#pragma once //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 { //--------------------------------------------------------------------------- //Parameters //--------------------------------------------------------------------------- // Function Gameplay.UAEGameMode.SyncPlayerNames struct AUAEGameMode_SyncPlayerNames_Params { }; // Function Gameplay.UAEGameMode.SyncNewCorpsData struct AUAEGameMode_SyncNewCorpsData_Params { TArray OutCorpsData; // (ConstParm, Parm, OutParm, ZeroConstructor, ReferenceParm) }; // Function Gameplay.UAEGameMode.SpawnUAEPawnFor struct AUAEGameMode_SpawnUAEPawnFor_Params { class AController* NewPlayer; // (Parm, ZeroConstructor, IsPlainOldData) struct FTransform Trans; // (Parm, IsPlainOldData) class APawn* ReturnValue; // (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData) }; // Function Gameplay.UAEGameMode.SoftKickPlayer struct AUAEGameMode_SoftKickPlayer_Params { uint32_t PlayerKey; // (Parm, ZeroConstructor, IsPlainOldData) struct FName PlayerType; // (Parm, ZeroConstructor, IsPlainOldData) bool bSendFailure; // (Parm, ZeroConstructor, IsPlainOldData) struct FString FailureMessage; // (Parm, ZeroConstructor) }; // Function Gameplay.UAEGameMode.SetPlayerOpenId struct AUAEGameMode_SetPlayerOpenId_Params { uint32_t InPlayerKey; // (Parm, ZeroConstructor, IsPlainOldData) struct FString InPlayerOpenID; // (Parm, ZeroConstructor) }; // Function Gameplay.UAEGameMode.RetrieveTeamBattleResultData struct AUAEGameMode_RetrieveTeamBattleResultData_Params { int TeamID; // (Parm, ZeroConstructor, IsPlainOldData) struct FGameModeTeamBattleResultData ReturnValue; // (Parm, OutParm, ReturnParm) }; // Function Gameplay.UAEGameMode.RetrieveBattleData struct AUAEGameMode_RetrieveBattleData_Params { struct FBattleData OutBattleData; // (Parm, OutParm) }; // Function Gameplay.UAEGameMode.RestartPlayerAtPlayerStart struct AUAEGameMode_RestartPlayerAtPlayerStart_Params { class AController* NewPlayer; // (Parm, ZeroConstructor, IsPlainOldData) class AActor* StartSpot; // (Parm, ZeroConstructor, IsPlainOldData) }; // Function Gameplay.UAEGameMode.Rescue struct AUAEGameMode_Rescue_Params { class APawn* RescueWho; // (Parm, ZeroConstructor, IsPlainOldData) class APawn* Hero; // (Parm, ZeroConstructor, IsPlainOldData) }; // Function Gameplay.UAEGameMode.RegisterItemGroupSpotsByTag struct AUAEGameMode_RegisterItemGroupSpotsByTag_Params { struct FName Tag; // (Parm, ZeroConstructor, IsPlainOldData) class UGroupSpotSceneComponent* GroupSpotComponent; // (Parm, ZeroConstructor, InstancedReference, IsPlainOldData) }; // Function Gameplay.UAEGameMode.RegisterItemGroupSpots struct AUAEGameMode_RegisterItemGroupSpots_Params { class UGroupSpotSceneComponent* GroupSpotComponent; // (Parm, ZeroConstructor, InstancedReference, IsPlainOldData) }; // Function Gameplay.UAEGameMode.RefreshWorldActiveRange struct AUAEGameMode_RefreshWorldActiveRange_Params { }; // Function Gameplay.UAEGameMode.RefreshWatchTeammates struct AUAEGameMode_RefreshWatchTeammates_Params { class AUAEPlayerController* InController; // (Parm, ZeroConstructor, IsPlainOldData) int InTeamID; // (Parm, ZeroConstructor, IsPlainOldData) }; // Function Gameplay.UAEGameMode.RefreshPlayerNames struct AUAEGameMode_RefreshPlayerNames_Params { uint32_t InPlayerKey; // (Parm, ZeroConstructor, IsPlainOldData) struct FString InPlayerName; // (Parm, ZeroConstructor) int TeamID; // (Parm, ZeroConstructor, IsPlainOldData) bool IsLogin; // (Parm, ZeroConstructor, IsPlainOldData) }; // Function Gameplay.UAEGameMode.RecoardAlivePlayerNum struct AUAEGameMode_RecoardAlivePlayerNum_Params { int ReturnValue; // (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData) }; // Function Gameplay.UAEGameMode.PreCreatePlayerController struct AUAEGameMode_PreCreatePlayerController_Params { uint32_t PlayerKey; // (Parm, ZeroConstructor, IsPlainOldData) class APlayerController* ReturnValue; // (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData) }; // Function Gameplay.UAEGameMode.OnPlayerFiring struct AUAEGameMode_OnPlayerFiring_Params { uint32_t InPlayerKey; // (Parm, ZeroConstructor, IsPlainOldData) }; // Function Gameplay.UAEGameMode.OnObserverLogout struct AUAEGameMode_OnObserverLogout_Params { class AUAEPlayerController* InController; // (Parm, ZeroConstructor, IsPlainOldData) }; // Function Gameplay.UAEGameMode.OnObserverLogin struct AUAEGameMode_OnObserverLogin_Params { class AUAEPlayerController* InController; // (Parm, ZeroConstructor, IsPlainOldData) }; // Function Gameplay.UAEGameMode.OnMsg struct AUAEGameMode_OnMsg_Params { struct FString Msg; // (Parm, ZeroConstructor) }; // Function Gameplay.UAEGameMode.OnAirDropBoxLanded struct AUAEGameMode_OnAirDropBoxLanded_Params { int boxId; // (Parm, ZeroConstructor, IsPlainOldData) struct FVector pos; // (ConstParm, Parm, OutParm, ReferenceParm, IsPlainOldData) }; // Function Gameplay.UAEGameMode.OnAirDropBoxEmpty struct AUAEGameMode_OnAirDropBoxEmpty_Params { int boxId; // (Parm, ZeroConstructor, IsPlainOldData) }; // Function Gameplay.UAEGameMode.NotifyPlayerExit struct AUAEGameMode_NotifyPlayerExit_Params { 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) }; // Function Gameplay.UAEGameMode.NotifyPlayerAbleToExitSafely struct AUAEGameMode_NotifyPlayerAbleToExitSafely_Params { uint32_t PlayerKey; // (Parm, ZeroConstructor, IsPlainOldData) struct FName PlayerType; // (Parm, ZeroConstructor, IsPlainOldData) }; // Function Gameplay.UAEGameMode.NotifyGameModeInit struct AUAEGameMode_NotifyGameModeInit_Params { }; // Function Gameplay.UAEGameMode.NotifyAIPlayerEnter struct AUAEGameMode_NotifyAIPlayerEnter_Params { uint32_t PlayerKey; // (Parm, ZeroConstructor, IsPlainOldData) }; // Function Gameplay.UAEGameMode.ModifyDamage struct AUAEGameMode_ModifyDamage_Params { 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) }; // Function Gameplay.UAEGameMode.Killed struct AUAEGameMode_Killed_Params { 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) }; // Function Gameplay.UAEGameMode.InitWorldActiveRange struct AUAEGameMode_InitWorldActiveRange_Params { }; // Function Gameplay.UAEGameMode.InitGenerator struct AUAEGameMode_InitGenerator_Params { }; // Function Gameplay.UAEGameMode.InitDynamicTriggers struct AUAEGameMode_InitDynamicTriggers_Params { }; // Function Gameplay.UAEGameMode.InitDynamicBlocks struct AUAEGameMode_InitDynamicBlocks_Params { }; // Function Gameplay.UAEGameMode.InitAdvertisement struct AUAEGameMode_InitAdvertisement_Params { }; // Function Gameplay.UAEGameMode.HeartBeat struct AUAEGameMode_HeartBeat_Params { }; // Function Gameplay.UAEGameMode.HasDynamicBlocks struct AUAEGameMode_HasDynamicBlocks_Params { bool ReturnValue; // (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData) }; // Function Gameplay.UAEGameMode.HandlePlayerPaintDecalResponse struct AUAEGameMode_HandlePlayerPaintDecalResponse_Params { 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) }; // Function Gameplay.UAEGameMode.HandlePlayerGiftItemResponse struct AUAEGameMode_HandlePlayerGiftItemResponse_Params { 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) }; // Function Gameplay.UAEGameMode.GotoNearDeath struct AUAEGameMode_GotoNearDeath_Params { class AController* DamageInstigator; // (Parm, ZeroConstructor, IsPlainOldData) class APawn* VictimPawn; // (Parm, ZeroConstructor, IsPlainOldData) }; // Function Gameplay.UAEGameMode.GetSurvivingTeamCount struct AUAEGameMode_GetSurvivingTeamCount_Params { int ReturnValue; // (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData) }; // Function Gameplay.UAEGameMode.GetSurvivingCharacterCount struct AUAEGameMode_GetSurvivingCharacterCount_Params { int ReturnValue; // (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData) }; // Function Gameplay.UAEGameMode.GetPlayerStateListWithTeamID struct AUAEGameMode_GetPlayerStateListWithTeamID_Params { int TeamID; // (Parm, ZeroConstructor, IsPlainOldData) struct FName PlayerType; // (Parm, ZeroConstructor, IsPlainOldData) TArray ReturnValue; // (Parm, OutParm, ZeroConstructor, ReturnParm) }; // Function Gameplay.UAEGameMode.GetPlayerControllerListWithTeamID struct AUAEGameMode_GetPlayerControllerListWithTeamID_Params { int TeamID; // (Parm, ZeroConstructor, IsPlainOldData) struct FName PlayerType; // (Parm, ZeroConstructor, IsPlainOldData) TArray ReturnValue; // (Parm, OutParm, ZeroConstructor, ReturnParm) }; // Function