//PUBGM(0.13.5)32位SDK //作者:清华 //Telegram:@qinghuanb666 //生成时间:Fri Apr 18 20:44:39 2025 #include "../SDK.hpp" namespace SDK { //--------------------------------------------------------------------------- //Functions //--------------------------------------------------------------------------- // Function UnrealArchExt.UAEUserWidget.Visible // (Final, Native, Public, BlueprintCallable) // Parameters: // bool ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData) bool UUAEUserWidget::Visible() { static UFunction *pFunc = 0; if (!pFunc) pFunc = UObject::FindObject("Function UnrealArchExt.UAEUserWidget.Visible"); UUAEUserWidget_Visible_Params params; auto flags = pFunc->FunctionFlags; pFunc->FunctionFlags |= 0x400; UObject *currentObj = (UObject *) this; currentObj->ProcessEvent(pFunc, ¶ms); pFunc->FunctionFlags = flags; return params.ReturnValue; } // Function UnrealArchExt.UAEUserWidget.UnRegistFromGameFrontendHUD // (Final, Native, Public, BlueprintCallable) void UUAEUserWidget::UnRegistFromGameFrontendHUD() { static UFunction *pFunc = 0; if (!pFunc) pFunc = UObject::FindObject("Function UnrealArchExt.UAEUserWidget.UnRegistFromGameFrontendHUD"); UUAEUserWidget_UnRegistFromGameFrontendHUD_Params params; auto flags = pFunc->FunctionFlags; pFunc->FunctionFlags |= 0x400; UObject *currentObj = (UObject *) this; currentObj->ProcessEvent(pFunc, ¶ms); pFunc->FunctionFlags = flags; } // Function UnrealArchExt.UAEUserWidget.SynchronizeBlueprintProperties // (Event, Public, BlueprintEvent) void UUAEUserWidget::SynchronizeBlueprintProperties() { static UFunction *pFunc = 0; if (!pFunc) pFunc = UObject::FindObject("Function UnrealArchExt.UAEUserWidget.SynchronizeBlueprintProperties"); UUAEUserWidget_SynchronizeBlueprintProperties_Params params; auto flags = pFunc->FunctionFlags; UObject *currentObj = (UObject *) this; currentObj->ProcessEvent(pFunc, ¶ms); pFunc->FunctionFlags = flags; } // Function UnrealArchExt.UAEUserWidget.Show // (Final, Native, Public, BlueprintCallable) void UUAEUserWidget::Show() { static UFunction *pFunc = 0; if (!pFunc) pFunc = UObject::FindObject("Function UnrealArchExt.UAEUserWidget.Show"); UUAEUserWidget_Show_Params params; auto flags = pFunc->FunctionFlags; pFunc->FunctionFlags |= 0x400; UObject *currentObj = (UObject *) this; currentObj->ProcessEvent(pFunc, ¶ms); pFunc->FunctionFlags = flags; } // Function UnrealArchExt.UAEUserWidget.SetParentWidget // (Final, Native, Public, BlueprintCallable) // Parameters: // class UUAEUserWidget* InParentWidget (Parm, ZeroConstructor, InstancedReference, IsPlainOldData) void UUAEUserWidget::SetParentWidget(class UUAEUserWidget* InParentWidget) { static UFunction *pFunc = 0; if (!pFunc) pFunc = UObject::FindObject("Function UnrealArchExt.UAEUserWidget.SetParentWidget"); UUAEUserWidget_SetParentWidget_Params params; params.InParentWidget = InParentWidget; auto flags = pFunc->FunctionFlags; pFunc->FunctionFlags |= 0x400; UObject *currentObj = (UObject *) this; currentObj->ProcessEvent(pFunc, ¶ms); pFunc->FunctionFlags = flags; } // Function UnrealArchExt.UAEUserWidget.SetAdapation // (Final, Native, Public, BlueprintCallable) // Parameters: // float Left (Parm, ZeroConstructor, IsPlainOldData) // float Top (Parm, ZeroConstructor, IsPlainOldData) // float Right (Parm, ZeroConstructor, IsPlainOldData) // float Bottom (Parm, ZeroConstructor, IsPlainOldData) void UUAEUserWidget::SetAdapation(float Left, float Top, float Right, float Bottom) { static UFunction *pFunc = 0; if (!pFunc) pFunc = UObject::FindObject("Function UnrealArchExt.UAEUserWidget.SetAdapation"); UUAEUserWidget_SetAdapation_Params params; params.Left = Left; params.Top = Top; params.Right = Right; params.Bottom = Bottom; auto flags = pFunc->FunctionFlags; pFunc->FunctionFlags |= 0x400; UObject *currentObj = (UObject *) this; currentObj->ProcessEvent(pFunc, ¶ms); pFunc->FunctionFlags = flags; } // Function UnrealArchExt.UAEUserWidget.RegistToGameFrontendHUD // (Final, Native, Public, BlueprintCallable) void UUAEUserWidget::RegistToGameFrontendHUD() { static UFunction *pFunc = 0; if (!pFunc) pFunc = UObject::FindObject("Function UnrealArchExt.UAEUserWidget.RegistToGameFrontendHUD"); UUAEUserWidget_RegistToGameFrontendHUD_Params params; auto flags = pFunc->FunctionFlags; pFunc->FunctionFlags |= 0x400; UObject *currentObj = (UObject *) this; currentObj->ProcessEvent(pFunc, ¶ms); pFunc->FunctionFlags = flags; } // Function UnrealArchExt.UAEUserWidget.Register // (Final, Native, Public, BlueprintCallable) // Parameters: // class ULogicManagerBase* LogicManager (Parm, ZeroConstructor, IsPlainOldData) // bool bAddToViewport (Parm, ZeroConstructor, IsPlainOldData) void UUAEUserWidget::Register(class ULogicManagerBase* LogicManager, bool bAddToViewport) { static UFunction *pFunc = 0; if (!pFunc) pFunc = UObject::FindObject("Function UnrealArchExt.UAEUserWidget.Register"); UUAEUserWidget_Register_Params params; params.LogicManager = LogicManager; params.bAddToViewport = bAddToViewport; auto flags = pFunc->FunctionFlags; pFunc->FunctionFlags |= 0x400; UObject *currentObj = (UObject *) this; currentObj->ProcessEvent(pFunc, ¶ms); pFunc->FunctionFlags = flags; } // Function UnrealArchExt.UAEUserWidget.ReceiveShow // (Event, Protected, BlueprintEvent) void UUAEUserWidget::ReceiveShow() { static UFunction *pFunc = 0; if (!pFunc) pFunc = UObject::FindObject("Function UnrealArchExt.UAEUserWidget.ReceiveShow"); UUAEUserWidget_ReceiveShow_Params params; auto flags = pFunc->FunctionFlags; UObject *currentObj = (UObject *) this; currentObj->ProcessEvent(pFunc, ¶ms); pFunc->FunctionFlags = flags; } // Function UnrealArchExt.UAEUserWidget.ReceiveHide // (Event, Protected, BlueprintEvent) void UUAEUserWidget::ReceiveHide() { static UFunction *pFunc = 0; if (!pFunc) pFunc = UObject::FindObject("Function UnrealArchExt.UAEUserWidget.ReceiveHide"); UUAEUserWidget_ReceiveHide_Params params; auto flags = pFunc->FunctionFlags; UObject *currentObj = (UObject *) this; currentObj->ProcessEvent(pFunc, ¶ms); pFunc->FunctionFlags = flags; } // Function UnrealArchExt.UAEUserWidget.ReceivedInitWidget // (Event, Public, BlueprintEvent) void UUAEUserWidget::ReceivedInitWidget() { static UFunction *pFunc = 0; if (!pFunc) pFunc = UObject::FindObject("Function UnrealArchExt.UAEUserWidget.ReceivedInitWidget"); UUAEUserWidget_ReceivedInitWidget_Params params; auto flags = pFunc->FunctionFlags; UObject *currentObj = (UObject *) this; currentObj->ProcessEvent(pFunc, ¶ms); pFunc->FunctionFlags = flags; } // Function UnrealArchExt.UAEUserWidget.OnRightClicked // (Event, Public, HasDefaults, BlueprintEvent) // Parameters: // struct FVector2D TempScreenPos (Parm, IsPlainOldData) void UUAEUserWidget::OnRightClicked(const struct FVector2D& TempScreenPos) { static UFunction *pFunc = 0; if (!pFunc) pFunc = UObject::FindObject("Function UnrealArchExt.UAEUserWidget.OnRightClicked"); UUAEUserWidget_OnRightClicked_Params params; params.TempScreenPos = TempScreenPos; auto flags = pFunc->FunctionFlags; UObject *currentObj = (UObject *) this; currentObj->ProcessEvent(pFunc, ¶ms); pFunc->FunctionFlags = flags; } // Function UnrealArchExt.UAEUserWidget.OnFadeOutFinished // (Native, Event, Protected, BlueprintEvent) void UUAEUserWidget::OnFadeOutFinished() { static UFunction *pFunc = 0; if (!pFunc) pFunc = UObject::FindObject("Function UnrealArchExt.UAEUserWidget.OnFadeOutFinished"); UUAEUserWidget_OnFadeOutFinished_Params params; auto flags = pFunc->FunctionFlags; pFunc->FunctionFlags |= 0x400; UObject *currentObj = (UObject *) this; currentObj->ProcessEvent(pFunc, ¶ms); pFunc->FunctionFlags = flags; } // Function UnrealArchExt.UAEUserWidget.OnFadeInFinished // (Native, Event, Protected, BlueprintEvent) void UUAEUserWidget::OnFadeInFinished() { static UFunction *pFunc = 0; if (!pFunc) pFunc = UObject::FindObject("Function UnrealArchExt.UAEUserWidget.OnFadeInFinished"); UUAEUserWidget_OnFadeInFinished_Params params; auto flags = pFunc->FunctionFlags; pFunc->FunctionFlags |= 0x400; UObject *currentObj = (UObject *) this; currentObj->ProcessEvent(pFunc, ¶ms); pFunc->FunctionFlags = flags; } // Function UnrealArchExt.UAEUserWidget.OnDoubleClicked // (Event, Public, HasDefaults, BlueprintEvent) // Parameters: // struct FVector2D TempScreenPos (Parm, IsPlainOldData) void UUAEUserWidget::OnDoubleClicked(const struct FVector2D& TempScreenPos) { static UFunction *pFunc = 0; if (!pFunc) pFunc = UObject::FindObject("Function UnrealArchExt.UAEUserWidget.OnDoubleClicked"); UUAEUserWidget_OnDoubleClicked_Params params; params.TempScreenPos = TempScreenPos; auto flags = pFunc->FunctionFlags; UObject *currentObj = (UObject *) this; currentObj->ProcessEvent(pFunc, ¶ms); pFunc->FunctionFlags = flags; } // Function UnrealArchExt.UAEUserWidget.OnClicked // (Event, Public, HasDefaults, BlueprintEvent) // Parameters: // struct FVector2D TempScreenPos (Parm, IsPlainOldData) void UUAEUserWidget::OnClicked(const struct FVector2D& TempScreenPos) { static UFunction *pFunc = 0; if (!pFunc) pFunc = UObject::FindObject("Function UnrealArchExt.UAEUserWidget.OnClicked"); UUAEUserWidget_OnClicked_Params params; params.TempScreenPos = TempScreenPos; auto flags = pFunc->FunctionFlags; UObject *currentObj = (UObject *) this; currentObj->ProcessEvent(pFunc, ¶ms); pFunc->FunctionFlags = flags; } // Function UnrealArchExt.UAEUserWidget.Hide // (Final, Native, Public, BlueprintCallable) void UUAEUserWidget::Hide() { static UFunction *pFunc = 0; if (!pFunc) pFunc = UObject::FindObject("Function UnrealArchExt.UAEUserWidget.Hide"); UUAEUserWidget_Hide_Params params; auto flags = pFunc->FunctionFlags; pFunc->FunctionFlags |= 0x400; UObject *currentObj = (UObject *) this; currentObj->ProcessEvent(pFunc, ¶ms); pFunc->FunctionFlags = flags; } // Function UnrealArchExt.UAEUserWidget.HandleUIMessageBattle // (Final, Native, Public) // Parameters: // struct FString UIMessage (Parm, ZeroConstructor) void UUAEUserWidget::HandleUIMessageBattle(const struct FString& UIMessage) { static UFunction *pFunc = 0; if (!pFunc) pFunc = UObject::FindObject("Function UnrealArchExt.UAEUserWidget.HandleUIMessageBattle"); UUAEUserWidget_HandleUIMessageBattle_Params params; params.UIMessage = UIMessage; auto flags = pFunc->FunctionFlags; pFunc->FunctionFlags |= 0x400; UObject *currentObj = (UObject *) this; currentObj->ProcessEvent(pFunc, ¶ms); pFunc->FunctionFlags = flags; } // Function UnrealArchExt.UAEUserWidget.HandleUIMessage // (Final, Native, Public) // Parameters: // struct FString UIMessage (Parm, ZeroConstructor) void UUAEUserWidget::HandleUIMessage(const struct FString& UIMessage) { static UFunction *pFunc = 0; if (!pFunc) pFunc = UObject::FindObject("Function UnrealArchExt.UAEUserWidget.HandleUIMessage"); UUAEUserWidget_HandleUIMessage_Params params; params.UIMessage = UIMessage; auto flags = pFunc->FunctionFlags; pFunc->FunctionFlags |= 0x400; UObject *currentObj = (UObject *) this; currentObj->ProcessEvent(pFunc, ¶ms); pFunc->FunctionFlags = flags; } // Function UnrealArchExt.UAEUserWidget.GetParentWidget // (Final, BlueprintCosmetic, Native, Public, BlueprintCallable, BlueprintPure, Const) // Parameters: // class UUAEUserWidget* ReturnValue (ExportObject, Parm, OutParm, ZeroConstructor, ReturnParm, InstancedReference, IsPlainOldData) class UUAEUserWidget* UUAEUserWidget::GetParentWidget() { static UFunction *pFunc = 0; if (!pFunc) pFunc = UObject::FindObject("Function UnrealArchExt.UAEUserWidget.GetParentWidget"); UUAEUserWidget_GetParentWidget_Params params; auto flags = pFunc->FunctionFlags; pFunc->FunctionFlags |= 0x400; UObject *currentObj = (UObject *) this; currentObj->ProcessEvent(pFunc, ¶ms); pFunc->FunctionFlags = flags; return params.ReturnValue; } // Function UnrealArchExt.UAEUserWidget.GetOwningPlayer // (Final, BlueprintCosmetic, Native, Public, BlueprintCallable, BlueprintPure, Const) // Parameters: // class APlayerController* ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData) class APlayerController* UUAEUserWidget::GetOwningPlayer() { static UFunction *pFunc = 0; if (!pFunc) pFunc = UObject::FindObject("Function UnrealArchExt.UAEUserWidget.GetOwningPlayer"); UUAEUserWidget_GetOwningPlayer_Params params; auto flags = pFunc->FunctionFlags; pFunc->FunctionFlags |= 0x400; UObject *currentObj = (UObject *) this; currentObj->ProcessEvent(pFunc, ¶ms); pFunc->FunctionFlags = flags; return params.ReturnValue; } // Function UnrealArchExt.UAEUserWidget.GetOwningLogicManager // (Final, BlueprintCosmetic, Native, Public, BlueprintCallable, BlueprintPure, Const) // Parameters: // class ULogicManagerBase* ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData) class ULogicManagerBase* UUAEUserWidget::GetOwningLogicManager() { static UFunction *pFunc = 0; if (!pFunc) pFunc = UObject::FindObject("Function