Files
pubg/SDK/PUBGM_Gameplay_parameters.hpp
2026-05-02 14:30:03 +08:00

2148 lines
106 KiB
C++
Executable File

#pragma once
//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
{
//---------------------------------------------------------------------------
//Parameters
//---------------------------------------------------------------------------
// Function Gameplay.UAEGameMode.SyncPlayerNames
struct AUAEGameMode_SyncPlayerNames_Params
{
};
// Function Gameplay.UAEGameMode.SyncNewCorpsData
struct AUAEGameMode_SyncNewCorpsData_Params
{
TArray<struct FDSCorpsInfo> OutCorpsData; // (ConstParm, Parm, OutParm, ZeroConstructor, ReferenceParm)
};
// Function Gameplay.UAEGameMode.SpawnUAEPawnFor
struct AUAEGameMode_SpawnUAEPawnFor_Params
{
class AController* NewPlayer; // (Parm, ZeroConstructor, IsPlainOldData)
struct FTransform Trans; // (Parm, IsPlainOldData)
class APawn* ReturnValue; // (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData)
};
// Function Gameplay.UAEGameMode.SoftKickPlayer
struct AUAEGameMode_SoftKickPlayer_Params
{
uint32_t PlayerKey; // (Parm, ZeroConstructor, IsPlainOldData)
struct FName PlayerType; // (Parm, ZeroConstructor, IsPlainOldData)
bool bSendFailure; // (Parm, ZeroConstructor, IsPlainOldData)
struct FString FailureMessage; // (Parm, ZeroConstructor)
};
// Function Gameplay.UAEGameMode.SetPlayerOpenId
struct AUAEGameMode_SetPlayerOpenId_Params
{
uint32_t InPlayerKey; // (Parm, ZeroConstructor, IsPlainOldData)
struct FString InPlayerOpenID; // (Parm, ZeroConstructor)
};
// Function Gameplay.UAEGameMode.RetrieveTeamBattleResultData
struct AUAEGameMode_RetrieveTeamBattleResultData_Params
{
int TeamID; // (Parm, ZeroConstructor, IsPlainOldData)
struct FGameModeTeamBattleResultData ReturnValue; // (Parm, OutParm, ReturnParm)
};
// Function Gameplay.UAEGameMode.RetrieveBattleData
struct AUAEGameMode_RetrieveBattleData_Params
{
struct FBattleData OutBattleData; // (Parm, OutParm)
};
// Function Gameplay.UAEGameMode.RestartPlayerAtPlayerStart
struct AUAEGameMode_RestartPlayerAtPlayerStart_Params
{
class AController* NewPlayer; // (Parm, ZeroConstructor, IsPlainOldData)
class AActor* StartSpot; // (Parm, ZeroConstructor, IsPlainOldData)
};
// Function Gameplay.UAEGameMode.Rescue
struct AUAEGameMode_Rescue_Params
{
class APawn* RescueWho; // (Parm, ZeroConstructor, IsPlainOldData)
class APawn* Hero; // (Parm, ZeroConstructor, IsPlainOldData)
};
// Function Gameplay.UAEGameMode.RegisterItemGroupSpotsByTag
struct AUAEGameMode_RegisterItemGroupSpotsByTag_Params
{
struct FName Tag; // (Parm, ZeroConstructor, IsPlainOldData)
class UGroupSpotSceneComponent* GroupSpotComponent; // (Parm, ZeroConstructor, InstancedReference, IsPlainOldData)
};
// Function Gameplay.UAEGameMode.RegisterItemGroupSpots
struct AUAEGameMode_RegisterItemGroupSpots_Params
{
class UGroupSpotSceneComponent* GroupSpotComponent; // (Parm, ZeroConstructor, InstancedReference, IsPlainOldData)
};
// Function Gameplay.UAEGameMode.RefreshWorldActiveRange
struct AUAEGameMode_RefreshWorldActiveRange_Params
{
};
// Function Gameplay.UAEGameMode.RefreshWatchTeammates
struct AUAEGameMode_RefreshWatchTeammates_Params
{
class AUAEPlayerController* InController; // (Parm, ZeroConstructor, IsPlainOldData)
int InTeamID; // (Parm, ZeroConstructor, IsPlainOldData)
};
// Function Gameplay.UAEGameMode.RefreshPlayerNames
struct AUAEGameMode_RefreshPlayerNames_Params
{
uint32_t InPlayerKey; // (Parm, ZeroConstructor, IsPlainOldData)
struct FString InPlayerName; // (Parm, ZeroConstructor)
int TeamID; // (Parm, ZeroConstructor, IsPlainOldData)
bool IsLogin; // (Parm, ZeroConstructor, IsPlainOldData)
};
// Function Gameplay.UAEGameMode.RecoardAlivePlayerNum
struct AUAEGameMode_RecoardAlivePlayerNum_Params
{
int ReturnValue; // (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData)
};
// Function Gameplay.UAEGameMode.PreCreatePlayerController
struct AUAEGameMode_PreCreatePlayerController_Params
{
uint32_t PlayerKey; // (Parm, ZeroConstructor, IsPlainOldData)
class APlayerController* ReturnValue; // (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData)
};
// Function Gameplay.UAEGameMode.OnPlayerFiring
struct AUAEGameMode_OnPlayerFiring_Params
{
uint32_t InPlayerKey; // (Parm, ZeroConstructor, IsPlainOldData)
};
// Function Gameplay.UAEGameMode.OnObserverLogout
struct AUAEGameMode_OnObserverLogout_Params
{
class AUAEPlayerController* InController; // (Parm, ZeroConstructor, IsPlainOldData)
};
// Function Gameplay.UAEGameMode.OnObserverLogin
struct AUAEGameMode_OnObserverLogin_Params
{
class AUAEPlayerController* InController; // (Parm, ZeroConstructor, IsPlainOldData)
};
// Function Gameplay.UAEGameMode.OnMsg
struct AUAEGameMode_OnMsg_Params
{
struct FString Msg; // (Parm, ZeroConstructor)
};
// Function Gameplay.UAEGameMode.OnAirDropBoxLanded
struct AUAEGameMode_OnAirDropBoxLanded_Params
{
int boxId; // (Parm, ZeroConstructor, IsPlainOldData)
struct FVector pos; // (ConstParm, Parm, OutParm, ReferenceParm, IsPlainOldData)
};
// Function Gameplay.UAEGameMode.OnAirDropBoxEmpty
struct AUAEGameMode_OnAirDropBoxEmpty_Params
{
int boxId; // (Parm, ZeroConstructor, IsPlainOldData)
};
// Function Gameplay.UAEGameMode.NotifyPlayerExit
struct AUAEGameMode_NotifyPlayerExit_Params
{
uint32_t PlayerKey; // (Parm, ZeroConstructor, IsPlainOldData)
struct FName PlayerType; // (Parm, ZeroConstructor, IsPlainOldData)
bool bDestroyPlayerController; // (Parm, ZeroConstructor, IsPlainOldData)
bool bDestroyCharacter; // (Parm, ZeroConstructor, IsPlainOldData)
bool bSendFailure; // (Parm, ZeroConstructor, IsPlainOldData)
struct FString FailureMessage; // (Parm, ZeroConstructor)
};
// Function Gameplay.UAEGameMode.NotifyPlayerAbleToExitSafely
struct AUAEGameMode_NotifyPlayerAbleToExitSafely_Params
{
uint32_t PlayerKey; // (Parm, ZeroConstructor, IsPlainOldData)
struct FName PlayerType; // (Parm, ZeroConstructor, IsPlainOldData)
};
// Function Gameplay.UAEGameMode.NotifyGameModeInit
struct AUAEGameMode_NotifyGameModeInit_Params
{
};
// Function Gameplay.UAEGameMode.NotifyAIPlayerEnter
struct AUAEGameMode_NotifyAIPlayerEnter_Params
{
uint32_t PlayerKey; // (Parm, ZeroConstructor, IsPlainOldData)
};
// Function Gameplay.UAEGameMode.ModifyDamage
struct AUAEGameMode_ModifyDamage_Params
{
float Damage; // (Parm, ZeroConstructor, IsPlainOldData)
struct FDamageEvent DamageEvent; // (ConstParm, Parm, OutParm, ReferenceParm)
class AController* EventInstigator; // (Parm, ZeroConstructor, IsPlainOldData)
class AController* VictimController; // (Parm, ZeroConstructor, IsPlainOldData)
class AActor* DamageCauser; // (Parm, ZeroConstructor, IsPlainOldData)
float ReturnValue; // (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData)
};
// Function Gameplay.UAEGameMode.Killed
struct AUAEGameMode_Killed_Params
{
class AController* Killer; // (Parm, ZeroConstructor, IsPlainOldData)
class AController* VictimPlayer; // (Parm, ZeroConstructor, IsPlainOldData)
class APawn* VictimPawn; // (Parm, ZeroConstructor, IsPlainOldData)
class UDamageType* DamageType; // (ConstParm, Parm, ZeroConstructor, IsPlainOldData)
};
// Function Gameplay.UAEGameMode.InitWorldActiveRange
struct AUAEGameMode_InitWorldActiveRange_Params
{
};
// Function Gameplay.UAEGameMode.InitGenerator
struct AUAEGameMode_InitGenerator_Params
{
};
// Function Gameplay.UAEGameMode.InitDynamicTriggers
struct AUAEGameMode_InitDynamicTriggers_Params
{
};
// Function Gameplay.UAEGameMode.InitDynamicBlocks
struct AUAEGameMode_InitDynamicBlocks_Params
{
};
// Function Gameplay.UAEGameMode.InitAdvertisement
struct AUAEGameMode_InitAdvertisement_Params
{
};
// Function Gameplay.UAEGameMode.HeartBeat
struct AUAEGameMode_HeartBeat_Params
{
};
// Function Gameplay.UAEGameMode.HasDynamicBlocks
struct AUAEGameMode_HasDynamicBlocks_Params
{
bool ReturnValue; // (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData)
};
// Function Gameplay.UAEGameMode.HandlePlayerPaintDecalResponse
struct AUAEGameMode_HandlePlayerPaintDecalResponse_Params
{
uint32_t PlayerKey; // (Parm, ZeroConstructor, IsPlainOldData)
struct FName PlayerType; // (Parm, ZeroConstructor, IsPlainOldData)
int Result; // (Parm, ZeroConstructor, IsPlainOldData)
int DecalId; // (Parm, ZeroConstructor, IsPlainOldData)
int Count; // (Parm, ZeroConstructor, IsPlainOldData)
};
// Function Gameplay.UAEGameMode.HandlePlayerGiftItemResponse
struct AUAEGameMode_HandlePlayerGiftItemResponse_Params
{
uint32_t PlayerKey; // (Parm, ZeroConstructor, IsPlainOldData)
struct FName PlayerType; // (Parm, ZeroConstructor, IsPlainOldData)
int Result; // (Parm, ZeroConstructor, IsPlainOldData)
int GiftResID; // (Parm, ZeroConstructor, IsPlainOldData)
int Count; // (Parm, ZeroConstructor, IsPlainOldData)
};
// Function Gameplay.UAEGameMode.GotoNearDeath
struct AUAEGameMode_GotoNearDeath_Params
{
class AController* DamageInstigator; // (Parm, ZeroConstructor, IsPlainOldData)
class APawn* VictimPawn; // (Parm, ZeroConstructor, IsPlainOldData)
};
// Function Gameplay.UAEGameMode.GetSurvivingTeamCount
struct AUAEGameMode_GetSurvivingTeamCount_Params
