//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 UAEStateMachine.UAEStateMachineComponent.Start // (Final, Native, Public, BlueprintCallable) void UUAEStateMachineComponent::Start() { static UFunction *pFunc = 0; if (!pFunc) pFunc = UObject::FindObject("Function UAEStateMachine.UAEStateMachineComponent.Start"); UUAEStateMachineComponent_Start_Params params; auto flags = pFunc->FunctionFlags; pFunc->FunctionFlags |= 0x400; UObject *currentObj = (UObject *) this; currentObj->ProcessEvent(pFunc, ¶ms); pFunc->FunctionFlags = flags; } // Function UAEStateMachine.UAEStateMachineComponent.SetTag // (Final, Native, Public, BlueprintCallable) // Parameters: // struct FString InTag (Parm, ZeroConstructor) void UUAEStateMachineComponent::SetTag(const struct FString& InTag) { static UFunction *pFunc = 0; if (!pFunc) pFunc = UObject::FindObject("Function UAEStateMachine.UAEStateMachineComponent.SetTag"); UUAEStateMachineComponent_SetTag_Params params; params.InTag = InTag; auto flags = pFunc->FunctionFlags; pFunc->FunctionFlags |= 0x400; UObject *currentObj = (UObject *) this; currentObj->ProcessEvent(pFunc, ¶ms); pFunc->FunctionFlags = flags; } // DelegateFunction UAEStateMachine.UAEStateMachineComponent.OnTransientEvent__DelegateSignature // (MulticastDelegate, Public, Delegate) // Parameters: // struct FString TransientEvent (Parm, ZeroConstructor) // struct FString CurrentState (Parm, ZeroConstructor) // struct FString TransientToState (Parm, ZeroConstructor) void UUAEStateMachineComponent::OnTransientEvent__DelegateSignature(const struct FString& TransientEvent, const struct FString& CurrentState, const struct FString& TransientToState) { static UFunction *pFunc = 0; if (!pFunc) pFunc = UObject::FindObject("DelegateFunction UAEStateMachine.UAEStateMachineComponent.OnTransientEvent__DelegateSignature"); UUAEStateMachineComponent_OnTransientEvent__DelegateSignature_Params params; params.TransientEvent = TransientEvent; params.CurrentState = CurrentState; params.TransientToState = TransientToState; auto flags = pFunc->FunctionFlags; UObject *currentObj = (UObject *) this; currentObj->ProcessEvent(pFunc, ¶ms); pFunc->FunctionFlags = flags; } // Function UAEStateMachine.UAEStateMachineComponent.IsInState // (Final, Native, Public, BlueprintCallable) // Parameters: // struct FString StateName (Parm, ZeroConstructor) // bool ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData) bool UUAEStateMachineComponent::IsInState(const struct FString& StateName) { static UFunction *pFunc = 0; if (!pFunc) pFunc = UObject::FindObject("Function UAEStateMachine.UAEStateMachineComponent.IsInState"); UUAEStateMachineComponent_IsInState_Params params; params.StateName = StateName; auto flags = pFunc->FunctionFlags; pFunc->FunctionFlags |= 0x400; UObject *currentObj = (UObject *) this; currentObj->ProcessEvent(pFunc, ¶ms); pFunc->FunctionFlags = flags; return params.ReturnValue; } // Function UAEStateMachine.UAEStateMachineComponent.GetCurrentState // (Final, Native, Public, BlueprintCallable) // Parameters: // class UUAEState* ReturnValue (ExportObject, Parm, OutParm, ZeroConstructor, ReturnParm, InstancedReference, IsPlainOldData) class UUAEState* UUAEStateMachineComponent::GetCurrentState() { static UFunction *pFunc = 0; if (!pFunc) pFunc = UObject::FindObject("Function UAEStateMachine.UAEStateMachineComponent.GetCurrentState"); UUAEStateMachineComponent_GetCurrentState_Params params; auto flags = pFunc->FunctionFlags; pFunc->FunctionFlags |= 0x400; UObject *currentObj = (UObject *) this; currentObj->ProcessEvent(pFunc, ¶ms); pFunc->FunctionFlags = flags; return params.ReturnValue; } // Function UAEStateMachine.UAEStateMachineComponent.ForceDoEvent // (Final, Native, Public, BlueprintCallable) // Parameters: // struct FString EventName (Parm, ZeroConstructor) void UUAEStateMachineComponent::ForceDoEvent(const struct FString& EventName) { static UFunction *pFunc = 0; if (!pFunc) pFunc = UObject::FindObject("Function