetNonSimulatedComponents_OnFighting_Params params;
auto flags = pFunc->FunctionFlags;
pFunc->FunctionFlags |= 0x400;
UObject *currentObj = (UObject *) this;
currentObj->ProcessEvent(pFunc, &params);
pFunc->FunctionFlags = flags;
return params.ReturnValue;
}
// Function Gameplay.UAECharacter.GetNonSimulatedComponents_NonTeammates
// (Native, Event, Public, BlueprintEvent, Const)
// Parameters:
// TArray<class UActorComponent*> ReturnValue (ExportObject, Parm, OutParm, ZeroConstructor, ReturnParm)
TArray<class UActorComponent*> AUAECharacter::GetNonSimulatedComponents_NonTeammates()
{
static UFunction *pFunc = 0;
if (!pFunc)
pFunc = UObject::FindObject<UFunction>("Function Gameplay.UAECharacter.GetNonSimulatedComponents_NonTeammates");
AUAECharacter_GetNonSimulatedComponents_NonTeammates_Params params;
auto flags = pFunc->FunctionFlags;
pFunc->FunctionFlags |= 0x400;
UObject *currentObj = (UObject *) this;
currentObj->ProcessEvent(pFunc, &params);
pFunc->FunctionFlags = flags;
return params.ReturnValue;
}
// Function Gameplay.UAECharacter.GetNonSimulatedComponents
// (Native, Event, Public, BlueprintEvent, Const)
// Parameters:
// TArray<class UActorComponent*> ReturnValue (ExportObject, Parm, OutParm, ZeroConstructor, ReturnParm)
TArray<class UActorComponent*> AUAECharacter::GetNonSimulatedComponents()
{
static UFunction *pFunc = 0;
if (!pFunc)
pFunc = UObject::FindObject<UFunction>("Function Gameplay.UAECharacter.GetNonSimulatedComponents");
AUAECharacter_GetNonSimulatedComponents_Params params;
auto flags = pFunc->FunctionFlags;
pFunc->FunctionFlags |= 0x400;
UObject *currentObj = (UObject *) this;
currentObj->ProcessEvent(pFunc, &params);
pFunc->FunctionFlags = flags;
return params.ReturnValue;
}
// Function Gameplay.UAECharacter.GetNonDedicatedComponents
// (Native, Event, Public, BlueprintEvent, Const)
// Parameters:
// TArray<class UActorComponent*> ReturnValue (ExportObject, Parm, OutParm, ZeroConstructor, ReturnParm)
TArray<class UActorComponent*> AUAECharacter::GetNonDedicatedComponents()
{
static UFunction *pFunc = 0;
if (!pFunc)
pFunc = UObject::FindObject<UFunction>("Function Gameplay.UAECharacter.GetNonDedicatedComponents");
AUAECharacter_GetNonDedicatedComponents_Params params;
auto flags = pFunc->FunctionFlags;
pFunc->FunctionFlags |= 0x400;
UObject *currentObj = (UObject *) this;
currentObj->ProcessEvent(pFunc, &params);
pFunc->FunctionFlags = flags;
return params.ReturnValue;
}
// Function Gameplay.UAECharacter.DeactiveCameraOnSimulation
// (Native, Event, Public, BlueprintEvent)
void AUAECharacter::DeactiveCameraOnSimulation()
{
static UFunction *pFunc = 0;
if (!pFunc)
pFunc = UObject::FindObject<UFunction>("Function Gameplay.UAECharacter.DeactiveCameraOnSimulation");
AUAECharacter_DeactiveCameraOnSimulation_Params params;
auto flags = pFunc->FunctionFlags;
pFunc->FunctionFlags |= 0x400;
UObject *currentObj = (UObject *) this;
currentObj->ProcessEvent(pFunc, &params);
pFunc->FunctionFlags = flags;
}
// Function Gameplay.UAECharacter.ClientAcknowledgeReconnection_3
// (Net, NetReliable, Native, Event, Public, NetClient)
// Parameters:
// uint32_t Token (Parm, ZeroConstructor, IsPlainOldData)
void AUAECharacter::ClientAcknowledgeReconnection_3(uint32_t Token)
{
static UFunction *pFunc = 0;
if (!pFunc)
pFunc = UObject::FindObject<UFunction>("Function Gameplay.UAECharacter.ClientAcknowledgeReconnection_3");
AUAECharacter_ClientAcknowledgeReconnection_3_Params params;
params.Token = Token;
auto flags = pFunc->FunctionFlags;
pFunc->FunctionFlags |= 0x400;
UObject *currentObj = (UObject *) this;
currentObj->ProcessEvent(pFunc, &params);
pFunc->FunctionFlags = flags;
}
// Function Gameplay.UAEHouseActor.OnRep_WindowList
// (Final, Native, Private)
void AUAEHouseActor::OnRep_WindowList()
{
static UFunction *pFunc = 0;
if (!pFunc)
pFunc = UObject::FindObject<UFunction>("Function Gameplay.UAEHouseActor.OnRep_WindowList");
AUAEHouseActor_OnRep_WindowList_Params params;
auto flags = pFunc->FunctionFlags;
pFunc->FunctionFlags |= 0x400;
UObject *currentObj = (UObject *) this;
currentObj->ProcessEvent(pFunc, &params);
pFunc->FunctionFlags = flags;
}
// Function Gameplay.UAEHouseActor.BroadcastWindowRepDataUpdated
// (Net, NetReliable, Native, Event, NetMulticast, Public)
// Parameters:
// struct FUAEWindowRepData InRepData (Parm)
void AUAEHouseActor::BroadcastWindowRepDataUpdated(const struct FUAEWindowRepData& InRepData)
{
static UFunction *pFunc = 0;
if (!pFunc)
pFunc = UObject::FindObject<UFunction>("Function Gameplay.UAEHouseActor.BroadcastWindowRepDataUpdated");
AUAEHouseActor_BroadcastWindowRepDataUpdated_Params params;
params.InRepData = InRepData;
auto flags = pFunc->FunctionFlags;
pFunc->FunctionFlags |= 0x400;
UObject *currentObj = (UObject *) this;
currentObj->ProcessEvent(pFunc, &params);
pFunc->FunctionFlags = flags;
}
// Function Gameplay.BackpackComponent.UseItem
// (Native, Event, Public, BlueprintCallable, BlueprintEvent)
// Parameters:
// struct FItemDefineID DefineID (Parm)
// struct FBattleItemUseTarget Target (Parm)
// EBattleItemUseReason Reason (Parm, ZeroConstructor, IsPlainOldData)
// bool ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData)
bool UBackpackComponent::UseItem(const struct FItemDefineID& DefineID, const struct FBattleItemUseTarget& Target, EBattleItemUseReason Reason)
{
static UFunction *pFunc = 0;
if (!pFunc)
pFunc = UObject::FindObject<UFunction>("Function Gameplay.BackpackComponent.UseItem");
UBackpackComponent_UseItem_Params params;
params.DefineID = DefineID;
params.Target = Target;
params.Reason = Reason;
auto flags = pFunc->FunctionFlags;
pFunc->FunctionFlags |= 0x400;
UObject *currentObj = (UObject *) this;
currentObj->ProcessEvent(pFunc, &params);
pFunc->FunctionFlags = flags;
return params.ReturnValue;
}
// Function Gameplay.BackpackComponent.UpdateOccupiedCapacity
// (Native, Event, Protected, BlueprintEvent)
// Parameters:
// float ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData)
float UBackpackComponent::UpdateOccupiedCapacity()
{
static UFunction *pFunc = 0;
if (!pFunc)
pFunc = UObject::FindObject<UFunction>("Function Gameplay.BackpackComponent.UpdateOccupiedCapacity");
UBackpackComponent_UpdateOccupiedCapacity_Params params;
auto flags = pFunc->FunctionFlags;
pFunc->FunctionFlags |= 0x400;
UObject *currentObj = (UObject *) this;
currentObj->ProcessEvent(pFunc, &params);
pFunc->FunctionFlags = flags;
return params.ReturnValue;
}
// Function Gameplay.BackpackComponent.UpdateCapacity
// (Native, Event, Protected, BlueprintEvent)
// Parameters:
// float ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData)
float UBackpackComponent::UpdateCapacity()
{
static UFunction *pFunc = 0;
if (!pFunc)
pFunc = UObject::FindObject<UFunction>("Function Gameplay.BackpackComponent.UpdateCapacity");
UBackpackComponent_UpdateCapacity_Params params;
auto flags = pFunc->FunctionFlags;
pFunc->FunctionFlags |= 0x400;
UObject *currentObj = (UObject *) this;
currentObj->ProcessEvent(pFunc, &params);
pFunc->FunctionFlags = flags;
return params.ReturnValue;
}
// Function Gameplay.BackpackComponent.UnequipItem
// (Final, Native, Public, BlueprintCallable)
// Parameters:
// struct FItemDefineID DefineID (Parm)
void UBackpackComponent::UnequipItem(const struct FItemDefineID& DefineID)
{
static UFunction *pFunc = 0;
if (!pFunc)
pFunc = UObject::FindObject<UFunction>("Function Gameplay.BackpackComponent.UnequipItem");
UBackpackComponent_UnequipItem_Params params;
params.DefineID = DefineID;
auto flags = pFunc->FunctionFlags;
pFunc->FunctionFlags |= 0x400;
UObject *currentObj = (UObject *) this;
currentObj->ProcessEvent(pFunc, &params);
pFunc->FunctionFlags = flags;
}
// Function Gameplay.BackpackComponent.TryMergeItemHandles
// (Final, Native, Protected, BlueprintCallable)
// Parameters:
// struct FItemDefineID DefineID (Parm)
void UBackpackComponent::TryMergeItemHandles(const struct FItemDefineID& DefineID)
{
static UFunction *pFunc = 0;
if (!pFunc)
pFunc = UObject::FindObject<UFunction>("Function Gameplay.BackpackComponent.TryMergeItemHandles");
UBackpackComponent_TryMergeItemHandles_Params params;
params.DefineID = DefineID;
auto flags = pFunc->FunctionFlags;
pFunc->FunctionFlags |= 0x400;
UObject *currentObj = (UObject *) this;
currentObj->ProcessEvent(pFunc, &params);
pFunc->FunctionFlags = flags;
}
// Function Gameplay.BackpackComponent.TakeItem
// (Final, Native, Public, BlueprintCallable)
// Parameters:
// struct FItemDefineID DefineID (Parm)
// int Count (Parm, ZeroConstructor, IsPlainOldData)
// bool bCallHandleDrop (Parm, ZeroConstructor, IsPlainOldData)
// int ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData)
int UBackpackComponent::TakeItem(const struct FItemDefineID& DefineID, int Count, bool bCallHandleDrop)
{
static UFunction *pFunc = 0;
if (!pFunc)
pFunc = UObject::FindObject<UFunction>("Function Gameplay.BackpackComponent.TakeItem");
UBackpackComponent_TakeItem_Params params;
params.DefineID = DefineID;
params.Count = Count;
params.bCallHandleDrop = bCallHandleDrop;
auto flags = pFunc->FunctionFlags;
pFunc->FunctionFlags |= 0x400;
UObject *currentObj = (UObject *) this;
currentObj->ProcessEvent(pFunc, &params);
pFunc->FunctionFlags = flags;
return params.ReturnValue;
}
// Function Gameplay.BackpackComponent.SwapItem
// (Native, Event, Public, BlueprintCallable, BlueprintEvent)
// Parameters:
// struct FItemDefineID DefineID1 (Parm)
// struct FItemDefineID DefineID2 (Parm)
// bool ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData)
bool UBackpackComponent::SwapItem(const struct FItemDefineID& DefineID1, const struct FItemDefineID& DefineID2)
{
static UFunction *pFunc = 0;
if (!pFunc)
pFunc = UObject::FindObject<UFunction>("Function Gameplay.BackpackComponent.SwapItem");
UBackpackComponent_SwapItem_Params params;
params.DefineID1 = DefineID1;
params.DefineID2 = DefineID2;
auto flags = pFunc->FunctionFlags;
pFunc->FunctionFlags |= 0x400;
UObject *currentObj = (UObject *) this;
currentObj->ProcessEvent(pFunc, &params);
pFunc->FunctionFlags = flags;
return params.ReturnValue;
}
// Function Gameplay.BackpackComponent.ServerEnableItem
// (Net, NetReliable, Native, Event, Public, NetServer, BlueprintCallable, NetValidate)
// Parameters:
// struct FItemDefineID DefineID (Parm)
// bool bUse (Parm, ZeroConstructor, IsPlainOldData)
void UBackpackComponent::ServerEnableItem(const struct FItemDefineID& DefineID, bool bUse)
{
static UFunction *pFunc = 0;
if (!pFunc)
pFunc = UObject::FindObject<UFunction>("Function Gameplay.BackpackComponent.ServerEnableItem");
UBackpackComponent_ServerEnableItem_Params params;
params.DefineID = DefineID;
params.bUse = bUse;
auto flags = pFunc->FunctionFlags;
pFunc->FunctionFlags |= 0x400;
UObject *currentObj = (UObject *) this;
currentObj->ProcessEvent(pFunc, &params);
pFunc->FunctionFlags = flags;
}
// Function Gameplay.BackpackComponent.ReturnItem
// (Final, Native, Public, BlueprintCallable)
// Parameters:
// struct FItemDefineID DefineID (Parm)
// int Count (Parm, ZeroConstructor, IsPlainOldData)
// bool bCallHandlePickup (Parm, ZeroConstructor, IsPlainOldData)
// int ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData)
int UBackpackComponent::ReturnItem(const struct FItemDefineID& DefineID, int Count, bool bCallHandlePickup)
{
static UFunction *pFunc = 0;
if (!pFunc)
pFunc = UObject::FindObject<UFunction>("Function Gameplay.BackpackComponent.ReturnItem");
UBackpackComponent_ReturnItem_Params params;
params.DefineID = DefineID;
params.Count = Count;
params.bCallHandlePickup = bCallHandlePickup;
auto flags = pFunc->FunctionFlags;
pFunc->FunctionFlags |= 0x400;
UObject *currentObj = (UObject *) this;
currentObj->ProcessEvent(pFunc, &params);
pFunc->FunctionFlags = flags;
return params.ReturnValue;
}
// Function Gameplay.BackpackComponent.RemoveItemHandle
// (Native, Public, BlueprintCallable)
// Parameters:
// struct FItemDefineID DefineID (Parm)
// bool ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData)
bool UBackpackComponent::RemoveItemHandle(const struct FItemDefineID& DefineID)
{
static UFunction *pFunc = 0;
if (!pFunc)
pFunc = UObject::FindObject<UFunction>("Function Gameplay.BackpackComponent.RemoveItemHandle");
UBackpackComponent_RemoveItemHandle_Params params;
params.DefineID = DefineID;
auto flags = pFunc->FunctionFlags;
pFunc->FunctionFlags |= 0x400;
UObject *currentObj = (UObject *) this;
currentObj->ProcessEvent(pFunc, &params);
pFunc->FunctionFlags = flags;
return params.ReturnValue;
}
// Function Gameplay.BackpackComponent.ReceiveItemList
// (Native, Event, Protected, BlueprintEvent)
void UBackpackComponent::ReceiveItemList()
{
static UFunction *pFunc = 0;
if (!pFunc)
pFunc = UObject::FindObject<UFunction>("Function Gameplay.BackpackComponent.ReceiveItemList");
UBackpackComponent_ReceiveItemList_Params params;
auto flags = pFunc->FunctionFlags;
pFunc->FunctionFlags |= 0x400;
UObject *currentObj = (UObject *) this;
currentObj->ProcessEvent(pFunc, &params);
pFunc->FunctionFlags = flags;
}
// Function Gameplay.BackpackComponent.ReceiveCapacity
// (Native, Event, Protected, BlueprintEvent)
void UBackpackComponent::ReceiveCapacity()
{
static UFunction *pFunc = 0;
if (!pFunc)
pFunc = UObject::FindObject<UFunction>("Function Gameplay.BackpackComponent.ReceiveCapacity");
UBackpackComponent_ReceiveCapacity_Params params;
auto flags = pFunc->FunctionFlags;
pFunc->FunctionFlags |= 0x400;
UObject *currentObj = (UObject *) this;
currentObj->ProcessEvent(pFunc, &params);
pFunc->FunctionFlags = flags;
}
// Function Gameplay.BackpackComponent.PickupItem
// (Native, Event, Public, BlueprintCallable, BlueprintEvent)
// Parameters:
// struct FItemDefineID DefineID (Parm)
// struct FBattleItemPickupInfo PickupInfo (Parm)
// EBattleItemPickupReason Reason (Parm, ZeroConstructor, IsPlainOldData)
// bool ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData)
bool UBackpackComponent::PickupItem(const struct FItemDefineID& DefineID, const struct FBattleItemPickupInfo& PickupInfo, EBattleItemPickupReason Reason)
{
static UFunction *pFunc = 0;
if (!pFunc)
pFunc = UObject::FindObject<UFunction>("Function Gameplay.BackpackComponent.PickupItem");
UBackpackComponent_PickupItem_Params params;
params.DefineID = DefineID;
params.PickupInfo = PickupInfo;
params.Reason = Reason;
auto flags = pFunc->FunctionFlags;
pFunc->FunctionFlags |= 0x400;
UObject *currentObj = (UObject *) this;
currentObj->ProcessEvent(pFunc, &params);
pFunc->FunctionFlags = flags;
return params.ReturnValue;
}
// Function Gameplay.BackpackComponent.OnRep_specialCountLimit
// (Final, Native, Public)
void UBackpackComponent::OnRep_specialCountLimit()
{
static UFunction *pFunc = 0;
if (!pFunc)
pFunc = UObject::FindObject<UFunction>("Function Gameplay.BackpackComponent.OnRep_specialCountLimit");
UBackpackComponent_OnRep_specialCountLimit_Params params;
auto flags = pFunc->FunctionFlags;
pFunc->FunctionFlags |= 0x400;
UObject *currentObj = (UObject *) this;
currentObj->ProcessEvent(pFunc, &params);
pFunc->FunctionFlags = flags;
}
// Function Gameplay.BackpackComponent.OnRep_ItemListNet
// (Final, Native, Protected)
void UBackpackComponent::OnRep_ItemListNet()
{
static UFunction *pFunc = 0;
if (!pFunc)
pFunc = UObject::FindObject<UFunction>("Function Gameplay.BackpackComponent.OnRep_ItemListNet");
UBackpackComponent_OnRep_ItemListNet_Params params;
auto flags = pFunc->FunctionFlags;
pFunc->FunctionFlags |= 0x400;
UObject *currentObj = (UObject *) this;
currentObj->ProcessEvent(pFunc, &params);
pFunc->FunctionFlags = flags;
}
// Function Gameplay.BackpackComponent.OnRep_ItemList
// (Final, Native, Protected)
void UBackpackComponent::OnRep_ItemList()
{
static UFunction *pFunc = 0;
if (!pFunc)
pFunc = UObject::FindObject<UFunction>("Function Gameplay.BackpackComponent.OnRep_ItemList");
UBackpackComponent_OnRep_ItemList_Params params;
auto flags = pFunc->FunctionFlags;
pFunc->FunctionFlags |= 0x400;
UObject *currentObj = (UObject *) this;
currentObj->ProcessEvent(pFunc, &params);
pFunc->FunctionFlags = flags;
}
// Function Gameplay.BackpackComponent.OnRep_Capacity
// (Final, Native, Protected)
void UBackpackComponent::OnRep_Capacity()
{
static UFunction *pFunc = 0;
if (!pFunc)
pFunc = UObject::FindObject<UFunction>("Function Gameplay.BackpackComponent.OnRep_Capacity");
UBackpackComponent_OnRep_Capacity_Params params;
auto flags = pFunc->FunctionFlags;
pFunc->FunctionFlags |= 0x400;
UObject *currentObj = (UObject *) this;
currentObj->ProcessEvent(pFunc, &params);
pFunc->FunctionFlags = flags;
}
// Function Gameplay.BackpackComponent.NotifyItemUpdated
// (Native, Public, BlueprintCallable)
// Parameters:
// struct FItemDefineID DefineID (Parm)
void UBackpackComponent::NotifyItemUpdated(const struct FItemDefineID& DefineID)
{
static UFunction *pFunc = 0;
if (!pFunc)
pFunc = UObject::FindObject<UFunction>("Function Gameplay.BackpackComponent.NotifyItemUpdated");
UBackpackComponent_NotifyItemUpdated_Params params;
params.DefineID = DefineID;
auto flags = pFunc->FunctionFlags;
pFunc->FunctionFlags |= 0x400;
UObject *currentObj = (UObject *) this;
currentObj->ProcessEvent(pFunc, &params);
pFunc->FunctionFlags = flags;
}
// Function Gameplay.BackpackComponent.NotifyItemRemoved
// (Native, Public, BlueprintCallable)
// Parameters:
// struct FItemDefineID DefineID (Parm)
void UBackpackComponent::NotifyItemRemoved(const struct FItemDefineID& DefineID)
{
static UFunction *pFunc = 0;
if (!pFunc)
pFunc = UObject::FindObject<UFunction>("Function Gameplay.BackpackComponent.NotifyItemRemoved");
UBackpackComponent_NotifyItemRemoved_Params params;
params.DefineID = DefineID;
auto flags = pFunc->FunctionFlags;
pFunc->FunctionFlags |= 0x400;
UObject *currentObj = (UObject *) this;
currentObj->ProcessEvent(pFunc, &params);
pFunc->FunctionFlags = flags;
}
// Function Gameplay.BackpackComponent.NotifyItemListUpdated
// (Native, Public, BlueprintCallable)
void UBackpackComponent::NotifyItemListUpdated()
