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

303 lines
9.8 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 LevelSequence.LevelSequenceActor.SetSequence
// (Final, Native, Public, BlueprintCallable)
// Parameters:
// class ULevelSequence* InSequence (Parm, ZeroConstructor, IsPlainOldData)
void ALevelSequenceActor::SetSequence(class ULevelSequence* InSequence)
{
static UFunction *pFunc = 0;
if (!pFunc)
pFunc = UObject::FindObject<UFunction>("Function LevelSequence.LevelSequenceActor.SetSequence");
ALevelSequenceActor_SetSequence_Params params;
params.InSequence = InSequence;
auto flags = pFunc->FunctionFlags;
pFunc->FunctionFlags |= 0x400;
UObject *currentObj = (UObject *) this;
currentObj->ProcessEvent(pFunc, &params);
pFunc->FunctionFlags = flags;
}
// Function LevelSequence.LevelSequenceActor.SetEventReceivers
// (Final, Native, Public, BlueprintCallable)
// Parameters:
// TArray<class AActor*> AdditionalReceivers (Parm, ZeroConstructor)
void ALevelSequenceActor::SetEventReceivers(TArray<class AActor*> AdditionalReceivers)
{
static UFunction *pFunc = 0;
if (!pFunc)
pFunc = UObject::FindObject<UFunction>("Function LevelSequence.LevelSequenceActor.SetEventReceivers");
ALevelSequenceActor_SetEventReceivers_Params params;
params.AdditionalReceivers = AdditionalReceivers;
auto flags = pFunc->FunctionFlags;
pFunc->FunctionFlags |= 0x400;
UObject *currentObj = (UObject *) this;
currentObj->ProcessEvent(pFunc, &params);
pFunc->FunctionFlags = flags;
}
// Function LevelSequence.LevelSequenceActor.SetBinding
// (Final, Native, Public, HasOutParms, BlueprintCallable)
// Parameters:
// struct FMovieSceneObjectBindingID Binding (Parm)
// TArray<class AActor*> Actors (ConstParm, Parm, OutParm, ZeroConstructor, ReferenceParm)
// bool bAllowBindingsFromAsset (Parm, ZeroConstructor, IsPlainOldData)
void ALevelSequenceActor::SetBinding(const struct FMovieSceneObjectBindingID& Binding, TArray<class AActor*> Actors, bool bAllowBindingsFromAsset)
{
static UFunction *pFunc = 0;
if (!pFunc)
pFunc = UObject::FindObject<UFunction>("Function LevelSequence.LevelSequenceActor.SetBinding");
ALevelSequenceActor_SetBinding_Params params;
params.Binding = Binding;
params.Actors = Actors;
params.bAllowBindingsFromAsset = bAllowBindingsFromAsset;
auto flags = pFunc->FunctionFlags;
pFunc->FunctionFlags |= 0x400;
UObject *currentObj = (UObject *) this;
currentObj->ProcessEvent(pFunc, &params);
pFunc->FunctionFlags = flags;
}
// Function LevelSequence.LevelSequenceActor.ResetBindings
// (Final, Native, Public, BlueprintCallable)
void ALevelSequenceActor::ResetBindings()
{
static UFunction *pFunc = 0;
if (!pFunc)
pFunc = UObject::FindObject<UFunction>("Function LevelSequence.LevelSequenceActor.ResetBindings");
ALevelSequenceActor_ResetBindings_Params params;
auto flags = pFunc->FunctionFlags;
pFunc->FunctionFlags |= 0x400;
UObject *currentObj = (UObject *) this;
currentObj->ProcessEvent(pFunc, &params);
pFunc->FunctionFlags = flags;
}
// Function LevelSequence.LevelSequenceActor.ResetBinding
// (Final, Native, Public, BlueprintCallable)
// Parameters:
// struct FMovieSceneObjectBindingID Binding (Parm)
void ALevelSequenceActor::ResetBinding(const struct FMovieSceneObjectBindingID& Binding)
{
static UFunction *pFunc = 0;
if (!pFunc)
pFunc = UObject::FindObject<UFunction>("Function LevelSequence.LevelSequenceActor.ResetBinding");
ALevelSequenceActor_ResetBinding_Params params;
params.Binding = Binding;
auto flags = pFunc->FunctionFlags;
pFunc->FunctionFlags |= 0x400;
UObject *currentObj = (UObject *) this;
currentObj->ProcessEvent(pFunc, &params);
pFunc->FunctionFlags = flags;
}
// Function LevelSequence.LevelSequenceActor.RemoveBinding
// (Final, Native, Public, BlueprintCallable)
// Parameters:
// struct FMovieSceneObjectBindingID Binding (Parm)
// class AActor* Actor (Parm, ZeroConstructor, IsPlainOldData)
void ALevelSequenceActor::RemoveBinding(const struct FMovieSceneObjectBindingID& Binding, class AActor* Actor)
{
static UFunction *pFunc = 0;
if (!pFunc)
pFunc = UObject::FindObject<UFunction>("Function LevelSequence.LevelSequenceActor.RemoveBinding");
ALevelSequenceActor_RemoveBinding_Params params;
params.Binding = Binding;
params.Actor = Actor;
auto flags = pFunc->FunctionFlags;
pFunc->FunctionFlags |= 0x400;
UObject *currentObj = (UObject *) this;
currentObj->ProcessEvent(pFunc, &params);
pFunc->FunctionFlags = flags;
}
// Function LevelSequence.LevelSequenceActor.GetSequence
