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

1833 lines
56 KiB
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Executable File

//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<UFunction>("Function UnrealArchExt.UAEUserWidget.Visible");
UUAEUserWidget_Visible_Params params;
auto flags = pFunc->FunctionFlags;
pFunc->FunctionFlags |= 0x400;
UObject *currentObj = (UObject *) this;
currentObj->ProcessEvent(pFunc, &params);
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<UFunction>("Function UnrealArchExt.UAEUserWidget.UnRegistFromGameFrontendHUD");
UUAEUserWidget_UnRegistFromGameFrontendHUD_Params params;
auto flags = pFunc->FunctionFlags;
pFunc->FunctionFlags |= 0x400;
UObject *currentObj = (UObject *) this;
currentObj->ProcessEvent(pFunc, &params);
pFunc->FunctionFlags = flags;
}
// Function UnrealArchExt.UAEUserWidget.SynchronizeBlueprintProperties
// (Event, Public, BlueprintEvent)
void UUAEUserWidget::SynchronizeBlueprintProperties()
{
static UFunction *pFunc = 0;
if (!pFunc)
pFunc = UObject::FindObject<UFunction>("Function UnrealArchExt.UAEUserWidget.SynchronizeBlueprintProperties");
UUAEUserWidget_SynchronizeBlueprintProperties_Params params;
auto flags = pFunc->FunctionFlags;
UObject *currentObj = (UObject *) this;
currentObj->ProcessEvent(pFunc, &params);
pFunc->FunctionFlags = flags;
}
// Function UnrealArchExt.UAEUserWidget.Show
// (Final, Native, Public, BlueprintCallable)
void UUAEUserWidget::Show()
{
static UFunction *pFunc = 0;
if (!pFunc)
pFunc = UObject::FindObject<UFunction>("Function UnrealArchExt.UAEUserWidget.Show");
UUAEUserWidget_Show_Params params;
auto flags = pFunc->FunctionFlags;
pFunc->FunctionFlags |= 0x400;
UObject *currentObj = (UObject *) this;
currentObj->ProcessEvent(pFunc, &params);
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<UFunction>("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, &params);
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<UFunction>("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, &params);
pFunc->FunctionFlags = flags;
}
// Function UnrealArchExt.UAEUserWidget.RegistToGameFrontendHUD
// (Final, Native, Public, BlueprintCallable)
void UUAEUserWidget::RegistToGameFrontendHUD()
{
static UFunction *pFunc = 0;
if (!pFunc)
pFunc = UObject::FindObject<UFunction>("Function UnrealArchExt.UAEUserWidget.RegistToGameFrontendHUD");
UUAEUserWidget_RegistToGameFrontendHUD_Params params;
auto flags = pFunc->FunctionFlags;
pFunc->FunctionFlags |= 0x400;
UObject *currentObj = (UObject *) this;
currentObj->ProcessEvent(pFunc, &params);
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<UFunction>("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, &params);
pFunc->FunctionFlags = flags;
}
// Function UnrealArchExt.UAEUserWidget.ReceiveShow
// (Event, Protected, BlueprintEvent)
void UUAEUserWidget::ReceiveShow()
{
static UFunction *pFunc = 0;
if (!pFunc)
pFunc = UObject::FindObject<UFunction>("Function UnrealArchExt.UAEUserWidget.ReceiveShow");
UUAEUserWidget_ReceiveShow_Params params;
auto flags = pFunc->FunctionFlags;
UObject *currentObj = (UObject *) this;
currentObj->ProcessEvent(pFunc, &params);
pFunc->FunctionFlags = flags;
}
// Function UnrealArchExt.UAEUserWidget.ReceiveHide
// (Event, Protected, BlueprintEvent)
void UUAEUserWidget::ReceiveHide()
{
static UFunction *pFunc = 0;
if (!pFunc)
pFunc = UObject::FindObject<UFunction>("Function UnrealArchExt.UAEUserWidget.ReceiveHide");
UUAEUserWidget_ReceiveHide_Params params;
auto flags = pFunc->FunctionFlags;
UObject *currentObj = (UObject *) this;
currentObj->ProcessEvent(pFunc, &params);
pFunc->FunctionFlags = flags;
}
// Function UnrealArchExt.UAEUserWidget.ReceivedInitWidget
// (Event, Public, BlueprintEvent)
void UUAEUserWidget::ReceivedInitWidget()
{
static UFunction *pFunc = 0;
if (!pFunc)
pFunc = UObject::FindObject<UFunction>("Function UnrealArchExt.UAEUserWidget.ReceivedInitWidget");
UUAEUserWidget_ReceivedInitWidget_Params params;
auto flags = pFunc->FunctionFlags;
UObject *currentObj = (UObject *) this;
currentObj->ProcessEvent(pFunc, &params);
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<UFunction>("Function UnrealArchExt.UAEUserWidget.OnRightClicked");
UUAEUserWidget_OnRightClicked_Params params;
params.TempScreenPos = TempScreenPos;
auto flags = pFunc->FunctionFlags;
UObject *currentObj = (UObject *) this;
currentObj->ProcessEvent(pFunc, &params);
pFunc->FunctionFlags = flags;
}
// Function UnrealArchExt.UAEUserWidget.OnFadeOutFinished
// (Native, Event, Protected, BlueprintEvent)
void UUAEUserWidget::OnFadeOutFinished()
{
static UFunction *pFunc = 0;
if (!pFunc)
pFunc = UObject::FindObject<UFunction>("Function UnrealArchExt.UAEUserWidget.OnFadeOutFinished");
UUAEUserWidget_OnFadeOutFinished_Params params;
auto flags = pFunc->FunctionFlags;
pFunc->FunctionFlags |= 0x400;