{
static UFunction *pFunc = 0;
if (!pFunc)
pFunc = UObject::FindObject<UFunction>("Function Gameplay.BackpackComponent.NotifyItemListUpdated");
UBackpackComponent_NotifyItemListUpdated_Params params;
auto flags = pFunc->FunctionFlags;
pFunc->FunctionFlags |= 0x400;
UObject *currentObj = (UObject *) this;
currentObj->ProcessEvent(pFunc, &params);
pFunc->FunctionFlags = flags;
}
// Function Gameplay.BackpackComponent.NotifyCapacityUpdated
// (Native, Public, BlueprintCallable)
void UBackpackComponent::NotifyCapacityUpdated()
{
static UFunction *pFunc = 0;
if (!pFunc)
pFunc = UObject::FindObject<UFunction>("Function Gameplay.BackpackComponent.NotifyCapacityUpdated");
UBackpackComponent_NotifyCapacityUpdated_Params params;
auto flags = pFunc->FunctionFlags;
pFunc->FunctionFlags |= 0x400;
UObject *currentObj = (UObject *) this;
currentObj->ProcessEvent(pFunc, &params);
pFunc->FunctionFlags = flags;
}
// Function Gameplay.BackpackComponent.NewItemHandle
// (Native, Event, Protected, BlueprintEvent, Const)
// Parameters:
// struct FItemDefineID DefineID (Parm)
// class UBattleItemHandleBase* ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData)
class UBattleItemHandleBase* UBackpackComponent::NewItemHandle(const struct FItemDefineID& DefineID)
{
static UFunction *pFunc = 0;
if (!pFunc)
pFunc = UObject::FindObject<UFunction>("Function Gameplay.BackpackComponent.NewItemHandle");
UBackpackComponent_NewItemHandle_Params params;
params.DefineID = DefineID;
auto flags = pFunc->FunctionFlags;
pFunc->FunctionFlags |= 0x400;
UObject *currentObj = (UObject *) this;
currentObj->ProcessEvent(pFunc, &params);
pFunc->FunctionFlags = flags;
return params.ReturnValue;
}
// Function Gameplay.BackpackComponent.ModifyItemHandleEquippingState
// (Final, Native, Protected, BlueprintCallable)
// Parameters:
// class UItemHandleBase* ItemHandle (Parm, ZeroConstructor, IsPlainOldData)
// bool bEquipping (Parm, ZeroConstructor, IsPlainOldData)
void UBackpackComponent::ModifyItemHandleEquippingState(class UItemHandleBase* ItemHandle, bool bEquipping)
{
static UFunction *pFunc = 0;
if (!pFunc)
pFunc = UObject::FindObject<UFunction>("Function Gameplay.BackpackComponent.ModifyItemHandleEquippingState");
UBackpackComponent_ModifyItemHandleEquippingState_Params params;
params.ItemHandle = ItemHandle;
params.bEquipping = bEquipping;
auto flags = pFunc->FunctionFlags;
pFunc->FunctionFlags |= 0x400;
UObject *currentObj = (UObject *) this;
currentObj->ProcessEvent(pFunc, &params);
pFunc->FunctionFlags = flags;
}
// Function Gameplay.BackpackComponent.ModifyItemHandleCount
// (Final, Native, Protected, BlueprintCallable)
// Parameters:
// class UItemHandleBase* ItemHandle (Parm, ZeroConstructor, IsPlainOldData)
// int Count (Parm, ZeroConstructor, IsPlainOldData)
void UBackpackComponent::ModifyItemHandleCount(class UItemHandleBase* ItemHandle, int Count)
{
static UFunction *pFunc = 0;
if (!pFunc)
pFunc = UObject::FindObject<UFunction>("Function Gameplay.BackpackComponent.ModifyItemHandleCount");
UBackpackComponent_ModifyItemHandleCount_Params params;
params.ItemHandle = ItemHandle;
params.Count = Count;
auto flags = pFunc->FunctionFlags;
pFunc->FunctionFlags |= 0x400;
UObject *currentObj = (UObject *) this;
currentObj->ProcessEvent(pFunc, &params);
pFunc->FunctionFlags = flags;
}
// Function Gameplay.BackpackComponent.ItemNet2Data
// (Native, Event, Public, HasOutParms, BlueprintCallable, BlueprintEvent, BlueprintPure, Const)
// Parameters:
// struct FNetArrayUnit netItem (ConstParm, Parm, OutParm, ReferenceParm)
// struct FBattleItemData ReturnValue (Parm, OutParm, ReturnParm)
struct FBattleItemData UBackpackComponent::ItemNet2Data(const struct FNetArrayUnit& netItem)
{
static UFunction *pFunc = 0;
if (!pFunc)
pFunc = UObject::FindObject<UFunction>("Function Gameplay.BackpackComponent.ItemNet2Data");
UBackpackComponent_ItemNet2Data_Params params;
params.netItem = netItem;
auto flags = pFunc->FunctionFlags;
pFunc->FunctionFlags |= 0x400;
UObject *currentObj = (UObject *) this;
currentObj->ProcessEvent(pFunc, &params);
pFunc->FunctionFlags = flags;
return params.ReturnValue;
}
// Function Gameplay.BackpackComponent.HasItemBySubType
// (Final, Native, Public, BlueprintCallable, BlueprintPure, Const)
// Parameters:
// int subType (Parm, ZeroConstructor, IsPlainOldData)
// bool ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData)
bool UBackpackComponent::HasItemBySubType(int subType)
{
static UFunction *pFunc = 0;
if (!pFunc)
pFunc = UObject::FindObject<UFunction>("Function Gameplay.BackpackComponent.HasItemBySubType");
UBackpackComponent_HasItemBySubType_Params params;
params.subType = subType;
auto flags = pFunc->FunctionFlags;
pFunc->FunctionFlags |= 0x400;
UObject *currentObj = (UObject *) this;
currentObj->ProcessEvent(pFunc, &params);
pFunc->FunctionFlags = flags;
return params.ReturnValue;
}
// Function Gameplay.BackpackComponent.HasItemByDefindIdRange
// (Final, Native, Public, BlueprintCallable, BlueprintPure, Const)
// Parameters:
// int LowValue (Parm, ZeroConstructor, IsPlainOldData)
// int HighValue (Parm, ZeroConstructor, IsPlainOldData)
// bool ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData)
bool UBackpackComponent::HasItemByDefindIdRange(int LowValue, int HighValue)
{
static UFunction *pFunc = 0;
if (!pFunc)
pFunc = UObject::FindObject<UFunction>("Function Gameplay.BackpackComponent.HasItemByDefindIdRange");
UBackpackComponent_HasItemByDefindIdRange_Params params;
params.LowValue = LowValue;
params.HighValue = HighValue;
auto flags = pFunc->FunctionFlags;
pFunc->FunctionFlags |= 0x400;
UObject *currentObj = (UObject *) this;
currentObj->ProcessEvent(pFunc, &params);
pFunc->FunctionFlags = flags;
return params.ReturnValue;
}
// Function Gameplay.BackpackComponent.GetWorld_BP
// (Final, Native, Public, BlueprintCallable, BlueprintPure, Const)
// Parameters:
// class UWorld* ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData)
class UWorld* UBackpackComponent::GetWorld_BP()
{
static UFunction *pFunc = 0;
if (!pFunc)
pFunc = UObject::FindObject<UFunction>("Function Gameplay.BackpackComponent.GetWorld_BP");
UBackpackComponent_GetWorld_BP_Params params;
auto flags = pFunc->FunctionFlags;
pFunc->FunctionFlags |= 0x400;
UObject *currentObj = (UObject *) this;
currentObj->ProcessEvent(pFunc, &params);
pFunc->FunctionFlags = flags;
return params.ReturnValue;
}
// Function Gameplay.BackpackComponent.GetSpecialItemNow
// (Final, Native, Public, BlueprintCallable, BlueprintPure, Const)
// Parameters:
// struct FItemDefineID DefineID (Parm)
// struct FSpecialPickInfo ReturnValue (Parm, OutParm, ReturnParm)
struct FSpecialPickInfo UBackpackComponent::GetSpecialItemNow(const struct FItemDefineID& DefineID)
{
static UFunction *pFunc = 0;
if (!pFunc)
pFunc = UObject::FindObject<UFunction>("Function Gameplay.BackpackComponent.GetSpecialItemNow");
UBackpackComponent_GetSpecialItemNow_Params params;
params.DefineID = DefineID;
auto flags = pFunc->FunctionFlags;
pFunc->FunctionFlags |= 0x400;
UObject *currentObj = (UObject *) this;
currentObj->ProcessEvent(pFunc, &params);
pFunc->FunctionFlags = flags;
return params.ReturnValue;
}
// Function Gameplay.BackpackComponent.GetSpecialItemBefore
// (Final, Native, Public, BlueprintCallable, BlueprintPure, Const)
// Parameters:
// int itemResID (Parm, ZeroConstructor, IsPlainOldData)
// struct FSpecialPickInfo ReturnValue (Parm, OutParm, ReturnParm)
struct FSpecialPickInfo UBackpackComponent::GetSpecialItemBefore(int itemResID)
{
static UFunction *pFunc = 0;
if (!pFunc)
pFunc = UObject::FindObject<UFunction>("Function Gameplay.BackpackComponent.GetSpecialItemBefore");
UBackpackComponent_GetSpecialItemBefore_Params params;
params.itemResID = itemResID;
auto flags = pFunc->FunctionFlags;
pFunc->FunctionFlags |= 0x400;
UObject *currentObj = (UObject *) this;
currentObj->ProcessEvent(pFunc, &params);
pFunc->FunctionFlags = flags;
return params.ReturnValue;
}
// Function Gameplay.BackpackComponent.GetItemListByDefineID
// (Final, Native, Public, BlueprintCallable, BlueprintPure, Const)
// Parameters:
// struct FItemDefineID DefineID (Parm)
// TArray<struct FBattleItemData> ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm)
TArray<struct FBattleItemData> UBackpackComponent::GetItemListByDefineID(const struct FItemDefineID& DefineID)
{
static UFunction *pFunc = 0;
if (!pFunc)
pFunc = UObject::FindObject<UFunction>("Function Gameplay.BackpackComponent.GetItemListByDefineID");
UBackpackComponent_GetItemListByDefineID_Params params;
params.DefineID = DefineID;
auto flags = pFunc->FunctionFlags;
pFunc->FunctionFlags |= 0x400;
UObject *currentObj = (UObject *) this;
currentObj->ProcessEvent(pFunc, &params);
pFunc->FunctionFlags = flags;
return params.ReturnValue;
}
// Function Gameplay.BackpackComponent.GetItemHandleMap
// (Native, Protected, BlueprintCallable)
// Parameters:
// TMap<struct FItemDefineID, class UItemHandleBase*> ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm)
TMap<struct FItemDefineID, class UItemHandleBase*> UBackpackComponent::GetItemHandleMap()
{
static UFunction *pFunc = 0;
if (!pFunc)
pFunc = UObject::FindObject<UFunction>("Function Gameplay.BackpackComponent.GetItemHandleMap");
UBackpackComponent_GetItemHandleMap_Params params;
auto flags = pFunc->FunctionFlags;
pFunc->FunctionFlags |= 0x400;
UObject *currentObj = (UObject *) this;
currentObj->ProcessEvent(pFunc, &params);
pFunc->FunctionFlags = flags;
return params.ReturnValue;
}
// Function Gameplay.BackpackComponent.GetItemHandleList
// (Native, Protected, BlueprintCallable)
// Parameters:
// TArray<class UItemHandleBase*> ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm)
TArray<class UItemHandleBase*> UBackpackComponent::GetItemHandleList()
{
static UFunction *pFunc = 0;
if (!pFunc)
pFunc = UObject::FindObject<UFunction>("Function Gameplay.BackpackComponent.GetItemHandleList");
UBackpackComponent_GetItemHandleList_Params params;
auto flags = pFunc->FunctionFlags;
pFunc->FunctionFlags |= 0x400;
UObject *currentObj = (UObject *) this;
currentObj->ProcessEvent(pFunc, &params);
pFunc->FunctionFlags = flags;
return params.ReturnValue;
}
// Function Gameplay.BackpackComponent.GetItemByDefineID
// (Final, Native, Public, BlueprintCallable, BlueprintPure, Const)
// Parameters:
// struct FItemDefineID DefineID (Parm)
// struct FBattleItemData ReturnValue (Parm, OutParm, ReturnParm)
struct FBattleItemData UBackpackComponent::GetItemByDefineID(const struct FItemDefineID& DefineID)
{
static UFunction *pFunc = 0;
if (!pFunc)
pFunc = UObject::FindObject<UFunction>("Function Gameplay.BackpackComponent.GetItemByDefineID");
UBackpackComponent_GetItemByDefineID_Params params;
params.DefineID = DefineID;
auto flags = pFunc->FunctionFlags;
pFunc->FunctionFlags |= 0x400;
UObject *currentObj = (UObject *) this;
currentObj->ProcessEvent(pFunc, &params);
pFunc->FunctionFlags = flags;
return params.ReturnValue;
}
// Function Gameplay.BackpackComponent.GetBattleItemFeatureDataByDefineID
// (Native, Event, Public, BlueprintCallable, BlueprintEvent, BlueprintPure, Const)
// Parameters:
// struct FItemDefineID DefineID (Parm)
// struct FBattleItemFeatureData ReturnValue (Parm, OutParm, ReturnParm)
struct FBattleItemFeatureData UBackpackComponent::GetBattleItemFeatureDataByDefineID(const struct FItemDefineID& DefineID)
{
static UFunction *pFunc = 0;
if (!pFunc)
pFunc = UObject::FindObject<UFunction>("Function Gameplay.BackpackComponent.GetBattleItemFeatureDataByDefineID");
UBackpackComponent_GetBattleItemFeatureDataByDefineID_Params params;
params.DefineID = DefineID;
auto flags = pFunc->FunctionFlags;
pFunc->FunctionFlags |= 0x400;
UObject *currentObj = (UObject *) this;
currentObj->ProcessEvent(pFunc, &params);
pFunc->FunctionFlags = flags;
return params.ReturnValue;
}
// Function Gameplay.BackpackComponent.GetAllItemList
// (Final, Native, Public, BlueprintCallable, BlueprintPure, Const)
// Parameters:
// TArray<struct FBattleItemData> ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm)
TArray<struct FBattleItemData> UBackpackComponent::GetAllItemList()
{
static UFunction *pFunc = 0;
if (!pFunc)
pFunc = UObject::FindObject<UFunction>("Function Gameplay.BackpackComponent.GetAllItemList");
UBackpackComponent_GetAllItemList_Params params;
auto flags = pFunc->FunctionFlags;
pFunc->FunctionFlags |= 0x400;
UObject *currentObj = (UObject *) this;
currentObj->ProcessEvent(pFunc, &params);
pFunc->FunctionFlags = flags;
return params.ReturnValue;
}
// Function Gameplay.BackpackComponent.ForceNetUpdate
// (Native, Protected, BlueprintCallable)
void UBackpackComponent::ForceNetUpdate()
{
static UFunction *pFunc = 0;
if (!pFunc)
pFunc = UObject::FindObject<UFunction>("Function Gameplay.BackpackComponent.ForceNetUpdate");
UBackpackComponent_ForceNetUpdate_Params params;
auto flags = pFunc->FunctionFlags;
pFunc->FunctionFlags |= 0x400;
UObject *currentObj = (UObject *) this;
currentObj->ProcessEvent(pFunc, &params);
pFunc->FunctionFlags = flags;
}
// Function Gameplay.BackpackComponent.EquipItem
// (Final, Native, Public, BlueprintCallable)
// Parameters:
// struct FItemDefineID DefineID (Parm)
void UBackpackComponent::EquipItem(const struct FItemDefineID& DefineID)
{
static UFunction *pFunc = 0;
if (!pFunc)
pFunc = UObject::FindObject<UFunction>("Function Gameplay.BackpackComponent.EquipItem");
UBackpackComponent_EquipItem_Params params;
params.DefineID = DefineID;
auto flags = pFunc->FunctionFlags;
pFunc->FunctionFlags |= 0x400;
UObject *currentObj = (UObject *) this;
currentObj->ProcessEvent(pFunc, &params);
pFunc->FunctionFlags = flags;
}
// Function Gameplay.BackpackComponent.DropItem
// (Native, Event, Public, BlueprintCallable, BlueprintEvent)
// Parameters:
// struct FItemDefineID DefineID (Parm)
// int Count (Parm, ZeroConstructor, IsPlainOldData)
// EBattleItemDropReason Reason (Parm, ZeroConstructor, IsPlainOldData)
// bool ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData)
bool UBackpackComponent::DropItem(const struct FItemDefineID& DefineID, int Count, EBattleItemDropReason Reason)
{
static UFunction *pFunc = 0;
if (!pFunc)
pFunc = UObject::FindObject<UFunction>("Function Gameplay.BackpackComponent.DropItem");
UBackpackComponent_DropItem_Params params;
params.DefineID = DefineID;
params.Count = Count;
params.Reason = Reason;
auto flags = pFunc->FunctionFlags;
pFunc->FunctionFlags |= 0x400;
UObject *currentObj = (UObject *) this;
currentObj->ProcessEvent(pFunc, &params);
pFunc->FunctionFlags = flags;
return params.ReturnValue;
}
// Function Gameplay.BackpackComponent.DisuseItem
// (Native, Event, Public, BlueprintCallable, BlueprintEvent)
// Parameters:
// struct FItemDefineID DefineID (Parm)
// EBattleItemDisuseReason Reason (Parm, ZeroConstructor, IsPlainOldData)
// bool ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData)
bool UBackpackComponent::DisuseItem(const struct FItemDefineID& DefineID, EBattleItemDisuseReason Reason)
{
static UFunction *pFunc = 0;
if (!pFunc)
pFunc = UObject::FindObject<UFunction>("Function Gameplay.BackpackComponent.DisuseItem");
UBackpackComponent_DisuseItem_Params params;
params.DefineID = DefineID;
params.Reason = Reason;
auto flags = pFunc->FunctionFlags;
pFunc->FunctionFlags |= 0x400;
UObject *currentObj = (UObject *) this;
currentObj->ProcessEvent(pFunc, &params);
pFunc->FunctionFlags = flags;
return params.ReturnValue;
}
// Function Gameplay.BackpackComponent.CreateItemHandleInternal
// (Native, Event, Protected, BlueprintEvent, Const)
// Parameters:
// struct FItemDefineID DefineID (Parm)
// class UBattleItemHandleBase* ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData)
class UBattleItemHandleBase* UBackpackComponent::CreateItemHandleInternal(const struct FItemDefineID& DefineID)
{
static UFunction *pFunc = 0;
if (!pFunc)
pFunc = UObject::FindObject<UFunction>("Function Gameplay.BackpackComponent.CreateItemHandleInternal");
UBackpackComponent_CreateItemHandleInternal_Params params;
params.DefineID = DefineID;
auto flags = pFunc->FunctionFlags;
pFunc->FunctionFlags |= 0x400;
UObject *currentObj = (UObject *) this;
currentObj->ProcessEvent(pFunc, &params);
pFunc->FunctionFlags = flags;
return params.ReturnValue;
}
// Function Gameplay.BackpackComponent.CreateItemHandle
// (Native, Public, BlueprintCallable, BlueprintPure, Const)
// Parameters:
// struct FItemDefineID DefineID (Parm)
// class UItemHandleBase* ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData)
class UItemHandleBase* UBackpackComponent::CreateItemHandle(const struct FItemDefineID& DefineID)
{
static UFunction *pFunc = 0;
if (!pFunc)
pFunc = UObject::FindObject<UFunction>("Function Gameplay.BackpackComponent.CreateItemHandle");
UBackpackComponent_CreateItemHandle_Params params;
params.DefineID = DefineID;
auto flags = pFunc->FunctionFlags;
pFunc->FunctionFlags |= 0x400;
UObject *currentObj = (UObject *) this;
currentObj->ProcessEvent(pFunc, &params);
pFunc->FunctionFlags = flags;
return params.ReturnValue;
}
// Function Gameplay.BackpackComponent.ConsumeItem
// (Final, Native, Public, BlueprintCallable)
// Parameters:
// struct FItemDefineID DefineID (Parm)
// int Count (Parm, ZeroConstructor, IsPlainOldData)
// int ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData)
int UBackpackComponent::ConsumeItem(const struct FItemDefineID& DefineID, int Count)
{
static UFunction *pFunc = 0;
if (!pFunc)
pFunc = UObject::FindObject<UFunction>("Function Gameplay.BackpackComponent.ConsumeItem");
UBackpackComponent_ConsumeItem_Params params;
params.DefineID = DefineID;
params.Count = Count;
auto flags = pFunc->FunctionFlags;
pFunc->FunctionFlags |= 0x400;
UObject *currentObj = (UObject *) this;
currentObj->ProcessEvent(pFunc, &params);
pFunc->FunctionFlags = flags;
return params.ReturnValue;
}
// Function Gameplay.BackpackComponent.ClientUpdateItemData
// (Net, NetReliable, Native, Event, Protected, NetClient)
// Parameters:
