//PUBGM(0.13.5)32位SDK //作者:清华 //Telegram:@qinghuanb666 //生成时间:Fri Apr 18 20:44:51 2025 #include "../SDK.hpp" namespace SDK { //--------------------------------------------------------------------------- //Functions //--------------------------------------------------------------------------- // Function GlobalBattleUIFunctionLibrary.GlobalBattleUIFunctionLibrary_C.ClientDropItem // (Static, Public, BlueprintCallable, BlueprintEvent) // Parameters: // class ASTExtraPlayerController* Controller (BlueprintVisible, BlueprintReadOnly, Parm, ZeroConstructor, IsPlainOldData) // struct FItemDefineID itemDefine (BlueprintVisible, BlueprintReadOnly, Parm) // int Count (BlueprintVisible, BlueprintReadOnly, Parm, ZeroConstructor, IsPlainOldData) // EBattleItemDropReason Reason (BlueprintVisible, BlueprintReadOnly, Parm, ZeroConstructor, IsPlainOldData) // class UObject* __WorldContext (BlueprintVisible, BlueprintReadOnly, Parm, ZeroConstructor, IsPlainOldData) void UGlobalBattleUIFunctionLibrary_C::ClientDropItem(class ASTExtraPlayerController* Controller, const struct FItemDefineID& itemDefine, int Count, EBattleItemDropReason Reason, class UObject* __WorldContext) { static UFunction *pFunc = 0; if (!pFunc) pFunc = UObject::FindObject("Function GlobalBattleUIFunctionLibrary.GlobalBattleUIFunctionLibrary_C.ClientDropItem"); UGlobalBattleUIFunctionLibrary_C_ClientDropItem_Params params; params.Controller = Controller; params.itemDefine = itemDefine; params.Count = Count; params.Reason = Reason; params.__WorldContext = __WorldContext; auto flags = pFunc->FunctionFlags; static auto defaultObj = StaticClass()->GetDefaultObject(); defaultObj->ProcessEvent(pFunc, ¶ms); pFunc->FunctionFlags = flags; } // Function GlobalBattleUIFunctionLibrary.GlobalBattleUIFunctionLibrary_C.AddPostfixBattle // (Static, Public, HasOutParms, BlueprintCallable, BlueprintEvent, BlueprintPure) // Parameters: // struct FString iconPath (BlueprintVisible, BlueprintReadOnly, Parm, ZeroConstructor) // class UObject* __WorldContext (BlueprintVisible, BlueprintReadOnly, Parm, ZeroConstructor, IsPlainOldData) // struct FString Result (Parm, OutParm, ZeroConstructor) void UGlobalBattleUIFunctionLibrary_C::AddPostfixBattle(const struct FString& iconPath, class UObject* __WorldContext, struct FString* Result) { static UFunction *pFunc = 0; if (!pFunc) pFunc = UObject::FindObject("Function GlobalBattleUIFunctionLibrary.GlobalBattleUIFunctionLibrary_C.AddPostfixBattle"); UGlobalBattleUIFunctionLibrary_C_AddPostfixBattle_Params params; params.iconPath = iconPath; params.__WorldContext = __WorldContext; auto flags = pFunc->FunctionFlags; static auto defaultObj = StaticClass()->GetDefaultObject(); defaultObj->ProcessEvent(pFunc, ¶ms); pFunc->FunctionFlags = flags; if (Result != nullptr) *Result = params.Result; } // Function GlobalBattleUIFunctionLibrary.GlobalBattleUIFunctionLibrary_C.SetCorpsRankLevelBattle // (Static, Public, HasDefaults, BlueprintCallable, BlueprintEvent) // Parameters: // class UImage* iconImage (BlueprintVisible, BlueprintReadOnly, Parm, ZeroConstructor, IsPlainOldData) // class UTextBlock* levelText (BlueprintVisible, BlueprintReadOnly, Parm, ZeroConstructor, IsPlainOldData) // int levelId (BlueprintVisible, BlueprintReadOnly, Parm, ZeroConstructor, IsPlainOldData) // int Style (BlueprintVisible, BlueprintReadOnly, Parm, ZeroConstructor, IsPlainOldData) // class UObject* __WorldContext (BlueprintVisible, BlueprintReadOnly, Parm, ZeroConstructor, IsPlainOldData) void UGlobalBattleUIFunctionLibrary_C::SetCorpsRankLevelBattle(class UImage* iconImage, class UTextBlock* levelText, int levelId, int Style, class UObject* __WorldContext) { static UFunction *pFunc = 0; if (!pFunc) pFunc = UObject::FindObject("Function GlobalBattleUIFunctionLibrary.GlobalBattleUIFunctionLibrary_C.SetCorpsRankLevelBattle"); UGlobalBattleUIFunctionLibrary_C_SetCorpsRankLevelBattle_Params params; params.iconImage = iconImage; params.levelText = levelText; params.levelId = levelId; params.Style = Style; params.__WorldContext = __WorldContext; auto flags = pFunc->FunctionFlags; static auto defaultObj = StaticClass()->GetDefaultObject(); defaultObj->ProcessEvent(pFunc, ¶ms); pFunc->FunctionFlags = flags; } // Function GlobalBattleUIFunctionLibrary.GlobalBattleUIFunctionLibrary_C.LoadDownloadUIElemLayoutSG // (Static, Public, HasOutParms, BlueprintCallable, BlueprintEvent) // Parameters: // class UObject* __WorldContext (BlueprintVisible, BlueprintReadOnly, Parm, ZeroConstructor, IsPlainOldData) // bool IsExist (Parm, OutParm, ZeroConstructor, IsPlainOldData) // class UBP_SAVEGAME_UIElemLayout_C* SaveGameList (Parm, OutParm, ZeroConstructor, IsPlainOldData) void UGlobalBattleUIFunctionLibrary_C::LoadDownloadUIElemLayoutSG(class UObject* __WorldContext, bool* IsExist, class UBP_SAVEGAME_UIElemLayout_C** SaveGameList) { static UFunction *pFunc = 0; if (!pFunc) pFunc = UObject::FindObject("Function GlobalBattleUIFunctionLibrary.GlobalBattleUIFunctionLibrary_C.LoadDownloadUIElemLayoutSG"); UGlobalBattleUIFunctionLibrary_C_LoadDownloadUIElemLayoutSG_Params params; params.__WorldContext = __WorldContext; auto flags = pFunc->FunctionFlags; static auto defaultObj = StaticClass()->GetDefaultObject(); defaultObj->ProcessEvent(pFunc, ¶ms); pFunc->FunctionFlags = flags; if (IsExist != nullptr) *IsExist = params.IsExist; if (SaveGameList != nullptr) *SaveGameList = params.SaveGameList; } // Function GlobalBattleUIFunctionLibrary.GlobalBattleUIFunctionLibrary_C.LoadAllUIElemLayoutSG // (Static, Public, HasOutParms, BlueprintCallable, BlueprintEvent) // Parameters: // class UObject* __WorldContext (BlueprintVisible, BlueprintReadOnly, Parm, ZeroConstructor, IsPlainOldData) // TArray SaveGameList (Parm, OutParm, ZeroConstructor) void UGlobalBattleUIFunctionLibrary_C::LoadAllUIElemLayoutSG(class UObject* __WorldContext, TArray* SaveGameList) { static UFunction *pFunc = 0; if (!pFunc) pFunc = UObject::FindObject("Function GlobalBattleUIFunctionLibrary.GlobalBattleUIFunctionLibrary_C.LoadAllUIElemLayoutSG"); UGlobalBattleUIFunctionLibrary_C_LoadAllUIElemLayoutSG_Params params; params.