UObject *currentObj = (UObject *) this;
currentObj->ProcessEvent(pFunc, &params);
pFunc->FunctionFlags = flags;
}
// Function UnrealArchExt.UAEUserWidget.OnFadeInFinished
// (Native, Event, Protected, BlueprintEvent)
void UUAEUserWidget::OnFadeInFinished()
{
static UFunction *pFunc = 0;
if (!pFunc)
pFunc = UObject::FindObject<UFunction>("Function UnrealArchExt.UAEUserWidget.OnFadeInFinished");
UUAEUserWidget_OnFadeInFinished_Params params;
auto flags = pFunc->FunctionFlags;
pFunc->FunctionFlags |= 0x400;
UObject *currentObj = (UObject *) this;
currentObj->ProcessEvent(pFunc, &params);
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<UFunction>("Function UnrealArchExt.UAEUserWidget.OnDoubleClicked");
UUAEUserWidget_OnDoubleClicked_Params params;
params.TempScreenPos = TempScreenPos;
auto flags = pFunc->FunctionFlags;
UObject *currentObj = (UObject *) this;
currentObj->ProcessEvent(pFunc, &params);
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<UFunction>("Function UnrealArchExt.UAEUserWidget.OnClicked");
UUAEUserWidget_OnClicked_Params params;
params.TempScreenPos = TempScreenPos;
auto flags = pFunc->FunctionFlags;
UObject *currentObj = (UObject *) this;
currentObj->ProcessEvent(pFunc, &params);
pFunc->FunctionFlags = flags;
}
// Function UnrealArchExt.UAEUserWidget.Hide
// (Final, Native, Public, BlueprintCallable)
void UUAEUserWidget::Hide()
{
static UFunction *pFunc = 0;
if (!pFunc)
pFunc = UObject::FindObject<UFunction>("Function UnrealArchExt.UAEUserWidget.Hide");
UUAEUserWidget_Hide_Params params;
auto flags = pFunc->FunctionFlags;
pFunc->FunctionFlags |= 0x400;
UObject *currentObj = (UObject *) this;
currentObj->ProcessEvent(pFunc, &params);
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<UFunction>("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, &params);
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<UFunction>("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, &params);
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<UFunction>("Function UnrealArchExt.UAEUserWidget.GetParentWidget");
UUAEUserWidget_GetParentWidget_Params params;
auto flags = pFunc->FunctionFlags;
pFunc->FunctionFlags |= 0x400;
UObject *currentObj = (UObject *) this;
currentObj->ProcessEvent(pFunc, &params);
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<UFunction>("Function UnrealArchExt.UAEUserWidget.GetOwningPlayer");
UUAEUserWidget_GetOwningPlayer_Params params;
auto flags = pFunc->FunctionFlags;
pFunc->FunctionFlags |= 0x400;
UObject *currentObj = (UObject *) this;
currentObj->ProcessEvent(pFunc, &params);
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<UFunction>("Function UnrealArchExt.UAEUserWidget.GetOwningLogicManager");
UUAEUserWidget_GetOwningLogicManager_Params params;
auto flags = pFunc->FunctionFlags;
pFunc->FunctionFlags |= 0x400;
UObject *currentObj = (UObject *) this;
currentObj->ProcessEvent(pFunc, &params);
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<UFunction>("Function UnrealArchExt.UAEUserWidget.GetOwningFrontendHUD");
UUAEUserWidget_GetOwningFrontendHUD_Params params;
auto flags = pFunc->FunctionFlags;
pFunc->FunctionFlags |= 0x400;
UObject *currentObj = (UObject *) this;
currentObj->ProcessEvent(pFunc, &params);
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<UFunction>("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, &params);
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<UFunction>("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, &params);
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<UFunction>("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, &params);
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<UFunction>("Function UnrealArchExt.LogicManagerBase.IsEnableRemoveDynamicWidgets");
ULogicManagerBase_IsEnableRemoveDynamicWidgets_Params params;
auto flags = pFunc->FunctionFlags;
pFunc->FunctionFlags |= 0x400;
UObject *currentObj = (UObject *) this;
currentObj->ProcessEvent(pFunc, &params);
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<UFunction>("Function UnrealArchExt.LogicManagerBase.GetOwningFrontendHUD");
ULogicManagerBase_GetOwningFrontendHUD_Params params;
auto flags = pFunc->FunctionFlags;
pFunc->FunctionFlags |= 0x400;
UObject *currentObj = (UObject *) this;
currentObj->ProcessEvent(pFunc, &params);
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<UFunction>("Function UnrealArchExt.LogicManagerBase.GetDefaultSceneCamera");
ULogicManagerBase_GetDefaultSceneCamera_Params params;
auto flags = pFunc->FunctionFlags;
pFunc->FunctionFlags |= 0x400;
UObject *currentObj = (UObject *) this;
currentObj->ProcessEvent(pFunc, &params);
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<UFunction>("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, &params);
