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

129 lines
10 KiB
C++
Executable File

#pragma once
//PUBGM(0.13.5)32位SDK
//作者:清华
//Telegram:@qinghuanb666
//生成时间:Fri Apr 18 20:44:51 2025
#include "../SDK.hpp"
namespace SDK
{
//---------------------------------------------------------------------------
//Parameters
//---------------------------------------------------------------------------
// Function GlobalBattleUIFunctionLibrary.GlobalBattleUIFunctionLibrary_C.ClientDropItem
struct UGlobalBattleUIFunctionLibrary_C_ClientDropItem_Params
{
class ASTExtraPlayerController* Controller; // (BlueprintVisible, BlueprintReadOnly, Parm, ZeroConstructor, IsPlainOldData)
struct FItemDefineID itemDefine; // (BlueprintVisible, BlueprintReadOnly, Parm)
int Count; // (BlueprintVisible, BlueprintReadOnly, Parm, ZeroConstructor, IsPlainOldData)
EBattleItemDropReason Reason; // (BlueprintVisible, BlueprintReadOnly, Parm, ZeroConstructor, IsPlainOldData)
class UObject* __WorldContext; // (BlueprintVisible, BlueprintReadOnly, Parm, ZeroConstructor, IsPlainOldData)
};
// Function GlobalBattleUIFunctionLibrary.GlobalBattleUIFunctionLibrary_C.AddPostfixBattle
struct UGlobalBattleUIFunctionLibrary_C_AddPostfixBattle_Params
{
struct FString iconPath; // (BlueprintVisible, BlueprintReadOnly, Parm, ZeroConstructor)
class UObject* __WorldContext; // (BlueprintVisible, BlueprintReadOnly, Parm, ZeroConstructor, IsPlainOldData)
struct FString Result; // (Parm, OutParm, ZeroConstructor)
};
// Function GlobalBattleUIFunctionLibrary.GlobalBattleUIFunctionLibrary_C.SetCorpsRankLevelBattle
struct UGlobalBattleUIFunctionLibrary_C_SetCorpsRankLevelBattle_Params
{
class UImage* iconImage; // (BlueprintVisible, BlueprintReadOnly, Parm, ZeroConstructor, IsPlainOldData)
class UTextBlock* levelText; // (BlueprintVisible, BlueprintReadOnly, Parm, ZeroConstructor, IsPlainOldData)
int levelId; // (BlueprintVisible, BlueprintReadOnly, Parm, ZeroConstructor, IsPlainOldData)
int Style; // (BlueprintVisible, BlueprintReadOnly, Parm, ZeroConstructor, IsPlainOldData)
class UObject* __WorldContext; // (BlueprintVisible, BlueprintReadOnly, Parm, ZeroConstructor, IsPlainOldData)
};
// Function GlobalBattleUIFunctionLibrary.GlobalBattleUIFunctionLibrary_C.LoadDownloadUIElemLayoutSG
struct UGlobalBattleUIFunctionLibrary_C_LoadDownloadUIElemLayoutSG_Params
{
class UObject* __WorldContext; // (BlueprintVisible, BlueprintReadOnly, Parm, ZeroConstructor, IsPlainOldData)
bool IsExist; // (Parm, OutParm, ZeroConstructor, IsPlainOldData)
class UBP_SAVEGAME_UIElemLayout_C* SaveGameList; // (Parm, OutParm, ZeroConstructor, IsPlainOldData)
};
// Function GlobalBattleUIFunctionLibrary.GlobalBattleUIFunctionLibrary_C.LoadAllUIElemLayoutSG
struct UGlobalBattleUIFunctionLibrary_C_LoadAllUIElemLayoutSG_Params
{
class UObject* __WorldContext; // (BlueprintVisible, BlueprintReadOnly, Parm, ZeroConstructor, IsPlainOldData)
TArray<class UBP_SAVEGAME_UIElemLayout_C*> SaveGameList; // (Parm, OutParm, ZeroConstructor)
};
// Function GlobalBattleUIFunctionLibrary.GlobalBattleUIFunctionLibrary_C.GetRushTriggerLengthByType
struct UGlobalBattleUIFunctionLibrary_C_GetRushTriggerLengthByType_Params
{
class UBP_SAVEGAME_UIElemLayout_C* SaveGameObj; // (BlueprintVisible, BlueprintReadOnly, Parm, OutParm, ZeroConstructor, ReferenceParm, IsPlainOldData)
int LayoutIndex; // (BlueprintVisible, BlueprintReadOnly, Parm, ZeroConstructor, IsPlainOldData)
class UObject* __WorldContext; // (BlueprintVisible, BlueprintReadOnly, Parm, ZeroConstructor, IsPlainOldData)
