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

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//PUBGM(0.13.5)32位SDK
//作者:清华
//Telegram:@qinghuanb666
//生成时间:Fri Apr 18 20:44:40 2025
#include "../SDK.hpp"
namespace SDK
{
//---------------------------------------------------------------------------
//Functions
//---------------------------------------------------------------------------
// Function RuntimeMeshComponent.RuntimeMeshComponent.UpdateMeshSection_Blueprint
// (Final, Native, Public, HasOutParms, BlueprintCallable)
// Parameters:
// int SectionIndex (Parm, ZeroConstructor, IsPlainOldData)
// TArray<struct FVector> Vertices (ConstParm, Parm, OutParm, ZeroConstructor, ReferenceParm)
// TArray<int> Triangles (ConstParm, Parm, OutParm, ZeroConstructor, ReferenceParm)
// TArray<struct FVector> Normals (ConstParm, Parm, OutParm, ZeroConstructor, ReferenceParm)
// TArray<struct FRuntimeMeshTangent> Tangents (ConstParm, Parm, OutParm, ZeroConstructor, ReferenceParm)
// TArray<struct FVector2D> UV0 (ConstParm, Parm, OutParm, ZeroConstructor, ReferenceParm)
// TArray<struct FVector2D> UV1 (ConstParm, Parm, OutParm, ZeroConstructor, ReferenceParm)
// TArray<struct FLinearColor> Colors (ConstParm, Parm, OutParm, ZeroConstructor, ReferenceParm)
// bool bCalculateNormalTangent (Parm, ZeroConstructor, IsPlainOldData)
// bool bGenerateTessellationTriangles (Parm, ZeroConstructor, IsPlainOldData)
void URuntimeMeshComponent::UpdateMeshSection_Blueprint(int SectionIndex, TArray<struct FVector> Vertices, TArray<int> Triangles, TArray<struct FVector> Normals, TArray<struct FRuntimeMeshTangent> Tangents, TArray<struct FVector2D> UV0, TArray<struct FVector2D> UV1, TArray<struct FLinearColor> Colors, bool bCalculateNormalTangent, bool bGenerateTessellationTriangles)
{
static UFunction *pFunc = 0;
if (!pFunc)
pFunc = UObject::FindObject<UFunction>("Function RuntimeMeshComponent.RuntimeMeshComponent.UpdateMeshSection_Blueprint");
URuntimeMeshComponent_UpdateMeshSection_Blueprint_Params params;
params.SectionIndex = SectionIndex;
params.Vertices = Vertices;
params.Triangles = Triangles;
params.Normals = Normals;
params.Tangents = Tangents;
params.UV0 = UV0;
params.UV1 = UV1;
params.Colors = Colors;
params.bCalculateNormalTangent = bCalculateNormalTangent;
params.bGenerateTessellationTriangles = bGenerateTessellationTriangles;
auto flags = pFunc->FunctionFlags;
pFunc->FunctionFlags |= 0x400;
UObject *currentObj = (UObject *) this;
currentObj->ProcessEvent(pFunc, &params);
pFunc->FunctionFlags = flags;
}
// Function RuntimeMeshComponent.RuntimeMeshComponent.SetSectionTessellationTriangles
// (Final, Native, Public, HasOutParms, BlueprintCallable)
// Parameters:
// int SectionIndex (Parm, ZeroConstructor, IsPlainOldData)
// TArray<int> TessellationTriangles (ConstParm, Parm, OutParm, ZeroConstructor, ReferenceParm)
// bool bShouldMoveArray (Parm, ZeroConstructor, IsPlainOldData)
void URuntimeMeshComponent::SetSectionTessellationTriangles(int SectionIndex, TArray<int> TessellationTriangles, bool bShouldMoveArray)
{
static UFunction *pFunc = 0;
if (!pFunc)
pFunc = UObject::FindObject<UFunction>("Function RuntimeMeshComponent.RuntimeMeshComponent.SetSectionTessellationTriangles");
URuntimeMeshComponent_SetSectionTessellationTriangles_Params params;
params.SectionIndex = SectionIndex;
params.TessellationTriangles = TessellationTriangles;
params.bShouldMoveArray = bShouldMoveArray;
auto flags = pFunc->FunctionFlags;
pFunc->FunctionFlags |= 0x400;
UObject *currentObj = (UObject *) this;
currentObj->ProcessEvent(pFunc, &params);
pFunc->FunctionFlags = flags;
}
// Function RuntimeMeshComponent.RuntimeMeshComponent.SetMeshSectionVisible
// (Final, Native, Public, BlueprintCallable)
// Parameters:
// int SectionIndex (Parm, ZeroConstructor, IsPlainOldData)
// bool bNewVisibility (Parm, ZeroConstructor, IsPlainOldData)
