//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 Skill.UTSkillEffect.UpdateAction // (Native, Public) // Parameters: // float DeltaSeconds (Parm, ZeroConstructor, IsPlainOldData) void UUTSkillEffect::UpdateAction(float DeltaSeconds) { static UFunction *pFunc = 0; if (!pFunc) pFunc = UObject::FindObject("Function Skill.UTSkillEffect.UpdateAction"); UUTSkillEffect_UpdateAction_Params params; params.DeltaSeconds = DeltaSeconds; auto flags = pFunc->FunctionFlags; pFunc->FunctionFlags |= 0x400; UObject *currentObj = (UObject *) this; currentObj->ProcessEvent(pFunc, ¶ms); pFunc->FunctionFlags = flags; } // Function Skill.UTSkillEffect.UndoAction // (Native, Public) void UUTSkillEffect::UndoAction() { static UFunction *pFunc = 0; if (!pFunc) pFunc = UObject::FindObject("Function Skill.UTSkillEffect.UndoAction"); UUTSkillEffect_UndoAction_Params params; auto flags = pFunc->FunctionFlags; pFunc->FunctionFlags |= 0x400; UObject *currentObj = (UObject *) this; currentObj->ProcessEvent(pFunc, ¶ms); pFunc->FunctionFlags = flags; } // Function Skill.UTSkillEffect.DoHurtAppearance // (Native, Public) // Parameters: // class APawn* Victim (Parm, ZeroConstructor, IsPlainOldData) void UUTSkillEffect::DoHurtAppearance(class APawn* Victim) { static UFunction *pFunc = 0; if (!pFunc) pFunc = UObject::FindObject("Function Skill.UTSkillEffect.DoHurtAppearance"); UUTSkillEffect_DoHurtAppearance_Params params; params.Victim = Victim; auto flags = pFunc->FunctionFlags; pFunc->FunctionFlags |= 0x400; UObject *currentObj = (UObject *) this; currentObj->ProcessEvent(pFunc, ¶ms); pFunc->FunctionFlags = flags; } // Function Skill.UTSkillEffect.DoAction // (Native, Public) // Parameters: // bool ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData) bool UUTSkillEffect::DoAction() { static UFunction *pFunc = 0; if (!pFunc) pFunc = UObject::FindObject("Function Skill.UTSkillEffect.DoAction"); UUTSkillEffect_DoAction_Params params; auto flags = pFunc->FunctionFlags; pFunc->FunctionFlags |= 0x400; UObject *currentObj = (UObject *) this; currentObj->ProcessEvent(pFunc, ¶ms); pFunc->FunctionFlags = flags; return params.ReturnValue; } // Function Skill.UTSkillAction.UpdateAction // (Native, Public) // Parameters: // float DeltaSeconds (Parm, ZeroConstructor, IsPlainOldData) void UUTSkillAction::UpdateAction(float DeltaSeconds) { static UFunction *pFunc = 0; if (!pFunc) pFunc = UObject::FindObject("Function Skill.UTSkillAction.UpdateAction"); UUTSkillAction_UpdateAction_Params params; params.DeltaSeconds = DeltaSeconds; auto flags = pFunc->FunctionFlags; pFunc->FunctionFlags |= 0x400; UObject *currentObj = (UObject *) this; currentObj->ProcessEvent(pFunc, ¶ms); pFunc->FunctionFlags = flags; } // Function Skill.UTSkillAction.UndoAction // (Native, Public) void UUTSkillAction::UndoAction() { static UFunction *pFunc = 0; if (!pFunc) pFunc = UObject::FindObject("Function Skill.UTSkillAction.UndoAction"); UUTSkillAction_UndoAction_Params params; auto flags = pFunc->FunctionFlags; pFunc->FunctionFlags |= 0x400; UObject *currentObj = (UObject *) this; currentObj->ProcessEvent(pFunc, ¶ms); pFunc->FunctionFlags = flags; } // Function Skill.UTSkillAction.Reset // (Native, Public) void UUTSkillAction::Reset() { static UFunction *pFunc = 0; if (!pFunc) pFunc = UObject::FindObject("Function Skill.UTSkillAction.Reset"); UUTSkillAction_Reset_Params params; auto flags = pFunc->FunctionFlags; pFunc->FunctionFlags |= 0x400; UObject *currentObj = (UObject *) this; currentObj->ProcessEvent(pFunc, ¶ms); pFunc->FunctionFlags = flags; } // Function Skill.UTSkillAction.RealDoAction // (Native, Public) // Parameters: // bool ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData) bool UUTSkillAction::RealDoAction() { static UFunction *pFunc = 0; if (!pFunc) pFunc = UObject::FindObject("Function Skill.UTSkillAction.RealDoAction"); UUTSkillAction_RealDoAction_Params params; auto flags = pFunc->FunctionFlags; pFunc->FunctionFlags |= 0x400; UObject *currentObj = (UObject *) this; currentObj->ProcessEvent(pFunc, ¶ms); pFunc->FunctionFlags = flags; return params.ReturnValue; } // Function Skill.UTSkillAction.JudgeNeedPhaseWait // (Native, Public) // Parameters: // bool ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData) bool UUTSkillAction::JudgeNeedPhaseWait() { static UFunction *pFunc = 0; if (!pFunc) pFunc = UObject::FindObject("Function Skill.UTSkillAction.JudgeNeedPhaseWait"); UUTSkillAction_JudgeNeedPhaseWait_Params params; auto flags = pFunc->FunctionFlags; pFunc->FunctionFlags |= 0x400; UObject *currentObj = (UObject *) this; currentObj->ProcessEvent(pFunc, ¶ms); pFunc->FunctionFlags = flags; return params.ReturnValue; } // Function Skill.UTSkillAction.DoAction // (Native, Public) // Parameters: // bool ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData) bool UUTSkillAction::DoAction() { static UFunction *pFunc = 0; if (!pFunc) pFunc = UObject::FindObject("Function Skill.UTSkillAction.DoAction"); UUTSkillAction_DoAction_Params params; auto flags = pFunc->FunctionFlags; pFunc->FunctionFlags |= 0x400; UObject *currentObj = (UObject *) this; currentObj->ProcessEvent(pFunc, ¶ms); pFunc->FunctionFlags = flags; return params.ReturnValue; } // Function Skill.UTSkill.SetSkillPhasePercentage // (Final, Native, Public, BlueprintCallable) // Parameters: // float Percentage (Parm, ZeroConstructor, IsPlainOldData) void AUTSkill::SetSkillPhasePercentage(float Percentage) { static UFunction *pFunc = 0; if (!pFunc) pFunc = UObject::FindObject("Function Skill.UTSkill.SetSkillPhasePercentage"); AUTSkill_SetSkillPhasePercentage_Params params; params.Percentage = Percentage; auto flags = pFunc->FunctionFlags; pFunc->FunctionFlags |= 0x400; UObject *currentObj = (UObject *) this; currentObj->ProcessEvent(pFunc, ¶ms); pFunc->FunctionFlags = flags; } // Function Skill.UTSkill.OnEvent // (Native, Public, BlueprintCallable) // Parameters: // TEnumAsByte TheEventType (Parm, ZeroConstructor, IsPlainOldData) // bool ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData) bool AUTSkill::OnEvent(TEnumAsByte TheEventType) { static UFunction *pFunc = 0; if (!pFunc) pFunc = UObject::FindObject("Function Skill.UTSkill.OnEvent"); AUTSkill_OnEvent_Params params; params.TheEventType = TheEventType; auto flags = pFunc->FunctionFlags; pFunc->FunctionFlags |= 0x400; UObject *currentObj = (UObject *) this; currentObj->ProcessEvent(pFunc, ¶ms); pFunc->FunctionFlags = flags; return params.ReturnValue; } // Function Skill.UTSkill.GetSkillPhasePercentage // (Final, Native, Public, BlueprintCallable) // Parameters: // float ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData) float AUTSkill::GetSkillPhasePercentage() { static UFunction *pFunc = 0; if (!pFunc) pFunc = UObject::FindObject("Function Skill.UTSkill.GetSkillPhasePercentage"); AUTSkill_GetSkillPhasePercentage_Params params; auto flags = pFunc->FunctionFlags; pFunc->FunctionFlags |= 0x400; UObject *currentObj = (UObject *) this; currentObj->ProcessEvent(pFunc, ¶ms); pFunc->FunctionFlags = flags; return params.ReturnValue; } // Function Skill.UTSkill.GetSkillPhase // (Native, Public, BlueprintCallable, BlueprintPure) // Parameters: // int PhaseIndex (Parm, ZeroConstructor, IsPlainOldData) // class UUTSkillPhase* ReturnValue (ExportObject, Parm, OutParm, ZeroConstructor, ReturnParm, InstancedReference, IsPlainOldData) class UUTSkillPhase* AUTSkill::GetSkillPhase(int PhaseIndex) { static UFunction *pFunc = 0; if (!pFunc) pFunc = UObject::FindObject("Function Skill.UTSkill.GetSkillPhase"); AUTSkill_GetSkillPhase_Params params; params.PhaseIndex = PhaseIndex; auto flags = pFunc->FunctionFlags; pFunc->FunctionFlags |= 0x400; UObject *currentObj = (UObject *) this; currentObj->ProcessEvent(pFunc, ¶ms); pFunc->FunctionFlags = flags; return params.ReturnValue; } // Function Skill.UTSkill.DoSkillCoolDown // (Native, Public, BlueprintCallable) void AUTSkill::DoSkillCoolDown() { static UFunction *pFunc = 0; if (!pFunc) pFunc = UObject::FindObject("Function Skill.UTSkill.DoSkillCoolDown"); AUTSkill_DoSkillCoolDown_Params params; auto flags = pFunc->FunctionFlags; pFunc->FunctionFlags |= 0x400; UObject *currentObj = (UObject *) this; currentObj->ProcessEvent(pFunc, ¶ms); pFunc->FunctionFlags = flags; } // Function Skill.UTSkill.CanBePlayed // (Native, Public, BlueprintCallable, BlueprintPure) // Parameters: // bool bShowErrorMsg (Parm, ZeroConstructor, IsPlainOldData) // bool ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData) bool AUTSkill::CanBePlayed(bool bShowErrorMsg) { static UFunction *pFunc = 0; if (!pFunc) pFunc = UObject::FindObject("Function Skill.UTSkill.CanBePlayed"); AUTSkill_CanBePlayed_Params params; params.bShowErrorMsg = bShowErrorMsg; auto flags = pFunc->FunctionFlags; pFunc->FunctionFlags |= 0x400; UObject *currentObj = (UObject *) this; currentObj->ProcessEvent(pFunc, ¶ms); pFunc->FunctionFlags = flags; return params.ReturnValue; } // Function Skill.UTSkillCondition.IsTargetOK // (Native, Event, Public, BlueprintEvent) // Parameters: // class APawn* Target (Parm, ZeroConstructor, IsPlainOldData) // bool ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData) bool UUTSkillCondition::IsTargetOK(class APawn* Target) { static UFunction *pFunc = 0; if (!pFunc) pFunc = UObject::FindObject("Function Skill.UTSkillCondition.IsTargetOK"); UUTSkillCondition_IsTargetOK_Params params; params.Target = Target; auto flags = pFunc->FunctionFlags; pFunc->FunctionFlags |= 0x400; UObject *currentObj = (UObject *) this; currentObj->ProcessEvent(pFunc, ¶ms); pFunc->FunctionFlags = flags; return params.ReturnValue; } // Function Skill.UTSkillCondition.IsOK // (Native, Event, Public, BlueprintEvent) // Parameters: // bool ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData) bool UUTSkillCondition::IsOK() { static UFunction *pFunc = 0; if (!pFunc) pFunc = UObject::FindObject("Function Skill.UTSkillCondition.IsOK"); UUTSkillCondition_IsOK_Params params; auto flags = pFunc->FunctionFlags; pFunc->FunctionFlags |= 0x400; UObject *currentObj = (UObject *) this; currentObj->ProcessEvent(pFunc, ¶ms); pFunc->FunctionFlags = flags; return params.ReturnValue; } // Function Skill.UTSkillInterface.TriggerEvent // (Native, Event, Public, BlueprintEvent) // Parameters: // int SkillID (Parm, ZeroConstructor, IsPlainOldData) // TEnumAsByte EventType (Parm, ZeroConstructor, IsPlainOldData) void UUTSkillInterface::TriggerEvent(int SkillID, TEnumAsByte EventType) { static UFunction *pFunc = 0; if (!pFunc) pFunc = UObject::FindObject("Function Skill.UTSkillInterface.TriggerEvent"); UUTSkillInterface_TriggerEvent_Params params; params.SkillID = SkillID; params.EventType = EventType; auto flags = pFunc->FunctionFlags; pFunc->FunctionFlags |= 0x400; UObject *currentObj = (UObject *) this; currentObj->ProcessEvent(pFunc, ¶ms); pFunc->FunctionFlags = flags; } // Function Skill.UTSkillInterface.HandleSkillStart // (Native, Event, Public, BlueprintEvent) // Parameters: // int SkillID (Parm, ZeroConstructor, IsPlainOldData) // bool CalledFromRep (Parm, ZeroConstructor, IsPlainOldData) void UUTSkillInterface::HandleSkillStart(int SkillID, bool CalledFromRep) { static UFunction *pFunc = 0; if (!pFunc) pFunc = UObject::FindObject("Function Skill.UTSkillInterface.HandleSkillStart"); UUTSkillInterface_HandleSkillStart_Params params; params.SkillID = SkillID; params.CalledFromRep = CalledFromRep; auto flags = pFunc->FunctionFlags; pFunc->FunctionFlags |= 0x400; UObject *currentObj = (UObject *) this; currentObj->ProcessEvent(pFunc, ¶ms); pFunc->FunctionFlags = flags; } // Function Skill.UTSkillInterface.HandleSkillEnd // (Native, Event, Public, BlueprintEvent) // Parameters: // int SkillID (Parm, ZeroConstructor, IsPlainOldData) // EUTSkillStopReason Reason (Parm, ZeroConstructor, IsPlainOldData) // bool CalledFromRep (Parm, ZeroConstructor, IsPlainOldData) void UUTSkillInterface::HandleSkillEnd(int SkillID, EUTSkillStopReason Reason, bool CalledFromRep) { static UFunction *pFunc = 0; if (!pFunc) pFunc = UObject::FindObject("Function Skill.UTSkillInterface.HandleSkillEnd"); UUTSkillInterface_HandleSkillEnd_Params params; params.SkillID = SkillID; params.Reason = Reason; params.CalledFromRep = CalledFromRep; auto flags = pFunc->FunctionFlags; pFunc->FunctionFlags |= 0x400; UObject *currentObj = (UObject *) this; currentObj->ProcessEvent(pFunc, ¶ms); pFunc->FunctionFlags = flags; } // Function Skill.UTSkillManagerComponent.TraceTarget // (Native, Public, HasOutParms, HasDefaults) // Parameters: // struct FVector StartTrace (Parm, IsPlainOldData) // struct FVector EndTrace (Parm, IsPlainOldData) // EUTPickerTargetType TargetType (Parm, ZeroConstructor, IsPlainOldData) // float Radius (Parm, ZeroConstructor, IsPlainOldData) // class APawn* TargetActor (Parm, OutParm, ZeroConstructor, IsPlainOldData) // bool ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData) bool UUTSkillManagerComponent::TraceTarget(const struct FVector& StartTrace, const struct FVector& EndTrace, EUTPickerTargetType TargetType, float Radius, class APawn** TargetActor) { static UFunction *pFunc = 0; if (!pFunc) pFunc = UObject::FindObject("Function Skill.UTSkillManagerComponent.TraceTarget"); UUTSkillManagerComponent_TraceTarget_Params params; params.StartTrace = StartTrace; params.EndTrace = EndTrace; params.TargetType = TargetType; params.Radius = Radius; auto flags = pFunc->FunctionFlags; pFunc->FunctionFlags |= 0x400; UObject *currentObj = (UObject *) this; currentObj->ProcessEvent(pFunc, ¶ms); pFunc->FunctionFlags = flags; if (TargetActor != nullptr) *TargetActor = params.TargetActor; return params.ReturnValue; } // Function