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<UFunction>("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, &params);
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<UFunction>("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, &params);
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<UFunction>("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, &params);
pFunc->FunctionFlags = flags;
}
// Function UnrealArchExt.FrontendHUD.OnGameViewportClientCreated
// (Final, Native, Protected)
void UFrontendHUD::OnGameViewportClientCreated()
{
static UFunction *pFunc = 0;
if (!pFunc)
pFunc = UObject::FindObject<UFunction>("Function UnrealArchExt.FrontendHUD.OnGameViewportClientCreated");
UFrontendHUD_OnGameViewportClientCreated_Params params;
auto flags = pFunc->FunctionFlags;
pFunc->FunctionFlags |= 0x400;
UObject *currentObj = (UObject *) this;
currentObj->ProcessEvent(pFunc, &params);
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<UFunction>("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, &params);
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<UFunction>("Function UnrealArchExt.FrontendHUD.GetWorld");
UFrontendHUD_GetWorld_Params params;
auto flags = pFunc->FunctionFlags;
pFunc->FunctionFlags |= 0x400;
UObject *currentObj = (UObject *) this;
currentObj->ProcessEvent(pFunc, &params);
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<UFunction>("Function UnrealArchExt.FrontendHUD.GetUtils");
UFrontendHUD_GetUtils_Params params;
auto flags = pFunc->FunctionFlags;
pFunc->FunctionFlags |= 0x400;
UObject *currentObj = (UObject *) this;
currentObj->ProcessEvent(pFunc, &params);
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<UFunction>("Function UnrealArchExt.FrontendHUD.GetPlayerController");
UFrontendHUD_GetPlayerController_Params params;
auto flags = pFunc->FunctionFlags;
pFunc->FunctionFlags |= 0x400;
UObject *currentObj = (UObject *) this;
currentObj->ProcessEvent(pFunc, &params);
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<UFunction>("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, &params);
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<UFunction>("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, &params);
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<UFunction>("Function UnrealArchExt.FrontendHUD.GetGameViewportClient");
UFrontendHUD_GetGameViewportClient_Params params;
auto flags = pFunc->FunctionFlags;
pFunc->FunctionFlags |= 0x400;
UObject *currentObj = (UObject *) this;
currentObj->ProcessEvent(pFunc, &params);
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<UFunction>("Function UnrealArchExt.FrontendHUD.GetGameMode");
UFrontendHUD_GetGameMode_Params params;
auto flags = pFunc->FunctionFlags;
pFunc->FunctionFlags |= 0x400;
UObject *currentObj = (UObject *) this;
currentObj->ProcessEvent(pFunc, &params);
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<UFunction>("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, &params);
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<UFunction>("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, &params);
pFunc->FunctionFlags = flags;
}
// Function UnrealArchExt.FrontendUtils.SwitchSceneCameraToTransform
// (Final, Native, Public, HasDefaults, BlueprintCallable)
// Parameters:
// struct FTransform targetTrans (Parm, IsPlainOldData)
// TEnumAsByte<ECameraProjectionMode> 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<ECameraProjectionMode> ProjectionMode, float FOV, float blendTime, bool bForce)
{
static UFunction *pFunc = 0;
if (!pFunc)
pFunc = UObject::FindObject<UFunction>("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, &params);
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<UFunction>("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, &params);
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<UFunction>("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, &params);
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<UFunction>("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, &params);
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<UFunction>("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, &params);
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<UFunction>("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, &params);
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<UFunction>("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, &params);
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<UFunction>("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, &params);
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<UFunction>("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, &params);
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<UFunction>("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, &params);
pFunc->FunctionFlags = flags;
