//PUBGM(0.13.5)32位SDK //作者:清华 //Telegram:@qinghuanb666 //生成时间:Fri Apr 18 20:44:40 2025 #include "../SDK.hpp" namespace SDK { //--------------------------------------------------------------------------- //Functions //--------------------------------------------------------------------------- // Function LevelSequence.LevelSequenceActor.SetSequence // (Final, Native, Public, BlueprintCallable) // Parameters: // class ULevelSequence* InSequence (Parm, ZeroConstructor, IsPlainOldData) void ALevelSequenceActor::SetSequence(class ULevelSequence* InSequence) { static UFunction *pFunc = 0; if (!pFunc) pFunc = UObject::FindObject("Function LevelSequence.LevelSequenceActor.SetSequence"); ALevelSequenceActor_SetSequence_Params params; params.InSequence = InSequence; auto flags = pFunc->FunctionFlags; pFunc->FunctionFlags |= 0x400; UObject *currentObj = (UObject *) this; currentObj->ProcessEvent(pFunc, ¶ms); pFunc->FunctionFlags = flags; } // Function LevelSequence.LevelSequenceActor.SetEventReceivers // (Final, Native, Public, BlueprintCallable) // Parameters: // TArray AdditionalReceivers (Parm, ZeroConstructor) void ALevelSequenceActor::SetEventReceivers(TArray AdditionalReceivers) { static UFunction *pFunc = 0; if (!pFunc) pFunc = UObject::FindObject("Function LevelSequence.LevelSequenceActor.SetEventReceivers"); ALevelSequenceActor_SetEventReceivers_Params params; params.AdditionalReceivers = AdditionalReceivers; auto flags = pFunc->FunctionFlags; pFunc->FunctionFlags |= 0x400; UObject *currentObj = (UObject *) this; currentObj->ProcessEvent(pFunc, ¶ms); pFunc->FunctionFlags = flags; } // Function LevelSequence.LevelSequenceActor.SetBinding // (Final, Native, Public, HasOutParms, BlueprintCallable) // Parameters: // struct FMovieSceneObjectBindingID Binding (Parm) // TArray Actors (ConstParm, Parm, OutParm, ZeroConstructor, ReferenceParm) // bool bAllowBindingsFromAsset (Parm, ZeroConstructor, IsPlainOldData) void ALevelSequenceActor::SetBinding(const struct FMovieSceneObjectBindingID& Binding, TArray Actors, bool bAllowBindingsFromAsset) { static UFunction *pFunc = 0; if (!pFunc) pFunc = UObject::FindObject("Function LevelSequence.LevelSequenceActor.SetBinding"); ALevelSequenceActor_SetBinding_Params params; params.Binding = Binding; params.Actors = Actors; params.bAllowBindingsFromAsset = bAllowBindingsFromAsset; auto flags = pFunc->FunctionFlags; pFunc->FunctionFlags |= 0x400; UObject *currentObj = (UObject *) this; currentObj->ProcessEvent(pFunc, ¶ms); pFunc->FunctionFlags = flags; } // Function LevelSequence.LevelSequenceActor.ResetBindings // (Final, Native, Public, BlueprintCallable) void ALevelSequenceActor::ResetBindings() { static UFunction *pFunc = 0; if (!pFunc) pFunc = UObject::FindObject("Function LevelSequence.LevelSequenceActor.ResetBindings"); ALevelSequenceActor_ResetBindings_Params params; auto flags = pFunc->FunctionFlags; pFunc->FunctionFlags |= 0x400; UObject *currentObj = (UObject *) this; currentObj->ProcessEvent(pFunc, ¶ms); pFunc->FunctionFlags = flags; } // Function LevelSequence.LevelSequenceActor.ResetBinding // (Final, Native, Public, BlueprintCallable) // Parameters: // struct FMovieSceneObjectBindingID Binding (Parm) void ALevelSequenceActor::ResetBinding(const struct FMovieSceneObjectBindingID& Binding) { static UFunction *pFunc = 0; if (!pFunc) pFunc = UObject::FindObject("Function LevelSequence.LevelSequenceActor.ResetBinding"); ALevelSequenceActor_ResetBinding_Params params; params.Binding = Binding; auto flags = pFunc->FunctionFlags; pFunc->FunctionFlags |= 0x400; UObject *currentObj = (UObject *) this; currentObj->ProcessEvent(pFunc, ¶ms); pFunc->FunctionFlags = flags; } // Function LevelSequence.LevelSequenceActor.RemoveBinding // (Final, Native, Public, BlueprintCallable) // Parameters: // struct FMovieSceneObjectBindingID Binding (Parm) // class AActor* Actor (Parm, ZeroConstructor, IsPlainOldData) void ALevelSequenceActor::RemoveBinding(const struct FMovieSceneObjectBindingID& Binding, class AActor* Actor) { static UFunction *pFunc = 0; if (!pFunc) pFunc = UObject::FindObject("Function LevelSequence.LevelSequenceActor.RemoveBinding"); ALevelSequenceActor_RemoveBinding_Params params; params.Binding = Binding; params.Actor = Actor; auto flags = pFunc->FunctionFlags; pFunc->FunctionFlags |= 0x400; UObject *currentObj = (UObject *) this; currentObj->ProcessEvent(pFunc, ¶ms); pFunc->FunctionFlags = flags; } // Function