Skill.UTSkillManagerComponent.SwitchSkill // (Native, Public) // Parameters: // int SkillID (Parm, ZeroConstructor, IsPlainOldData) // TEnumAsByte EventType (Parm, ZeroConstructor, IsPlainOldData) void UUTSkillManagerComponent::SwitchSkill(int SkillID, TEnumAsByte EventType) { static UFunction *pFunc = 0; if (!pFunc) pFunc = UObject::FindObject("Function Skill.UTSkillManagerComponent.SwitchSkill"); UUTSkillManagerComponent_SwitchSkill_Params params; params.SkillID = SkillID; params.EventType = EventType; auto flags = pFunc->FunctionFlags; pFunc->FunctionFlags |= 0x400; UObject *currentObj = (UObject *) this; currentObj->ProcessEvent(pFunc, ¶ms); pFunc->FunctionFlags = flags; } // Function Skill.UTSkillManagerComponent.StopSkill // (Native, Public) // Parameters: // int SkillID (Parm, ZeroConstructor, IsPlainOldData) // EUTSkillStopReason StopReason (Parm, ZeroConstructor, IsPlainOldData) void UUTSkillManagerComponent::StopSkill(int SkillID, EUTSkillStopReason StopReason) { static UFunction *pFunc = 0; if (!pFunc) pFunc = UObject::FindObject("Function Skill.UTSkillManagerComponent.StopSkill"); UUTSkillManagerComponent_StopSkill_Params params; params.SkillID = SkillID; params.StopReason = StopReason; auto flags = pFunc->FunctionFlags; pFunc->FunctionFlags |= 0x400; UObject *currentObj = (UObject *) this; currentObj->ProcessEvent(pFunc, ¶ms); pFunc->FunctionFlags = flags; } // Function Skill.UTSkillManagerComponent.ShouldTriggerEvent // (Native, Public) // Parameters: // int SkillID (Parm, ZeroConstructor, IsPlainOldData) // TEnumAsByte EventType (Parm, ZeroConstructor, IsPlainOldData) // bool ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData) bool UUTSkillManagerComponent::ShouldTriggerEvent(int SkillID, TEnumAsByte EventType) { static UFunction *pFunc = 0; if (!pFunc) pFunc = UObject::FindObject("Function Skill.UTSkillManagerComponent.ShouldTriggerEvent"); UUTSkillManagerComponent_ShouldTriggerEvent_Params params; params.SkillID = SkillID; params.EventType = EventType; auto flags = pFunc->FunctionFlags; pFunc->FunctionFlags |= 0x400; UObject *currentObj = (UObject *) this; currentObj->ProcessEvent(pFunc, ¶ms); pFunc->FunctionFlags = flags; return params.ReturnValue; } // Function Skill.UTSkillManagerComponent.SetCurSkill // (Final, Native, Public, BlueprintCallable) // Parameters: // int SkillIndex (Parm, ZeroConstructor, IsPlainOldData) void UUTSkillManagerComponent::SetCurSkill(int SkillIndex) { static UFunction *pFunc = 0; if (!pFunc) pFunc = UObject::FindObject("Function Skill.UTSkillManagerComponent.SetCurSkill"); UUTSkillManagerComponent_SetCurSkill_Params params; params.SkillIndex = SkillIndex; auto flags = pFunc->FunctionFlags; pFunc->FunctionFlags |= 0x400; UObject *currentObj = (UObject *) this; currentObj->ProcessEvent(pFunc, ¶ms); pFunc->FunctionFlags = flags; } // Function Skill.UTSkillManagerComponent.ServerTriggerEvent // (Net, NetReliable, Native, Event, Public, NetServer, NetValidate) // Parameters: // int SkillID (Parm, ZeroConstructor, IsPlainOldData) // TEnumAsByte EventType (Parm, ZeroConstructor, IsPlainOldData) void UUTSkillManagerComponent::ServerTriggerEvent(int SkillID, TEnumAsByte EventType) { static UFunction *pFunc = 0; if (!pFunc) pFunc = UObject::FindObject("Function Skill.UTSkillManagerComponent.ServerTriggerEvent"); UUTSkillManagerComponent_ServerTriggerEvent_Params params; params.SkillID = SkillID; params.EventType = EventType; auto flags = pFunc->FunctionFlags; pFunc->FunctionFlags |= 0x400; UObject *currentObj = (UObject *) this; currentObj->ProcessEvent(pFunc, ¶ms); pFunc->FunctionFlags = flags; } // Function Skill.UTSkillManagerComponent.ServerStartSkill // (Native, Public, BlueprintCallable) // Parameters: // int SkillID (Parm, ZeroConstructor, IsPlainOldData) // bool bAutoCast (Parm, ZeroConstructor, IsPlainOldData) // bool ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData) bool UUTSkillManagerComponent::ServerStartSkill(int SkillID, bool bAutoCast) { static UFunction *pFunc = 0; if (!pFunc) pFunc = UObject::FindObject("Function Skill.UTSkillManagerComponent.ServerStartSkill"); UUTSkillManagerComponent_ServerStartSkill_Params params; params.SkillID = SkillID; params.bAutoCast = bAutoCast; auto flags = pFunc->FunctionFlags; pFunc->FunctionFlags |= 0x400; UObject *currentObj = (UObject *) this; currentObj->ProcessEvent(pFunc, ¶ms); pFunc->FunctionFlags = flags; return params.ReturnValue; } // Function Skill.UTSkillManagerComponent.ServerNotifyRandomSeed // (Net, Native, Event, Public, NetServer, NetValidate) // Parameters: // int Seed (Parm, ZeroConstructor, IsPlainOldData) void UUTSkillManagerComponent::ServerNotifyRandomSeed(int Seed) { static UFunction *pFunc = 0; if (!pFunc) pFunc = UObject::FindObject("Function Skill.UTSkillManagerComponent.ServerNotifyRandomSeed"); UUTSkillManagerComponent_ServerNotifyRandomSeed_Params params; params.Seed = Seed; auto flags = pFunc->FunctionFlags; pFunc->FunctionFlags |= 0x400; UObject *currentObj = (UObject *) this; currentObj->ProcessEvent(pFunc, ¶ms); pFunc->FunctionFlags = flags; } // Function Skill.UTSkillManagerComponent.RepSkillSynData // (Native, Public, BlueprintCallable) void UUTSkillManagerComponent::RepSkillSynData() { static UFunction *pFunc = 0; if (!pFunc) pFunc = UObject::FindObject("Function Skill.UTSkillManagerComponent.RepSkillSynData"); UUTSkillManagerComponent_RepSkillSynData_Params params; auto flags = pFunc->FunctionFlags; pFunc->FunctionFlags |= 0x400; UObject *currentObj = (UObject *) this; currentObj->ProcessEvent(pFunc, ¶ms); pFunc->FunctionFlags = flags; } // Function Skill.UTSkillManagerComponent.RepSkillHitInfo // (Final, Native, Public, BlueprintCallable) void UUTSkillManagerComponent::RepSkillHitInfo() { static UFunction *pFunc = 0; if (!pFunc) pFunc = UObject::FindObject("Function Skill.UTSkillManagerComponent.RepSkillHitInfo"); UUTSkillManagerComponent_RepSkillHitInfo_Params params; auto flags = pFunc->FunctionFlags; pFunc->FunctionFlags |= 0x400; UObject *currentObj = (UObject *) this; currentObj->ProcessEvent(pFunc, ¶ms); pFunc->FunctionFlags = flags; } // Function Skill.UTSkillManagerComponent.RandRangeSyn // (Final, Native, Public) // Parameters: // int StartIndex (Parm, ZeroConstructor, IsPlainOldData) // int EndIndex (Parm, ZeroConstructor, IsPlainOldData) // int ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData) int UUTSkillManagerComponent::RandRangeSyn(int StartIndex, int EndIndex) { static UFunction *pFunc = 0; if (!pFunc) pFunc = UObject::FindObject("Function Skill.UTSkillManagerComponent.RandRangeSyn"); UUTSkillManagerComponent_RandRangeSyn_Params params; params.StartIndex = StartIndex; params.EndIndex = EndIndex; auto flags = pFunc->FunctionFlags; pFunc->FunctionFlags |= 0x400; UObject *currentObj = (UObject *) this; currentObj->ProcessEvent(pFunc, ¶ms); pFunc->FunctionFlags = flags; return params.ReturnValue; } // Function Skill.UTSkillManagerComponent.PreCheckNewSkill // (Native, Public) // Parameters: // int SkillID (Parm, ZeroConstructor, IsPlainOldData) // bool ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData) bool UUTSkillManagerComponent::PreCheckNewSkill(int SkillID) { static UFunction *pFunc = 0; if (!pFunc) pFunc = UObject::FindObject("Function Skill.UTSkillManagerComponent.PreCheckNewSkill"); UUTSkillManagerComponent_PreCheckNewSkill_Params params; params.SkillID = SkillID; auto flags = pFunc->FunctionFlags; pFunc->FunctionFlags |= 0x400; UObject *currentObj = (UObject *) this; currentObj->ProcessEvent(pFunc, ¶ms); pFunc->FunctionFlags = flags; return params.ReturnValue; } // Function Skill.UTSkillManagerComponent.PlayHurtSkillEffect // (Native, Public) // Parameters: // struct FUTSkillHitInfo TheSkillHitInfo (Parm) void UUTSkillManagerComponent::PlayHurtSkillEffect(const struct FUTSkillHitInfo& TheSkillHitInfo) { static UFunction *pFunc = 0; if (!pFunc) pFunc = UObject::FindObject("Function Skill.UTSkillManagerComponent.PlayHurtSkillEffect"); UUTSkillManagerComponent_PlayHurtSkillEffect_Params params; params.TheSkillHitInfo = TheSkillHitInfo; auto flags = pFunc->FunctionFlags; pFunc->FunctionFlags |= 0x400; UObject *currentObj = (UObject *) this; currentObj->ProcessEvent(pFunc, ¶ms); pFunc->FunctionFlags = flags; } // Function Skill.UTSkillManagerComponent.OnSameTeam // (Final, Native, Static, Public, BlueprintCallable) // Parameters: // class AActor* A (Parm, ZeroConstructor, IsPlainOldData) // class AActor* B (Parm, ZeroConstructor, IsPlainOldData) // bool ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData) bool UUTSkillManagerComponent::OnSameTeam(class AActor* A, class AActor* B) { static UFunction *pFunc = 0; if (!pFunc) pFunc = UObject::FindObject("Function Skill.UTSkillManagerComponent.OnSameTeam"); UUTSkillManagerComponent_OnSameTeam_Params params; params.A = A; params.B = B; auto flags = pFunc->FunctionFlags; pFunc->FunctionFlags |= 0x400; static auto defaultObj = StaticClass()->GetDefaultObject(); defaultObj->ProcessEvent(pFunc, ¶ms); pFunc->FunctionFlags = flags; return params.ReturnValue; } // Function