// struct FBattleItemData InItemData (ConstParm, Parm, ReferenceParm)
void UBackpackComponent::ClientUpdateItemData(const struct FBattleItemData& InItemData)
{
static UFunction *pFunc = 0;
if (!pFunc)
pFunc = UObject::FindObject<UFunction>("Function Gameplay.BackpackComponent.ClientUpdateItemData");
UBackpackComponent_ClientUpdateItemData_Params params;
params.InItemData = InItemData;
auto flags = pFunc->FunctionFlags;
pFunc->FunctionFlags |= 0x400;
UObject *currentObj = (UObject *) this;
currentObj->ProcessEvent(pFunc, &params);
pFunc->FunctionFlags = flags;
}
// Function Gameplay.BackpackComponent.ClientRemoveItemData
// (Net, NetReliable, Native, Event, Protected, NetClient)
// Parameters:
// struct FBattleItemData InItemData (ConstParm, Parm, ReferenceParm)
void UBackpackComponent::ClientRemoveItemData(const struct FBattleItemData& InItemData)
{
static UFunction *pFunc = 0;
if (!pFunc)
pFunc = UObject::FindObject<UFunction>("Function Gameplay.BackpackComponent.ClientRemoveItemData");
UBackpackComponent_ClientRemoveItemData_Params params;
params.InItemData = InItemData;
auto flags = pFunc->FunctionFlags;
pFunc->FunctionFlags |= 0x400;
UObject *currentObj = (UObject *) this;
currentObj->ProcessEvent(pFunc, &params);
pFunc->FunctionFlags = flags;
}
// Function Gameplay.BackpackComponent.ClientBroadcastItemOperationFailedDelegate
// (Net, NetReliable, Native, Event, Protected, NetClient)
// Parameters:
// struct FItemDefineID DefineID (Parm)
// EBattleItemOperationType operationType (Parm, ZeroConstructor, IsPlainOldData)
// EBattleItemOperationFailedReason FailedReason (Parm, ZeroConstructor, IsPlainOldData)
void UBackpackComponent::ClientBroadcastItemOperationFailedDelegate(const struct FItemDefineID& DefineID, EBattleItemOperationType operationType, EBattleItemOperationFailedReason FailedReason)
{
static UFunction *pFunc = 0;
if (!pFunc)
pFunc = UObject::FindObject<UFunction>("Function Gameplay.BackpackComponent.ClientBroadcastItemOperationFailedDelegate");
UBackpackComponent_ClientBroadcastItemOperationFailedDelegate_Params params;
params.DefineID = DefineID;
params.operationType = operationType;
params.FailedReason = FailedReason;
auto flags = pFunc->FunctionFlags;
pFunc->FunctionFlags |= 0x400;
UObject *currentObj = (UObject *) this;
currentObj->ProcessEvent(pFunc, &params);
pFunc->FunctionFlags = flags;
}
// Function Gameplay.BackpackComponent.ClientBroadcastItemOperationDelegate
// (Net, NetReliable, Native, Event, Protected, NetClient)
// Parameters:
// struct FItemDefineID DefineID (Parm)
// EBattleItemOperationType operationType (Parm, ZeroConstructor, IsPlainOldData)
// unsigned char Reason (Parm, ZeroConstructor, IsPlainOldData)
void UBackpackComponent::ClientBroadcastItemOperationDelegate(const struct FItemDefineID& DefineID, EBattleItemOperationType operationType, unsigned char Reason)
{
static UFunction *pFunc = 0;
if (!pFunc)
pFunc = UObject::FindObject<UFunction>("Function Gameplay.BackpackComponent.ClientBroadcastItemOperationDelegate");
UBackpackComponent_ClientBroadcastItemOperationDelegate_Params params;
params.DefineID = DefineID;
params.operationType = operationType;
params.Reason = Reason;
auto flags = pFunc->FunctionFlags;
pFunc->FunctionFlags |= 0x400;
UObject *currentObj = (UObject *) this;
currentObj->ProcessEvent(pFunc, &params);
pFunc->FunctionFlags = flags;
}
// Function Gameplay.BackpackComponent.CheckCapacityForItem
// (Final, Native, Public, BlueprintCallable, BlueprintPure, Const)
// Parameters:
// struct FItemDefineID DefineID (Parm)
// int Count (Parm, ZeroConstructor, IsPlainOldData)
// int ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData)
int UBackpackComponent::CheckCapacityForItem(const struct FItemDefineID& DefineID, int Count)
{
static UFunction *pFunc = 0;
if (!pFunc)
pFunc = UObject::FindObject<UFunction>("Function Gameplay.BackpackComponent.CheckCapacityForItem");
UBackpackComponent_CheckCapacityForItem_Params params;
params.DefineID = DefineID;
params.Count = Count;
auto flags = pFunc->FunctionFlags;
pFunc->FunctionFlags |= 0x400;
UObject *currentObj = (UObject *) this;
currentObj->ProcessEvent(pFunc, &params);
pFunc->FunctionFlags = flags;
return params.ReturnValue;
}
// Function Gameplay.BackpackComponent.CanDisuseToBackpack
// (Final, Native, Public, BlueprintCallable)
// Parameters:
// struct FItemDefineID DefineID (Parm)
// bool ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData)
bool UBackpackComponent::CanDisuseToBackpack(const struct FItemDefineID& DefineID)
{
static UFunction *pFunc = 0;
if (!pFunc)
pFunc = UObject::FindObject<UFunction>("Function Gameplay.BackpackComponent.CanDisuseToBackpack");
UBackpackComponent_CanDisuseToBackpack_Params params;
params.DefineID = DefineID;
auto flags = pFunc->FunctionFlags;
pFunc->FunctionFlags |= 0x400;
UObject *currentObj = (UObject *) this;
currentObj->ProcessEvent(pFunc, &params);
pFunc->FunctionFlags = flags;
return params.ReturnValue;
}
// Function Gameplay.BackpackComponent.BroadcastItemOperCountDelegate
// (Final, Native, Public, BlueprintCallable)
// Parameters:
// struct FItemDefineID DefineID (Parm)
// EBattleItemOperationType operationType (Parm, ZeroConstructor, IsPlainOldData)
// int Count (Parm, ZeroConstructor, IsPlainOldData)
void UBackpackComponent::BroadcastItemOperCountDelegate(const struct FItemDefineID& DefineID, EBattleItemOperationType operationType, int Count)
{
static UFunction *pFunc = 0;
if (!pFunc)
pFunc = UObject::FindObject<UFunction>("Function Gameplay.BackpackComponent.BroadcastItemOperCountDelegate");
UBackpackComponent_BroadcastItemOperCountDelegate_Params params;
params.DefineID = DefineID;
params.operationType = operationType;
params.Count = Count;
auto flags = pFunc->FunctionFlags;
pFunc->FunctionFlags |= 0x400;
UObject *currentObj = (UObject *) this;
currentObj->ProcessEvent(pFunc, &params);
pFunc->FunctionFlags = flags;
}
// Function Gameplay.BackpackComponent.BroadcastItemOperationFailedDelegate
// (Final, Native, Public, BlueprintCallable)
// Parameters:
// struct FItemDefineID DefineID (Parm)
// EBattleItemOperationType operationType (Parm, ZeroConstructor, IsPlainOldData)
// EBattleItemOperationFailedReason FailedReason (Parm, ZeroConstructor, IsPlainOldData)
void UBackpackComponent::BroadcastItemOperationFailedDelegate(const struct FItemDefineID& DefineID, EBattleItemOperationType operationType, EBattleItemOperationFailedReason FailedReason)
{
static UFunction *pFunc = 0;
if (!pFunc)
pFunc = UObject::FindObject<UFunction>("Function Gameplay.BackpackComponent.BroadcastItemOperationFailedDelegate");
UBackpackComponent_BroadcastItemOperationFailedDelegate_Params params;
params.DefineID = DefineID;
params.operationType = operationType;
params.FailedReason = FailedReason;
auto flags = pFunc->FunctionFlags;
pFunc->FunctionFlags |= 0x400;
UObject *currentObj = (UObject *) this;
currentObj->ProcessEvent(pFunc, &params);
pFunc->FunctionFlags = flags;
}
// Function Gameplay.BackpackComponent.BroadcastItemOperationDelegate
// (Final, Native, Public, BlueprintCallable)
// Parameters:
// struct FItemDefineID DefineID (Parm)
// EBattleItemOperationType operationType (Parm, ZeroConstructor, IsPlainOldData)
// unsigned char Reason (Parm, ZeroConstructor, IsPlainOldData)
void UBackpackComponent::BroadcastItemOperationDelegate(const struct FItemDefineID& DefineID, EBattleItemOperationType operationType, unsigned char Reason)
{
static UFunction *pFunc = 0;
if (!pFunc)
pFunc = UObject::FindObject<UFunction>("Function Gameplay.BackpackComponent.BroadcastItemOperationDelegate");
UBackpackComponent_BroadcastItemOperationDelegate_Params params;
params.DefineID = DefineID;
params.operationType = operationType;
params.Reason = Reason;
auto flags = pFunc->FunctionFlags;
pFunc->FunctionFlags |= 0x400;
UObject *currentObj = (UObject *) this;
currentObj->ProcessEvent(pFunc, &params);
pFunc->FunctionFlags = flags;
}
// Function Gameplay.BackpackComponent.AddItemHandle
// (Native, Public, BlueprintCallable)
// Parameters:
// struct FItemDefineID DefineID (Parm)
// class UItemHandleBase* ItemHandle (Parm, ZeroConstructor, IsPlainOldData)
// bool ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData)
bool UBackpackComponent::AddItemHandle(const struct FItemDefineID& DefineID, class UItemHandleBase* ItemHandle)
{
static UFunction *pFunc = 0;
if (!pFunc)
pFunc = UObject::FindObject<UFunction>("Function Gameplay.BackpackComponent.AddItemHandle");
UBackpackComponent_AddItemHandle_Params params;
params.DefineID = DefineID;
params.ItemHandle = ItemHandle;
auto flags = pFunc->FunctionFlags;
pFunc->FunctionFlags |= 0x400;
UObject *currentObj = (UObject *) this;
currentObj->ProcessEvent(pFunc, &params);
pFunc->FunctionFlags = flags;
return params.ReturnValue;
}
// Function Gameplay.BaseGeneratorComponent.RegisterWorldTileSpot
// (Native, Public)
// Parameters:
// class USpotSceneComponent* Spot (Parm, ZeroConstructor, InstancedReference, IsPlainOldData)
void UBaseGeneratorComponent::RegisterWorldTileSpot(class USpotSceneComponent* Spot)
{
static UFunction *pFunc = 0;
if (!pFunc)
pFunc = UObject::FindObject<UFunction>("Function Gameplay.BaseGeneratorComponent.RegisterWorldTileSpot");
UBaseGeneratorComponent_RegisterWorldTileSpot_Params params;
params.Spot = Spot;
auto flags = pFunc->FunctionFlags;
pFunc->FunctionFlags |= 0x400;
UObject *currentObj = (UObject *) this;
currentObj->ProcessEvent(pFunc, &params);
pFunc->FunctionFlags = flags;
}
// Function Gameplay.BaseGeneratorComponent.RegisterSpotComponentToTick
// (Native, Public, BlueprintCallable)
// Parameters:
// class USpotSceneComponent* SpotComponent (Parm, ZeroConstructor, InstancedReference, IsPlainOldData)
void UBaseGeneratorComponent::RegisterSpotComponentToTick(class USpotSceneComponent* SpotComponent)
{
static UFunction *pFunc = 0;
if (!pFunc)
pFunc = UObject::FindObject<UFunction>("Function Gameplay.BaseGeneratorComponent.RegisterSpotComponentToTick");
UBaseGeneratorComponent_RegisterSpotComponentToTick_Params params;
params.SpotComponent = SpotComponent;
auto flags = pFunc->FunctionFlags;
pFunc->FunctionFlags |= 0x400;
UObject *currentObj = (UObject *) this;
currentObj->ProcessEvent(pFunc, &params);
pFunc->FunctionFlags = flags;
}
// Function Gameplay.BaseGeneratorComponent.RegisterGroupSpotComponent
// (Native, Public, BlueprintCallable)
// Parameters:
// class UGroupSpotSceneComponent* GroupSpotComponent (Parm, ZeroConstructor, InstancedReference, IsPlainOldData)
void UBaseGeneratorComponent::RegisterGroupSpotComponent(class UGroupSpotSceneComponent* GroupSpotComponent)
{
static UFunction *pFunc = 0;
if (!pFunc)
pFunc = UObject::FindObject<UFunction>("Function Gameplay.BaseGeneratorComponent.RegisterGroupSpotComponent");
UBaseGeneratorComponent_RegisterGroupSpotComponent_Params params;
params.GroupSpotComponent = GroupSpotComponent;
auto flags = pFunc->FunctionFlags;
pFunc->FunctionFlags |= 0x400;
UObject *currentObj = (UObject *) this;
currentObj->ProcessEvent(pFunc, &params);
pFunc->FunctionFlags = flags;
}
// Function Gameplay.BaseGeneratorComponent.GeneratorWorldTileSpots
// (Final, Native, Protected, HasOutParms)
// Parameters:
// struct FWorldTileSpotArray SpotArray (Parm, OutParm)
void UBaseGeneratorComponent::GeneratorWorldTileSpots(struct FWorldTileSpotArray* SpotArray)
{
static UFunction *pFunc = 0;
if (!pFunc)
pFunc = UObject::FindObject<UFunction>("Function Gameplay.BaseGeneratorComponent.GeneratorWorldTileSpots");
UBaseGeneratorComponent_GeneratorWorldTileSpots_Params params;
auto flags = pFunc->FunctionFlags;
pFunc->FunctionFlags |= 0x400;
UObject *currentObj = (UObject *) this;
currentObj->ProcessEvent(pFunc, &params);
pFunc->FunctionFlags = flags;
if (SpotArray != nullptr)
*SpotArray = params.SpotArray;
}
// Function Gameplay.BaseGeneratorComponent.GenerateSpots
// (Native, Public)
void UBaseGeneratorComponent::GenerateSpots()
{
static UFunction *pFunc = 0;
if (!pFunc)
pFunc = UObject::FindObject<UFunction>("Function Gameplay.BaseGeneratorComponent.GenerateSpots");
UBaseGeneratorComponent_GenerateSpots_Params params;
auto flags = pFunc->FunctionFlags;
pFunc->FunctionFlags |= 0x400;
UObject *currentObj = (UObject *) this;
currentObj->ProcessEvent(pFunc, &params);
pFunc->FunctionFlags = flags;
}
// Function Gameplay.BaseGeneratorComponent.GenerateSpotOnTick
// (Native, Public)
void UBaseGeneratorComponent::GenerateSpotOnTick()
{
static UFunction *pFunc = 0;
if (!pFunc)
pFunc = UObject::FindObject<UFunction>("Function Gameplay.BaseGeneratorComponent.GenerateSpotOnTick");
UBaseGeneratorComponent_GenerateSpotOnTick_Params params;
auto flags = pFunc->FunctionFlags;
pFunc->FunctionFlags |= 0x400;
UObject *currentObj = (UObject *) this;
currentObj->ProcessEvent(pFunc, &params);
pFunc->FunctionFlags = flags;
}
// Function Gameplay.BaseGeneratorComponent.CheckTileLevelsVisible
// (Final, Native, Protected)
void UBaseGeneratorComponent::CheckTileLevelsVisible()
{
static UFunction *pFunc = 0;
if (!pFunc)
pFunc = UObject::FindObject<UFunction>("Function Gameplay.BaseGeneratorComponent.CheckTileLevelsVisible");
UBaseGeneratorComponent_CheckTileLevelsVisible_Params params;
auto flags = pFunc->FunctionFlags;
pFunc->FunctionFlags |= 0x400;
UObject *currentObj = (UObject *) this;
currentObj->ProcessEvent(pFunc, &params);
pFunc->FunctionFlags = flags;
}
// Function Gameplay.GeneratorActorAIInterface.RegisterAIPickupPoint
// (Native, Public)
// Parameters:
// class UItemSpotSceneComponent* Spot (Parm, ZeroConstructor, InstancedReference, IsPlainOldData)
// class AActor* PickUpActor (Parm, ZeroConstructor, IsPlainOldData)
void UGeneratorActorAIInterface::RegisterAIPickupPoint(class UItemSpotSceneComponent* Spot, class AActor* PickUpActor)
{
static UFunction *pFunc = 0;
if (!pFunc)
pFunc = UObject::FindObject<UFunction>("Function Gameplay.GeneratorActorAIInterface.RegisterAIPickupPoint");
UGeneratorActorAIInterface_RegisterAIPickupPoint_Params params;
params.Spot = Spot;
params.PickUpActor = PickUpActor;
auto flags = pFunc->FunctionFlags;
pFunc->FunctionFlags |= 0x400;
UObject *currentObj = (UObject *) this;
currentObj->ProcessEvent(pFunc, &params);
pFunc->FunctionFlags = flags;
}
// Function Gameplay.GeneratorActorInterface.InitData
// (Native, Public)
// Parameters:
// class UItemSpotSceneComponent* ItemSpotSceneComponent (Parm, ZeroConstructor, InstancedReference, IsPlainOldData)
// int ItemCount (Parm, ZeroConstructor, IsPlainOldData)
// struct FString Value (Parm, ZeroConstructor)
// struct FString Category (Parm, ZeroConstructor)
// bool RepeatGenerateItem (Parm, ZeroConstructor, IsPlainOldData)
void UGeneratorActorInterface::InitData(class UItemSpotSceneComponent* ItemSpotSceneComponent, int ItemCount, const struct FString& Value, const struct FString& Category, bool RepeatGenerateItem)
{
static UFunction *pFunc = 0;
if (!pFunc)
pFunc = UObject::FindObject<UFunction>("Function Gameplay.GeneratorActorInterface.InitData");
UGeneratorActorInterface_InitData_Params params;
params.ItemSpotSceneComponent = ItemSpotSceneComponent;
params.ItemCount = ItemCount;
params.Value = Value;
params.Category = Category;
params.RepeatGenerateItem = RepeatGenerateItem;
auto flags = pFunc->FunctionFlags;
pFunc->FunctionFlags |= 0x400;
UObject *currentObj = (UObject *) this;
currentObj->ProcessEvent(pFunc, &params);
pFunc->FunctionFlags = flags;
}
// Function Gameplay.GeneratorVehicleInterface.SetSafeSpawn
// (Native, Public)
// Parameters:
// bool ab_IsSafeSpawn (Parm, ZeroConstructor, IsPlainOldData)
void UGeneratorVehicleInterface::SetSafeSpawn(bool ab_IsSafeSpawn)
{
static UFunction *pFunc = 0;
if (!pFunc)
pFunc = UObject::FindObject<UFunction>("Function Gameplay.GeneratorVehicleInterface.SetSafeSpawn");
UGeneratorVehicleInterface_SetSafeSpawn_Params params;
params.ab_IsSafeSpawn = ab_IsSafeSpawn;
auto flags = pFunc->FunctionFlags;
pFunc->FunctionFlags |= 0x400;
UObject *currentObj = (UObject *) this;
currentObj->ProcessEvent(pFunc, &params);
pFunc->FunctionFlags = flags;
}
// Function Gameplay.GeneratorVehicleInterface.InitVehicle
// (Native, Public)
// Parameters:
// int FuelPercent (Parm, ZeroConstructor, IsPlainOldData)
// bool bEngineOn (Parm, ZeroConstructor, IsPlainOldData)
void UGeneratorVehicleInterface::InitVehicle(int FuelPercent, bool bEngineOn)
{
static UFunction *pFunc = 0;
if (!pFunc)
pFunc = UObject::FindObject<UFunction>("Function Gameplay.GeneratorVehicleInterface.InitVehicle");
UGeneratorVehicleInterface_InitVehicle_Params params;
params.FuelPercent = FuelPercent;
params.bEngineOn = bEngineOn;
auto flags = pFunc->FunctionFlags;
pFunc->FunctionFlags |= 0x400;
UObject *currentObj = (UObject *) this;
currentObj->ProcessEvent(pFunc, &params);
pFunc->FunctionFlags = flags;
}
// Function Gameplay.GlobalConfigActor.Init
// (Native, Public, BlueprintCallable)
void AGlobalConfigActor::Init()
{
static UFunction *pFunc = 0;
if (!pFunc)
pFunc = UObject::FindObject<UFunction>("Function Gameplay.GlobalConfigActor.Init");
AGlobalConfigActor_Init_Params params;
auto flags = pFunc->FunctionFlags;
pFunc->FunctionFlags |= 0x400;
UObject *currentObj = (UObject *) this;
currentObj->ProcessEvent(pFunc, &params);
pFunc->FunctionFlags = flags;
}
// Function Gameplay.GroupSpotSceneComponent.SetGroupValid
// (Native, Public)
// Parameters:
// bool Valid (Parm, ZeroConstructor, IsPlainOldData)
void UGroupSpotSceneComponent::SetGroupValid(bool Valid)
{
static UFunction *pFunc = 0;
if (!pFunc)
pFunc = UObject::FindObject<UFunction>("Function Gameplay.GroupSpotSceneComponent.SetGroupValid");
UGroupSpotSceneComponent_SetGroupValid_Params params;
params.Valid = Valid;
auto flags = pFunc->FunctionFlags;
pFunc->FunctionFlags |= 0x400;
UObject *currentObj = (UObject *) this;
currentObj->ProcessEvent(pFunc, &params);
pFunc->FunctionFlags = flags;
}
// Function Gameplay.GroupSpotSceneComponent.IsValidGroup
// (Native, Public)
// Parameters:
// bool ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData)