Gameplay.UAEGameMode.GetPlayerAndRealAiNum struct AUAEGameMode_GetPlayerAndRealAiNum_Params { int OutPlayerNum; // (Parm, OutParm, ZeroConstructor, IsPlainOldData) int OutRealAiNum; // (Parm, OutParm, ZeroConstructor, IsPlainOldData) }; // Function Gameplay.UAEGameMode.GetObserverControllerList struct AUAEGameMode_GetObserverControllerList_Params { TArray ReturnValue; // (Parm, OutParm, ZeroConstructor, ReturnParm) }; // Function Gameplay.UAEGameMode.FindPlayerStateWithPlayerKey struct AUAEGameMode_FindPlayerStateWithPlayerKey_Params { uint32_t PlayerKey; // (Parm, ZeroConstructor, IsPlainOldData) struct FName PlayerType; // (Parm, ZeroConstructor, IsPlainOldData) class AUAEPlayerState* ReturnValue; // (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData) }; // Function Gameplay.UAEGameMode.FindPlayerControllerWithPlayerKey struct AUAEGameMode_FindPlayerControllerWithPlayerKey_Params { uint32_t PlayerKey; // (Parm, ZeroConstructor, IsPlainOldData) struct FName PlayerType; // (Parm, ZeroConstructor, IsPlainOldData) class AUAEPlayerController* ReturnValue; // (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData) }; // Function Gameplay.UAEGameMode.DestroyNoActiveWorldActor struct AUAEGameMode_DestroyNoActiveWorldActor_Params { struct FVector Location; // (Parm, OutParm, IsPlainOldData) float Radius; // (Parm, OutParm, ZeroConstructor, IsPlainOldData) }; // Function Gameplay.UAEGameMode.DestroyCharacterForPlayerController struct AUAEGameMode_DestroyCharacterForPlayerController_Params { class APlayerController* PC; // (Parm, ZeroConstructor, IsPlainOldData) }; // Function Gameplay.UAEGameMode.DebugEnterFriendObserver struct AUAEGameMode_DebugEnterFriendObserver_Params { class AUAEPlayerController* InController; // (Parm, ZeroConstructor, IsPlainOldData) }; // Function Gameplay.UAEGameMode.CollectAllPlayerInfo struct AUAEGameMode_CollectAllPlayerInfo_Params { float DeltaSeconds; // (Parm, ZeroConstructor, IsPlainOldData) }; // Function Gameplay.UAEGameMode.ChangeName struct AUAEGameMode_ChangeName_Params { class AController* Controller; // (Parm, ZeroConstructor, IsPlainOldData) struct FString NewName; // (Parm, ZeroConstructor) bool bNameChange; // (Parm, ZeroConstructor, IsPlainOldData) }; // Function Gameplay.UAEGameMode.AddAirDropBox struct AUAEGameMode_AddAirDropBox_Params { int boxId; // (Parm, ZeroConstructor, IsPlainOldData) struct FVector pos; // (ConstParm, Parm, OutParm, ReferenceParm, IsPlainOldData) }; // Function Gameplay.UAEPlayerState.SetGVMemberIDServerCall struct AUAEPlayerState_SetGVMemberIDServerCall_Params { int memberID; // (Parm, ZeroConstructor, IsPlainOldData) }; // Function Gameplay.UAEPlayerState.SetGVMemberID struct AUAEPlayerState_SetGVMemberID_Params { int memberID; // (Parm, ZeroConstructor, IsPlainOldData) }; // Function Gameplay.UAEPlayerState.ReportTaskExtInfo struct AUAEPlayerState_ReportTaskExtInfo_Params { int TaskID; // (Parm, ZeroConstructor, IsPlainOldData) struct FString ExtInfo; // (Parm, ZeroConstructor) }; // Function Gameplay.UAEPlayerState.ReportTaskData struct AUAEPlayerState_ReportTaskData_Params { int TaskID; // (Parm, ZeroConstructor, IsPlainOldData) int process; // (Parm, ZeroConstructor, IsPlainOldData) }; // Function Gameplay.UAEPlayerState.ReportSpecialCollection struct AUAEPlayerState_ReportSpecialCollection_Params { int ItemID; // (Parm, ZeroConstructor, IsPlainOldData) int Count; // (Parm, ZeroConstructor, IsPlainOldData) }; // Function Gameplay.UAEPlayerState.ReportSecretAreaID struct AUAEPlayerState_ReportSecretAreaID_Params { int SecretAreaID; // (Parm, ZeroConstructor, IsPlainOldData) }; // Function Gameplay.UAEPlayerState.ReportLandLocType struct AUAEPlayerState_ReportLandLocType_Params { int TouchDownLocType; // (Parm, ZeroConstructor, IsPlainOldData) struct FString TouchDownLocName; // (Parm, ZeroConstructor) }; // Function Gameplay.UAEPlayerState.ReportLandArea struct AUAEPlayerState_ReportLandArea_Params { int TouchDownArea; // (Parm, ZeroConstructor, IsPlainOldData) }; // Function Gameplay.UAEPlayerState.OnReportSpecificBulletUsed struct AUAEPlayerState_OnReportSpecificBulletUsed_Params { int ItemID; // (Parm, ZeroConstructor, IsPlainOldData) int Count; // (Parm, ZeroConstructor, IsPlainOldData) }; // Function Gameplay.UAEPlayerState.OnRep_UID struct AUAEPlayerState_OnRep_UID_Params { }; // Function Gameplay.UAEPlayerState.OnRep_PlayerKillsChange struct AUAEPlayerState_OnRep_PlayerKillsChange_Params { }; // Function Gameplay.UAEPlayerState.OnRep_MatchLabel struct AUAEPlayerState_OnRep_MatchLabel_Params { }; // Function Gameplay.UAEPlayerState.OnRep_CollectItemRecord struct AUAEPlayerState_OnRep_CollectItemRecord_Params { }; // Function Gameplay.UAEPlayerState.OnRep_CampID struct AUAEPlayerState_OnRep_CampID_Params { }; // Function Gameplay.UAEPlayerState.IsSpecialPickItemCollectionCompleted struct AUAEPlayerState_IsSpecialPickItemCollectionCompleted_Params { int ItemID; // (Parm, ZeroConstructor, IsPlainOldData) bool ReturnValue; // (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData) }; // Function Gameplay.UAEPlayerState.IsSpecialPickItem struct AUAEPlayerState_IsSpecialPickItem_Params { int ItemID; // (Parm, ZeroConstructor, IsPlainOldData) bool ReturnValue; // (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData) }; // Function Gameplay.UAEPlayerState.GetUserIDByMemberID struct AUAEPlayerState_GetUserIDByMemberID_Params { int memberID; // (Parm, ZeroConstructor, IsPlainOldData) uint32_t ReturnValue; // (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData) }; // Function Gameplay.UAEPlayerState.GetUIDString struct AUAEPlayerState_GetUIDString_Params { struct FString ReturnValue; // (Parm, OutParm, ZeroConstructor, ReturnParm) }; // Function Gameplay.UAEPlayerState.GetTeammateBattleResultData struct AUAEPlayerState_GetTeammateBattleResultData_Params { struct FGameModeTeammateBattleResultData ReturnValue; // (Parm, OutParm, ReturnParm) }; // Function Gameplay.UAEPlayerState.GetPlayerBattleResultData struct AUAEPlayerState_GetPlayerBattleResultData_Params { struct FGameModePlayerBattleResultData ReturnValue; // (Parm, OutParm, ReturnParm) }; // Function Gameplay.UAEPlayerState.ChangeCollectItemRecord struct AUAEPlayerState_ChangeCollectItemRecord_Params { int InItemID; // (Parm, ZeroConstructor, IsPlainOldData) bool InNewState; // (Parm, ZeroConstructor, IsPlainOldData) }; // Function Gameplay.UAEPlayerController.UpdatePlayerOBBattleInfo struct AUAEPlayerController_UpdatePlayerOBBattleInfo_Params { struct FString UIDString; // (ConstParm, Parm, ZeroConstructor) struct FPlayerOBBattleInfo NewBattleInfo; // (ConstParm, Parm, OutParm, ReferenceParm) }; // Function Gameplay.UAEPlayerController.TestLogout struct AUAEPlayerController_TestLogout_Params { }; // Function Gameplay.UAEPlayerController.SetUsedSimulationCVar struct AUAEPlayerController_SetUsedSimulationCVar_Params { bool Value; // (Parm, ZeroConstructor, IsPlainOldData) }; // Function Gameplay.UAEPlayerController.SetPanels struct AUAEPlayerController_SetPanels_Params { TArray panels; // (ConstParm, Parm, OutParm, ZeroConstructor, ReferenceParm) }; // Function Gameplay.UAEPlayerController.ServerTestLogout struct AUAEPlayerController_ServerTestLogout_Params { }; // Function Gameplay.UAEPlayerController.ServerSetVoiceId struct AUAEPlayerController_ServerSetVoiceId_Params { int VoiceID; // (Parm, ZeroConstructor, IsPlainOldData) }; // Function Gameplay.UAEPlayerController.ServerKickSelf struct AUAEPlayerController_ServerKickSelf_Params { }; // Function Gameplay.UAEPlayerController.ServerGotoSpectating struct AUAEPlayerController_ServerGotoSpectating_Params { class APawn* ViewTarget; // (Parm, ZeroConstructor, IsPlainOldData) }; // Function Gameplay.UAEPlayerController.ServerExitGame struct AUAEPlayerController_ServerExitGame_Params { }; // Function Gameplay.UAEPlayerController.ServerAcknowledgeReconnection_2 struct AUAEPlayerController_ServerAcknowledgeReconnection_2_Params { uint32_t Token; // (Parm, ZeroConstructor, IsPlainOldData) }; // Function Gameplay.UAEPlayerController.ResetUsedSimulationCVar struct AUAEPlayerController_ResetUsedSimulationCVar_Params { }; // Function Gameplay.UAEPlayerController.ReleaseInGameUI struct AUAEPlayerController_ReleaseInGameUI_Params { }; // Function Gameplay.UAEPlayerController.PrintStatistics struct AUAEPlayerController_PrintStatistics_Params { }; // Function Gameplay.UAEPlayerController.PlayerStartIDReceived struct AUAEPlayerController_PlayerStartIDReceived_Params { }; // Function Gameplay.UAEPlayerController.OnRep_WatchPlayerKey struct AUAEPlayerController_OnRep_WatchPlayerKey_Params { }; // Function Gameplay.UAEPlayerController.OnRep_UsedSimulation struct AUAEPlayerController_OnRep_UsedSimulation_Params { }; // Function Gameplay.UAEPlayerController.OnRep_PlayerOBInfoList struct AUAEPlayerController_OnRep_PlayerOBInfoList_Params { }; // Function Gameplay.UAEPlayerController.OnRep_LastGameResultTime struct AUAEPlayerController_OnRep_LastGameResultTime_Params { }; // Function Gameplay.UAEPlayerController.OnRep_IsSpectatingEnemy struct AUAEPlayerController_OnRep_IsSpectatingEnemy_Params { }; // Function Gameplay.UAEPlayerController.OnRep_IsSpectating struct AUAEPlayerController_OnRep_IsSpectating_Params { }; // Function Gameplay.UAEPlayerController.OnRep_IsObserver struct AUAEPlayerController_OnRep_IsObserver_Params { }; // Function Gameplay.UAEPlayerController.OnRep_FriendObservers struct AUAEPlayerController_OnRep_FriendObservers_Params { }; // Function Gameplay.UAEPlayerController.KickSelf struct AUAEPlayerController_KickSelf_Params { }; // Function Gameplay.UAEPlayerController.IsSpectator struct AUAEPlayerController_IsSpectator_Params { bool ReturnValue; // (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData) }; // Function Gameplay.UAEPlayerController.IsRoomMode struct AUAEPlayerController_IsRoomMode_Params { bool ReturnValue; // (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData) }; // Function Gameplay.UAEPlayerController.IsPureSpectator struct AUAEPlayerController_IsPureSpectator_Params { bool ReturnValue; // (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData) }; // Function Gameplay.UAEPlayerController.IsObserver struct AUAEPlayerController_IsObserver_Params { bool ReturnValue; // (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData) }; // Function Gameplay.UAEPlayerController.IsInSpectatingEnemy struct AUAEPlayerController_IsInSpectatingEnemy_Params { bool ReturnValue; // (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData) }; // Function Gameplay.UAEPlayerController.IsInSpectating struct AUAEPlayerController_IsInSpectating_Params { bool ReturnValue; // (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData) }; // Function Gameplay.UAEPlayerController.IsFriendOrEnemySpectator struct AUAEPlayerController_IsFriendOrEnemySpectator_Params { bool ReturnValue; // (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData) }; // Function Gameplay.UAEPlayerController.IsFriendObserver struct AUAEPlayerController_IsFriendObserver_Params { bool ReturnValue; // (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData) }; // Function Gameplay.UAEPlayerController.IsDemoRecSpectator struct AUAEPlayerController_IsDemoRecSpectator_Params { bool ReturnValue; // (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData) }; // Function Gameplay.UAEPlayerController.IsDemoPlaySpectator struct AUAEPlayerController_IsDemoPlaySpectator_Params { bool ReturnValue; // (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData) }; // Function Gameplay.UAEPlayerController.InitWithPlayerParams struct AUAEPlayerController_InitWithPlayerParams_Params { struct FGameModePlayerParams Params; // (ConstParm, Parm, OutParm, ReferenceParm) }; // Function Gameplay.UAEPlayerController.InitWeaponAvatarItems struct AUAEPlayerController_InitWeaponAvatarItems_Params { }; // Function Gameplay.UAEPlayerController.InitPlayerOBInfoList struct AUAEPlayerController_InitPlayerOBInfoList_Params { }; // Function Gameplay.UAEPlayerController.InitInGameUI struct AUAEPlayerController_InitInGameUI_Params { }; // Function Gameplay.UAEPlayerController.GotoSpectating struct AUAEPlayerController_GotoSpectating_Params { int PlayerID; // (Parm, ZeroConstructor, IsPlainOldData) int ReturnValue; // (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData) }; // Function Gameplay.UAEPlayerController.GetOBPlayerUIDString struct AUAEPlayerController_GetOBPlayerUIDString_Params { struct FPlayerOBInfo PlayerOBInfo; // (ConstParm, Parm, OutParm, ReferenceParm, IsPlainOldData) struct FString ReturnValue; // (Parm, OutParm, ZeroConstructor, ReturnParm) }; // Function Gameplay.UAEPlayerController.GetCurrentOBPlayerKey struct AUAEPlayerController_GetCurrentOBPlayerKey_Params { uint32_t ReturnValue; // (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData) }; // Function Gameplay.UAEPlayerController.GetCurrentOBPlayerInfoIndex struct AUAEPlayerController_GetCurrentOBPlayerInfoIndex_Params { int ReturnValue; // (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData) }; // Function Gameplay.UAEPlayerController.ExitGame struct AUAEPlayerController_ExitGame_Params { }; // Function Gameplay.UAEPlayerController.ExhaustCPU struct AUAEPlayerController_ExhaustCPU_Params { }; // Function Gameplay.UAEPlayerController.ExecDSCommand struct AUAEPlayerController_ExecDSCommand_Params { struct FString DSCommand; // (ConstParm, Parm, ZeroConstructor, ReferenceParm) }; // Function Gameplay.UAEPlayerController.ExcuteIntRecord struct AUAEPlayerController_ExcuteIntRecord_Params { struct FString Key; // (Parm, ZeroConstructor) int Count; // (Parm, ZeroConstructor, IsPlainOldData) }; // Function Gameplay.UAEPlayerController.ExcuteIntCounterRecord struct AUAEPlayerController_ExcuteIntCounterRecord_Params { struct FString Key; // (Parm, ZeroConstructor) int Count; // (Parm, ZeroConstructor, IsPlainOldData) }; // Function Gameplay.UAEPlayerController.EnableInGameUI struct AUAEPlayerController_EnableInGameUI_Params { }; // Function Gameplay.UAEPlayerController.DumpNetActors struct AUAEPlayerController_DumpNetActors_Params { }; // Function Gameplay.UAEPlayerController.DumpAllUI struct AUAEPlayerController_DumpAllUI_Params { }; // Function Gameplay.UAEPlayerController.DumpAllObjects struct AUAEPlayerController_DumpAllObjects_Params { }; // Function Gameplay.UAEPlayerController.DumpAllActors struct AUAEPlayerController_DumpAllActors_Params { }; // Function Gameplay.UAEPlayerController.DoCrash struct AUAEPlayerController_DoCrash_Params { }; // Function Gameplay.UAEPlayerController.DisableInGameUI struct AUAEPlayerController_DisableInGameUI_Params { }; // Function Gameplay.UAEPlayerController.ClientShowTeammateEscapeNotice struct AUAEPlayerController_ClientShowTeammateEscapeNotice_Params { }; // Function Gameplay.UAEPlayerController.ClientInitPlayerOBInfoButton struct AUAEPlayerController_ClientInitPlayerOBInfoButton_Params { }; // Function Gameplay.UAEPlayerController.ClientBroadcastRespawnComplete struct AUAEPlayerController_ClientBroadcastRespawnComplete_Params { }; // Function Gameplay.UAEPlayerController.ClientBroadcastReconnectionSuccessful struct AUAEPlayerController_ClientBroadcastReconnectionSuccessful_Params { }; // Function Gameplay.UAEPlayerController.ClientAcknowledgeReconnection_4 struct AUAEPlayerController_ClientAcknowledgeReconnection_4_Params { uint32_t Token; // (Parm, ZeroConstructor, IsPlainOldData) }; // Function Gameplay.UAEPlayerController.CheckPlayerOBInfoButtonInit struct AUAEPlayerController_CheckPlayerOBInfoButtonInit_Params { }; // Function Gameplay.UAEPlayerController.CheckAcknowledgedPawn struct AUAEPlayerController_CheckAcknowledgedPawn_Params { class APawn* InPawn; // (Parm, ZeroConstructor, IsPlainOldData) bool ReturnValue; // (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData) }; // Function Gameplay.UAEPlayerController.CastUIMsg struct AUAEPlayerController_CastUIMsg_Params { struct FString strMsg; // (Parm, ZeroConstructor) struct FString module; // (Parm, ZeroConstructor) }; // Function Gameplay.UAEPlayerController.CallLuaTableFunction struct AUAEPlayerController_CallLuaTableFunction_Params { struct FString TableName; // (Parm, ZeroConstructor) struct FString FunctionName; // (Parm, ZeroConstructor) }; // Function Gameplay.UAEPlayerController.CallLuaGlobalFunction struct AUAEPlayerController_CallLuaGlobalFunction_Params { struct FString FunctionName; // (Parm, ZeroConstructor) }; // Function Gameplay.UAECharacter.RegisterAsRegionObject struct AUAECharacter_RegisterAsRegionObject_Params { }; // Function Gameplay.UAECharacter.OnRep_UseWholeModel struct AUAECharacter_OnRep_UseWholeModel_Params { }; // Function Gameplay.UAECharacter.OnRep_TeamID struct AUAECharacter_OnRep_TeamID_Params { }; // Function Gameplay.UAECharacter.OnRep_PlayerName struct AUAECharacter_OnRep_PlayerName_Params { }; // Function Gameplay.UAECharacter.OnRep_PlayerKey struct AUAECharacter_OnRep_PlayerKey_Params { }; // Function Gameplay.UAECharacter.OnRep_CampID struct AUAECharacter_OnRep_CampID_Params { }; // Function Gameplay.UAECharacter.NotifyPlayerActiveRegionsChanged struct AUAECharacter_NotifyPlayerActiveRegionsChanged_Params { bool bEnter; // (Parm, ZeroConstructor, IsPlainOldData) }; // Function Gameplay.UAECharacter.GetPlayerKey struct AUAECharacter_GetPlayerKey_Params { struct FString ReturnValue; // (Parm, OutParm, ZeroConstructor, ReturnParm) }; // Function Gameplay.UAECharacter.GetNonSimulatedComponents_OnFighting struct AUAECharacter_GetNonSimulatedComponents_OnFighting_Params { TArray ReturnValue; // (ExportObject, Parm, OutParm, ZeroConstructor, ReturnParm) }; // Function Gameplay.UAECharacter.GetNonSimulatedComponents_NonTeammates struct AUAECharacter_GetNonSimulatedComponents_NonTeammates_Params { TArray ReturnValue; // (ExportObject, Parm, OutParm, ZeroConstructor, ReturnParm) }; // Function Gameplay.UAECharacter.GetNonSimulatedComponents struct AUAECharacter_GetNonSimulatedComponents_Params { TArray ReturnValue; // (ExportObject, Parm, OutParm, ZeroConstructor, ReturnParm) }; // Function Gameplay.UAECharacter.GetNonDedicatedComponents struct AUAECharacter_GetNonDedicatedComponents_Params { TArray ReturnValue; // (ExportObject, Parm, OutParm, ZeroConstructor, ReturnParm) }; // Function Gameplay.UAECharacter.DeactiveCameraOnSimulation struct AUAECharacter_DeactiveCameraOnSimulation_Params { }; // Function Gameplay.UAECharacter.ClientAcknowledgeReconnection_3 struct AUAECharacter_ClientAcknowledgeReconnection_3_Params { uint32_t Token; // (Parm, ZeroConstructor, IsPlainOldData) }; // Function Gameplay.UAEHouseActor.OnRep_WindowList struct AUAEHouseActor_OnRep_WindowList_Params { }; // Function Gameplay.UAEHouseActor.BroadcastWindowRepDataUpdated struct AUAEHouseActor_BroadcastWindowRepDataUpdated_Params { struct FUAEWindowRepData InRepData; // (Parm) }; // Function Gameplay.BackpackComponent.UseItem struct UBackpackComponent_UseItem_Params { struct FItemDefineID DefineID; // (Parm) struct FBattleItemUseTarget Target; // (Parm) EBattleItemUseReason Reason; // (Parm, ZeroConstructor, IsPlainOldData) bool ReturnValue; // (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData) }; // Function Gameplay.BackpackComponent.UpdateOccupiedCapacity struct UBackpackComponent_UpdateOccupiedCapacity_Params { float ReturnValue; // (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData) }; // Function Gameplay.BackpackComponent.UpdateCapacity struct UBackpackComponent_UpdateCapacity_Params { float ReturnValue; // (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData) }; // Function Gameplay.BackpackComponent.UnequipItem struct UBackpackComponent_UnequipItem_Params { struct FItemDefineID DefineID; // (Parm) }; // Function Gameplay.BackpackComponent.TryMergeItemHandles struct UBackpackComponent_TryMergeItemHandles_Params { struct FItemDefineID DefineID; // (Parm) }; // Function Gameplay.BackpackComponent.TakeItem struct UBackpackComponent_TakeItem_Params { struct FItemDefineID DefineID; // (Parm) int Count; // (Parm, ZeroConstructor, IsPlainOldData) bool bCallHandleDrop; // (Parm, ZeroConstructor, IsPlainOldData) int ReturnValue; // (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData) }; // Function Gameplay.BackpackComponent.SwapItem struct UBackpackComponent_SwapItem_Params { struct FItemDefineID DefineID1; // (Parm) struct FItemDefineID DefineID2; // (Parm) bool ReturnValue; // (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData) }; // Function Gameplay.BackpackComponent.ServerEnableItem struct UBackpackComponent_ServerEnableItem_Params { struct FItemDefineID DefineID; // (Parm) bool bUse; // (Parm, ZeroConstructor, IsPlainOldData) }; // Function Gameplay.BackpackComponent.ReturnItem struct UBackpackComponent_ReturnItem_Params { struct FItemDefineID DefineID; // (Parm) int Count; // (Parm, ZeroConstructor, IsPlainOldData) bool bCallHandlePickup; // (Parm, ZeroConstructor, IsPlainOldData) int ReturnValue; // (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData) }; // Function Gameplay.BackpackComponent.RemoveItemHandle struct UBackpackComponent_RemoveItemHandle_Params { struct FItemDefineID DefineID; // (Parm) bool ReturnValue; // (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData) }; // Function Gameplay.BackpackComponent.ReceiveItemList struct UBackpackComponent_ReceiveItemList_Params { }; // Function Gameplay.BackpackComponent.ReceiveCapacity struct UBackpackComponent_ReceiveCapacity_Params { }; // Function Gameplay.BackpackComponent.PickupItem struct UBackpackComponent_PickupItem_Params { struct FItemDefineID DefineID; // (Parm) struct FBattleItemPickupInfo PickupInfo; // (Parm) EBattleItemPickupReason Reason; // (Parm, ZeroConstructor, IsPlainOldData) bool ReturnValue; // (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData) }; // Function Gameplay.BackpackComponent.OnRep_specialCountLimit struct UBackpackComponent_OnRep_specialCountLimit_Params { }; // Function Gameplay.BackpackComponent.OnRep_ItemListNet struct UBackpackComponent_OnRep_ItemListNet_Params { }; // Function Gameplay.BackpackComponent.OnRep_ItemList struct UBackpackComponent_OnRep_ItemList_Params { }; // Function Gameplay.BackpackComponent.OnRep_Capacity struct UBackpackComponent_OnRep_Capacity_Params { }; // Function Gameplay.BackpackComponent.NotifyItemUpdated struct UBackpackComponent_NotifyItemUpdated_Params { struct FItemDefineID DefineID; // (Parm) }; // Function Gameplay.BackpackComponent.NotifyItemRemoved struct UBackpackComponent_NotifyItemRemoved_Params { struct FItemDefineID DefineID; // (Parm) }; // Function Gameplay.BackpackComponent.NotifyItemListUpdated struct UBackpackComponent_NotifyItemListUpdated_Params { }; // Function Gameplay.BackpackComponent.NotifyCapacityUpdated struct UBackpackComponent_NotifyCapacityUpdated_Params { }; // Function Gameplay.BackpackComponent.NewItemHandle struct UBackpackComponent_NewItemHandle_Params { struct FItemDefineID DefineID; // (Parm) class UBattleItemHandleBase* ReturnValue; // (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData) }; // Function Gameplay.BackpackComponent.ModifyItemHandleEquippingState struct UBackpackComponent_ModifyItemHandleEquippingState_Params { class UItemHandleBase* ItemHandle; // (Parm, ZeroConstructor, IsPlainOldData) bool bEquipping; // (Parm, ZeroConstructor, IsPlainOldData) }; // Function Gameplay.BackpackComponent.ModifyItemHandleCount struct UBackpackComponent_ModifyItemHandleCount_Params { class UItemHandleBase* ItemHandle; // (Parm, ZeroConstructor, IsPlainOldData) int Count; // (Parm, ZeroConstructor, IsPlainOldData) }; // Function Gameplay.BackpackComponent.ItemNet2Data struct UBackpackComponent_ItemNet2Data_Params { struct FNetArrayUnit netItem; // (ConstParm, Parm, OutParm, ReferenceParm) struct FBattleItemData ReturnValue; // (Parm, OutParm, ReturnParm) }; // Function Gameplay.BackpackComponent.HasItemBySubType struct UBackpackComponent_HasItemBySubType_Params { int subType; // (Parm, ZeroConstructor, IsPlainOldData) bool ReturnValue; // (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData) }; // Function Gameplay.BackpackComponent.HasItemByDefindIdRange struct UBackpackComponent_HasItemByDefindIdRange_Params { int LowValue; // (Parm, ZeroConstructor, IsPlainOldData) int HighValue; // (Parm, ZeroConstructor, IsPlainOldData) bool ReturnValue; // (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData) }; // Function Gameplay.BackpackComponent.GetWorld_BP struct UBackpackComponent_GetWorld_BP_Params { class UWorld* ReturnValue; // (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData) }; // Function Gameplay.BackpackComponent.GetSpecialItemNow struct UBackpackComponent_GetSpecialItemNow_Params { struct FItemDefineID DefineID; // (Parm) struct FSpecialPickInfo ReturnValue; // (Parm, OutParm, ReturnParm) }; // Function Gameplay.BackpackComponent.GetSpecialItemBefore struct UBackpackComponent_GetSpecialItemBefore_Params { int itemResID; // (Parm, ZeroConstructor, IsPlainOldData) struct FSpecialPickInfo ReturnValue; // (Parm, OutParm, ReturnParm) }; // Function Gameplay.BackpackComponent.GetItemListByDefineID