#pragma once //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 { //--------------------------------------------------------------------------- //Parameters //--------------------------------------------------------------------------- // Function GlobalBattleUIFunctionLibrary.GlobalBattleUIFunctionLibrary_C.ClientDropItem struct UGlobalBattleUIFunctionLibrary_C_ClientDropItem_Params { 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) }; // Function GlobalBattleUIFunctionLibrary.GlobalBattleUIFunctionLibrary_C.AddPostfixBattle struct UGlobalBattleUIFunctionLibrary_C_AddPostfixBattle_Params { struct FString iconPath; // (BlueprintVisible, BlueprintReadOnly, Parm, ZeroConstructor) class UObject* __WorldContext; // (BlueprintVisible, BlueprintReadOnly, Parm, ZeroConstructor, IsPlainOldData) struct FString Result; // (Parm, OutParm, ZeroConstructor) }; // Function GlobalBattleUIFunctionLibrary.GlobalBattleUIFunctionLibrary_C.SetCorpsRankLevelBattle struct UGlobalBattleUIFunctionLibrary_C_SetCorpsRankLevelBattle_Params { 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) }; // Function GlobalBattleUIFunctionLibrary.GlobalBattleUIFunctionLibrary_C.LoadDownloadUIElemLayoutSG struct UGlobalBattleUIFunctionLibrary_C_LoadDownloadUIElemLayoutSG_Params { class UObject* __WorldContext; // (BlueprintVisible, BlueprintReadOnly, Parm, ZeroConstructor, IsPlainOldData) bool IsExist; // (Parm, OutParm, ZeroConstructor, IsPlainOldData) class UBP_SAVEGAME_UIElemLayout_C* SaveGameList; // (Parm, OutParm, ZeroConstructor, IsPlainOldData) }; // Function GlobalBattleUIFunctionLibrary.GlobalBattleUIFunctionLibrary_C.LoadAllUIElemLayoutSG struct UGlobalBattleUIFunctionLibrary_C_LoadAllUIElemLayoutSG_Params { class UObject* __WorldContext; // (BlueprintVisible, BlueprintReadOnly, Parm, ZeroConstructor, IsPlainOldData) TArray SaveGameList; // (Parm, OutParm, ZeroConstructor) }; // Function GlobalBattleUIFunctionLibrary.GlobalBattleUIFunctionLibrary_C.GetRushTriggerLengthByType struct UGlobalBattleUIFunctionLibrary_C_GetRushTriggerLengthByType_Params { 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) }; // Function GlobalBattleUIFunctionLibrary.GlobalBattleUIFunctionLibrary_C.GetLayoutDetailByType struct UGlobalBattleUIFunctionLibrary_C_GetLayoutDetailByType_Params { 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) }; // Function GlobalBattleUIFunctionLibrary.GlobalBattleUIFunctionLibrary_C.IsWidgetVisible struct UGlobalBattleUIFunctionLibrary_C_IsWidgetVisible_Params { class UWidget* Widget; // (BlueprintVisible, BlueprintReadOnly, Parm, ZeroConstructor, IsPlainOldData) class UObject* __WorldContext; // (BlueprintVisible, BlueprintReadOnly, Parm, ZeroConstructor, IsPlainOldData) bool Visible; // (Parm, OutParm, ZeroConstructor, IsPlainOldData) }; // Function GlobalBattleUIFunctionLibrary.GlobalBattleUIFunctionLibrary_C.GetTimeByInt struct UGlobalBattleUIFunctionLibrary_C_GetTimeByInt_Params { int Second; // (BlueprintVisible, BlueprintReadOnly, Parm, ZeroConstructor, IsPlainOldData) class UObject* __WorldContext; // (BlueprintVisible, BlueprintReadOnly, Parm, ZeroConstructor, IsPlainOldData) struct FString Time; // (Parm, OutParm, ZeroConstructor) }; // Function GlobalBattleUIFunctionLibrary.GlobalBattleUIFunctionLibrary_C.CreateUAEUserWidget struct UGlobalBattleUIFunctionLibrary_C_CreateUAEUserWidget_Params { 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) }; // Function GlobalBattleUIFunctionLibrary.GlobalBattleUIFunctionLibrary_C.GetLocalizeText struct UGlobalBattleUIFunctionLibrary_C_GetLocalizeText_Params { struct FString Key; // (BlueprintVisible, BlueprintReadOnly, Parm, ZeroConstructor) class UObject* __WorldContext; // (BlueprintVisible, BlueprintReadOnly, Parm, ZeroConstructor, IsPlainOldData) struct FString Text; // (Parm, OutParm, ZeroConstructor) }; // Function GlobalBattleUIFunctionLibrary.GlobalBattleUIFunctionLibrary_C.SaveUIElemLayoutSG struct UGlobalBattleUIFunctionLibrary_C_SaveUIElemLayoutSG_Params { 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) }; // Function GlobalBattleUIFunctionLibrary.GlobalBattleUIFunctionLibrary_C.LoadUIElemLayoutSG struct UGlobalBattleUIFunctionLibrary_C_LoadUIElemLayoutSG_Params { class UObject* __WorldContext; // (BlueprintVisible, BlueprintReadOnly, Parm, ZeroConstructor, IsPlainOldData) class UBP_SAVEGAME_UIElemLayout_C* UIElemSaveGame; // (Parm, OutParm, ZeroConstructor, IsPlainOldData) }; }