//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("Function Gameplay.UAEGameMode.SyncPlayerNames"); AUAEGameMode_SyncPlayerNames_Params params; auto flags = pFunc->FunctionFlags; pFunc->FunctionFlags |= 0x400; UObject *currentObj = (UObject *) this; currentObj->ProcessEvent(pFunc, ¶ms); pFunc->FunctionFlags = flags; } // Function Gameplay.UAEGameMode.SyncNewCorpsData // (Native, Public, HasOutParms) // Parameters: // TArray OutCorpsData (ConstParm, Parm, OutParm, ZeroConstructor, ReferenceParm) void AUAEGameMode::SyncNewCorpsData(TArray OutCorpsData) { static UFunction *pFunc = 0; if (!pFunc) pFunc = UObject::FindObject("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, ¶ms); 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("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, ¶ms); 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("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, ¶ms); 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("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, ¶ms); 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("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, ¶ms); 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("Function Gameplay.UAEGameMode.RetrieveBattleData"); AUAEGameMode_RetrieveBattleData_Params params; auto flags = pFunc->FunctionFlags; pFunc->FunctionFlags |= 0x400; UObject *currentObj = (UObject *) this; currentObj->ProcessEvent(pFunc, ¶ms); 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("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, ¶ms); 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("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, ¶ms); 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("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, ¶ms); 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("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, ¶ms); pFunc->FunctionFlags = flags; } // Function Gameplay.UAEGameMode.RefreshWorldActiveRange // (Native, Public) void AUAEGameMode::RefreshWorldActiveRange() { static UFunction *pFunc = 0; if (!pFunc) pFunc = UObject::FindObject("Function Gameplay.UAEGameMode.RefreshWorldActiveRange"); AUAEGameMode_RefreshWorldActiveRange_Params params; auto flags = pFunc->FunctionFlags; pFunc->FunctionFlags |= 0x400; UObject *currentObj = (UObject *) this; currentObj->ProcessEvent(pFunc, ¶ms); 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("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, ¶ms); 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("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, ¶ms); 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("Function Gameplay.UAEGameMode.RecoardAlivePlayerNum"); AUAEGameMode_RecoardAlivePlayerNum_Params params; auto flags = pFunc->FunctionFlags; pFunc->FunctionFlags |= 0x400; UObject *currentObj = (UObject *) this; currentObj->ProcessEvent(pFunc, ¶ms); 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("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, ¶ms); 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("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, ¶ms); 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("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, ¶ms); 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("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, ¶ms); 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("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, ¶ms); 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("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, ¶ms); 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("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, ¶ms); 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("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, ¶ms); 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("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, ¶ms); pFunc->FunctionFlags = flags; } // Function Gameplay.UAEGameMode.NotifyGameModeInit // (Native, Public) void AUAEGameMode::NotifyGameModeInit() { static UFunction *pFunc = 0; if (!pFunc) pFunc = UObject::FindObject("Function Gameplay.UAEGameMode.NotifyGameModeInit"); AUAEGameMode_NotifyGameModeInit_Params params; auto flags = pFunc->FunctionFlags; pFunc->FunctionFlags |= 0x400; UObject *currentObj = (UObject *) this; currentObj->ProcessEvent(pFunc, ¶ms); 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("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, ¶ms); 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("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, ¶ms); 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("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, ¶ms); pFunc->FunctionFlags = flags; } // Function Gameplay.UAEGameMode.InitWorldActiveRange // (Native, Public) void AUAEGameMode::InitWorldActiveRange() { static UFunction *pFunc = 0; if (!pFunc) pFunc = UObject::FindObject("Function Gameplay.UAEGameMode.InitWorldActiveRange"); AUAEGameMode_InitWorldActiveRange_Params params; auto flags = pFunc->FunctionFlags; pFunc->FunctionFlags |= 0x400; UObject *currentObj = (UObject *) this; currentObj->ProcessEvent(pFunc, ¶ms); pFunc->FunctionFlags = flags; } // Function Gameplay.UAEGameMode.InitGenerator // (Native, Public) void AUAEGameMode::InitGenerator() { static UFunction *pFunc = 0; if (!pFunc) pFunc = UObject::FindObject("Function Gameplay.UAEGameMode.InitGenerator"); AUAEGameMode_InitGenerator_Params params; auto flags = pFunc->FunctionFlags; pFunc->FunctionFlags |= 0x400; UObject *currentObj = (UObject *) this; currentObj->ProcessEvent(pFunc, ¶ms); pFunc->FunctionFlags = flags; } // Function Gameplay.UAEGameMode.InitDynamicTriggers // (Native, Public) void AUAEGameMode::InitDynamicTriggers() { static UFunction *pFunc = 0; if (!pFunc) pFunc = UObject::FindObject("Function Gameplay.UAEGameMode.InitDynamicTriggers"); AUAEGameMode_InitDynamicTriggers_Params params; auto flags = pFunc->FunctionFlags; pFunc->FunctionFlags |= 0x400; UObject *currentObj = (UObject *) this; currentObj->ProcessEvent(pFunc, ¶ms); pFunc->FunctionFlags = flags; } // Function Gameplay.UAEGameMode.InitDynamicBlocks // (Native, Public) void AUAEGameMode::InitDynamicBlocks() { static UFunction *pFunc = 0; if (!pFunc) pFunc = UObject::FindObject("Function Gameplay.UAEGameMode.InitDynamicBlocks"); AUAEGameMode_InitDynamicBlocks_Params params; auto flags = pFunc->FunctionFlags; pFunc->FunctionFlags |= 0x400; UObject *currentObj = (UObject *) this; currentObj->ProcessEvent(pFunc, ¶ms); pFunc->FunctionFlags = flags; } // Function Gameplay.UAEGameMode.InitAdvertisement // (Native, Public) void AUAEGameMode::InitAdvertisement() { static UFunction *pFunc = 0; if (!pFunc) pFunc = UObject::FindObject("Function Gameplay.UAEGameMode.InitAdvertisement"); AUAEGameMode_InitAdvertisement_Params params; auto flags = pFunc->FunctionFlags; pFunc->FunctionFlags |= 0x400; UObject *currentObj = (UObject *) this; currentObj->ProcessEvent(pFunc, ¶ms); pFunc->FunctionFlags = flags; } // Function Gameplay.UAEGameMode.HeartBeat // (Final, Native, Public) void AUAEGameMode::HeartBeat() { static UFunction *pFunc = 0; if (!pFunc) pFunc = UObject::FindObject("Function Gameplay.UAEGameMode.HeartBeat"); AUAEGameMode_HeartBeat_Params params; auto flags = pFunc->FunctionFlags; pFunc->FunctionFlags |= 0x400; UObject *currentObj = (UObject *) this; currentObj->ProcessEvent(pFunc, ¶ms); 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("Function Gameplay.UAEGameMode.HasDynamicBlocks"); AUAEGameMode_HasDynamicBlocks_Params params; auto flags = pFunc->FunctionFlags; pFunc->FunctionFlags |= 0x400; UObject *currentObj = (UObject *) this; currentObj->ProcessEvent(pFunc, ¶ms); 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("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, ¶ms); 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("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, ¶ms); 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("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, ¶ms); 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("Function Gameplay.UAEGameMode.GetSurvivingTeamCount"); AUAEGameMode_GetSurvivingTeamCount_Params params; auto flags = pFunc->FunctionFlags; pFunc->FunctionFlags |= 0x400; UObject *currentObj = (UObject *) this; currentObj->ProcessEvent(pFunc, ¶ms); 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("Function Gameplay.UAEGameMode.GetSurvivingCharacterCount"); AUAEGameMode_GetSurvivingCharacterCount_Params params; auto flags = pFunc->FunctionFlags; pFunc->FunctionFlags |= 0x400; UObject *currentObj = (UObject *) this; currentObj->ProcessEvent(pFunc, ¶ms); 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 ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm) TArray AUAEGameMode::GetPlayerStateListWithTeamID(int TeamID, const struct FName& PlayerType) { static UFunction *pFunc = 0; if (!pFunc) pFunc = UObject::FindObject("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, ¶ms); 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 ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm) TArray AUAEGameMode::GetPlayerControllerListWithTeamID(int TeamID, const struct FName& PlayerType) { static UFunction *pFunc = 0; if (!pFunc) pFunc = UObject::FindObject("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, ¶ms); 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("Function Gameplay.UAEGameMode.GetPlayerAndRealAiNum"); AUAEGameMode_GetPlayerAndRealAiNum_Params params; auto flags = pFunc->FunctionFlags; pFunc->FunctionFlags |= 0x400; UObject *currentObj = (UObject *) this; currentObj->ProcessEvent(pFunc, ¶ms); pFunc->FunctionFlags = flags; if (OutPlayerNum != nullptr) *OutPlayerNum = params.OutPlayerNum; if (OutRealAiNum != nullptr) *OutRealAiNum = params.OutRealAiNum; } // Function Gameplay.UAEGameMode.GetObserverControllerList // (Final, Native, Public) // Parameters: // TArray ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm) TArray AUAEGameMode::GetObserverControllerList() { static UFunction *pFunc = 0; if (!pFunc) pFunc = UObject::FindObject("Function Gameplay.UAEGameMode.GetObserverControllerList"); AUAEGameMode_GetObserverControllerList_Params params; auto flags = pFunc->FunctionFlags; pFunc->FunctionFlags |= 0x400; UObject *currentObj = (UObject *) this; currentObj->ProcessEvent(pFunc, ¶ms); 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("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, ¶ms); 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("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, ¶ms); 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("Function Gameplay.UAEGameMode.DestroyNoActiveWorldActor"); AUAEGameMode_DestroyNoActiveWorldActor_Params params; auto flags = pFunc->FunctionFlags; pFunc->FunctionFlags |= 0x400; UObject *currentObj = (UObject *) this; currentObj->ProcessEvent(pFunc, ¶ms); 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("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, ¶ms); 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("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, ¶ms); 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("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, ¶ms); 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("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, ¶ms); 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("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, ¶ms); 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("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, ¶ms); 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("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, ¶ms); 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("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, ¶ms); 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("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, ¶ms); 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("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, ¶ms); 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("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, ¶ms); 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("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, ¶ms); 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("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, ¶ms); 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("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, ¶ms); pFunc->FunctionFlags = flags; } // Function Gameplay.UAEPlayerState.OnRep_UID // (Final, Native, Public) void AUAEPlayerState::OnRep_UID() { static UFunction *pFunc = 0; if (!pFunc) pFunc = UObject::FindObject("Function Gameplay.UAEPlayerState.OnRep_UID"); AUAEPlayerState_OnRep_UID_Params params; auto flags = pFunc->FunctionFlags; pFunc->FunctionFlags |= 0x400; UObject *currentObj = (UObject *) this; currentObj->ProcessEvent(pFunc, ¶ms); pFunc->FunctionFlags = flags; } // Function Gameplay.UAEPlayerState.OnRep_PlayerKillsChange // (Native, Public) void AUAEPlayerState::OnRep_PlayerKillsChange() { static UFunction *pFunc = 0; if (!pFunc) pFunc = UObject::FindObject("Function Gameplay.UAEPlayerState.OnRep_PlayerKillsChange"); AUAEPlayerState_OnRep_PlayerKillsChange_Params params; auto flags = pFunc->FunctionFlags; pFunc->FunctionFlags |= 0x400; UObject *currentObj = (UObject *) this; currentObj->ProcessEvent(pFunc, ¶ms); pFunc->FunctionFlags = flags; } // Function Gameplay.UAEPlayerState.OnRep_MatchLabel // (Final, Native, Public) void AUAEPlayerState::OnRep_MatchLabel() { static UFunction *pFunc = 0; if (!pFunc) pFunc = UObject::FindObject("Function Gameplay.UAEPlayerState.OnRep_MatchLabel"); AUAEPlayerState_OnRep_MatchLabel_Params params; auto flags = pFunc->FunctionFlags; pFunc->FunctionFlags |= 0x400; UObject *currentObj = (UObject *) this; currentObj->ProcessEvent(pFunc, ¶ms); pFunc->FunctionFlags = flags; } // Function Gameplay.UAEPlayerState.OnRep_CollectItemRecord // (Final, Native, Public) void AUAEPlayerState::OnRep_CollectItemRecord() { static UFunction *pFunc = 0; if (!pFunc) pFunc = UObject::FindObject("Function Gameplay.UAEPlayerState.OnRep_CollectItemRecord"); AUAEPlayerState_OnRep_CollectItemRecord_Params params; auto flags = pFunc->FunctionFlags; pFunc->FunctionFlags |= 0x400; UObject *currentObj = (UObject *) this; currentObj->ProcessEvent(pFunc, ¶ms); pFunc->FunctionFlags = flags; } // Function Gameplay.UAEPlayerState.OnRep_CampID // (Final, Native, Public) void AUAEPlayerState::OnRep_CampID() { static UFunction *pFunc = 0; if (!pFunc) pFunc = UObject::FindObject("Function Gameplay.UAEPlayerState.OnRep_CampID"); AUAEPlayerState_OnRep_CampID_Params params; auto flags = pFunc->FunctionFlags; pFunc->FunctionFlags |= 0x400; UObject *currentObj = (UObject *) this; currentObj->ProcessEvent(pFunc, ¶ms); 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("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, ¶ms); 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("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, ¶ms); 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("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, ¶ms); 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("Function Gameplay.UAEPlayerState.GetUIDString"); AUAEPlayerState_GetUIDString_Params params; auto flags = pFunc->FunctionFlags; pFunc->FunctionFlags |= 0x400; UObject *currentObj = (UObject *) this; currentObj->ProcessEvent(pFunc, ¶ms); 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("Function Gameplay.UAEPlayerState.GetTeammateBattleResultData"); AUAEPlayerState_GetTeammateBattleResultData_Params params; auto flags = pFunc->FunctionFlags; pFunc->FunctionFlags |= 0x400; UObject *currentObj = (UObject *) this; currentObj->ProcessEvent(pFunc, ¶ms); 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("Function Gameplay.UAEPlayerState.GetPlayerBattleResultData"); AUAEPlayerState_GetPlayerBattleResultData_Params params; auto flags = pFunc->FunctionFlags; pFunc->FunctionFlags |= 0x400; UObject *currentObj = (UObject *) this; currentObj->ProcessEvent(pFunc, ¶ms); 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("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, ¶ms); 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("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, ¶ms); pFunc->FunctionFlags = flags; } // Function Gameplay.UAEPlayerController.TestLogout // (Final, Exec, Native, Public) void AUAEPlayerController::TestLogout() { static UFunction *pFunc = 0; if (!pFunc) pFunc = UObject::FindObject("Function Gameplay.UAEPlayerController.TestLogout"); AUAEPlayerController_TestLogout_Params params; auto flags = pFunc->FunctionFlags; pFunc->FunctionFlags |= 0x400; UObject *currentObj = (UObject *) this; currentObj->ProcessEvent(pFunc, ¶ms); 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("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, ¶ms); pFunc->FunctionFlags = flags; } // Function Gameplay.UAEPlayerController.SetPanels // (Native, Event, Public, HasOutParms, BlueprintCallable, BlueprintEvent) // Parameters: // TArray panels (ConstParm, Parm, OutParm, ZeroConstructor, ReferenceParm) void AUAEPlayerController::SetPanels(TArray panels) { static UFunction *pFunc = 0; if (!pFunc) pFunc = UObject::FindObject("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, ¶ms); 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("Function Gameplay.UAEPlayerController.ServerTestLogout"); AUAEPlayerController_ServerTestLogout_Params params; auto flags = pFunc->FunctionFlags; pFunc->FunctionFlags |= 0x400; UObject *currentObj = (UObject *) this; currentObj->ProcessEvent(pFunc, ¶ms); 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("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, ¶ms); 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("Function Gameplay.UAEPlayerController.ServerKickSelf"); AUAEPlayerController_ServerKickSelf_Params params; auto flags = pFunc->FunctionFlags; pFunc->FunctionFlags |= 0x400; UObject *currentObj = (UObject *) this; currentObj->ProcessEvent(pFunc, ¶ms); 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("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, ¶ms); 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("Function Gameplay.UAEPlayerController.ServerExitGame"); AUAEPlayerController_ServerExitGame_Params params; auto flags = pFunc->FunctionFlags; pFunc->FunctionFlags |= 0x400; UObject *currentObj = (UObject *) this; currentObj->ProcessEvent(pFunc, ¶ms); 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("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, ¶ms); pFunc->FunctionFlags = flags; } // Function Gameplay.UAEPlayerController.ResetUsedSimulationCVar // (Final, Native, Public) void AUAEPlayerController::ResetUsedSimulationCVar() { static UFunction *pFunc = 0; if (!pFunc) pFunc = UObject::FindObject("Function Gameplay.UAEPlayerController.ResetUsedSimulationCVar"); AUAEPlayerController_ResetUsedSimulationCVar_Params params; auto flags = pFunc->FunctionFlags; pFunc->FunctionFlags |= 0x400; UObject *currentObj = (UObject *) this; currentObj->ProcessEvent(pFunc, ¶ms); pFunc->FunctionFlags = flags; } // Function Gameplay.UAEPlayerController.ReleaseInGameUI // (Native, Public, BlueprintCallable) void AUAEPlayerController::ReleaseInGameUI() { static UFunction *pFunc = 0; if (!pFunc) pFunc = UObject::FindObject("Function Gameplay.UAEPlayerController.ReleaseInGameUI"); AUAEPlayerController_ReleaseInGameUI_Params params; auto flags = pFunc->FunctionFlags; pFunc->FunctionFlags |= 0x400; UObject *currentObj = (UObject *) this; currentObj->ProcessEvent(pFunc, ¶ms); pFunc->FunctionFlags = flags; } // Function Gameplay.UAEPlayerController.PrintStatistics // (Final, Exec, Native, Public) void AUAEPlayerController::PrintStatistics() { static UFunction *pFunc = 0; if (!pFunc) pFunc = UObject::FindObject("Function Gameplay.UAEPlayerController.PrintStatistics"); AUAEPlayerController_PrintStatistics_Params params; auto flags = pFunc->FunctionFlags; pFunc->FunctionFlags |= 0x400; UObject *currentObj = (UObject *) this; currentObj->ProcessEvent(pFunc, ¶ms); pFunc->FunctionFlags = flags; } // Function Gameplay.UAEPlayerController.PlayerStartIDReceived // (Final, Native, Protected) void AUAEPlayerController::PlayerStartIDReceived() { static UFunction *pFunc = 0; if (!pFunc) pFunc = UObject::FindObject("Function Gameplay.UAEPlayerController.PlayerStartIDReceived"); AUAEPlayerController_PlayerStartIDReceived_Params params; auto flags = pFunc->FunctionFlags; pFunc->FunctionFlags |= 0x400; UObject *currentObj = (UObject *) this; currentObj->ProcessEvent(pFunc, ¶ms); pFunc->FunctionFlags = flags; } // Function Gameplay.UAEPlayerController.OnRep_WatchPlayerKey // (Native, Public) void AUAEPlayerController::OnRep_WatchPlayerKey() { static UFunction *pFunc = 0; if (!pFunc) pFunc = UObject::FindObject("Function Gameplay.UAEPlayerController.OnRep_WatchPlayerKey"); AUAEPlayerController_OnRep_WatchPlayerKey_Params params; auto flags = pFunc->FunctionFlags; pFunc->FunctionFlags |= 0x400; UObject *currentObj = (UObject *) this; currentObj->ProcessEvent(pFunc, ¶ms); pFunc->FunctionFlags = flags; } // Function Gameplay.UAEPlayerController.OnRep_UsedSimulation // (Final, Native, Public) void AUAEPlayerController::OnRep_UsedSimulation() { static UFunction *pFunc = 0; if (!pFunc) pFunc = UObject::FindObject("Function Gameplay.UAEPlayerController.OnRep_UsedSimulation"); AUAEPlayerController_OnRep_UsedSimulation_Params params; auto flags = pFunc->FunctionFlags; pFunc->FunctionFlags |= 0x400; UObject *currentObj = (UObject *) this; currentObj->ProcessEvent(pFunc, ¶ms); pFunc->FunctionFlags = flags; } // Function Gameplay.UAEPlayerController.OnRep_PlayerOBInfoList // (Final, Native, Public) void AUAEPlayerController::OnRep_PlayerOBInfoList() { static UFunction *pFunc = 0; if (!pFunc) pFunc = UObject::FindObject("Function Gameplay.UAEPlayerController.OnRep_PlayerOBInfoList"); AUAEPlayerController_OnRep_PlayerOBInfoList_Params params; auto flags = pFunc->FunctionFlags; pFunc->FunctionFlags |= 0x400; UObject *currentObj = (UObject *) this; currentObj->ProcessEvent(pFunc, ¶ms); pFunc->FunctionFlags = flags; } // Function Gameplay.UAEPlayerController.OnRep_LastGameResultTime // (Native, Public) void AUAEPlayerController::OnRep_LastGameResultTime() { static UFunction *pFunc = 0; if (!pFunc) pFunc = UObject::FindObject("Function Gameplay.UAEPlayerController.OnRep_LastGameResultTime"); AUAEPlayerController_OnRep_LastGameResultTime_Params params; auto flags = pFunc->FunctionFlags; pFunc->FunctionFlags |= 0x400; UObject *currentObj = (UObject *) this; currentObj->ProcessEvent(pFunc, ¶ms); pFunc->FunctionFlags = flags; } // Function Gameplay.UAEPlayerController.OnRep_IsSpectatingEnemy // (Native, Protected) void AUAEPlayerController::OnRep_IsSpectatingEnemy() { static UFunction *pFunc = 0; if (!pFunc) pFunc = UObject::FindObject("Function Gameplay.UAEPlayerController.OnRep_IsSpectatingEnemy"); AUAEPlayerController_OnRep_IsSpectatingEnemy_Params params; auto flags = pFunc->FunctionFlags; pFunc->FunctionFlags |= 0x400; UObject *currentObj = (UObject *) this; currentObj->ProcessEvent(pFunc, ¶ms); pFunc->FunctionFlags = flags; } // Function Gameplay.UAEPlayerController.OnRep_IsSpectating // (Native, Public) void AUAEPlayerController::OnRep_IsSpectating() { static UFunction *pFunc = 0; if (!pFunc) pFunc = UObject::FindObject("Function Gameplay.UAEPlayerController.OnRep_IsSpectating"); AUAEPlayerController_OnRep_IsSpectating_Params params; auto flags = pFunc->FunctionFlags; pFunc->FunctionFlags |= 0x400; UObject *currentObj = (UObject *) this; currentObj->ProcessEvent(pFunc, ¶ms); pFunc->FunctionFlags = flags; } // Function Gameplay.UAEPlayerController.OnRep_IsObserver // (Native, Public) void AUAEPlayerController::OnRep_IsObserver() { static UFunction *pFunc = 0; if (!pFunc) pFunc = UObject::FindObject("Function Gameplay.UAEPlayerController.OnRep_IsObserver"); AUAEPlayerController_OnRep_IsObserver_Params params; auto flags = pFunc->FunctionFlags; pFunc->FunctionFlags |= 0x400; UObject *currentObj = (UObject *) this; currentObj->ProcessEvent(pFunc, ¶ms); pFunc->FunctionFlags = flags; } // Function Gameplay.UAEPlayerController.OnRep_FriendObservers // (Native, Public) void AUAEPlayerController::OnRep_FriendObservers() { static UFunction *pFunc = 0; if (!pFunc) pFunc = UObject::FindObject("Function Gameplay.UAEPlayerController.OnRep_FriendObservers"); AUAEPlayerController_OnRep_FriendObservers_Params params; auto flags = pFunc->FunctionFlags; pFunc->FunctionFlags |= 0x400; UObject *currentObj = (UObject *) this; currentObj->ProcessEvent(pFunc, ¶ms); pFunc->FunctionFlags = flags; } // Function Gameplay.UAEPlayerController.KickSelf // (Final, Exec, Native, Public) void AUAEPlayerController::KickSelf() { static UFunction *pFunc = 0; if (!pFunc) pFunc = UObject::FindObject("Function Gameplay.UAEPlayerController.KickSelf"); AUAEPlayerController_KickSelf_Params params; auto flags = pFunc->FunctionFlags; pFunc->FunctionFlags |= 0x400; UObject *currentObj = (UObject *) this; currentObj->ProcessEvent(pFunc, ¶ms); 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("Function Gameplay.UAEPlayerController.IsSpectator"); AUAEPlayerController_IsSpectator_Params params; auto flags = pFunc->FunctionFlags; pFunc->FunctionFlags |= 0x400; UObject *currentObj = (UObject *) this; currentObj->ProcessEvent(pFunc, ¶ms); 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("Function Gameplay.UAEPlayerController.IsRoomMode"); AUAEPlayerController_IsRoomMode_Params params; auto flags = pFunc->FunctionFlags; pFunc->FunctionFlags |= 0x400; UObject *currentObj = (UObject *) this; currentObj->ProcessEvent(pFunc, ¶ms); 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("Function Gameplay.UAEPlayerController.IsPureSpectator"); AUAEPlayerController_IsPureSpectator_Params params; auto flags = pFunc->FunctionFlags; pFunc->FunctionFlags |= 0x400; UObject *currentObj = (UObject *) this; currentObj->ProcessEvent(pFunc, ¶ms); 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("Function Gameplay.UAEPlayerController.IsObserver"); AUAEPlayerController_IsObserver_Params params; auto flags = pFunc->FunctionFlags; pFunc->FunctionFlags |= 0x400; UObject *currentObj = (UObject *) this; currentObj->ProcessEvent(pFunc, ¶ms); 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("Function Gameplay.UAEPlayerController.IsInSpectatingEnemy"); AUAEPlayerController_IsInSpectatingEnemy_Params params; auto flags = pFunc->FunctionFlags; pFunc->FunctionFlags |= 0x400; UObject *currentObj = (UObject *) this; currentObj->ProcessEvent(pFunc, ¶ms); 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("Function Gameplay.UAEPlayerController.IsInSpectating"); AUAEPlayerController_IsInSpectating_Params params; auto flags = pFunc->FunctionFlags; pFunc->FunctionFlags |= 0x400; UObject *currentObj = (UObject *) this; currentObj->ProcessEvent(pFunc, ¶ms); 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("Function Gameplay.UAEPlayerController.IsFriendOrEnemySpectator"); AUAEPlayerController_IsFriendOrEnemySpectator_Params params; auto flags = pFunc->FunctionFlags; pFunc->FunctionFlags |= 0x400; UObject *currentObj = (UObject *) this; currentObj->ProcessEvent(pFunc, ¶ms); 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("Function Gameplay.UAEPlayerController.IsFriendObserver"); AUAEPlayerController_IsFriendObserver_Params params; auto flags = pFunc->FunctionFlags; pFunc->FunctionFlags |= 0x400; UObject *currentObj = (UObject *) this; currentObj->ProcessEvent(pFunc, ¶ms); 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("Function Gameplay.UAEPlayerController.IsDemoRecSpectator"); AUAEPlayerController_IsDemoRecSpectator_Params params; auto flags = pFunc->FunctionFlags; pFunc->FunctionFlags |= 0x400; UObject *currentObj = (UObject *) this; currentObj->ProcessEvent(pFunc, ¶ms); 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("Function Gameplay.UAEPlayerController.IsDemoPlaySpectator"); AUAEPlayerController_IsDemoPlaySpectator_Params params; auto flags = pFunc->FunctionFlags; pFunc->FunctionFlags |= 0x400; UObject *currentObj = (UObject *) this; currentObj->ProcessEvent(pFunc, ¶ms); 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("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, ¶ms); pFunc->FunctionFlags = flags; } // Function Gameplay.UAEPlayerController.InitWeaponAvatarItems // (Native, Public) void AUAEPlayerController::InitWeaponAvatarItems() { static UFunction *pFunc = 0; if (!pFunc) pFunc = UObject::FindObject("Function Gameplay.UAEPlayerController.InitWeaponAvatarItems"); AUAEPlayerController_InitWeaponAvatarItems_Params params; auto flags = pFunc->FunctionFlags; pFunc->FunctionFlags |= 0x400; UObject *currentObj = (UObject *) this; currentObj->ProcessEvent(pFunc, ¶ms); pFunc->FunctionFlags = flags; } // Function Gameplay.UAEPlayerController.InitPlayerOBInfoList // (Native, Public) void AUAEPlayerController::InitPlayerOBInfoList() { static UFunction *pFunc = 0; if (!pFunc) pFunc = UObject::FindObject("Function Gameplay.UAEPlayerController.InitPlayerOBInfoList"); AUAEPlayerController_InitPlayerOBInfoList_Params params; auto flags = pFunc->FunctionFlags; pFunc->FunctionFlags |= 0x400; UObject *currentObj = (UObject *) this; currentObj->ProcessEvent(pFunc, ¶ms); pFunc->FunctionFlags = flags; } // Function Gameplay.UAEPlayerController.InitInGameUI // (Native, Public, BlueprintCallable) void AUAEPlayerController::InitInGameUI() { static UFunction *pFunc = 0; if (!pFunc) pFunc = UObject::FindObject("Function Gameplay.UAEPlayerController.InitInGameUI"); AUAEPlayerController_InitInGameUI_Params params; auto flags = pFunc->FunctionFlags; pFunc->FunctionFlags |= 0x400; UObject *currentObj = (UObject *) this; currentObj->ProcessEvent(pFunc, ¶ms); 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("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, ¶ms); 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("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, ¶ms); 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("Function Gameplay.UAEPlayerController.GetCurrentOBPlayerKey"); AUAEPlayerController_GetCurrentOBPlayerKey_Params params; auto flags = pFunc->FunctionFlags; pFunc->FunctionFlags |= 0x400; UObject *currentObj = (UObject *) this; currentObj->ProcessEvent(pFunc, ¶ms); 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("Function Gameplay.UAEPlayerController.GetCurrentOBPlayerInfoIndex"); AUAEPlayerController_GetCurrentOBPlayerInfoIndex_Params params; auto flags = pFunc->FunctionFlags; pFunc->FunctionFlags |= 0x400; UObject *currentObj = (UObject *) this; currentObj->ProcessEvent(pFunc, ¶ms); 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("Function Gameplay.UAEPlayerController.ExitGame"); AUAEPlayerController_ExitGame_Params params; auto flags = pFunc->FunctionFlags; pFunc->FunctionFlags |= 0x400; UObject *currentObj = (UObject *) this; currentObj->ProcessEvent(pFunc, ¶ms); pFunc->FunctionFlags = flags; } // Function Gameplay.UAEPlayerController.ExhaustCPU // (Final, Exec, Native, Public) void AUAEPlayerController::ExhaustCPU() { static UFunction *pFunc = 0; if (!pFunc) pFunc = UObject::FindObject("Function Gameplay.UAEPlayerController.ExhaustCPU"); AUAEPlayerController_ExhaustCPU_Params params; auto flags = pFunc->FunctionFlags; pFunc->FunctionFlags |= 0x400; UObject *currentObj = (UObject *) this; currentObj->ProcessEvent(pFunc, ¶ms); 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("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, ¶ms); 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("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, ¶ms); 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("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, ¶ms); pFunc->FunctionFlags = flags; } // Function Gameplay.UAEPlayerController.EnableInGameUI // (Final, Exec, Native, Public) void AUAEPlayerController::EnableInGameUI() { static UFunction *pFunc = 0; if (!pFunc) pFunc = UObject::FindObject("Function Gameplay.UAEPlayerController.EnableInGameUI"); AUAEPlayerController_EnableInGameUI_Params params; auto flags = pFunc->FunctionFlags; pFunc->FunctionFlags |= 0x400; UObject *currentObj = (UObject *) this; currentObj->ProcessEvent(pFunc, ¶ms); pFunc->FunctionFlags = flags; } // Function Gameplay.UAEPlayerController.DumpNetActors // (Final, Exec, Native, Public) void AUAEPlayerController::DumpNetActors() { static UFunction *pFunc = 0; if (!pFunc) pFunc = UObject::FindObject("Function Gameplay.UAEPlayerController.DumpNetActors"); AUAEPlayerController_DumpNetActors_Params params; auto flags = pFunc->FunctionFlags; pFunc->FunctionFlags |= 0x400; UObject *currentObj = (UObject *) this; currentObj->ProcessEvent(pFunc, ¶ms); pFunc->FunctionFlags = flags; } // Function Gameplay.UAEPlayerController.DumpAllUI // (Final, Exec, Native, Public) void AUAEPlayerController::DumpAllUI() { static UFunction *pFunc = 0; if (!pFunc) pFunc = UObject::FindObject("Function Gameplay.UAEPlayerController.DumpAllUI"); AUAEPlayerController_DumpAllUI_Params params; auto flags = pFunc->FunctionFlags; pFunc->FunctionFlags |= 0x400; UObject *currentObj = (UObject *) this; currentObj->ProcessEvent(pFunc, ¶ms); pFunc->FunctionFlags = flags; } // Function Gameplay.UAEPlayerController.DumpAllObjects // (Final, Exec, Native, Public) void AUAEPlayerController::DumpAllObjects() { static UFunction *pFunc = 0; if (!pFunc) pFunc = UObject::FindObject("Function Gameplay.UAEPlayerController.DumpAllObjects"); AUAEPlayerController_DumpAllObjects_Params params; auto flags = pFunc->FunctionFlags; pFunc->FunctionFlags |= 0x400; UObject *currentObj = (UObject *) this; currentObj->ProcessEvent(pFunc, ¶ms); pFunc->FunctionFlags = flags; } // Function Gameplay.UAEPlayerController.DumpAllActors // (Final, Exec, Native, Public) void AUAEPlayerController::DumpAllActors() { static UFunction *pFunc = 0; if (!pFunc) pFunc = UObject::FindObject("Function Gameplay.UAEPlayerController.DumpAllActors"); AUAEPlayerController_DumpAllActors_Params params; auto flags = pFunc->FunctionFlags; pFunc->FunctionFlags |= 0x400; UObject *currentObj = (UObject *) this; currentObj->ProcessEvent(pFunc, ¶ms); pFunc->FunctionFlags = flags; } // Function Gameplay.UAEPlayerController.DoCrash // (Final, Exec, Native, Public) void AUAEPlayerController::DoCrash() { static UFunction *pFunc = 0; if (!pFunc) pFunc = UObject::FindObject("Function Gameplay.UAEPlayerController.DoCrash"); AUAEPlayerController_DoCrash_Params params; auto flags = pFunc->FunctionFlags; pFunc->FunctionFlags |= 0x400; UObject *currentObj = (UObject *) this; currentObj->ProcessEvent(pFunc, ¶ms); pFunc->FunctionFlags = flags; } // Function Gameplay.UAEPlayerController.DisableInGameUI // (Final, Exec, Native, Public) void AUAEPlayerController::DisableInGameUI() { static UFunction *pFunc = 0; if (!pFunc) pFunc = UObject::FindObject("Function Gameplay.UAEPlayerController.DisableInGameUI"); AUAEPlayerController_DisableInGameUI_Params params; auto flags = pFunc->FunctionFlags; pFunc->FunctionFlags |= 0x400; UObject *currentObj = (UObject *) this; currentObj->ProcessEvent(pFunc, ¶ms); 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("Function Gameplay.UAEPlayerController.ClientShowTeammateEscapeNotice"); AUAEPlayerController_ClientShowTeammateEscapeNotice_Params params; auto flags = pFunc->FunctionFlags; pFunc->FunctionFlags |= 0x400; UObject *currentObj = (UObject *) this; currentObj->ProcessEvent(pFunc, ¶ms); 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("Function Gameplay.UAEPlayerController.ClientInitPlayerOBInfoButton"); AUAEPlayerController_ClientInitPlayerOBInfoButton_Params params; auto flags = pFunc->FunctionFlags; pFunc->FunctionFlags |= 0x400; UObject *currentObj = (UObject *) this; currentObj->ProcessEvent(pFunc, ¶ms); 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("Function Gameplay.UAEPlayerController.ClientBroadcastRespawnComplete"); AUAEPlayerController_ClientBroadcastRespawnComplete_Params params; auto flags = pFunc->FunctionFlags; pFunc->FunctionFlags |= 0x400; UObject *currentObj = (UObject *) this; currentObj->ProcessEvent(pFunc, ¶ms); 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("Function Gameplay.UAEPlayerController.ClientBroadcastReconnectionSuccessful"); AUAEPlayerController_ClientBroadcastReconnectionSuccessful_Params params; auto flags = pFunc->FunctionFlags; pFunc->FunctionFlags |= 0x400; UObject *currentObj = (UObject *) this; currentObj->ProcessEvent(pFunc, ¶ms); 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("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, ¶ms); pFunc->FunctionFlags = flags; } // Function Gameplay.UAEPlayerController.CheckPlayerOBInfoButtonInit // (Native, Public) void AUAEPlayerController::CheckPlayerOBInfoButtonInit() { static UFunction *pFunc = 0; if (!pFunc) pFunc = UObject::FindObject("Function Gameplay.UAEPlayerController.CheckPlayerOBInfoButtonInit"); AUAEPlayerController_CheckPlayerOBInfoButtonInit_Params params; auto flags = pFunc->FunctionFlags; pFunc->FunctionFlags |= 0x400; UObject *currentObj = (UObject *) this; currentObj->ProcessEvent(pFunc, ¶ms); 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("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, ¶ms); 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("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, ¶ms); 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("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, ¶ms); 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("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, ¶ms); pFunc->FunctionFlags = flags; } // Function Gameplay.UAECharacter.RegisterAsRegionObject // (Final, Native, Public, BlueprintCallable) void AUAECharacter::RegisterAsRegionObject() { static UFunction *pFunc = 0; if (!pFunc) pFunc = UObject::FindObject("Function Gameplay.UAECharacter.RegisterAsRegionObject"); AUAECharacter_RegisterAsRegionObject_Params params; auto flags = pFunc->FunctionFlags; pFunc->FunctionFlags |= 0x400; UObject *currentObj = (UObject *) this; currentObj->ProcessEvent(pFunc, ¶ms); pFunc->FunctionFlags = flags; } // Function Gameplay.UAECharacter.OnRep_UseWholeModel // (Final, Native, Public) void AUAECharacter::OnRep_UseWholeModel() { static UFunction *pFunc = 0; if (!pFunc) pFunc = UObject::FindObject("Function Gameplay.UAECharacter.OnRep_UseWholeModel"); AUAECharacter_OnRep_UseWholeModel_Params params; auto flags = pFunc->FunctionFlags; pFunc->FunctionFlags |= 0x400; UObject *currentObj = (UObject *) this; currentObj->ProcessEvent(pFunc, ¶ms); pFunc->FunctionFlags = flags; } // Function Gameplay.UAECharacter.OnRep_TeamID // (Final, Native, Public) void AUAECharacter::OnRep_TeamID() { static UFunction *pFunc = 0; if (!pFunc) pFunc = UObject::FindObject("Function Gameplay.UAECharacter.OnRep_TeamID"); AUAECharacter_OnRep_TeamID_Params params; auto flags = pFunc->FunctionFlags; pFunc->FunctionFlags |= 0x400; UObject *currentObj = (UObject *) this; currentObj->ProcessEvent(pFunc, ¶ms); pFunc->FunctionFlags = flags; } // Function Gameplay.UAECharacter.OnRep_PlayerName // (Native, Public) void AUAECharacter::OnRep_PlayerName() { static UFunction *pFunc = 0; if (!pFunc) pFunc = UObject::FindObject("Function Gameplay.UAECharacter.OnRep_PlayerName"); AUAECharacter_OnRep_PlayerName_Params params; auto flags = pFunc->FunctionFlags; pFunc->FunctionFlags |= 0x400; UObject *currentObj = (UObject *) this; currentObj->ProcessEvent(pFunc, ¶ms); pFunc->FunctionFlags = flags; } // Function Gameplay.UAECharacter.OnRep_PlayerKey // (Native, Public) void AUAECharacter::OnRep_PlayerKey() { static UFunction *pFunc = 0; if (!pFunc) pFunc = UObject::FindObject("Function Gameplay.UAECharacter.OnRep_PlayerKey"); AUAECharacter_OnRep_PlayerKey_Params params; auto flags = pFunc->FunctionFlags; pFunc->FunctionFlags |= 0x400; UObject *currentObj = (UObject *) this; currentObj->ProcessEvent(pFunc, ¶ms); pFunc->FunctionFlags = flags; } // Function Gameplay.UAECharacter.OnRep_CampID // (Final, Native, Public) void AUAECharacter::OnRep_CampID() { static UFunction *pFunc = 0; if (!pFunc) pFunc = UObject::FindObject("Function Gameplay.UAECharacter.OnRep_CampID"); AUAECharacter_OnRep_CampID_Params params; auto flags = pFunc->FunctionFlags; pFunc->FunctionFlags |= 0x400; UObject *currentObj = (UObject *) this; currentObj->ProcessEvent(pFunc, ¶ms); 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("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, ¶ms); 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("Function Gameplay.UAECharacter.GetPlayerKey"); AUAECharacter_GetPlayerKey_Params params; auto flags = pFunc->FunctionFlags; pFunc->FunctionFlags |= 0x400; UObject *currentObj = (UObject *) this; currentObj->ProcessEvent(pFunc, ¶ms); pFunc->FunctionFlags = flags; return params.ReturnValue; } // Function Gameplay.UAECharacter.GetNonSimulatedComponents_OnFighting // (Native, Event, Public, BlueprintEvent, Const) // Parameters: // TArray ReturnValue (ExportObject, Parm, OutParm, ZeroConstructor, ReturnParm) TArray AUAECharacter::GetNonSimulatedComponents_OnFighting() { static UFunction *pFunc = 0; if (!pFunc) pFunc = UObject::FindObject("Function Gameplay.UAECharacter.GetNonSimulatedComponents_OnFighting"); AUAECharacter_GetNonSimulatedComponents_OnFighting_Params params; auto flags = pFunc->FunctionFlags; pFunc->FunctionFlags |= 0x400; UObject *currentObj = (UObject *) this; currentObj->ProcessEvent(pFunc, ¶ms); pFunc->FunctionFlags = flags; return params.ReturnValue; } // Function Gameplay.UAECharacter.GetNonSimulatedComponents_NonTeammates // (Native, Event, Public, BlueprintEvent, Const) // Parameters: // TArray ReturnValue (ExportObject, Parm, OutParm, ZeroConstructor, ReturnParm) TArray AUAECharacter::GetNonSimulatedComponents_NonTeammates() { static UFunction *pFunc = 0; if (!pFunc) pFunc = UObject::FindObject("Function Gameplay.UAECharacter.GetNonSimulatedComponents_NonTeammates"); AUAECharacter_GetNonSimulatedComponents_NonTeammates_Params params; auto flags = pFunc->FunctionFlags; pFunc->FunctionFlags |= 0x400; UObject *currentObj = (UObject *) this; currentObj->ProcessEvent(pFunc, ¶ms); pFunc->FunctionFlags = flags; return params.ReturnValue; } // Function Gameplay.UAECharacter.GetNonSimulatedComponents // (Native, Event, Public, BlueprintEvent, Const) // Parameters: // TArray ReturnValue (ExportObject, Parm, OutParm, ZeroConstructor, ReturnParm) TArray AUAECharacter::GetNonSimulatedComponents() { static UFunction *pFunc = 0; if (!pFunc) pFunc = UObject::FindObject("Function Gameplay.UAECharacter.GetNonSimulatedComponents"); AUAECharacter_GetNonSimulatedComponents_Params params; auto flags = pFunc->FunctionFlags; pFunc->FunctionFlags |= 0x400; UObject *currentObj = (UObject *) this; currentObj->ProcessEvent(pFunc, ¶ms); pFunc->FunctionFlags = flags; return params.ReturnValue; } // Function Gameplay.UAECharacter.GetNonDedicatedComponents // (Native, Event, Public, BlueprintEvent, Const) // Parameters: // TArray ReturnValue (ExportObject, Parm, OutParm, ZeroConstructor, ReturnParm) TArray AUAECharacter::GetNonDedicatedComponents() { static UFunction *pFunc = 0; if (!pFunc) pFunc = UObject::FindObject("Function Gameplay.UAECharacter.GetNonDedicatedComponents"); AUAECharacter_GetNonDedicatedComponents_Params params; auto flags = pFunc->FunctionFlags; pFunc->FunctionFlags |= 0x400; UObject *currentObj = (UObject *) this; currentObj->ProcessEvent(pFunc, ¶ms); 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("Function Gameplay.UAECharacter.DeactiveCameraOnSimulation"); AUAECharacter_DeactiveCameraOnSimulation_Params params; auto flags = pFunc->FunctionFlags; pFunc->FunctionFlags |= 0x400; UObject *currentObj = (UObject *) this; currentObj->ProcessEvent(pFunc, ¶ms); 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("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, ¶ms); pFunc->FunctionFlags = flags; } // Function Gameplay.UAEHouseActor.OnRep_WindowList // (Final, Native, Private) void AUAEHouseActor::OnRep_WindowList() { static UFunction *pFunc = 0; if (!pFunc) pFunc = UObject::FindObject("Function Gameplay.UAEHouseActor.OnRep_WindowList"); AUAEHouseActor_OnRep_WindowList_Params params; auto flags = pFunc->FunctionFlags; pFunc->FunctionFlags |= 0x400; UObject *currentObj = (UObject *) this; currentObj->ProcessEvent(pFunc, ¶ms); 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("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, ¶ms); 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("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, ¶ms); 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("Function Gameplay.BackpackComponent.UpdateOccupiedCapacity"); UBackpackComponent_UpdateOccupiedCapacity_Params params; auto flags = pFunc->FunctionFlags; pFunc->FunctionFlags |= 0x400; UObject *currentObj = (UObject *) this; currentObj->ProcessEvent(pFunc, ¶ms); 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("Function Gameplay.BackpackComponent.UpdateCapacity"); UBackpackComponent_UpdateCapacity_Params params; auto flags = pFunc->FunctionFlags; pFunc->FunctionFlags |= 0x400; UObject *currentObj = (UObject *) this; currentObj->ProcessEvent(pFunc, ¶ms); 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("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, ¶ms); 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("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, ¶ms); 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("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, ¶ms); 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("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, ¶ms); 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("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, ¶ms); 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("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, ¶ms); 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("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, ¶ms); 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("Function Gameplay.BackpackComponent.ReceiveItemList"); UBackpackComponent_ReceiveItemList_Params params; auto flags = pFunc->FunctionFlags; pFunc->FunctionFlags |= 0x400; UObject *currentObj = (UObject *) this; currentObj->ProcessEvent(pFunc, ¶ms); pFunc->FunctionFlags = flags; } // Function Gameplay.BackpackComponent.ReceiveCapacity // (Native, Event, Protected, BlueprintEvent) void UBackpackComponent::ReceiveCapacity() { static UFunction *pFunc = 0; if (!pFunc) pFunc = UObject::FindObject("Function Gameplay.BackpackComponent.ReceiveCapacity"); UBackpackComponent_ReceiveCapacity_Params params; auto flags = pFunc->FunctionFlags; pFunc->FunctionFlags |= 0x400; UObject *currentObj = (UObject *) this; currentObj->ProcessEvent(pFunc, ¶ms); 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("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, ¶ms); 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("Function Gameplay.BackpackComponent.OnRep_specialCountLimit"); UBackpackComponent_OnRep_specialCountLimit_Params params; auto flags = pFunc->FunctionFlags; pFunc->FunctionFlags |= 0x400; UObject *currentObj = (UObject *) this; currentObj->ProcessEvent(pFunc, ¶ms); pFunc->FunctionFlags = flags; } // Function Gameplay.BackpackComponent.OnRep_ItemListNet // (Final, Native, Protected) void UBackpackComponent::OnRep_ItemListNet() { static UFunction *pFunc = 0; if (!pFunc) pFunc = UObject::FindObject("Function Gameplay.BackpackComponent.OnRep_ItemListNet"); UBackpackComponent_OnRep_ItemListNet_Params params; auto flags = pFunc->FunctionFlags; pFunc->FunctionFlags |= 0x400; UObject *currentObj = (UObject *) this; currentObj->ProcessEvent(pFunc, ¶ms); pFunc->FunctionFlags = flags; } // Function Gameplay.BackpackComponent.OnRep_ItemList // (Final, Native, Protected) void UBackpackComponent::OnRep_ItemList() { static UFunction *pFunc = 0; if (!pFunc) pFunc = UObject::FindObject("Function Gameplay.BackpackComponent.OnRep_ItemList"); UBackpackComponent_OnRep_ItemList_Params params; auto flags = pFunc->FunctionFlags; pFunc->FunctionFlags |= 0x400; UObject *currentObj = (UObject *) this; currentObj->ProcessEvent(pFunc, ¶ms); pFunc->FunctionFlags = flags; } // Function Gameplay.BackpackComponent.OnRep_Capacity // (Final, Native, Protected) void UBackpackComponent::OnRep_Capacity() { static UFunction *pFunc = 0; if (!pFunc) pFunc = UObject::FindObject("Function Gameplay.BackpackComponent.OnRep_Capacity"); UBackpackComponent_OnRep_Capacity_Params params; auto flags = pFunc->FunctionFlags; pFunc->FunctionFlags |= 0x400; UObject *currentObj = (UObject *) this; currentObj->ProcessEvent(pFunc, ¶ms); 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("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, ¶ms); 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("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, ¶ms); pFunc->FunctionFlags = flags; } // Function Gameplay.BackpackComponent.NotifyItemListUpdated // (Native, Public, BlueprintCallable) void UBackpackComponent::NotifyItemListUpdated() { static UFunction *pFunc = 0; if (!pFunc) pFunc = UObject::FindObject("Function Gameplay.BackpackComponent.NotifyItemListUpdated"); UBackpackComponent_NotifyItemListUpdated_Params params; auto flags = pFunc->FunctionFlags; pFunc->FunctionFlags |= 0x400; UObject *currentObj = (UObject *) this; currentObj->ProcessEvent(pFunc, ¶ms); pFunc->FunctionFlags = flags; } // Function Gameplay.BackpackComponent.NotifyCapacityUpdated // (Native, Public, BlueprintCallable) void UBackpackComponent::NotifyCapacityUpdated() { static UFunction *pFunc = 0; if (!pFunc) pFunc = UObject::FindObject("Function Gameplay.BackpackComponent.NotifyCapacityUpdated"); UBackpackComponent_NotifyCapacityUpdated_Params params; auto flags = pFunc->FunctionFlags; pFunc->FunctionFlags |= 0x400; UObject *currentObj = (UObject *) this; currentObj->ProcessEvent(pFunc, ¶ms); 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("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, ¶ms); 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("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, ¶ms); 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("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, ¶ms); 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("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, ¶ms); 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("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, ¶ms); 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("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, ¶ms); 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("Function Gameplay.BackpackComponent.GetWorld_BP"); UBackpackComponent_GetWorld_BP_Params params; auto flags = pFunc->FunctionFlags; pFunc->FunctionFlags |= 0x400; UObject *currentObj = (UObject *) this; currentObj->ProcessEvent(pFunc, ¶ms); 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("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, ¶ms); 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("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, ¶ms); pFunc->FunctionFlags = flags; return params.ReturnValue; } // Function Gameplay.BackpackComponent.GetItemListByDefineID // (Final, Native, Public, BlueprintCallable, BlueprintPure, Const) // Parameters: // struct FItemDefineID DefineID (Parm) // TArray ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm) TArray UBackpackComponent::GetItemListByDefineID(const struct FItemDefineID& DefineID) { static UFunction *pFunc = 0; if (!pFunc) pFunc = UObject::FindObject("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, ¶ms); pFunc->FunctionFlags = flags; return params.ReturnValue; } // Function Gameplay.BackpackComponent.GetItemHandleMap // (Native, Protected, BlueprintCallable) // Parameters: // TMap ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm) TMap UBackpackComponent::GetItemHandleMap() { static UFunction *pFunc = 0; if (!pFunc) pFunc = UObject::FindObject("Function Gameplay.BackpackComponent.GetItemHandleMap"); UBackpackComponent_GetItemHandleMap_Params params; auto flags = pFunc->FunctionFlags; pFunc->FunctionFlags |= 0x400; UObject *currentObj = (UObject *) this; currentObj->ProcessEvent(pFunc, ¶ms); pFunc->FunctionFlags = flags; return params.ReturnValue; } // Function Gameplay.BackpackComponent.GetItemHandleList // (Native, Protected, BlueprintCallable) // Parameters: // TArray ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm) TArray UBackpackComponent::GetItemHandleList() { static UFunction *pFunc = 0; if (!pFunc) pFunc = UObject::FindObject("Function Gameplay.BackpackComponent.GetItemHandleList"); UBackpackComponent_GetItemHandleList_Params params; auto flags = pFunc->FunctionFlags; pFunc->FunctionFlags |= 0x400; UObject *currentObj = (UObject *) this; currentObj->ProcessEvent(pFunc, ¶ms); 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("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, ¶ms); 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("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, ¶ms); pFunc->FunctionFlags = flags; return params.ReturnValue; } // Function Gameplay.BackpackComponent.GetAllItemList // (Final, Native, Public, BlueprintCallable, BlueprintPure, Const) // Parameters: // TArray ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm) TArray UBackpackComponent::GetAllItemList() { static UFunction *pFunc = 0; if (!pFunc) pFunc = UObject::FindObject("Function Gameplay.BackpackComponent.GetAllItemList"); UBackpackComponent_GetAllItemList_Params params; auto flags = pFunc->FunctionFlags; pFunc->FunctionFlags |= 0x400; UObject *currentObj = (UObject *) this; currentObj->ProcessEvent(pFunc, ¶ms); 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("Function Gameplay.BackpackComponent.ForceNetUpdate"); UBackpackComponent_ForceNetUpdate_Params params; auto flags = pFunc->FunctionFlags; pFunc->FunctionFlags |= 0x400; UObject *currentObj = (UObject *) this; currentObj->ProcessEvent(pFunc, ¶ms); 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("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, ¶ms); 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("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, ¶ms); 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("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, ¶ms); 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("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, ¶ms); 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("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, ¶ms); 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("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, ¶ms); 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("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, ¶ms); 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("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, ¶ms); 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("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, ¶ms); 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("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, ¶ms); 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("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, ¶ms); 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("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, ¶ms); 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("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, ¶ms); 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("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, ¶ms); 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("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, ¶ms); 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("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, ¶ms); 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("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, ¶ms); 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("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, ¶ms); 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("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, ¶ms); 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("Function Gameplay.BaseGeneratorComponent.GeneratorWorldTileSpots"); UBaseGeneratorComponent_GeneratorWorldTileSpots_Params params; auto flags = pFunc->FunctionFlags; pFunc->FunctionFlags |= 0x400; UObject *currentObj = (UObject *) this; currentObj->ProcessEvent(pFunc, ¶ms); 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("Function Gameplay.BaseGeneratorComponent.GenerateSpots"); UBaseGeneratorComponent_GenerateSpots_Params params; auto flags = pFunc->FunctionFlags; pFunc->FunctionFlags |= 0x400; UObject *currentObj = (UObject *) this; currentObj->ProcessEvent(pFunc, ¶ms); pFunc->FunctionFlags = flags; } // Function Gameplay.BaseGeneratorComponent.GenerateSpotOnTick // (Native, Public) void UBaseGeneratorComponent::GenerateSpotOnTick() { static UFunction *pFunc = 0; if (!pFunc) pFunc = UObject::FindObject("Function Gameplay.BaseGeneratorComponent.GenerateSpotOnTick"); UBaseGeneratorComponent_GenerateSpotOnTick_Params params; auto flags = pFunc->FunctionFlags; pFunc->FunctionFlags |= 0x400; UObject *currentObj = (UObject *) this; currentObj->ProcessEvent(pFunc, ¶ms); pFunc->FunctionFlags = flags; } // Function Gameplay.BaseGeneratorComponent.CheckTileLevelsVisible // (Final, Native, Protected) void UBaseGeneratorComponent::CheckTileLevelsVisible() { static UFunction *pFunc = 0; if (!pFunc) pFunc = UObject::FindObject("Function Gameplay.BaseGeneratorComponent.CheckTileLevelsVisible"); UBaseGeneratorComponent_CheckTileLevelsVisible_Params params; auto flags = pFunc->FunctionFlags; pFunc->FunctionFlags |= 0x400; UObject *currentObj = (UObject *) this; currentObj->ProcessEvent(pFunc, ¶ms); 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("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, ¶ms); 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("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, ¶ms); 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("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, ¶ms); 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("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, ¶ms); pFunc->FunctionFlags = flags; } // Function Gameplay.GlobalConfigActor.Init // (Native, Public, BlueprintCallable) void AGlobalConfigActor::Init() { static UFunction *pFunc = 0; if (!pFunc) pFunc = UObject::FindObject("Function Gameplay.GlobalConfigActor.Init"); AGlobalConfigActor_Init_Params params; auto flags = pFunc->FunctionFlags; pFunc->FunctionFlags |= 0x400; UObject *currentObj = (UObject *) this; currentObj->ProcessEvent(pFunc, ¶ms); 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("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, ¶ms); 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("Function Gameplay.GroupSpotSceneComponent.IsValidGroup"); UGroupSpotSceneComponent_IsValidGroup_Params params; auto flags = pFunc->FunctionFlags; pFunc->FunctionFlags |= 0x400; UObject *currentObj = (UObject *) this; currentObj->ProcessEvent(pFunc, ¶ms); 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("Function Gameplay.GroupSpotSceneComponent.FindWorldCompositionID"); UGroupSpotSceneComponent_FindWorldCompositionID_Params params; auto flags = pFunc->FunctionFlags; pFunc->FunctionFlags |= 0x400; UObject *currentObj = (UObject *) this; currentObj->ProcessEvent(pFunc, ¶ms); 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("Function Gameplay.GroupSpotSceneComponent.DoPickUp"); UGroupSpotSceneComponent_DoPickUp_Params params; auto flags = pFunc->FunctionFlags; pFunc->FunctionFlags |= 0x400; UObject *currentObj = (UObject *) this; currentObj->ProcessEvent(pFunc, ¶ms); 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("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, ¶ms); pFunc->FunctionFlags = flags; } // Function Gameplay.ItemConfigActorComponent.RandomItemSpawnClass // (Final, Native, Public, BlueprintCallable) // Parameters: // struct FString ItemValue (Parm, ZeroConstructor) // struct FString ItemCategory (Parm, ZeroConstructor) // TArray ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm) TArray UItemConfigActorComponent::RandomItemSpawnClass(const struct FString& ItemValue, const struct FString& ItemCategory) { static UFunction *pFunc = 0; if (!pFunc) pFunc = UObject::FindObject("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, ¶ms); 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 ReturnValue (ExportObject, Parm, OutParm, ZeroConstructor, ReturnParm) TArray UItemConfigActorComponent::RandomGroupSceneComponents(int GroupType, int Persent) { static UFunction *pFunc = 0; if (!pFunc) pFunc = UObject::FindObject("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, ¶ms); pFunc->FunctionFlags = flags; return params.ReturnValue; } // Function Gameplay.ItemConfigActorComponent.RandomGroupSceneComponent // (Final, Native, Public) // Parameters: // TArray AllGroups (Parm, ZeroConstructor) // class USceneComponent* ReturnValue (ExportObject, Parm, OutParm, ZeroConstructor, ReturnParm, InstancedReference, IsPlainOldData) class USceneComponent* UItemConfigActorComponent::RandomGroupSceneComponent(TArray AllGroups) { static UFunction *pFunc = 0; if (!pFunc) pFunc = UObject::FindObject("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, ¶ms); 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("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, ¶ms); pFunc->FunctionFlags = flags; return params.ReturnValue; } // Function Gameplay.ItemConfigActorComponent.GetItemSpawnClass // (Final, Native, Public) // Parameters: // struct FItemSpawnData Data (Parm) // TArray ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm) TArray UItemConfigActorComponent::GetItemSpawnClass(const struct FItemSpawnData& Data) { static UFunction *pFunc = 0; if (!pFunc) pFunc = UObject::FindObject("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, ¶ms); 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("Function Gameplay.ItemGeneratorComponent.WriteItemClassStatisticsDatas"); UItemGeneratorComponent_WriteItemClassStatisticsDatas_Params params; auto flags = pFunc->FunctionFlags; pFunc->FunctionFlags |= 0x400; UObject *currentObj = (UObject *) this; currentObj->ProcessEvent(pFunc, ¶ms); pFunc->FunctionFlags = flags; } // Function Gameplay.ItemGeneratorComponent.WriteGroupStatisticsDatas // (Final, Native, Protected) void UItemGeneratorComponent::WriteGroupStatisticsDatas() { static UFunction *pFunc = 0; if (!pFunc) pFunc = UObject::FindObject("Function Gameplay.ItemGeneratorComponent.WriteGroupStatisticsDatas"); UItemGeneratorComponent_WriteGroupStatisticsDatas_Params params; auto flags = pFunc->FunctionFlags; pFunc->FunctionFlags |= 0x400; UObject *currentObj = (UObject *) this; currentObj->ProcessEvent(pFunc, ¶ms); pFunc->FunctionFlags = flags; } // Function Gameplay.ItemGeneratorComponent.WriteBuildingStatisticsDatas // (Final, Native, Protected) void UItemGeneratorComponent::WriteBuildingStatisticsDatas() { static UFunction *pFunc = 0; if (!pFunc) pFunc = UObject::FindObject("Function Gameplay.ItemGeneratorComponent.WriteBuildingStatisticsDatas"); UItemGeneratorComponent_WriteBuildingStatisticsDatas_Params params; auto flags = pFunc->FunctionFlags; pFunc->FunctionFlags |= 0x400; UObject *currentObj = (UObject *) this; currentObj->ProcessEvent(pFunc, ¶ms); pFunc->FunctionFlags = flags; } // Function Gameplay.ItemGeneratorComponent.WriteAllStatisticsDatasToLog // (Native, Protected, BlueprintCallable) void UItemGeneratorComponent::WriteAllStatisticsDatasToLog() { static UFunction *pFunc = 0; if (!pFunc) pFunc = UObject::FindObject("Function Gameplay.ItemGeneratorComponent.WriteAllStatisticsDatasToLog"); UItemGeneratorComponent_WriteAllStatisticsDatasToLog_Params params; auto flags = pFunc->FunctionFlags; pFunc->FunctionFlags |= 0x400; UObject *currentObj = (UObject *) this; currentObj->ProcessEvent(pFunc, ¶ms); pFunc->FunctionFlags = flags; } // Function Gameplay.ItemGeneratorComponent.WriteAllStatisticsDatas // (Native, Protected, BlueprintCallable) void UItemGeneratorComponent::WriteAllStatisticsDatas() { static UFunction *pFunc = 0; if (!pFunc) pFunc = UObject::FindObject("Function Gameplay.ItemGeneratorComponent.WriteAllStatisticsDatas"); UItemGeneratorComponent_WriteAllStatisticsDatas_Params params; auto flags = pFunc->FunctionFlags; pFunc->FunctionFlags |= 0x400; UObject *currentObj = (UObject *) this; currentObj->ProcessEvent(pFunc, ¶ms); pFunc->FunctionFlags = flags; } // Function Gameplay.ItemGeneratorComponent.SetCatetoryRate // (Final, Native, Public) // Parameters: // TMap Rates (Parm, ZeroConstructor) void UItemGeneratorComponent::SetCatetoryRate(TMap Rates) { static UFunction *pFunc = 0; if (!pFunc) pFunc = UObject::FindObject("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, ¶ms); 