Skill.UTSkillManagerComponent.OnRep_SkillHitInfo // (Native, Public) void UUTSkillManagerComponent::OnRep_SkillHitInfo() { static UFunction *pFunc = 0; if (!pFunc) pFunc = UObject::FindObject("Function Skill.UTSkillManagerComponent.OnRep_SkillHitInfo"); UUTSkillManagerComponent_OnRep_SkillHitInfo_Params params; auto flags = pFunc->FunctionFlags; pFunc->FunctionFlags |= 0x400; UObject *currentObj = (UObject *) this; currentObj->ProcessEvent(pFunc, ¶ms); pFunc->FunctionFlags = flags; } // Function Skill.UTSkillManagerComponent.IsReadyToCastSkill // (Native, Public) // Parameters: // int SkillID (Parm, ZeroConstructor, IsPlainOldData) // bool ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData) bool UUTSkillManagerComponent::IsReadyToCastSkill(int SkillID) { static UFunction *pFunc = 0; if (!pFunc) pFunc = UObject::FindObject("Function Skill.UTSkillManagerComponent.IsReadyToCastSkill"); UUTSkillManagerComponent_IsReadyToCastSkill_Params params; params.SkillID = SkillID; auto flags = pFunc->FunctionFlags; pFunc->FunctionFlags |= 0x400; UObject *currentObj = (UObject *) this; currentObj->ProcessEvent(pFunc, ¶ms); pFunc->FunctionFlags = flags; return params.ReturnValue; } // Function Skill.UTSkillManagerComponent.IsCastingSkill // (Native, Public, Const) // Parameters: // bool ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData) bool UUTSkillManagerComponent::IsCastingSkill() { static UFunction *pFunc = 0; if (!pFunc) pFunc = UObject::FindObject("Function Skill.UTSkillManagerComponent.IsCastingSkill"); UUTSkillManagerComponent_IsCastingSkill_Params params; auto flags = pFunc->FunctionFlags; pFunc->FunctionFlags |= 0x400; UObject *currentObj = (UObject *) this; currentObj->ProcessEvent(pFunc, ¶ms); pFunc->FunctionFlags = flags; return params.ReturnValue; } // Function Skill.UTSkillManagerComponent.InitSkillSystem // (Native, Public, BlueprintCallable) // Parameters: // bool isDedicateServer (Parm, ZeroConstructor, IsPlainOldData) void UUTSkillManagerComponent::InitSkillSystem(bool isDedicateServer) { static UFunction *pFunc = 0; if (!pFunc) pFunc = UObject::FindObject("Function Skill.UTSkillManagerComponent.InitSkillSystem"); UUTSkillManagerComponent_InitSkillSystem_Params params; params.isDedicateServer = isDedicateServer; auto flags = pFunc->FunctionFlags; pFunc->FunctionFlags |= 0x400; UObject *currentObj = (UObject *) this; currentObj->ProcessEvent(pFunc, ¶ms); pFunc->FunctionFlags = flags; } // Function Skill.UTSkillManagerComponent.GetSkillByName // (Native, Public, BlueprintCallable, BlueprintPure, Const) // Parameters: // struct FString SkillName (Parm, ZeroConstructor) // class AUTSkill* ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData) class AUTSkill* UUTSkillManagerComponent::GetSkillByName(const struct FString& SkillName) { static UFunction *pFunc = 0; if (!pFunc) pFunc = UObject::FindObject("Function Skill.UTSkillManagerComponent.GetSkillByName"); UUTSkillManagerComponent_GetSkillByName_Params params; params.SkillName = SkillName; auto flags = pFunc->FunctionFlags; pFunc->FunctionFlags |= 0x400; UObject *currentObj = (UObject *) this; currentObj->ProcessEvent(pFunc, ¶ms); pFunc->FunctionFlags = flags; return params.ReturnValue; } // Function Skill.UTSkillManagerComponent.GetSkill // (Native, Public, BlueprintCallable, BlueprintPure, Const) // Parameters: // int SkillID (Parm, ZeroConstructor, IsPlainOldData) // class AUTSkill* ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData) class AUTSkill* UUTSkillManagerComponent::GetSkill(int SkillID) { static UFunction *pFunc = 0; if (!pFunc) pFunc = UObject::FindObject("Function Skill.UTSkillManagerComponent.GetSkill"); UUTSkillManagerComponent_GetSkill_Params params; params.SkillID = SkillID; auto flags = pFunc->FunctionFlags; pFunc->FunctionFlags |= 0x400; UObject *currentObj = (UObject *) this; currentObj->ProcessEvent(pFunc, ¶ms); pFunc->FunctionFlags = flags; return params.ReturnValue; } // Function Skill.UTSkillManagerComponent.GetCurSkillPhase // (Final, Native, Public) // Parameters: // class UUTSkillPhase* ReturnValue (ExportObject, Parm, OutParm, ZeroConstructor, ReturnParm, InstancedReference, IsPlainOldData) class UUTSkillPhase* UUTSkillManagerComponent::GetCurSkillPhase() { static UFunction *pFunc = 0; if (!pFunc) pFunc = UObject::FindObject("Function Skill.UTSkillManagerComponent.GetCurSkillPhase"); UUTSkillManagerComponent_GetCurSkillPhase_Params params; auto flags = pFunc->FunctionFlags; pFunc->FunctionFlags |= 0x400; UObject *currentObj = (UObject *) this; currentObj->ProcessEvent(pFunc, ¶ms); pFunc->FunctionFlags = flags; return params.ReturnValue; } // Function Skill.UTSkillManagerComponent.GetCurSkill // (Final, Native, Public, BlueprintCallable) // Parameters: // class AUTSkill* ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData) class AUTSkill* UUTSkillManagerComponent::GetCurSkill() { static UFunction *pFunc = 0; if (!pFunc) pFunc = UObject::FindObject("Function Skill.UTSkillManagerComponent.GetCurSkill"); UUTSkillManagerComponent_GetCurSkill_Params params; auto flags = pFunc->FunctionFlags; pFunc->FunctionFlags |= 0x400; UObject *currentObj = (UObject *) this; currentObj->ProcessEvent(pFunc, ¶ms); pFunc->FunctionFlags = flags; return params.ReturnValue; } // Function Skill.UTSkillManagerComponent.ClearSkill // (Native, Public) void UUTSkillManagerComponent::ClearSkill() { static UFunction *pFunc = 0; if (!pFunc) pFunc = UObject::FindObject("Function Skill.UTSkillManagerComponent.ClearSkill"); UUTSkillManagerComponent_ClearSkill_Params params; auto flags = pFunc->FunctionFlags; pFunc->FunctionFlags |= 0x400; UObject *currentObj = (UObject *) this; currentObj->ProcessEvent(pFunc, ¶ms); pFunc->FunctionFlags = flags; } // Function Skill.UTSkillManagerComponent.CheckNewSkill // (Native, Public) // Parameters: // int SkillID (Parm, ZeroConstructor, IsPlainOldData) // bool ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData) bool UUTSkillManagerComponent::CheckNewSkill(int SkillID) { static UFunction *pFunc = 0; if (!pFunc) pFunc = UObject::FindObject("Function Skill.UTSkillManagerComponent.CheckNewSkill"); UUTSkillManagerComponent_CheckNewSkill_Params params; params.SkillID = SkillID; auto flags = pFunc->FunctionFlags; pFunc->FunctionFlags |= 0x400; UObject *currentObj = (UObject *) this; currentObj->ProcessEvent(pFunc, ¶ms); pFunc->FunctionFlags = flags; return params.ReturnValue; } // Function Skill.UTSkillManagerComponent.CheckAutoSkill // (Native, Public) void UUTSkillManagerComponent::CheckAutoSkill() { static UFunction *pFunc = 0; if (!pFunc) pFunc = UObject::FindObject("Function Skill.UTSkillManagerComponent.CheckAutoSkill"); UUTSkillManagerComponent_CheckAutoSkill_Params params; auto flags = pFunc->FunctionFlags; pFunc->FunctionFlags |= 0x400; UObject *currentObj = (UObject *) this; currentObj->ProcessEvent(pFunc, ¶ms); pFunc->FunctionFlags = flags; } // Function Skill.UTSkillPhase.TryJumpToPhase // (Final, Native, Public) // Parameters: // int PhaseID (Parm, ZeroConstructor, IsPlainOldData) // bool ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData) bool UUTSkillPhase::TryJumpToPhase(int PhaseID) { static UFunction *pFunc = 0; if (!pFunc) pFunc = UObject::FindObject("Function Skill.UTSkillPhase.TryJumpToPhase"); UUTSkillPhase_TryJumpToPhase_Params params; params.PhaseID = PhaseID; auto flags = pFunc->FunctionFlags; pFunc->FunctionFlags |= 0x400; UObject *currentObj = (UObject *) this; currentObj->ProcessEvent(pFunc, ¶ms); pFunc->FunctionFlags = flags; return params.ReturnValue; } // Function Skill.UTSkillPhase.StopPhase // (Native, Public) void UUTSkillPhase::StopPhase() { static UFunction *pFunc = 0; if (!pFunc) pFunc = UObject::FindObject("Function Skill.UTSkillPhase.StopPhase"); UUTSkillPhase_StopPhase_Params params; auto flags = pFunc->FunctionFlags; pFunc->FunctionFlags |= 0x400; UObject *currentObj = (UObject *) this; currentObj->ProcessEvent(pFunc, ¶ms); pFunc->FunctionFlags = flags; } // Function Skill.UTSkillPhase.StartPhase // (Native, Public) void UUTSkillPhase::StartPhase() { static UFunction *pFunc = 0; if (!pFunc) pFunc = UObject::FindObject("Function Skill.UTSkillPhase.StartPhase"); UUTSkillPhase_StartPhase_Params params; auto flags = pFunc->FunctionFlags; pFunc->FunctionFlags |= 0x400; UObject *currentObj = (UObject *) this; currentObj->ProcessEvent(pFunc, ¶ms); pFunc->FunctionFlags = flags; } // Function Skill.UTSkillPhase.RepeatPhase // (Native, Public) void UUTSkillPhase::RepeatPhase() { static UFunction *pFunc = 0; if (!pFunc) pFunc = UObject::FindObject("Function Skill.UTSkillPhase.RepeatPhase"); UUTSkillPhase_RepeatPhase_Params params; auto flags = pFunc->FunctionFlags; pFunc->FunctionFlags |= 0x400; UObject *currentObj = (UObject *) this; currentObj->ProcessEvent(pFunc, ¶ms); pFunc->FunctionFlags = flags; } // Function Skill.UTSkillPhase.PlaySkillHurtEffect // (Native, Public) // Parameters: // class APawn* Victim (Parm, ZeroConstructor, IsPlainOldData) // bool ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData) bool UUTSkillPhase::PlaySkillHurtEffect(class APawn* Victim) { static