bool UGroupSpotSceneComponent::IsValidGroup()
{
static UFunction *pFunc = 0;
if (!pFunc)
pFunc = UObject::FindObject<UFunction>("Function Gameplay.GroupSpotSceneComponent.IsValidGroup");
UGroupSpotSceneComponent_IsValidGroup_Params params;
auto flags = pFunc->FunctionFlags;
pFunc->FunctionFlags |= 0x400;
UObject *currentObj = (UObject *) this;
currentObj->ProcessEvent(pFunc, &params);
pFunc->FunctionFlags = flags;
return params.ReturnValue;
}
// Function Gameplay.GroupSpotSceneComponent.FindWorldCompositionID
// (Final, Native, Public)
// Parameters:
// int ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData)
int UGroupSpotSceneComponent::FindWorldCompositionID()
{
static UFunction *pFunc = 0;
if (!pFunc)
pFunc = UObject::FindObject<UFunction>("Function Gameplay.GroupSpotSceneComponent.FindWorldCompositionID");
UGroupSpotSceneComponent_FindWorldCompositionID_Params params;
auto flags = pFunc->FunctionFlags;
pFunc->FunctionFlags |= 0x400;
UObject *currentObj = (UObject *) this;
currentObj->ProcessEvent(pFunc, &params);
pFunc->FunctionFlags = flags;
return params.ReturnValue;
}
// Function Gameplay.GroupSpotSceneComponent.DoPickUp
// (Final, Native, Public)
void UGroupSpotSceneComponent::DoPickUp()
{
static UFunction *pFunc = 0;
if (!pFunc)
pFunc = UObject::FindObject<UFunction>("Function Gameplay.GroupSpotSceneComponent.DoPickUp");
UGroupSpotSceneComponent_DoPickUp_Params params;
auto flags = pFunc->FunctionFlags;
pFunc->FunctionFlags |= 0x400;
UObject *currentObj = (UObject *) this;
currentObj->ProcessEvent(pFunc, &params);
pFunc->FunctionFlags = flags;
}
// Function Gameplay.ItemConfigActorComponent.RegisterGroupSceneComponent
// (Final, Native, Public, BlueprintCallable)
// Parameters:
// int GroupType (Parm, ZeroConstructor, IsPlainOldData)
// class USceneComponent* GroupSceneComponent (Parm, ZeroConstructor, InstancedReference, IsPlainOldData)
void UItemConfigActorComponent::RegisterGroupSceneComponent(int GroupType, class USceneComponent* GroupSceneComponent)
{
static UFunction *pFunc = 0;
if (!pFunc)
pFunc = UObject::FindObject<UFunction>("Function Gameplay.ItemConfigActorComponent.RegisterGroupSceneComponent");
UItemConfigActorComponent_RegisterGroupSceneComponent_Params params;
params.GroupType = GroupType;
params.GroupSceneComponent = GroupSceneComponent;
auto flags = pFunc->FunctionFlags;
pFunc->FunctionFlags |= 0x400;
UObject *currentObj = (UObject *) this;
currentObj->ProcessEvent(pFunc, &params);
pFunc->FunctionFlags = flags;
}
// Function Gameplay.ItemConfigActorComponent.RandomItemSpawnClass
// (Final, Native, Public, BlueprintCallable)
// Parameters:
// struct FString ItemValue (Parm, ZeroConstructor)
// struct FString ItemCategory (Parm, ZeroConstructor)
// TArray<struct FItemSpawnClass> ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm)
TArray<struct FItemSpawnClass> UItemConfigActorComponent::RandomItemSpawnClass(const struct FString& ItemValue, const struct FString& ItemCategory)
{
static UFunction *pFunc = 0;
if (!pFunc)
pFunc = UObject::FindObject<UFunction>("Function Gameplay.ItemConfigActorComponent.RandomItemSpawnClass");
UItemConfigActorComponent_RandomItemSpawnClass_Params params;
params.ItemValue = ItemValue;
params.ItemCategory = ItemCategory;
auto flags = pFunc->FunctionFlags;
pFunc->FunctionFlags |= 0x400;
UObject *currentObj = (UObject *) this;
currentObj->ProcessEvent(pFunc, &params);
pFunc->FunctionFlags = flags;
return params.ReturnValue;
}
// Function Gameplay.ItemConfigActorComponent.RandomGroupSceneComponents
// (Final, Native, Public, BlueprintCallable)
// Parameters:
// int GroupType (Parm, ZeroConstructor, IsPlainOldData)
// int Persent (Parm, ZeroConstructor, IsPlainOldData)
// TArray<class USceneComponent*> ReturnValue (ExportObject, Parm, OutParm, ZeroConstructor, ReturnParm)
TArray<class USceneComponent*> UItemConfigActorComponent::RandomGroupSceneComponents(int GroupType, int Persent)
{
static UFunction *pFunc = 0;
if (!pFunc)
pFunc = UObject::FindObject<UFunction>("Function Gameplay.ItemConfigActorComponent.RandomGroupSceneComponents");
UItemConfigActorComponent_RandomGroupSceneComponents_Params params;
params.GroupType = GroupType;
params.Persent = Persent;
auto flags = pFunc->FunctionFlags;
pFunc->FunctionFlags |= 0x400;
UObject *currentObj = (UObject *) this;
currentObj->ProcessEvent(pFunc, &params);
pFunc->FunctionFlags = flags;
return params.ReturnValue;
}
// Function Gameplay.ItemConfigActorComponent.RandomGroupSceneComponent
// (Final, Native, Public)
// Parameters:
// TArray<class USceneComponent*> AllGroups (Parm, ZeroConstructor)
// class USceneComponent* ReturnValue (ExportObject, Parm, OutParm, ZeroConstructor, ReturnParm, InstancedReference, IsPlainOldData)
class USceneComponent* UItemConfigActorComponent::RandomGroupSceneComponent(TArray<class USceneComponent*> AllGroups)
{
static UFunction *pFunc = 0;
if (!pFunc)
pFunc = UObject::FindObject<UFunction>("Function Gameplay.ItemConfigActorComponent.RandomGroupSceneComponent");
UItemConfigActorComponent_RandomGroupSceneComponent_Params params;
params.AllGroups = AllGroups;
auto flags = pFunc->FunctionFlags;
pFunc->FunctionFlags |= 0x400;
UObject *currentObj = (UObject *) this;
currentObj->ProcessEvent(pFunc, &params);
pFunc->FunctionFlags = flags;
return params.ReturnValue;
}
// Function Gameplay.ItemConfigActorComponent.LoadActorClass
// (Final, Native, Public, BlueprintCallable)
// Parameters:
// struct FString Path (Parm, ZeroConstructor)
// class UClass* ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData)
class UClass* UItemConfigActorComponent::LoadActorClass(const struct FString& Path)
{
static UFunction *pFunc = 0;
if (!pFunc)
pFunc = UObject::FindObject<UFunction>("Function Gameplay.ItemConfigActorComponent.LoadActorClass");
UItemConfigActorComponent_LoadActorClass_Params params;
params.Path = Path;
auto flags = pFunc->FunctionFlags;
pFunc->FunctionFlags |= 0x400;
UObject *currentObj = (UObject *) this;
currentObj->ProcessEvent(pFunc, &params);
pFunc->FunctionFlags = flags;
return params.ReturnValue;
}
// Function Gameplay.ItemConfigActorComponent.GetItemSpawnClass
// (Final, Native, Public)
// Parameters:
// struct FItemSpawnData Data (Parm)
// TArray<struct FItemSpawnClass> ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm)
TArray<struct FItemSpawnClass> UItemConfigActorComponent::GetItemSpawnClass(const struct FItemSpawnData& Data)
{
static UFunction *pFunc = 0;
if (!pFunc)
pFunc = UObject::FindObject<UFunction>("Function Gameplay.ItemConfigActorComponent.GetItemSpawnClass");
UItemConfigActorComponent_GetItemSpawnClass_Params params;
params.Data = Data;
auto flags = pFunc->FunctionFlags;
pFunc->FunctionFlags |= 0x400;
UObject *currentObj = (UObject *) this;
currentObj->ProcessEvent(pFunc, &params);
pFunc->FunctionFlags = flags;
return params.ReturnValue;
}
// Function Gameplay.ItemGeneratorComponent.WriteItemClassStatisticsDatas
// (Final, Native, Protected)
void UItemGeneratorComponent::WriteItemClassStatisticsDatas()
{
static UFunction *pFunc = 0;
if (!pFunc)
pFunc = UObject::FindObject<UFunction>("Function Gameplay.ItemGeneratorComponent.WriteItemClassStatisticsDatas");
UItemGeneratorComponent_WriteItemClassStatisticsDatas_Params params;
auto flags = pFunc->FunctionFlags;
pFunc->FunctionFlags |= 0x400;
UObject *currentObj = (UObject *) this;
currentObj->ProcessEvent(pFunc, &params);
pFunc->FunctionFlags = flags;
}
// Function Gameplay.ItemGeneratorComponent.WriteGroupStatisticsDatas
// (Final, Native, Protected)
void UItemGeneratorComponent::WriteGroupStatisticsDatas()
{
static UFunction *pFunc = 0;
if (!pFunc)
pFunc = UObject::FindObject<UFunction>("Function Gameplay.ItemGeneratorComponent.WriteGroupStatisticsDatas");
UItemGeneratorComponent_WriteGroupStatisticsDatas_Params params;
auto flags = pFunc->FunctionFlags;
pFunc->FunctionFlags |= 0x400;
UObject *currentObj = (UObject *) this;
currentObj->ProcessEvent(pFunc, &params);
pFunc->FunctionFlags = flags;
}
// Function Gameplay.ItemGeneratorComponent.WriteBuildingStatisticsDatas
// (Final, Native, Protected)
void UItemGeneratorComponent::WriteBuildingStatisticsDatas()
{
static UFunction *pFunc = 0;
if (!pFunc)
pFunc = UObject::FindObject<UFunction>("Function Gameplay.ItemGeneratorComponent.WriteBuildingStatisticsDatas");
UItemGeneratorComponent_WriteBuildingStatisticsDatas_Params params;
auto flags = pFunc->FunctionFlags;
pFunc->FunctionFlags |= 0x400;
UObject *currentObj = (UObject *) this;
currentObj->ProcessEvent(pFunc, &params);
pFunc->FunctionFlags = flags;
}
// Function Gameplay.ItemGeneratorComponent.WriteAllStatisticsDatasToLog
// (Native, Protected, BlueprintCallable)
void UItemGeneratorComponent::WriteAllStatisticsDatasToLog()
{
static UFunction *pFunc = 0;
if (!pFunc)
pFunc = UObject::FindObject<UFunction>("Function Gameplay.ItemGeneratorComponent.WriteAllStatisticsDatasToLog");
UItemGeneratorComponent_WriteAllStatisticsDatasToLog_Params params;
auto flags = pFunc->FunctionFlags;
pFunc->FunctionFlags |= 0x400;
UObject *currentObj = (UObject *) this;
currentObj->ProcessEvent(pFunc, &params);
pFunc->FunctionFlags = flags;
}
// Function Gameplay.ItemGeneratorComponent.WriteAllStatisticsDatas
// (Native, Protected, BlueprintCallable)
void UItemGeneratorComponent::WriteAllStatisticsDatas()
{
static UFunction *pFunc = 0;
if (!pFunc)
pFunc = UObject::FindObject<UFunction>("Function Gameplay.ItemGeneratorComponent.WriteAllStatisticsDatas");
UItemGeneratorComponent_WriteAllStatisticsDatas_Params params;
auto flags = pFunc->FunctionFlags;
pFunc->FunctionFlags |= 0x400;
UObject *currentObj = (UObject *) this;
currentObj->ProcessEvent(pFunc, &params);
pFunc->FunctionFlags = flags;
}
// Function Gameplay.ItemGeneratorComponent.SetCatetoryRate
// (Final, Native, Public)
// Parameters:
// TMap<struct FString, float> Rates (Parm, ZeroConstructor)
void UItemGeneratorComponent::SetCatetoryRate(TMap<struct FString, float> Rates)
{
static UFunction *pFunc = 0;
if (!pFunc)
pFunc = UObject::FindObject<UFunction>("Function Gameplay.ItemGeneratorComponent.SetCatetoryRate");
UItemGeneratorComponent_SetCatetoryRate_Params params;
params.Rates = Rates;
auto flags = pFunc->FunctionFlags;
pFunc->FunctionFlags |= 0x400;
UObject *currentObj = (UObject *) this;
currentObj->ProcessEvent(pFunc, &params);
pFunc->FunctionFlags = flags;
}
// Function Gameplay.ItemGeneratorComponent.RegisterItemGenerateSpawnData
// (Final, Native, Public, BlueprintCallable)
// Parameters:
// struct FItemGenerateSpawnData Data (Parm)
void UItemGeneratorComponent::RegisterItemGenerateSpawnData(const struct FItemGenerateSpawnData& Data)
{
static UFunction *pFunc = 0;
if (!pFunc)
pFunc = UObject::FindObject<UFunction>("Function Gameplay.ItemGeneratorComponent.RegisterItemGenerateSpawnData");
UItemGeneratorComponent_RegisterItemGenerateSpawnData_Params params;
params.Data = Data;
auto flags = pFunc->FunctionFlags;
pFunc->FunctionFlags |= 0x400;
UObject *currentObj = (UObject *) this;
currentObj->ProcessEvent(pFunc, &params);
pFunc->FunctionFlags = flags;
}
// Function Gameplay.ItemGeneratorComponent.RegisterBornIslandItem
// (Native, Public)
// Parameters:
// class AActor* Item (Parm, ZeroConstructor, IsPlainOldData)
void UItemGeneratorComponent::RegisterBornIslandItem(class AActor* Item)
{
static UFunction *pFunc = 0;
if (!pFunc)
pFunc = UObject::FindObject<UFunction>("Function Gameplay.ItemGeneratorComponent.RegisterBornIslandItem");
UItemGeneratorComponent_RegisterBornIslandItem_Params params;
params.Item = Item;
auto flags = pFunc->FunctionFlags;
pFunc->FunctionFlags |= 0x400;
UObject *currentObj = (UObject *) this;
currentObj->ProcessEvent(pFunc, &params);
pFunc->FunctionFlags = flags;
}
// Function Gameplay.ItemGeneratorComponent.RandomSingleGroup
// (Final, Native, Protected, HasOutParms)
// Parameters:
// TArray<class UGroupSpotSceneComponent*> Groups (Parm, OutParm, ZeroConstructor)
// struct FSpotGroupProperty GroupProperty (ConstParm, Parm, OutParm, ReferenceParm)
// class UItemGroupSpotSceneComponent* ReturnValue (ExportObject, Parm, OutParm, ZeroConstructor, ReturnParm, InstancedReference, IsPlainOldData)
class UItemGroupSpotSceneComponent* UItemGeneratorComponent::RandomSingleGroup(const struct FSpotGroupProperty& GroupProperty, TArray<class UGroupSpotSceneComponent*>* Groups)
{
static UFunction *pFunc = 0;
if (!pFunc)
pFunc = UObject::FindObject<UFunction>("Function Gameplay.ItemGeneratorComponent.RandomSingleGroup");
UItemGeneratorComponent_RandomSingleGroup_Params params;
params.GroupProperty = GroupProperty;
auto flags = pFunc->FunctionFlags;
pFunc->FunctionFlags |= 0x400;
UObject *currentObj = (UObject *) this;
currentObj->ProcessEvent(pFunc, &params);
pFunc->FunctionFlags = flags;
if (Groups != nullptr)
*Groups = params.Groups;
return params.ReturnValue;
}
// Function Gameplay.ItemGeneratorComponent.RandomItemGenerateSpawnData
// (Final, Native, Protected, HasOutParms)
// Parameters:
// TArray<struct FItemGenerateSpawnData> items (Parm, OutParm, ZeroConstructor)
// struct FItemGenerateSpawnData ReturnValue (Parm, OutParm, ReturnParm)
struct FItemGenerateSpawnData UItemGeneratorComponent::RandomItemGenerateSpawnData(TArray<struct FItemGenerateSpawnData>* items)
{
static UFunction *pFunc = 0;
if (!pFunc)
pFunc = UObject::FindObject<UFunction>("Function Gameplay.ItemGeneratorComponent.RandomItemGenerateSpawnData");
UItemGeneratorComponent_RandomItemGenerateSpawnData_Params params;
auto flags = pFunc->FunctionFlags;
pFunc->FunctionFlags |= 0x400;
UObject *currentObj = (UObject *) this;
currentObj->ProcessEvent(pFunc, &params);
pFunc->FunctionFlags = flags;
if (items != nullptr)
*items = params.items;
return params.ReturnValue;
}
// Function Gameplay.ItemGeneratorComponent.RandomGroupsByType
// (Final, Native, Protected, HasOutParms)
// Parameters:
// struct FSpotGroupProperty GroupProperty (ConstParm, Parm, OutParm, ReferenceParm)
void UItemGeneratorComponent::RandomGroupsByType(const struct FSpotGroupProperty& GroupProperty)
{
static UFunction *pFunc = 0;
if (!pFunc)
pFunc = UObject::FindObject<UFunction>("Function Gameplay.ItemGeneratorComponent.RandomGroupsByType");
UItemGeneratorComponent_RandomGroupsByType_Params params;
params.GroupProperty = GroupProperty;
auto flags = pFunc->FunctionFlags;
pFunc->FunctionFlags |= 0x400;
UObject *currentObj = (UObject *) this;
currentObj->ProcessEvent(pFunc, &params);
pFunc->FunctionFlags = flags;
}
// Function Gameplay.ItemGeneratorComponent.RandomGroups
// (Native, Protected, BlueprintCallable)
void UItemGeneratorComponent::RandomGroups()
{
static UFunction *pFunc = 0;
if (!pFunc)
pFunc = UObject::FindObject<UFunction>("Function Gameplay.ItemGeneratorComponent.RandomGroups");
UItemGeneratorComponent_RandomGroups_Params params;
auto flags = pFunc->FunctionFlags;
pFunc->FunctionFlags |= 0x400;
UObject *currentObj = (UObject *) this;
currentObj->ProcessEvent(pFunc, &params);
pFunc->FunctionFlags = flags;
}
// Function Gameplay.ItemGeneratorComponent.RandomBornIslandGroups
// (Native, Protected, BlueprintCallable)
void UItemGeneratorComponent::RandomBornIslandGroups()
{
static UFunction *pFunc = 0;
if (!pFunc)
pFunc = UObject::FindObject<UFunction>("Function Gameplay.ItemGeneratorComponent.RandomBornIslandGroups");
UItemGeneratorComponent_RandomBornIslandGroups_Params params;
auto flags = pFunc->FunctionFlags;
pFunc->FunctionFlags |= 0x400;
UObject *currentObj = (UObject *) this;
currentObj->ProcessEvent(pFunc, &params);
pFunc->FunctionFlags = flags;
}
// Function Gameplay.ItemGeneratorComponent.LoadItemGenerateTable
// (Native, Event, Public, BlueprintEvent)
void UItemGeneratorComponent::LoadItemGenerateTable()
{
static UFunction *pFunc = 0;
if (!pFunc)
pFunc = UObject::FindObject<UFunction>("Function Gameplay.ItemGeneratorComponent.LoadItemGenerateTable");
UItemGeneratorComponent_LoadItemGenerateTable_Params params;
auto flags = pFunc->FunctionFlags;
pFunc->FunctionFlags |= 0x400;
UObject *currentObj = (UObject *) this;
currentObj->ProcessEvent(pFunc, &params);
pFunc->FunctionFlags = flags;
}
// Function Gameplay.ItemGeneratorComponent.IsCatetoryEnabled
// (Final, Native, Protected)
// Parameters:
// bool ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData)
bool UItemGeneratorComponent::IsCatetoryEnabled()
{
static UFunction *pFunc = 0;
if (!pFunc)
pFunc = UObject::FindObject<UFunction>("Function Gameplay.ItemGeneratorComponent.IsCatetoryEnabled");
UItemGeneratorComponent_IsCatetoryEnabled_Params params;
auto flags = pFunc->FunctionFlags;
pFunc->FunctionFlags |= 0x400;
UObject *currentObj = (UObject *) this;
currentObj->ProcessEvent(pFunc, &params);
pFunc->FunctionFlags = flags;
return params.ReturnValue;
}
// Function Gameplay.ItemGeneratorComponent.InitCatetorys
// (Final, Native, Protected)
void UItemGeneratorComponent::InitCatetorys()
{
static UFunction *pFunc = 0;
if (!pFunc)
pFunc = UObject::FindObject<UFunction>("Function Gameplay.ItemGeneratorComponent.InitCatetorys");
UItemGeneratorComponent_InitCatetorys_Params params;
auto flags = pFunc->FunctionFlags;
pFunc->FunctionFlags |= 0x400;
UObject *currentObj = (UObject *) this;
currentObj->ProcessEvent(pFunc, &params);
pFunc->FunctionFlags = flags;
}
// Function Gameplay.ItemGeneratorComponent.GetSpotGroupPropertyByGroupType
// (Final, Native, Public)
// Parameters:
// TEnumAsByte<ESpotGroupType> SpotGroupType (Parm, ZeroConstructor, IsPlainOldData)
// struct FSpotGroupProperty ReturnValue (Parm, OutParm, ReturnParm)
struct FSpotGroupProperty UItemGeneratorComponent::GetSpotGroupPropertyByGroupType(TEnumAsByte<ESpotGroupType> SpotGroupType)
{
static UFunction *pFunc = 0;
if (!pFunc)
pFunc = UObject::FindObject<UFunction>("Function Gameplay.ItemGeneratorComponent.GetSpotGroupPropertyByGroupType");
UItemGeneratorComponent_GetSpotGroupPropertyByGroupType_Params params;
params.SpotGroupType = SpotGroupType;
auto flags = pFunc->FunctionFlags;