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("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, ¶ms); 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("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, ¶ms); pFunc->FunctionFlags = flags; } // Function Gameplay.ItemGeneratorComponent.RandomSingleGroup // (Final, Native, Protected, HasOutParms) // Parameters: // TArray 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* Groups) { static UFunction *pFunc = 0; if (!pFunc) pFunc = UObject::FindObject("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, ¶ms); pFunc->FunctionFlags = flags; if (Groups != nullptr) *Groups = params.Groups; return params.ReturnValue; } // Function Gameplay.ItemGeneratorComponent.RandomItemGenerateSpawnData // (Final, Native, Protected, HasOutParms) // Parameters: // TArray items (Parm, OutParm, ZeroConstructor) // struct FItemGenerateSpawnData ReturnValue (Parm, OutParm, ReturnParm) struct FItemGenerateSpawnData UItemGeneratorComponent::RandomItemGenerateSpawnData(TArray* items) { static UFunction *pFunc = 0; if (!pFunc) pFunc = UObject::FindObject("Function Gameplay.ItemGeneratorComponent.RandomItemGenerateSpawnData"); UItemGeneratorComponent_RandomItemGenerateSpawnData_Params params; auto flags = pFunc->FunctionFlags; pFunc->FunctionFlags |= 0x400; UObject *currentObj = (UObject *) this; currentObj->ProcessEvent(pFunc, ¶ms); 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("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, ¶ms); pFunc->FunctionFlags = flags; } // Function Gameplay.ItemGeneratorComponent.RandomGroups // (Native, Protected, BlueprintCallable) void UItemGeneratorComponent::RandomGroups() { static UFunction *pFunc = 0; if (!pFunc) pFunc = UObject::FindObject("Function Gameplay.ItemGeneratorComponent.RandomGroups"); UItemGeneratorComponent_RandomGroups_Params params; auto flags = pFunc->FunctionFlags; pFunc->FunctionFlags |= 0x400; UObject *currentObj = (UObject *) this; currentObj->ProcessEvent(pFunc, ¶ms); pFunc->FunctionFlags = flags; } // Function Gameplay.ItemGeneratorComponent.RandomBornIslandGroups // (Native, Protected, BlueprintCallable) void UItemGeneratorComponent::RandomBornIslandGroups() { static UFunction *pFunc = 0; if (!pFunc) pFunc = UObject::FindObject("Function Gameplay.ItemGeneratorComponent.RandomBornIslandGroups"); UItemGeneratorComponent_RandomBornIslandGroups_Params params; auto flags = pFunc->FunctionFlags; pFunc->FunctionFlags |= 0x400; UObject *currentObj = (UObject *) this; currentObj->ProcessEvent(pFunc, ¶ms); pFunc->FunctionFlags = flags; } // Function Gameplay.ItemGeneratorComponent.LoadItemGenerateTable // (Native, Event, Public, BlueprintEvent) void UItemGeneratorComponent::LoadItemGenerateTable() { static UFunction *pFunc = 0; if (!pFunc) pFunc = UObject::FindObject("Function Gameplay.ItemGeneratorComponent.LoadItemGenerateTable"); UItemGeneratorComponent_LoadItemGenerateTable_Params params; auto flags = pFunc->FunctionFlags; pFunc->FunctionFlags |= 0x400; UObject *currentObj = (UObject *) this; currentObj->ProcessEvent(pFunc, ¶ms); 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("Function Gameplay.ItemGeneratorComponent.IsCatetoryEnabled"); UItemGeneratorComponent_IsCatetoryEnabled_Params params; auto flags = pFunc->FunctionFlags; pFunc->FunctionFlags |= 0x400; UObject *currentObj = (UObject *) this; currentObj->ProcessEvent(pFunc, ¶ms); 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("Function Gameplay.ItemGeneratorComponent.InitCatetorys"); UItemGeneratorComponent_InitCatetorys_Params params; auto flags = pFunc->FunctionFlags; pFunc->FunctionFlags |= 0x400; UObject *currentObj = (UObject *) this; currentObj->ProcessEvent(pFunc, ¶ms); pFunc->FunctionFlags = flags; } // Function Gameplay.ItemGeneratorComponent.GetSpotGroupPropertyByGroupType // (Final, Native, Public) // Parameters: // TEnumAsByte SpotGroupType (Parm, ZeroConstructor, IsPlainOldData) // struct FSpotGroupProperty ReturnValue (Parm, OutParm, ReturnParm) struct FSpotGroupProperty UItemGeneratorComponent::GetSpotGroupPropertyByGroupType(TEnumAsByte SpotGroupType) { static UFunction *pFunc = 0; if (!pFunc) pFunc = UObject::FindObject("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, ¶ms); 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 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* Results) { static UFunction *pFunc = 0; if (!pFunc) pFunc = UObject::FindObject("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, ¶ms); 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("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, ¶ms); pFunc->FunctionFlags = flags; return params.ReturnValue; } // Function Gameplay.ItemGeneratorComponent.GenerateSpotOnTick // (Native, Public) void UItemGeneratorComponent::GenerateSpotOnTick() { static UFunction *pFunc = 0; if (!pFunc) pFunc = UObject::FindObject("Function Gameplay.ItemGeneratorComponent.GenerateSpotOnTick"); UItemGeneratorComponent_GenerateSpotOnTick_Params params; auto flags = pFunc->FunctionFlags; pFunc->FunctionFlags |= 0x400; UObject *currentObj = (UObject *) this; currentObj->ProcessEvent(pFunc, ¶ms); pFunc->FunctionFlags = flags; } // Function Gameplay.ItemGeneratorComponent.DeleteValidGroups // (Final, Native, Public, BlueprintCallable) void UItemGeneratorComponent::DeleteValidGroups() { static UFunction *pFunc = 0; if (!pFunc) pFunc = UObject::FindObject("Function Gameplay.ItemGeneratorComponent.DeleteValidGroups"); UItemGeneratorComponent_DeleteValidGroups_Params params; auto flags = pFunc->FunctionFlags; pFunc->FunctionFlags |= 0x400; UObject *currentObj = (UObject *) this; currentObj->ProcessEvent(pFunc, ¶ms); pFunc->FunctionFlags = flags; } // Function Gameplay.ItemGeneratorComponent.DeleteBornIslandItems // (Final, Native, Public, BlueprintCallable) void UItemGeneratorComponent::DeleteBornIslandItems() { static UFunction *pFunc = 0; if (!pFunc) pFunc = UObject::FindObject("Function Gameplay.ItemGeneratorComponent.DeleteBornIslandItems"); UItemGeneratorComponent_DeleteBornIslandItems_Params params; auto flags = pFunc->FunctionFlags; pFunc->FunctionFlags |= 0x400; UObject *currentObj = (UObject *) this; currentObj->ProcessEvent(pFunc, ¶ms); 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("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, ¶ms); pFunc->FunctionFlags = flags; } // Function Gameplay.ItemGroupSpotSceneComponent.RepeatSpots // (Final, Native, Protected) void UItemGroupSpotSceneComponent::RepeatSpots() { static UFunction *pFunc = 0; if (!pFunc) pFunc = UObject::FindObject("Function Gameplay.ItemGroupSpotSceneComponent.RepeatSpots"); UItemGroupSpotSceneComponent_RepeatSpots_Params params; auto flags = pFunc->FunctionFlags; pFunc->FunctionFlags |= 0x400; UObject *currentObj = (UObject *) this; currentObj->ProcessEvent(pFunc, ¶ms); 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("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, ¶ms); pFunc->FunctionFlags = flags; } // Function Gameplay.ItemGroupSpotSceneComponent.RandomSpotByType // (Final, Native, Protected, HasOutParms) // Parameters: // TEnumAsByte SpotType (Parm, ZeroConstructor, IsPlainOldData) // TArray AllSpots (Parm, OutParm, ZeroConstructor) // struct FSpotTypeProperty Property (ConstParm, Parm, OutParm, ReferenceParm) void UItemGroupSpotSceneComponent::RandomSpotByType(TEnumAsByte SpotType, const struct FSpotTypeProperty& Property, TArray* AllSpots) { static UFunction *pFunc = 0; if (!pFunc) pFunc = UObject::FindObject("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, ¶ms); pFunc->FunctionFlags = flags; if (AllSpots != nullptr) *AllSpots = params.AllSpots; } // Function Gameplay.ItemGroupSpotSceneComponent.RandomSingleSpot // (Final, Native, Protected, HasOutParms) // Parameters: // TArray Spots (Parm, OutParm, ZeroConstructor) // struct FSpotTypeProperty Property (ConstParm, Parm, OutParm, ReferenceParm) void UItemGroupSpotSceneComponent::RandomSingleSpot(const struct FSpotTypeProperty& Property, TArray* Spots) { static UFunction *pFunc = 0; if (!pFunc) pFunc = UObject::FindObject("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, ¶ms); 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("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, ¶ms); 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("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, ¶ms); 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 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 ActorsToIgnore, bool bIgnoreSelf, struct FHitResult* OutHit) { static UFunction *pFunc = 0; if (!pFunc) pFunc = UObject::FindObject("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, ¶ms); 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("Function Gameplay.SpotSceneComponent.IsSpotValid"); USpotSceneComponent_IsSpotValid_Params params; auto flags = pFunc->FunctionFlags; pFunc->FunctionFlags |= 0x400; UObject *currentObj = (UObject *) this; currentObj->ProcessEvent(pFunc, ¶ms); pFunc->FunctionFlags = flags; return params.ReturnValue; } // Function Gameplay.SpotSceneComponent.GetRandomCategory // (Native, Protected, HasOutParms) // Parameters: // TArray SpotWeights (ConstParm, Parm, OutParm, ZeroConstructor, ReferenceParm) // struct FString ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm) struct FString USpotSceneComponent::GetRandomCategory(TArray SpotWeights) { static UFunction *pFunc = 0; if (!pFunc) pFunc = UObject::FindObject("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, ¶ms); 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("Function Gameplay.SpotSceneComponent.GenerateSpot"); USpotSceneComponent_GenerateSpot_Params params; auto flags = pFunc->FunctionFlags; pFunc->FunctionFlags |= 0x400; UObject *currentObj = (UObject *) this; currentObj->ProcessEvent(pFunc, ¶ms); 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("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, ¶ms); 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 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 GroupType, class UItemGeneratorComponent* Generator, const struct FSpotTypeProperty& Property, class UGroupSpotSceneComponent* Component, bool RepeatGenerateItem) { static UFunction *pFunc = 0; if (!pFunc) pFunc = UObject::FindObject("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, ¶ms); 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("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, ¶ms); 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("Function Gameplay.ItemSpotSceneComponent.GenerateSpot"); UItemSpotSceneComponent_GenerateSpot_Params params; auto flags = pFunc->FunctionFlags; pFunc->FunctionFlags |= 0x400; UObject *currentObj = (UObject *) this; currentObj->ProcessEvent(pFunc, ¶ms); pFunc->FunctionFlags = flags; return params.ReturnValue; } // Function Gameplay.ItemSpotSceneComponent.GenerateItems // (Final, Native, Protected, HasOutParms) // Parameters: // TArray AllItemClass (Parm, OutParm, ZeroConstructor) void UItemSpotSceneComponent::GenerateItems(TArray* AllItemClass) { static UFunction *pFunc = 0; if (!pFunc) pFunc = UObject::FindObject("Function Gameplay.ItemSpotSceneComponent.GenerateItems"); UItemSpotSceneComponent_GenerateItems_Params params; auto flags = pFunc->FunctionFlags; pFunc->FunctionFlags |= 0x400; UObject *currentObj = (UObject *) this; currentObj->ProcessEvent(pFunc, ¶ms); 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("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, ¶ms); 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("Function Gameplay.ItemSpotSceneComponent.CountCacheItemValeCategory"); UItemSpotSceneComponent_CountCacheItemValeCategory_Params params; auto flags = pFunc->FunctionFlags; pFunc->FunctionFlags |= 0x400; UObject *currentObj = (UObject *) this; currentObj->ProcessEvent(pFunc, ¶ms); 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("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, ¶ms); pFunc->FunctionFlags = flags; } // Function Gameplay.UAEAdvertisementActor.OnRep_PicURL // (Final, Native, Public) void AUAEAdvertisementActor::OnRep_PicURL() { static UFunction *pFunc = 0; if (!pFunc) pFunc = UObject::FindObject("Function Gameplay.UAEAdvertisementActor.OnRep_PicURL"); AUAEAdvertisementActor_OnRep_PicURL_Params params; auto flags = pFunc->FunctionFlags; pFunc->FunctionFlags |= 0x400; UObject *currentObj = (UObject *) this; currentObj->ProcessEvent(pFunc, ¶ms); pFunc->FunctionFlags = flags; } // Function Gameplay.UAEAdvertisementActor.OnRep_MeshPath // (Final, Native, Public) void AUAEAdvertisementActor::OnRep_MeshPath() { static UFunction *pFunc = 0; if (!pFunc) pFunc = UObject::FindObject("Function Gameplay.UAEAdvertisementActor.OnRep_MeshPath"); AUAEAdvertisementActor_OnRep_MeshPath_Params params; auto flags = pFunc->FunctionFlags; pFunc->FunctionFlags |= 0x400; UObject *currentObj = (UObject *) this; currentObj->ProcessEvent(pFunc, ¶ms); 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("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, ¶ms); pFunc->FunctionFlags = flags; } // Function