{
int ReturnValue; // (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData)
};
// Function Gameplay.UAEGameMode.GetSurvivingCharacterCount
struct AUAEGameMode_GetSurvivingCharacterCount_Params
{
int ReturnValue; // (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData)
};
// Function Gameplay.UAEGameMode.GetPlayerStateListWithTeamID
struct AUAEGameMode_GetPlayerStateListWithTeamID_Params
{
int TeamID; // (Parm, ZeroConstructor, IsPlainOldData)
struct FName PlayerType; // (Parm, ZeroConstructor, IsPlainOldData)
TArray<class AUAEPlayerState*> ReturnValue; // (Parm, OutParm, ZeroConstructor, ReturnParm)
};
// Function Gameplay.UAEGameMode.GetPlayerControllerListWithTeamID
struct AUAEGameMode_GetPlayerControllerListWithTeamID_Params
{
int TeamID; // (Parm, ZeroConstructor, IsPlainOldData)
struct FName PlayerType; // (Parm, ZeroConstructor, IsPlainOldData)
TArray<class AUAEPlayerController*> ReturnValue; // (Parm, OutParm, ZeroConstructor, ReturnParm)
};
// Function Gameplay.UAEGameMode.GetPlayerAndRealAiNum
struct AUAEGameMode_GetPlayerAndRealAiNum_Params
{
int OutPlayerNum; // (Parm, OutParm, ZeroConstructor, IsPlainOldData)
int OutRealAiNum; // (Parm, OutParm, ZeroConstructor, IsPlainOldData)
};
// Function Gameplay.UAEGameMode.GetObserverControllerList
struct AUAEGameMode_GetObserverControllerList_Params
{
TArray<class AUAEPlayerController*> ReturnValue; // (Parm, OutParm, ZeroConstructor, ReturnParm)
};
// Function Gameplay.UAEGameMode.FindPlayerStateWithPlayerKey
struct AUAEGameMode_FindPlayerStateWithPlayerKey_Params
{
uint32_t PlayerKey; // (Parm, ZeroConstructor, IsPlainOldData)
struct FName PlayerType; // (Parm, ZeroConstructor, IsPlainOldData)
class AUAEPlayerState* ReturnValue; // (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData)
};
// Function Gameplay.UAEGameMode.FindPlayerControllerWithPlayerKey
struct AUAEGameMode_FindPlayerControllerWithPlayerKey_Params
{
uint32_t PlayerKey; // (Parm, ZeroConstructor, IsPlainOldData)
struct FName PlayerType; // (Parm, ZeroConstructor, IsPlainOldData)
class AUAEPlayerController* ReturnValue; // (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData)
};
// Function Gameplay.UAEGameMode.DestroyNoActiveWorldActor
struct AUAEGameMode_DestroyNoActiveWorldActor_Params
{
struct FVector Location; // (Parm, OutParm, IsPlainOldData)
float Radius; // (Parm, OutParm, ZeroConstructor, IsPlainOldData)
};
// Function Gameplay.UAEGameMode.DestroyCharacterForPlayerController
struct AUAEGameMode_DestroyCharacterForPlayerController_Params
{
class APlayerController* PC; // (Parm, ZeroConstructor, IsPlainOldData)
};
// Function Gameplay.UAEGameMode.DebugEnterFriendObserver
struct AUAEGameMode_DebugEnterFriendObserver_Params
{
class AUAEPlayerController* InController; // (Parm, ZeroConstructor, IsPlainOldData)
};
// Function Gameplay.UAEGameMode.CollectAllPlayerInfo
struct AUAEGameMode_CollectAllPlayerInfo_Params
{
float DeltaSeconds; // (Parm, ZeroConstructor, IsPlainOldData)
};
// Function Gameplay.UAEGameMode.ChangeName
struct AUAEGameMode_ChangeName_Params
{
class AController* Controller; // (Parm, ZeroConstructor, IsPlainOldData)
struct FString NewName; // (Parm, ZeroConstructor)
bool bNameChange; // (Parm, ZeroConstructor, IsPlainOldData)
};
// Function Gameplay.UAEGameMode.AddAirDropBox
struct AUAEGameMode_AddAirDropBox_Params
{
int boxId; // (Parm, ZeroConstructor, IsPlainOldData)
struct FVector pos; // (ConstParm, Parm, OutParm, ReferenceParm, IsPlainOldData)
};
// Function Gameplay.UAEPlayerState.SetGVMemberIDServerCall
struct AUAEPlayerState_SetGVMemberIDServerCall_Params
{
int memberID; // (Parm, ZeroConstructor, IsPlainOldData)
};
// Function Gameplay.UAEPlayerState.SetGVMemberID
struct AUAEPlayerState_SetGVMemberID_Params
{
int memberID; // (Parm, ZeroConstructor, IsPlainOldData)
};
// Function Gameplay.UAEPlayerState.ReportTaskExtInfo
struct AUAEPlayerState_ReportTaskExtInfo_Params
{
int TaskID; // (Parm, ZeroConstructor, IsPlainOldData)
struct FString ExtInfo; // (Parm, ZeroConstructor)
};
// Function Gameplay.UAEPlayerState.ReportTaskData
struct AUAEPlayerState_ReportTaskData_Params
{
int TaskID; // (Parm, ZeroConstructor, IsPlainOldData)
int process; // (Parm, ZeroConstructor, IsPlainOldData)
};
// Function Gameplay.UAEPlayerState.ReportSpecialCollection
struct AUAEPlayerState_ReportSpecialCollection_Params
{
int ItemID; // (Parm, ZeroConstructor, IsPlainOldData)
int Count; // (Parm, ZeroConstructor, IsPlainOldData)
};
// Function Gameplay.UAEPlayerState.ReportSecretAreaID
struct AUAEPlayerState_ReportSecretAreaID_Params
{
int SecretAreaID; // (Parm, ZeroConstructor, IsPlainOldData)
};
// Function Gameplay.UAEPlayerState.ReportLandLocType
struct AUAEPlayerState_ReportLandLocType_Params
{
int TouchDownLocType; // (Parm, ZeroConstructor, IsPlainOldData)
struct FString TouchDownLocName; // (Parm, ZeroConstructor)
};
// Function Gameplay.UAEPlayerState.ReportLandArea
struct AUAEPlayerState_ReportLandArea_Params
{
int TouchDownArea; // (Parm, ZeroConstructor, IsPlainOldData)
};
// Function Gameplay.UAEPlayerState.OnReportSpecificBulletUsed
struct AUAEPlayerState_OnReportSpecificBulletUsed_Params
{
int ItemID; // (Parm, ZeroConstructor, IsPlainOldData)
int Count; // (Parm, ZeroConstructor, IsPlainOldData)
};
// Function Gameplay.UAEPlayerState.OnRep_UID
struct AUAEPlayerState_OnRep_UID_Params
{
};
// Function Gameplay.UAEPlayerState.OnRep_PlayerKillsChange
struct AUAEPlayerState_OnRep_PlayerKillsChange_Params
{
};
// Function Gameplay.UAEPlayerState.OnRep_MatchLabel
struct AUAEPlayerState_OnRep_MatchLabel_Params
{
};
// Function Gameplay.UAEPlayerState.OnRep_CollectItemRecord
struct AUAEPlayerState_OnRep_CollectItemRecord_Params
{
};
// Function Gameplay.UAEPlayerState.OnRep_CampID
struct AUAEPlayerState_OnRep_CampID_Params
{
};
// Function Gameplay.UAEPlayerState.IsSpecialPickItemCollectionCompleted
struct AUAEPlayerState_IsSpecialPickItemCollectionCompleted_Params
{
int ItemID; // (Parm, ZeroConstructor, IsPlainOldData)
bool ReturnValue; // (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData)
};
// Function Gameplay.UAEPlayerState.IsSpecialPickItem
struct AUAEPlayerState_IsSpecialPickItem_Params
{
int ItemID; // (Parm, ZeroConstructor, IsPlainOldData)
bool ReturnValue; // (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData)
};
// Function Gameplay.UAEPlayerState.GetUserIDByMemberID
struct AUAEPlayerState_GetUserIDByMemberID_Params
{
int memberID; // (Parm, ZeroConstructor, IsPlainOldData)
uint32_t ReturnValue; // (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData)
};
// Function Gameplay.UAEPlayerState.GetUIDString
struct AUAEPlayerState_GetUIDString_Params
{
struct FString ReturnValue; // (Parm, OutParm, ZeroConstructor, ReturnParm)
};
// Function Gameplay.UAEPlayerState.GetTeammateBattleResultData
struct AUAEPlayerState_GetTeammateBattleResultData_Params
{
struct FGameModeTeammateBattleResultData ReturnValue; // (Parm, OutParm, ReturnParm)
};
// Function Gameplay.UAEPlayerState.GetPlayerBattleResultData
struct AUAEPlayerState_GetPlayerBattleResultData_Params
{
struct FGameModePlayerBattleResultData ReturnValue; // (Parm, OutParm, ReturnParm)
};
// Function Gameplay.UAEPlayerState.ChangeCollectItemRecord
struct AUAEPlayerState_ChangeCollectItemRecord_Params
{
int InItemID; // (Parm, ZeroConstructor, IsPlainOldData)
bool InNewState; // (Parm, ZeroConstructor, IsPlainOldData)
};
// Function Gameplay.UAEPlayerController.UpdatePlayerOBBattleInfo
struct AUAEPlayerController_UpdatePlayerOBBattleInfo_Params
{
struct FString UIDString; // (ConstParm, Parm, ZeroConstructor)
struct FPlayerOBBattleInfo NewBattleInfo; // (ConstParm, Parm, OutParm, ReferenceParm)
};
// Function Gameplay.UAEPlayerController.TestLogout
struct AUAEPlayerController_TestLogout_Params
{
};
// Function Gameplay.UAEPlayerController.SetUsedSimulationCVar
struct AUAEPlayerController_SetUsedSimulationCVar_Params
{
bool Value; // (Parm, ZeroConstructor, IsPlainOldData)
};
// Function Gameplay.UAEPlayerController.SetPanels
struct AUAEPlayerController_SetPanels_Params
{
TArray<class UUAEUserWidget*> panels; // (ConstParm, Parm, OutParm, ZeroConstructor, ReferenceParm)
};
// Function Gameplay.UAEPlayerController.ServerTestLogout
struct AUAEPlayerController_ServerTestLogout_Params
{
};
// Function Gameplay.UAEPlayerController.ServerSetVoiceId
struct AUAEPlayerController_ServerSetVoiceId_Params
{
int VoiceID; // (Parm, ZeroConstructor, IsPlainOldData)
};
// Function Gameplay.UAEPlayerController.ServerKickSelf
struct AUAEPlayerController_ServerKickSelf_Params
{
};
// Function Gameplay.UAEPlayerController.ServerGotoSpectating
struct AUAEPlayerController_ServerGotoSpectating_Params
{
class APawn* ViewTarget; // (Parm, ZeroConstructor, IsPlainOldData)
};
// Function Gameplay.UAEPlayerController.ServerExitGame
struct AUAEPlayerController_ServerExitGame_Params
{
};
// Function Gameplay.UAEPlayerController.ServerAcknowledgeReconnection_2
struct AUAEPlayerController_ServerAcknowledgeReconnection_2_Params
{