void URuntimeMeshComponent::SetMeshSectionVisible(int SectionIndex, bool bNewVisibility)
{
static UFunction *pFunc = 0;
if (!pFunc)
pFunc = UObject::FindObject<UFunction>("Function RuntimeMeshComponent.RuntimeMeshComponent.SetMeshSectionVisible");
URuntimeMeshComponent_SetMeshSectionVisible_Params params;
params.SectionIndex = SectionIndex;
params.bNewVisibility = bNewVisibility;
auto flags = pFunc->FunctionFlags;
pFunc->FunctionFlags |= 0x400;
UObject *currentObj = (UObject *) this;
currentObj->ProcessEvent(pFunc, &params);
pFunc->FunctionFlags = flags;
}
// Function RuntimeMeshComponent.RuntimeMeshComponent.SetMeshSectionCollisionEnabled
// (Final, Native, Public, BlueprintCallable)
// Parameters:
// int SectionIndex (Parm, ZeroConstructor, IsPlainOldData)
// bool bNewCollisionEnabled (Parm, ZeroConstructor, IsPlainOldData)
void URuntimeMeshComponent::SetMeshSectionCollisionEnabled(int SectionIndex, bool bNewCollisionEnabled)
{
static UFunction *pFunc = 0;
if (!pFunc)
pFunc = UObject::FindObject<UFunction>("Function RuntimeMeshComponent.RuntimeMeshComponent.SetMeshSectionCollisionEnabled");
URuntimeMeshComponent_SetMeshSectionCollisionEnabled_Params params;
params.SectionIndex = SectionIndex;
params.bNewCollisionEnabled = bNewCollisionEnabled;
auto flags = pFunc->FunctionFlags;
pFunc->FunctionFlags |= 0x400;
UObject *currentObj = (UObject *) this;
currentObj->ProcessEvent(pFunc, &params);
pFunc->FunctionFlags = flags;
}
// Function RuntimeMeshComponent.RuntimeMeshComponent.SetMeshSectionCastsShadow
// (Final, Native, Public, BlueprintCallable)
// Parameters:
// int SectionIndex (Parm, ZeroConstructor, IsPlainOldData)
// bool bNewCastsShadow (Parm, ZeroConstructor, IsPlainOldData)
void URuntimeMeshComponent::SetMeshSectionCastsShadow(int SectionIndex, bool bNewCastsShadow)
{
static UFunction *pFunc = 0;
if (!pFunc)
pFunc = UObject::FindObject<UFunction>("Function RuntimeMeshComponent.RuntimeMeshComponent.SetMeshSectionCastsShadow");
URuntimeMeshComponent_SetMeshSectionCastsShadow_Params params;
params.SectionIndex = SectionIndex;
params.bNewCastsShadow = bNewCastsShadow;
auto flags = pFunc->FunctionFlags;
pFunc->FunctionFlags |= 0x400;
UObject *currentObj = (UObject *) this;
currentObj->ProcessEvent(pFunc, &params);
pFunc->FunctionFlags = flags;
}
// Function RuntimeMeshComponent.RuntimeMeshComponent.SetMeshCollisionSection
// (Final, Native, Public, HasOutParms, BlueprintCallable)
// Parameters:
// int CollisionSectionIndex (Parm, ZeroConstructor, IsPlainOldData)
// TArray<struct FVector> Vertices (ConstParm, Parm, OutParm, ZeroConstructor, ReferenceParm)
// TArray<int> Triangles (ConstParm, Parm, OutParm, ZeroConstructor, ReferenceParm)
void URuntimeMeshComponent::SetMeshCollisionSection(int CollisionSectionIndex, TArray<struct FVector> Vertices, TArray<int> Triangles)
{
static UFunction *pFunc = 0;
if (!pFunc)
pFunc = UObject::FindObject<UFunction>("Function RuntimeMeshComponent.RuntimeMeshComponent.SetMeshCollisionSection");
URuntimeMeshComponent_SetMeshCollisionSection_Params params;
params.CollisionSectionIndex = CollisionSectionIndex;
params.Vertices = Vertices;
params.Triangles = Triangles;
auto flags = pFunc->FunctionFlags;
pFunc->FunctionFlags |= 0x400;
UObject *currentObj = (UObject *) this;
currentObj->ProcessEvent(pFunc, &params);
pFunc->FunctionFlags = flags;
}
// DelegateFunction RuntimeMeshComponent.RuntimeMeshComponent.RuntimeMeshCollisionUpdatedDelegate__DelegateSignature
// (MulticastDelegate, Public, Delegate)
void URuntimeMeshComponent::RuntimeMeshCollisionUpdatedDelegate__DelegateSignature()
{
static UFunction *pFunc = 0;
if (!pFunc)
pFunc = UObject::FindObject<UFunction>("DelegateFunction RuntimeMeshComponent.RuntimeMeshComponent.RuntimeMeshCollisionUpdatedDelegate__DelegateSignature");
URuntimeMeshComponent_RuntimeMeshCollisionUpdatedDelegate__DelegateSignature_Params params;