struct UBackpackComponent_GetItemListByDefineID_Params { struct FItemDefineID DefineID; // (Parm) TArray ReturnValue; // (Parm, OutParm, ZeroConstructor, ReturnParm) }; // Function Gameplay.BackpackComponent.GetItemHandleMap struct UBackpackComponent_GetItemHandleMap_Params { TMap ReturnValue; // (Parm, OutParm, ZeroConstructor, ReturnParm) }; // Function Gameplay.BackpackComponent.GetItemHandleList struct UBackpackComponent_GetItemHandleList_Params { TArray ReturnValue; // (Parm, OutParm, ZeroConstructor, ReturnParm) }; // Function Gameplay.BackpackComponent.GetItemByDefineID struct UBackpackComponent_GetItemByDefineID_Params { struct FItemDefineID DefineID; // (Parm) struct FBattleItemData ReturnValue; // (Parm, OutParm, ReturnParm) }; // Function Gameplay.BackpackComponent.GetBattleItemFeatureDataByDefineID struct UBackpackComponent_GetBattleItemFeatureDataByDefineID_Params { struct FItemDefineID DefineID; // (Parm) struct FBattleItemFeatureData ReturnValue; // (Parm, OutParm, ReturnParm) }; // Function Gameplay.BackpackComponent.GetAllItemList struct UBackpackComponent_GetAllItemList_Params { TArray ReturnValue; // (Parm, OutParm, ZeroConstructor, ReturnParm) }; // Function Gameplay.BackpackComponent.ForceNetUpdate struct UBackpackComponent_ForceNetUpdate_Params { }; // Function Gameplay.BackpackComponent.EquipItem struct UBackpackComponent_EquipItem_Params { struct FItemDefineID DefineID; // (Parm) }; // Function Gameplay.BackpackComponent.DropItem struct UBackpackComponent_DropItem_Params { struct FItemDefineID DefineID; // (Parm) int Count; // (Parm, ZeroConstructor, IsPlainOldData) EBattleItemDropReason Reason; // (Parm, ZeroConstructor, IsPlainOldData) bool ReturnValue; // (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData) }; // Function Gameplay.BackpackComponent.DisuseItem struct UBackpackComponent_DisuseItem_Params { struct FItemDefineID DefineID; // (Parm) EBattleItemDisuseReason Reason; // (Parm, ZeroConstructor, IsPlainOldData) bool ReturnValue; // (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData) }; // Function Gameplay.BackpackComponent.CreateItemHandleInternal struct UBackpackComponent_CreateItemHandleInternal_Params { struct FItemDefineID DefineID; // (Parm) class UBattleItemHandleBase* ReturnValue; // (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData) }; // Function Gameplay.BackpackComponent.CreateItemHandle struct UBackpackComponent_CreateItemHandle_Params { struct FItemDefineID DefineID; // (Parm) class UItemHandleBase* ReturnValue; // (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData) }; // Function Gameplay.BackpackComponent.ConsumeItem struct UBackpackComponent_ConsumeItem_Params { struct FItemDefineID DefineID; // (Parm) int Count; // (Parm, ZeroConstructor, IsPlainOldData) int ReturnValue; // (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData) }; // Function Gameplay.BackpackComponent.ClientUpdateItemData struct UBackpackComponent_ClientUpdateItemData_Params { struct FBattleItemData InItemData; // (ConstParm, Parm, ReferenceParm) }; // Function Gameplay.BackpackComponent.ClientRemoveItemData struct UBackpackComponent_ClientRemoveItemData_Params { struct FBattleItemData InItemData; // (ConstParm, Parm, ReferenceParm) }; // Function Gameplay.BackpackComponent.ClientBroadcastItemOperationFailedDelegate struct UBackpackComponent_ClientBroadcastItemOperationFailedDelegate_Params { struct FItemDefineID DefineID; // (Parm) EBattleItemOperationType operationType; // (Parm, ZeroConstructor, IsPlainOldData) EBattleItemOperationFailedReason FailedReason; // (Parm, ZeroConstructor, IsPlainOldData) }; // Function Gameplay.BackpackComponent.ClientBroadcastItemOperationDelegate struct UBackpackComponent_ClientBroadcastItemOperationDelegate_Params { struct FItemDefineID DefineID; // (Parm) EBattleItemOperationType operationType; // (Parm, ZeroConstructor, IsPlainOldData) unsigned char Reason; // (Parm, ZeroConstructor, IsPlainOldData) }; // Function Gameplay.BackpackComponent.CheckCapacityForItem struct UBackpackComponent_CheckCapacityForItem_Params { struct FItemDefineID DefineID; // (Parm) int Count; // (Parm, ZeroConstructor, IsPlainOldData) int ReturnValue; // (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData) }; // Function Gameplay.BackpackComponent.CanDisuseToBackpack struct UBackpackComponent_CanDisuseToBackpack_Params { struct FItemDefineID DefineID; // (Parm) bool ReturnValue; // (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData) }; // Function Gameplay.BackpackComponent.BroadcastItemOperCountDelegate struct UBackpackComponent_BroadcastItemOperCountDelegate_Params { struct FItemDefineID DefineID; // (Parm) EBattleItemOperationType operationType; // (Parm, ZeroConstructor, IsPlainOldData) int Count; // (Parm, ZeroConstructor, IsPlainOldData) }; // Function Gameplay.BackpackComponent.BroadcastItemOperationFailedDelegate struct UBackpackComponent_BroadcastItemOperationFailedDelegate_Params { struct FItemDefineID DefineID; // (Parm) EBattleItemOperationType operationType; // (Parm, ZeroConstructor, IsPlainOldData) EBattleItemOperationFailedReason FailedReason; // (Parm, ZeroConstructor, IsPlainOldData) }; // Function Gameplay.BackpackComponent.BroadcastItemOperationDelegate struct UBackpackComponent_BroadcastItemOperationDelegate_Params { struct FItemDefineID DefineID; // (Parm) EBattleItemOperationType operationType; // (Parm, ZeroConstructor, IsPlainOldData) unsigned char Reason; // (Parm, ZeroConstructor, IsPlainOldData) }; // Function Gameplay.BackpackComponent.AddItemHandle struct UBackpackComponent_AddItemHandle_Params { struct FItemDefineID DefineID; // (Parm) class UItemHandleBase* ItemHandle; // (Parm, ZeroConstructor, IsPlainOldData) bool ReturnValue; // (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData) }; // Function Gameplay.BaseGeneratorComponent.RegisterWorldTileSpot struct UBaseGeneratorComponent_RegisterWorldTileSpot_Params { class USpotSceneComponent* Spot; // (Parm, ZeroConstructor, InstancedReference, IsPlainOldData) }; // Function Gameplay.BaseGeneratorComponent.RegisterSpotComponentToTick struct UBaseGeneratorComponent_RegisterSpotComponentToTick_Params { class USpotSceneComponent* SpotComponent; // (Parm, ZeroConstructor, InstancedReference, IsPlainOldData) }; // Function Gameplay.BaseGeneratorComponent.RegisterGroupSpotComponent struct UBaseGeneratorComponent_RegisterGroupSpotComponent_Params { class UGroupSpotSceneComponent* GroupSpotComponent; // (Parm, ZeroConstructor, InstancedReference, IsPlainOldData) }; // Function Gameplay.BaseGeneratorComponent.GeneratorWorldTileSpots struct UBaseGeneratorComponent_GeneratorWorldTileSpots_Params { struct FWorldTileSpotArray SpotArray; // (Parm, OutParm) }; // Function Gameplay.BaseGeneratorComponent.GenerateSpots struct UBaseGeneratorComponent_GenerateSpots_Params { }; // Function Gameplay.BaseGeneratorComponent.GenerateSpotOnTick struct UBaseGeneratorComponent_GenerateSpotOnTick_Params { }; // Function Gameplay.BaseGeneratorComponent.CheckTileLevelsVisible struct UBaseGeneratorComponent_CheckTileLevelsVisible_Params { }; // Function Gameplay.GeneratorActorAIInterface.RegisterAIPickupPoint struct UGeneratorActorAIInterface_RegisterAIPickupPoint_Params { class UItemSpotSceneComponent* Spot; // (Parm, ZeroConstructor, InstancedReference, IsPlainOldData) class AActor* PickUpActor; // (Parm, ZeroConstructor, IsPlainOldData) }; // Function Gameplay.GeneratorActorInterface.InitData struct UGeneratorActorInterface_InitData_Params { 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) }; // Function Gameplay.GeneratorVehicleInterface.SetSafeSpawn struct UGeneratorVehicleInterface_SetSafeSpawn_Params { bool ab_IsSafeSpawn; // (Parm, ZeroConstructor, IsPlainOldData) }; // Function Gameplay.GeneratorVehicleInterface.InitVehicle struct UGeneratorVehicleInterface_InitVehicle_Params { int FuelPercent; // (Parm, ZeroConstructor, IsPlainOldData) bool bEngineOn; // (Parm, ZeroConstructor, IsPlainOldData) }; // Function Gameplay.GlobalConfigActor.Init struct AGlobalConfigActor_Init_Params { }; // Function Gameplay.GroupSpotSceneComponent.SetGroupValid struct UGroupSpotSceneComponent_SetGroupValid_Params { bool Valid; // (Parm, ZeroConstructor, IsPlainOldData) }; // Function Gameplay.GroupSpotSceneComponent.IsValidGroup struct UGroupSpotSceneComponent_IsValidGroup_Params { bool