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

408 lines
18 KiB
C++
Executable File

//PUBGM(0.13.5)32位SDK
//作者:清华
//Telegram:@qinghuanb666
//生成时间:Fri Apr 18 20:44:51 2025
#include "../SDK.hpp"
namespace SDK
{
//---------------------------------------------------------------------------
//Functions
//---------------------------------------------------------------------------
// Function GlobalBattleUIFunctionLibrary.GlobalBattleUIFunctionLibrary_C.ClientDropItem
// (Static, Public, BlueprintCallable, BlueprintEvent)
// Parameters:
// class ASTExtraPlayerController* Controller (BlueprintVisible, BlueprintReadOnly, Parm, ZeroConstructor, IsPlainOldData)
// struct FItemDefineID itemDefine (BlueprintVisible, BlueprintReadOnly, Parm)
// int Count (BlueprintVisible, BlueprintReadOnly, Parm, ZeroConstructor, IsPlainOldData)
// EBattleItemDropReason Reason (BlueprintVisible, BlueprintReadOnly, Parm, ZeroConstructor, IsPlainOldData)
// class UObject* __WorldContext (BlueprintVisible, BlueprintReadOnly, Parm, ZeroConstructor, IsPlainOldData)
void UGlobalBattleUIFunctionLibrary_C::ClientDropItem(class ASTExtraPlayerController* Controller, const struct FItemDefineID& itemDefine, int Count, EBattleItemDropReason Reason, class UObject* __WorldContext)
{
static UFunction *pFunc = 0;
if (!pFunc)
pFunc = UObject::FindObject<UFunction>("Function GlobalBattleUIFunctionLibrary.GlobalBattleUIFunctionLibrary_C.ClientDropItem");
UGlobalBattleUIFunctionLibrary_C_ClientDropItem_Params params;
params.Controller = Controller;
params.itemDefine = itemDefine;
params.Count = Count;
params.Reason = Reason;
params.__WorldContext = __WorldContext;
auto flags = pFunc->FunctionFlags;
static auto defaultObj = StaticClass()->GetDefaultObject();
defaultObj->ProcessEvent(pFunc, &params);
pFunc->FunctionFlags = flags;
}
// Function GlobalBattleUIFunctionLibrary.GlobalBattleUIFunctionLibrary_C.AddPostfixBattle
// (Static, Public, HasOutParms, BlueprintCallable, BlueprintEvent, BlueprintPure)
// Parameters:
// struct FString iconPath (BlueprintVisible, BlueprintReadOnly, Parm, ZeroConstructor)
// class UObject* __WorldContext (BlueprintVisible, BlueprintReadOnly, Parm, ZeroConstructor, IsPlainOldData)
// struct FString Result (Parm, OutParm, ZeroConstructor)
void UGlobalBattleUIFunctionLibrary_C::AddPostfixBattle(const struct FString& iconPath, class UObject* __WorldContext, struct FString* Result)
{
static UFunction *pFunc = 0;
if (!pFunc)
pFunc = UObject::FindObject<UFunction>("Function GlobalBattleUIFunctionLibrary.GlobalBattleUIFunctionLibrary_C.AddPostfixBattle");
UGlobalBattleUIFunctionLibrary_C_AddPostfixBattle_Params params;
params.iconPath = iconPath;
params.__WorldContext = __WorldContext;
auto flags = pFunc->FunctionFlags;
static auto defaultObj = StaticClass()->GetDefaultObject();
defaultObj->ProcessEvent(pFunc, &params);
pFunc->FunctionFlags = flags;
if (Result != nullptr)
*Result = params.Result;
}
// Function GlobalBattleUIFunctionLibrary.GlobalBattleUIFunctionLibrary_C.SetCorpsRankLevelBattle
// (Static, Public, HasDefaults, BlueprintCallable, BlueprintEvent)
// Parameters:
// class UImage* iconImage (BlueprintVisible, BlueprintReadOnly, Parm, ZeroConstructor, IsPlainOldData)
// class UTextBlock* levelText (BlueprintVisible, BlueprintReadOnly, Parm, ZeroConstructor, IsPlainOldData)