auto flags = pFunc->FunctionFlags;
UObject *currentObj = (UObject *) this;
currentObj->ProcessEvent(pFunc, &params);
pFunc->FunctionFlags = flags;
}
// Function RuntimeMeshComponent.RuntimeMeshComponent.IsMeshSectionVisible
// (Final, Native, Public, BlueprintCallable, BlueprintPure, Const)
// Parameters:
// int SectionIndex (Parm, ZeroConstructor, IsPlainOldData)
// bool ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData)
bool URuntimeMeshComponent::IsMeshSectionVisible(int SectionIndex)
{
static UFunction *pFunc = 0;
if (!pFunc)
pFunc = UObject::FindObject<UFunction>("Function RuntimeMeshComponent.RuntimeMeshComponent.IsMeshSectionVisible");
URuntimeMeshComponent_IsMeshSectionVisible_Params params;
params.SectionIndex = SectionIndex;
auto flags = pFunc->FunctionFlags;
pFunc->FunctionFlags |= 0x400;
UObject *currentObj = (UObject *) this;
currentObj->ProcessEvent(pFunc, &params);
pFunc->FunctionFlags = flags;
return params.ReturnValue;
}
// Function RuntimeMeshComponent.RuntimeMeshComponent.IsMeshSectionCollisionEnabled
// (Final, Native, Public, BlueprintCallable)
// Parameters:
// int SectionIndex (Parm, ZeroConstructor, IsPlainOldData)
// bool ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData)
bool URuntimeMeshComponent::IsMeshSectionCollisionEnabled(int SectionIndex)
{
static UFunction *pFunc = 0;
if (!pFunc)
pFunc = UObject::FindObject<UFunction>("Function RuntimeMeshComponent.RuntimeMeshComponent.IsMeshSectionCollisionEnabled");
URuntimeMeshComponent_IsMeshSectionCollisionEnabled_Params params;
params.SectionIndex = SectionIndex;
auto flags = pFunc->FunctionFlags;
pFunc->FunctionFlags |= 0x400;
UObject *currentObj = (UObject *) this;
currentObj->ProcessEvent(pFunc, &params);
pFunc->FunctionFlags = flags;
return params.ReturnValue;
}
// Function RuntimeMeshComponent.RuntimeMeshComponent.IsMeshSectionCastingShadows
// (Final, Native, Public, BlueprintCallable, BlueprintPure, Const)
// Parameters:
// int SectionIndex (Parm, ZeroConstructor, IsPlainOldData)
// bool ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData)
bool URuntimeMeshComponent::IsMeshSectionCastingShadows(int SectionIndex)
{
static UFunction *pFunc = 0;
if (!pFunc)
pFunc = UObject::FindObject<UFunction>("Function RuntimeMeshComponent.RuntimeMeshComponent.IsMeshSectionCastingShadows");
URuntimeMeshComponent_IsMeshSectionCastingShadows_Params params;
params.SectionIndex = SectionIndex;
auto flags = pFunc->FunctionFlags;
pFunc->FunctionFlags |= 0x400;
UObject *currentObj = (UObject *) this;
currentObj->ProcessEvent(pFunc, &params);
pFunc->FunctionFlags = flags;
return params.ReturnValue;
}
// Function RuntimeMeshComponent.RuntimeMeshComponent.GetNumSections
// (Final, Native, Public, BlueprintCallable, BlueprintPure, Const)
// Parameters:
// int ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData)
int URuntimeMeshComponent::GetNumSections()
{
static UFunction *pFunc = 0;
if (!pFunc)
pFunc = UObject::FindObject<UFunction>("Function RuntimeMeshComponent.RuntimeMeshComponent.GetNumSections");
URuntimeMeshComponent_GetNumSections_Params params;
auto flags = pFunc->FunctionFlags;
pFunc->FunctionFlags |= 0x400;
UObject *currentObj = (UObject *) this;
currentObj->ProcessEvent(pFunc, &params);
pFunc->FunctionFlags = flags;
return params.ReturnValue;
}
// Function RuntimeMeshComponent.RuntimeMeshComponent.GetLastSectionIndex
// (Final, Native, Public, BlueprintCallable, BlueprintPure, Const)
// Parameters:
// int ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData)
int URuntimeMeshComponent::GetLastSectionIndex()
{
static UFunction *pFunc = 0;
if (!pFunc)
pFunc = UObject::FindObject<UFunction>("Function RuntimeMeshComponent.RuntimeMeshComponent.GetLastSectionIndex");
URuntimeMeshComponent_GetLastSectionIndex_Params params;
auto flags = pFunc->FunctionFlags;
pFunc->FunctionFlags |= 0x400;