uint32_t Token; // (Parm, ZeroConstructor, IsPlainOldData)
};
// Function Gameplay.UAEPlayerController.ResetUsedSimulationCVar
struct AUAEPlayerController_ResetUsedSimulationCVar_Params
{
};
// Function Gameplay.UAEPlayerController.ReleaseInGameUI
struct AUAEPlayerController_ReleaseInGameUI_Params
{
};
// Function Gameplay.UAEPlayerController.PrintStatistics
struct AUAEPlayerController_PrintStatistics_Params
{
};
// Function Gameplay.UAEPlayerController.PlayerStartIDReceived
struct AUAEPlayerController_PlayerStartIDReceived_Params
{
};
// Function Gameplay.UAEPlayerController.OnRep_WatchPlayerKey
struct AUAEPlayerController_OnRep_WatchPlayerKey_Params
{
};
// Function Gameplay.UAEPlayerController.OnRep_UsedSimulation
struct AUAEPlayerController_OnRep_UsedSimulation_Params
{
};
// Function Gameplay.UAEPlayerController.OnRep_PlayerOBInfoList
struct AUAEPlayerController_OnRep_PlayerOBInfoList_Params
{
};
// Function Gameplay.UAEPlayerController.OnRep_LastGameResultTime
struct AUAEPlayerController_OnRep_LastGameResultTime_Params
{
};
// Function Gameplay.UAEPlayerController.OnRep_IsSpectatingEnemy
struct AUAEPlayerController_OnRep_IsSpectatingEnemy_Params
{
};
// Function Gameplay.UAEPlayerController.OnRep_IsSpectating
struct AUAEPlayerController_OnRep_IsSpectating_Params
{
};
// Function Gameplay.UAEPlayerController.OnRep_IsObserver
struct AUAEPlayerController_OnRep_IsObserver_Params
{
};
// Function Gameplay.UAEPlayerController.OnRep_FriendObservers
struct AUAEPlayerController_OnRep_FriendObservers_Params
{
};
// Function Gameplay.UAEPlayerController.KickSelf
struct AUAEPlayerController_KickSelf_Params
{
};
// Function Gameplay.UAEPlayerController.IsSpectator
struct AUAEPlayerController_IsSpectator_Params
{
bool ReturnValue; // (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData)
};
// Function Gameplay.UAEPlayerController.IsRoomMode
struct AUAEPlayerController_IsRoomMode_Params
{
bool ReturnValue; // (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData)
};
// Function Gameplay.UAEPlayerController.IsPureSpectator
struct AUAEPlayerController_IsPureSpectator_Params
{
bool ReturnValue; // (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData)
};
// Function Gameplay.UAEPlayerController.IsObserver
struct AUAEPlayerController_IsObserver_Params
{
bool ReturnValue; // (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData)
};
// Function Gameplay.UAEPlayerController.IsInSpectatingEnemy
struct AUAEPlayerController_IsInSpectatingEnemy_Params
{
bool ReturnValue; // (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData)
};
// Function Gameplay.UAEPlayerController.IsInSpectating
struct AUAEPlayerController_IsInSpectating_Params
{
bool ReturnValue; // (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData)
};
// Function Gameplay.UAEPlayerController.IsFriendOrEnemySpectator
struct AUAEPlayerController_IsFriendOrEnemySpectator_Params
{
bool ReturnValue; // (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData)
};
// Function Gameplay.UAEPlayerController.IsFriendObserver
struct AUAEPlayerController_IsFriendObserver_Params
{
bool ReturnValue; // (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData)
};
// Function Gameplay.UAEPlayerController.IsDemoRecSpectator
struct AUAEPlayerController_IsDemoRecSpectator_Params
{
bool ReturnValue; // (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData)
};
// Function Gameplay.UAEPlayerController.IsDemoPlaySpectator
struct AUAEPlayerController_IsDemoPlaySpectator_Params
{
bool ReturnValue; // (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData)
};
// Function Gameplay.UAEPlayerController.InitWithPlayerParams
struct AUAEPlayerController_InitWithPlayerParams_Params
{
struct FGameModePlayerParams Params; // (ConstParm, Parm, OutParm, ReferenceParm)
};
// Function Gameplay.UAEPlayerController.InitWeaponAvatarItems
struct AUAEPlayerController_InitWeaponAvatarItems_Params
{
};
// Function Gameplay.UAEPlayerController.InitPlayerOBInfoList
struct AUAEPlayerController_InitPlayerOBInfoList_Params
{
};
// Function Gameplay.UAEPlayerController.InitInGameUI
struct AUAEPlayerController_InitInGameUI_Params
{
};
// Function Gameplay.UAEPlayerController.GotoSpectating
struct AUAEPlayerController_GotoSpectating_Params
{
int PlayerID; // (Parm, ZeroConstructor, IsPlainOldData)
int ReturnValue; // (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData)
};
// Function Gameplay.UAEPlayerController.GetOBPlayerUIDString
struct AUAEPlayerController_GetOBPlayerUIDString_Params
{
struct FPlayerOBInfo PlayerOBInfo; // (ConstParm, Parm, OutParm, ReferenceParm, IsPlainOldData)
struct FString ReturnValue; // (Parm, OutParm, ZeroConstructor, ReturnParm)
};
// Function Gameplay.UAEPlayerController.GetCurrentOBPlayerKey
struct AUAEPlayerController_GetCurrentOBPlayerKey_Params
{
uint32_t ReturnValue; // (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData)
};
// Function Gameplay.UAEPlayerController.GetCurrentOBPlayerInfoIndex
struct AUAEPlayerController_GetCurrentOBPlayerInfoIndex_Params
{
int ReturnValue; // (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData)
};
// Function Gameplay.UAEPlayerController.ExitGame
struct AUAEPlayerController_ExitGame_Params
{
};
// Function Gameplay.UAEPlayerController.ExhaustCPU
struct AUAEPlayerController_ExhaustCPU_Params
{
};
// Function Gameplay.UAEPlayerController.ExecDSCommand
struct AUAEPlayerController_ExecDSCommand_Params
{
struct FString DSCommand; // (ConstParm, Parm, ZeroConstructor, ReferenceParm)
};
// Function Gameplay.UAEPlayerController.ExcuteIntRecord
struct AUAEPlayerController_ExcuteIntRecord_Params
{
struct FString Key; // (Parm, ZeroConstructor)
int Count; // (Parm, ZeroConstructor, IsPlainOldData)
};
// Function Gameplay.UAEPlayerController.ExcuteIntCounterRecord
struct AUAEPlayerController_ExcuteIntCounterRecord_Params
{
struct FString Key; // (Parm, ZeroConstructor)
int Count; // (Parm, ZeroConstructor, IsPlainOldData)
};
// Function Gameplay.UAEPlayerController.EnableInGameUI
struct AUAEPlayerController_EnableInGameUI_Params
{
};
// Function Gameplay.UAEPlayerController.DumpNetActors
struct AUAEPlayerController_DumpNetActors_Params
{
};
// Function Gameplay.UAEPlayerController.DumpAllUI
struct AUAEPlayerController_DumpAllUI_Params
{
};
// Function Gameplay.UAEPlayerController.DumpAllObjects
struct AUAEPlayerController_DumpAllObjects_Params
{
};
// Function Gameplay.UAEPlayerController.DumpAllActors
struct AUAEPlayerController_DumpAllActors_Params
{
};
// Function Gameplay.UAEPlayerController.DoCrash
struct AUAEPlayerController_DoCrash_Params
{
};
// Function Gameplay.UAEPlayerController.DisableInGameUI
struct AUAEPlayerController_DisableInGameUI_Params
{
};
// Function Gameplay.UAEPlayerController.ClientShowTeammateEscapeNotice
struct AUAEPlayerController_ClientShowTeammateEscapeNotice_Params
{
};
// Function Gameplay.UAEPlayerController.ClientInitPlayerOBInfoButton
struct AUAEPlayerController_ClientInitPlayerOBInfoButton_Params
{
};
// Function Gameplay.UAEPlayerController.ClientBroadcastRespawnComplete
struct AUAEPlayerController_ClientBroadcastRespawnComplete_Params
{
};
// Function Gameplay.UAEPlayerController.ClientBroadcastReconnectionSuccessful
struct AUAEPlayerController_ClientBroadcastReconnectionSuccessful_Params
{
};
// Function Gameplay.UAEPlayerController.ClientAcknowledgeReconnection_4
struct AUAEPlayerController_ClientAcknowledgeReconnection_4_Params
{
uint32_t Token; // (Parm, ZeroConstructor, IsPlainOldData)
};
// Function Gameplay.UAEPlayerController.CheckPlayerOBInfoButtonInit
struct AUAEPlayerController_CheckPlayerOBInfoButtonInit_Params
{
};
// Function Gameplay.UAEPlayerController.CheckAcknowledgedPawn
struct AUAEPlayerController_CheckAcknowledgedPawn_Params
{
class APawn* InPawn; // (Parm, ZeroConstructor, IsPlainOldData)
bool ReturnValue; // (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData)
};
// Function Gameplay.UAEPlayerController.CastUIMsg
struct AUAEPlayerController_CastUIMsg_Params
{
struct FString strMsg; // (Parm, ZeroConstructor)
struct FString module; // (Parm, ZeroConstructor)
};
// Function Gameplay.UAEPlayerController.CallLuaTableFunction
struct AUAEPlayerController_CallLuaTableFunction_Params
{
struct FString TableName; // (Parm, ZeroConstructor)
struct FString FunctionName; // (Parm, ZeroConstructor)
};
// Function Gameplay.UAEPlayerController.CallLuaGlobalFunction
struct AUAEPlayerController_CallLuaGlobalFunction_Params
{
struct FString FunctionName; // (Parm, ZeroConstructor)
};
// Function Gameplay.UAECharacter.RegisterAsRegionObject
struct AUAECharacter_RegisterAsRegionObject_Params
{
};
// Function Gameplay.UAECharacter.OnRep_UseWholeModel
struct AUAECharacter_OnRep_UseWholeModel_Params
{
};
// Function Gameplay.UAECharacter.OnRep_TeamID
struct AUAECharacter_OnRep_TeamID_Params
{
};
// Function Gameplay.UAECharacter.OnRep_PlayerName
struct AUAECharacter_OnRep_PlayerName_Params
{
};
// Function Gameplay.UAECharacter.OnRep_PlayerKey
struct AUAECharacter_OnRep_PlayerKey_Params
{
};
// Function Gameplay.UAECharacter.OnRep_CampID