LevelSequence.LevelSequenceActor.GetSequence // (Final, Native, Public, BlueprintCallable, BlueprintPure, Const) // Parameters: // bool bLoad (Parm, ZeroConstructor, IsPlainOldData) // bool bInitializePlayer (Parm, ZeroConstructor, IsPlainOldData) // class ULevelSequence* ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData) class ULevelSequence* ALevelSequenceActor::GetSequence(bool bLoad, bool bInitializePlayer) { static UFunction *pFunc = 0; if (!pFunc) pFunc = UObject::FindObject("Function LevelSequence.LevelSequenceActor.GetSequence"); ALevelSequenceActor_GetSequence_Params params; params.bLoad = bLoad; params.bInitializePlayer = bInitializePlayer; auto flags = pFunc->FunctionFlags; pFunc->FunctionFlags |= 0x400; UObject *currentObj = (UObject *) this; currentObj->ProcessEvent(pFunc, ¶ms); pFunc->FunctionFlags = flags; return params.ReturnValue; } // Function LevelSequence.LevelSequenceActor.AddBinding // (Final, Native, Public, BlueprintCallable) // Parameters: // struct FMovieSceneObjectBindingID Binding (Parm) // class AActor* Actor (Parm, ZeroConstructor, IsPlainOldData) // bool bAllowBindingsFromAsset (Parm, ZeroConstructor, IsPlainOldData) void ALevelSequenceActor::AddBinding(const struct FMovieSceneObjectBindingID& Binding, class AActor* Actor, bool bAllowBindingsFromAsset) { static UFunction *pFunc = 0; if (!pFunc) pFunc = UObject::FindObject("Function LevelSequence.LevelSequenceActor.AddBinding"); ALevelSequenceActor_AddBinding_Params params; params.Binding = Binding; params.Actor = Actor; params.bAllowBindingsFromAsset = bAllowBindingsFromAsset; auto flags = pFunc->FunctionFlags; pFunc->FunctionFlags |= 0x400; UObject *currentObj = (UObject *) this; currentObj->ProcessEvent(pFunc, ¶ms); pFunc->FunctionFlags = flags; } // Function LevelSequence.LevelSequenceBurnIn.SetSettings // (Event, Public, BlueprintEvent) // Parameters: // class UObject* InSettings (Parm, ZeroConstructor, IsPlainOldData) void ULevelSequenceBurnIn::SetSettings(class UObject* InSettings) { static UFunction *pFunc = 0; if (!pFunc) pFunc = UObject::FindObject("Function LevelSequence.LevelSequenceBurnIn.SetSettings"); ULevelSequenceBurnIn_SetSettings_Params params; params.InSettings = InSettings; auto flags = pFunc->FunctionFlags; UObject *currentObj = (UObject *) this; currentObj->ProcessEvent(pFunc, ¶ms); pFunc->FunctionFlags = flags; } // Function LevelSequence.LevelSequenceBurnIn.GetSettingsClass // (Native, Event, Public, BlueprintEvent, Const) // Parameters: // class UClass* ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData) class UClass* ULevelSequenceBurnIn::GetSettingsClass() { static UFunction *pFunc = 0; if (!pFunc) pFunc = UObject::FindObject("Function LevelSequence.LevelSequenceBurnIn.GetSettingsClass"); ULevelSequenceBurnIn_GetSettingsClass_Params params; auto flags = pFunc->FunctionFlags; pFunc->FunctionFlags |= 0x400; UObject *currentObj = (UObject *) this; currentObj->ProcessEvent(pFunc, ¶ms); pFunc->FunctionFlags = flags; return params.ReturnValue; } // Function LevelSequence.LevelSequencePlayer.CreateLevelSequencePlayer // (Final, Native, Static, Public, HasOutParms, BlueprintCallable) // Parameters: // class UObject* WorldContextObject (Parm, ZeroConstructor, IsPlainOldData) // class ULevelSequence* LevelSequence (Parm, ZeroConstructor, IsPlainOldData) // struct FMovieSceneSequencePlaybackSettings Settings (Parm) // class ALevelSequenceActor* OutActor (Parm, OutParm, ZeroConstructor, IsPlainOldData) // class ULevelSequencePlayer* ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData) class ULevelSequencePlayer* ULevelSequencePlayer::CreateLevelSequencePlayer(class UObject* WorldContextObject, class ULevelSequence* LevelSequence, const struct FMovieSceneSequencePlaybackSettings& Settings, class ALevelSequenceActor** OutActor) { static UFunction *pFunc = 0; if (!pFunc) pFunc = UObject::FindObject("Function LevelSequence.LevelSequencePlayer.CreateLevelSequencePlayer"); ULevelSequencePlayer_CreateLevelSequencePlayer_Params params; params.WorldContextObject = WorldContextObject; params.LevelSequence = LevelSequence; params.Settings = Settings; auto flags = pFunc->FunctionFlags; pFunc->FunctionFlags |= 0x400; static auto defaultObj = StaticClass()->GetDefaultObject(); defaultObj->ProcessEvent(pFunc, ¶ms); pFunc->FunctionFlags = flags; if (OutActor != nullptr) *OutActor = params.OutActor; return params.ReturnValue; } }