__WorldContext = __WorldContext; auto flags = pFunc->FunctionFlags; static auto defaultObj = StaticClass()->GetDefaultObject(); defaultObj->ProcessEvent(pFunc, ¶ms); pFunc->FunctionFlags = flags; if (SaveGameList != nullptr) *SaveGameList = params.SaveGameList; } // Function GlobalBattleUIFunctionLibrary.GlobalBattleUIFunctionLibrary_C.GetRushTriggerLengthByType // (Static, Public, HasOutParms, BlueprintCallable, BlueprintEvent) // Parameters: // class UBP_SAVEGAME_UIElemLayout_C* SaveGameObj (BlueprintVisible, BlueprintReadOnly, Parm, OutParm, ZeroConstructor, ReferenceParm, IsPlainOldData) // int LayoutIndex (BlueprintVisible, BlueprintReadOnly, Parm, ZeroConstructor, IsPlainOldData) // class UObject* __WorldContext (BlueprintVisible, BlueprintReadOnly, Parm, ZeroConstructor, IsPlainOldData) // float RushTriggerLength (Parm, OutParm, ZeroConstructor, IsPlainOldData) void UGlobalBattleUIFunctionLibrary_C::GetRushTriggerLengthByType(int LayoutIndex, class UObject* __WorldContext, class UBP_SAVEGAME_UIElemLayout_C** SaveGameObj, float* RushTriggerLength) { static UFunction *pFunc = 0; if (!pFunc) pFunc = UObject::FindObject("Function GlobalBattleUIFunctionLibrary.GlobalBattleUIFunctionLibrary_C.GetRushTriggerLengthByType"); UGlobalBattleUIFunctionLibrary_C_GetRushTriggerLengthByType_Params params; params.LayoutIndex = LayoutIndex; params.__WorldContext = __WorldContext; auto flags = pFunc->FunctionFlags; static auto defaultObj = StaticClass()->GetDefaultObject(); defaultObj->ProcessEvent(pFunc, ¶ms); pFunc->FunctionFlags = flags; if (SaveGameObj != nullptr) *SaveGameObj = params.SaveGameObj; if (RushTriggerLength != nullptr) *RushTriggerLength = params.RushTriggerLength; } // Function GlobalBattleUIFunctionLibrary.GlobalBattleUIFunctionLibrary_C.GetLayoutDetailByType // (Static, Public, HasOutParms, HasDefaults, BlueprintCallable, BlueprintEvent) // Parameters: // class UBP_SAVEGAME_UIElemLayout_C* SaveGameObj (BlueprintVisible, BlueprintReadOnly, Parm, OutParm, ZeroConstructor, ReferenceParm, IsPlainOldData) // int LayoutIndex (BlueprintVisible, BlueprintReadOnly, Parm, ZeroConstructor, IsPlainOldData) // TEnumAsByte ElemKey (BlueprintVisible, BlueprintReadOnly, Parm, ZeroConstructor, IsPlainOldData) // class UObject* __WorldContext (BlueprintVisible, BlueprintReadOnly, Parm, ZeroConstructor, IsPlainOldData) // struct FBP_STRUCT_UIElemLayoutDetail LayoutDetail (Parm, OutParm) // bool IsFound (Parm, OutParm, ZeroConstructor, IsPlainOldData) void UGlobalBattleUIFunctionLibrary_C::GetLayoutDetailByType(int LayoutIndex, TEnumAsByte ElemKey, class UObject* __WorldContext, class UBP_SAVEGAME_UIElemLayout_C** SaveGameObj, struct FBP_STRUCT_UIElemLayoutDetail* LayoutDetail, bool* IsFound) { static UFunction *pFunc = 0; if (!pFunc) pFunc = UObject::FindObject("Function GlobalBattleUIFunctionLibrary.GlobalBattleUIFunctionLibrary_C.GetLayoutDetailByType"); UGlobalBattleUIFunctionLibrary_C_GetLayoutDetailByType_Params params; params.LayoutIndex = LayoutIndex; params.ElemKey = ElemKey; params.__WorldContext = __WorldContext; auto flags = pFunc->FunctionFlags; static auto defaultObj = StaticClass()->GetDefaultObject(); defaultObj->ProcessEvent(pFunc, ¶ms); pFunc->FunctionFlags = flags; if (SaveGameObj != nullptr) *SaveGameObj = params.SaveGameObj; if (LayoutDetail != nullptr) *LayoutDetail = params.LayoutDetail; if (IsFound != nullptr) *IsFound = params.IsFound; } // Function GlobalBattleUIFunctionLibrary.GlobalBattleUIFunctionLibrary_C.IsWidgetVisible // (Static, Public, HasOutParms, BlueprintCallable, BlueprintEvent) // Parameters: // class UWidget* Widget (BlueprintVisible, BlueprintReadOnly, Parm, ZeroConstructor, IsPlainOldData) // class UObject* __WorldContext (BlueprintVisible, BlueprintReadOnly, Parm, ZeroConstructor, IsPlainOldData) // bool Visible (Parm, OutParm, ZeroConstructor, IsPlainOldData) void UGlobalBattleUIFunctionLibrary_C::IsWidgetVisible(class UWidget* Widget, class UObject* __WorldContext, bool* Visible) { static UFunction *pFunc = 0; if (!pFunc) pFunc = UObject::FindObject("Function GlobalBattleUIFunctionLibrary.GlobalBattleUIFunctionLibrary_C.IsWidgetVisible"); UGlobalBattleUIFunctionLibrary_C_IsWidgetVisible_Params params; params.Widget = Widget; params.__WorldContext = __WorldContext; auto flags = pFunc->FunctionFlags; static auto defaultObj = StaticClass()->GetDefaultObject(); defaultObj->ProcessEvent(pFunc, ¶ms); pFunc->FunctionFlags = flags; if (Visible != nullptr) *Visible = params.Visible; } // Function GlobalBattleUIFunctionLibrary.GlobalBattleUIFunctionLibrary_C.GetTimeByInt // (Static, Public, HasOutParms, BlueprintCallable, BlueprintEvent) // Parameters: // int Second (BlueprintVisible, BlueprintReadOnly, Parm, ZeroConstructor, IsPlainOldData) // class UObject* __WorldContext (BlueprintVisible, BlueprintReadOnly, Parm, ZeroConstructor, IsPlainOldData) // struct FString Time (Parm, OutParm, ZeroConstructor) void UGlobalBattleUIFunctionLibrary_C::GetTimeByInt(int Second, class UObject* __WorldContext, struct FString* Time) { static UFunction *pFunc = 0; if (!pFunc) pFunc = UObject::FindObject("Function GlobalBattleUIFunctionLibrary.GlobalBattleUIFunctionLibrary_C.GetTimeByInt"); UGlobalBattleUIFunctionLibrary_C_GetTimeByInt_Params params; params.Second = Second; params.__WorldContext = __WorldContext; auto flags = pFunc->FunctionFlags; static auto defaultObj = StaticClass()->GetDefaultObject(); defaultObj->ProcessEvent(pFunc, ¶ms); pFunc->FunctionFlags = flags; if (Time != nullptr) *Time = params.Time; } // Function GlobalBattleUIFunctionLibrary.GlobalBattleUIFunctionLibrary_C.CreateUAEUserWidget // (Static, Public, HasOutParms, BlueprintCallable, BlueprintEvent) // Parameters: // class UClass* Class (BlueprintVisible, BlueprintReadOnly, Parm, ZeroConstructor, IsPlainOldData) // class UUAEUserWidget* Parent (BlueprintVisible, BlueprintReadOnly, Parm, ZeroConstructor, IsPlainOldData) // class UObject* __WorldContext (BlueprintVisible, BlueprintReadOnly, Parm, ZeroConstructor, IsPlainOldData) // class UUAEUserWidget* Widget (Parm, OutParm, ZeroConstructor, IsPlainOldData) void UGlobalBattleUIFunctionLibrary_C::CreateUAEUserWidget(class UClass* Class, class UUAEUserWidget* Parent, class UObject* __WorldContext, class UUAEUserWidget** Widget) { static UFunction *pFunc = 0; if (!pFunc) pFunc = UObject::FindObject("Function GlobalBattleUIFunctionLibrary.GlobalBattleUIFunctionLibrary_C.CreateUAEUserWidget"); UGlobalBattleUIFunctionLibrary_C_CreateUAEUserWidget_Params params; params.Class = Class; params.Parent = Parent; params.