ReturnValue; // (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData) }; // Function Gameplay.GroupSpotSceneComponent.FindWorldCompositionID struct UGroupSpotSceneComponent_FindWorldCompositionID_Params { int ReturnValue; // (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData) }; // Function Gameplay.GroupSpotSceneComponent.DoPickUp struct UGroupSpotSceneComponent_DoPickUp_Params { }; // Function Gameplay.ItemConfigActorComponent.RegisterGroupSceneComponent struct UItemConfigActorComponent_RegisterGroupSceneComponent_Params { int GroupType; // (Parm, ZeroConstructor, IsPlainOldData) class USceneComponent* GroupSceneComponent; // (Parm, ZeroConstructor, InstancedReference, IsPlainOldData) }; // Function Gameplay.ItemConfigActorComponent.RandomItemSpawnClass struct UItemConfigActorComponent_RandomItemSpawnClass_Params { struct FString ItemValue; // (Parm, ZeroConstructor) struct FString ItemCategory; // (Parm, ZeroConstructor) TArray ReturnValue; // (Parm, OutParm, ZeroConstructor, ReturnParm) }; // Function Gameplay.ItemConfigActorComponent.RandomGroupSceneComponents struct UItemConfigActorComponent_RandomGroupSceneComponents_Params { int GroupType; // (Parm, ZeroConstructor, IsPlainOldData) int Persent; // (Parm, ZeroConstructor, IsPlainOldData) TArray ReturnValue; // (ExportObject, Parm, OutParm, ZeroConstructor, ReturnParm) }; // Function Gameplay.ItemConfigActorComponent.RandomGroupSceneComponent struct UItemConfigActorComponent_RandomGroupSceneComponent_Params { TArray AllGroups; // (Parm, ZeroConstructor) class USceneComponent* ReturnValue; // (ExportObject, Parm, OutParm, ZeroConstructor, ReturnParm, InstancedReference, IsPlainOldData) }; // Function Gameplay.ItemConfigActorComponent.LoadActorClass struct UItemConfigActorComponent_LoadActorClass_Params { struct FString Path; // (Parm, ZeroConstructor) class UClass* ReturnValue; // (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData) }; // Function Gameplay.ItemConfigActorComponent.GetItemSpawnClass struct UItemConfigActorComponent_GetItemSpawnClass_Params { struct FItemSpawnData Data; // (Parm) TArray ReturnValue; // (Parm, OutParm, ZeroConstructor, ReturnParm) }; // Function Gameplay.ItemGeneratorComponent.WriteItemClassStatisticsDatas struct UItemGeneratorComponent_WriteItemClassStatisticsDatas_Params { }; // Function Gameplay.ItemGeneratorComponent.WriteGroupStatisticsDatas struct UItemGeneratorComponent_WriteGroupStatisticsDatas_Params { }; // Function Gameplay.ItemGeneratorComponent.WriteBuildingStatisticsDatas struct UItemGeneratorComponent_WriteBuildingStatisticsDatas_Params { }; // Function Gameplay.ItemGeneratorComponent.WriteAllStatisticsDatasToLog struct UItemGeneratorComponent_WriteAllStatisticsDatasToLog_Params { }; // Function Gameplay.ItemGeneratorComponent.WriteAllStatisticsDatas struct UItemGeneratorComponent_WriteAllStatisticsDatas_Params { }; // Function Gameplay.ItemGeneratorComponent.SetCatetoryRate struct UItemGeneratorComponent_SetCatetoryRate_Params { TMap Rates; // (Parm, ZeroConstructor) }; // Function Gameplay.ItemGeneratorComponent.RegisterItemGenerateSpawnData struct UItemGeneratorComponent_RegisterItemGenerateSpawnData_Params { struct FItemGenerateSpawnData Data; // (Parm) }; // Function Gameplay.ItemGeneratorComponent.RegisterBornIslandItem struct UItemGeneratorComponent_RegisterBornIslandItem_Params { class AActor* Item; // (Parm, ZeroConstructor, IsPlainOldData) }; // Function Gameplay.ItemGeneratorComponent.RandomSingleGroup struct UItemGeneratorComponent_RandomSingleGroup_Params { TArray Groups; // (Parm, OutParm, ZeroConstructor) struct FSpotGroupProperty GroupProperty; // (ConstParm, Parm, OutParm, ReferenceParm) class UItemGroupSpotSceneComponent* ReturnValue; // (ExportObject, Parm, OutParm, ZeroConstructor, ReturnParm, InstancedReference, IsPlainOldData) }; // Function Gameplay.ItemGeneratorComponent.RandomItemGenerateSpawnData struct UItemGeneratorComponent_RandomItemGenerateSpawnData_Params { TArray items; // (Parm, OutParm, ZeroConstructor) struct FItemGenerateSpawnData ReturnValue; // (Parm, OutParm, ReturnParm) }; // Function Gameplay.ItemGeneratorComponent.RandomGroupsByType struct UItemGeneratorComponent_RandomGroupsByType_Params { struct FSpotGroupProperty GroupProperty; // (ConstParm, Parm, OutParm, ReferenceParm) }; // Function Gameplay.ItemGeneratorComponent.RandomGroups struct UItemGeneratorComponent_RandomGroups_Params { }; // Function Gameplay.ItemGeneratorComponent.RandomBornIslandGroups struct UItemGeneratorComponent_RandomBornIslandGroups_Params { }; // Function Gameplay.ItemGeneratorComponent.LoadItemGenerateTable struct UItemGeneratorComponent_LoadItemGenerateTable_Params { }; // Function Gameplay.ItemGeneratorComponent.IsCatetoryEnabled struct UItemGeneratorComponent_IsCatetoryEnabled_Params { bool ReturnValue; // (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData) }; // Function Gameplay.ItemGeneratorComponent.InitCatetorys struct UItemGeneratorComponent_InitCatetorys_Params { }; // Function Gameplay.ItemGeneratorComponent.GetSpotGroupPropertyByGroupType struct UItemGeneratorComponent_GetSpotGroupPropertyByGroupType_Params { TEnumAsByte SpotGroupType; // (Parm, ZeroConstructor, IsPlainOldData) struct FSpotGroupProperty ReturnValue; // (Parm, OutParm, ReturnParm) }; // Function Gameplay.ItemGeneratorComponent.GetRandomItemClassArray struct UItemGeneratorComponent_GetRandomItemClassArray_Params { 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) }; // Function Gameplay.ItemGeneratorComponent.GetCatetoryRate struct UItemGeneratorComponent_GetCatetoryRate_Params { struct FString Catetory; // (Parm, ZeroConstructor) float ReturnValue; // (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData) }; // Function Gameplay.ItemGeneratorComponent.GenerateSpotOnTick struct UItemGeneratorComponent_GenerateSpotOnTick_Params { }; // Function Gameplay.ItemGeneratorComponent.DeleteValidGroups struct UItemGeneratorComponent_DeleteValidGroups_Params { }; // Function Gameplay.ItemGeneratorComponent.DeleteBornIslandItems struct UItemGeneratorComponent_DeleteBornIslandItems_Params { }; // Function Gameplay.ItemGroupSpotSceneComponent.SetGroupProperty struct UItemGroupSpotSceneComponent_SetGroupProperty_Params { class UItemGeneratorComponent* Generator; // (Parm, ZeroConstructor, InstancedReference, IsPlainOldData) struct FSpotGroupProperty Property; // (ConstParm, Parm, OutParm, ReferenceParm) }; // Function Gameplay.ItemGroupSpotSceneComponent.RepeatSpots struct UItemGroupSpotSceneComponent_RepeatSpots_Params { }; // Function Gameplay.ItemGroupSpotSceneComponent.RepeatSingleSpot struct UItemGroupSpotSceneComponent_RepeatSingleSpot_Params { class UItemSpotSceneComponent* Spot; // (Parm, ZeroConstructor, InstancedReference, IsPlainOldData) }; // Function Gameplay.ItemGroupSpotSceneComponent.RandomSpotByType struct UItemGroupSpotSceneComponent_RandomSpotByType_Params { TEnumAsByte SpotType; // (Parm, ZeroConstructor, IsPlainOldData) TArray AllSpots; // (Parm, OutParm, ZeroConstructor) struct FSpotTypeProperty Property; // (ConstParm, Parm, OutParm, ReferenceParm) }; // Function Gameplay.ItemGroupSpotSceneComponent.RandomSingleSpot struct UItemGroupSpotSceneComponent_RandomSingleSpot_Params { TArray Spots; // (Parm, OutParm, ZeroConstructor) struct FSpotTypeProperty Property; // (ConstParm, Parm, OutParm, ReferenceParm) }; // Function Gameplay.ItemGroupSpotSceneComponent.RandomRepeatGenerateItemCD struct UItemGroupSpotSceneComponent_RandomRepeatGenerateItemCD_Params { struct FSpotGroupProperty GroupProperty; // (ConstParm, Parm, OutParm, ReferenceParm) float ReturnValue; // (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData) }; // Function Gameplay.SpotSceneComponent.SetSpotValid struct USpotSceneComponent_SetSpotValid_Params { bool Valid; // (Parm, ZeroConstructor, IsPlainOldData) }; // Function Gameplay.SpotSceneComponent.LineTraceSingle struct USpotSceneComponent_LineTraceSingle_Params { 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) }; // Function Gameplay.SpotSceneComponent.IsSpotValid struct USpotSceneComponent_IsSpotValid_Params { bool ReturnValue; // (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData) }; // Function Gameplay.SpotSceneComponent.GetRandomCategory struct USpotSceneComponent_GetRandomCategory_Params { TArray SpotWeights; // (ConstParm, Parm, OutParm, ZeroConstructor, ReferenceParm) struct