// int levelId (BlueprintVisible, BlueprintReadOnly, Parm, ZeroConstructor, IsPlainOldData)
// int Style (BlueprintVisible, BlueprintReadOnly, Parm, ZeroConstructor, IsPlainOldData)
// class UObject* __WorldContext (BlueprintVisible, BlueprintReadOnly, Parm, ZeroConstructor, IsPlainOldData)
void UGlobalBattleUIFunctionLibrary_C::SetCorpsRankLevelBattle(class UImage* iconImage, class UTextBlock* levelText, int levelId, int Style, class UObject* __WorldContext)
{
static UFunction *pFunc = 0;
if (!pFunc)
pFunc = UObject::FindObject<UFunction>("Function GlobalBattleUIFunctionLibrary.GlobalBattleUIFunctionLibrary_C.SetCorpsRankLevelBattle");
UGlobalBattleUIFunctionLibrary_C_SetCorpsRankLevelBattle_Params params;
params.iconImage = iconImage;
params.levelText = levelText;
params.levelId = levelId;
params.Style = Style;
params.__WorldContext = __WorldContext;
auto flags = pFunc->FunctionFlags;
static auto defaultObj = StaticClass()->GetDefaultObject();
defaultObj->ProcessEvent(pFunc, &params);
pFunc->FunctionFlags = flags;
}
// Function GlobalBattleUIFunctionLibrary.GlobalBattleUIFunctionLibrary_C.LoadDownloadUIElemLayoutSG
// (Static, Public, HasOutParms, BlueprintCallable, BlueprintEvent)
// Parameters:
// class UObject* __WorldContext (BlueprintVisible, BlueprintReadOnly, Parm, ZeroConstructor, IsPlainOldData)
// bool IsExist (Parm, OutParm, ZeroConstructor, IsPlainOldData)
// class UBP_SAVEGAME_UIElemLayout_C* SaveGameList (Parm, OutParm, ZeroConstructor, IsPlainOldData)
void UGlobalBattleUIFunctionLibrary_C::LoadDownloadUIElemLayoutSG(class UObject* __WorldContext, bool* IsExist, class UBP_SAVEGAME_UIElemLayout_C** SaveGameList)
{
static UFunction *pFunc = 0;
if (!pFunc)
pFunc = UObject::FindObject<UFunction>("Function GlobalBattleUIFunctionLibrary.GlobalBattleUIFunctionLibrary_C.LoadDownloadUIElemLayoutSG");
UGlobalBattleUIFunctionLibrary_C_LoadDownloadUIElemLayoutSG_Params params;
params.__WorldContext = __WorldContext;
auto flags = pFunc->FunctionFlags;
static auto defaultObj = StaticClass()->GetDefaultObject();
defaultObj->ProcessEvent(pFunc, &params);
pFunc->FunctionFlags = flags;
if (IsExist != nullptr)
*IsExist = params.IsExist;
if (SaveGameList != nullptr)
*SaveGameList = params.SaveGameList;
}
// Function GlobalBattleUIFunctionLibrary.GlobalBattleUIFunctionLibrary_C.LoadAllUIElemLayoutSG
// (Static, Public, HasOutParms, BlueprintCallable, BlueprintEvent)
// Parameters:
// class UObject* __WorldContext (BlueprintVisible, BlueprintReadOnly, Parm, ZeroConstructor, IsPlainOldData)
// TArray<class UBP_SAVEGAME_UIElemLayout_C*> SaveGameList (Parm, OutParm, ZeroConstructor)
void UGlobalBattleUIFunctionLibrary_C::LoadAllUIElemLayoutSG(class UObject* __WorldContext, TArray<class UBP_SAVEGAME_UIElemLayout_C*>* SaveGameList)
{
static UFunction *pFunc = 0;
if (!pFunc)
pFunc = UObject::FindObject<UFunction>("Function GlobalBattleUIFunctionLibrary.GlobalBattleUIFunctionLibrary_C.LoadAllUIElemLayoutSG");
UGlobalBattleUIFunctionLibrary_C_LoadAllUIElemLayoutSG_Params params;
params.__WorldContext = __WorldContext;
auto flags = pFunc->FunctionFlags;
static auto defaultObj = StaticClass()->GetDefaultObject();
defaultObj->ProcessEvent(pFunc, &params);
pFunc->FunctionFlags = flags;
if (SaveGameList != nullptr)
*SaveGameList = params.SaveGameList;
}