struct AUAECharacter_OnRep_CampID_Params
{
};
// Function Gameplay.UAECharacter.NotifyPlayerActiveRegionsChanged
struct AUAECharacter_NotifyPlayerActiveRegionsChanged_Params
{
bool bEnter; // (Parm, ZeroConstructor, IsPlainOldData)
};
// Function Gameplay.UAECharacter.GetPlayerKey
struct AUAECharacter_GetPlayerKey_Params
{
struct FString ReturnValue; // (Parm, OutParm, ZeroConstructor, ReturnParm)
};
// Function Gameplay.UAECharacter.GetNonSimulatedComponents_OnFighting
struct AUAECharacter_GetNonSimulatedComponents_OnFighting_Params
{
TArray<class UActorComponent*> ReturnValue; // (ExportObject, Parm, OutParm, ZeroConstructor, ReturnParm)
};
// Function Gameplay.UAECharacter.GetNonSimulatedComponents_NonTeammates
struct AUAECharacter_GetNonSimulatedComponents_NonTeammates_Params
{
TArray<class UActorComponent*> ReturnValue; // (ExportObject, Parm, OutParm, ZeroConstructor, ReturnParm)
};
// Function Gameplay.UAECharacter.GetNonSimulatedComponents
struct AUAECharacter_GetNonSimulatedComponents_Params
{
TArray<class UActorComponent*> ReturnValue; // (ExportObject, Parm, OutParm, ZeroConstructor, ReturnParm)
};
// Function Gameplay.UAECharacter.GetNonDedicatedComponents
struct AUAECharacter_GetNonDedicatedComponents_Params
{
TArray<class UActorComponent*> ReturnValue; // (ExportObject, Parm, OutParm, ZeroConstructor, ReturnParm)
};
// Function Gameplay.UAECharacter.DeactiveCameraOnSimulation
struct AUAECharacter_DeactiveCameraOnSimulation_Params
{
};
// Function Gameplay.UAECharacter.ClientAcknowledgeReconnection_3
struct AUAECharacter_ClientAcknowledgeReconnection_3_Params
{
uint32_t Token; // (Parm, ZeroConstructor, IsPlainOldData)
};
// Function Gameplay.UAEHouseActor.OnRep_WindowList
struct AUAEHouseActor_OnRep_WindowList_Params
{
};
// Function Gameplay.UAEHouseActor.BroadcastWindowRepDataUpdated
struct AUAEHouseActor_BroadcastWindowRepDataUpdated_Params
{
struct FUAEWindowRepData InRepData; // (Parm)
};
// Function Gameplay.BackpackComponent.UseItem
struct UBackpackComponent_UseItem_Params
{
struct FItemDefineID DefineID; // (Parm)
struct FBattleItemUseTarget Target; // (Parm)
EBattleItemUseReason Reason; // (Parm, ZeroConstructor, IsPlainOldData)
bool ReturnValue; // (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData)
};
// Function Gameplay.BackpackComponent.UpdateOccupiedCapacity
struct UBackpackComponent_UpdateOccupiedCapacity_Params
{
float ReturnValue; // (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData)
};
// Function Gameplay.BackpackComponent.UpdateCapacity
struct UBackpackComponent_UpdateCapacity_Params
{
float ReturnValue; // (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData)
};
// Function Gameplay.BackpackComponent.UnequipItem
struct UBackpackComponent_UnequipItem_Params
{
struct FItemDefineID DefineID; // (Parm)
};
// Function Gameplay.BackpackComponent.TryMergeItemHandles
struct UBackpackComponent_TryMergeItemHandles_Params
{
struct FItemDefineID DefineID; // (Parm)
};
// Function Gameplay.BackpackComponent.TakeItem
struct UBackpackComponent_TakeItem_Params
{
struct FItemDefineID DefineID; // (Parm)
int Count; // (Parm, ZeroConstructor, IsPlainOldData)
bool bCallHandleDrop; // (Parm, ZeroConstructor, IsPlainOldData)
int ReturnValue; // (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData)
};
// Function Gameplay.BackpackComponent.SwapItem
struct UBackpackComponent_SwapItem_Params
{
struct FItemDefineID DefineID1; // (Parm)
struct FItemDefineID DefineID2; // (Parm)
bool ReturnValue; // (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData)
};
// Function Gameplay.BackpackComponent.ServerEnableItem
struct UBackpackComponent_ServerEnableItem_Params
{
struct FItemDefineID DefineID; // (Parm)
bool bUse; // (Parm, ZeroConstructor, IsPlainOldData)
};
// Function Gameplay.BackpackComponent.ReturnItem
struct UBackpackComponent_ReturnItem_Params
{
struct FItemDefineID DefineID; // (Parm)
int Count; // (Parm, ZeroConstructor, IsPlainOldData)
bool bCallHandlePickup; // (Parm, ZeroConstructor, IsPlainOldData)
int ReturnValue; // (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData)
};
// Function Gameplay.BackpackComponent.RemoveItemHandle
struct UBackpackComponent_RemoveItemHandle_Params
{
struct FItemDefineID DefineID; // (Parm)
bool ReturnValue; // (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData)
};
// Function Gameplay.BackpackComponent.ReceiveItemList
struct UBackpackComponent_ReceiveItemList_Params
{
};
// Function Gameplay.BackpackComponent.ReceiveCapacity
struct UBackpackComponent_ReceiveCapacity_Params
{
};
// Function Gameplay.BackpackComponent.PickupItem
struct UBackpackComponent_PickupItem_Params
{
struct FItemDefineID DefineID; // (Parm)
struct FBattleItemPickupInfo PickupInfo; // (Parm)
EBattleItemPickupReason Reason; // (Parm, ZeroConstructor, IsPlainOldData)
bool ReturnValue; // (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData)
};
// Function Gameplay.BackpackComponent.OnRep_specialCountLimit
struct UBackpackComponent_OnRep_specialCountLimit_Params
{
};
// Function Gameplay.BackpackComponent.OnRep_ItemListNet
struct UBackpackComponent_OnRep_ItemListNet_Params
{
};
// Function Gameplay.BackpackComponent.OnRep_ItemList
struct UBackpackComponent_OnRep_ItemList_Params
{
};
// Function Gameplay.BackpackComponent.OnRep_Capacity
struct UBackpackComponent_OnRep_Capacity_Params
{
};
// Function Gameplay.BackpackComponent.NotifyItemUpdated
struct UBackpackComponent_NotifyItemUpdated_Params
{
struct FItemDefineID DefineID; // (Parm)
};
// Function Gameplay.BackpackComponent.NotifyItemRemoved
struct UBackpackComponent_NotifyItemRemoved_Params
{
struct FItemDefineID DefineID; // (Parm)
};
// Function Gameplay.BackpackComponent.NotifyItemListUpdated
struct UBackpackComponent_NotifyItemListUpdated_Params
{
};
// Function Gameplay.BackpackComponent.NotifyCapacityUpdated
struct UBackpackComponent_NotifyCapacityUpdated_Params
{
};
// Function Gameplay.BackpackComponent.NewItemHandle
struct UBackpackComponent_NewItemHandle_Params
{
struct FItemDefineID DefineID; // (Parm)
class UBattleItemHandleBase* ReturnValue; // (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData)
};
// Function Gameplay.BackpackComponent.ModifyItemHandleEquippingState
struct UBackpackComponent_ModifyItemHandleEquippingState_Params
{
class UItemHandleBase* ItemHandle; // (Parm, ZeroConstructor, IsPlainOldData)
bool bEquipping; // (Parm, ZeroConstructor, IsPlainOldData)
};
// Function Gameplay.BackpackComponent.ModifyItemHandleCount
struct UBackpackComponent_ModifyItemHandleCount_Params
{
class UItemHandleBase* ItemHandle; // (Parm, ZeroConstructor, IsPlainOldData)
int Count; // (Parm, ZeroConstructor, IsPlainOldData)
};
// Function Gameplay.BackpackComponent.ItemNet2Data
struct UBackpackComponent_ItemNet2Data_Params
{
struct FNetArrayUnit netItem; // (ConstParm, Parm, OutParm, ReferenceParm)
struct FBattleItemData ReturnValue; // (Parm, OutParm, ReturnParm)
};
// Function Gameplay.BackpackComponent.HasItemBySubType
struct UBackpackComponent_HasItemBySubType_Params
{
int subType; // (Parm, ZeroConstructor, IsPlainOldData)
bool ReturnValue; // (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData)
};
// Function Gameplay.BackpackComponent.HasItemByDefindIdRange
struct UBackpackComponent_HasItemByDefindIdRange_Params
{
int LowValue; // (Parm, ZeroConstructor, IsPlainOldData)
int HighValue; // (Parm, ZeroConstructor, IsPlainOldData)
bool ReturnValue; // (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData)
};
// Function Gameplay.BackpackComponent.GetWorld_BP
struct UBackpackComponent_GetWorld_BP_Params
{
class UWorld* ReturnValue; // (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData)
};
// Function Gameplay.BackpackComponent.GetSpecialItemNow
struct UBackpackComponent_GetSpecialItemNow_Params
{
struct FItemDefineID DefineID; // (Parm)
struct FSpecialPickInfo ReturnValue; // (Parm, OutParm, ReturnParm)
};
// Function Gameplay.BackpackComponent.GetSpecialItemBefore
struct UBackpackComponent_GetSpecialItemBefore_Params
{
int itemResID; // (Parm, ZeroConstructor, IsPlainOldData)
struct FSpecialPickInfo ReturnValue; // (Parm, OutParm, ReturnParm)
};
// Function Gameplay.BackpackComponent.GetItemListByDefineID
struct UBackpackComponent_GetItemListByDefineID_Params
{
struct FItemDefineID DefineID; // (Parm)
TArray<struct FBattleItemData> ReturnValue; // (Parm, OutParm, ZeroConstructor, ReturnParm)
};
// Function Gameplay.BackpackComponent.GetItemHandleMap
struct UBackpackComponent_GetItemHandleMap_Params
{
TMap<struct FItemDefineID, class UItemHandleBase*> ReturnValue; // (Parm, OutParm, ZeroConstructor, ReturnParm)
};
// Function Gameplay.BackpackComponent.GetItemHandleList
struct UBackpackComponent_GetItemHandleList_Params
{
TArray<class UItemHandleBase*> ReturnValue; // (Parm, OutParm, ZeroConstructor, ReturnParm)
};
// Function Gameplay.BackpackComponent.GetItemByDefineID
struct UBackpackComponent_GetItemByDefineID_Params
{
struct FItemDefineID DefineID; // (Parm)