FString ReturnValue; // (Parm, OutParm, ZeroConstructor, ReturnParm) }; // Function Gameplay.SpotSceneComponent.GenerateSpot struct USpotSceneComponent_GenerateSpot_Params { bool ReturnValue; // (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData) }; // Function Gameplay.SpotSceneComponent.GenerateActor struct USpotSceneComponent_GenerateActor_Params { 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) }; // Function Gameplay.ItemSpotSceneComponent.SetSpotProperty struct UItemSpotSceneComponent_SetSpotProperty_Params { 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) }; // Function Gameplay.ItemSpotSceneComponent.RepeatSpotProperty struct UItemSpotSceneComponent_RepeatSpotProperty_Params { struct FSpotTypeProperty Property; // (ConstParm, Parm, OutParm, ReferenceParm) }; // Function Gameplay.ItemSpotSceneComponent.GenerateSpot struct UItemSpotSceneComponent_GenerateSpot_Params { bool ReturnValue; // (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData) }; // Function Gameplay.ItemSpotSceneComponent.GenerateItems struct UItemSpotSceneComponent_GenerateItems_Params { TArray AllItemClass; // (Parm, OutParm, ZeroConstructor) }; // Function Gameplay.ItemSpotSceneComponent.DoPickUp struct UItemSpotSceneComponent_DoPickUp_Params { struct FString ItemValue; // (Parm, ZeroConstructor) struct FString ItemCategory; // (Parm, ZeroConstructor) }; // Function Gameplay.ItemSpotSceneComponent.CountCacheItemValeCategory struct UItemSpotSceneComponent_CountCacheItemValeCategory_Params { int ReturnValue; // (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData) }; // Function Gameplay.UAEAdvertisementActor.OnRequestImgSuccess struct AUAEAdvertisementActor_OnRequestImgSuccess_Params { class UTexture2D* Texture; // (Parm, ZeroConstructor, IsPlainOldData) struct FString RequestedURL; // (Parm, ZeroConstructor) }; // Function Gameplay.UAEAdvertisementActor.OnRep_PicURL struct AUAEAdvertisementActor_OnRep_PicURL_Params { }; // Function Gameplay.UAEAdvertisementActor.OnRep_MeshPath struct AUAEAdvertisementActor_OnRep_MeshPath_Params { }; // Function Gameplay.UAECharacterAnimListComponent.OnAsyncLoadingFinished struct UUAECharacterAnimListComponent_OnAsyncLoadingFinished_Params { struct FAsyncLoadCharAnimParams LoadingParam; // (Parm) }; // Function Gameplay.UAECharacterAnimListComponent.GetCharacterJumpAnim struct UUAECharacterAnimListComponent_GetCharacterJumpAnim_Params { TEnumAsByte JumpType; // (Parm, ZeroConstructor, IsPlainOldData) TArray ReturnValue; // (Parm, OutParm, ZeroConstructor, ReturnParm) }; // Function Gameplay.UAECharacterAnimListComponent.GetCharacterAnim struct UUAECharacterAnimListComponent_GetCharacterAnim_Params { TEnumAsByte AnimType; // (Parm, ZeroConstructor, IsPlainOldData) TEnumAsByte PoseType; // (Parm, ZeroConstructor, IsPlainOldData) class UAnimationAsset* ReturnValue; // (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData) }; // Function Gameplay.AELobbyCharAnimListComp.OnAsyncLoadingFinished struct UAELobbyCharAnimListComp_OnAsyncLoadingFinished_Params { struct FAsyncLoadCharAnimParams LoadingParam; // (Parm) }; // Function Gameplay.AELobbyCharAnimListComp.GetCharacterAnim struct UAELobbyCharAnimListComp_GetCharacterAnim_Params { TEnumAsByte AnimType; // (Parm, ZeroConstructor, IsPlainOldData) TEnumAsByte PoseType; // (Parm, ZeroConstructor, IsPlainOldData) class UAnimationAsset* ReturnValue; // (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData) }; // Function Gameplay.UAEProjectile.WorkAsBuffApplierEvent struct AUAEProjectile_WorkAsBuffApplierEvent_Params { struct FString BuffName; // (ConstParm, Parm, OutParm, ZeroConstructor, ReferenceParm) class APawn* BuffTarget; // (Parm, ZeroConstructor, IsPlainOldData) }; // Function Gameplay.UAEProjectile.SetActorInitialRelativeOffset struct AUAEProjectile_SetActorInitialRelativeOffset_Params { 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) }; // Function Gameplay.UAEProjectile.OnRep_IsServerAlreadyExplodedCpp struct AUAEProjectile_OnRep_IsServerAlreadyExplodedCpp_Params { }; // Function Gameplay.UAEProjectile.IsServerAlreadyExplodedCppNotify struct AUAEProjectile_IsServerAlreadyExplodedCppNotify_Params { }; // Function Gameplay.UAEProjectile.IsOwnerAutomous struct AUAEProjectile_IsOwnerAutomous_Params { bool ReturnValue; // (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData) }; // Function Gameplay.UAEProjectile.GlassDetect struct AUAEProjectile_GlassDetect_Params { struct FVector Start; // (ConstParm, Parm, OutParm, ReferenceParm, IsPlainOldData) struct FVector End; // (ConstParm, Parm, OutParm, ReferenceParm, IsPlainOldData) }; // Function Gameplay.UAEProjectile.GetRemainingEffectTime struct AUAEProjectile_GetRemainingEffectTime_Params { float ReturnValue; // (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData) }; // Function Gameplay.UAEWindowComponent.NotifyServerBroken struct UUAEWindowComponent_NotifyServerBroken_Params { }; // Function Gameplay.UAEWindowComponent.NotifyRepDataUpdated struct UUAEWindowComponent_NotifyRepDataUpdated_Params { bool bInitial; // (Parm, ZeroConstructor, IsPlainOldData) bool bLocal; // (Parm, ZeroConstructor, IsPlainOldData) }; // Function Gameplay.UAEWindowComponent.LocalHandleWindowBrokenBP struct UUAEWindowComponent_LocalHandleWindowBrokenBP_Params { bool bInitial; // (Parm, ZeroConstructor, IsPlainOldData) bool bLocal; // (Parm, ZeroConstructor, IsPlainOldData) }; // Function Gameplay.UAEWindowComponent.LocalHandleWindowBroken struct UUAEWindowComponent_LocalHandleWindowBroken_Params { bool bInitial; // (Parm, ZeroConstructor, IsPlainOldData) bool bLocal; // (Parm, ZeroConstructor, IsPlainOldData) }; // Function Gameplay.UAEWindowComponent.HandleBroken struct UUAEWindowComponent_HandleBroken_Params { class APlayerController* Instigator; // (Parm, ZeroConstructor, IsPlainOldData) bool bLocal; // (Parm, ZeroConstructor, IsPlainOldData) }; // Function Gameplay.UAEWindowComponent.GetRepData struct UUAEWindowComponent_GetRepData_Params { struct FUAEWindowRepData ReturnValue; // (Parm, OutParm, ReturnParm) }; // Function Gameplay.VehicleConfigActorComponent.LoadActorClass struct UVehicleConfigActorComponent_LoadActorClass_Params { struct FString Path; // (Parm, ZeroConstructor) class UClass* ReturnValue; // (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData) }; // Function Gameplay.VehicleAndTreasureBoxGeneratorComponent.WriteVehicleSpotStatisticsDatas struct UVehicleAndTreasureBoxGeneratorComponent_WriteVehicleSpotStatisticsDatas_Params { }; // Function Gameplay.VehicleAndTreasureBoxGeneratorComponent.WriteVehicleClassStatisticsDatas struct UVehicleAndTreasureBoxGeneratorComponent_WriteVehicleClassStatisticsDatas_Params { }; // Function Gameplay.VehicleAndTreasureBoxGeneratorComponent.WriteAllVehicleStatisticsDatasToLog struct UVehicleAndTreasureBoxGeneratorComponent_WriteAllVehicleStatisticsDatasToLog_Params { }; // Function Gameplay.VehicleAndTreasureBoxGeneratorComponent.WriteAllVehicleStatisticsDatas struct UVehicleAndTreasureBoxGeneratorComponent_WriteAllVehicleStatisticsDatas_Params { }; // Function Gameplay.VehicleAndTreasureBoxGeneratorComponent.RegisterVehicleGenerateSpawnData struct UVehicleAndTreasureBoxGeneratorComponent_RegisterVehicleGenerateSpawnData_Params { struct FVehicleGenerateSpawnData Data; // (Parm) }; // Function Gameplay.VehicleAndTreasureBoxGeneratorComponent.RegisterGroupSpotComponent struct UVehicleAndTreasureBoxGeneratorComponent_RegisterGroupSpotComponent_Params { class UGroupSpotSceneComponent* GroupSpotComponent; // (Parm, ZeroConstructor, InstancedReference, IsPlainOldData) }; // Function Gameplay.VehicleAndTreasureBoxGeneratorComponent.RandomTreasureBoxSpotsByType struct UVehicleAndTreasureBoxGeneratorComponent_RandomTreasureBoxSpotsByType_Params { struct FTreasureBoxSpotProperty Property; // (Parm, OutParm) struct FVehicleSpotComponentArray Spots; // (Parm, OutParm) }; // Function Gameplay.VehicleAndTreasureBoxGeneratorComponent.RandomTreasureBoxSingleSpots struct UVehicleAndTreasureBoxGeneratorComponent_RandomTreasureBoxSingleSpots_Params { TArray AllSpots; // (Parm, OutParm, ZeroConstructor) struct FTreasureBoxSpotProperty Property; // (Parm, OutParm) }; // Function Gameplay.VehicleAndTreasureBoxGeneratorComponent.RandomSpotsByType struct UVehicleAndTreasureBoxGeneratorComponent_RandomSpotsByType_Params { struct FVehicleSpotProperty Property; // (Parm, OutParm) struct FVehicleSpotComponentArray Spots; // (Parm, OutParm) }; // Function Gameplay.VehicleAndTreasureBoxGeneratorComponent.RandomSingleSpots struct UVehicleAndTreasureBoxGeneratorComponent_RandomSingleSpots_Params { TArray AllSpots; // (Parm, OutParm, ZeroConstructor) struct FVehicleSpotProperty Property; // (Parm, OutParm) }; // Function Gameplay.VehicleAndTreasureBoxGeneratorComponent.RandomGroups struct UVehicleAndTreasureBoxGeneratorComponent_RandomGroups_Params { }; // Function Gameplay.VehicleAndTreasureBoxGeneratorComponent.LoadVehicleGenerateTable struct UVehicleAndTreasureBoxGeneratorComponent_LoadVehicleGenerateTable_Params { }; // Function Gameplay.VehicleAndTreasureBoxGeneratorComponent.GetVehicleSpotRandomInfoBySpotType struct UVehicleAndTreasureBoxGeneratorComponent_GetVehicleSpotRandomInfoBySpotType_Params { TEnumAsByte SpotType; // (Parm, ZeroConstructor, IsPlainOldData) struct FVehicleGenerateRandomInfo ReturnValue; // (Parm, OutParm, ReturnParm) }; // Function Gameplay.VehicleAndTreasureBoxGeneratorComponent.GetVehicleSpotRandomInfo struct UVehicleAndTreasureBoxGeneratorComponent_GetVehicleSpotRandomInfo_Params { struct FVehicleSpotProperty SpotProperty; // (Parm, OutParm) struct FVehicleGenerateRandomInfo ReturnValue; // (Parm, OutParm, ReturnParm) }; // Function Gameplay.VehicleAndTreasureBoxGeneratorComponent.GetTreasureBoxSpotRandomInfo struct UVehicleAndTreasureBoxGeneratorComponent_GetTreasureBoxSpotRandomInfo_Params { struct FTreasureBoxSpotProperty SpotProperty; // (Parm, OutParm) struct FVehicleGenerateRandomInfo ReturnValue; // (Parm, OutParm, ReturnParm) }; // Function Gameplay.VehicleAndTreasureBoxGeneratorComponent.GetRandomVehicleClass struct UVehicleAndTreasureBoxGeneratorComponent_GetRandomVehicleClass_Params { struct FString Category; // (Parm, ZeroConstructor) struct FVehicleGenerateSpawnData ReturnValue; // (Parm, OutParm, ReturnParm) }; // Function Gameplay.VehicleAndTreasureBoxGeneratorComponent.GetRandomCategory struct UVehicleAndTreasureBoxGeneratorComponent_GetRandomCategory_Params { TArray SpotWeights; // (ConstParm, Parm, OutParm, ZeroConstructor, ReferenceParm) struct FString ReturnValue; // (Parm, OutParm, ZeroConstructor, ReturnParm) }; // Function Gameplay.VehicleAndTreasureBoxGeneratorComponent.GenerateSpotOnTick struct UVehicleAndTreasureBoxGeneratorComponent_GenerateSpotOnTick_Params { }; // Function Gameplay.VehicleAndTreasureBoxGeneratorComponent.DeleteGroups struct UVehicleAndTreasureBoxGeneratorComponent_DeleteGroups_Params { }; // Function Gameplay.VehicleAndTreasureBoxGeneratorComponent.AddVehicleSpotCount struct UVehicleAndTreasureBoxGeneratorComponent_AddVehicleSpotCount_Params { 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) }; // Function Gameplay.VehicleAndTreasureBoxGeneratorComponent.AddVehicleClassCount struct UVehicleAndTreasureBoxGeneratorComponent_AddVehicleClassCount_Params { struct FString Path; // (Parm, ZeroConstructor) bool IsValid; // (Parm, ZeroConstructor, IsPlainOldData) int Count; // (Parm, ZeroConstructor, IsPlainOldData) }; // Function Gameplay.VehicleGeneratorComponent.WriteVehicleSpotStatisticsDatas struct UVehicleGeneratorComponent_WriteVehicleSpotStatisticsDatas_Params { }; // Function Gameplay.VehicleGeneratorComponent.WriteVehicleClassStatisticsDatas struct UVehicleGeneratorComponent_WriteVehicleClassStatisticsDatas_Params { }; // Function Gameplay.VehicleGeneratorComponent.WriteAllVehicleStatisticsDatas struct UVehicleGeneratorComponent_WriteAllVehicleStatisticsDatas_Params { }; // Function Gameplay.VehicleGeneratorComponent.RegisterVehicleGenerateSpawnData struct UVehicleGeneratorComponent_RegisterVehicleGenerateSpawnData_Params { struct FVehicleGenerateSpawnData Data; // (Parm) }; // Function Gameplay.VehicleGeneratorComponent.RegisterGroupSpotComponent struct UVehicleGeneratorComponent_RegisterGroupSpotComponent_Params { class UGroupSpotSceneComponent* GroupSpotComponent; // (Parm, ZeroConstructor, InstancedReference, IsPlainOldData) }; // Function Gameplay.VehicleGeneratorComponent.RandomSpotsByType struct UVehicleGeneratorComponent_RandomSpotsByType_Params { struct FVehicleSpotProperty Property; // (Parm, OutParm) struct FVehicleSpotComponentArray Spots; // (Parm, OutParm) }; // Function Gameplay.VehicleGeneratorComponent.RandomSingleSpots struct UVehicleGeneratorComponent_RandomSingleSpots_Params { TArray AllSpots; // (Parm, OutParm, ZeroConstructor) struct FVehicleSpotProperty Property; // (Parm, OutParm) }; // Function Gameplay.VehicleGeneratorComponent.RandomGroups struct UVehicleGeneratorComponent_RandomGroups_Params { }; // Function Gameplay.VehicleGeneratorComponent.LoadVehicleGenerateTable struct UVehicleGeneratorComponent_LoadVehicleGenerateTable_Params { }; // Function Gameplay.VehicleGeneratorComponent.GetVehicleSpotRandomInfoBySpotType struct UVehicleGeneratorComponent_GetVehicleSpotRandomInfoBySpotType_Params { TEnumAsByte SpotType; // (Parm, ZeroConstructor, IsPlainOldData) struct FVehicleGenerateRandomInfo ReturnValue; // (Parm, OutParm, ReturnParm) }; // Function Gameplay.VehicleGeneratorComponent.GetVehicleSpotRandomInfo struct UVehicleGeneratorComponent_GetVehicleSpotRandomInfo_Params { struct FVehicleSpotProperty SpotProperty; // (Parm, OutParm) struct FVehicleGenerateRandomInfo ReturnValue; // (Parm, OutParm, ReturnParm) }; // Function Gameplay.VehicleGeneratorComponent.GetRandomVehicleClass struct UVehicleGeneratorComponent_GetRandomVehicleClass_Params { struct FString Category; // (Parm, ZeroConstructor) struct FVehicleGenerateSpawnData ReturnValue; // (Parm, OutParm, ReturnParm) }; // Function Gameplay.VehicleGeneratorComponent.GetRandomCategory struct UVehicleGeneratorComponent_GetRandomCategory_Params { TArray SpotWeights; // (ConstParm, Parm, OutParm, ZeroConstructor, ReferenceParm) struct FString ReturnValue; // (Parm, OutParm, ZeroConstructor, ReturnParm) }; // Function Gameplay.VehicleGeneratorComponent.GenerateSpotOnTick struct UVehicleGeneratorComponent_GenerateSpotOnTick_Params { }; // Function Gameplay.VehicleGeneratorComponent.DeleteGroups struct UVehicleGeneratorComponent_DeleteGroups_Params { }; // Function Gameplay.VehicleGeneratorComponent.AddVehicleSpotCount struct UVehicleGeneratorComponent_AddVehicleSpotCount_Params { 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) }; // Function Gameplay.VehicleGeneratorComponent.AddVehicleClassCount struct UVehicleGeneratorComponent_AddVehicleClassCount_Params { struct FString Path; // (Parm, ZeroConstructor) bool IsValid; // (Parm, ZeroConstructor, IsPlainOldData) int Count; // (Parm, ZeroConstructor, IsPlainOldData) }; // Function Gameplay.VehicleSpotSceneComponent.SetSpotRandomInfo struct UVehicleSpotSceneComponent_SetSpotRandomInfo_Params { struct FVehicleGenerateRandomInfo RandomInfo; // (Parm, OutParm) }; // Function Gameplay.VehicleSpotSceneComponent.GenerateSpot struct UVehicleSpotSceneComponent_GenerateSpot_Params { bool ReturnValue; // (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData) }; // Function Gameplay.WeatherConfigComponent.UnloadStreamLevel struct UWeatherConfigComponent_UnloadStreamLevel_Params { struct FString LevelName; // (Parm, ZeroConstructor) }; // Function Gameplay.WeatherConfigComponent.SyncWeatherLevelInfo struct UWeatherConfigComponent_SyncWeatherLevelInfo_Params { }; // Function Gameplay.WeatherConfigComponent.OnUnLoadStreamLevelCompleted struct UWeatherConfigComponent_OnUnLoadStreamLevelCompleted_Params { }; // Function Gameplay.WeatherConfigComponent.OnRep_WeatherSyncCount struct UWeatherConfigComponent_OnRep_WeatherSyncCount_Params { }; // Function Gameplay.WeatherConfigComponent.OnLoadStreamLevelCompleted struct UWeatherConfigComponent_OnLoadStreamLevelCompleted_Params { }; // Function Gameplay.WeatherConfigComponent.LoadWeatherLevel struct UWeatherConfigComponent_LoadWeatherLevel_Params { }; // Function Gameplay.WeatherConfigComponent.LoadStreamLevel struct UWeatherConfigComponent_LoadStreamLevel_Params { struct FString LevelName; // (Parm, ZeroConstructor) int WeatherID; // (Parm, ZeroConstructor, IsPlainOldData) }; // Function Gameplay.WeatherConfigComponent.LoadDefaultWeatherLevel struct UWeatherConfigComponent_LoadDefaultWeatherLevel_Params { }; // Function Gameplay.WeatherConfigComponent.Init struct UWeatherConfigComponent_Init_Params { }; }