UFunction *pFunc = 0; if (!pFunc) pFunc = UObject::FindObject("Function Skill.UTSkillPhase.PlaySkillHurtEffect"); UUTSkillPhase_PlaySkillHurtEffect_Params params; params.Victim = Victim; auto flags = pFunc->FunctionFlags; pFunc->FunctionFlags |= 0x400; UObject *currentObj = (UObject *) this; currentObj->ProcessEvent(pFunc, ¶ms); pFunc->FunctionFlags = flags; return params.ReturnValue; } // Function Skill.UTSkillPhase.PlaySkillHurtAppearances // (Native, Public) // Parameters: // class APawn* Victim (Parm, ZeroConstructor, IsPlainOldData) // bool ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData) bool UUTSkillPhase::PlaySkillHurtAppearances(class APawn* Victim) { static UFunction *pFunc = 0; if (!pFunc) pFunc = UObject::FindObject("Function Skill.UTSkillPhase.PlaySkillHurtAppearances"); UUTSkillPhase_PlaySkillHurtAppearances_Params params; params.Victim = Victim; auto flags = pFunc->FunctionFlags; pFunc->FunctionFlags |= 0x400; UObject *currentObj = (UObject *) this; currentObj->ProcessEvent(pFunc, ¶ms); pFunc->FunctionFlags = flags; return params.ReturnValue; } // Function Skill.UTSkillPhase.PickTargets // (Native, Public) void UUTSkillPhase::PickTargets() { static UFunction *pFunc = 0; if (!pFunc) pFunc = UObject::FindObject("Function Skill.UTSkillPhase.PickTargets"); UUTSkillPhase_PickTargets_Params params; auto flags = pFunc->FunctionFlags; pFunc->FunctionFlags |= 0x400; UObject *currentObj = (UObject *) this; currentObj->ProcessEvent(pFunc, ¶ms); pFunc->FunctionFlags = flags; } // Function Skill.UTSkillPhase.OnEvent // (Native, Public) // Parameters: // TEnumAsByte TheEventType (Parm, ZeroConstructor, IsPlainOldData) // bool ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData) bool UUTSkillPhase::OnEvent(TEnumAsByte TheEventType) { static UFunction *pFunc = 0; if (!pFunc) pFunc = UObject::FindObject("Function Skill.UTSkillPhase.OnEvent"); UUTSkillPhase_OnEvent_Params params; params.TheEventType = TheEventType; auto flags = pFunc->FunctionFlags; pFunc->FunctionFlags |= 0x400; UObject *currentObj = (UObject *) this; currentObj->ProcessEvent(pFunc, ¶ms); pFunc->FunctionFlags = flags; return params.ReturnValue; } // Function Skill.UTSkillPhase.OnCustomEvent // (Native, Public) // Parameters: // TEnumAsByte TheEventType (Parm, ZeroConstructor, IsPlainOldData) // bool ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData) bool UUTSkillPhase::OnCustomEvent(TEnumAsByte TheEventType) { static UFunction *pFunc = 0; if (!pFunc) pFunc = UObject::FindObject("Function Skill.UTSkillPhase.OnCustomEvent"); UUTSkillPhase_OnCustomEvent_Params params; params.TheEventType = TheEventType; auto flags = pFunc->FunctionFlags; pFunc->FunctionFlags |= 0x400; UObject *currentObj = (UObject *) this; currentObj->ProcessEvent(pFunc, ¶ms); pFunc->FunctionFlags = flags; return params.ReturnValue; } // Function Skill.UTSkillPhase.GetChargePhaseRate // (Final, Native, Public) // Parameters: // float ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData) float UUTSkillPhase::GetChargePhaseRate() { static UFunction *pFunc = 0; if (!pFunc) pFunc = UObject::FindObject("Function Skill.UTSkillPhase.GetChargePhaseRate"); UUTSkillPhase_GetChargePhaseRate_Params params; auto flags = pFunc->FunctionFlags; pFunc->FunctionFlags |= 0x400; UObject *currentObj = (UObject *) this; currentObj->ProcessEvent(pFunc, ¶ms); pFunc->FunctionFlags = flags; return params.ReturnValue; } // Function Skill.UTSkillPhase.ForceStopPhase // (Native, Public) // Parameters: // bool ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData) bool UUTSkillPhase::ForceStopPhase() { static UFunction *pFunc = 0; if (!pFunc) pFunc = UObject::FindObject("Function Skill.UTSkillPhase.ForceStopPhase"); UUTSkillPhase_ForceStopPhase_Params params; auto flags = pFunc->FunctionFlags; pFunc->FunctionFlags |= 0x400; UObject *currentObj = (UObject *) this; currentObj->ProcessEvent(pFunc, ¶ms); pFunc->FunctionFlags = flags; return params.ReturnValue; } // Function Skill.UTSkillPhase.ClearAttachments // (Final, Native, Public) // Parameters: // bool ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData) bool UUTSkillPhase::ClearAttachments() { static UFunction *pFunc = 0; if (!pFunc) pFunc = UObject::FindObject("Function Skill.UTSkillPhase.ClearAttachments"); UUTSkillPhase_ClearAttachments_Params params; auto flags = pFunc->FunctionFlags; pFunc->FunctionFlags |= 0x400; UObject *currentObj = (UObject *) this; currentObj->ProcessEvent(pFunc, ¶ms); pFunc->FunctionFlags = flags; return params.ReturnValue; } }