UnrealArchExt.UAEUserWidget.GetOwningLogicManager"); UUAEUserWidget_GetOwningLogicManager_Params params; auto flags = pFunc->FunctionFlags; pFunc->FunctionFlags |= 0x400; UObject *currentObj = (UObject *) this; currentObj->ProcessEvent(pFunc, ¶ms); pFunc->FunctionFlags = flags; return params.ReturnValue; } // Function UnrealArchExt.UAEUserWidget.GetOwningFrontendHUD // (Final, BlueprintCosmetic, Native, Public, BlueprintCallable, BlueprintPure, Const) // Parameters: // class UFrontendHUD* ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData) class UFrontendHUD* UUAEUserWidget::GetOwningFrontendHUD() { static UFunction *pFunc = 0; if (!pFunc) pFunc = UObject::FindObject("Function UnrealArchExt.UAEUserWidget.GetOwningFrontendHUD"); UUAEUserWidget_GetOwningFrontendHUD_Params params; auto flags = pFunc->FunctionFlags; pFunc->FunctionFlags |= 0x400; UObject *currentObj = (UObject *) this; currentObj->ProcessEvent(pFunc, ¶ms); pFunc->FunctionFlags = flags; return params.ReturnValue; } // Function UnrealArchExt.UAEUserWidget.GetImgDynamicMaterial // (Final, Native, Protected, BlueprintCallable) // Parameters: // class UImage* ImageMat (Parm, ZeroConstructor, InstancedReference, IsPlainOldData) // class UMaterialInstanceDynamic* ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData) class UMaterialInstanceDynamic* UUAEUserWidget::GetImgDynamicMaterial(class UImage* ImageMat) { static UFunction *pFunc = 0; if (!pFunc) pFunc = UObject::FindObject("Function UnrealArchExt.UAEUserWidget.GetImgDynamicMaterial"); UUAEUserWidget_GetImgDynamicMaterial_Params params; params.ImageMat = ImageMat; auto flags = pFunc->FunctionFlags; pFunc->FunctionFlags |= 0x400; UObject *currentObj = (UObject *) this; currentObj->ProcessEvent(pFunc, ¶ms); pFunc->FunctionFlags = flags; return params.ReturnValue; } // Function UnrealArchExt.BackendHUD.GetFrontendHUD // (Final, Native, Public, BlueprintCallable, BlueprintPure, Const) // Parameters: // int FrontendHUDIndex (Parm, ZeroConstructor, IsPlainOldData) // class UFrontendHUD* ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData) class UFrontendHUD* UBackendHUD::GetFrontendHUD(int FrontendHUDIndex) { static UFunction *pFunc = 0; if (!pFunc) pFunc = UObject::FindObject("Function UnrealArchExt.BackendHUD.GetFrontendHUD"); UBackendHUD_GetFrontendHUD_Params params; params.FrontendHUDIndex = FrontendHUDIndex; auto flags = pFunc->FunctionFlags; pFunc->FunctionFlags |= 0x400; UObject *currentObj = (UObject *) this; currentObj->ProcessEvent(pFunc, ¶ms); pFunc->FunctionFlags = flags; return params.ReturnValue; } // Function UnrealArchExt.LogicManagerBase.SetEnableRemoveDynamicWidgets // (Final, Native, Public, BlueprintCallable) // Parameters: // bool bEnable (Parm, ZeroConstructor, IsPlainOldData) void ULogicManagerBase::SetEnableRemoveDynamicWidgets(bool bEnable) { static UFunction *pFunc = 0; if (!pFunc) pFunc = UObject::FindObject("Function UnrealArchExt.LogicManagerBase.SetEnableRemoveDynamicWidgets"); ULogicManagerBase_SetEnableRemoveDynamicWidgets_Params params; params.bEnable = bEnable; auto flags = pFunc->FunctionFlags; pFunc->FunctionFlags |= 0x400; UObject *currentObj = (UObject *) this; currentObj->ProcessEvent(pFunc, ¶ms); pFunc->FunctionFlags = flags; } // Function UnrealArchExt.LogicManagerBase.IsEnableRemoveDynamicWidgets // (Final, Native, Public, BlueprintCallable, BlueprintPure) // Parameters: // bool ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData) bool ULogicManagerBase::IsEnableRemoveDynamicWidgets() { static UFunction *pFunc = 0; if (!pFunc) pFunc = UObject::FindObject("Function UnrealArchExt.LogicManagerBase.IsEnableRemoveDynamicWidgets"); ULogicManagerBase_IsEnableRemoveDynamicWidgets_Params params; auto flags = pFunc->FunctionFlags; pFunc->FunctionFlags |= 0x400; UObject *currentObj = (UObject *) this; currentObj->ProcessEvent(pFunc, ¶ms); pFunc->FunctionFlags = flags; return params.ReturnValue; } // Function UnrealArchExt.LogicManagerBase.GetOwningFrontendHUD // (Final, Native, Public, BlueprintCallable, BlueprintPure, Const) // Parameters: // class UFrontendHUD* ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData) class UFrontendHUD* ULogicManagerBase::GetOwningFrontendHUD() { static UFunction *pFunc = 0; if (!pFunc) pFunc = UObject::FindObject("Function UnrealArchExt.LogicManagerBase.GetOwningFrontendHUD"); ULogicManagerBase_GetOwningFrontendHUD_Params params; auto flags = pFunc->FunctionFlags; pFunc->FunctionFlags |= 0x400; UObject *currentObj = (UObject *) this; currentObj->ProcessEvent(pFunc, ¶ms); pFunc->FunctionFlags = flags; return params.ReturnValue; } // Function UnrealArchExt.LogicManagerBase.GetDefaultSceneCamera // (Final, Native, Public, BlueprintCallable, BlueprintPure, Const) // Parameters: // int ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData) int ULogicManagerBase::GetDefaultSceneCamera() { static UFunction *pFunc = 0; if (!pFunc) pFunc = UObject::FindObject("Function UnrealArchExt.LogicManagerBase.GetDefaultSceneCamera"); ULogicManagerBase_GetDefaultSceneCamera_Params params; auto flags = pFunc->FunctionFlags; pFunc->FunctionFlags |= 0x400; UObject *currentObj = (UObject *) this; currentObj->ProcessEvent(pFunc, ¶ms); pFunc->FunctionFlags = flags; return params.ReturnValue; } // Function UnrealArchExt.LogicManagerBase.DispatchUIMessage // (Final, Native, Public, BlueprintCallable) // Parameters: // struct FString UIMessage (Parm, ZeroConstructor) // class UObject* Source (Parm, ZeroConstructor, IsPlainOldData) // class UUAEUserWidget* Target (Parm, ZeroConstructor, InstancedReference, IsPlainOldData) void ULogicManagerBase::DispatchUIMessage(const struct FString& UIMessage, class UObject* Source, class UUAEUserWidget* Target) { static UFunction *pFunc = 0; if (!pFunc) pFunc = UObject::FindObject("Function UnrealArchExt.LogicManagerBase.DispatchUIMessage"); ULogicManagerBase_DispatchUIMessage_Params params; params.UIMessage = UIMessage; params.Source = Source; params.Target = Target; auto flags = pFunc->FunctionFlags; pFunc->FunctionFlags |= 0x400; UObject *currentObj = (UObject *) this; currentObj->ProcessEvent(pFunc, ¶ms); pFunc->FunctionFlags = flags; } // Function UnrealArchExt.FrontendHUD.SwitchGameStatus // (Native, Public, BlueprintCallable) // Parameters: // struct FName GameStatus (Parm, ZeroConstructor, IsPlainOldData) // struct FString Options (Parm, ZeroConstructor) void UFrontendHUD::SwitchGameStatus(const struct FName& GameStatus, const struct FString& Options) { static UFunction *pFunc = 0; if (!pFunc) pFunc = UObject::FindObject("Function UnrealArchExt.FrontendHUD.SwitchGameStatus"); UFrontendHUD_SwitchGameStatus_Params params; params.GameStatus = GameStatus; params.Options = Options; auto flags = pFunc->FunctionFlags; pFunc->FunctionFlags |= 0x400; UObject *currentObj = (UObject *) this; currentObj->ProcessEvent(pFunc, ¶ms); pFunc->FunctionFlags = flags; } // Function UnrealArchExt.FrontendHUD.OnPreLoadMap // (Native, Protected) // Parameters: // struct FString MapName (Parm, ZeroConstructor) void UFrontendHUD::OnPreLoadMap(const struct FString& MapName) { static UFunction *pFunc = 0; if (!pFunc) pFunc = UObject::FindObject("Function UnrealArchExt.FrontendHUD.OnPreLoadMap"); UFrontendHUD_OnPreLoadMap_Params params; params.MapName = MapName; auto flags = pFunc->FunctionFlags; pFunc->FunctionFlags |= 0x400; UObject *currentObj = (UObject *) this; currentObj->ProcessEvent(pFunc, ¶ms); pFunc->FunctionFlags = flags; } // Function UnrealArchExt.FrontendHUD.OnPostLoadMapWithWorld // (Native, Protected) // Parameters: // class UWorld* World (Parm, ZeroConstructor, IsPlainOldData) void UFrontendHUD::OnPostLoadMapWithWorld(class UWorld* World) { static UFunction *pFunc = 0; if (!pFunc) pFunc = UObject::FindObject("Function UnrealArchExt.FrontendHUD.OnPostLoadMapWithWorld"); UFrontendHUD_OnPostLoadMapWithWorld_Params params; params.World = World; auto flags = pFunc->FunctionFlags; pFunc->FunctionFlags |= 0x400; UObject *currentObj = (UObject *) this; currentObj->ProcessEvent(pFunc, ¶ms); pFunc->FunctionFlags = flags; } // Function UnrealArchExt.FrontendHUD.OnGameViewportClientCreated // (Final, Native, Protected) void UFrontendHUD::OnGameViewportClientCreated() { static UFunction *pFunc = 0; if (!pFunc) pFunc = UObject::FindObject("Function UnrealArchExt.FrontendHUD.OnGameViewportClientCreated"); UFrontendHUD_OnGameViewportClientCreated_Params params; auto flags = pFunc->FunctionFlags; pFunc->FunctionFlags |= 0x400; UObject *currentObj = (UObject *) this; currentObj->ProcessEvent(pFunc, ¶ms); pFunc->FunctionFlags = flags; } // Function UnrealArchExt.FrontendHUD.LoadingScreenChange // (Native, Public, BlueprintCallable) // Parameters: // bool bVisible (Parm, ZeroConstructor, IsPlainOldData) void UFrontendHUD::LoadingScreenChange(bool bVisible) { static UFunction *pFunc = 0; if (!pFunc) pFunc = UObject::FindObject("Function UnrealArchExt.FrontendHUD.LoadingScreenChange"); UFrontendHUD_LoadingScreenChange_Params params; params.bVisible = bVisible; auto flags = pFunc->FunctionFlags; pFunc->FunctionFlags |= 0x400; UObject *currentObj = (UObject *) this; currentObj->ProcessEvent(pFunc, ¶ms); pFunc->FunctionFlags = flags; } // Function UnrealArchExt.FrontendHUD.GetWorld // (Final, Native, Public, BlueprintCallable, BlueprintPure, Const) // Parameters: // class UWorld* ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData) class UWorld* UFrontendHUD::GetWorld() { static UFunction *pFunc = 0; if (!pFunc) pFunc = UObject::FindObject("Function UnrealArchExt.FrontendHUD.GetWorld"); UFrontendHUD_GetWorld_Params params; auto flags = pFunc->FunctionFlags; pFunc->FunctionFlags |= 0x400; UObject *currentObj = (UObject *) this; currentObj->ProcessEvent(pFunc, ¶ms); pFunc->FunctionFlags = flags; return params.ReturnValue; } // Function UnrealArchExt.FrontendHUD.GetUtils // (Final, Native, Public, BlueprintCallable, BlueprintPure, Const) // Parameters: // class UFrontendUtils* ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData) class UFrontendUtils* UFrontendHUD::GetUtils() { static UFunction *pFunc = 0; if (!pFunc) pFunc = UObject::FindObject("Function UnrealArchExt.FrontendHUD.GetUtils"); UFrontendHUD_GetUtils_Params params; auto flags = pFunc->FunctionFlags; pFunc->FunctionFlags |= 0x400; UObject *currentObj = (UObject *) this; currentObj->ProcessEvent(pFunc, ¶ms); pFunc->FunctionFlags = flags; return params.ReturnValue; } // Function UnrealArchExt.FrontendHUD.GetPlayerController // (Final, Native, Public, BlueprintCallable, BlueprintPure, Const) // Parameters: // class APlayerController* ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData) class APlayerController* UFrontendHUD::GetPlayerController() { static UFunction *pFunc = 0; if (!pFunc) pFunc = UObject::FindObject("Function UnrealArchExt.FrontendHUD.GetPlayerController"); UFrontendHUD_GetPlayerController_Params params; auto flags = pFunc->FunctionFlags; pFunc->FunctionFlags |= 0x400; UObject *currentObj = (UObject *) this; currentObj->ProcessEvent(pFunc, ¶ms); pFunc->FunctionFlags = flags; return params.ReturnValue; } // Function UnrealArchExt.FrontendHUD.GetLogicManagerByName // (Final, Native, Public, BlueprintCallable) // Parameters: // struct FName LogicManagerTagName (Parm, ZeroConstructor, IsPlainOldData) // class ULogicManagerBase* ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData) class ULogicManagerBase* UFrontendHUD::GetLogicManagerByName(const struct FName& LogicManagerTagName) { static UFunction *pFunc = 0; if (!pFunc) pFunc = UObject::FindObject("Function UnrealArchExt.FrontendHUD.GetLogicManagerByName"); UFrontendHUD_GetLogicManagerByName_Params params; params.LogicManagerTagName = LogicManagerTagName; auto flags = pFunc->FunctionFlags; pFunc->FunctionFlags |= 0x400; UObject *currentObj = (UObject *) this; currentObj->ProcessEvent(pFunc, ¶ms); pFunc->FunctionFlags = flags; return params.ReturnValue; } // Function UnrealArchExt.FrontendHUD.GetLogicManager // (Final, Native, Public, BlueprintCallable) // Parameters: // int LogicManagerIndex (Parm, ZeroConstructor, IsPlainOldData) // class ULogicManagerBase* ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData) class ULogicManagerBase* UFrontendHUD::GetLogicManager(int LogicManagerIndex) { static UFunction *pFunc = 0; if (!pFunc) pFunc = UObject::FindObject("Function UnrealArchExt.FrontendHUD.GetLogicManager"); UFrontendHUD_GetLogicManager_Params params; params.LogicManagerIndex = LogicManagerIndex; auto flags = pFunc->FunctionFlags; pFunc->FunctionFlags |= 0x400; UObject *currentObj = (UObject *) this; currentObj->ProcessEvent(pFunc, ¶ms); pFunc->FunctionFlags = flags; return params.ReturnValue; } // Function UnrealArchExt.FrontendHUD.GetGameViewportClient // (Final, Native, Public, BlueprintCallable, BlueprintPure, Const) // Parameters: // class UGameViewportClient* ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData) class UGameViewportClient* UFrontendHUD::GetGameViewportClient() { static UFunction *pFunc = 0; if (!pFunc) pFunc = UObject::FindObject("Function UnrealArchExt.FrontendHUD.GetGameViewportClient"); UFrontendHUD_GetGameViewportClient_Params params; auto flags = pFunc->FunctionFlags; pFunc->FunctionFlags |= 0x400; UObject *currentObj = (UObject *) this; currentObj->ProcessEvent(pFunc, ¶ms); pFunc->FunctionFlags = flags; return params.ReturnValue; } // Function UnrealArchExt.FrontendHUD.GetGameMode // (Final, Native, Public, BlueprintCallable, BlueprintPure, Const) // Parameters: // class AGameMode* ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData) class AGameMode* UFrontendHUD::GetGameMode() { static UFunction *pFunc = 0; if (!pFunc) pFunc = UObject::FindObject("Function UnrealArchExt.FrontendHUD.GetGameMode"); UFrontendHUD_GetGameMode_Params params; auto flags = pFunc->FunctionFlags; pFunc->FunctionFlags |= 0x400; UObject *currentObj = (UObject *) this; currentObj->ProcessEvent(pFunc, ¶ms); pFunc->FunctionFlags = flags; return params.ReturnValue; } // Function UnrealArchExt.FrontendUtils.UnRegisterScenePointLight // (Final, Native, Public, BlueprintCallable) // Parameters: // struct FName sceneLightName (Parm, ZeroConstructor, IsPlainOldData) // class APointLight* Light (Parm, ZeroConstructor, IsPlainOldData) void UFrontendUtils::UnRegisterScenePointLight(const struct FName& sceneLightName, class APointLight* Light) { static UFunction *pFunc = 0; if (!pFunc) pFunc = UObject::FindObject("Function UnrealArchExt.FrontendUtils.UnRegisterScenePointLight"); UFrontendUtils_UnRegisterScenePointLight_Params params; params.sceneLightName = sceneLightName; params.Light = Light; auto flags = pFunc->FunctionFlags; pFunc->FunctionFlags |= 0x400; UObject *currentObj = (UObject *) this; currentObj->ProcessEvent(pFunc, ¶ms); pFunc->FunctionFlags = flags; } // Function UnrealArchExt.FrontendUtils.UnRegisterSceneCamera // (Final, Native, Public, BlueprintCallable) // Parameters: // struct FName SceneCameraName (Parm, ZeroConstructor, IsPlainOldData) // class ACameraActor* SceneCamera (Parm, ZeroConstructor, IsPlainOldData) void UFrontendUtils::UnRegisterSceneCamera(const struct FName& SceneCameraName, class ACameraActor* SceneCamera) { static UFunction *pFunc = 0; if (!pFunc) pFunc = UObject::FindObject("Function UnrealArchExt.FrontendUtils.UnRegisterSceneCamera"); UFrontendUtils_UnRegisterSceneCamera_Params params; params.SceneCameraName = SceneCameraName; params.SceneCamera = SceneCamera; auto flags = pFunc->FunctionFlags; pFunc->FunctionFlags |= 0x400; UObject *currentObj = (UObject *) this; currentObj->ProcessEvent(pFunc, ¶ms); pFunc->FunctionFlags = flags; } // Function UnrealArchExt.FrontendUtils.SwitchSceneCameraToTransform // (Final, Native, Public, HasDefaults, BlueprintCallable) // Parameters: // struct FTransform targetTrans (Parm, IsPlainOldData) // TEnumAsByte ProjectionMode (Parm, ZeroConstructor, IsPlainOldData) // float FOV (Parm, ZeroConstructor, IsPlainOldData) // float blendTime (Parm, ZeroConstructor, IsPlainOldData) // bool bForce (Parm, ZeroConstructor, IsPlainOldData) void UFrontendUtils::SwitchSceneCameraToTransform(const struct FTransform& targetTrans, TEnumAsByte ProjectionMode, float FOV, float blendTime, bool bForce) { static UFunction *pFunc = 0; if (!pFunc) pFunc = UObject::FindObject("Function UnrealArchExt.FrontendUtils.SwitchSceneCameraToTransform"); UFrontendUtils_SwitchSceneCameraToTransform_Params params; params.targetTrans = targetTrans; params.ProjectionMode = ProjectionMode; params.FOV = FOV; params.blendTime = blendTime; params.bForce = bForce; auto flags = pFunc->FunctionFlags; pFunc->FunctionFlags |= 0x400; UObject *currentObj = (UObject *) this; currentObj->ProcessEvent(pFunc, ¶ms); pFunc->FunctionFlags = flags; } // Function UnrealArchExt.FrontendUtils.SwitchSceneCamera // (Final, Native, Public, BlueprintCallable) // Parameters: // struct FName SceneCameraName (Parm, ZeroConstructor, IsPlainOldData) // float blendTime (Parm, ZeroConstructor, IsPlainOldData) // bool bForce (Parm, ZeroConstructor, IsPlainOldData) void UFrontendUtils::SwitchSceneCamera(const struct FName& SceneCameraName, float blendTime, bool bForce) { static UFunction *pFunc = 0; if (!pFunc) pFunc = UObject::FindObject("Function UnrealArchExt.FrontendUtils.SwitchSceneCamera"); UFrontendUtils_SwitchSceneCamera_Params params; params.SceneCameraName = SceneCameraName; params.blendTime = blendTime; params.bForce = bForce; auto flags = pFunc->FunctionFlags; pFunc->FunctionFlags |= 0x400; UObject *currentObj = (UObject *) this; currentObj->ProcessEvent(pFunc, ¶ms); pFunc->FunctionFlags = flags; } // Function UnrealArchExt.FrontendUtils.SetSceneSkyLightProperty // (Final, Native, Public, HasDefaults, BlueprintCallable) // Parameters: // struct FName sceneLightName (Parm, ZeroConstructor, IsPlainOldData) // struct FTransform targetTrans (Parm, IsPlainOldData) // float Intensity (Parm, ZeroConstructor, IsPlainOldData) // struct FLinearColor Color (Parm, IsPlainOldData) void UFrontendUtils::SetSceneSkyLightProperty(const struct FName& sceneLightName, const struct FTransform& targetTrans, float Intensity, const struct FLinearColor& Color) { static UFunction *pFunc = 0; if (!pFunc) pFunc = UObject::FindObject("Function UnrealArchExt.FrontendUtils.SetSceneSkyLightProperty"); UFrontendUtils_SetSceneSkyLightProperty_Params params; params.sceneLightName = sceneLightName; params.targetTrans = targetTrans; params.Intensity = Intensity; params.Color = Color; auto flags = pFunc->FunctionFlags; pFunc->FunctionFlags |= 0x400; UObject *currentObj = (UObject *) this; currentObj->ProcessEvent(pFunc, ¶ms); pFunc->FunctionFlags = flags; } // Function UnrealArchExt.FrontendUtils.SetScenePointLightProperty // (Final, Native, Public, HasDefaults, BlueprintCallable) // Parameters: // struct FName sceneLightName (Parm, ZeroConstructor, IsPlainOldData) // struct FTransform targetTrans (Parm, IsPlainOldData) // float Intensity (Parm, ZeroConstructor, IsPlainOldData) // struct FLinearColor Color (Parm, IsPlainOldData) // int inverseSquareFalloff (Parm, ZeroConstructor, IsPlainOldData) // float Radius (Parm, ZeroConstructor, IsPlainOldData) // bool