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//PUBGM(0.13.5)32位SDK
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//作者:清华
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//Telegram:@qinghuanb666
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//生成时间:Fri Apr 18 20:44:40 2025
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#include "../SDK.hpp"
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namespace SDK
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{
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//---------------------------------------------------------------------------
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//Functions
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//---------------------------------------------------------------------------
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// Function Foliage.FoliageStatistics.FoliageOverlappingSphereCount
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// (Final, Native, Static, Public, HasDefaults, BlueprintCallable)
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// Parameters:
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// class UObject* WorldContextObject (Parm, ZeroConstructor, IsPlainOldData)
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// class UStaticMesh* StaticMesh (ConstParm, Parm, ZeroConstructor, IsPlainOldData)
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// struct FVector CenterPosition (Parm, IsPlainOldData)
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// float Radius (Parm, ZeroConstructor, IsPlainOldData)
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// int ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData)
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int UFoliageStatistics::FoliageOverlappingSphereCount(class UObject* WorldContextObject, class UStaticMesh* StaticMesh, const struct FVector& CenterPosition, float Radius)
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{
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static UFunction *pFunc = 0;
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if (!pFunc)
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pFunc = UObject::FindObject<UFunction>("Function Foliage.FoliageStatistics.FoliageOverlappingSphereCount");
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UFoliageStatistics_FoliageOverlappingSphereCount_Params params;
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params.WorldContextObject = WorldContextObject;
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params.StaticMesh = StaticMesh;
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params.CenterPosition = CenterPosition;
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params.Radius = Radius;
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auto flags = pFunc->FunctionFlags;
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pFunc->FunctionFlags |= 0x400;
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static auto defaultObj = StaticClass()->GetDefaultObject();
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defaultObj->ProcessEvent(pFunc, ¶ms);
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pFunc->FunctionFlags = flags;
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return params.ReturnValue;
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}
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// Function Foliage.FoliageStatistics.FoliageOverlappingBoxCount
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// (Final, Native, Static, Public, HasDefaults, BlueprintCallable)
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// Parameters:
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// class UObject* WorldContextObject (Parm, ZeroConstructor, IsPlainOldData)
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// class UStaticMesh* StaticMesh (ConstParm, Parm, ZeroConstructor, IsPlainOldData)
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// struct FBox Box (Parm, IsPlainOldData)
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// int ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData)
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int UFoliageStatistics::FoliageOverlappingBoxCount(class UObject* WorldContextObject, class UStaticMesh* StaticMesh, const struct FBox& Box)
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{
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static UFunction *pFunc = 0;
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if (!pFunc)
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pFunc = UObject::FindObject<UFunction>("Function Foliage.FoliageStatistics.FoliageOverlappingBoxCount");
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UFoliageStatistics_FoliageOverlappingBoxCount_Params params;
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params.WorldContextObject = WorldContextObject;
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params.StaticMesh = StaticMesh;
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params.Box = Box;
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auto flags = pFunc->FunctionFlags;
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pFunc->FunctionFlags |= 0x400;
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static auto defaultObj = StaticClass()->GetDefaultObject();
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defaultObj->ProcessEvent(pFunc, ¶ms);
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pFunc->FunctionFlags = flags;
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return params.ReturnValue;
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}
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// Function Foliage.InteractiveFoliageActor.CapsuleTouched
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// (Final, Native, Protected, HasOutParms)
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// Parameters:
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// class UPrimitiveComponent* OverlappedComp (Parm, ZeroConstructor, InstancedReference, IsPlainOldData)
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// class AActor* Other (Parm, ZeroConstructor, IsPlainOldData)
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// class UPrimitiveComponent* OtherComp (Parm, ZeroConstructor, InstancedReference, IsPlainOldData)
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// int OtherBodyIndex (Parm, ZeroConstructor, IsPlainOldData)
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// bool bFromSweep (Parm, ZeroConstructor, IsPlainOldData)
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// struct FHitResult OverlapInfo (ConstParm, Parm, OutParm, ReferenceParm, IsPlainOldData)
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void AInteractiveFoliageActor::CapsuleTouched(class UPrimitiveComponent* OverlappedComp, class AActor* Other, class UPrimitiveComponent* OtherComp, int OtherBodyIndex, bool bFromSweep, const struct FHitResult& OverlapInfo)
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{
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static UFunction *pFunc = 0;
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if (!pFunc)
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pFunc = UObject::FindObject<UFunction>("Function Foliage.InteractiveFoliageActor.CapsuleTouched");
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AInteractiveFoliageActor_CapsuleTouched_Params params;
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params.OverlappedComp = OverlappedComp;
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params.Other = Other;
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params.OtherComp = OtherComp;
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params.OtherBodyIndex = OtherBodyIndex;
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params.bFromSweep = bFromSweep;
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params.OverlapInfo = OverlapInfo;
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auto flags = pFunc->FunctionFlags;
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pFunc->FunctionFlags |= 0x400;
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UObject *currentObj = (UObject *) this;
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currentObj->ProcessEvent(pFunc, ¶ms);
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pFunc->FunctionFlags = flags;
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}
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// Function Foliage.ProceduralFoliageSpawner.Simulate
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// (Final, Native, Public, BlueprintCallable)
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// Parameters:
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// int NumSteps (Parm, ZeroConstructor, IsPlainOldData)
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void UProceduralFoliageSpawner::Simulate(int NumSteps)
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{
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static UFunction *pFunc = 0;
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if (!pFunc)
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pFunc = UObject::FindObject<UFunction>("Function Foliage.ProceduralFoliageSpawner.Simulate");
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UProceduralFoliageSpawner_Simulate_Params params;
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params.NumSteps = NumSteps;
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auto flags = pFunc->FunctionFlags;
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pFunc->FunctionFlags |= 0x400;
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UObject *currentObj = (UObject *) this;
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currentObj->ProcessEvent(pFunc, ¶ms);
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pFunc->FunctionFlags = flags;
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}
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}
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