}
// Function UnrealArchExt.FrontendUtils.PopAllPushedUI
// (Final, Native, Public, BlueprintCallable)
void UFrontendUtils::PopAllPushedUI()
{
static UFunction *pFunc = 0;
if (!pFunc)
pFunc = UObject::FindObject<UFunction>("Function UnrealArchExt.FrontendUtils.PopAllPushedUI");
UFrontendUtils_PopAllPushedUI_Params params;
auto flags = pFunc->FunctionFlags;
pFunc->FunctionFlags |= 0x400;
UObject *currentObj = (UObject *) this;
currentObj->ProcessEvent(pFunc, &params);
pFunc->FunctionFlags = flags;
}
// Function UnrealArchExt.FrontendUtils.OnAllSceneCamerasRegistered
// (Native, Public, BlueprintCallable)
void UFrontendUtils::OnAllSceneCamerasRegistered()
{
static UFunction *pFunc = 0;
if (!pFunc)
pFunc = UObject::FindObject<UFunction>("Function UnrealArchExt.FrontendUtils.OnAllSceneCamerasRegistered");
UFrontendUtils_OnAllSceneCamerasRegistered_Params params;
auto flags = pFunc->FunctionFlags;
pFunc->FunctionFlags |= 0x400;
UObject *currentObj = (UObject *) this;
currentObj->ProcessEvent(pFunc, &params);
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<UFunction>("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, &params);
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<UFunction>("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, &params);
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<UFunction>("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, &params);
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<UFunction>("Function UnrealArchExt.FrontendUtils.GetUIStackTopSrcTag");
UFrontendUtils_GetUIStackTopSrcTag_Params params;
auto flags = pFunc->FunctionFlags;
pFunc->FunctionFlags |= 0x400;
UObject *currentObj = (UObject *) this;
currentObj->ProcessEvent(pFunc, &params);
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<UFunction>("Function UnrealArchExt.FrontendUtils.GetUIStackTopDstTag");
UFrontendUtils_GetUIStackTopDstTag_Params params;
auto flags = pFunc->FunctionFlags;
pFunc->FunctionFlags |= 0x400;
UObject *currentObj = (UObject *) this;
currentObj->ProcessEvent(pFunc, &params);
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<UFunction>("Function UnrealArchExt.FrontendUtils.GetUIStackTop");
UFrontendUtils_GetUIStackTop_Params params;
auto flags = pFunc->FunctionFlags;
pFunc->FunctionFlags |= 0x400;
UObject *currentObj = (UObject *) this;
currentObj->ProcessEvent(pFunc, &params);
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<UFunction>("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, &params);
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<UFunction>("Function UnrealArchExt.FrontendUtils.GetPushedUICount");
UFrontendUtils_GetPushedUICount_Params params;
auto flags = pFunc->FunctionFlags;
pFunc->FunctionFlags |= 0x400;
UObject *currentObj = (UObject *) this;
currentObj->ProcessEvent(pFunc, &params);
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<UFunction>("Function UnrealArchExt.FrontendUtils.GetOwningFrontendHUD");
UFrontendUtils_GetOwningFrontendHUD_Params params;
auto flags = pFunc->FunctionFlags;
pFunc->FunctionFlags |= 0x400;
UObject *currentObj = (UObject *) this;
currentObj->ProcessEvent(pFunc, &params);
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<UFunction>("Function UnrealArchExt.FrontendUtils.GetGlobalUIEventDispatcher");
UFrontendUtils_GetGlobalUIEventDispatcher_Params params;
auto flags = pFunc->FunctionFlags;
pFunc->FunctionFlags |= 0x400;
UObject *currentObj = (UObject *) this;
currentObj->ProcessEvent(pFunc, &params);
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<UFunction>("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, &params);
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<UFunction>("Function UnrealArchExt.FrontendUtils.GetCurrentSceneCamera");
UFrontendUtils_GetCurrentSceneCamera_Params params;
auto flags = pFunc->FunctionFlags;
pFunc->FunctionFlags |= 0x400;
UObject *currentObj = (UObject *) this;
currentObj->ProcessEvent(pFunc, &params);
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<UFunction>("Function UnrealArchExt.FrontendUtils.ClearLobbyAsset");
UFrontendUtils_ClearLobbyAsset_Params params;
auto flags = pFunc->FunctionFlags;
pFunc->FunctionFlags |= 0x400;
UObject *currentObj = (UObject *) this;
currentObj->ProcessEvent(pFunc, &params);
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<UFunction>("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, &params);
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<UFunction>("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, &params);
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<UFunction>("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, &params);
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<UFunction>("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, &params);
pFunc->FunctionFlags = flags;
}
}