bUseTemperature (Parm, ZeroConstructor, IsPlainOldData) // float Temperature (Parm, ZeroConstructor, IsPlainOldData) void UFrontendUtils::SetScenePointLightProperty(const struct FName& sceneLightName, const struct FTransform& targetTrans, float Intensity, const struct FLinearColor& Color, int inverseSquareFalloff, float Radius, bool bUseTemperature, float Temperature) { static UFunction *pFunc = 0; if (!pFunc) pFunc = UObject::FindObject("Function UnrealArchExt.FrontendUtils.SetScenePointLightProperty"); UFrontendUtils_SetScenePointLightProperty_Params params; params.sceneLightName = sceneLightName; params.targetTrans = targetTrans; params.Intensity = Intensity; params.Color = Color; params.inverseSquareFalloff = inverseSquareFalloff; params.Radius = Radius; params.bUseTemperature = bUseTemperature; params.Temperature = Temperature; auto flags = pFunc->FunctionFlags; pFunc->FunctionFlags |= 0x400; UObject *currentObj = (UObject *) this; currentObj->ProcessEvent(pFunc, ¶ms); pFunc->FunctionFlags = flags; } // Function UnrealArchExt.FrontendUtils.SetSceneDirectionalLightProperty // (Final, Native, Public, HasDefaults, BlueprintCallable) // Parameters: // struct FName sceneLightName (Parm, ZeroConstructor, IsPlainOldData) // struct FTransform targetTrans (Parm, IsPlainOldData) // float Intensity (Parm, ZeroConstructor, IsPlainOldData) // struct FLinearColor Color (Parm, IsPlainOldData) // struct FLightingChannels Channel (Parm) void UFrontendUtils::SetSceneDirectionalLightProperty(const struct FName& sceneLightName, const struct FTransform& targetTrans, float Intensity, const struct FLinearColor& Color, const struct FLightingChannels& Channel) { static UFunction *pFunc = 0; if (!pFunc) pFunc = UObject::FindObject("Function UnrealArchExt.FrontendUtils.SetSceneDirectionalLightProperty"); UFrontendUtils_SetSceneDirectionalLightProperty_Params params; params.sceneLightName = sceneLightName; params.targetTrans = targetTrans; params.Intensity = Intensity; params.Color = Color; params.Channel = Channel; auto flags = pFunc->FunctionFlags; pFunc->FunctionFlags |= 0x400; UObject *currentObj = (UObject *) this; currentObj->ProcessEvent(pFunc, ¶ms); pFunc->FunctionFlags = flags; } // Function UnrealArchExt.FrontendUtils.RegisterSceneSkyLight // (Final, Native, Public, BlueprintCallable) // Parameters: // struct FName sceneLightName (Parm, ZeroConstructor, IsPlainOldData) // class ASkyLight* Light (Parm, ZeroConstructor, IsPlainOldData) void UFrontendUtils::RegisterSceneSkyLight(const struct FName& sceneLightName, class ASkyLight* Light) { static UFunction *pFunc = 0; if (!pFunc) pFunc = UObject::FindObject("Function UnrealArchExt.FrontendUtils.RegisterSceneSkyLight"); UFrontendUtils_RegisterSceneSkyLight_Params params; params.sceneLightName = sceneLightName; params.Light = Light; auto flags = pFunc->FunctionFlags; pFunc->FunctionFlags |= 0x400; UObject *currentObj = (UObject *) this; currentObj->ProcessEvent(pFunc, ¶ms); pFunc->FunctionFlags = flags; } // Function UnrealArchExt.FrontendUtils.RegisterScenePointLight // (Final, Native, Public, BlueprintCallable) // Parameters: // struct FName sceneLightName (Parm, ZeroConstructor, IsPlainOldData) // class APointLight* Light (Parm, ZeroConstructor, IsPlainOldData) void UFrontendUtils::RegisterScenePointLight(const struct FName& sceneLightName, class APointLight* Light) { static UFunction *pFunc = 0; if (!pFunc) pFunc = UObject::FindObject("Function UnrealArchExt.FrontendUtils.RegisterScenePointLight"); UFrontendUtils_RegisterScenePointLight_Params params; params.sceneLightName = sceneLightName; params.Light = Light; auto flags = pFunc->FunctionFlags; pFunc->FunctionFlags |= 0x400; UObject *currentObj = (UObject *) this; currentObj->ProcessEvent(pFunc, ¶ms); pFunc->FunctionFlags = flags; } // Function UnrealArchExt.FrontendUtils.RegisterSceneMatChangeableMesh // (Final, Native, Public, BlueprintCallable) // Parameters: // struct FName meshName (Parm, ZeroConstructor, IsPlainOldData) // class AActor* Mesh (Parm, ZeroConstructor, IsPlainOldData) void UFrontendUtils::RegisterSceneMatChangeableMesh(const struct FName& meshName, class AActor* Mesh) { static UFunction *pFunc = 0; if (!pFunc) pFunc = UObject::FindObject("Function UnrealArchExt.FrontendUtils.RegisterSceneMatChangeableMesh"); UFrontendUtils_RegisterSceneMatChangeableMesh_Params params; params.meshName = meshName; params.Mesh = Mesh; auto flags = pFunc->FunctionFlags; pFunc->FunctionFlags |= 0x400; UObject *currentObj = (UObject *) this; currentObj->ProcessEvent(pFunc, ¶ms); pFunc->FunctionFlags = flags; } // Function UnrealArchExt.FrontendUtils.RegisterSceneDirectionalLight // (Final, Native, Public, BlueprintCallable) // Parameters: // struct FName sceneLightName (Parm, ZeroConstructor, IsPlainOldData) // class ADirectionalLight* Light (Parm, ZeroConstructor, IsPlainOldData) void UFrontendUtils::RegisterSceneDirectionalLight(const struct FName& sceneLightName, class ADirectionalLight* Light) { static UFunction *pFunc = 0; if (!pFunc) pFunc = UObject::FindObject("Function UnrealArchExt.FrontendUtils.RegisterSceneDirectionalLight"); UFrontendUtils_RegisterSceneDirectionalLight_Params params; params.sceneLightName = sceneLightName; params.Light = Light; auto flags = pFunc->FunctionFlags; pFunc->FunctionFlags |= 0x400; UObject *currentObj = (UObject *) this; currentObj->ProcessEvent(pFunc, ¶ms); pFunc->FunctionFlags = flags; } // Function UnrealArchExt.FrontendUtils.RegisterSceneCamera // (Final, Native, Public, BlueprintCallable) // Parameters: // struct FName SceneCameraName (Parm, ZeroConstructor, IsPlainOldData) // class ACameraActor* SceneCamera (Parm, ZeroConstructor, IsPlainOldData) void UFrontendUtils::RegisterSceneCamera(const struct FName& SceneCameraName, class ACameraActor* SceneCamera) { static UFunction *pFunc = 0; if (!pFunc) pFunc = UObject::FindObject("Function UnrealArchExt.FrontendUtils.RegisterSceneCamera"); UFrontendUtils_RegisterSceneCamera_Params params; params.SceneCameraName = SceneCameraName; params.SceneCamera = SceneCamera; auto flags = pFunc->FunctionFlags; pFunc->FunctionFlags |= 0x400; UObject *currentObj = (UObject *) this; currentObj->ProcessEvent(pFunc, ¶ms); pFunc->FunctionFlags = flags; } // Function UnrealArchExt.FrontendUtils.PopAllPushedUI // (Final, Native, Public, BlueprintCallable) void UFrontendUtils::PopAllPushedUI() { static