struct FBattleItemData ReturnValue; // (Parm, OutParm, ReturnParm)
};
// Function Gameplay.BackpackComponent.GetBattleItemFeatureDataByDefineID
struct UBackpackComponent_GetBattleItemFeatureDataByDefineID_Params
{
struct FItemDefineID DefineID; // (Parm)
struct FBattleItemFeatureData ReturnValue; // (Parm, OutParm, ReturnParm)
};
// Function Gameplay.BackpackComponent.GetAllItemList
struct UBackpackComponent_GetAllItemList_Params
{
TArray<struct FBattleItemData> ReturnValue; // (Parm, OutParm, ZeroConstructor, ReturnParm)
};
// Function Gameplay.BackpackComponent.ForceNetUpdate
struct UBackpackComponent_ForceNetUpdate_Params
{
};
// Function Gameplay.BackpackComponent.EquipItem
struct UBackpackComponent_EquipItem_Params
{
struct FItemDefineID DefineID; // (Parm)
};
// Function Gameplay.BackpackComponent.DropItem
struct UBackpackComponent_DropItem_Params
{
struct FItemDefineID DefineID; // (Parm)
int Count; // (Parm, ZeroConstructor, IsPlainOldData)
EBattleItemDropReason Reason; // (Parm, ZeroConstructor, IsPlainOldData)
bool ReturnValue; // (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData)
};
// Function Gameplay.BackpackComponent.DisuseItem
struct UBackpackComponent_DisuseItem_Params
{
struct FItemDefineID DefineID; // (Parm)
EBattleItemDisuseReason Reason; // (Parm, ZeroConstructor, IsPlainOldData)
bool ReturnValue; // (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData)
};
// Function Gameplay.BackpackComponent.CreateItemHandleInternal
struct UBackpackComponent_CreateItemHandleInternal_Params
{
struct FItemDefineID DefineID; // (Parm)
class UBattleItemHandleBase* ReturnValue; // (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData)
};
// Function Gameplay.BackpackComponent.CreateItemHandle
struct UBackpackComponent_CreateItemHandle_Params
{
struct FItemDefineID DefineID; // (Parm)
class UItemHandleBase* ReturnValue; // (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData)
};
// Function Gameplay.BackpackComponent.ConsumeItem
struct UBackpackComponent_ConsumeItem_Params
{
struct FItemDefineID DefineID; // (Parm)
int Count; // (Parm, ZeroConstructor, IsPlainOldData)
int ReturnValue; // (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData)
};
// Function Gameplay.BackpackComponent.ClientUpdateItemData
struct UBackpackComponent_ClientUpdateItemData_Params
{
struct FBattleItemData InItemData; // (ConstParm, Parm, ReferenceParm)
};
// Function Gameplay.BackpackComponent.ClientRemoveItemData
struct UBackpackComponent_ClientRemoveItemData_Params
{
struct FBattleItemData InItemData; // (ConstParm, Parm, ReferenceParm)
};
// Function Gameplay.BackpackComponent.ClientBroadcastItemOperationFailedDelegate
struct UBackpackComponent_ClientBroadcastItemOperationFailedDelegate_Params
{
struct FItemDefineID DefineID; // (Parm)
EBattleItemOperationType operationType; // (Parm, ZeroConstructor, IsPlainOldData)
EBattleItemOperationFailedReason FailedReason; // (Parm, ZeroConstructor, IsPlainOldData)
};
// Function Gameplay.BackpackComponent.ClientBroadcastItemOperationDelegate
struct UBackpackComponent_ClientBroadcastItemOperationDelegate_Params
{
struct FItemDefineID DefineID; // (Parm)
EBattleItemOperationType operationType; // (Parm, ZeroConstructor, IsPlainOldData)
unsigned char Reason; // (Parm, ZeroConstructor, IsPlainOldData)
};
// Function Gameplay.BackpackComponent.CheckCapacityForItem
struct UBackpackComponent_CheckCapacityForItem_Params
{
struct FItemDefineID DefineID; // (Parm)
int Count; // (Parm, ZeroConstructor, IsPlainOldData)
int ReturnValue; // (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData)
};
// Function Gameplay.BackpackComponent.CanDisuseToBackpack
struct UBackpackComponent_CanDisuseToBackpack_Params
{
struct FItemDefineID DefineID; // (Parm)
bool ReturnValue; // (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData)
};
// Function Gameplay.BackpackComponent.BroadcastItemOperCountDelegate
struct UBackpackComponent_BroadcastItemOperCountDelegate_Params
{
struct FItemDefineID DefineID; // (Parm)
EBattleItemOperationType operationType; // (Parm, ZeroConstructor, IsPlainOldData)
int Count; // (Parm, ZeroConstructor, IsPlainOldData)
};
// Function Gameplay.BackpackComponent.BroadcastItemOperationFailedDelegate
struct UBackpackComponent_BroadcastItemOperationFailedDelegate_Params
{
struct FItemDefineID DefineID; // (Parm)
EBattleItemOperationType operationType; // (Parm, ZeroConstructor, IsPlainOldData)
EBattleItemOperationFailedReason FailedReason; // (Parm, ZeroConstructor, IsPlainOldData)
};
// Function Gameplay.BackpackComponent.BroadcastItemOperationDelegate
struct UBackpackComponent_BroadcastItemOperationDelegate_Params
{
struct FItemDefineID DefineID; // (Parm)
EBattleItemOperationType operationType; // (Parm, ZeroConstructor, IsPlainOldData)
unsigned char Reason; // (Parm, ZeroConstructor, IsPlainOldData)
};
// Function Gameplay.BackpackComponent.AddItemHandle
struct UBackpackComponent_AddItemHandle_Params
{
struct FItemDefineID DefineID; // (Parm)
class UItemHandleBase* ItemHandle; // (Parm, ZeroConstructor, IsPlainOldData)
bool ReturnValue; // (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData)
};
// Function Gameplay.BaseGeneratorComponent.RegisterWorldTileSpot
struct UBaseGeneratorComponent_RegisterWorldTileSpot_Params
{
class USpotSceneComponent* Spot; // (Parm, ZeroConstructor, InstancedReference, IsPlainOldData)
};
// Function Gameplay.BaseGeneratorComponent.RegisterSpotComponentToTick
struct UBaseGeneratorComponent_RegisterSpotComponentToTick_Params
{
class USpotSceneComponent* SpotComponent; // (Parm, ZeroConstructor, InstancedReference, IsPlainOldData)
};
// Function Gameplay.BaseGeneratorComponent.RegisterGroupSpotComponent
struct UBaseGeneratorComponent_RegisterGroupSpotComponent_Params
{
class UGroupSpotSceneComponent* GroupSpotComponent; // (Parm, ZeroConstructor, InstancedReference, IsPlainOldData)
};
// Function Gameplay.BaseGeneratorComponent.GeneratorWorldTileSpots
struct UBaseGeneratorComponent_GeneratorWorldTileSpots_Params
{
struct FWorldTileSpotArray SpotArray; // (Parm, OutParm)
};
// Function Gameplay.BaseGeneratorComponent.GenerateSpots
struct UBaseGeneratorComponent_GenerateSpots_Params
{
};
// Function Gameplay.BaseGeneratorComponent.GenerateSpotOnTick
struct UBaseGeneratorComponent_GenerateSpotOnTick_Params
{
};
// Function Gameplay.BaseGeneratorComponent.CheckTileLevelsVisible
struct UBaseGeneratorComponent_CheckTileLevelsVisible_Params
{
};
// Function Gameplay.GeneratorActorAIInterface.RegisterAIPickupPoint
struct UGeneratorActorAIInterface_RegisterAIPickupPoint_Params
{
class UItemSpotSceneComponent* Spot; // (Parm, ZeroConstructor, InstancedReference, IsPlainOldData)
class AActor* PickUpActor; // (Parm, ZeroConstructor, IsPlainOldData)
};
// Function Gameplay.GeneratorActorInterface.InitData
struct UGeneratorActorInterface_InitData_Params
{
class UItemSpotSceneComponent* ItemSpotSceneComponent; // (Parm, ZeroConstructor, InstancedReference, IsPlainOldData)
int ItemCount; // (Parm, ZeroConstructor, IsPlainOldData)
struct FString Value; // (Parm, ZeroConstructor)
struct FString Category; // (Parm, ZeroConstructor)
bool RepeatGenerateItem; // (Parm, ZeroConstructor, IsPlainOldData)
};
// Function Gameplay.GeneratorVehicleInterface.SetSafeSpawn
struct UGeneratorVehicleInterface_SetSafeSpawn_Params
{
bool ab_IsSafeSpawn; // (Parm, ZeroConstructor, IsPlainOldData)
};
// Function Gameplay.GeneratorVehicleInterface.InitVehicle
struct UGeneratorVehicleInterface_InitVehicle_Params
{
int FuelPercent; // (Parm, ZeroConstructor, IsPlainOldData)
bool bEngineOn; // (Parm, ZeroConstructor, IsPlainOldData)
};
// Function Gameplay.GlobalConfigActor.Init
struct AGlobalConfigActor_Init_Params
{
};
// Function Gameplay.GroupSpotSceneComponent.SetGroupValid
struct UGroupSpotSceneComponent_SetGroupValid_Params
{
bool Valid; // (Parm, ZeroConstructor, IsPlainOldData)
};
// Function Gameplay.GroupSpotSceneComponent.IsValidGroup
struct UGroupSpotSceneComponent_IsValidGroup_Params
{
bool ReturnValue; // (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData)
};
// Function Gameplay.GroupSpotSceneComponent.FindWorldCompositionID
struct UGroupSpotSceneComponent_FindWorldCompositionID_Params
{
int ReturnValue; // (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData)
};
// Function Gameplay.GroupSpotSceneComponent.DoPickUp
struct UGroupSpotSceneComponent_DoPickUp_Params
{
};
// Function Gameplay.ItemConfigActorComponent.RegisterGroupSceneComponent
struct UItemConfigActorComponent_RegisterGroupSceneComponent_Params
{
int GroupType; // (Parm, ZeroConstructor, IsPlainOldData)
class USceneComponent* GroupSceneComponent; // (Parm, ZeroConstructor, InstancedReference, IsPlainOldData)
};
// Function Gameplay.ItemConfigActorComponent.RandomItemSpawnClass
struct UItemConfigActorComponent_RandomItemSpawnClass_Params
{
struct FString ItemValue; // (Parm, ZeroConstructor)
struct FString ItemCategory; // (Parm, ZeroConstructor)
TArray<struct FItemSpawnClass> ReturnValue; // (Parm, OutParm, ZeroConstructor, ReturnParm)