UAEStateMachine.UAEStateMachineComponent.ForceDoEvent"); UUAEStateMachineComponent_ForceDoEvent_Params params; params.EventName = EventName; auto flags = pFunc->FunctionFlags; pFunc->FunctionFlags |= 0x400; UObject *currentObj = (UObject *) this; currentObj->ProcessEvent(pFunc, ¶ms); pFunc->FunctionFlags = flags; } // Function UAEStateMachine.UAEStateMachineComponent.Finish // (Final, Native, Public, BlueprintCallable) void UUAEStateMachineComponent::Finish() { static UFunction *pFunc = 0; if (!pFunc) pFunc = UObject::FindObject("Function UAEStateMachine.UAEStateMachineComponent.Finish"); UUAEStateMachineComponent_Finish_Params params; auto flags = pFunc->FunctionFlags; pFunc->FunctionFlags |= 0x400; UObject *currentObj = (UObject *) this; currentObj->ProcessEvent(pFunc, ¶ms); pFunc->FunctionFlags = flags; } // Function UAEStateMachine.UAEStateMachineComponent.DoEvent // (Final, Native, Public, BlueprintCallable) // Parameters: // struct FString EventName (Parm, ZeroConstructor) void UUAEStateMachineComponent::DoEvent(const struct FString& EventName) { static UFunction *pFunc = 0; if (!pFunc) pFunc = UObject::FindObject("Function UAEStateMachine.UAEStateMachineComponent.DoEvent"); UUAEStateMachineComponent_DoEvent_Params params; params.EventName = EventName; auto flags = pFunc->FunctionFlags; pFunc->FunctionFlags |= 0x400; UObject *currentObj = (UObject *) this; currentObj->ProcessEvent(pFunc, ¶ms); pFunc->FunctionFlags = flags; } // Function UAEStateMachine.UAEStateMachineComponent.CanDoEvent // (Final, Native, Public, BlueprintCallable) // Parameters: // struct FString EventName (Parm, ZeroConstructor) // bool ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData) bool UUAEStateMachineComponent::CanDoEvent(const struct FString& EventName) { static UFunction *pFunc = 0; if (!pFunc) pFunc = UObject::FindObject("Function UAEStateMachine.UAEStateMachineComponent.CanDoEvent"); UUAEStateMachineComponent_CanDoEvent_Params params; params.EventName = EventName; auto flags = pFunc->FunctionFlags; pFunc->FunctionFlags |= 0x400; UObject *currentObj = (UObject *) this; currentObj->ProcessEvent(pFunc, ¶ms); pFunc->FunctionFlags = flags; return params.ReturnValue; } // Function UAEStateMachine.UAEState.Update // (Native, Event, Public, BlueprintEvent) // Parameters: // float DeltaTime (Parm, ZeroConstructor, IsPlainOldData) void UUAEState::Update(float DeltaTime) { static UFunction *pFunc = 0; if (!pFunc) pFunc = UObject::FindObject("Function UAEStateMachine.UAEState.Update"); UUAEState_Update_Params params; params.DeltaTime = DeltaTime; auto flags = pFunc->FunctionFlags; pFunc->FunctionFlags |= 0x400; UObject *currentObj = (UObject *) this; currentObj->ProcessEvent(pFunc, ¶ms); pFunc->FunctionFlags = flags; } // Function UAEStateMachine.UAEState.OnLeave // (Native, Event, Public, BlueprintEvent) // Parameters: // class UUAEState* TranitToState (ConstParm, Parm, ZeroConstructor, InstancedReference, IsPlainOldData) void UUAEState::OnLeave(class UUAEState* TranitToState) { static UFunction *pFunc = 0; if (!pFunc) pFunc = UObject::FindObject("Function UAEStateMachine.UAEState.OnLeave"); UUAEState_OnLeave_Params params; params.TranitToState = TranitToState; auto flags = pFunc->FunctionFlags; pFunc->FunctionFlags |= 0x400; UObject *currentObj = (UObject *) this; currentObj->ProcessEvent(pFunc, ¶ms); pFunc->FunctionFlags = flags; } // Function UAEStateMachine.UAEState.OnEnter // (Native, Event, Public, BlueprintEvent) // Parameters: // class UUAEState* PrevState (ConstParm, Parm, ZeroConstructor, InstancedReference, IsPlainOldData) void UUAEState::OnEnter(class UUAEState* PrevState) { static UFunction *pFunc = 0; if (!pFunc) pFunc = UObject::FindObject("Function UAEStateMachine.UAEState.OnEnter"); UUAEState_OnEnter_Params params; params.PrevState = PrevState; auto flags = pFunc->FunctionFlags; pFunc->FunctionFlags |= 0x400; UObject *currentObj = (UObject *) this; currentObj->ProcessEvent(pFunc, ¶ms); pFunc->FunctionFlags = flags; } }