UFunction *pFunc = 0; if (!pFunc) pFunc = UObject::FindObject("Function UnrealArchExt.FrontendUtils.PopAllPushedUI"); UFrontendUtils_PopAllPushedUI_Params params; auto flags = pFunc->FunctionFlags; pFunc->FunctionFlags |= 0x400; UObject *currentObj = (UObject *) this; currentObj->ProcessEvent(pFunc, ¶ms); pFunc->FunctionFlags = flags; } // Function UnrealArchExt.FrontendUtils.OnAllSceneCamerasRegistered // (Native, Public, BlueprintCallable) void UFrontendUtils::OnAllSceneCamerasRegistered() { static UFunction *pFunc = 0; if (!pFunc) pFunc = UObject::FindObject("Function UnrealArchExt.FrontendUtils.OnAllSceneCamerasRegistered"); UFrontendUtils_OnAllSceneCamerasRegistered_Params params; auto flags = pFunc->FunctionFlags; pFunc->FunctionFlags |= 0x400; UObject *currentObj = (UObject *) this; currentObj->ProcessEvent(pFunc, ¶ms); pFunc->FunctionFlags = flags; } // Function UnrealArchExt.FrontendUtils.IsPushedPanel // (Final, Native, Public, HasOutParms, BlueprintCallable, BlueprintPure, Const) // Parameters: // struct FName ManagerName (ConstParm, Parm, OutParm, ZeroConstructor, ReferenceParm, IsPlainOldData) // bool ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData) bool UFrontendUtils::IsPushedPanel(const struct FName& ManagerName) { static UFunction *pFunc = 0; if (!pFunc) pFunc = UObject::FindObject("Function UnrealArchExt.FrontendUtils.IsPushedPanel"); UFrontendUtils_IsPushedPanel_Params params; params.ManagerName = ManagerName; auto flags = pFunc->FunctionFlags; pFunc->FunctionFlags |= 0x400; UObject *currentObj = (UObject *) this; currentObj->ProcessEvent(pFunc, ¶ms); pFunc->FunctionFlags = flags; return params.ReturnValue; } // Function UnrealArchExt.FrontendUtils.HideAllOtherPanelExceptOwnThisWidget // (Final, Native, Public, BlueprintCallable) // Parameters: // class UWidget* Widget (ConstParm, Parm, ZeroConstructor, InstancedReference, IsPlainOldData) // bool Hide (Parm, ZeroConstructor, IsPlainOldData) void UFrontendUtils::HideAllOtherPanelExceptOwnThisWidget(class UWidget* Widget, bool Hide) { static UFunction *pFunc = 0; if (!pFunc) pFunc = UObject::FindObject("Function UnrealArchExt.FrontendUtils.HideAllOtherPanelExceptOwnThisWidget"); UFrontendUtils_HideAllOtherPanelExceptOwnThisWidget_Params params; params.Widget = Widget; params.Hide = Hide; auto flags = pFunc->FunctionFlags; pFunc->FunctionFlags |= 0x400; UObject *currentObj = (UObject *) this; currentObj->ProcessEvent(pFunc, ¶ms); pFunc->FunctionFlags = flags; } // Function UnrealArchExt.FrontendUtils.GlobalUIEventDispatcher_GetDelegateIsBound // (Final, Native, Public, BlueprintCallable, BlueprintPure, Const) // Parameters: // struct FString DelegateNum (Parm, ZeroConstructor) // bool ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData) bool UFrontendUtils::GlobalUIEventDispatcher_GetDelegateIsBound(const struct FString& DelegateNum) { static UFunction *pFunc = 0; if (!pFunc) pFunc = UObject::FindObject("Function UnrealArchExt.FrontendUtils.GlobalUIEventDispatcher_GetDelegateIsBound"); UFrontendUtils_GlobalUIEventDispatcher_GetDelegateIsBound_Params params; params.DelegateNum = DelegateNum; auto flags = pFunc->FunctionFlags; pFunc->FunctionFlags |= 0x400; UObject *currentObj = (UObject *) this; currentObj->ProcessEvent(pFunc, ¶ms); pFunc->FunctionFlags = flags; return params.ReturnValue; } // Function UnrealArchExt.FrontendUtils.GetUIStackTopSrcTag // (Final, Native, Public, BlueprintCallable, BlueprintPure, Const) // Parameters: // struct FString ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm) struct FString UFrontendUtils::GetUIStackTopSrcTag() { static UFunction *pFunc = 0; if (!pFunc) pFunc = UObject::FindObject("Function UnrealArchExt.FrontendUtils.GetUIStackTopSrcTag"); UFrontendUtils_GetUIStackTopSrcTag_Params params; auto flags = pFunc->FunctionFlags; pFunc->FunctionFlags |= 0x400; UObject *currentObj = (UObject *) this; currentObj->ProcessEvent(pFunc, ¶ms); pFunc->FunctionFlags = flags; return params.ReturnValue; } // Function UnrealArchExt.FrontendUtils.GetUIStackTopDstTag // (Final, Native, Public, BlueprintCallable, BlueprintPure, Const) // Parameters: // struct FString ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm) struct FString UFrontendUtils::GetUIStackTopDstTag() { static UFunction *pFunc = 0; if (!pFunc) pFunc = UObject::FindObject("Function UnrealArchExt.FrontendUtils.GetUIStackTopDstTag"); UFrontendUtils_GetUIStackTopDstTag_Params params; auto flags = pFunc->FunctionFlags; pFunc->FunctionFlags |= 0x400; UObject *currentObj = (UObject *) this; currentObj->ProcessEvent(pFunc, ¶ms); pFunc->FunctionFlags = flags; return params.ReturnValue; } // Function UnrealArchExt.FrontendUtils.GetUIStackTop // (Final, Native, Public, BlueprintCallable, BlueprintPure, Const) // Parameters: // struct FString ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm) struct FString UFrontendUtils::GetUIStackTop() { static UFunction *pFunc = 0; if (!pFunc) pFunc = UObject::FindObject("Function UnrealArchExt.FrontendUtils.GetUIStackTop"); UFrontendUtils_GetUIStackTop_Params params; auto flags = pFunc->FunctionFlags; pFunc->FunctionFlags |= 0x400; UObject *currentObj = (UObject *) this; currentObj->ProcessEvent(pFunc, ¶ms); pFunc->FunctionFlags = flags; return params.ReturnValue; } // Function UnrealArchExt.FrontendUtils.GetSceneMatChangeableMeshByIdx // (Final, Native, Public, BlueprintCallable) // Parameters: // struct FName meshName (Parm, ZeroConstructor, IsPlainOldData) // class AActor* ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData) class AActor* UFrontendUtils::GetSceneMatChangeableMeshByIdx(const struct FName& meshName) { static UFunction *pFunc = 0; if (!pFunc) pFunc = UObject::FindObject("Function UnrealArchExt.FrontendUtils.GetSceneMatChangeableMeshByIdx"); UFrontendUtils_GetSceneMatChangeableMeshByIdx_Params params; params.meshName = meshName; auto flags = pFunc->FunctionFlags; pFunc->FunctionFlags |= 0x400; UObject *currentObj = (UObject *) this; currentObj->ProcessEvent(pFunc, ¶ms); pFunc->FunctionFlags = flags; return params.ReturnValue; } // Function UnrealArchExt.FrontendUtils.GetPushedUICount // (Final, Native, Public, BlueprintCallable, BlueprintPure, Const) // Parameters: // int ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData) int UFrontendUtils::GetPushedUICount() { static UFunction *pFunc = 0; if (!pFunc) pFunc = UObject::FindObject("Function UnrealArchExt.FrontendUtils.GetPushedUICount"); UFrontendUtils_GetPushedUICount_Params params; auto flags = pFunc->FunctionFlags; pFunc->FunctionFlags |= 0x400; UObject *currentObj = (UObject *) this; currentObj->ProcessEvent(pFunc, ¶ms); pFunc->FunctionFlags = flags; return params.ReturnValue; } // Function UnrealArchExt.FrontendUtils.GetOwningFrontendHUD // (Final, Native, Public, BlueprintCallable, BlueprintPure, Const) // Parameters: // class UFrontendHUD* ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData) class UFrontendHUD* UFrontendUtils::GetOwningFrontendHUD() { static UFunction *pFunc = 0; if (!pFunc) pFunc = UObject::FindObject("Function UnrealArchExt.FrontendUtils.GetOwningFrontendHUD"); UFrontendUtils_GetOwningFrontendHUD_Params params; auto flags = pFunc->FunctionFlags; pFunc->FunctionFlags |= 0x400; UObject *currentObj = (UObject *) this; currentObj->ProcessEvent(pFunc, ¶ms); pFunc->FunctionFlags = flags; return params.ReturnValue; } // Function UnrealArchExt.FrontendUtils.GetGlobalUIEventDispatcher // (Final, Native, Public, BlueprintCallable, BlueprintPure, Const) // Parameters: // class UObject* ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData) class UObject* UFrontendUtils::GetGlobalUIEventDispatcher() { static UFunction *pFunc = 0; if (!pFunc) pFunc = UObject::FindObject("Function UnrealArchExt.FrontendUtils.GetGlobalUIEventDispatcher"); UFrontendUtils_GetGlobalUIEventDispatcher_Params params; auto flags = pFunc->FunctionFlags; pFunc->FunctionFlags |= 0x400; UObject *currentObj = (UObject *) this; currentObj->ProcessEvent(pFunc, ¶ms); pFunc->FunctionFlags = flags; return params.ReturnValue; } // Function UnrealArchExt.FrontendUtils.GetGlobalUIContainer // (Final, Native, Public, BlueprintCallable, BlueprintPure, Const) // Parameters: // struct FName ContainerName (Parm, ZeroConstructor, IsPlainOldData) // class UUAEWidgetContainer* ReturnValue (ExportObject, Parm, OutParm, ZeroConstructor, ReturnParm, InstancedReference, IsPlainOldData) class UUAEWidgetContainer* UFrontendUtils::GetGlobalUIContainer(const struct FName& ContainerName) { static UFunction *pFunc = 0; if (!pFunc) pFunc = UObject::FindObject("Function UnrealArchExt.FrontendUtils.GetGlobalUIContainer"); UFrontendUtils_GetGlobalUIContainer_Params params; params.ContainerName = ContainerName; auto flags = pFunc->FunctionFlags; pFunc->FunctionFlags |= 0x400; UObject *currentObj = (UObject *) this; currentObj->ProcessEvent(pFunc, ¶ms); pFunc->FunctionFlags = flags; return params.ReturnValue; } // Function UnrealArchExt.FrontendUtils.GetCurrentSceneCamera // (Final, Native, Public, BlueprintCallable) // Parameters: // class ACameraActor* ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData) class ACameraActor* UFrontendUtils::GetCurrentSceneCamera() { static UFunction *pFunc = 0; if (!pFunc) pFunc = UObject::FindObject("Function UnrealArchExt.FrontendUtils.GetCurrentSceneCamera"); UFrontendUtils_GetCurrentSceneCamera_Params params; auto flags = pFunc->FunctionFlags; pFunc->FunctionFlags |= 0x400; UObject *currentObj = (UObject *) this; currentObj->ProcessEvent(pFunc, ¶ms); pFunc->FunctionFlags = flags; return params.ReturnValue; } // Function UnrealArchExt.FrontendUtils.ClearLobbyAsset // (Final, Native, Public, BlueprintCallable) void UFrontendUtils::ClearLobbyAsset() { static UFunction *pFunc = 0; if (!pFunc) pFunc = UObject::FindObject("Function UnrealArchExt.FrontendUtils.ClearLobbyAsset"); UFrontendUtils_ClearLobbyAsset_Params params; auto flags = pFunc->FunctionFlags; pFunc->FunctionFlags |= 0x400; UObject *currentObj = (UObject *) this; currentObj->ProcessEvent(pFunc, ¶ms); pFunc->FunctionFlags = flags; } // Function UnrealArchExt.UAEWidgetContainer.RemoveWidgetInternal // (Native, Event, Protected, BlueprintEvent) // Parameters: // class UUAEUserWidget* Widget (Parm, ZeroConstructor, InstancedReference, IsPlainOldData) void UUAEWidgetContainer::RemoveWidgetInternal(class UUAEUserWidget* Widget) { static UFunction *pFunc = 0; if (!pFunc) pFunc = UObject::FindObject("Function UnrealArchExt.UAEWidgetContainer.RemoveWidgetInternal"); UUAEWidgetContainer_RemoveWidgetInternal_Params params; params.Widget = Widget; auto flags = pFunc->FunctionFlags; pFunc->FunctionFlags |= 0x400; UObject *currentObj = (UObject *) this; currentObj->ProcessEvent(pFunc, ¶ms); pFunc->FunctionFlags = flags; } // Function UnrealArchExt.UAEWidgetContainer.RemoveWidget // (Final, Native, Public, BlueprintCallable) // Parameters: // class UUAEUserWidget* Widget (Parm, ZeroConstructor, InstancedReference, IsPlainOldData) void UUAEWidgetContainer::RemoveWidget(class UUAEUserWidget* Widget) { static UFunction *pFunc = 0; if (!pFunc) pFunc = UObject::FindObject("Function UnrealArchExt.UAEWidgetContainer.RemoveWidget"); UUAEWidgetContainer_RemoveWidget_Params params; params.Widget = Widget; auto flags = pFunc->FunctionFlags; pFunc->FunctionFlags |= 0x400; UObject *currentObj = (UObject *) this; currentObj->ProcessEvent(pFunc, ¶ms); pFunc->FunctionFlags = flags; } // Function UnrealArchExt.UAEWidgetContainer.AddWidgetInternal // (Native, Event, Protected, BlueprintEvent) // Parameters: // class UUAEUserWidget* Widget (Parm, ZeroConstructor, InstancedReference, IsPlainOldData) void UUAEWidgetContainer::AddWidgetInternal(class UUAEUserWidget* Widget) { static UFunction *pFunc = 0; if (!pFunc) pFunc = UObject::FindObject("Function UnrealArchExt.UAEWidgetContainer.AddWidgetInternal"); UUAEWidgetContainer_AddWidgetInternal_Params params; params.Widget = Widget; auto flags = pFunc->FunctionFlags; pFunc->FunctionFlags |= 0x400; UObject *currentObj = (UObject *) this; currentObj->ProcessEvent(pFunc, ¶ms); pFunc->FunctionFlags = flags; } // Function UnrealArchExt.UAEWidgetContainer.AddWidget // (Final, Native, Public, BlueprintCallable) // Parameters: // class UUAEUserWidget* Widget (Parm, ZeroConstructor, InstancedReference, IsPlainOldData) void UUAEWidgetContainer::AddWidget(class UUAEUserWidget* Widget) { static UFunction *pFunc = 0; if (!pFunc) pFunc = UObject::FindObject("Function UnrealArchExt.UAEWidgetContainer.AddWidget"); UUAEWidgetContainer_AddWidget_Params params; params.Widget = Widget; auto flags = pFunc->FunctionFlags; pFunc->FunctionFlags |= 0x400; UObject *currentObj = (UObject *) this; currentObj->ProcessEvent(pFunc, ¶ms); pFunc->FunctionFlags = flags; } }