};
// Function Gameplay.ItemConfigActorComponent.RandomGroupSceneComponents
struct UItemConfigActorComponent_RandomGroupSceneComponents_Params
{
int GroupType; // (Parm, ZeroConstructor, IsPlainOldData)
int Persent; // (Parm, ZeroConstructor, IsPlainOldData)
TArray<class USceneComponent*> ReturnValue; // (ExportObject, Parm, OutParm, ZeroConstructor, ReturnParm)
};
// Function Gameplay.ItemConfigActorComponent.RandomGroupSceneComponent
struct UItemConfigActorComponent_RandomGroupSceneComponent_Params
{
TArray<class USceneComponent*> AllGroups; // (Parm, ZeroConstructor)
class USceneComponent* ReturnValue; // (ExportObject, Parm, OutParm, ZeroConstructor, ReturnParm, InstancedReference, IsPlainOldData)
};
// Function Gameplay.ItemConfigActorComponent.LoadActorClass
struct UItemConfigActorComponent_LoadActorClass_Params
{
struct FString Path; // (Parm, ZeroConstructor)
class UClass* ReturnValue; // (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData)
};
// Function Gameplay.ItemConfigActorComponent.GetItemSpawnClass
struct UItemConfigActorComponent_GetItemSpawnClass_Params
{
struct FItemSpawnData Data; // (Parm)
TArray<struct FItemSpawnClass> ReturnValue; // (Parm, OutParm, ZeroConstructor, ReturnParm)
};
// Function Gameplay.ItemGeneratorComponent.WriteItemClassStatisticsDatas
struct UItemGeneratorComponent_WriteItemClassStatisticsDatas_Params
{
};
// Function Gameplay.ItemGeneratorComponent.WriteGroupStatisticsDatas
struct UItemGeneratorComponent_WriteGroupStatisticsDatas_Params
{
};
// Function Gameplay.ItemGeneratorComponent.WriteBuildingStatisticsDatas
struct UItemGeneratorComponent_WriteBuildingStatisticsDatas_Params
{
};
// Function Gameplay.ItemGeneratorComponent.WriteAllStatisticsDatasToLog
struct UItemGeneratorComponent_WriteAllStatisticsDatasToLog_Params
{
};
// Function Gameplay.ItemGeneratorComponent.WriteAllStatisticsDatas
struct UItemGeneratorComponent_WriteAllStatisticsDatas_Params
{
};
// Function Gameplay.ItemGeneratorComponent.SetCatetoryRate
struct UItemGeneratorComponent_SetCatetoryRate_Params
{
TMap<struct FString, float> Rates; // (Parm, ZeroConstructor)
};
// Function Gameplay.ItemGeneratorComponent.RegisterItemGenerateSpawnData
struct UItemGeneratorComponent_RegisterItemGenerateSpawnData_Params
{
struct FItemGenerateSpawnData Data; // (Parm)
};
// Function Gameplay.ItemGeneratorComponent.RegisterBornIslandItem
struct UItemGeneratorComponent_RegisterBornIslandItem_Params
{
class AActor* Item; // (Parm, ZeroConstructor, IsPlainOldData)
};
// Function Gameplay.ItemGeneratorComponent.RandomSingleGroup
struct UItemGeneratorComponent_RandomSingleGroup_Params
{
TArray<class UGroupSpotSceneComponent*> Groups; // (Parm, OutParm, ZeroConstructor)
struct FSpotGroupProperty GroupProperty; // (ConstParm, Parm, OutParm, ReferenceParm)
class UItemGroupSpotSceneComponent* ReturnValue; // (ExportObject, Parm, OutParm, ZeroConstructor, ReturnParm, InstancedReference, IsPlainOldData)
};
// Function Gameplay.ItemGeneratorComponent.RandomItemGenerateSpawnData
struct UItemGeneratorComponent_RandomItemGenerateSpawnData_Params
{
TArray<struct FItemGenerateSpawnData> items; // (Parm, OutParm, ZeroConstructor)
struct FItemGenerateSpawnData ReturnValue; // (Parm, OutParm, ReturnParm)
};
// Function Gameplay.ItemGeneratorComponent.RandomGroupsByType
struct UItemGeneratorComponent_RandomGroupsByType_Params
{
struct FSpotGroupProperty GroupProperty; // (ConstParm, Parm, OutParm, ReferenceParm)
};
// Function Gameplay.ItemGeneratorComponent.RandomGroups
struct UItemGeneratorComponent_RandomGroups_Params
{
};
// Function Gameplay.ItemGeneratorComponent.RandomBornIslandGroups
struct UItemGeneratorComponent_RandomBornIslandGroups_Params
{
};
// Function Gameplay.ItemGeneratorComponent.LoadItemGenerateTable
struct UItemGeneratorComponent_LoadItemGenerateTable_Params
{
};
// Function Gameplay.ItemGeneratorComponent.IsCatetoryEnabled
struct UItemGeneratorComponent_IsCatetoryEnabled_Params
{
bool ReturnValue; // (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData)
};
// Function Gameplay.ItemGeneratorComponent.InitCatetorys
struct UItemGeneratorComponent_InitCatetorys_Params
{
};
// Function Gameplay.ItemGeneratorComponent.GetSpotGroupPropertyByGroupType
struct UItemGeneratorComponent_GetSpotGroupPropertyByGroupType_Params
{
TEnumAsByte<ESpotGroupType> SpotGroupType; // (Parm, ZeroConstructor, IsPlainOldData)
struct FSpotGroupProperty ReturnValue; // (Parm, OutParm, ReturnParm)
};
// Function Gameplay.ItemGeneratorComponent.GetRandomItemClassArray
struct UItemGeneratorComponent_GetRandomItemClassArray_Params
{
struct FString Value; // (Parm, OutParm, ZeroConstructor)
struct FString Category; // (Parm, OutParm, ZeroConstructor)
TArray<struct FItemGenerateSpawnClass> Results; // (Parm, OutParm, ZeroConstructor)
bool RepeatGenerateItem; // (Parm, ZeroConstructor, IsPlainOldData)
bool ReturnValue; // (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData)
};
// Function Gameplay.ItemGeneratorComponent.GetCatetoryRate
struct UItemGeneratorComponent_GetCatetoryRate_Params
{
struct FString Catetory; // (Parm, ZeroConstructor)
float ReturnValue; // (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData)
};
// Function Gameplay.ItemGeneratorComponent.GenerateSpotOnTick
struct UItemGeneratorComponent_GenerateSpotOnTick_Params
{
};
// Function Gameplay.ItemGeneratorComponent.DeleteValidGroups
struct UItemGeneratorComponent_DeleteValidGroups_Params
{
};
// Function Gameplay.ItemGeneratorComponent.DeleteBornIslandItems
struct UItemGeneratorComponent_DeleteBornIslandItems_Params
{
};
// Function Gameplay.ItemGroupSpotSceneComponent.SetGroupProperty
struct UItemGroupSpotSceneComponent_SetGroupProperty_Params
{
class UItemGeneratorComponent* Generator; // (Parm, ZeroConstructor, InstancedReference, IsPlainOldData)
struct FSpotGroupProperty Property; // (ConstParm, Parm, OutParm, ReferenceParm)
};
// Function Gameplay.ItemGroupSpotSceneComponent.RepeatSpots
struct UItemGroupSpotSceneComponent_RepeatSpots_Params
{
};
// Function Gameplay.ItemGroupSpotSceneComponent.RepeatSingleSpot
struct UItemGroupSpotSceneComponent_RepeatSingleSpot_Params
{
class UItemSpotSceneComponent* Spot; // (Parm, ZeroConstructor, InstancedReference, IsPlainOldData)
};
// Function Gameplay.ItemGroupSpotSceneComponent.RandomSpotByType
struct UItemGroupSpotSceneComponent_RandomSpotByType_Params
{
TEnumAsByte<ESpotType> SpotType; // (Parm, ZeroConstructor, IsPlainOldData)
TArray<class UItemSpotSceneComponent*> AllSpots; // (Parm, OutParm, ZeroConstructor)
struct FSpotTypeProperty Property; // (ConstParm, Parm, OutParm, ReferenceParm)
};
// Function Gameplay.ItemGroupSpotSceneComponent.RandomSingleSpot
struct UItemGroupSpotSceneComponent_RandomSingleSpot_Params
{
TArray<class UItemSpotSceneComponent*> Spots; // (Parm, OutParm, ZeroConstructor)
struct FSpotTypeProperty Property; // (ConstParm, Parm, OutParm, ReferenceParm)
};
// Function Gameplay.ItemGroupSpotSceneComponent.RandomRepeatGenerateItemCD
struct UItemGroupSpotSceneComponent_RandomRepeatGenerateItemCD_Params
{
struct FSpotGroupProperty GroupProperty; // (ConstParm, Parm, OutParm, ReferenceParm)
float ReturnValue; // (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData)
};
// Function Gameplay.SpotSceneComponent.SetSpotValid
struct USpotSceneComponent_SetSpotValid_Params
{
bool Valid; // (Parm, ZeroConstructor, IsPlainOldData)
};
// Function Gameplay.SpotSceneComponent.LineTraceSingle
struct USpotSceneComponent_LineTraceSingle_Params
{
class UObject* WorldContextObject; // (Parm, ZeroConstructor, IsPlainOldData)
struct FVector Start; // (ConstParm, Parm, IsPlainOldData)
struct FVector End; // (ConstParm, Parm, IsPlainOldData)
bool bTraceComplex; // (Parm, ZeroConstructor, IsPlainOldData)
TArray<class AActor*> ActorsToIgnore; // (ConstParm, Parm, OutParm, ZeroConstructor, ReferenceParm)
struct FHitResult OutHit; // (Parm, OutParm, IsPlainOldData)
bool bIgnoreSelf; // (Parm, ZeroConstructor, IsPlainOldData)
bool ReturnValue; // (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData)
};
// Function Gameplay.SpotSceneComponent.IsSpotValid
struct USpotSceneComponent_IsSpotValid_Params
{
bool ReturnValue; // (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData)
};
// Function Gameplay.SpotSceneComponent.GetRandomCategory
struct USpotSceneComponent_GetRandomCategory_Params
{
TArray<struct FSpotWeight> SpotWeights; // (ConstParm, Parm, OutParm, ZeroConstructor, ReferenceParm)
struct FString ReturnValue; // (Parm, OutParm, ZeroConstructor, ReturnParm)
};
// Function Gameplay.SpotSceneComponent.GenerateSpot
struct USpotSceneComponent_GenerateSpot_Params
{
bool ReturnValue; // (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData)
};
// Function Gameplay.SpotSceneComponent.GenerateActor
struct USpotSceneComponent_GenerateActor_Params
{
class UClass* ActorClass; // (Parm, ZeroConstructor, IsPlainOldData)
struct FVector ActorLocation; // (Parm, OutParm, IsPlainOldData)
struct FRotator ActorRotator; // (Parm, OutParm, IsPlainOldData)