pFunc->FunctionFlags |= 0x400;
UObject *currentObj = (UObject *) this;
currentObj->ProcessEvent(pFunc, &params);
pFunc->FunctionFlags = flags;
return params.ReturnValue;
}
// Function Gameplay.ItemGeneratorComponent.GetRandomItemClassArray
// (Final, Native, Public, HasOutParms)
// Parameters:
// struct FString Value (Parm, OutParm, ZeroConstructor)
// struct FString Category (Parm, OutParm, ZeroConstructor)
// TArray<struct FItemGenerateSpawnClass> Results (Parm, OutParm, ZeroConstructor)
// bool RepeatGenerateItem (Parm, ZeroConstructor, IsPlainOldData)
// bool ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData)
bool UItemGeneratorComponent::GetRandomItemClassArray(bool RepeatGenerateItem, struct FString* Value, struct FString* Category, TArray<struct FItemGenerateSpawnClass>* Results)
{
static UFunction *pFunc = 0;
if (!pFunc)
pFunc = UObject::FindObject<UFunction>("Function Gameplay.ItemGeneratorComponent.GetRandomItemClassArray");
UItemGeneratorComponent_GetRandomItemClassArray_Params params;
params.RepeatGenerateItem = RepeatGenerateItem;
auto flags = pFunc->FunctionFlags;
pFunc->FunctionFlags |= 0x400;
UObject *currentObj = (UObject *) this;
currentObj->ProcessEvent(pFunc, &params);
pFunc->FunctionFlags = flags;
if (Value != nullptr)
*Value = params.Value;
if (Category != nullptr)
*Category = params.Category;
if (Results != nullptr)
*Results = params.Results;
return params.ReturnValue;
}
// Function Gameplay.ItemGeneratorComponent.GetCatetoryRate
// (Final, Native, Protected)
// Parameters:
// struct FString Catetory (Parm, ZeroConstructor)
// float ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData)
float UItemGeneratorComponent::GetCatetoryRate(const struct FString& Catetory)
{
static UFunction *pFunc = 0;
if (!pFunc)
pFunc = UObject::FindObject<UFunction>("Function Gameplay.ItemGeneratorComponent.GetCatetoryRate");
UItemGeneratorComponent_GetCatetoryRate_Params params;
params.Catetory = Catetory;
auto flags = pFunc->FunctionFlags;
pFunc->FunctionFlags |= 0x400;
UObject *currentObj = (UObject *) this;
currentObj->ProcessEvent(pFunc, &params);
pFunc->FunctionFlags = flags;
return params.ReturnValue;
}
// Function Gameplay.ItemGeneratorComponent.GenerateSpotOnTick
// (Native, Public)
void UItemGeneratorComponent::GenerateSpotOnTick()
{
static UFunction *pFunc = 0;
if (!pFunc)
pFunc = UObject::FindObject<UFunction>("Function Gameplay.ItemGeneratorComponent.GenerateSpotOnTick");
UItemGeneratorComponent_GenerateSpotOnTick_Params params;
auto flags = pFunc->FunctionFlags;
pFunc->FunctionFlags |= 0x400;
UObject *currentObj = (UObject *) this;
currentObj->ProcessEvent(pFunc, &params);
pFunc->FunctionFlags = flags;
}
// Function Gameplay.ItemGeneratorComponent.DeleteValidGroups
// (Final, Native, Public, BlueprintCallable)
void UItemGeneratorComponent::DeleteValidGroups()
{
static UFunction *pFunc = 0;
if (!pFunc)
pFunc = UObject::FindObject<UFunction>("Function Gameplay.ItemGeneratorComponent.DeleteValidGroups");
UItemGeneratorComponent_DeleteValidGroups_Params params;
auto flags = pFunc->FunctionFlags;
pFunc->FunctionFlags |= 0x400;
UObject *currentObj = (UObject *) this;
currentObj->ProcessEvent(pFunc, &params);
pFunc->FunctionFlags = flags;
}
// Function Gameplay.ItemGeneratorComponent.DeleteBornIslandItems
// (Final, Native, Public, BlueprintCallable)
void UItemGeneratorComponent::DeleteBornIslandItems()
{
static UFunction *pFunc = 0;
if (!pFunc)
pFunc = UObject::FindObject<UFunction>("Function Gameplay.ItemGeneratorComponent.DeleteBornIslandItems");
UItemGeneratorComponent_DeleteBornIslandItems_Params params;
auto flags = pFunc->FunctionFlags;
pFunc->FunctionFlags |= 0x400;
UObject *currentObj = (UObject *) this;
currentObj->ProcessEvent(pFunc, &params);
pFunc->FunctionFlags = flags;
}
// Function Gameplay.ItemGroupSpotSceneComponent.SetGroupProperty
// (Final, Native, Public, HasOutParms)
// Parameters:
// class UItemGeneratorComponent* Generator (Parm, ZeroConstructor, InstancedReference, IsPlainOldData)
// struct FSpotGroupProperty Property (ConstParm, Parm, OutParm, ReferenceParm)
void UItemGroupSpotSceneComponent::SetGroupProperty(class UItemGeneratorComponent* Generator, const struct FSpotGroupProperty& Property)
{
static UFunction *pFunc = 0;
if (!pFunc)
pFunc = UObject::FindObject<UFunction>("Function Gameplay.ItemGroupSpotSceneComponent.SetGroupProperty");
UItemGroupSpotSceneComponent_SetGroupProperty_Params params;
params.Generator = Generator;
params.Property = Property;
auto flags = pFunc->FunctionFlags;
pFunc->FunctionFlags |= 0x400;
UObject *currentObj = (UObject *) this;
currentObj->ProcessEvent(pFunc, &params);
pFunc->FunctionFlags = flags;
}
// Function Gameplay.ItemGroupSpotSceneComponent.RepeatSpots
// (Final, Native, Protected)
void UItemGroupSpotSceneComponent::RepeatSpots()
{
static UFunction *pFunc = 0;
if (!pFunc)
pFunc = UObject::FindObject<UFunction>("Function Gameplay.ItemGroupSpotSceneComponent.RepeatSpots");
UItemGroupSpotSceneComponent_RepeatSpots_Params params;
auto flags = pFunc->FunctionFlags;
pFunc->FunctionFlags |= 0x400;
UObject *currentObj = (UObject *) this;
currentObj->ProcessEvent(pFunc, &params);
pFunc->FunctionFlags = flags;
}
// Function Gameplay.ItemGroupSpotSceneComponent.RepeatSingleSpot
// (Final, Native, Protected)
// Parameters:
// class UItemSpotSceneComponent* Spot (Parm, ZeroConstructor, InstancedReference, IsPlainOldData)
void UItemGroupSpotSceneComponent::RepeatSingleSpot(class UItemSpotSceneComponent* Spot)
{
static UFunction *pFunc = 0;
if (!pFunc)
pFunc = UObject::FindObject<UFunction>("Function Gameplay.ItemGroupSpotSceneComponent.RepeatSingleSpot");
UItemGroupSpotSceneComponent_RepeatSingleSpot_Params params;
params.Spot = Spot;
auto flags = pFunc->FunctionFlags;
pFunc->FunctionFlags |= 0x400;
UObject *currentObj = (UObject *) this;
currentObj->ProcessEvent(pFunc, &params);
pFunc->FunctionFlags = flags;
}
// Function Gameplay.ItemGroupSpotSceneComponent.RandomSpotByType
// (Final, Native, Protected, HasOutParms)
// Parameters:
// TEnumAsByte<ESpotType> SpotType (Parm, ZeroConstructor, IsPlainOldData)
// TArray<class UItemSpotSceneComponent*> AllSpots (Parm, OutParm, ZeroConstructor)
// struct FSpotTypeProperty Property (ConstParm, Parm, OutParm, ReferenceParm)
void UItemGroupSpotSceneComponent::RandomSpotByType(TEnumAsByte<ESpotType> SpotType, const struct FSpotTypeProperty& Property, TArray<class UItemSpotSceneComponent*>* AllSpots)
{
static UFunction *pFunc = 0;
if (!pFunc)
pFunc = UObject::FindObject<UFunction>("Function Gameplay.ItemGroupSpotSceneComponent.RandomSpotByType");
UItemGroupSpotSceneComponent_RandomSpotByType_Params params;
params.SpotType = SpotType;
params.Property = Property;
auto flags = pFunc->FunctionFlags;
pFunc->FunctionFlags |= 0x400;
UObject *currentObj = (UObject *) this;
currentObj->ProcessEvent(pFunc, &params);
pFunc->FunctionFlags = flags;
if (AllSpots != nullptr)
*AllSpots = params.AllSpots;
}
// Function Gameplay.ItemGroupSpotSceneComponent.RandomSingleSpot
// (Final, Native, Protected, HasOutParms)
// Parameters:
// TArray<class UItemSpotSceneComponent*> Spots (Parm, OutParm, ZeroConstructor)
// struct FSpotTypeProperty Property (ConstParm, Parm, OutParm, ReferenceParm)
void UItemGroupSpotSceneComponent::RandomSingleSpot(const struct FSpotTypeProperty& Property, TArray<class UItemSpotSceneComponent*>* Spots)
{
static UFunction *pFunc = 0;
if (!pFunc)
pFunc = UObject::FindObject<UFunction>("Function Gameplay.ItemGroupSpotSceneComponent.RandomSingleSpot");
UItemGroupSpotSceneComponent_RandomSingleSpot_Params params;
params.Property = Property;
auto flags = pFunc->FunctionFlags;
pFunc->FunctionFlags |= 0x400;
UObject *currentObj = (UObject *) this;
currentObj->ProcessEvent(pFunc, &params);
pFunc->FunctionFlags = flags;
if (Spots != nullptr)
*Spots = params.Spots;
}
// Function Gameplay.ItemGroupSpotSceneComponent.RandomRepeatGenerateItemCD
// (Final, Native, Public, HasOutParms)
// Parameters:
// struct FSpotGroupProperty GroupProperty (ConstParm, Parm, OutParm, ReferenceParm)
// float ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData)
float UItemGroupSpotSceneComponent::RandomRepeatGenerateItemCD(const struct FSpotGroupProperty& GroupProperty)
{
static UFunction *pFunc = 0;
if (!pFunc)
pFunc = UObject::FindObject<UFunction>("Function Gameplay.ItemGroupSpotSceneComponent.RandomRepeatGenerateItemCD");
UItemGroupSpotSceneComponent_RandomRepeatGenerateItemCD_Params params;
params.GroupProperty = GroupProperty;
auto flags = pFunc->FunctionFlags;
pFunc->FunctionFlags |= 0x400;
UObject *currentObj = (UObject *) this;
currentObj->ProcessEvent(pFunc, &params);
pFunc->FunctionFlags = flags;
return params.ReturnValue;
}
// Function Gameplay.SpotSceneComponent.SetSpotValid
// (Native, Public)
// Parameters:
// bool Valid (Parm, ZeroConstructor, IsPlainOldData)
void USpotSceneComponent::SetSpotValid(bool Valid)
{
static UFunction *pFunc = 0;
if (!pFunc)
pFunc = UObject::FindObject<UFunction>("Function Gameplay.SpotSceneComponent.SetSpotValid");
USpotSceneComponent_SetSpotValid_Params params;
params.Valid = Valid;
auto flags = pFunc->FunctionFlags;
pFunc->FunctionFlags |= 0x400;
UObject *currentObj = (UObject *) this;
currentObj->ProcessEvent(pFunc, &params);
pFunc->FunctionFlags = flags;
}
// Function Gameplay.SpotSceneComponent.LineTraceSingle
// (Native, Public, HasOutParms, HasDefaults, BlueprintCallable)
// Parameters:
// class UObject* WorldContextObject (Parm, ZeroConstructor, IsPlainOldData)
// struct FVector Start (ConstParm, Parm, IsPlainOldData)
// struct FVector End (ConstParm, Parm, IsPlainOldData)
// bool bTraceComplex (Parm, ZeroConstructor, IsPlainOldData)
// TArray<class AActor*> ActorsToIgnore (ConstParm, Parm, OutParm, ZeroConstructor, ReferenceParm)
// struct FHitResult OutHit (Parm, OutParm, IsPlainOldData)
// bool bIgnoreSelf (Parm, ZeroConstructor, IsPlainOldData)
// bool ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData)
bool USpotSceneComponent::LineTraceSingle(class UObject* WorldContextObject, const struct FVector& Start, const struct FVector& End, bool bTraceComplex, TArray<class AActor*> ActorsToIgnore, bool bIgnoreSelf, struct FHitResult* OutHit)
{
static UFunction *pFunc = 0;
if (!pFunc)
pFunc = UObject::FindObject<UFunction>("Function Gameplay.SpotSceneComponent.LineTraceSingle");
USpotSceneComponent_LineTraceSingle_Params params;
params.WorldContextObject = WorldContextObject;
params.Start = Start;
params.End = End;
params.bTraceComplex = bTraceComplex;
params.ActorsToIgnore = ActorsToIgnore;
params.bIgnoreSelf = bIgnoreSelf;
auto flags = pFunc->FunctionFlags;
pFunc->FunctionFlags |= 0x400;
UObject *currentObj = (UObject *) this;
currentObj->ProcessEvent(pFunc, &params);
pFunc->FunctionFlags = flags;
if (OutHit != nullptr)
*OutHit = params.OutHit;
return params.ReturnValue;
}
// Function Gameplay.SpotSceneComponent.IsSpotValid
// (Native, Public)
// Parameters:
// bool ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData)
bool USpotSceneComponent::IsSpotValid()
{
static UFunction *pFunc = 0;
if (!pFunc)
pFunc = UObject::FindObject<UFunction>("Function Gameplay.SpotSceneComponent.IsSpotValid");
USpotSceneComponent_IsSpotValid_Params params;
auto flags = pFunc->FunctionFlags;
pFunc->FunctionFlags |= 0x400;
UObject *currentObj = (UObject *) this;
currentObj->ProcessEvent(pFunc, &params);
pFunc->FunctionFlags = flags;
return params.ReturnValue;
}
// Function Gameplay.SpotSceneComponent.GetRandomCategory
// (Native, Protected, HasOutParms)
// Parameters:
// TArray<struct FSpotWeight> SpotWeights (ConstParm, Parm, OutParm, ZeroConstructor, ReferenceParm)
// struct FString ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm)
struct FString USpotSceneComponent::GetRandomCategory(TArray<struct FSpotWeight> SpotWeights)
{
static UFunction *pFunc = 0;
if (!pFunc)
pFunc = UObject::FindObject<UFunction>("Function Gameplay.SpotSceneComponent.GetRandomCategory");
USpotSceneComponent_GetRandomCategory_Params params;
params.SpotWeights = SpotWeights;
auto flags = pFunc->FunctionFlags;
pFunc->FunctionFlags |= 0x400;
UObject *currentObj = (UObject *) this;
currentObj->ProcessEvent(pFunc, &params);
pFunc->FunctionFlags = flags;
return params.ReturnValue;
}
// Function Gameplay.SpotSceneComponent.GenerateSpot
// (Native, Public)
// Parameters:
// bool ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData)
bool USpotSceneComponent::GenerateSpot()
{
static UFunction *pFunc = 0;
if (!pFunc)
pFunc = UObject::FindObject<UFunction>("Function Gameplay.SpotSceneComponent.GenerateSpot");
USpotSceneComponent_GenerateSpot_Params params;
auto flags = pFunc->FunctionFlags;
pFunc->FunctionFlags |= 0x400;
UObject *currentObj = (UObject *) this;
currentObj->ProcessEvent(pFunc, &params);
pFunc->FunctionFlags = flags;
return params.ReturnValue;
}
// Function Gameplay.SpotSceneComponent.GenerateActor
// (Native, Public, HasOutParms, HasDefaults)
// Parameters:
// class UClass* ActorClass (Parm, ZeroConstructor, IsPlainOldData)
// struct FVector ActorLocation (Parm, OutParm, IsPlainOldData)
// struct FRotator ActorRotator (Parm, OutParm, IsPlainOldData)
// ESpawnActorCollisionHandlingMethod SpawnActorCollisionHandlingMethod (Parm, ZeroConstructor, IsPlainOldData)
// class AActor* ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData)
class AActor* USpotSceneComponent::GenerateActor(class UClass* ActorClass, ESpawnActorCollisionHandlingMethod SpawnActorCollisionHandlingMethod, struct FVector* ActorLocation, struct FRotator* ActorRotator)
{
static UFunction *pFunc = 0;
if (!pFunc)
pFunc = UObject::FindObject<UFunction>("Function Gameplay.SpotSceneComponent.GenerateActor");
USpotSceneComponent_GenerateActor_Params params;
params.ActorClass = ActorClass;
params.SpawnActorCollisionHandlingMethod = SpawnActorCollisionHandlingMethod;
auto flags = pFunc->FunctionFlags;
pFunc->FunctionFlags |= 0x400;
UObject *currentObj = (UObject *) this;
currentObj->ProcessEvent(pFunc, &params);
pFunc->FunctionFlags = flags;
if (ActorLocation != nullptr)
*ActorLocation = params.ActorLocation;
if (ActorRotator != nullptr)
*ActorRotator = params.ActorRotator;
return params.ReturnValue;
}
// Function Gameplay.ItemSpotSceneComponent.SetSpotProperty
// (Final, Native, Public, HasOutParms)
// Parameters:
// int CompositionID (Parm, ZeroConstructor, IsPlainOldData)
// TEnumAsByte<ESpotGroupType> GroupType (Parm, ZeroConstructor, IsPlainOldData)
// class UItemGeneratorComponent* Generator (Parm, ZeroConstructor, InstancedReference, IsPlainOldData)
// struct FSpotTypeProperty Property (ConstParm, Parm, OutParm, ReferenceParm)
// class UGroupSpotSceneComponent* Component (Parm, ZeroConstructor, InstancedReference, IsPlainOldData)
// bool RepeatGenerateItem (Parm, ZeroConstructor, IsPlainOldData)
void UItemSpotSceneComponent::SetSpotProperty(int CompositionID, TEnumAsByte<ESpotGroupType> GroupType, class UItemGeneratorComponent* Generator, const struct FSpotTypeProperty& Property, class UGroupSpotSceneComponent* Component, bool RepeatGenerateItem)
{
static UFunction *pFunc = 0;
if (!pFunc)
pFunc = UObject::FindObject<UFunction>("Function Gameplay.ItemSpotSceneComponent.SetSpotProperty");
UItemSpotSceneComponent_SetSpotProperty_Params params;
params.CompositionID = CompositionID;
params.GroupType = GroupType;
params.Generator = Generator;
params.Property = Property;
params.Component = Component;
params.RepeatGenerateItem = RepeatGenerateItem;
auto flags = pFunc->FunctionFlags;
pFunc->FunctionFlags |= 0x400;
UObject *currentObj = (UObject *) this;
currentObj->ProcessEvent(pFunc, &params);
pFunc->FunctionFlags = flags;
}
// Function Gameplay.ItemSpotSceneComponent.RepeatSpotProperty
// (Final, Native, Public, HasOutParms)
// Parameters:
// struct FSpotTypeProperty Property (ConstParm, Parm, OutParm, ReferenceParm)
void UItemSpotSceneComponent::RepeatSpotProperty(const struct FSpotTypeProperty& Property)
{
static UFunction *pFunc = 0;
if (!pFunc)
pFunc = UObject::FindObject<UFunction>("Function Gameplay.ItemSpotSceneComponent.RepeatSpotProperty");
UItemSpotSceneComponent_RepeatSpotProperty_Params params;
params.Property = Property;
auto flags = pFunc->FunctionFlags;
pFunc->FunctionFlags |= 0x400;
UObject *currentObj = (UObject *) this;
currentObj->ProcessEvent(pFunc, &params);
pFunc->FunctionFlags = flags;
}
// Function Gameplay.ItemSpotSceneComponent.GenerateSpot
// (Native, Public)
// Parameters:
// bool ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData)
bool UItemSpotSceneComponent::GenerateSpot()
{
static UFunction *pFunc = 0;
if (!pFunc)
pFunc = UObject::FindObject<UFunction>("Function Gameplay.ItemSpotSceneComponent.GenerateSpot");
UItemSpotSceneComponent_GenerateSpot_Params params;
auto flags = pFunc->FunctionFlags;
pFunc->FunctionFlags |= 0x400;
UObject *currentObj = (UObject *) this;
currentObj->ProcessEvent(pFunc, &params);
pFunc->FunctionFlags = flags;
return params.ReturnValue;
}
// Function Gameplay.ItemSpotSceneComponent.GenerateItems
// (Final, Native, Protected, HasOutParms)
// Parameters:
// TArray<struct FItemGenerateSpawnClass> AllItemClass (Parm, OutParm, ZeroConstructor)
void UItemSpotSceneComponent::GenerateItems(TArray<struct FItemGenerateSpawnClass>* AllItemClass)
{
static UFunction *pFunc = 0;
if (!pFunc)
pFunc = UObject::FindObject<UFunction>("Function Gameplay.ItemSpotSceneComponent.GenerateItems");
UItemSpotSceneComponent_GenerateItems_Params params;
auto flags = pFunc->FunctionFlags;
pFunc->FunctionFlags |= 0x400;
UObject *currentObj = (UObject *) this;
currentObj->ProcessEvent(pFunc, &params);
pFunc->FunctionFlags = flags;
if (AllItemClass != nullptr)
*AllItemClass = params.AllItemClass;
}
// Function Gameplay.ItemSpotSceneComponent.DoPickUp
// (Final, Native, Public)
// Parameters:
// struct FString ItemValue (Parm, ZeroConstructor)
// struct FString ItemCategory (Parm, ZeroConstructor)