UObject *currentObj = (UObject *) this;
currentObj->ProcessEvent(pFunc, &params);
pFunc->FunctionFlags = flags;
return params.ReturnValue;
}
// Function RuntimeMeshComponent.RuntimeMeshComponent.FirstAvailableMeshSectionIndex
// (Final, Native, Public, BlueprintCallable, BlueprintPure, Const)
// Parameters:
// int ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData)
int URuntimeMeshComponent::FirstAvailableMeshSectionIndex()
{
static UFunction *pFunc = 0;
if (!pFunc)
pFunc = UObject::FindObject<UFunction>("Function RuntimeMeshComponent.RuntimeMeshComponent.FirstAvailableMeshSectionIndex");
URuntimeMeshComponent_FirstAvailableMeshSectionIndex_Params params;
auto flags = pFunc->FunctionFlags;
pFunc->FunctionFlags |= 0x400;
UObject *currentObj = (UObject *) this;
currentObj->ProcessEvent(pFunc, &params);
pFunc->FunctionFlags = flags;
return params.ReturnValue;
}
// Function RuntimeMeshComponent.RuntimeMeshComponent.EndBatchUpdates
// (Final, Native, Public, BlueprintCallable)
void URuntimeMeshComponent::EndBatchUpdates()
{
static UFunction *pFunc = 0;
if (!pFunc)
pFunc = UObject::FindObject<UFunction>("Function RuntimeMeshComponent.RuntimeMeshComponent.EndBatchUpdates");
URuntimeMeshComponent_EndBatchUpdates_Params params;
auto flags = pFunc->FunctionFlags;
pFunc->FunctionFlags |= 0x400;
UObject *currentObj = (UObject *) this;
currentObj->ProcessEvent(pFunc, &params);
pFunc->FunctionFlags = flags;
}
// Function RuntimeMeshComponent.RuntimeMeshComponent.DoesSectionExist
// (Final, Native, Public, BlueprintCallable, BlueprintPure, Const)
// Parameters:
// int SectionIndex (Parm, ZeroConstructor, IsPlainOldData)
// bool ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData)
bool URuntimeMeshComponent::DoesSectionExist(int SectionIndex)
{
static UFunction *pFunc = 0;
if (!pFunc)
pFunc = UObject::FindObject<UFunction>("Function RuntimeMeshComponent.RuntimeMeshComponent.DoesSectionExist");
URuntimeMeshComponent_DoesSectionExist_Params params;
params.SectionIndex = SectionIndex;
auto flags = pFunc->FunctionFlags;
pFunc->FunctionFlags |= 0x400;
UObject *currentObj = (UObject *) this;
currentObj->ProcessEvent(pFunc, &params);
pFunc->FunctionFlags = flags;
return params.ReturnValue;
}
// Function RuntimeMeshComponent.RuntimeMeshComponent.CreateMeshSection_Blueprint
// (Final, Native, Public, HasOutParms, BlueprintCallable)
// Parameters:
// int SectionIndex (Parm, ZeroConstructor, IsPlainOldData)
// TArray<struct FVector> Vertices (ConstParm, Parm, OutParm, ZeroConstructor, ReferenceParm)
// TArray<int> Triangles (ConstParm, Parm, OutParm, ZeroConstructor, ReferenceParm)
// TArray<struct FVector> Normals (ConstParm, Parm, OutParm, ZeroConstructor, ReferenceParm)
// TArray<struct FRuntimeMeshTangent> Tangents (ConstParm, Parm, OutParm, ZeroConstructor, ReferenceParm)
// TArray<struct FVector2D> UV0 (ConstParm, Parm, OutParm, ZeroConstructor, ReferenceParm)
// TArray<struct FVector2D> UV1 (ConstParm, Parm, OutParm, ZeroConstructor, ReferenceParm)
// TArray<struct FLinearColor> Colors (ConstParm, Parm, OutParm, ZeroConstructor, ReferenceParm)
// bool bCreateCollision (Parm, ZeroConstructor, IsPlainOldData)
// bool bCalculateNormalTangent (Parm, ZeroConstructor, IsPlainOldData)
// bool bGenerateTessellationTriangles (Parm, ZeroConstructor, IsPlainOldData)
// EUpdateFrequency UpdateFrequency (Parm, ZeroConstructor, IsPlainOldData)
void URuntimeMeshComponent::CreateMeshSection_Blueprint(int SectionIndex, TArray<struct FVector> Vertices, TArray<int> Triangles, TArray<struct FVector> Normals, TArray<struct FRuntimeMeshTangent> Tangents, TArray<struct FVector2D> UV0, TArray<struct FVector2D> UV1, TArray<struct FLinearColor> Colors, bool bCreateCollision, bool bCalculateNormalTangent, bool bGenerateTessellationTriangles, EUpdateFrequency UpdateFrequency)
{
static UFunction *pFunc = 0;
if (!pFunc)