ESpawnActorCollisionHandlingMethod SpawnActorCollisionHandlingMethod; // (Parm, ZeroConstructor, IsPlainOldData)
class AActor* ReturnValue; // (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData)
};
// Function Gameplay.ItemSpotSceneComponent.SetSpotProperty
struct UItemSpotSceneComponent_SetSpotProperty_Params
{
int CompositionID; // (Parm, ZeroConstructor, IsPlainOldData)
TEnumAsByte<ESpotGroupType> GroupType; // (Parm, ZeroConstructor, IsPlainOldData)
class UItemGeneratorComponent* Generator; // (Parm, ZeroConstructor, InstancedReference, IsPlainOldData)
struct FSpotTypeProperty Property; // (ConstParm, Parm, OutParm, ReferenceParm)
class UGroupSpotSceneComponent* Component; // (Parm, ZeroConstructor, InstancedReference, IsPlainOldData)
bool RepeatGenerateItem; // (Parm, ZeroConstructor, IsPlainOldData)
};
// Function Gameplay.ItemSpotSceneComponent.RepeatSpotProperty
struct UItemSpotSceneComponent_RepeatSpotProperty_Params
{
struct FSpotTypeProperty Property; // (ConstParm, Parm, OutParm, ReferenceParm)
};
// Function Gameplay.ItemSpotSceneComponent.GenerateSpot
struct UItemSpotSceneComponent_GenerateSpot_Params
{
bool ReturnValue; // (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData)
};
// Function Gameplay.ItemSpotSceneComponent.GenerateItems
struct UItemSpotSceneComponent_GenerateItems_Params
{
TArray<struct FItemGenerateSpawnClass> AllItemClass; // (Parm, OutParm, ZeroConstructor)
};
// Function Gameplay.ItemSpotSceneComponent.DoPickUp
struct UItemSpotSceneComponent_DoPickUp_Params
{
struct FString ItemValue; // (Parm, ZeroConstructor)
struct FString ItemCategory; // (Parm, ZeroConstructor)
};
// Function Gameplay.ItemSpotSceneComponent.CountCacheItemValeCategory
struct UItemSpotSceneComponent_CountCacheItemValeCategory_Params
{
int ReturnValue; // (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData)
};
// Function Gameplay.UAEAdvertisementActor.OnRequestImgSuccess
struct AUAEAdvertisementActor_OnRequestImgSuccess_Params
{
class UTexture2D* Texture; // (Parm, ZeroConstructor, IsPlainOldData)
struct FString RequestedURL; // (Parm, ZeroConstructor)
};
// Function Gameplay.UAEAdvertisementActor.OnRep_PicURL
struct AUAEAdvertisementActor_OnRep_PicURL_Params
{
};
// Function Gameplay.UAEAdvertisementActor.OnRep_MeshPath
struct AUAEAdvertisementActor_OnRep_MeshPath_Params
{
};
// Function Gameplay.UAECharacterAnimListComponent.OnAsyncLoadingFinished
struct UUAECharacterAnimListComponent_OnAsyncLoadingFinished_Params
{
struct FAsyncLoadCharAnimParams LoadingParam; // (Parm)
};
// Function Gameplay.UAECharacterAnimListComponent.GetCharacterJumpAnim
struct UUAECharacterAnimListComponent_GetCharacterJumpAnim_Params
{
TEnumAsByte<ECharacterJumpType> JumpType; // (Parm, ZeroConstructor, IsPlainOldData)
TArray<struct FPlayerAnimData> ReturnValue; // (Parm, OutParm, ZeroConstructor, ReturnParm)
};
// Function Gameplay.UAECharacterAnimListComponent.GetCharacterAnim
struct UUAECharacterAnimListComponent_GetCharacterAnim_Params
{
TEnumAsByte<ECharacterAnimType> AnimType; // (Parm, ZeroConstructor, IsPlainOldData)
TEnumAsByte<ECharacterPoseType> PoseType; // (Parm, ZeroConstructor, IsPlainOldData)
class UAnimationAsset* ReturnValue; // (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData)
};
// Function Gameplay.AELobbyCharAnimListComp.OnAsyncLoadingFinished
struct UAELobbyCharAnimListComp_OnAsyncLoadingFinished_Params
{
struct FAsyncLoadCharAnimParams LoadingParam; // (Parm)
};
// Function Gameplay.AELobbyCharAnimListComp.GetCharacterAnim
struct UAELobbyCharAnimListComp_GetCharacterAnim_Params
{
TEnumAsByte<ECharacterAnimType> AnimType; // (Parm, ZeroConstructor, IsPlainOldData)
TEnumAsByte<ECharacterPoseType> PoseType; // (Parm, ZeroConstructor, IsPlainOldData)
class UAnimationAsset* ReturnValue; // (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData)
};
// Function Gameplay.UAEProjectile.WorkAsBuffApplierEvent
struct AUAEProjectile_WorkAsBuffApplierEvent_Params
{
struct FString BuffName; // (ConstParm, Parm, OutParm, ZeroConstructor, ReferenceParm)
class APawn* BuffTarget; // (Parm, ZeroConstructor, IsPlainOldData)
};
// Function Gameplay.UAEProjectile.SetActorInitialRelativeOffset
struct AUAEProjectile_SetActorInitialRelativeOffset_Params
{
struct FVector Offset; // (Parm, IsPlainOldData)
struct FVector StandOffset; // (Parm, IsPlainOldData)
struct FVector CrouchOffset; // (Parm, IsPlainOldData)
struct FVector ProneOffset; // (Parm, IsPlainOldData)
TEnumAsByte<ECharacterPoseType> PrevoisOwnerPose; // (Parm, ZeroConstructor, IsPlainOldData)
};
// Function Gameplay.UAEProjectile.OnRep_IsServerAlreadyExplodedCpp
struct AUAEProjectile_OnRep_IsServerAlreadyExplodedCpp_Params
{
};
// Function Gameplay.UAEProjectile.IsServerAlreadyExplodedCppNotify
struct AUAEProjectile_IsServerAlreadyExplodedCppNotify_Params
{
};
// Function Gameplay.UAEProjectile.IsOwnerAutomous
struct AUAEProjectile_IsOwnerAutomous_Params
{
bool ReturnValue; // (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData)
};
// Function Gameplay.UAEProjectile.GlassDetect
struct AUAEProjectile_GlassDetect_Params
{
struct FVector Start; // (ConstParm, Parm, OutParm, ReferenceParm, IsPlainOldData)
struct FVector End; // (ConstParm, Parm, OutParm, ReferenceParm, IsPlainOldData)
};
// Function Gameplay.UAEProjectile.GetRemainingEffectTime
struct AUAEProjectile_GetRemainingEffectTime_Params
{
float ReturnValue; // (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData)
};
// Function Gameplay.UAEWindowComponent.NotifyServerBroken
struct UUAEWindowComponent_NotifyServerBroken_Params
{
};
// Function Gameplay.UAEWindowComponent.NotifyRepDataUpdated
struct UUAEWindowComponent_NotifyRepDataUpdated_Params
{
bool bInitial; // (Parm, ZeroConstructor, IsPlainOldData)
bool bLocal; // (Parm, ZeroConstructor, IsPlainOldData)
};
// Function Gameplay.UAEWindowComponent.LocalHandleWindowBrokenBP
struct UUAEWindowComponent_LocalHandleWindowBrokenBP_Params
{
bool bInitial; // (Parm, ZeroConstructor, IsPlainOldData)
bool bLocal; // (Parm, ZeroConstructor, IsPlainOldData)
};
// Function Gameplay.UAEWindowComponent.LocalHandleWindowBroken
struct UUAEWindowComponent_LocalHandleWindowBroken_Params
{
bool bInitial; // (Parm, ZeroConstructor, IsPlainOldData)
bool bLocal; // (Parm, ZeroConstructor, IsPlainOldData)
};
// Function Gameplay.UAEWindowComponent.HandleBroken
struct UUAEWindowComponent_HandleBroken_Params
{
class APlayerController* Instigator; // (Parm, ZeroConstructor, IsPlainOldData)
bool bLocal; // (Parm, ZeroConstructor, IsPlainOldData)
};
// Function Gameplay.UAEWindowComponent.GetRepData
struct UUAEWindowComponent_GetRepData_Params
{
struct FUAEWindowRepData ReturnValue; // (Parm, OutParm, ReturnParm)
};
// Function Gameplay.VehicleConfigActorComponent.LoadActorClass
struct UVehicleConfigActorComponent_LoadActorClass_Params
{
struct FString Path; // (Parm, ZeroConstructor)
class UClass* ReturnValue; // (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData)
};
// Function Gameplay.VehicleAndTreasureBoxGeneratorComponent.WriteVehicleSpotStatisticsDatas
struct UVehicleAndTreasureBoxGeneratorComponent_WriteVehicleSpotStatisticsDatas_Params
{
};
// Function Gameplay.VehicleAndTreasureBoxGeneratorComponent.WriteVehicleClassStatisticsDatas
struct UVehicleAndTreasureBoxGeneratorComponent_WriteVehicleClassStatisticsDatas_Params
{
};
// Function Gameplay.VehicleAndTreasureBoxGeneratorComponent.WriteAllVehicleStatisticsDatasToLog
struct UVehicleAndTreasureBoxGeneratorComponent_WriteAllVehicleStatisticsDatasToLog_Params
{
};
// Function Gameplay.VehicleAndTreasureBoxGeneratorComponent.WriteAllVehicleStatisticsDatas
struct UVehicleAndTreasureBoxGeneratorComponent_WriteAllVehicleStatisticsDatas_Params
{
};
// Function Gameplay.VehicleAndTreasureBoxGeneratorComponent.RegisterVehicleGenerateSpawnData
struct UVehicleAndTreasureBoxGeneratorComponent_RegisterVehicleGenerateSpawnData_Params
{
struct FVehicleGenerateSpawnData Data; // (Parm)
};
// Function Gameplay.VehicleAndTreasureBoxGeneratorComponent.RegisterGroupSpotComponent
struct UVehicleAndTreasureBoxGeneratorComponent_RegisterGroupSpotComponent_Params
{
class UGroupSpotSceneComponent* GroupSpotComponent; // (Parm, ZeroConstructor, InstancedReference, IsPlainOldData)
};
// Function Gameplay.VehicleAndTreasureBoxGeneratorComponent.RandomTreasureBoxSpotsByType
struct UVehicleAndTreasureBoxGeneratorComponent_RandomTreasureBoxSpotsByType_Params
{
struct FTreasureBoxSpotProperty Property; // (Parm, OutParm)
struct FVehicleSpotComponentArray Spots; // (Parm, OutParm)
};
// Function Gameplay.VehicleAndTreasureBoxGeneratorComponent.RandomTreasureBoxSingleSpots
struct UVehicleAndTreasureBoxGeneratorComponent_RandomTreasureBoxSingleSpots_Params
{
TArray<class UVehicleSpotSceneComponent*> AllSpots; // (Parm, OutParm, ZeroConstructor)
struct FTreasureBoxSpotProperty Property; // (Parm, OutParm)
};
// Function Gameplay.VehicleAndTreasureBoxGeneratorComponent.RandomSpotsByType
struct UVehicleAndTreasureBoxGeneratorComponent_RandomSpotsByType_Params