float RushTriggerLength; // (Parm, OutParm, ZeroConstructor, IsPlainOldData)
};
// Function GlobalBattleUIFunctionLibrary.GlobalBattleUIFunctionLibrary_C.GetLayoutDetailByType
struct UGlobalBattleUIFunctionLibrary_C_GetLayoutDetailByType_Params
{
class UBP_SAVEGAME_UIElemLayout_C* SaveGameObj; // (BlueprintVisible, BlueprintReadOnly, Parm, OutParm, ZeroConstructor, ReferenceParm, IsPlainOldData)
int LayoutIndex; // (BlueprintVisible, BlueprintReadOnly, Parm, ZeroConstructor, IsPlainOldData)
TEnumAsByte<EBP_UIENUM_UIElemTypes> ElemKey; // (BlueprintVisible, BlueprintReadOnly, Parm, ZeroConstructor, IsPlainOldData)
class UObject* __WorldContext; // (BlueprintVisible, BlueprintReadOnly, Parm, ZeroConstructor, IsPlainOldData)
struct FBP_STRUCT_UIElemLayoutDetail LayoutDetail; // (Parm, OutParm)
bool IsFound; // (Parm, OutParm, ZeroConstructor, IsPlainOldData)
};
// Function GlobalBattleUIFunctionLibrary.GlobalBattleUIFunctionLibrary_C.IsWidgetVisible
struct UGlobalBattleUIFunctionLibrary_C_IsWidgetVisible_Params
{
class UWidget* Widget; // (BlueprintVisible, BlueprintReadOnly, Parm, ZeroConstructor, IsPlainOldData)
class UObject* __WorldContext; // (BlueprintVisible, BlueprintReadOnly, Parm, ZeroConstructor, IsPlainOldData)
bool Visible; // (Parm, OutParm, ZeroConstructor, IsPlainOldData)
};
// Function GlobalBattleUIFunctionLibrary.GlobalBattleUIFunctionLibrary_C.GetTimeByInt
struct UGlobalBattleUIFunctionLibrary_C_GetTimeByInt_Params
{
int Second; // (BlueprintVisible, BlueprintReadOnly, Parm, ZeroConstructor, IsPlainOldData)
class UObject* __WorldContext; // (BlueprintVisible, BlueprintReadOnly, Parm, ZeroConstructor, IsPlainOldData)
struct FString Time; // (Parm, OutParm, ZeroConstructor)
};
// Function GlobalBattleUIFunctionLibrary.GlobalBattleUIFunctionLibrary_C.CreateUAEUserWidget
struct UGlobalBattleUIFunctionLibrary_C_CreateUAEUserWidget_Params
{
class UClass* Class; // (BlueprintVisible, BlueprintReadOnly, Parm, ZeroConstructor, IsPlainOldData)
class UUAEUserWidget* Parent; // (BlueprintVisible, BlueprintReadOnly, Parm, ZeroConstructor, IsPlainOldData)
class UObject* __WorldContext; // (BlueprintVisible, BlueprintReadOnly, Parm, ZeroConstructor, IsPlainOldData)
class UUAEUserWidget* Widget; // (Parm, OutParm, ZeroConstructor, IsPlainOldData)
};
// Function GlobalBattleUIFunctionLibrary.GlobalBattleUIFunctionLibrary_C.GetLocalizeText
struct UGlobalBattleUIFunctionLibrary_C_GetLocalizeText_Params
{
struct FString Key; // (BlueprintVisible, BlueprintReadOnly, Parm, ZeroConstructor)
class UObject* __WorldContext; // (BlueprintVisible, BlueprintReadOnly, Parm, ZeroConstructor, IsPlainOldData)
struct FString Text; // (Parm, OutParm, ZeroConstructor)
};
// Function GlobalBattleUIFunctionLibrary.GlobalBattleUIFunctionLibrary_C.SaveUIElemLayoutSG
struct UGlobalBattleUIFunctionLibrary_C_SaveUIElemLayoutSG_Params
{
class USaveGame* SaveGameObject; // (BlueprintVisible, BlueprintReadOnly, Parm, OutParm, ZeroConstructor, ReferenceParm, IsPlainOldData)
class UObject* __WorldContext; // (BlueprintVisible, BlueprintReadOnly, Parm, ZeroConstructor, IsPlainOldData)
bool ReturnValue; // (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData)
};
// Function GlobalBattleUIFunctionLibrary.GlobalBattleUIFunctionLibrary_C.LoadUIElemLayoutSG
struct UGlobalBattleUIFunctionLibrary_C_LoadUIElemLayoutSG_Params
{
class UObject* __WorldContext; // (BlueprintVisible, BlueprintReadOnly, Parm, ZeroConstructor, IsPlainOldData)
class UBP_SAVEGAME_UIElemLayout_C* UIElemSaveGame; // (Parm, OutParm, ZeroConstructor, IsPlainOldData)
};
}