pFunc = UObject::FindObject<UFunction>("Function RuntimeMeshComponent.RuntimeMeshComponent.CreateMeshSection_Blueprint");
URuntimeMeshComponent_CreateMeshSection_Blueprint_Params params;
params.SectionIndex = SectionIndex;
params.Vertices = Vertices;
params.Triangles = Triangles;
params.Normals = Normals;
params.Tangents = Tangents;
params.UV0 = UV0;
params.UV1 = UV1;
params.Colors = Colors;
params.bCreateCollision = bCreateCollision;
params.bCalculateNormalTangent = bCalculateNormalTangent;
params.bGenerateTessellationTriangles = bGenerateTessellationTriangles;
params.UpdateFrequency = UpdateFrequency;
auto flags = pFunc->FunctionFlags;
pFunc->FunctionFlags |= 0x400;
UObject *currentObj = (UObject *) this;
currentObj->ProcessEvent(pFunc, &params);
pFunc->FunctionFlags = flags;
}
// Function RuntimeMeshComponent.RuntimeMeshComponent.CookCollisionNow
// (Final, Native, Public, BlueprintCallable)
void URuntimeMeshComponent::CookCollisionNow()
{
static UFunction *pFunc = 0;
if (!pFunc)
pFunc = UObject::FindObject<UFunction>("Function RuntimeMeshComponent.RuntimeMeshComponent.CookCollisionNow");
URuntimeMeshComponent_CookCollisionNow_Params params;
auto flags = pFunc->FunctionFlags;
pFunc->FunctionFlags |= 0x400;
UObject *currentObj = (UObject *) this;
currentObj->ProcessEvent(pFunc, &params);
pFunc->FunctionFlags = flags;
}
// Function RuntimeMeshComponent.RuntimeMeshComponent.ClearMeshSection
// (Final, Native, Public, BlueprintCallable)
// Parameters:
// int SectionIndex (Parm, ZeroConstructor, IsPlainOldData)
void URuntimeMeshComponent::ClearMeshSection(int SectionIndex)
{
static UFunction *pFunc = 0;
if (!pFunc)
pFunc = UObject::FindObject<UFunction>("Function RuntimeMeshComponent.RuntimeMeshComponent.ClearMeshSection");
URuntimeMeshComponent_ClearMeshSection_Params params;
params.SectionIndex = SectionIndex;
auto flags = pFunc->FunctionFlags;
pFunc->FunctionFlags |= 0x400;
UObject *currentObj = (UObject *) this;
currentObj->ProcessEvent(pFunc, &params);
pFunc->FunctionFlags = flags;
}
// Function RuntimeMeshComponent.RuntimeMeshComponent.ClearMeshCollisionSection
// (Final, Native, Public, BlueprintCallable)
// Parameters:
// int CollisionSectionIndex (Parm, ZeroConstructor, IsPlainOldData)
void URuntimeMeshComponent::ClearMeshCollisionSection(int CollisionSectionIndex)
{
static UFunction *pFunc = 0;
if (!pFunc)
pFunc = UObject::FindObject<UFunction>("Function RuntimeMeshComponent.RuntimeMeshComponent.ClearMeshCollisionSection");
URuntimeMeshComponent_ClearMeshCollisionSection_Params params;
params.CollisionSectionIndex = CollisionSectionIndex;
auto flags = pFunc->FunctionFlags;
pFunc->FunctionFlags |= 0x400;
UObject *currentObj = (UObject *) this;
currentObj->ProcessEvent(pFunc, &params);
pFunc->FunctionFlags = flags;
}
// Function RuntimeMeshComponent.RuntimeMeshComponent.ClearCollisionConvexMeshes
// (Final, Native, Public, BlueprintCallable)
void URuntimeMeshComponent::ClearCollisionConvexMeshes()
{
static UFunction *pFunc = 0;
if (!pFunc)
pFunc = UObject::FindObject<UFunction>("Function RuntimeMeshComponent.RuntimeMeshComponent.ClearCollisionConvexMeshes");
URuntimeMeshComponent_ClearCollisionConvexMeshes_Params params;
auto flags = pFunc->FunctionFlags;
pFunc->FunctionFlags |= 0x400;
UObject *currentObj = (UObject *) this;
currentObj->ProcessEvent(pFunc, &params);
pFunc->FunctionFlags = flags;
}
// Function RuntimeMeshComponent.RuntimeMeshComponent.ClearAllMeshSections
// (Final, Native, Public, BlueprintCallable)
void URuntimeMeshComponent::ClearAllMeshSections()
{
static UFunction *pFunc = 0;
if (!pFunc)
pFunc = UObject::FindObject<UFunction>("Function RuntimeMeshComponent.RuntimeMeshComponent.ClearAllMeshSections");
URuntimeMeshComponent_ClearAllMeshSections_Params params;
auto flags = pFunc->FunctionFlags;
pFunc->FunctionFlags |= 0x400;
UObject *currentObj = (UObject *) this;