void UItemSpotSceneComponent::DoPickUp(const struct FString& ItemValue, const struct FString& ItemCategory)
{
static UFunction *pFunc = 0;
if (!pFunc)
pFunc = UObject::FindObject<UFunction>("Function Gameplay.ItemSpotSceneComponent.DoPickUp");
UItemSpotSceneComponent_DoPickUp_Params params;
params.ItemValue = ItemValue;
params.ItemCategory = ItemCategory;
auto flags = pFunc->FunctionFlags;
pFunc->FunctionFlags |= 0x400;
UObject *currentObj = (UObject *) this;
currentObj->ProcessEvent(pFunc, &params);
pFunc->FunctionFlags = flags;
}
// Function Gameplay.ItemSpotSceneComponent.CountCacheItemValeCategory
// (Final, Native, Protected)
// Parameters:
// int ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData)
int UItemSpotSceneComponent::CountCacheItemValeCategory()
{
static UFunction *pFunc = 0;
if (!pFunc)
pFunc = UObject::FindObject<UFunction>("Function Gameplay.ItemSpotSceneComponent.CountCacheItemValeCategory");
UItemSpotSceneComponent_CountCacheItemValeCategory_Params params;
auto flags = pFunc->FunctionFlags;
pFunc->FunctionFlags |= 0x400;
UObject *currentObj = (UObject *) this;
currentObj->ProcessEvent(pFunc, &params);
pFunc->FunctionFlags = flags;
return params.ReturnValue;
}
// Function Gameplay.UAEAdvertisementActor.OnRequestImgSuccess
// (Final, Native, Public)
// Parameters:
// class UTexture2D* Texture (Parm, ZeroConstructor, IsPlainOldData)
// struct FString RequestedURL (Parm, ZeroConstructor)
void AUAEAdvertisementActor::OnRequestImgSuccess(class UTexture2D* Texture, const struct FString& RequestedURL)
{
static UFunction *pFunc = 0;
if (!pFunc)
pFunc = UObject::FindObject<UFunction>("Function Gameplay.UAEAdvertisementActor.OnRequestImgSuccess");
AUAEAdvertisementActor_OnRequestImgSuccess_Params params;
params.Texture = Texture;
params.RequestedURL = RequestedURL;
auto flags = pFunc->FunctionFlags;
pFunc->FunctionFlags |= 0x400;
UObject *currentObj = (UObject *) this;
currentObj->ProcessEvent(pFunc, &params);
pFunc->FunctionFlags = flags;
}
// Function Gameplay.UAEAdvertisementActor.OnRep_PicURL
// (Final, Native, Public)
void AUAEAdvertisementActor::OnRep_PicURL()
{
static UFunction *pFunc = 0;
if (!pFunc)
pFunc = UObject::FindObject<UFunction>("Function Gameplay.UAEAdvertisementActor.OnRep_PicURL");
AUAEAdvertisementActor_OnRep_PicURL_Params params;
auto flags = pFunc->FunctionFlags;
pFunc->FunctionFlags |= 0x400;
UObject *currentObj = (UObject *) this;
currentObj->ProcessEvent(pFunc, &params);
pFunc->FunctionFlags = flags;
}
// Function Gameplay.UAEAdvertisementActor.OnRep_MeshPath
// (Final, Native, Public)
void AUAEAdvertisementActor::OnRep_MeshPath()
{
static UFunction *pFunc = 0;
if (!pFunc)
pFunc = UObject::FindObject<UFunction>("Function Gameplay.UAEAdvertisementActor.OnRep_MeshPath");
AUAEAdvertisementActor_OnRep_MeshPath_Params params;
auto flags = pFunc->FunctionFlags;
pFunc->FunctionFlags |= 0x400;
UObject *currentObj = (UObject *) this;
currentObj->ProcessEvent(pFunc, &params);
pFunc->FunctionFlags = flags;
}
// Function Gameplay.UAECharacterAnimListComponent.OnAsyncLoadingFinished
// (Final, Native, Public)
// Parameters:
// struct FAsyncLoadCharAnimParams LoadingParam (Parm)
void UUAECharacterAnimListComponent::OnAsyncLoadingFinished(const struct FAsyncLoadCharAnimParams& LoadingParam)
{
static UFunction *pFunc = 0;
if (!pFunc)
pFunc = UObject::FindObject<UFunction>("Function Gameplay.UAECharacterAnimListComponent.OnAsyncLoadingFinished");
UUAECharacterAnimListComponent_OnAsyncLoadingFinished_Params params;
params.LoadingParam = LoadingParam;
auto flags = pFunc->FunctionFlags;
pFunc->FunctionFlags |= 0x400;
UObject *currentObj = (UObject *) this;
currentObj->ProcessEvent(pFunc, &params);
pFunc->FunctionFlags = flags;
}
// Function Gameplay.UAECharacterAnimListComponent.GetCharacterJumpAnim
// (Final, Native, Public, Const)
// Parameters:
// TEnumAsByte<ECharacterJumpType> JumpType (Parm, ZeroConstructor, IsPlainOldData)
// TArray<struct FPlayerAnimData> ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm)
TArray<struct FPlayerAnimData> UUAECharacterAnimListComponent::GetCharacterJumpAnim(TEnumAsByte<ECharacterJumpType> JumpType)
{
static UFunction *pFunc = 0;
if (!pFunc)
pFunc = UObject::FindObject<UFunction>("Function Gameplay.UAECharacterAnimListComponent.GetCharacterJumpAnim");
UUAECharacterAnimListComponent_GetCharacterJumpAnim_Params params;
params.JumpType = JumpType;
auto flags = pFunc->FunctionFlags;
pFunc->FunctionFlags |= 0x400;
UObject *currentObj = (UObject *) this;
currentObj->ProcessEvent(pFunc, &params);
pFunc->FunctionFlags = flags;
return params.ReturnValue;
}
// Function Gameplay.UAECharacterAnimListComponent.GetCharacterAnim
// (Final, Native, Public, Const)
// Parameters:
// TEnumAsByte<ECharacterAnimType> AnimType (Parm, ZeroConstructor, IsPlainOldData)
// TEnumAsByte<ECharacterPoseType> PoseType (Parm, ZeroConstructor, IsPlainOldData)
// class UAnimationAsset* ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData)
class UAnimationAsset* UUAECharacterAnimListComponent::GetCharacterAnim(TEnumAsByte<ECharacterAnimType> AnimType, TEnumAsByte<ECharacterPoseType> PoseType)
{
static UFunction *pFunc = 0;
if (!pFunc)
pFunc = UObject::FindObject<UFunction>("Function Gameplay.UAECharacterAnimListComponent.GetCharacterAnim");
UUAECharacterAnimListComponent_GetCharacterAnim_Params params;
params.AnimType = AnimType;
params.PoseType = PoseType;
auto flags = pFunc->FunctionFlags;
pFunc->FunctionFlags |= 0x400;
UObject *currentObj = (UObject *) this;
currentObj->ProcessEvent(pFunc, &params);
pFunc->FunctionFlags = flags;
return params.ReturnValue;
}
// Function Gameplay.AELobbyCharAnimListComp.OnAsyncLoadingFinished
// (Final, Native, Public)
// Parameters:
// struct FAsyncLoadCharAnimParams LoadingParam (Parm)
void UAELobbyCharAnimListComp::OnAsyncLoadingFinished(const struct FAsyncLoadCharAnimParams& LoadingParam)
{
static UFunction *pFunc = 0;
if (!pFunc)
pFunc = UObject::FindObject<UFunction>("Function Gameplay.AELobbyCharAnimListComp.OnAsyncLoadingFinished");
UAELobbyCharAnimListComp_OnAsyncLoadingFinished_Params params;
params.LoadingParam = LoadingParam;
auto flags = pFunc->FunctionFlags;
pFunc->FunctionFlags |= 0x400;
UObject *currentObj = (UObject *) this;
currentObj->ProcessEvent(pFunc, &params);
pFunc->FunctionFlags = flags;
}
// Function Gameplay.AELobbyCharAnimListComp.GetCharacterAnim
// (Final, Native, Public, Const)
// Parameters:
// TEnumAsByte<ECharacterAnimType> AnimType (Parm, ZeroConstructor, IsPlainOldData)
// TEnumAsByte<ECharacterPoseType> PoseType (Parm, ZeroConstructor, IsPlainOldData)
// class UAnimationAsset* ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData)
class UAnimationAsset* UAELobbyCharAnimListComp::GetCharacterAnim(TEnumAsByte<ECharacterAnimType> AnimType, TEnumAsByte<ECharacterPoseType> PoseType)
{
static UFunction *pFunc = 0;
if (!pFunc)
pFunc = UObject::FindObject<UFunction>("Function Gameplay.AELobbyCharAnimListComp.GetCharacterAnim");
UAELobbyCharAnimListComp_GetCharacterAnim_Params params;
params.AnimType = AnimType;
params.PoseType = PoseType;
auto flags = pFunc->FunctionFlags;
pFunc->FunctionFlags |= 0x400;
UObject *currentObj = (UObject *) this;
currentObj->ProcessEvent(pFunc, &params);
pFunc->FunctionFlags = flags;
return params.ReturnValue;
}
// Function Gameplay.UAEProjectile.WorkAsBuffApplierEvent
// (Native, Event, Public, HasOutParms, BlueprintEvent)
// Parameters:
// struct FString BuffName (ConstParm, Parm, OutParm, ZeroConstructor, ReferenceParm)
// class APawn* BuffTarget (Parm, ZeroConstructor, IsPlainOldData)
void AUAEProjectile::WorkAsBuffApplierEvent(const struct FString& BuffName, class APawn* BuffTarget)
{
static UFunction *pFunc = 0;
if (!pFunc)
pFunc = UObject::FindObject<UFunction>("Function Gameplay.UAEProjectile.WorkAsBuffApplierEvent");
AUAEProjectile_WorkAsBuffApplierEvent_Params params;
params.BuffName = BuffName;
params.BuffTarget = BuffTarget;
auto flags = pFunc->FunctionFlags;
pFunc->FunctionFlags |= 0x400;
UObject *currentObj = (UObject *) this;
currentObj->ProcessEvent(pFunc, &params);
pFunc->FunctionFlags = flags;
}
// Function Gameplay.UAEProjectile.SetActorInitialRelativeOffset
// (Final, Native, Public, HasDefaults)
// Parameters:
// struct FVector Offset (Parm, IsPlainOldData)
// struct FVector StandOffset (Parm, IsPlainOldData)
// struct FVector CrouchOffset (Parm, IsPlainOldData)
// struct FVector ProneOffset (Parm, IsPlainOldData)
// TEnumAsByte<ECharacterPoseType> PrevoisOwnerPose (Parm, ZeroConstructor, IsPlainOldData)
void AUAEProjectile::SetActorInitialRelativeOffset(const struct FVector& Offset, const struct FVector& StandOffset, const struct FVector& CrouchOffset, const struct FVector& ProneOffset, TEnumAsByte<ECharacterPoseType> PrevoisOwnerPose)
{
static UFunction *pFunc = 0;
if (!pFunc)
pFunc = UObject::FindObject<UFunction>("Function Gameplay.UAEProjectile.SetActorInitialRelativeOffset");
AUAEProjectile_SetActorInitialRelativeOffset_Params params;
params.Offset = Offset;
params.StandOffset = StandOffset;
params.CrouchOffset = CrouchOffset;
params.ProneOffset = ProneOffset;
params.PrevoisOwnerPose = PrevoisOwnerPose;
auto flags = pFunc->FunctionFlags;
pFunc->FunctionFlags |= 0x400;
UObject *currentObj = (UObject *) this;
currentObj->ProcessEvent(pFunc, &params);
pFunc->FunctionFlags = flags;
}
// Function Gameplay.UAEProjectile.OnRep_IsServerAlreadyExplodedCpp
// (Final, Native, Public)
void AUAEProjectile::OnRep_IsServerAlreadyExplodedCpp()
{
static UFunction *pFunc = 0;
if (!pFunc)
pFunc = UObject::FindObject<UFunction>("Function Gameplay.UAEProjectile.OnRep_IsServerAlreadyExplodedCpp");
AUAEProjectile_OnRep_IsServerAlreadyExplodedCpp_Params params;
auto flags = pFunc->FunctionFlags;
pFunc->FunctionFlags |= 0x400;
UObject *currentObj = (UObject *) this;
currentObj->ProcessEvent(pFunc, &params);
pFunc->FunctionFlags = flags;
}
// Function Gameplay.UAEProjectile.IsServerAlreadyExplodedCppNotify
// (Native, Event, Public, BlueprintEvent)
void AUAEProjectile::IsServerAlreadyExplodedCppNotify()
{
static UFunction *pFunc = 0;
if (!pFunc)
pFunc = UObject::FindObject<UFunction>("Function Gameplay.UAEProjectile.IsServerAlreadyExplodedCppNotify");
AUAEProjectile_IsServerAlreadyExplodedCppNotify_Params params;
auto flags = pFunc->FunctionFlags;
pFunc->FunctionFlags |= 0x400;
UObject *currentObj = (UObject *) this;
currentObj->ProcessEvent(pFunc, &params);
pFunc->FunctionFlags = flags;
}
// Function Gameplay.UAEProjectile.IsOwnerAutomous
// (Final, Native, Public, BlueprintCallable)
// Parameters:
// bool ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData)
bool AUAEProjectile::IsOwnerAutomous()
{
static UFunction *pFunc = 0;
if (!pFunc)
pFunc = UObject::FindObject<UFunction>("Function Gameplay.UAEProjectile.IsOwnerAutomous");
AUAEProjectile_IsOwnerAutomous_Params params;
auto flags = pFunc->FunctionFlags;
pFunc->FunctionFlags |= 0x400;
UObject *currentObj = (UObject *) this;
currentObj->ProcessEvent(pFunc, &params);
pFunc->FunctionFlags = flags;
return params.ReturnValue;
}
// Function Gameplay.UAEProjectile.GlassDetect
// (Final, Native, Public, HasOutParms, HasDefaults, BlueprintCallable)
// Parameters:
// struct FVector Start (ConstParm, Parm, OutParm, ReferenceParm, IsPlainOldData)
// struct FVector End (ConstParm, Parm, OutParm, ReferenceParm, IsPlainOldData)
void AUAEProjectile::GlassDetect(const struct FVector& Start, const struct FVector& End)
{
static UFunction *pFunc = 0;
if (!pFunc)
pFunc = UObject::FindObject<UFunction>("Function Gameplay.UAEProjectile.GlassDetect");
AUAEProjectile_GlassDetect_Params params;
params.Start = Start;
params.End = End;
auto flags = pFunc->FunctionFlags;
pFunc->FunctionFlags |= 0x400;
UObject *currentObj = (UObject *) this;
currentObj->ProcessEvent(pFunc, &params);
pFunc->FunctionFlags = flags;
}
// Function Gameplay.UAEProjectile.GetRemainingEffectTime
// (Native, Event, Public, BlueprintEvent)
// Parameters:
// float ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData)
float AUAEProjectile::GetRemainingEffectTime()
{
static UFunction *pFunc = 0;
if (!pFunc)
pFunc = UObject::FindObject<UFunction>("Function Gameplay.UAEProjectile.GetRemainingEffectTime");
AUAEProjectile_GetRemainingEffectTime_Params params;
auto flags = pFunc->FunctionFlags;
pFunc->FunctionFlags |= 0x400;
UObject *currentObj = (UObject *) this;
currentObj->ProcessEvent(pFunc, &params);
pFunc->FunctionFlags = flags;
return params.ReturnValue;
}
// Function Gameplay.UAEWindowComponent.NotifyServerBroken
// (Event, Protected, BlueprintEvent)
void UUAEWindowComponent::NotifyServerBroken()
{
static UFunction *pFunc = 0;
if (!pFunc)
pFunc = UObject::FindObject<UFunction>("Function Gameplay.UAEWindowComponent.NotifyServerBroken");
UUAEWindowComponent_NotifyServerBroken_Params params;
auto flags = pFunc->FunctionFlags;
UObject *currentObj = (UObject *) this;
currentObj->ProcessEvent(pFunc, &params);
pFunc->FunctionFlags = flags;
}
// Function Gameplay.UAEWindowComponent.NotifyRepDataUpdated
// (Final, Native, Protected)
// Parameters:
// bool bInitial (Parm, ZeroConstructor, IsPlainOldData)
// bool bLocal (Parm, ZeroConstructor, IsPlainOldData)
void UUAEWindowComponent::NotifyRepDataUpdated(bool bInitial, bool bLocal)
{
static UFunction *pFunc = 0;
if (!pFunc)
pFunc = UObject::FindObject<UFunction>("Function Gameplay.UAEWindowComponent.NotifyRepDataUpdated");
UUAEWindowComponent_NotifyRepDataUpdated_Params params;
params.bInitial = bInitial;
params.bLocal = bLocal;
auto flags = pFunc->FunctionFlags;
pFunc->FunctionFlags |= 0x400;
UObject *currentObj = (UObject *) this;
currentObj->ProcessEvent(pFunc, &params);
pFunc->FunctionFlags = flags;
}
// Function Gameplay.UAEWindowComponent.LocalHandleWindowBrokenBP
// (Event, Protected, BlueprintEvent)
// Parameters:
// bool bInitial (Parm, ZeroConstructor, IsPlainOldData)
// bool bLocal (Parm, ZeroConstructor, IsPlainOldData)
void UUAEWindowComponent::LocalHandleWindowBrokenBP(bool bInitial, bool bLocal)
{
static UFunction *pFunc = 0;
if (!pFunc)
pFunc = UObject::FindObject<UFunction>("Function Gameplay.UAEWindowComponent.LocalHandleWindowBrokenBP");
UUAEWindowComponent_LocalHandleWindowBrokenBP_Params params;
params.bInitial = bInitial;
params.bLocal = bLocal;
auto flags = pFunc->FunctionFlags;
UObject *currentObj = (UObject *) this;
currentObj->ProcessEvent(pFunc, &params);
pFunc->FunctionFlags = flags;
}
// Function Gameplay.UAEWindowComponent.LocalHandleWindowBroken
// (Final, Native, Protected, BlueprintCallable)
// Parameters:
// bool bInitial (Parm, ZeroConstructor, IsPlainOldData)
// bool bLocal (Parm, ZeroConstructor, IsPlainOldData)
void UUAEWindowComponent::LocalHandleWindowBroken(bool bInitial, bool bLocal)
{
static UFunction *pFunc = 0;
if (!pFunc)
pFunc = UObject::FindObject<UFunction>("Function Gameplay.UAEWindowComponent.LocalHandleWindowBroken");
UUAEWindowComponent_LocalHandleWindowBroken_Params params;
params.bInitial = bInitial;
params.bLocal = bLocal;
auto flags = pFunc->FunctionFlags;
pFunc->FunctionFlags |= 0x400;
UObject *currentObj = (UObject *) this;
currentObj->ProcessEvent(pFunc, &params);
pFunc->FunctionFlags = flags;
}
// Function Gameplay.UAEWindowComponent.HandleBroken
// (Final, Native, Public, BlueprintCallable)
// Parameters:
// class APlayerController* Instigator (Parm, ZeroConstructor, IsPlainOldData)
// bool bLocal (Parm, ZeroConstructor, IsPlainOldData)
void UUAEWindowComponent::HandleBroken(class APlayerController* Instigator, bool bLocal)
{
static UFunction *pFunc = 0;
if (!pFunc)
pFunc = UObject::FindObject<UFunction>("Function Gameplay.UAEWindowComponent.HandleBroken");
UUAEWindowComponent_HandleBroken_Params params;
params.Instigator = Instigator;
params.bLocal = bLocal;
auto flags = pFunc->FunctionFlags;
pFunc->FunctionFlags |= 0x400;
UObject *currentObj = (UObject *) this;
currentObj->ProcessEvent(pFunc, &params);
pFunc->FunctionFlags = flags;
}
// Function Gameplay.UAEWindowComponent.GetRepData
// (Final, Native, Public, BlueprintCallable)
// Parameters:
// struct FUAEWindowRepData ReturnValue (Parm, OutParm, ReturnParm)
struct FUAEWindowRepData UUAEWindowComponent::GetRepData()
{
static UFunction *pFunc = 0;
if (!pFunc)
pFunc = UObject::FindObject<UFunction>("Function Gameplay.UAEWindowComponent.GetRepData");
UUAEWindowComponent_GetRepData_Params params;
auto flags = pFunc->FunctionFlags;
pFunc->FunctionFlags |= 0x400;
UObject *currentObj = (UObject *) this;
currentObj->ProcessEvent(pFunc, &params);
pFunc->FunctionFlags = flags;
return params.ReturnValue;
}
// Function Gameplay.VehicleConfigActorComponent.LoadActorClass
// (Final, Native, Public, BlueprintCallable)
// Parameters:
// struct FString Path (Parm, ZeroConstructor)
// class UClass* ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData)
class UClass* UVehicleConfigActorComponent::LoadActorClass(const struct FString& Path)
{
static UFunction *pFunc = 0;
if (!pFunc)
pFunc = UObject::FindObject<UFunction>("Function Gameplay.VehicleConfigActorComponent.LoadActorClass");
UVehicleConfigActorComponent_LoadActorClass_Params params;
params.Path = Path;
auto flags = pFunc->FunctionFlags;
pFunc->FunctionFlags |= 0x400;
UObject *currentObj = (UObject *) this;
currentObj->ProcessEvent(pFunc, &params);
pFunc->FunctionFlags = flags;
return params.ReturnValue;
}
// Function Gameplay.VehicleAndTreasureBoxGeneratorComponent.WriteVehicleSpotStatisticsDatas
// (Final, Native, Protected)
void UVehicleAndTreasureBoxGeneratorComponent::WriteVehicleSpotStatisticsDatas()
{
static UFunction *pFunc = 0;
if (!pFunc)
pFunc = UObject::FindObject<UFunction>("Function Gameplay.VehicleAndTreasureBoxGeneratorComponent.WriteVehicleSpotStatisticsDatas");
UVehicleAndTreasureBoxGeneratorComponent_WriteVehicleSpotStatisticsDatas_Params params;
auto flags = pFunc->FunctionFlags;
pFunc->FunctionFlags |= 0x400;
UObject *currentObj = (UObject *) this;
currentObj->ProcessEvent(pFunc, &params);