// Function GlobalBattleUIFunctionLibrary.GlobalBattleUIFunctionLibrary_C.GetRushTriggerLengthByType
// (Static, Public, HasOutParms, BlueprintCallable, BlueprintEvent)
// Parameters:
// class UBP_SAVEGAME_UIElemLayout_C* SaveGameObj (BlueprintVisible, BlueprintReadOnly, Parm, OutParm, ZeroConstructor, ReferenceParm, IsPlainOldData)
// int LayoutIndex (BlueprintVisible, BlueprintReadOnly, Parm, ZeroConstructor, IsPlainOldData)
// class UObject* __WorldContext (BlueprintVisible, BlueprintReadOnly, Parm, ZeroConstructor, IsPlainOldData)
// float RushTriggerLength (Parm, OutParm, ZeroConstructor, IsPlainOldData)
void UGlobalBattleUIFunctionLibrary_C::GetRushTriggerLengthByType(int LayoutIndex, class UObject* __WorldContext, class UBP_SAVEGAME_UIElemLayout_C** SaveGameObj, float* RushTriggerLength)
{
static UFunction *pFunc = 0;
if (!pFunc)
pFunc = UObject::FindObject<UFunction>("Function GlobalBattleUIFunctionLibrary.GlobalBattleUIFunctionLibrary_C.GetRushTriggerLengthByType");
UGlobalBattleUIFunctionLibrary_C_GetRushTriggerLengthByType_Params params;
params.LayoutIndex = LayoutIndex;
params.__WorldContext = __WorldContext;
auto flags = pFunc->FunctionFlags;
static auto defaultObj = StaticClass()->GetDefaultObject();
defaultObj->ProcessEvent(pFunc, &params);
pFunc->FunctionFlags = flags;
if (SaveGameObj != nullptr)
*SaveGameObj = params.SaveGameObj;
if (RushTriggerLength != nullptr)
*RushTriggerLength = params.RushTriggerLength;
}
// Function GlobalBattleUIFunctionLibrary.GlobalBattleUIFunctionLibrary_C.GetLayoutDetailByType
// (Static, Public, HasOutParms, HasDefaults, BlueprintCallable, BlueprintEvent)
// Parameters:
// class UBP_SAVEGAME_UIElemLayout_C* SaveGameObj (BlueprintVisible, BlueprintReadOnly, Parm, OutParm, ZeroConstructor, ReferenceParm, IsPlainOldData)
// int LayoutIndex (BlueprintVisible, BlueprintReadOnly, Parm, ZeroConstructor, IsPlainOldData)
// TEnumAsByte<EBP_UIENUM_UIElemTypes> ElemKey (BlueprintVisible, BlueprintReadOnly, Parm, ZeroConstructor, IsPlainOldData)
// class UObject* __WorldContext (BlueprintVisible, BlueprintReadOnly, Parm, ZeroConstructor, IsPlainOldData)
// struct FBP_STRUCT_UIElemLayoutDetail LayoutDetail (Parm, OutParm)
// bool IsFound (Parm, OutParm, ZeroConstructor, IsPlainOldData)
void UGlobalBattleUIFunctionLibrary_C::GetLayoutDetailByType(int LayoutIndex, TEnumAsByte<EBP_UIENUM_UIElemTypes> ElemKey, class UObject* __WorldContext, class UBP_SAVEGAME_UIElemLayout_C** SaveGameObj, struct FBP_STRUCT_UIElemLayoutDetail* LayoutDetail, bool* IsFound)
{
static UFunction *pFunc = 0;
if (!pFunc)
pFunc = UObject::FindObject<UFunction>("Function GlobalBattleUIFunctionLibrary.GlobalBattleUIFunctionLibrary_C.GetLayoutDetailByType");
UGlobalBattleUIFunctionLibrary_C_GetLayoutDetailByType_Params params;
params.LayoutIndex = LayoutIndex;
params.ElemKey = ElemKey;
params.__WorldContext = __WorldContext;
auto flags = pFunc->FunctionFlags;
static auto defaultObj = StaticClass()->GetDefaultObject();
defaultObj->ProcessEvent(pFunc, &params);
pFunc->FunctionFlags = flags;
if (SaveGameObj != nullptr)
*SaveGameObj = params.SaveGameObj;
if (LayoutDetail != nullptr)
*LayoutDetail = params.LayoutDetail;
if (IsFound != nullptr)
*IsFound = params.IsFound;
}
// Function GlobalBattleUIFunctionLibrary.GlobalBattleUIFunctionLibrary_C.IsWidgetVisible