currentObj->ProcessEvent(pFunc, &params);
pFunc->FunctionFlags = flags;
}
// Function RuntimeMeshComponent.RuntimeMeshComponent.ClearAllMeshCollisionSections
// (Final, Native, Public, BlueprintCallable)
void URuntimeMeshComponent::ClearAllMeshCollisionSections()
{
static UFunction *pFunc = 0;
if (!pFunc)
pFunc = UObject::FindObject<UFunction>("Function RuntimeMeshComponent.RuntimeMeshComponent.ClearAllMeshCollisionSections");
URuntimeMeshComponent_ClearAllMeshCollisionSections_Params params;
auto flags = pFunc->FunctionFlags;
pFunc->FunctionFlags |= 0x400;
UObject *currentObj = (UObject *) this;
currentObj->ProcessEvent(pFunc, &params);
pFunc->FunctionFlags = flags;
}
// Function RuntimeMeshComponent.RuntimeMeshComponent.BeginBatchUpdates
// (Final, Native, Public, BlueprintCallable)
void URuntimeMeshComponent::BeginBatchUpdates()
{
static UFunction *pFunc = 0;
if (!pFunc)
pFunc = UObject::FindObject<UFunction>("Function RuntimeMeshComponent.RuntimeMeshComponent.BeginBatchUpdates");
URuntimeMeshComponent_BeginBatchUpdates_Params params;
auto flags = pFunc->FunctionFlags;
pFunc->FunctionFlags |= 0x400;
UObject *currentObj = (UObject *) this;
currentObj->ProcessEvent(pFunc, &params);
pFunc->FunctionFlags = flags;
}
// Function RuntimeMeshComponent.RuntimeMeshComponent.AddCollisionConvexMesh
// (Final, Native, Public, BlueprintCallable)
// Parameters:
// TArray<struct FVector> ConvexVerts (Parm, ZeroConstructor)
void URuntimeMeshComponent::AddCollisionConvexMesh(TArray<struct FVector> ConvexVerts)
{
static UFunction *pFunc = 0;
if (!pFunc)
pFunc = UObject::FindObject<UFunction>("Function RuntimeMeshComponent.RuntimeMeshComponent.AddCollisionConvexMesh");
URuntimeMeshComponent_AddCollisionConvexMesh_Params params;
params.ConvexVerts = ConvexVerts;
auto flags = pFunc->FunctionFlags;
pFunc->FunctionFlags |= 0x400;
UObject *currentObj = (UObject *) this;
currentObj->ProcessEvent(pFunc, &params);
pFunc->FunctionFlags = flags;
}
// Function RuntimeMeshComponent.RuntimeMeshLibrary.GetSectionFromStaticMesh
// (Final, Native, Static, Public, HasOutParms, BlueprintCallable)
// Parameters:
// class UStaticMesh* InMesh (Parm, ZeroConstructor, IsPlainOldData)
// int LODIndex (Parm, ZeroConstructor, IsPlainOldData)
// int SectionIndex (Parm, ZeroConstructor, IsPlainOldData)
// TArray<struct FVector> Vertices (Parm, OutParm, ZeroConstructor)
// TArray<int> Triangles (Parm, OutParm, ZeroConstructor)
// TArray<struct FVector> Normals (Parm, OutParm, ZeroConstructor)
// TArray<struct FVector2D> UVs (Parm, OutParm, ZeroConstructor)
// TArray<struct FRuntimeMeshTangent> Tangents (Parm, OutParm, ZeroConstructor)
void URuntimeMeshLibrary::GetSectionFromStaticMesh(class UStaticMesh* InMesh, int LODIndex, int SectionIndex, TArray<struct FVector>* Vertices, TArray<int>* Triangles, TArray<struct FVector>* Normals, TArray<struct FVector2D>* UVs, TArray<struct FRuntimeMeshTangent>* Tangents)
{
static UFunction *pFunc = 0;
if (!pFunc)
pFunc = UObject::FindObject<UFunction>("Function RuntimeMeshComponent.RuntimeMeshLibrary.GetSectionFromStaticMesh");
URuntimeMeshLibrary_GetSectionFromStaticMesh_Params params;
params.InMesh = InMesh;
params.LODIndex = LODIndex;
params.SectionIndex = SectionIndex;
auto flags = pFunc->FunctionFlags;
pFunc->FunctionFlags |= 0x400;
static auto defaultObj = StaticClass()->GetDefaultObject();
defaultObj->ProcessEvent(pFunc, &params);
pFunc->FunctionFlags = flags;
if (Vertices != nullptr)
*Vertices = params.Vertices;
if (Triangles != nullptr)
*Triangles = params.Triangles;
if (Normals != nullptr)
*Normals = params.Normals;
if (UVs != nullptr)
*UVs = params.UVs;
if (Tangents != nullptr)
*Tangents = params.Tangents;
}
// Function RuntimeMeshComponent.RuntimeMeshLibrary.GenerateTessellationIndexBuffer
// (Final, Native, Static, Public, HasOutParms, BlueprintCallable)
// Parameters:
// TArray<struct FVector> Vertices (ConstParm, Parm, OutParm, ZeroConstructor, ReferenceParm)
// TArray<int> Triangles (ConstParm, Parm, OutParm, ZeroConstructor, ReferenceParm)
// TArray<struct FVector2D> UVs (ConstParm, Parm, OutParm, ZeroConstructor, ReferenceParm)
// TArray<struct FVector> Normals (Parm, OutParm, ZeroConstructor)
// TArray<struct FRuntimeMeshTangent> Tangents (Parm, OutParm, ZeroConstructor)
// TArray<int> OutTessTriangles (Parm, OutParm, ZeroConstructor)
void URuntimeMeshLibrary::GenerateTessellationIndexBuffer(TArray<struct FVector> Vertices, TArray<int> Triangles, TArray<struct FVector2D> UVs, TArray<struct FVector>* Normals, TArray<struct FRuntimeMeshTangent>* Tangents, TArray<int>* OutTessTriangles)
{
static UFunction *pFunc = 0;
if (!pFunc)
pFunc = UObject::FindObject<UFunction>("Function RuntimeMeshComponent.RuntimeMeshLibrary.GenerateTessellationIndexBuffer");
URuntimeMeshLibrary_GenerateTessellationIndexBuffer_Params params;
params.Vertices = Vertices;
params.Triangles = Triangles;
params.UVs = UVs;
auto flags = pFunc->FunctionFlags;
pFunc->FunctionFlags |= 0x400;
static auto defaultObj = StaticClass()->GetDefaultObject();
defaultObj->ProcessEvent(pFunc, &params);
pFunc->FunctionFlags = flags;
if (Normals != nullptr)
*Normals = params.Normals;
if (Tangents != nullptr)
*Tangents = params.Tangents;
if (OutTessTriangles != nullptr)
*OutTessTriangles = params.OutTessTriangles;
}
// Function RuntimeMeshComponent.RuntimeMeshLibrary.CreateGridMeshTriangles
// (Final, Native, Static, Public, HasOutParms, BlueprintCallable)
// Parameters:
// int NumX (Parm, ZeroConstructor, IsPlainOldData)
// int NumY (Parm, ZeroConstructor, IsPlainOldData)
// bool bWinding (Parm, ZeroConstructor, IsPlainOldData)
// TArray<int> Triangles (Parm, OutParm, ZeroConstructor)
void URuntimeMeshLibrary::CreateGridMeshTriangles(int NumX, int NumY, bool bWinding, TArray<int>* Triangles)
{
static UFunction *pFunc = 0;
if (!pFunc)
pFunc = UObject::FindObject<UFunction>("Function RuntimeMeshComponent.RuntimeMeshLibrary.CreateGridMeshTriangles");
URuntimeMeshLibrary_CreateGridMeshTriangles_Params params;
params.NumX = NumX;
params.NumY = NumY;
params.bWinding = bWinding;
auto flags = pFunc->FunctionFlags;
pFunc->FunctionFlags |= 0x400;
static auto defaultObj = StaticClass()->GetDefaultObject();
defaultObj->ProcessEvent(pFunc, &params);
pFunc->FunctionFlags = flags;
if (Triangles != nullptr)
*Triangles = params.Triangles;
}
// Function RuntimeMeshComponent.RuntimeMeshLibrary.CreateBoxMesh
// (Final, Native, Static, Public, HasOutParms, HasDefaults, BlueprintCallable)
// Parameters:
// struct FVector BoxRadius (Parm, IsPlainOldData)
// TArray<struct FVector> Vertices (Parm, OutParm, ZeroConstructor)
// TArray<int> Triangles (Parm, OutParm, ZeroConstructor)
// TArray<struct FVector> Normals (Parm, OutParm, ZeroConstructor)
// TArray<struct FVector2D> UVs (Parm, OutParm, ZeroConstructor)
// TArray<struct FRuntimeMeshTangent> Tangents (Parm, OutParm, ZeroConstructor)
void URuntimeMeshLibrary::CreateBoxMesh(const struct FVector& BoxRadius, TArray<struct FVector>* Vertices, TArray<int>* Triangles, TArray<struct FVector>* Normals, TArray<struct FVector2D>* UVs, TArray<struct FRuntimeMeshTangent>* Tangents)
{
static UFunction *pFunc = 0;
if (!pFunc)
pFunc = UObject::FindObject<UFunction>("Function RuntimeMeshComponent.RuntimeMeshLibrary.CreateBoxMesh");
URuntimeMeshLibrary_CreateBoxMesh_Params params;
params.BoxRadius = BoxRadius;
auto flags = pFunc->FunctionFlags;
pFunc->FunctionFlags |= 0x400;
static auto defaultObj = StaticClass()->GetDefaultObject();
defaultObj->ProcessEvent(pFunc, &params);
pFunc->FunctionFlags = flags;
if (Vertices != nullptr)
*Vertices = params.Vertices;
if (Triangles != nullptr)
*Triangles = params.Triangles;
if (Normals != nullptr)
*Normals = params.Normals;
if (UVs != nullptr)
*UVs = params.UVs;
if (Tangents != nullptr)