pFunc->FunctionFlags = flags;
}
// Function Gameplay.VehicleAndTreasureBoxGeneratorComponent.WriteVehicleClassStatisticsDatas
// (Final, Native, Protected)
void UVehicleAndTreasureBoxGeneratorComponent::WriteVehicleClassStatisticsDatas()
{
static UFunction *pFunc = 0;
if (!pFunc)
pFunc = UObject::FindObject<UFunction>("Function Gameplay.VehicleAndTreasureBoxGeneratorComponent.WriteVehicleClassStatisticsDatas");
UVehicleAndTreasureBoxGeneratorComponent_WriteVehicleClassStatisticsDatas_Params params;
auto flags = pFunc->FunctionFlags;
pFunc->FunctionFlags |= 0x400;
UObject *currentObj = (UObject *) this;
currentObj->ProcessEvent(pFunc, &params);
pFunc->FunctionFlags = flags;
}
// Function Gameplay.VehicleAndTreasureBoxGeneratorComponent.WriteAllVehicleStatisticsDatasToLog
// (Final, Native, Protected, BlueprintCallable)
void UVehicleAndTreasureBoxGeneratorComponent::WriteAllVehicleStatisticsDatasToLog()
{
static UFunction *pFunc = 0;
if (!pFunc)
pFunc = UObject::FindObject<UFunction>("Function Gameplay.VehicleAndTreasureBoxGeneratorComponent.WriteAllVehicleStatisticsDatasToLog");
UVehicleAndTreasureBoxGeneratorComponent_WriteAllVehicleStatisticsDatasToLog_Params params;
auto flags = pFunc->FunctionFlags;
pFunc->FunctionFlags |= 0x400;
UObject *currentObj = (UObject *) this;
currentObj->ProcessEvent(pFunc, &params);
pFunc->FunctionFlags = flags;
}
// Function Gameplay.VehicleAndTreasureBoxGeneratorComponent.WriteAllVehicleStatisticsDatas
// (Final, Native, Protected, BlueprintCallable)
void UVehicleAndTreasureBoxGeneratorComponent::WriteAllVehicleStatisticsDatas()
{
static UFunction *pFunc = 0;
if (!pFunc)
pFunc = UObject::FindObject<UFunction>("Function Gameplay.VehicleAndTreasureBoxGeneratorComponent.WriteAllVehicleStatisticsDatas");
UVehicleAndTreasureBoxGeneratorComponent_WriteAllVehicleStatisticsDatas_Params params;
auto flags = pFunc->FunctionFlags;
pFunc->FunctionFlags |= 0x400;
UObject *currentObj = (UObject *) this;
currentObj->ProcessEvent(pFunc, &params);
pFunc->FunctionFlags = flags;
}
// Function Gameplay.VehicleAndTreasureBoxGeneratorComponent.RegisterVehicleGenerateSpawnData
// (Final, Native, Public, BlueprintCallable)
// Parameters:
// struct FVehicleGenerateSpawnData Data (Parm)
void UVehicleAndTreasureBoxGeneratorComponent::RegisterVehicleGenerateSpawnData(const struct FVehicleGenerateSpawnData& Data)
{
static UFunction *pFunc = 0;
if (!pFunc)
pFunc = UObject::FindObject<UFunction>("Function Gameplay.VehicleAndTreasureBoxGeneratorComponent.RegisterVehicleGenerateSpawnData");
UVehicleAndTreasureBoxGeneratorComponent_RegisterVehicleGenerateSpawnData_Params params;
params.Data = Data;
auto flags = pFunc->FunctionFlags;
pFunc->FunctionFlags |= 0x400;
UObject *currentObj = (UObject *) this;
currentObj->ProcessEvent(pFunc, &params);
pFunc->FunctionFlags = flags;
}
// Function Gameplay.VehicleAndTreasureBoxGeneratorComponent.RegisterGroupSpotComponent
// (Native, Public, BlueprintCallable)
// Parameters:
// class UGroupSpotSceneComponent* GroupSpotComponent (Parm, ZeroConstructor, InstancedReference, IsPlainOldData)
void UVehicleAndTreasureBoxGeneratorComponent::RegisterGroupSpotComponent(class UGroupSpotSceneComponent* GroupSpotComponent)
{
static UFunction *pFunc = 0;
if (!pFunc)
pFunc = UObject::FindObject<UFunction>("Function Gameplay.VehicleAndTreasureBoxGeneratorComponent.RegisterGroupSpotComponent");
UVehicleAndTreasureBoxGeneratorComponent_RegisterGroupSpotComponent_Params params;
params.GroupSpotComponent = GroupSpotComponent;
auto flags = pFunc->FunctionFlags;
pFunc->FunctionFlags |= 0x400;
UObject *currentObj = (UObject *) this;
currentObj->ProcessEvent(pFunc, &params);
pFunc->FunctionFlags = flags;
}
// Function Gameplay.VehicleAndTreasureBoxGeneratorComponent.RandomTreasureBoxSpotsByType
// (Final, Native, Protected, HasOutParms)
// Parameters:
// struct FTreasureBoxSpotProperty Property (Parm, OutParm)
// struct FVehicleSpotComponentArray Spots (Parm, OutParm)
void UVehicleAndTreasureBoxGeneratorComponent::RandomTreasureBoxSpotsByType(struct FTreasureBoxSpotProperty* Property, struct FVehicleSpotComponentArray* Spots)
{
static UFunction *pFunc = 0;
if (!pFunc)
pFunc = UObject::FindObject<UFunction>("Function Gameplay.VehicleAndTreasureBoxGeneratorComponent.RandomTreasureBoxSpotsByType");
UVehicleAndTreasureBoxGeneratorComponent_RandomTreasureBoxSpotsByType_Params params;
auto flags = pFunc->FunctionFlags;
pFunc->FunctionFlags |= 0x400;
UObject *currentObj = (UObject *) this;
currentObj->ProcessEvent(pFunc, &params);
pFunc->FunctionFlags = flags;
if (Property != nullptr)
*Property = params.Property;
if (Spots != nullptr)
*Spots = params.Spots;
}
// Function Gameplay.VehicleAndTreasureBoxGeneratorComponent.RandomTreasureBoxSingleSpots
// (Final, Native, Protected, HasOutParms)
// Parameters:
// TArray<class UVehicleSpotSceneComponent*> AllSpots (Parm, OutParm, ZeroConstructor)
// struct FTreasureBoxSpotProperty Property (Parm, OutParm)
void UVehicleAndTreasureBoxGeneratorComponent::RandomTreasureBoxSingleSpots(TArray<class UVehicleSpotSceneComponent*>* AllSpots, struct FTreasureBoxSpotProperty* Property)
{
static UFunction *pFunc = 0;
if (!pFunc)
pFunc = UObject::FindObject<UFunction>("Function Gameplay.VehicleAndTreasureBoxGeneratorComponent.RandomTreasureBoxSingleSpots");
UVehicleAndTreasureBoxGeneratorComponent_RandomTreasureBoxSingleSpots_Params params;
auto flags = pFunc->FunctionFlags;
pFunc->FunctionFlags |= 0x400;
UObject *currentObj = (UObject *) this;
currentObj->ProcessEvent(pFunc, &params);
pFunc->FunctionFlags = flags;
if (AllSpots != nullptr)
*AllSpots = params.AllSpots;
if (Property != nullptr)
*Property = params.Property;
}
// Function Gameplay.VehicleAndTreasureBoxGeneratorComponent.RandomSpotsByType
// (Final, Native, Protected, HasOutParms)
// Parameters:
// struct FVehicleSpotProperty Property (Parm, OutParm)
// struct FVehicleSpotComponentArray Spots (Parm, OutParm)
void UVehicleAndTreasureBoxGeneratorComponent::RandomSpotsByType(struct FVehicleSpotProperty* Property, struct FVehicleSpotComponentArray* Spots)
{
static UFunction *pFunc = 0;
if (!pFunc)
pFunc = UObject::FindObject<UFunction>("Function Gameplay.VehicleAndTreasureBoxGeneratorComponent.RandomSpotsByType");
UVehicleAndTreasureBoxGeneratorComponent_RandomSpotsByType_Params params;
auto flags = pFunc->FunctionFlags;
pFunc->FunctionFlags |= 0x400;
UObject *currentObj = (UObject *) this;
currentObj->ProcessEvent(pFunc, &params);
pFunc->FunctionFlags = flags;
if (Property != nullptr)
*Property = params.Property;
if (Spots != nullptr)
*Spots = params.Spots;
}
// Function Gameplay.VehicleAndTreasureBoxGeneratorComponent.RandomSingleSpots
// (Final, Native, Protected, HasOutParms)
// Parameters:
// TArray<class UVehicleSpotSceneComponent*> AllSpots (Parm, OutParm, ZeroConstructor)
// struct FVehicleSpotProperty Property (Parm, OutParm)
void UVehicleAndTreasureBoxGeneratorComponent::RandomSingleSpots(TArray<class UVehicleSpotSceneComponent*>* AllSpots, struct FVehicleSpotProperty* Property)
{
static UFunction *pFunc = 0;
if (!pFunc)
pFunc = UObject::FindObject<UFunction>("Function Gameplay.VehicleAndTreasureBoxGeneratorComponent.RandomSingleSpots");
UVehicleAndTreasureBoxGeneratorComponent_RandomSingleSpots_Params params;
auto flags = pFunc->FunctionFlags;
pFunc->FunctionFlags |= 0x400;
UObject *currentObj = (UObject *) this;
currentObj->ProcessEvent(pFunc, &params);
pFunc->FunctionFlags = flags;
if (AllSpots != nullptr)
*AllSpots = params.AllSpots;
if (Property != nullptr)
*Property = params.Property;
}
// Function Gameplay.VehicleAndTreasureBoxGeneratorComponent.RandomGroups
// (Native, Public, BlueprintCallable)
void UVehicleAndTreasureBoxGeneratorComponent::RandomGroups()
{
static UFunction *pFunc = 0;
if (!pFunc)
pFunc = UObject::FindObject<UFunction>("Function Gameplay.VehicleAndTreasureBoxGeneratorComponent.RandomGroups");
UVehicleAndTreasureBoxGeneratorComponent_RandomGroups_Params params;
auto flags = pFunc->FunctionFlags;
pFunc->FunctionFlags |= 0x400;
UObject *currentObj = (UObject *) this;
currentObj->ProcessEvent(pFunc, &params);
pFunc->FunctionFlags = flags;
}
// Function Gameplay.VehicleAndTreasureBoxGeneratorComponent.LoadVehicleGenerateTable
// (Event, Public, BlueprintEvent)
void UVehicleAndTreasureBoxGeneratorComponent::LoadVehicleGenerateTable()
{
static UFunction *pFunc = 0;
if (!pFunc)
pFunc = UObject::FindObject<UFunction>("Function Gameplay.VehicleAndTreasureBoxGeneratorComponent.LoadVehicleGenerateTable");
UVehicleAndTreasureBoxGeneratorComponent_LoadVehicleGenerateTable_Params params;
auto flags = pFunc->FunctionFlags;
UObject *currentObj = (UObject *) this;
currentObj->ProcessEvent(pFunc, &params);
pFunc->FunctionFlags = flags;
}
// Function Gameplay.VehicleAndTreasureBoxGeneratorComponent.GetVehicleSpotRandomInfoBySpotType
// (Final, Native, Public)
// Parameters:
// TEnumAsByte<ESpotType> SpotType (Parm, ZeroConstructor, IsPlainOldData)
// struct FVehicleGenerateRandomInfo ReturnValue (Parm, OutParm, ReturnParm)
struct FVehicleGenerateRandomInfo UVehicleAndTreasureBoxGeneratorComponent::GetVehicleSpotRandomInfoBySpotType(TEnumAsByte<ESpotType> SpotType)
{
static UFunction *pFunc = 0;
if (!pFunc)
pFunc = UObject::FindObject<UFunction>("Function Gameplay.VehicleAndTreasureBoxGeneratorComponent.GetVehicleSpotRandomInfoBySpotType");
UVehicleAndTreasureBoxGeneratorComponent_GetVehicleSpotRandomInfoBySpotType_Params params;
params.SpotType = SpotType;
auto flags = pFunc->FunctionFlags;
pFunc->FunctionFlags |= 0x400;
UObject *currentObj = (UObject *) this;
currentObj->ProcessEvent(pFunc, &params);
pFunc->FunctionFlags = flags;
return params.ReturnValue;
}
// Function Gameplay.VehicleAndTreasureBoxGeneratorComponent.GetVehicleSpotRandomInfo
// (Final, Native, Public, HasOutParms)
// Parameters:
// struct FVehicleSpotProperty SpotProperty (Parm, OutParm)
// struct FVehicleGenerateRandomInfo ReturnValue (Parm, OutParm, ReturnParm)
struct FVehicleGenerateRandomInfo UVehicleAndTreasureBoxGeneratorComponent::GetVehicleSpotRandomInfo(struct FVehicleSpotProperty* SpotProperty)
{
static UFunction *pFunc = 0;
if (!pFunc)
pFunc = UObject::FindObject<UFunction>("Function Gameplay.VehicleAndTreasureBoxGeneratorComponent.GetVehicleSpotRandomInfo");
UVehicleAndTreasureBoxGeneratorComponent_GetVehicleSpotRandomInfo_Params params;
auto flags = pFunc->FunctionFlags;
pFunc->FunctionFlags |= 0x400;
UObject *currentObj = (UObject *) this;
currentObj->ProcessEvent(pFunc, &params);
pFunc->FunctionFlags = flags;
if (SpotProperty != nullptr)
*SpotProperty = params.SpotProperty;
return params.ReturnValue;
}
// Function Gameplay.VehicleAndTreasureBoxGeneratorComponent.GetTreasureBoxSpotRandomInfo
// (Final, Native, Public, HasOutParms)
// Parameters:
// struct FTreasureBoxSpotProperty SpotProperty (Parm, OutParm)
// struct FVehicleGenerateRandomInfo ReturnValue (Parm, OutParm, ReturnParm)
struct FVehicleGenerateRandomInfo UVehicleAndTreasureBoxGeneratorComponent::GetTreasureBoxSpotRandomInfo(struct FTreasureBoxSpotProperty* SpotProperty)
{
static UFunction *pFunc = 0;
if (!pFunc)
pFunc = UObject::FindObject<UFunction>("Function Gameplay.VehicleAndTreasureBoxGeneratorComponent.GetTreasureBoxSpotRandomInfo");
UVehicleAndTreasureBoxGeneratorComponent_GetTreasureBoxSpotRandomInfo_Params params;
auto flags = pFunc->FunctionFlags;
pFunc->FunctionFlags |= 0x400;
UObject *currentObj = (UObject *) this;
currentObj->ProcessEvent(pFunc, &params);
pFunc->FunctionFlags = flags;
if (SpotProperty != nullptr)
*SpotProperty = params.SpotProperty;
return params.ReturnValue;
}
// Function Gameplay.VehicleAndTreasureBoxGeneratorComponent.GetRandomVehicleClass
// (Final, Native, Public)
// Parameters:
// struct FString Category (Parm, ZeroConstructor)
// struct FVehicleGenerateSpawnData ReturnValue (Parm, OutParm, ReturnParm)
struct FVehicleGenerateSpawnData UVehicleAndTreasureBoxGeneratorComponent::GetRandomVehicleClass(const struct FString& Category)
{
static UFunction *pFunc = 0;
if (!pFunc)
pFunc = UObject::FindObject<UFunction>("Function Gameplay.VehicleAndTreasureBoxGeneratorComponent.GetRandomVehicleClass");
UVehicleAndTreasureBoxGeneratorComponent_GetRandomVehicleClass_Params params;
params.Category = Category;
auto flags = pFunc->FunctionFlags;
pFunc->FunctionFlags |= 0x400;
UObject *currentObj = (UObject *) this;
currentObj->ProcessEvent(pFunc, &params);
pFunc->FunctionFlags = flags;
return params.ReturnValue;
}
// Function Gameplay.VehicleAndTreasureBoxGeneratorComponent.GetRandomCategory
// (Native, Protected, HasOutParms)
// Parameters:
// TArray<struct FSpotWeight> SpotWeights (ConstParm, Parm, OutParm, ZeroConstructor, ReferenceParm)
// struct FString ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm)
struct FString UVehicleAndTreasureBoxGeneratorComponent::GetRandomCategory(TArray<struct FSpotWeight> SpotWeights)
{
static UFunction *pFunc = 0;
if (!pFunc)
pFunc = UObject::FindObject<UFunction>("Function Gameplay.VehicleAndTreasureBoxGeneratorComponent.GetRandomCategory");
UVehicleAndTreasureBoxGeneratorComponent_GetRandomCategory_Params params;
params.SpotWeights = SpotWeights;
auto flags = pFunc->FunctionFlags;
pFunc->FunctionFlags |= 0x400;
UObject *currentObj = (UObject *) this;
currentObj->ProcessEvent(pFunc, &params);
pFunc->FunctionFlags = flags;
return params.ReturnValue;
}
// Function Gameplay.VehicleAndTreasureBoxGeneratorComponent.GenerateSpotOnTick
// (Native, Protected)
void UVehicleAndTreasureBoxGeneratorComponent::GenerateSpotOnTick()
{
static UFunction *pFunc = 0;
if (!pFunc)
pFunc = UObject::FindObject<UFunction>("Function Gameplay.VehicleAndTreasureBoxGeneratorComponent.GenerateSpotOnTick");
UVehicleAndTreasureBoxGeneratorComponent_GenerateSpotOnTick_Params params;
auto flags = pFunc->FunctionFlags;
pFunc->FunctionFlags |= 0x400;
UObject *currentObj = (UObject *) this;
currentObj->ProcessEvent(pFunc, &params);
pFunc->FunctionFlags = flags;
}
// Function Gameplay.VehicleAndTreasureBoxGeneratorComponent.DeleteGroups
// (Final, Native, Protected)
void UVehicleAndTreasureBoxGeneratorComponent::DeleteGroups()
{
static UFunction *pFunc = 0;
if (!pFunc)
pFunc = UObject::FindObject<UFunction>("Function Gameplay.VehicleAndTreasureBoxGeneratorComponent.DeleteGroups");
UVehicleAndTreasureBoxGeneratorComponent_DeleteGroups_Params params;
auto flags = pFunc->FunctionFlags;
pFunc->FunctionFlags |= 0x400;
UObject *currentObj = (UObject *) this;
currentObj->ProcessEvent(pFunc, &params);
pFunc->FunctionFlags = flags;
}
// Function Gameplay.VehicleAndTreasureBoxGeneratorComponent.AddVehicleSpotCount
// (Final, Native, Protected)
// Parameters:
// TEnumAsByte<ESpotType> SpotType (Parm, ZeroConstructor, IsPlainOldData)
// struct FString Path (Parm, ZeroConstructor)
// float LocationX (Parm, ZeroConstructor, IsPlainOldData)
// float LocationY (Parm, ZeroConstructor, IsPlainOldData)
// float LocationZ (Parm, ZeroConstructor, IsPlainOldData)
void UVehicleAndTreasureBoxGeneratorComponent::AddVehicleSpotCount(TEnumAsByte<ESpotType> SpotType, const struct FString& Path, float LocationX, float LocationY, float LocationZ)
{
static UFunction *pFunc = 0;
if (!pFunc)
pFunc = UObject::FindObject<UFunction>("Function Gameplay.VehicleAndTreasureBoxGeneratorComponent.AddVehicleSpotCount");
UVehicleAndTreasureBoxGeneratorComponent_AddVehicleSpotCount_Params params;
params.SpotType = SpotType;
params.Path = Path;
params.LocationX = LocationX;
params.LocationY = LocationY;
params.LocationZ = LocationZ;
auto flags = pFunc->FunctionFlags;
pFunc->FunctionFlags |= 0x400;
UObject *currentObj = (UObject *) this;
currentObj->ProcessEvent(pFunc, &params);
pFunc->FunctionFlags = flags;
}
// Function Gameplay.VehicleAndTreasureBoxGeneratorComponent.AddVehicleClassCount
// (Final, Native, Protected)
// Parameters:
// struct FString Path (Parm, ZeroConstructor)
// bool IsValid (Parm, ZeroConstructor, IsPlainOldData)
// int Count (Parm, ZeroConstructor, IsPlainOldData)
void UVehicleAndTreasureBoxGeneratorComponent::AddVehicleClassCount(const struct FString& Path, bool IsValid, int Count)
{
static UFunction *pFunc = 0;
if (!pFunc)
pFunc = UObject::FindObject<UFunction>("Function Gameplay.VehicleAndTreasureBoxGeneratorComponent.AddVehicleClassCount");
UVehicleAndTreasureBoxGeneratorComponent_AddVehicleClassCount_Params params;
params.Path = Path;
params.IsValid = IsValid;
params.Count = Count;
auto flags = pFunc->FunctionFlags;
pFunc->FunctionFlags |= 0x400;
UObject *currentObj = (UObject *) this;
currentObj->ProcessEvent(pFunc, &params);
pFunc->FunctionFlags = flags;
}
// Function Gameplay.VehicleGeneratorComponent.WriteVehicleSpotStatisticsDatas
// (Final, Native, Protected)
void UVehicleGeneratorComponent::WriteVehicleSpotStatisticsDatas()
{
static UFunction *pFunc = 0;
if (!pFunc)
pFunc = UObject::FindObject<UFunction>("Function Gameplay.VehicleGeneratorComponent.WriteVehicleSpotStatisticsDatas");
UVehicleGeneratorComponent_WriteVehicleSpotStatisticsDatas_Params params;
auto flags = pFunc->FunctionFlags;
pFunc->FunctionFlags |= 0x400;
UObject *currentObj = (UObject *) this;
currentObj->ProcessEvent(pFunc, &params);
pFunc->FunctionFlags = flags;
}
// Function Gameplay.VehicleGeneratorComponent.WriteVehicleClassStatisticsDatas
// (Final, Native, Protected)
void UVehicleGeneratorComponent::WriteVehicleClassStatisticsDatas()
{
static UFunction *pFunc = 0;
if (!pFunc)
pFunc = UObject::FindObject<UFunction>("Function Gameplay.VehicleGeneratorComponent.WriteVehicleClassStatisticsDatas");
UVehicleGeneratorComponent_WriteVehicleClassStatisticsDatas_Params params;
auto flags = pFunc->FunctionFlags;
pFunc->FunctionFlags |= 0x400;
UObject *currentObj = (UObject *) this;
currentObj->ProcessEvent(pFunc, &params);
pFunc->FunctionFlags = flags;
}
// Function Gameplay.VehicleGeneratorComponent.WriteAllVehicleStatisticsDatas
// (Final, Native, Protected, BlueprintCallable)