// (Static, Public, HasOutParms, BlueprintCallable, BlueprintEvent)
// Parameters:
// class UWidget* Widget (BlueprintVisible, BlueprintReadOnly, Parm, ZeroConstructor, IsPlainOldData)
// class UObject* __WorldContext (BlueprintVisible, BlueprintReadOnly, Parm, ZeroConstructor, IsPlainOldData)
// bool Visible (Parm, OutParm, ZeroConstructor, IsPlainOldData)
void UGlobalBattleUIFunctionLibrary_C::IsWidgetVisible(class UWidget* Widget, class UObject* __WorldContext, bool* Visible)
{
static UFunction *pFunc = 0;
if (!pFunc)
pFunc = UObject::FindObject<UFunction>("Function GlobalBattleUIFunctionLibrary.GlobalBattleUIFunctionLibrary_C.IsWidgetVisible");
UGlobalBattleUIFunctionLibrary_C_IsWidgetVisible_Params params;
params.Widget = Widget;
params.__WorldContext = __WorldContext;
auto flags = pFunc->FunctionFlags;
static auto defaultObj = StaticClass()->GetDefaultObject();
defaultObj->ProcessEvent(pFunc, &params);
pFunc->FunctionFlags = flags;
if (Visible != nullptr)
*Visible = params.Visible;
}
// Function GlobalBattleUIFunctionLibrary.GlobalBattleUIFunctionLibrary_C.GetTimeByInt
// (Static, Public, HasOutParms, BlueprintCallable, BlueprintEvent)
// Parameters:
// int Second (BlueprintVisible, BlueprintReadOnly, Parm, ZeroConstructor, IsPlainOldData)
// class UObject* __WorldContext (BlueprintVisible, BlueprintReadOnly, Parm, ZeroConstructor, IsPlainOldData)
// struct FString Time (Parm, OutParm, ZeroConstructor)
void UGlobalBattleUIFunctionLibrary_C::GetTimeByInt(int Second, class UObject* __WorldContext, struct FString* Time)
{
static UFunction *pFunc = 0;
if (!pFunc)
pFunc = UObject::FindObject<UFunction>("Function GlobalBattleUIFunctionLibrary.GlobalBattleUIFunctionLibrary_C.GetTimeByInt");
UGlobalBattleUIFunctionLibrary_C_GetTimeByInt_Params params;
params.Second = Second;
params.__WorldContext = __WorldContext;
auto flags = pFunc->FunctionFlags;
static auto defaultObj = StaticClass()->GetDefaultObject();
defaultObj->ProcessEvent(pFunc, &params);
pFunc->FunctionFlags = flags;
if (Time != nullptr)
*Time = params.Time;
}
// Function GlobalBattleUIFunctionLibrary.GlobalBattleUIFunctionLibrary_C.CreateUAEUserWidget
// (Static, Public, HasOutParms, BlueprintCallable, BlueprintEvent)
// Parameters:
// class UClass* Class (BlueprintVisible, BlueprintReadOnly, Parm, ZeroConstructor, IsPlainOldData)
// class UUAEUserWidget* Parent (BlueprintVisible, BlueprintReadOnly, Parm, ZeroConstructor, IsPlainOldData)
// class UObject* __WorldContext (BlueprintVisible, BlueprintReadOnly, Parm, ZeroConstructor, IsPlainOldData)
// class UUAEUserWidget* Widget (Parm, OutParm, ZeroConstructor, IsPlainOldData)
void UGlobalBattleUIFunctionLibrary_C::CreateUAEUserWidget(class UClass* Class, class UUAEUserWidget* Parent, class UObject* __WorldContext, class UUAEUserWidget** Widget)
{
static UFunction *pFunc = 0;
if (!pFunc)
pFunc = UObject::FindObject<UFunction>("Function GlobalBattleUIFunctionLibrary.GlobalBattleUIFunctionLibrary_C.CreateUAEUserWidget");
UGlobalBattleUIFunctionLibrary_C_CreateUAEUserWidget_Params params;
params.Class = Class;
params.Parent = Parent;
params.__WorldContext = __WorldContext;
auto flags = pFunc->FunctionFlags;
static auto defaultObj = StaticClass()->GetDefaultObject();
defaultObj->ProcessEvent(pFunc, &params);
pFunc->FunctionFlags = flags;
if (Widget != nullptr)
*Widget = params.Widget;