*Tangents = params.Tangents;
}
// Function RuntimeMeshComponent.RuntimeMeshLibrary.CopyRuntimeMeshFromStaticMeshComponent
// (Final, Native, Static, Public, BlueprintCallable)
// Parameters:
// class UStaticMeshComponent* StaticMeshComp (Parm, ZeroConstructor, InstancedReference, IsPlainOldData)
// int LODIndex (Parm, ZeroConstructor, IsPlainOldData)
// class URuntimeMeshComponent* RuntimeMeshComp (Parm, ZeroConstructor, InstancedReference, IsPlainOldData)
// bool bShouldCreateCollision (Parm, ZeroConstructor, IsPlainOldData)
void URuntimeMeshLibrary::CopyRuntimeMeshFromStaticMeshComponent(class UStaticMeshComponent* StaticMeshComp, int LODIndex, class URuntimeMeshComponent* RuntimeMeshComp, bool bShouldCreateCollision)
{
static UFunction *pFunc = 0;
if (!pFunc)
pFunc = UObject::FindObject<UFunction>("Function RuntimeMeshComponent.RuntimeMeshLibrary.CopyRuntimeMeshFromStaticMeshComponent");
URuntimeMeshLibrary_CopyRuntimeMeshFromStaticMeshComponent_Params params;
params.StaticMeshComp = StaticMeshComp;
params.LODIndex = LODIndex;
params.RuntimeMeshComp = RuntimeMeshComp;
params.bShouldCreateCollision = bShouldCreateCollision;
auto flags = pFunc->FunctionFlags;
pFunc->FunctionFlags |= 0x400;
static auto defaultObj = StaticClass()->GetDefaultObject();
defaultObj->ProcessEvent(pFunc, &params);
pFunc->FunctionFlags = flags;
}
// Function RuntimeMeshComponent.RuntimeMeshLibrary.ConvertQuadToTriangles
// (Final, Native, Static, Public, HasOutParms, BlueprintCallable)
// Parameters:
// TArray<int> Triangles (Parm, OutParm, ZeroConstructor, ReferenceParm)
// int Vert0 (Parm, ZeroConstructor, IsPlainOldData)
// int Vert1 (Parm, ZeroConstructor, IsPlainOldData)
// int Vert2 (Parm, ZeroConstructor, IsPlainOldData)
// int Vert3 (Parm, ZeroConstructor, IsPlainOldData)
void URuntimeMeshLibrary::ConvertQuadToTriangles(int Vert0, int Vert1, int Vert2, int Vert3, TArray<int>* Triangles)
{
static UFunction *pFunc = 0;
if (!pFunc)
pFunc = UObject::FindObject<UFunction>("Function RuntimeMeshComponent.RuntimeMeshLibrary.ConvertQuadToTriangles");
URuntimeMeshLibrary_ConvertQuadToTriangles_Params params;
params.Vert0 = Vert0;
params.Vert1 = Vert1;
params.Vert2 = Vert2;
params.Vert3 = Vert3;
auto flags = pFunc->FunctionFlags;
pFunc->FunctionFlags |= 0x400;
static auto defaultObj = StaticClass()->GetDefaultObject();
defaultObj->ProcessEvent(pFunc, &params);
pFunc->FunctionFlags = flags;
if (Triangles != nullptr)
*Triangles = params.Triangles;
}
// Function RuntimeMeshComponent.RuntimeMeshLibrary.CalculateTangentsForMesh
// (Final, Native, Static, Public, HasOutParms, BlueprintCallable)
// Parameters:
// TArray<struct FVector> Vertices (ConstParm, Parm, OutParm, ZeroConstructor, ReferenceParm)
// TArray<int> Triangles (ConstParm, Parm, OutParm, ZeroConstructor, ReferenceParm)
// TArray<struct FVector2D> UVs (ConstParm, Parm, OutParm, ZeroConstructor, ReferenceParm)
// TArray<struct FVector> Normals (Parm, OutParm, ZeroConstructor)
// TArray<struct FRuntimeMeshTangent> Tangents (Parm, OutParm, ZeroConstructor)
void URuntimeMeshLibrary::CalculateTangentsForMesh(TArray<struct FVector> Vertices, TArray<int> Triangles, TArray<struct FVector2D> UVs, TArray<struct FVector>* Normals, TArray<struct FRuntimeMeshTangent>* Tangents)
{
static UFunction *pFunc = 0;
if (!pFunc)
pFunc = UObject::FindObject<UFunction>("Function RuntimeMeshComponent.RuntimeMeshLibrary.CalculateTangentsForMesh");
URuntimeMeshLibrary_CalculateTangentsForMesh_Params params;
params.Vertices = Vertices;
params.Triangles = Triangles;
params.UVs = UVs;
auto flags = pFunc->FunctionFlags;
pFunc->FunctionFlags |= 0x400;
static auto defaultObj = StaticClass()->GetDefaultObject();
defaultObj->ProcessEvent(pFunc, &params);
pFunc->FunctionFlags = flags;
if (Normals != nullptr)
*Normals = params.Normals;
if (Tangents != nullptr)
*Tangents = params.Tangents;
}
}