Gameplay.UAECharacterAnimListComponent.GetCharacterJumpAnim // (Final, Native, Public, Const) // Parameters: // TEnumAsByte JumpType (Parm, ZeroConstructor, IsPlainOldData) // TArray ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm) TArray UUAECharacterAnimListComponent::GetCharacterJumpAnim(TEnumAsByte JumpType) { static UFunction *pFunc = 0; if (!pFunc) pFunc = UObject::FindObject("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, ¶ms); pFunc->FunctionFlags = flags; return params.ReturnValue; } // Function Gameplay.UAECharacterAnimListComponent.GetCharacterAnim // (Final, Native, Public, Const) // Parameters: // TEnumAsByte AnimType (Parm, ZeroConstructor, IsPlainOldData) // TEnumAsByte PoseType (Parm, ZeroConstructor, IsPlainOldData) // class UAnimationAsset* ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData) class UAnimationAsset* UUAECharacterAnimListComponent::GetCharacterAnim(TEnumAsByte AnimType, TEnumAsByte PoseType) { static UFunction *pFunc = 0; if (!pFunc) pFunc = UObject::FindObject("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, ¶ms); 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("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, ¶ms); pFunc->FunctionFlags = flags; } // Function Gameplay.AELobbyCharAnimListComp.GetCharacterAnim // (Final, Native, Public, Const) // Parameters: // TEnumAsByte AnimType (Parm, ZeroConstructor, IsPlainOldData) // TEnumAsByte PoseType (Parm, ZeroConstructor, IsPlainOldData) // class UAnimationAsset* ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData) class UAnimationAsset* UAELobbyCharAnimListComp::GetCharacterAnim(TEnumAsByte AnimType, TEnumAsByte PoseType) { static UFunction *pFunc = 0; if (!pFunc) pFunc = UObject::FindObject("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, ¶ms); 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("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, ¶ms); 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 PrevoisOwnerPose (Parm, ZeroConstructor, IsPlainOldData) void AUAEProjectile::SetActorInitialRelativeOffset(const struct FVector& Offset, const struct FVector& StandOffset, const struct FVector& CrouchOffset, const struct FVector& ProneOffset, TEnumAsByte PrevoisOwnerPose) { static UFunction *pFunc = 0; if (!pFunc) pFunc = UObject::FindObject("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, ¶ms); pFunc->FunctionFlags = flags; } // Function Gameplay.UAEProjectile.OnRep_IsServerAlreadyExplodedCpp // (Final, Native, Public) void AUAEProjectile::OnRep_IsServerAlreadyExplodedCpp() { static UFunction *pFunc = 0; if (!pFunc) pFunc = UObject::FindObject("Function Gameplay.UAEProjectile.OnRep_IsServerAlreadyExplodedCpp"); AUAEProjectile_OnRep_IsServerAlreadyExplodedCpp_Params params; auto flags = pFunc->FunctionFlags; pFunc->FunctionFlags |= 0x400; UObject *currentObj = (UObject *) this; currentObj->ProcessEvent(pFunc, ¶ms); pFunc->FunctionFlags = flags; } // Function Gameplay.UAEProjectile.IsServerAlreadyExplodedCppNotify // (Native, Event, Public, BlueprintEvent) void AUAEProjectile::IsServerAlreadyExplodedCppNotify() { static UFunction *pFunc = 0; if (!pFunc) pFunc = UObject::FindObject("Function Gameplay.UAEProjectile.IsServerAlreadyExplodedCppNotify"); AUAEProjectile_IsServerAlreadyExplodedCppNotify_Params params; auto flags = pFunc->FunctionFlags; pFunc->FunctionFlags |= 0x400; UObject *currentObj = (UObject *) this; currentObj->ProcessEvent(pFunc, ¶ms); 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("Function Gameplay.UAEProjectile.IsOwnerAutomous"); AUAEProjectile_IsOwnerAutomous_Params params; auto flags = pFunc->FunctionFlags; pFunc->FunctionFlags |= 0x400; UObject *currentObj = (UObject *) this; currentObj->ProcessEvent(pFunc, ¶ms); 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("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, ¶ms); 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("Function Gameplay.UAEProjectile.GetRemainingEffectTime"); AUAEProjectile_GetRemainingEffectTime_Params params; auto flags = pFunc->FunctionFlags; pFunc->FunctionFlags |= 0x400; UObject *currentObj = (UObject *) this; currentObj->ProcessEvent(pFunc, ¶ms); 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("Function Gameplay.UAEWindowComponent.NotifyServerBroken"); UUAEWindowComponent_NotifyServerBroken_Params params; auto flags = pFunc->FunctionFlags; UObject *currentObj = (UObject *) this; currentObj->ProcessEvent(pFunc, ¶ms); 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("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, ¶ms); 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("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, ¶ms); 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("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, ¶ms); 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("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, ¶ms); 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("Function Gameplay.UAEWindowComponent.GetRepData"); UUAEWindowComponent_GetRepData_Params params; auto flags = pFunc->FunctionFlags; pFunc->FunctionFlags |= 0x400; UObject *currentObj = (UObject *) this; currentObj->ProcessEvent(pFunc, ¶ms); 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("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, ¶ms); 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("Function Gameplay.VehicleAndTreasureBoxGeneratorComponent.WriteVehicleSpotStatisticsDatas"); UVehicleAndTreasureBoxGeneratorComponent_WriteVehicleSpotStatisticsDatas_Params params; auto flags = pFunc->FunctionFlags; pFunc->FunctionFlags |= 0x400; UObject *currentObj = (UObject *) this; currentObj->ProcessEvent(pFunc, ¶ms); pFunc->FunctionFlags = flags; } // Function Gameplay.VehicleAndTreasureBoxGeneratorComponent.WriteVehicleClassStatisticsDatas // (Final, Native, Protected) void UVehicleAndTreasureBoxGeneratorComponent::WriteVehicleClassStatisticsDatas() { static UFunction *pFunc = 0; if (!pFunc) pFunc = UObject::FindObject("Function Gameplay.VehicleAndTreasureBoxGeneratorComponent.WriteVehicleClassStatisticsDatas"); UVehicleAndTreasureBoxGeneratorComponent_WriteVehicleClassStatisticsDatas_Params params; auto flags = pFunc->FunctionFlags; pFunc->FunctionFlags |= 0x400; UObject *currentObj = (UObject *) this; currentObj->ProcessEvent(pFunc, ¶ms); pFunc->FunctionFlags = flags; } // Function Gameplay.VehicleAndTreasureBoxGeneratorComponent.WriteAllVehicleStatisticsDatasToLog // (Final, Native, Protected, BlueprintCallable) void UVehicleAndTreasureBoxGeneratorComponent::WriteAllVehicleStatisticsDatasToLog() { static UFunction *pFunc = 0; if (!pFunc) pFunc = UObject::FindObject("Function Gameplay.VehicleAndTreasureBoxGeneratorComponent.WriteAllVehicleStatisticsDatasToLog"); UVehicleAndTreasureBoxGeneratorComponent_WriteAllVehicleStatisticsDatasToLog_Params params; auto flags = pFunc->FunctionFlags; pFunc->FunctionFlags |= 0x400; UObject *currentObj = (UObject *) this; currentObj->ProcessEvent(pFunc, ¶ms); pFunc->FunctionFlags = flags; } // Function Gameplay.VehicleAndTreasureBoxGeneratorComponent.WriteAllVehicleStatisticsDatas // (Final, Native, Protected, BlueprintCallable) void UVehicleAndTreasureBoxGeneratorComponent::WriteAllVehicleStatisticsDatas() { static UFunction *pFunc = 0; if (!pFunc) pFunc = UObject::FindObject("Function Gameplay.VehicleAndTreasureBoxGeneratorComponent.WriteAllVehicleStatisticsDatas"); UVehicleAndTreasureBoxGeneratorComponent_WriteAllVehicleStatisticsDatas_Params params; auto flags = pFunc->FunctionFlags; pFunc->FunctionFlags |= 0x400; UObject *currentObj = (UObject *) this; currentObj->ProcessEvent(pFunc, ¶ms); 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("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, ¶ms); 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("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, ¶ms); 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("Function Gameplay.VehicleAndTreasureBoxGeneratorComponent.RandomTreasureBoxSpotsByType"); UVehicleAndTreasureBoxGeneratorComponent_RandomTreasureBoxSpotsByType_Params params; auto flags = pFunc->FunctionFlags; pFunc->FunctionFlags |= 0x400; UObject *currentObj = (UObject *) this; currentObj->ProcessEvent(pFunc, ¶ms); 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 AllSpots (Parm, OutParm, ZeroConstructor) // struct FTreasureBoxSpotProperty Property (Parm, OutParm) void UVehicleAndTreasureBoxGeneratorComponent::RandomTreasureBoxSingleSpots(TArray* AllSpots, struct FTreasureBoxSpotProperty* Property) { static UFunction *pFunc = 0; if (!pFunc) pFunc = UObject::FindObject("Function Gameplay.VehicleAndTreasureBoxGeneratorComponent.RandomTreasureBoxSingleSpots"); UVehicleAndTreasureBoxGeneratorComponent_RandomTreasureBoxSingleSpots_Params params; auto flags = pFunc->FunctionFlags; pFunc->FunctionFlags |= 0x400; UObject *currentObj = (UObject *) this; currentObj->ProcessEvent(pFunc, ¶ms); 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("Function Gameplay.VehicleAndTreasureBoxGeneratorComponent.RandomSpotsByType"); UVehicleAndTreasureBoxGeneratorComponent_RandomSpotsByType_Params params; auto flags = pFunc->FunctionFlags; pFunc->FunctionFlags |= 0x400; UObject *currentObj = (UObject *) this; currentObj->ProcessEvent(pFunc, ¶ms); 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 AllSpots (Parm, OutParm, ZeroConstructor) // struct FVehicleSpotProperty Property (Parm, OutParm) void UVehicleAndTreasureBoxGeneratorComponent::RandomSingleSpots(TArray* AllSpots, struct FVehicleSpotProperty* Property) { static UFunction *pFunc = 0; if (!pFunc) pFunc = UObject::FindObject("Function Gameplay.VehicleAndTreasureBoxGeneratorComponent.RandomSingleSpots"); UVehicleAndTreasureBoxGeneratorComponent_RandomSingleSpots_Params params; auto flags = pFunc->FunctionFlags; pFunc->FunctionFlags |= 0x400; UObject *currentObj = (UObject *) this; currentObj->ProcessEvent(pFunc, ¶ms); 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("Function Gameplay.VehicleAndTreasureBoxGeneratorComponent.RandomGroups"); UVehicleAndTreasureBoxGeneratorComponent_RandomGroups_Params params; auto flags = pFunc->FunctionFlags; pFunc->FunctionFlags |= 0x400; UObject *currentObj = (UObject *) this; currentObj->ProcessEvent(pFunc, ¶ms); pFunc->FunctionFlags = flags; } // Function Gameplay.VehicleAndTreasureBoxGeneratorComponent.LoadVehicleGenerateTable // (Event, Public, BlueprintEvent) void UVehicleAndTreasureBoxGeneratorComponent::LoadVehicleGenerateTable() { static UFunction *pFunc = 0; if (!pFunc) pFunc = UObject::FindObject("Function Gameplay.VehicleAndTreasureBoxGeneratorComponent.LoadVehicleGenerateTable"); UVehicleAndTreasureBoxGeneratorComponent_LoadVehicleGenerateTable_Params params; auto flags = pFunc->FunctionFlags; UObject *currentObj = (UObject *) this; currentObj->ProcessEvent(pFunc, ¶ms); pFunc->FunctionFlags = flags; } // Function Gameplay.VehicleAndTreasureBoxGeneratorComponent.GetVehicleSpotRandomInfoBySpotType // (Final, Native, Public) // Parameters: // TEnumAsByte SpotType (Parm, ZeroConstructor, IsPlainOldData) // struct FVehicleGenerateRandomInfo ReturnValue (Parm, OutParm, ReturnParm) struct FVehicleGenerateRandomInfo UVehicleAndTreasureBoxGeneratorComponent::GetVehicleSpotRandomInfoBySpotType(TEnumAsByte SpotType) { static UFunction *pFunc = 0; if (!pFunc) pFunc = UObject::FindObject("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, ¶ms); 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("Function Gameplay.VehicleAndTreasureBoxGeneratorComponent.GetVehicleSpotRandomInfo"); UVehicleAndTreasureBoxGeneratorComponent_GetVehicleSpotRandomInfo_Params params; auto flags = pFunc->FunctionFlags; pFunc->FunctionFlags |= 0x400; UObject *currentObj = (UObject *) this; currentObj->ProcessEvent(pFunc, ¶ms); 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("Function Gameplay.VehicleAndTreasureBoxGeneratorComponent.GetTreasureBoxSpotRandomInfo"); UVehicleAndTreasureBoxGeneratorComponent_GetTreasureBoxSpotRandomInfo_Params params; auto flags = pFunc->FunctionFlags; pFunc->FunctionFlags |= 0x400; UObject *currentObj = (UObject *) this; currentObj->ProcessEvent(pFunc, ¶ms); 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("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, ¶ms); pFunc->FunctionFlags = flags; return params.ReturnValue; } // Function Gameplay.VehicleAndTreasureBoxGeneratorComponent.GetRandomCategory // (Native, Protected, HasOutParms) // Parameters: // TArray SpotWeights (ConstParm, Parm, OutParm, ZeroConstructor, ReferenceParm) // struct FString ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm) struct FString UVehicleAndTreasureBoxGeneratorComponent::GetRandomCategory(TArray SpotWeights) { static UFunction *pFunc = 0; if (!pFunc) pFunc = UObject::FindObject("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, ¶ms); pFunc->FunctionFlags = flags; return params.ReturnValue; } // Function Gameplay.VehicleAndTreasureBoxGeneratorComponent.GenerateSpotOnTick // (Native, Protected) void