void UVehicleGeneratorComponent::WriteAllVehicleStatisticsDatas()
{
static UFunction *pFunc = 0;
if (!pFunc)
pFunc = UObject::FindObject<UFunction>("Function Gameplay.VehicleGeneratorComponent.WriteAllVehicleStatisticsDatas");
UVehicleGeneratorComponent_WriteAllVehicleStatisticsDatas_Params params;
auto flags = pFunc->FunctionFlags;
pFunc->FunctionFlags |= 0x400;
UObject *currentObj = (UObject *) this;
currentObj->ProcessEvent(pFunc, &params);
pFunc->FunctionFlags = flags;
}
// Function Gameplay.VehicleGeneratorComponent.RegisterVehicleGenerateSpawnData
// (Final, Native, Public, BlueprintCallable)
// Parameters:
// struct FVehicleGenerateSpawnData Data (Parm)
void UVehicleGeneratorComponent::RegisterVehicleGenerateSpawnData(const struct FVehicleGenerateSpawnData& Data)
{
static UFunction *pFunc = 0;
if (!pFunc)
pFunc = UObject::FindObject<UFunction>("Function Gameplay.VehicleGeneratorComponent.RegisterVehicleGenerateSpawnData");
UVehicleGeneratorComponent_RegisterVehicleGenerateSpawnData_Params params;
params.Data = Data;
auto flags = pFunc->FunctionFlags;
pFunc->FunctionFlags |= 0x400;
UObject *currentObj = (UObject *) this;
currentObj->ProcessEvent(pFunc, &params);
pFunc->FunctionFlags = flags;
}
// Function Gameplay.VehicleGeneratorComponent.RegisterGroupSpotComponent
// (Native, Public, BlueprintCallable)
// Parameters:
// class UGroupSpotSceneComponent* GroupSpotComponent (Parm, ZeroConstructor, InstancedReference, IsPlainOldData)
void UVehicleGeneratorComponent::RegisterGroupSpotComponent(class UGroupSpotSceneComponent* GroupSpotComponent)
{
static UFunction *pFunc = 0;
if (!pFunc)
pFunc = UObject::FindObject<UFunction>("Function Gameplay.VehicleGeneratorComponent.RegisterGroupSpotComponent");
UVehicleGeneratorComponent_RegisterGroupSpotComponent_Params params;
params.GroupSpotComponent = GroupSpotComponent;
auto flags = pFunc->FunctionFlags;
pFunc->FunctionFlags |= 0x400;
UObject *currentObj = (UObject *) this;
currentObj->ProcessEvent(pFunc, &params);
pFunc->FunctionFlags = flags;
}
// Function Gameplay.VehicleGeneratorComponent.RandomSpotsByType
// (Final, Native, Protected, HasOutParms)
// Parameters:
// struct FVehicleSpotProperty Property (Parm, OutParm)
// struct FVehicleSpotComponentArray Spots (Parm, OutParm)
void UVehicleGeneratorComponent::RandomSpotsByType(struct FVehicleSpotProperty* Property, struct FVehicleSpotComponentArray* Spots)
{
static UFunction *pFunc = 0;
if (!pFunc)
pFunc = UObject::FindObject<UFunction>("Function Gameplay.VehicleGeneratorComponent.RandomSpotsByType");
UVehicleGeneratorComponent_RandomSpotsByType_Params params;
auto flags = pFunc->FunctionFlags;
pFunc->FunctionFlags |= 0x400;
UObject *currentObj = (UObject *) this;
currentObj->ProcessEvent(pFunc, &params);
pFunc->FunctionFlags = flags;
if (Property != nullptr)
*Property = params.Property;
if (Spots != nullptr)
*Spots = params.Spots;
}
// Function Gameplay.VehicleGeneratorComponent.RandomSingleSpots
// (Final, Native, Protected, HasOutParms)
// Parameters:
// TArray<class UVehicleSpotSceneComponent*> AllSpots (Parm, OutParm, ZeroConstructor)
// struct FVehicleSpotProperty Property (Parm, OutParm)
void UVehicleGeneratorComponent::RandomSingleSpots(TArray<class UVehicleSpotSceneComponent*>* AllSpots, struct FVehicleSpotProperty* Property)
{
static UFunction *pFunc = 0;
if (!pFunc)
pFunc = UObject::FindObject<UFunction>("Function Gameplay.VehicleGeneratorComponent.RandomSingleSpots");
UVehicleGeneratorComponent_RandomSingleSpots_Params params;
auto flags = pFunc->FunctionFlags;
pFunc->FunctionFlags |= 0x400;
UObject *currentObj = (UObject *) this;
currentObj->ProcessEvent(pFunc, &params);
pFunc->FunctionFlags = flags;
if (AllSpots != nullptr)
*AllSpots = params.AllSpots;
if (Property != nullptr)
*Property = params.Property;
}
// Function Gameplay.VehicleGeneratorComponent.RandomGroups
// (Native, Public, BlueprintCallable)
void UVehicleGeneratorComponent::RandomGroups()
{
static UFunction *pFunc = 0;
if (!pFunc)
pFunc = UObject::FindObject<UFunction>("Function Gameplay.VehicleGeneratorComponent.RandomGroups");
UVehicleGeneratorComponent_RandomGroups_Params params;
auto flags = pFunc->FunctionFlags;
pFunc->FunctionFlags |= 0x400;
UObject *currentObj = (UObject *) this;
currentObj->ProcessEvent(pFunc, &params);
pFunc->FunctionFlags = flags;
}
// Function Gameplay.VehicleGeneratorComponent.LoadVehicleGenerateTable
// (Native, Event, Public, BlueprintEvent)
void UVehicleGeneratorComponent::LoadVehicleGenerateTable()
{
static UFunction *pFunc = 0;
if (!pFunc)
pFunc = UObject::FindObject<UFunction>("Function Gameplay.VehicleGeneratorComponent.LoadVehicleGenerateTable");
UVehicleGeneratorComponent_LoadVehicleGenerateTable_Params params;
auto flags = pFunc->FunctionFlags;
pFunc->FunctionFlags |= 0x400;
UObject *currentObj = (UObject *) this;
currentObj->ProcessEvent(pFunc, &params);
pFunc->FunctionFlags = flags;
}
// Function Gameplay.VehicleGeneratorComponent.GetVehicleSpotRandomInfoBySpotType
// (Final, Native, Public)
// Parameters:
// TEnumAsByte<ESpotType> SpotType (Parm, ZeroConstructor, IsPlainOldData)
// struct FVehicleGenerateRandomInfo ReturnValue (Parm, OutParm, ReturnParm)
struct FVehicleGenerateRandomInfo UVehicleGeneratorComponent::GetVehicleSpotRandomInfoBySpotType(TEnumAsByte<ESpotType> SpotType)
{
static UFunction *pFunc = 0;
if (!pFunc)
pFunc = UObject::FindObject<UFunction>("Function Gameplay.VehicleGeneratorComponent.GetVehicleSpotRandomInfoBySpotType");
UVehicleGeneratorComponent_GetVehicleSpotRandomInfoBySpotType_Params params;
params.SpotType = SpotType;
auto flags = pFunc->FunctionFlags;
pFunc->FunctionFlags |= 0x400;
UObject *currentObj = (UObject *) this;
currentObj->ProcessEvent(pFunc, &params);
pFunc->FunctionFlags = flags;
return params.ReturnValue;
}
// Function Gameplay.VehicleGeneratorComponent.GetVehicleSpotRandomInfo
// (Final, Native, Public, HasOutParms)
// Parameters:
// struct FVehicleSpotProperty SpotProperty (Parm, OutParm)
// struct FVehicleGenerateRandomInfo ReturnValue (Parm, OutParm, ReturnParm)
struct FVehicleGenerateRandomInfo UVehicleGeneratorComponent::GetVehicleSpotRandomInfo(struct FVehicleSpotProperty* SpotProperty)
{
static UFunction *pFunc = 0;
if (!pFunc)
pFunc = UObject::FindObject<UFunction>("Function Gameplay.VehicleGeneratorComponent.GetVehicleSpotRandomInfo");
UVehicleGeneratorComponent_GetVehicleSpotRandomInfo_Params params;
auto flags = pFunc->FunctionFlags;
pFunc->FunctionFlags |= 0x400;
UObject *currentObj = (UObject *) this;
currentObj->ProcessEvent(pFunc, &params);
pFunc->FunctionFlags = flags;
if (SpotProperty != nullptr)
*SpotProperty = params.SpotProperty;
return params.ReturnValue;
}
// Function Gameplay.VehicleGeneratorComponent.GetRandomVehicleClass
// (Final, Native, Public)
// Parameters:
// struct FString Category (Parm, ZeroConstructor)
// struct FVehicleGenerateSpawnData ReturnValue (Parm, OutParm, ReturnParm)
struct FVehicleGenerateSpawnData UVehicleGeneratorComponent::GetRandomVehicleClass(const struct FString& Category)
{
static UFunction *pFunc = 0;
if (!pFunc)
pFunc = UObject::FindObject<UFunction>("Function Gameplay.VehicleGeneratorComponent.GetRandomVehicleClass");
UVehicleGeneratorComponent_GetRandomVehicleClass_Params params;
params.Category = Category;
auto flags = pFunc->FunctionFlags;
pFunc->FunctionFlags |= 0x400;
UObject *currentObj = (UObject *) this;
currentObj->ProcessEvent(pFunc, &params);
pFunc->FunctionFlags = flags;
return params.ReturnValue;
}
// Function Gameplay.VehicleGeneratorComponent.GetRandomCategory
// (Native, Protected, HasOutParms)
// Parameters:
// TArray<struct FSpotWeight> SpotWeights (ConstParm, Parm, OutParm, ZeroConstructor, ReferenceParm)
// struct FString ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm)
struct FString UVehicleGeneratorComponent::GetRandomCategory(TArray<struct FSpotWeight> SpotWeights)
{
static UFunction *pFunc = 0;
if (!pFunc)
pFunc = UObject::FindObject<UFunction>("Function Gameplay.VehicleGeneratorComponent.GetRandomCategory");
UVehicleGeneratorComponent_GetRandomCategory_Params params;
params.SpotWeights = SpotWeights;
auto flags = pFunc->FunctionFlags;
pFunc->FunctionFlags |= 0x400;
UObject *currentObj = (UObject *) this;
currentObj->ProcessEvent(pFunc, &params);
pFunc->FunctionFlags = flags;
return params.ReturnValue;
}
// Function Gameplay.VehicleGeneratorComponent.GenerateSpotOnTick
// (Native, Protected)
void UVehicleGeneratorComponent::GenerateSpotOnTick()
{
static UFunction *pFunc = 0;
if (!pFunc)
pFunc = UObject::FindObject<UFunction>("Function Gameplay.VehicleGeneratorComponent.GenerateSpotOnTick");
UVehicleGeneratorComponent_GenerateSpotOnTick_Params params;
auto flags = pFunc->FunctionFlags;
pFunc->FunctionFlags |= 0x400;
UObject *currentObj = (UObject *) this;
currentObj->ProcessEvent(pFunc, &params);
pFunc->FunctionFlags = flags;
}
// Function Gameplay.VehicleGeneratorComponent.DeleteGroups
// (Final, Native, Protected)
void UVehicleGeneratorComponent::DeleteGroups()
{
static UFunction *pFunc = 0;
if (!pFunc)
pFunc = UObject::FindObject<UFunction>("Function Gameplay.VehicleGeneratorComponent.DeleteGroups");
UVehicleGeneratorComponent_DeleteGroups_Params params;
auto flags = pFunc->FunctionFlags;
pFunc->FunctionFlags |= 0x400;
UObject *currentObj = (UObject *) this;
currentObj->ProcessEvent(pFunc, &params);
pFunc->FunctionFlags = flags;
}
// Function Gameplay.VehicleGeneratorComponent.AddVehicleSpotCount
// (Final, Native, Protected)
// Parameters:
// TEnumAsByte<ESpotType> SpotType (Parm, ZeroConstructor, IsPlainOldData)
// struct FString Path (Parm, ZeroConstructor)
// float LocationX (Parm, ZeroConstructor, IsPlainOldData)
// float LocationY (Parm, ZeroConstructor, IsPlainOldData)
// float LocationZ (Parm, ZeroConstructor, IsPlainOldData)
void UVehicleGeneratorComponent::AddVehicleSpotCount(TEnumAsByte<ESpotType> SpotType, const struct FString& Path, float LocationX, float LocationY, float LocationZ)
{
static UFunction *pFunc = 0;
if (!pFunc)
pFunc = UObject::FindObject<UFunction>("Function Gameplay.VehicleGeneratorComponent.AddVehicleSpotCount");
UVehicleGeneratorComponent_AddVehicleSpotCount_Params params;
params.SpotType = SpotType;
params.Path = Path;
params.LocationX = LocationX;
params.LocationY = LocationY;
params.LocationZ = LocationZ;
auto flags = pFunc->FunctionFlags;
pFunc->FunctionFlags |= 0x400;
UObject *currentObj = (UObject *) this;
currentObj->ProcessEvent(pFunc, &params);
pFunc->FunctionFlags = flags;
}
// Function Gameplay.VehicleGeneratorComponent.AddVehicleClassCount
// (Final, Native, Protected)
// Parameters:
// struct FString Path (Parm, ZeroConstructor)
// bool IsValid (Parm, ZeroConstructor, IsPlainOldData)
// int Count (Parm, ZeroConstructor, IsPlainOldData)
void UVehicleGeneratorComponent::AddVehicleClassCount(const struct FString& Path, bool IsValid, int Count)
{
static UFunction *pFunc = 0;
if (!pFunc)
pFunc = UObject::FindObject<UFunction>("Function Gameplay.VehicleGeneratorComponent.AddVehicleClassCount");
UVehicleGeneratorComponent_AddVehicleClassCount_Params params;
params.Path = Path;
params.IsValid = IsValid;
params.Count = Count;
auto flags = pFunc->FunctionFlags;
pFunc->FunctionFlags |= 0x400;
UObject *currentObj = (UObject *) this;
currentObj->ProcessEvent(pFunc, &params);
pFunc->FunctionFlags = flags;
}
// Function Gameplay.VehicleSpotSceneComponent.SetSpotRandomInfo
// (Final, Native, Public, HasOutParms)
// Parameters:
// struct FVehicleGenerateRandomInfo RandomInfo (Parm, OutParm)
void UVehicleSpotSceneComponent::SetSpotRandomInfo(struct FVehicleGenerateRandomInfo* RandomInfo)
{
static UFunction *pFunc = 0;
if (!pFunc)
pFunc = UObject::FindObject<UFunction>("Function Gameplay.VehicleSpotSceneComponent.SetSpotRandomInfo");
UVehicleSpotSceneComponent_SetSpotRandomInfo_Params params;
auto flags = pFunc->FunctionFlags;
pFunc->FunctionFlags |= 0x400;
UObject *currentObj = (UObject *) this;
currentObj->ProcessEvent(pFunc, &params);
pFunc->FunctionFlags = flags;
if (RandomInfo != nullptr)
*RandomInfo = params.RandomInfo;
}
// Function Gameplay.VehicleSpotSceneComponent.GenerateSpot
// (Native, Public)
// Parameters:
// bool ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData)
bool UVehicleSpotSceneComponent::GenerateSpot()
{
static UFunction *pFunc = 0;
if (!pFunc)
pFunc = UObject::FindObject<UFunction>("Function Gameplay.VehicleSpotSceneComponent.GenerateSpot");
UVehicleSpotSceneComponent_GenerateSpot_Params params;
auto flags = pFunc->FunctionFlags;
pFunc->FunctionFlags |= 0x400;
UObject *currentObj = (UObject *) this;
currentObj->ProcessEvent(pFunc, &params);
pFunc->FunctionFlags = flags;
return params.ReturnValue;
}
// Function Gameplay.WeatherConfigComponent.UnloadStreamLevel
// (Final, Native, Public, BlueprintCallable)
// Parameters:
// struct FString LevelName (Parm, ZeroConstructor)
void UWeatherConfigComponent::UnloadStreamLevel(const struct FString& LevelName)
{
static UFunction *pFunc = 0;
if (!pFunc)
pFunc = UObject::FindObject<UFunction>("Function Gameplay.WeatherConfigComponent.UnloadStreamLevel");
UWeatherConfigComponent_UnloadStreamLevel_Params params;
params.LevelName = LevelName;
auto flags = pFunc->FunctionFlags;
pFunc->FunctionFlags |= 0x400;
UObject *currentObj = (UObject *) this;
currentObj->ProcessEvent(pFunc, &params);
pFunc->FunctionFlags = flags;
}
// Function Gameplay.WeatherConfigComponent.SyncWeatherLevelInfo
// (Final, Native, Protected, BlueprintCallable)
void UWeatherConfigComponent::SyncWeatherLevelInfo()
{
static UFunction *pFunc = 0;
if (!pFunc)
pFunc = UObject::FindObject<UFunction>("Function Gameplay.WeatherConfigComponent.SyncWeatherLevelInfo");
UWeatherConfigComponent_SyncWeatherLevelInfo_Params params;
auto flags = pFunc->FunctionFlags;
pFunc->FunctionFlags |= 0x400;
UObject *currentObj = (UObject *) this;
currentObj->ProcessEvent(pFunc, &params);
pFunc->FunctionFlags = flags;
}
// Function Gameplay.WeatherConfigComponent.OnUnLoadStreamLevelCompleted
// (Final, Native, Public, BlueprintCallable)
void UWeatherConfigComponent::OnUnLoadStreamLevelCompleted()
{
static UFunction *pFunc = 0;
if (!pFunc)
pFunc = UObject::FindObject<UFunction>("Function Gameplay.WeatherConfigComponent.OnUnLoadStreamLevelCompleted");
UWeatherConfigComponent_OnUnLoadStreamLevelCompleted_Params params;
auto flags = pFunc->FunctionFlags;
pFunc->FunctionFlags |= 0x400;
UObject *currentObj = (UObject *) this;
currentObj->ProcessEvent(pFunc, &params);
pFunc->FunctionFlags = flags;
}
// Function Gameplay.WeatherConfigComponent.OnRep_WeatherSyncCount
// (Final, Native, Public)
void UWeatherConfigComponent::OnRep_WeatherSyncCount()
{
static UFunction *pFunc = 0;
if (!pFunc)
pFunc = UObject::FindObject<UFunction>("Function Gameplay.WeatherConfigComponent.OnRep_WeatherSyncCount");
UWeatherConfigComponent_OnRep_WeatherSyncCount_Params params;
auto flags = pFunc->FunctionFlags;
pFunc->FunctionFlags |= 0x400;
UObject *currentObj = (UObject *) this;
currentObj->ProcessEvent(pFunc, &params);
pFunc->FunctionFlags = flags;
}
// Function Gameplay.WeatherConfigComponent.OnLoadStreamLevelCompleted
// (Final, Native, Public, BlueprintCallable)
void UWeatherConfigComponent::OnLoadStreamLevelCompleted()
{
static UFunction *pFunc = 0;
if (!pFunc)
pFunc = UObject::FindObject<UFunction>("Function Gameplay.WeatherConfigComponent.OnLoadStreamLevelCompleted");
UWeatherConfigComponent_OnLoadStreamLevelCompleted_Params params;
auto flags = pFunc->FunctionFlags;
pFunc->FunctionFlags |= 0x400;
UObject *currentObj = (UObject *) this;
currentObj->ProcessEvent(pFunc, &params);
pFunc->FunctionFlags = flags;
}
// Function Gameplay.WeatherConfigComponent.LoadWeatherLevel
// (Final, Native, Public)
void UWeatherConfigComponent::LoadWeatherLevel()
{
static UFunction *pFunc = 0;
if (!pFunc)
pFunc = UObject::FindObject<UFunction>("Function Gameplay.WeatherConfigComponent.LoadWeatherLevel");
UWeatherConfigComponent_LoadWeatherLevel_Params params;
auto flags = pFunc->FunctionFlags;
pFunc->FunctionFlags |= 0x400;
UObject *currentObj = (UObject *) this;
currentObj->ProcessEvent(pFunc, &params);
pFunc->FunctionFlags = flags;
}
// Function Gameplay.WeatherConfigComponent.LoadStreamLevel
// (Final, Native, Public, BlueprintCallable)
// Parameters:
// struct FString LevelName (Parm, ZeroConstructor)
// int WeatherID (Parm, ZeroConstructor, IsPlainOldData)
void UWeatherConfigComponent::LoadStreamLevel(const struct FString& LevelName, int WeatherID)
{
static UFunction *pFunc = 0;
if (!pFunc)
pFunc = UObject::FindObject<UFunction>("Function Gameplay.WeatherConfigComponent.LoadStreamLevel");
UWeatherConfigComponent_LoadStreamLevel_Params params;
params.LevelName = LevelName;
params.WeatherID = WeatherID;
auto flags = pFunc->FunctionFlags;
pFunc->FunctionFlags |= 0x400;
UObject *currentObj = (UObject *) this;
currentObj->ProcessEvent(pFunc, &params);
pFunc->FunctionFlags = flags;
}
// Function Gameplay.WeatherConfigComponent.LoadDefaultWeatherLevel
// (Final, Native, Public)
void UWeatherConfigComponent::LoadDefaultWeatherLevel()
{
static UFunction *pFunc = 0;
if (!pFunc)
pFunc = UObject::FindObject<UFunction>("Function Gameplay.WeatherConfigComponent.LoadDefaultWeatherLevel");
UWeatherConfigComponent_LoadDefaultWeatherLevel_Params params;
auto flags = pFunc->FunctionFlags;
pFunc->FunctionFlags |= 0x400;
UObject *currentObj = (UObject *) this;
currentObj->ProcessEvent(pFunc, &params);
pFunc->FunctionFlags = flags;
}
// Function Gameplay.WeatherConfigComponent.Init
// (Native, Public, BlueprintCallable)
void UWeatherConfigComponent::Init()
{
static UFunction *pFunc = 0;
if (!pFunc)
pFunc = UObject::FindObject<UFunction>("Function Gameplay.WeatherConfigComponent.Init");
UWeatherConfigComponent_Init_Params params;
auto flags = pFunc->FunctionFlags;
pFunc->FunctionFlags |= 0x400;
UObject *currentObj = (UObject *) this;
currentObj->ProcessEvent(pFunc, &params);
pFunc->FunctionFlags = flags;
}
}