{
struct FVehicleSpotProperty Property; // (Parm, OutParm)
struct FVehicleSpotComponentArray Spots; // (Parm, OutParm)
};
// Function Gameplay.VehicleAndTreasureBoxGeneratorComponent.RandomSingleSpots
struct UVehicleAndTreasureBoxGeneratorComponent_RandomSingleSpots_Params
{
TArray<class UVehicleSpotSceneComponent*> AllSpots; // (Parm, OutParm, ZeroConstructor)
struct FVehicleSpotProperty Property; // (Parm, OutParm)
};
// Function Gameplay.VehicleAndTreasureBoxGeneratorComponent.RandomGroups
struct UVehicleAndTreasureBoxGeneratorComponent_RandomGroups_Params
{
};
// Function Gameplay.VehicleAndTreasureBoxGeneratorComponent.LoadVehicleGenerateTable
struct UVehicleAndTreasureBoxGeneratorComponent_LoadVehicleGenerateTable_Params
{
};
// Function Gameplay.VehicleAndTreasureBoxGeneratorComponent.GetVehicleSpotRandomInfoBySpotType
struct UVehicleAndTreasureBoxGeneratorComponent_GetVehicleSpotRandomInfoBySpotType_Params
{
TEnumAsByte<ESpotType> SpotType; // (Parm, ZeroConstructor, IsPlainOldData)
struct FVehicleGenerateRandomInfo ReturnValue; // (Parm, OutParm, ReturnParm)
};
// Function Gameplay.VehicleAndTreasureBoxGeneratorComponent.GetVehicleSpotRandomInfo
struct UVehicleAndTreasureBoxGeneratorComponent_GetVehicleSpotRandomInfo_Params
{
struct FVehicleSpotProperty SpotProperty; // (Parm, OutParm)
struct FVehicleGenerateRandomInfo ReturnValue; // (Parm, OutParm, ReturnParm)
};
// Function Gameplay.VehicleAndTreasureBoxGeneratorComponent.GetTreasureBoxSpotRandomInfo
struct UVehicleAndTreasureBoxGeneratorComponent_GetTreasureBoxSpotRandomInfo_Params
{
struct FTreasureBoxSpotProperty SpotProperty; // (Parm, OutParm)
struct FVehicleGenerateRandomInfo ReturnValue; // (Parm, OutParm, ReturnParm)
};
// Function Gameplay.VehicleAndTreasureBoxGeneratorComponent.GetRandomVehicleClass
struct UVehicleAndTreasureBoxGeneratorComponent_GetRandomVehicleClass_Params
{
struct FString Category; // (Parm, ZeroConstructor)
struct FVehicleGenerateSpawnData ReturnValue; // (Parm, OutParm, ReturnParm)
};
// Function Gameplay.VehicleAndTreasureBoxGeneratorComponent.GetRandomCategory
struct UVehicleAndTreasureBoxGeneratorComponent_GetRandomCategory_Params
{
TArray<struct FSpotWeight> SpotWeights; // (ConstParm, Parm, OutParm, ZeroConstructor, ReferenceParm)
struct FString ReturnValue; // (Parm, OutParm, ZeroConstructor, ReturnParm)
};
// Function Gameplay.VehicleAndTreasureBoxGeneratorComponent.GenerateSpotOnTick
struct UVehicleAndTreasureBoxGeneratorComponent_GenerateSpotOnTick_Params
{
};
// Function Gameplay.VehicleAndTreasureBoxGeneratorComponent.DeleteGroups
struct UVehicleAndTreasureBoxGeneratorComponent_DeleteGroups_Params
{
};
// Function Gameplay.VehicleAndTreasureBoxGeneratorComponent.AddVehicleSpotCount
struct UVehicleAndTreasureBoxGeneratorComponent_AddVehicleSpotCount_Params
{
TEnumAsByte<ESpotType> SpotType; // (Parm, ZeroConstructor, IsPlainOldData)
struct FString Path; // (Parm, ZeroConstructor)
float LocationX; // (Parm, ZeroConstructor, IsPlainOldData)
float LocationY; // (Parm, ZeroConstructor, IsPlainOldData)
float LocationZ; // (Parm, ZeroConstructor, IsPlainOldData)
};
// Function Gameplay.VehicleAndTreasureBoxGeneratorComponent.AddVehicleClassCount
struct UVehicleAndTreasureBoxGeneratorComponent_AddVehicleClassCount_Params
{
struct FString Path; // (Parm, ZeroConstructor)
bool IsValid; // (Parm, ZeroConstructor, IsPlainOldData)
int Count; // (Parm, ZeroConstructor, IsPlainOldData)
};
// Function Gameplay.VehicleGeneratorComponent.WriteVehicleSpotStatisticsDatas
struct UVehicleGeneratorComponent_WriteVehicleSpotStatisticsDatas_Params
{
};
// Function Gameplay.VehicleGeneratorComponent.WriteVehicleClassStatisticsDatas
struct UVehicleGeneratorComponent_WriteVehicleClassStatisticsDatas_Params
{
};
// Function Gameplay.VehicleGeneratorComponent.WriteAllVehicleStatisticsDatas
struct UVehicleGeneratorComponent_WriteAllVehicleStatisticsDatas_Params
{
};
// Function Gameplay.VehicleGeneratorComponent.RegisterVehicleGenerateSpawnData
struct UVehicleGeneratorComponent_RegisterVehicleGenerateSpawnData_Params
{
struct FVehicleGenerateSpawnData Data; // (Parm)
};
// Function Gameplay.VehicleGeneratorComponent.RegisterGroupSpotComponent
struct UVehicleGeneratorComponent_RegisterGroupSpotComponent_Params
{
class UGroupSpotSceneComponent* GroupSpotComponent; // (Parm, ZeroConstructor, InstancedReference, IsPlainOldData)
};
// Function Gameplay.VehicleGeneratorComponent.RandomSpotsByType
struct UVehicleGeneratorComponent_RandomSpotsByType_Params
{
struct FVehicleSpotProperty Property; // (Parm, OutParm)
struct FVehicleSpotComponentArray Spots; // (Parm, OutParm)
};
// Function Gameplay.VehicleGeneratorComponent.RandomSingleSpots
struct UVehicleGeneratorComponent_RandomSingleSpots_Params
{
TArray<class UVehicleSpotSceneComponent*> AllSpots; // (Parm, OutParm, ZeroConstructor)
struct FVehicleSpotProperty Property; // (Parm, OutParm)
};
// Function Gameplay.VehicleGeneratorComponent.RandomGroups
struct UVehicleGeneratorComponent_RandomGroups_Params
{
};
// Function Gameplay.VehicleGeneratorComponent.LoadVehicleGenerateTable
struct UVehicleGeneratorComponent_LoadVehicleGenerateTable_Params
{
};
// Function Gameplay.VehicleGeneratorComponent.GetVehicleSpotRandomInfoBySpotType
struct UVehicleGeneratorComponent_GetVehicleSpotRandomInfoBySpotType_Params
{
TEnumAsByte<ESpotType> SpotType; // (Parm, ZeroConstructor, IsPlainOldData)
struct FVehicleGenerateRandomInfo ReturnValue; // (Parm, OutParm, ReturnParm)
};
// Function Gameplay.VehicleGeneratorComponent.GetVehicleSpotRandomInfo
struct UVehicleGeneratorComponent_GetVehicleSpotRandomInfo_Params
{
struct FVehicleSpotProperty SpotProperty; // (Parm, OutParm)
struct FVehicleGenerateRandomInfo ReturnValue; // (Parm, OutParm, ReturnParm)
};
// Function Gameplay.VehicleGeneratorComponent.GetRandomVehicleClass
struct UVehicleGeneratorComponent_GetRandomVehicleClass_Params
{
struct FString Category; // (Parm, ZeroConstructor)
struct FVehicleGenerateSpawnData ReturnValue; // (Parm, OutParm, ReturnParm)
};
// Function Gameplay.VehicleGeneratorComponent.GetRandomCategory
struct UVehicleGeneratorComponent_GetRandomCategory_Params
{
TArray<struct FSpotWeight> SpotWeights; // (ConstParm, Parm, OutParm, ZeroConstructor, ReferenceParm)
struct FString ReturnValue; // (Parm, OutParm, ZeroConstructor, ReturnParm)
};
// Function Gameplay.VehicleGeneratorComponent.GenerateSpotOnTick
struct UVehicleGeneratorComponent_GenerateSpotOnTick_Params
{
};
// Function Gameplay.VehicleGeneratorComponent.DeleteGroups
struct UVehicleGeneratorComponent_DeleteGroups_Params
{
};
// Function Gameplay.VehicleGeneratorComponent.AddVehicleSpotCount
struct UVehicleGeneratorComponent_AddVehicleSpotCount_Params
{
TEnumAsByte<ESpotType> SpotType; // (Parm, ZeroConstructor, IsPlainOldData)
struct FString Path; // (Parm, ZeroConstructor)
float LocationX; // (Parm, ZeroConstructor, IsPlainOldData)
float LocationY; // (Parm, ZeroConstructor, IsPlainOldData)
float LocationZ; // (Parm, ZeroConstructor, IsPlainOldData)
};
// Function Gameplay.VehicleGeneratorComponent.AddVehicleClassCount
struct UVehicleGeneratorComponent_AddVehicleClassCount_Params
{
struct FString Path; // (Parm, ZeroConstructor)
bool IsValid; // (Parm, ZeroConstructor, IsPlainOldData)
int Count; // (Parm, ZeroConstructor, IsPlainOldData)
};
// Function Gameplay.VehicleSpotSceneComponent.SetSpotRandomInfo
struct UVehicleSpotSceneComponent_SetSpotRandomInfo_Params
{
struct FVehicleGenerateRandomInfo RandomInfo; // (Parm, OutParm)
};
// Function Gameplay.VehicleSpotSceneComponent.GenerateSpot
struct UVehicleSpotSceneComponent_GenerateSpot_Params
{
bool ReturnValue; // (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData)
};
// Function Gameplay.WeatherConfigComponent.UnloadStreamLevel
struct UWeatherConfigComponent_UnloadStreamLevel_Params
{
struct FString LevelName; // (Parm, ZeroConstructor)
};
// Function Gameplay.WeatherConfigComponent.SyncWeatherLevelInfo
struct UWeatherConfigComponent_SyncWeatherLevelInfo_Params
{
};
// Function Gameplay.WeatherConfigComponent.OnUnLoadStreamLevelCompleted
struct UWeatherConfigComponent_OnUnLoadStreamLevelCompleted_Params
{
};
// Function Gameplay.WeatherConfigComponent.OnRep_WeatherSyncCount
struct UWeatherConfigComponent_OnRep_WeatherSyncCount_Params
{
};
// Function Gameplay.WeatherConfigComponent.OnLoadStreamLevelCompleted
struct UWeatherConfigComponent_OnLoadStreamLevelCompleted_Params
{
};
// Function Gameplay.WeatherConfigComponent.LoadWeatherLevel
struct UWeatherConfigComponent_LoadWeatherLevel_Params
{
};
// Function Gameplay.WeatherConfigComponent.LoadStreamLevel
struct UWeatherConfigComponent_LoadStreamLevel_Params
{
struct FString LevelName; // (Parm, ZeroConstructor)
int WeatherID; // (Parm, ZeroConstructor, IsPlainOldData)
};
// Function Gameplay.WeatherConfigComponent.LoadDefaultWeatherLevel
struct UWeatherConfigComponent_LoadDefaultWeatherLevel_Params
{
};
// Function Gameplay.WeatherConfigComponent.Init
struct UWeatherConfigComponent_Init_Params
{
};
}