UVehicleAndTreasureBoxGeneratorComponent::GenerateSpotOnTick() { static UFunction *pFunc = 0; if (!pFunc) pFunc = UObject::FindObject("Function Gameplay.VehicleAndTreasureBoxGeneratorComponent.GenerateSpotOnTick"); UVehicleAndTreasureBoxGeneratorComponent_GenerateSpotOnTick_Params params; auto flags = pFunc->FunctionFlags; pFunc->FunctionFlags |= 0x400; UObject *currentObj = (UObject *) this; currentObj->ProcessEvent(pFunc, ¶ms); pFunc->FunctionFlags = flags; } // Function Gameplay.VehicleAndTreasureBoxGeneratorComponent.DeleteGroups // (Final, Native, Protected) void UVehicleAndTreasureBoxGeneratorComponent::DeleteGroups() { static UFunction *pFunc = 0; if (!pFunc) pFunc = UObject::FindObject("Function Gameplay.VehicleAndTreasureBoxGeneratorComponent.DeleteGroups"); UVehicleAndTreasureBoxGeneratorComponent_DeleteGroups_Params params; auto flags = pFunc->FunctionFlags; pFunc->FunctionFlags |= 0x400; UObject *currentObj = (UObject *) this; currentObj->ProcessEvent(pFunc, ¶ms); pFunc->FunctionFlags = flags; } // Function Gameplay.VehicleAndTreasureBoxGeneratorComponent.AddVehicleSpotCount // (Final, Native, Protected) // Parameters: // TEnumAsByte 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 SpotType, const struct FString& Path, float LocationX, float LocationY, float LocationZ) { static UFunction *pFunc = 0; if (!pFunc) pFunc = UObject::FindObject("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, ¶ms); 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("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, ¶ms); pFunc->FunctionFlags = flags; } // Function Gameplay.VehicleGeneratorComponent.WriteVehicleSpotStatisticsDatas // (Final, Native, Protected) void UVehicleGeneratorComponent::WriteVehicleSpotStatisticsDatas() { static UFunction *pFunc = 0; if (!pFunc) pFunc = UObject::FindObject("Function Gameplay.VehicleGeneratorComponent.WriteVehicleSpotStatisticsDatas"); UVehicleGeneratorComponent_WriteVehicleSpotStatisticsDatas_Params params; auto flags = pFunc->FunctionFlags; pFunc->FunctionFlags |= 0x400; UObject *currentObj = (UObject *) this; currentObj->ProcessEvent(pFunc, ¶ms); pFunc->FunctionFlags = flags; } // Function Gameplay.VehicleGeneratorComponent.WriteVehicleClassStatisticsDatas // (Final, Native, Protected) void UVehicleGeneratorComponent::WriteVehicleClassStatisticsDatas() { static UFunction *pFunc = 0; if (!pFunc) pFunc = UObject::FindObject("Function Gameplay.VehicleGeneratorComponent.WriteVehicleClassStatisticsDatas"); UVehicleGeneratorComponent_WriteVehicleClassStatisticsDatas_Params params; auto flags = pFunc->FunctionFlags; pFunc->FunctionFlags |= 0x400; UObject *currentObj = (UObject *) this; currentObj->ProcessEvent(pFunc, ¶ms); pFunc->FunctionFlags = flags; } // Function Gameplay.VehicleGeneratorComponent.WriteAllVehicleStatisticsDatas // (Final, Native, Protected, BlueprintCallable) void UVehicleGeneratorComponent::WriteAllVehicleStatisticsDatas() { static UFunction *pFunc = 0; if (!pFunc) pFunc = UObject::FindObject("Function Gameplay.VehicleGeneratorComponent.WriteAllVehicleStatisticsDatas"); UVehicleGeneratorComponent_WriteAllVehicleStatisticsDatas_Params params; auto flags = pFunc->FunctionFlags; pFunc->FunctionFlags |= 0x400; UObject *currentObj = (UObject *) this; currentObj->ProcessEvent(pFunc, ¶ms); 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("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, ¶ms); 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("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, ¶ms); 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("Function Gameplay.VehicleGeneratorComponent.RandomSpotsByType"); UVehicleGeneratorComponent_RandomSpotsByType_Params params; auto flags = pFunc->FunctionFlags; pFunc->FunctionFlags |= 0x400; UObject *currentObj = (UObject *) this; currentObj->ProcessEvent(pFunc, ¶ms); 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 AllSpots (Parm, OutParm, ZeroConstructor) // struct FVehicleSpotProperty Property (Parm, OutParm) void UVehicleGeneratorComponent::RandomSingleSpots(TArray* AllSpots, struct FVehicleSpotProperty* Property) { static UFunction *pFunc = 0; if (!pFunc) pFunc = UObject::FindObject("Function Gameplay.VehicleGeneratorComponent.RandomSingleSpots"); UVehicleGeneratorComponent_RandomSingleSpots_Params params; auto flags = pFunc->FunctionFlags; pFunc->FunctionFlags |= 0x400; UObject *currentObj = (UObject *) this; currentObj->ProcessEvent(pFunc, ¶ms); 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("Function Gameplay.VehicleGeneratorComponent.RandomGroups"); UVehicleGeneratorComponent_RandomGroups_Params params; auto flags = pFunc->FunctionFlags; pFunc->FunctionFlags |= 0x400; UObject *currentObj = (UObject *) this; currentObj->ProcessEvent(pFunc, ¶ms); pFunc->FunctionFlags = flags; } // Function Gameplay.VehicleGeneratorComponent.LoadVehicleGenerateTable // (Native, Event, Public, BlueprintEvent) void UVehicleGeneratorComponent::LoadVehicleGenerateTable() { static UFunction *pFunc = 0; if (!pFunc) pFunc = UObject::FindObject("Function Gameplay.VehicleGeneratorComponent.LoadVehicleGenerateTable"); UVehicleGeneratorComponent_LoadVehicleGenerateTable_Params params; auto flags = pFunc->FunctionFlags; pFunc->FunctionFlags |= 0x400; UObject *currentObj = (UObject *) this; currentObj->ProcessEvent(pFunc, ¶ms); pFunc->FunctionFlags = flags; } // Function Gameplay.VehicleGeneratorComponent.GetVehicleSpotRandomInfoBySpotType // (Final, Native, Public) // Parameters: // TEnumAsByte SpotType (Parm, ZeroConstructor, IsPlainOldData) // struct FVehicleGenerateRandomInfo ReturnValue (Parm, OutParm, ReturnParm) struct FVehicleGenerateRandomInfo UVehicleGeneratorComponent::GetVehicleSpotRandomInfoBySpotType(TEnumAsByte SpotType) { static UFunction *pFunc = 0; if (!pFunc) pFunc = UObject::FindObject("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, ¶ms); 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("Function Gameplay.VehicleGeneratorComponent.GetVehicleSpotRandomInfo"); UVehicleGeneratorComponent_GetVehicleSpotRandomInfo_Params params; auto flags = pFunc->FunctionFlags; pFunc->FunctionFlags |= 0x400; UObject *currentObj = (UObject *) this; currentObj->ProcessEvent(pFunc, ¶ms); 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("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, ¶ms); pFunc->FunctionFlags = flags; return params.ReturnValue; } // Function Gameplay.VehicleGeneratorComponent.GetRandomCategory // (Native, Protected, HasOutParms) // Parameters: // TArray SpotWeights (ConstParm, Parm, OutParm, ZeroConstructor, ReferenceParm) // struct FString ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm) struct FString UVehicleGeneratorComponent::GetRandomCategory(TArray SpotWeights) { static UFunction *pFunc = 0; if (!pFunc) pFunc = UObject::FindObject("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, ¶ms); pFunc->FunctionFlags = flags; return params.ReturnValue; } // Function Gameplay.VehicleGeneratorComponent.GenerateSpotOnTick // (Native, Protected) void UVehicleGeneratorComponent::GenerateSpotOnTick() { static UFunction *pFunc = 0; if (!pFunc) pFunc = UObject::FindObject("Function Gameplay.VehicleGeneratorComponent.GenerateSpotOnTick"); UVehicleGeneratorComponent_GenerateSpotOnTick_Params params; auto flags = pFunc->FunctionFlags; pFunc->FunctionFlags |= 0x400; UObject *currentObj = (UObject *) this; currentObj->ProcessEvent(pFunc, ¶ms); pFunc->FunctionFlags = flags; } // Function Gameplay.VehicleGeneratorComponent.DeleteGroups // (Final, Native, Protected) void UVehicleGeneratorComponent::DeleteGroups() { static UFunction *pFunc = 0; if (!pFunc) pFunc = UObject::FindObject("Function Gameplay.VehicleGeneratorComponent.DeleteGroups"); UVehicleGeneratorComponent_DeleteGroups_Params params; auto flags = pFunc->FunctionFlags; pFunc->FunctionFlags |= 0x400; UObject *currentObj = (UObject *) this; currentObj->ProcessEvent(pFunc, ¶ms); pFunc->FunctionFlags = flags; } // Function Gameplay.VehicleGeneratorComponent.AddVehicleSpotCount // (Final, Native, Protected) // Parameters: // TEnumAsByte 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 SpotType, const struct FString& Path, float LocationX, float LocationY, float LocationZ) { static UFunction *pFunc = 0; if (!pFunc) pFunc = UObject::FindObject("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, ¶ms); 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("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, ¶ms); 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("Function Gameplay.VehicleSpotSceneComponent.SetSpotRandomInfo"); UVehicleSpotSceneComponent_SetSpotRandomInfo_Params params; auto flags = pFunc->FunctionFlags; pFunc->FunctionFlags |= 0x400; UObject *currentObj = (UObject *) this; currentObj->ProcessEvent(pFunc, ¶ms); 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("Function Gameplay.VehicleSpotSceneComponent.GenerateSpot"); UVehicleSpotSceneComponent_GenerateSpot_Params params; auto flags = pFunc->FunctionFlags; pFunc->FunctionFlags |= 0x400; UObject *currentObj = (UObject *) this; currentObj->ProcessEvent(pFunc, ¶ms); 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("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, ¶ms); pFunc->FunctionFlags = flags; } // Function Gameplay.WeatherConfigComponent.SyncWeatherLevelInfo // (Final, Native, Protected, BlueprintCallable) void UWeatherConfigComponent::SyncWeatherLevelInfo() { static UFunction *pFunc = 0; if (!pFunc) pFunc = UObject::FindObject("Function Gameplay.WeatherConfigComponent.SyncWeatherLevelInfo"); UWeatherConfigComponent_SyncWeatherLevelInfo_Params params; auto flags = pFunc->FunctionFlags; pFunc->FunctionFlags |= 0x400; UObject *currentObj = (UObject *) this; currentObj->ProcessEvent(pFunc, ¶ms); pFunc->FunctionFlags = flags; } // Function Gameplay.WeatherConfigComponent.OnUnLoadStreamLevelCompleted // (Final, Native, Public, BlueprintCallable) void UWeatherConfigComponent::OnUnLoadStreamLevelCompleted() { static UFunction *pFunc = 0; if (!pFunc) pFunc = UObject::FindObject("Function Gameplay.WeatherConfigComponent.OnUnLoadStreamLevelCompleted"); UWeatherConfigComponent_OnUnLoadStreamLevelCompleted_Params params; auto flags = pFunc->FunctionFlags; pFunc->FunctionFlags |= 0x400; UObject *currentObj = (UObject *) this; currentObj->ProcessEvent(pFunc, ¶ms); pFunc->FunctionFlags = flags; } // Function Gameplay.WeatherConfigComponent.OnRep_WeatherSyncCount // (Final, Native, Public) void UWeatherConfigComponent::OnRep_WeatherSyncCount() { static UFunction *pFunc = 0; if (!pFunc) pFunc = UObject::FindObject("Function Gameplay.WeatherConfigComponent.OnRep_WeatherSyncCount"); UWeatherConfigComponent_OnRep_WeatherSyncCount_Params params; auto flags = pFunc->FunctionFlags; pFunc->FunctionFlags |= 0x400; UObject *currentObj = (UObject *) this; currentObj->ProcessEvent(pFunc, ¶ms); pFunc->FunctionFlags = flags; } // Function Gameplay.WeatherConfigComponent.OnLoadStreamLevelCompleted // (Final, Native, Public, BlueprintCallable) void UWeatherConfigComponent::OnLoadStreamLevelCompleted() { static UFunction *pFunc = 0; if (!pFunc) pFunc = UObject::FindObject("Function Gameplay.WeatherConfigComponent.OnLoadStreamLevelCompleted"); UWeatherConfigComponent_OnLoadStreamLevelCompleted_Params params; auto flags = pFunc->FunctionFlags; pFunc->FunctionFlags |= 0x400; UObject *currentObj = (UObject *) this; currentObj->ProcessEvent(pFunc, ¶ms); pFunc->FunctionFlags = flags; } // Function Gameplay.WeatherConfigComponent.LoadWeatherLevel // (Final, Native, Public) void UWeatherConfigComponent::LoadWeatherLevel() { static UFunction *pFunc = 0; if (!pFunc) pFunc = UObject::FindObject("Function Gameplay.WeatherConfigComponent.LoadWeatherLevel"); UWeatherConfigComponent_LoadWeatherLevel_Params params; auto flags = pFunc->FunctionFlags; pFunc->FunctionFlags |= 0x400; UObject *currentObj = (UObject *) this; currentObj->ProcessEvent(pFunc, ¶ms); 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("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, ¶ms); pFunc->FunctionFlags = flags; } // Function Gameplay.WeatherConfigComponent.LoadDefaultWeatherLevel // (Final, Native, Public) void UWeatherConfigComponent::LoadDefaultWeatherLevel() { static UFunction *pFunc = 0; if (!pFunc) pFunc = UObject::FindObject("Function Gameplay.WeatherConfigComponent.LoadDefaultWeatherLevel"); UWeatherConfigComponent_LoadDefaultWeatherLevel_Params params; auto flags = pFunc->FunctionFlags; pFunc->FunctionFlags |= 0x400; UObject *currentObj = (UObject *) this; currentObj->ProcessEvent(pFunc, ¶ms); pFunc->FunctionFlags = flags; } // Function Gameplay.WeatherConfigComponent.Init // (Native, Public, BlueprintCallable) void UWeatherConfigComponent::Init() { static UFunction *pFunc = 0; if (!pFunc) pFunc = UObject::FindObject("Function Gameplay.WeatherConfigComponent.Init"); UWeatherConfigComponent_Init_Params params; auto flags = pFunc->FunctionFlags; pFunc->FunctionFlags |= 0x400; UObject *currentObj = (UObject *) this; currentObj->ProcessEvent(pFunc, ¶ms); pFunc->FunctionFlags = flags; } }