//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 GameplayTasks.GameplayTask.ReadyForActivation // (Final, Native, Public, BlueprintCallable) void UGameplayTask::ReadyForActivation() { static UFunction *pFunc = 0; if (!pFunc) pFunc = UObject::FindObject("Function GameplayTasks.GameplayTask.ReadyForActivation"); UGameplayTask_ReadyForActivation_Params params; auto flags = pFunc->FunctionFlags; pFunc->FunctionFlags |= 0x400; UObject *currentObj = (UObject *) this; currentObj->ProcessEvent(pFunc, ¶ms); pFunc->FunctionFlags = flags; } // DelegateFunction GameplayTasks.GameplayTask.GenericGameplayTaskDelegate__DelegateSignature // (MulticastDelegate, Public, Delegate) void UGameplayTask::GenericGameplayTaskDelegate__DelegateSignature() { static UFunction *pFunc = 0; if (!pFunc) pFunc = UObject::FindObject("DelegateFunction GameplayTasks.GameplayTask.GenericGameplayTaskDelegate__DelegateSignature"); UGameplayTask_GenericGameplayTaskDelegate__DelegateSignature_Params params; auto flags = pFunc->FunctionFlags; UObject *currentObj = (UObject *) this; currentObj->ProcessEvent(pFunc, ¶ms); pFunc->FunctionFlags = flags; } // Function GameplayTasks.GameplayTask.EndTask // (Final, Native, Public, BlueprintCallable) void UGameplayTask::EndTask() { static UFunction *pFunc = 0; if (!pFunc) pFunc = UObject::FindObject("Function GameplayTasks.GameplayTask.EndTask"); UGameplayTask_EndTask_Params params; auto flags = pFunc->FunctionFlags; pFunc->FunctionFlags |= 0x400; UObject *currentObj = (UObject *) this; currentObj->ProcessEvent(pFunc, ¶ms); pFunc->FunctionFlags = flags; } // Function GameplayTasks.GameplayTask_ClaimResource.ClaimResources // (Final, Native, Static, Public, BlueprintCallable) // Parameters: // TScriptInterface InTaskOwner (Parm, ZeroConstructor, IsPlainOldData) // TArray ResourceClasses (Parm, ZeroConstructor) // unsigned char Priority (ConstParm, Parm, ZeroConstructor, IsPlainOldData) // struct FName TaskInstanceName (ConstParm, Parm, ZeroConstructor, IsPlainOldData) // class UGameplayTask_ClaimResource* ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData) class UGameplayTask_ClaimResource* UGameplayTask_ClaimResource::ClaimResources(const TScriptInterface& InTaskOwner, TArray ResourceClasses, unsigned char Priority, const struct FName& TaskInstanceName) { static UFunction *pFunc = 0; if (!pFunc) pFunc = UObject::FindObject("Function GameplayTasks.GameplayTask_ClaimResource.ClaimResources"); UGameplayTask_ClaimResource_ClaimResources_Params params; params.InTaskOwner = InTaskOwner; params.ResourceClasses = ResourceClasses; params.Priority = Priority; params.TaskInstanceName = TaskInstanceName; auto flags = pFunc->FunctionFlags; pFunc->FunctionFlags |= 0x400; static auto defaultObj = StaticClass()->GetDefaultObject(); defaultObj->ProcessEvent(pFunc, ¶ms); pFunc->FunctionFlags = flags; return params.ReturnValue; } // Function GameplayTasks.GameplayTask_ClaimResource.ClaimResource // (Final, Native, Static, Public, BlueprintCallable) // Parameters: // TScriptInterface InTaskOwner (Parm, ZeroConstructor, IsPlainOldData) // class UClass* ResourceClass (Parm, ZeroConstructor, IsPlainOldData) // unsigned char Priority (ConstParm, Parm, ZeroConstructor, IsPlainOldData) // struct FName TaskInstanceName (ConstParm, Parm, ZeroConstructor, IsPlainOldData) // class UGameplayTask_ClaimResource* ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData) class UGameplayTask_ClaimResource* UGameplayTask_ClaimResource::ClaimResource(const TScriptInterface& InTaskOwner, class UClass* ResourceClass, unsigned char Priority, const struct FName& TaskInstanceName) { static UFunction *pFunc = 0; if (!pFunc) pFunc = UObject::FindObject("Function GameplayTasks.GameplayTask_ClaimResource.ClaimResource"); UGameplayTask_ClaimResource_ClaimResource_Params params; params.InTaskOwner = InTaskOwner; params.ResourceClass = ResourceClass; params.Priority = Priority; params.TaskInstanceName = TaskInstanceName; auto flags = pFunc->FunctionFlags; pFunc->FunctionFlags |= 0x400; static auto defaultObj = StaticClass()->GetDefaultObject(); defaultObj->ProcessEvent(pFunc, ¶ms); pFunc->FunctionFlags = flags; return params.ReturnValue; } // Function GameplayTasks.GameplayTask_SpawnActor.SpawnActor // (Final, Native, Static, Public, HasDefaults, BlueprintCallable) // Parameters: // TScriptInterface TaskOwner (Parm, ZeroConstructor, IsPlainOldData) // struct FVector SpawnLocation (Parm, IsPlainOldData) // struct FRotator SpawnRotation (Parm, IsPlainOldData) // class UClass* Class (Parm, ZeroConstructor, IsPlainOldData) // bool bSpawnOnlyOnAuthority (Parm, ZeroConstructor, IsPlainOldData) // class UGameplayTask_SpawnActor* ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData) class UGameplayTask_SpawnActor* UGameplayTask_SpawnActor::SpawnActor(const TScriptInterface& TaskOwner, const struct FVector& SpawnLocation, const struct FRotator& SpawnRotation, class UClass* Class, bool bSpawnOnlyOnAuthority) { static UFunction *pFunc = 0; if (!pFunc) pFunc = UObject::FindObject("Function GameplayTasks.GameplayTask_SpawnActor.SpawnActor"); UGameplayTask_SpawnActor_SpawnActor_Params params; params.TaskOwner = TaskOwner; params.SpawnLocation = SpawnLocation; params.SpawnRotation = SpawnRotation; params.Class = Class; params.bSpawnOnlyOnAuthority = bSpawnOnlyOnAuthority; auto flags = pFunc->FunctionFlags; pFunc->FunctionFlags |= 0x400; static auto defaultObj = StaticClass()->GetDefaultObject(); defaultObj->ProcessEvent(pFunc, ¶ms); pFunc->FunctionFlags = flags; return params.ReturnValue; } // Function GameplayTasks.GameplayTask_SpawnActor.FinishSpawningActor // (Native, Public, BlueprintCallable) // Parameters: // class UObject* WorldContextObject (Parm, ZeroConstructor, IsPlainOldData) // class AActor* SpawnedActor (Parm, ZeroConstructor, IsPlainOldData) void UGameplayTask_SpawnActor::FinishSpawningActor(class UObject* WorldContextObject, class AActor* SpawnedActor) { static UFunction *pFunc = 0; if (!pFunc) pFunc = UObject::FindObject("Function GameplayTasks.GameplayTask_SpawnActor.FinishSpawningActor"); UGameplayTask_SpawnActor_FinishSpawningActor_Params params; params.WorldContextObject = WorldContextObject; params.SpawnedActor = SpawnedActor; auto flags = pFunc->FunctionFlags; pFunc->FunctionFlags |= 0x400; UObject *currentObj = (UObject *) this; currentObj->ProcessEvent(pFunc, ¶ms); pFunc->FunctionFlags = flags; } // Function GameplayTasks.GameplayTask_SpawnActor.BeginSpawningActor // (Native, Public, HasOutParms, BlueprintCallable) // Parameters: // class UObject* WorldContextObject (Parm, ZeroConstructor, IsPlainOldData) // class AActor* SpawnedActor (Parm, OutParm, ZeroConstructor, IsPlainOldData) // bool ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData) bool UGameplayTask_SpawnActor::BeginSpawningActor(class UObject* WorldContextObject, class AActor** SpawnedActor) { static UFunction *pFunc = 0; if (!pFunc) pFunc = UObject::FindObject("Function GameplayTasks.GameplayTask_SpawnActor.BeginSpawningActor"); UGameplayTask_SpawnActor_BeginSpawningActor_Params params; params.WorldContextObject = WorldContextObject; auto flags = pFunc->FunctionFlags; pFunc->FunctionFlags |= 0x400; UObject *currentObj = (UObject *) this; currentObj->ProcessEvent(pFunc, ¶ms); pFunc->FunctionFlags = flags; if (SpawnedActor != nullptr) *SpawnedActor = params.SpawnedActor; return params.ReturnValue; } // Function GameplayTasks.GameplayTask_WaitDelay.TaskWaitDelay // (Final, Native, Static, Public, BlueprintCallable) // Parameters: // TScriptInterface TaskOwner (Parm, ZeroConstructor, IsPlainOldData) // float Time (Parm, ZeroConstructor, IsPlainOldData) // unsigned char Priority (ConstParm, Parm, ZeroConstructor, IsPlainOldData) // class UGameplayTask_WaitDelay* ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData) class UGameplayTask_WaitDelay* UGameplayTask_WaitDelay::TaskWaitDelay(const TScriptInterface& TaskOwner, float Time, unsigned char Priority) { static UFunction *pFunc = 0; if (!pFunc) pFunc = UObject::FindObject("Function GameplayTasks.GameplayTask_WaitDelay.TaskWaitDelay"); UGameplayTask_WaitDelay_TaskWaitDelay_Params params; params.TaskOwner = TaskOwner; params.Time = Time; params.Priority = Priority; auto flags = pFunc->FunctionFlags; pFunc->FunctionFlags |= 0x400; static auto defaultObj = StaticClass()->GetDefaultObject(); defaultObj->ProcessEvent(pFunc, ¶ms); pFunc->FunctionFlags = flags; return params.ReturnValue; } // DelegateFunction GameplayTasks.GameplayTask_WaitDelay.TaskDelayDelegate__DelegateSignature // (MulticastDelegate, Public, Delegate) void UGameplayTask_WaitDelay::TaskDelayDelegate__DelegateSignature() { static UFunction *pFunc = 0; if (!pFunc) pFunc = UObject::FindObject("DelegateFunction GameplayTasks.GameplayTask_WaitDelay.TaskDelayDelegate__DelegateSignature"); UGameplayTask_WaitDelay_TaskDelayDelegate__DelegateSignature_Params params; auto flags = pFunc->FunctionFlags; UObject *currentObj = (UObject *) this; currentObj->ProcessEvent(pFunc, ¶ms); pFunc->FunctionFlags = flags; } // Function GameplayTasks.GameplayTasksComponent.OnRep_SimulatedTasks // (Final, Native, Public) void UGameplayTasksComponent::OnRep_SimulatedTasks() { static UFunction *pFunc = 0; if (!pFunc) pFunc = UObject::FindObject("Function GameplayTasks.GameplayTasksComponent.OnRep_SimulatedTasks"); UGameplayTasksComponent_OnRep_SimulatedTasks_Params params; auto flags = pFunc->FunctionFlags; pFunc->FunctionFlags |= 0x400; UObject *currentObj = (UObject *) this; currentObj->ProcessEvent(pFunc, ¶ms); pFunc->FunctionFlags = flags; } // Function GameplayTasks.GameplayTasksComponent.K2_RunGameplayTask // (Final, Native, Static, Public, BlueprintCallable) // Parameters: // TScriptInterface TaskOwner (Parm, ZeroConstructor, IsPlainOldData) // class UGameplayTask* Task (Parm, ZeroConstructor, IsPlainOldData) // unsigned char Priority (Parm, ZeroConstructor, IsPlainOldData) // TArray AdditionalRequiredResources (Parm, ZeroConstructor) // TArray AdditionalClaimedResources (Parm, ZeroConstructor) // EGameplayTaskRunResult ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData) EGameplayTaskRunResult UGameplayTasksComponent::K2_RunGameplayTask(const TScriptInterface& TaskOwner, class UGameplayTask* Task, unsigned char Priority, TArray AdditionalRequiredResources, TArray AdditionalClaimedResources) { static UFunction *pFunc = 0; if (!pFunc) pFunc = UObject::FindObject("Function GameplayTasks.GameplayTasksComponent.K2_RunGameplayTask"); UGameplayTasksComponent_K2_RunGameplayTask_Params params; params.TaskOwner = TaskOwner; params.Task = Task; params.Priority = Priority; params.AdditionalRequiredResources = AdditionalRequiredResources; params.AdditionalClaimedResources = AdditionalClaimedResources; auto flags = pFunc->FunctionFlags; pFunc->FunctionFlags |= 0x400; static auto defaultObj = StaticClass()->GetDefaultObject(); defaultObj->ProcessEvent(pFunc, ¶ms); pFunc->FunctionFlags = flags; return params.ReturnValue; } }