// (Final, Native, Public, BlueprintCallable, BlueprintPure, Const)
// Parameters:
// bool bLoad (Parm, ZeroConstructor, IsPlainOldData)
// bool bInitializePlayer (Parm, ZeroConstructor, IsPlainOldData)
// class ULevelSequence* ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData)
class ULevelSequence* ALevelSequenceActor::GetSequence(bool bLoad, bool bInitializePlayer)
{
static UFunction *pFunc = 0;
if (!pFunc)
pFunc = UObject::FindObject<UFunction>("Function LevelSequence.LevelSequenceActor.GetSequence");
ALevelSequenceActor_GetSequence_Params params;
params.bLoad = bLoad;
params.bInitializePlayer = bInitializePlayer;
auto flags = pFunc->FunctionFlags;
pFunc->FunctionFlags |= 0x400;
UObject *currentObj = (UObject *) this;
currentObj->ProcessEvent(pFunc, &params);
pFunc->FunctionFlags = flags;
return params.ReturnValue;
}
// Function LevelSequence.LevelSequenceActor.AddBinding
// (Final, Native, Public, BlueprintCallable)
// Parameters:
// struct FMovieSceneObjectBindingID Binding (Parm)
// class AActor* Actor (Parm, ZeroConstructor, IsPlainOldData)
// bool bAllowBindingsFromAsset (Parm, ZeroConstructor, IsPlainOldData)
void ALevelSequenceActor::AddBinding(const struct FMovieSceneObjectBindingID& Binding, class AActor* Actor, bool bAllowBindingsFromAsset)
{
static UFunction *pFunc = 0;
if (!pFunc)
pFunc = UObject::FindObject<UFunction>("Function LevelSequence.LevelSequenceActor.AddBinding");
ALevelSequenceActor_AddBinding_Params params;
params.Binding = Binding;
params.Actor = Actor;
params.bAllowBindingsFromAsset = bAllowBindingsFromAsset;
auto flags = pFunc->FunctionFlags;
pFunc->FunctionFlags |= 0x400;
UObject *currentObj = (UObject *) this;
currentObj->ProcessEvent(pFunc, &params);
pFunc->FunctionFlags = flags;
}
// Function LevelSequence.LevelSequenceBurnIn.SetSettings
// (Event, Public, BlueprintEvent)
// Parameters:
// class UObject* InSettings (Parm, ZeroConstructor, IsPlainOldData)
void ULevelSequenceBurnIn::SetSettings(class UObject* InSettings)
{
static UFunction *pFunc = 0;
if (!pFunc)
pFunc = UObject::FindObject<UFunction>("Function LevelSequence.LevelSequenceBurnIn.SetSettings");
ULevelSequenceBurnIn_SetSettings_Params params;
params.InSettings = InSettings;
auto flags = pFunc->FunctionFlags;
UObject *currentObj = (UObject *) this;
currentObj->ProcessEvent(pFunc, &params);
pFunc->FunctionFlags = flags;
}
// Function LevelSequence.LevelSequenceBurnIn.GetSettingsClass
// (Native, Event, Public, BlueprintEvent, Const)
// Parameters:
// class UClass* ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData)
class UClass* ULevelSequenceBurnIn::GetSettingsClass()
{
static UFunction *pFunc = 0;
if (!pFunc)
pFunc = UObject::FindObject<UFunction>("Function LevelSequence.LevelSequenceBurnIn.GetSettingsClass");
ULevelSequenceBurnIn_GetSettingsClass_Params params;
auto flags = pFunc->FunctionFlags;
pFunc->FunctionFlags |= 0x400;
UObject *currentObj = (UObject *) this;
currentObj->ProcessEvent(pFunc, &params);
pFunc->FunctionFlags = flags;
return params.ReturnValue;
}
// Function LevelSequence.LevelSequencePlayer.CreateLevelSequencePlayer
// (Final, Native, Static, Public, HasOutParms, BlueprintCallable)
// Parameters:
// class UObject* WorldContextObject (Parm, ZeroConstructor, IsPlainOldData)
// class ULevelSequence* LevelSequence (Parm, ZeroConstructor, IsPlainOldData)
// struct FMovieSceneSequencePlaybackSettings Settings (Parm)
// class ALevelSequenceActor* OutActor (Parm, OutParm, ZeroConstructor, IsPlainOldData)
// class ULevelSequencePlayer* ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData)
class ULevelSequencePlayer* ULevelSequencePlayer::CreateLevelSequencePlayer(class UObject* WorldContextObject, class ULevelSequence* LevelSequence, const struct FMovieSceneSequencePlaybackSettings& Settings, class ALevelSequenceActor** OutActor)
{
static UFunction *pFunc = 0;
if (!pFunc)
pFunc = UObject::FindObject<UFunction>("Function LevelSequence.LevelSequencePlayer.CreateLevelSequencePlayer");
ULevelSequencePlayer_CreateLevelSequencePlayer_Params params;
params.WorldContextObject = WorldContextObject;
params.LevelSequence = LevelSequence;
params.Settings = Settings;
auto flags = pFunc->FunctionFlags;
pFunc->FunctionFlags |= 0x400;
static auto defaultObj = StaticClass()->GetDefaultObject();
defaultObj->ProcessEvent(pFunc, &params);
pFunc->FunctionFlags = flags;
if (OutActor != nullptr)
*OutActor = params.OutActor;
return params.ReturnValue;
}
}