}
// Function GlobalBattleUIFunctionLibrary.GlobalBattleUIFunctionLibrary_C.GetLocalizeText
// (Static, Public, HasOutParms, HasDefaults, BlueprintCallable, BlueprintEvent, BlueprintPure)
// Parameters:
// struct FString Key (BlueprintVisible, BlueprintReadOnly, Parm, ZeroConstructor)
// class UObject* __WorldContext (BlueprintVisible, BlueprintReadOnly, Parm, ZeroConstructor, IsPlainOldData)
// struct FString Text (Parm, OutParm, ZeroConstructor)
void UGlobalBattleUIFunctionLibrary_C::GetLocalizeText(const struct FString& Key, class UObject* __WorldContext, struct FString* Text)
{
static UFunction *pFunc = 0;
if (!pFunc)
pFunc = UObject::FindObject<UFunction>("Function GlobalBattleUIFunctionLibrary.GlobalBattleUIFunctionLibrary_C.GetLocalizeText");
UGlobalBattleUIFunctionLibrary_C_GetLocalizeText_Params params;
params.Key = Key;
params.__WorldContext = __WorldContext;
auto flags = pFunc->FunctionFlags;
static auto defaultObj = StaticClass()->GetDefaultObject();
defaultObj->ProcessEvent(pFunc, &params);
pFunc->FunctionFlags = flags;
if (Text != nullptr)
*Text = params.Text;
}
// Function GlobalBattleUIFunctionLibrary.GlobalBattleUIFunctionLibrary_C.SaveUIElemLayoutSG
// (Static, Public, HasOutParms, HasDefaults, BlueprintCallable, BlueprintEvent)
// Parameters:
// class USaveGame* SaveGameObject (BlueprintVisible, BlueprintReadOnly, Parm, OutParm, ZeroConstructor, ReferenceParm, IsPlainOldData)
// class UObject* __WorldContext (BlueprintVisible, BlueprintReadOnly, Parm, ZeroConstructor, IsPlainOldData)
// bool ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData)
bool UGlobalBattleUIFunctionLibrary_C::SaveUIElemLayoutSG(class UObject* __WorldContext, class USaveGame** SaveGameObject)
{
static UFunction *pFunc = 0;
if (!pFunc)
pFunc = UObject::FindObject<UFunction>("Function GlobalBattleUIFunctionLibrary.GlobalBattleUIFunctionLibrary_C.SaveUIElemLayoutSG");
UGlobalBattleUIFunctionLibrary_C_SaveUIElemLayoutSG_Params params;
params.__WorldContext = __WorldContext;
auto flags = pFunc->FunctionFlags;
static auto defaultObj = StaticClass()->GetDefaultObject();
defaultObj->ProcessEvent(pFunc, &params);
pFunc->FunctionFlags = flags;
if (SaveGameObject != nullptr)
*SaveGameObject = params.SaveGameObject;
return params.ReturnValue;
}
// Function GlobalBattleUIFunctionLibrary.GlobalBattleUIFunctionLibrary_C.LoadUIElemLayoutSG
// (Static, Public, HasOutParms, BlueprintCallable, BlueprintEvent)
// Parameters:
// class UObject* __WorldContext (BlueprintVisible, BlueprintReadOnly, Parm, ZeroConstructor, IsPlainOldData)
// class UBP_SAVEGAME_UIElemLayout_C* UIElemSaveGame (Parm, OutParm, ZeroConstructor, IsPlainOldData)
void UGlobalBattleUIFunctionLibrary_C::LoadUIElemLayoutSG(class UObject* __WorldContext, class UBP_SAVEGAME_UIElemLayout_C** UIElemSaveGame)
{
static UFunction *pFunc = 0;
if (!pFunc)
pFunc = UObject::FindObject<UFunction>("Function GlobalBattleUIFunctionLibrary.GlobalBattleUIFunctionLibrary_C.LoadUIElemLayoutSG");
UGlobalBattleUIFunctionLibrary_C_LoadUIElemLayoutSG_Params params;
params.__WorldContext = __WorldContext;
auto flags = pFunc->FunctionFlags;
static auto defaultObj = StaticClass()->GetDefaultObject();
defaultObj->ProcessEvent(pFunc, &params);
pFunc->FunctionFlags = flags;
if (UIElemSaveGame != nullptr)
*UIElemSaveGame = params.UIElemSaveGame;
}
}