__WorldContext = __WorldContext; auto flags = pFunc->FunctionFlags; static auto defaultObj = StaticClass()->GetDefaultObject(); defaultObj->ProcessEvent(pFunc, ¶ms); pFunc->FunctionFlags = flags; if (Widget != nullptr) *Widget = params.Widget; } // Function GlobalBattleUIFunctionLibrary.GlobalBattleUIFunctionLibrary_C.GetLocalizeText // (Static, Public, HasOutParms, HasDefaults, BlueprintCallable, BlueprintEvent, BlueprintPure) // Parameters: // struct FString Key (BlueprintVisible, BlueprintReadOnly, Parm, ZeroConstructor) // class UObject* __WorldContext (BlueprintVisible, BlueprintReadOnly, Parm, ZeroConstructor, IsPlainOldData) // struct FString Text (Parm, OutParm, ZeroConstructor) void UGlobalBattleUIFunctionLibrary_C::GetLocalizeText(const struct FString& Key, class UObject* __WorldContext, struct FString* Text) { static UFunction *pFunc = 0; if (!pFunc) pFunc = UObject::FindObject("Function GlobalBattleUIFunctionLibrary.GlobalBattleUIFunctionLibrary_C.GetLocalizeText"); UGlobalBattleUIFunctionLibrary_C_GetLocalizeText_Params params; params.Key = Key; params.__WorldContext = __WorldContext; auto flags = pFunc->FunctionFlags; static auto defaultObj = StaticClass()->GetDefaultObject(); defaultObj->ProcessEvent(pFunc, ¶ms); pFunc->FunctionFlags = flags; if (Text != nullptr) *Text = params.Text; } // Function GlobalBattleUIFunctionLibrary.GlobalBattleUIFunctionLibrary_C.SaveUIElemLayoutSG // (Static, Public, HasOutParms, HasDefaults, BlueprintCallable, BlueprintEvent) // Parameters: // class USaveGame* SaveGameObject (BlueprintVisible, BlueprintReadOnly, Parm, OutParm, ZeroConstructor, ReferenceParm, IsPlainOldData) // class UObject* __WorldContext (BlueprintVisible, BlueprintReadOnly, Parm, ZeroConstructor, IsPlainOldData) // bool ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData) bool UGlobalBattleUIFunctionLibrary_C::SaveUIElemLayoutSG(class UObject* __WorldContext, class USaveGame** SaveGameObject) { static UFunction *pFunc = 0; if (!pFunc) pFunc = UObject::FindObject("Function GlobalBattleUIFunctionLibrary.GlobalBattleUIFunctionLibrary_C.SaveUIElemLayoutSG"); UGlobalBattleUIFunctionLibrary_C_SaveUIElemLayoutSG_Params params; params.__WorldContext = __WorldContext; auto flags = pFunc->FunctionFlags; static auto defaultObj = StaticClass()->GetDefaultObject(); defaultObj->ProcessEvent(pFunc, ¶ms); pFunc->FunctionFlags = flags; if (SaveGameObject != nullptr) *SaveGameObject = params.SaveGameObject; return params.ReturnValue; } // Function GlobalBattleUIFunctionLibrary.GlobalBattleUIFunctionLibrary_C.LoadUIElemLayoutSG // (Static, Public, HasOutParms, BlueprintCallable, BlueprintEvent) // Parameters: // class UObject* __WorldContext (BlueprintVisible, BlueprintReadOnly, Parm, ZeroConstructor, IsPlainOldData) // class UBP_SAVEGAME_UIElemLayout_C* UIElemSaveGame (Parm, OutParm, ZeroConstructor, IsPlainOldData) void UGlobalBattleUIFunctionLibrary_C::LoadUIElemLayoutSG(class UObject* __WorldContext, class UBP_SAVEGAME_UIElemLayout_C** UIElemSaveGame) { static UFunction *pFunc = 0; if (!pFunc) pFunc = UObject::FindObject("Function GlobalBattleUIFunctionLibrary.GlobalBattleUIFunctionLibrary_C.LoadUIElemLayoutSG"); UGlobalBattleUIFunctionLibrary_C_LoadUIElemLayoutSG_Params params; params.__WorldContext = __WorldContext; auto flags = pFunc->FunctionFlags; static auto defaultObj = StaticClass()->GetDefaultObject(); defaultObj->ProcessEvent(pFunc, ¶ms); pFunc->FunctionFlags = flags; if (UIElemSaveGame != nullptr) *UIElemSaveGame = params.UIElemSaveGame; } }