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

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42 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 20:44:40 2025
#include "../SDK.hpp"
namespace SDK
{
//---------------------------------------------------------------------------
//Functions
//---------------------------------------------------------------------------
// Function Skill.UTSkillEffect.UpdateAction
// (Native, Public)
// Parameters:
// float DeltaSeconds (Parm, ZeroConstructor, IsPlainOldData)
void UUTSkillEffect::UpdateAction(float DeltaSeconds)
{
static UFunction *pFunc = 0;
if (!pFunc)
pFunc = UObject::FindObject<UFunction>("Function Skill.UTSkillEffect.UpdateAction");
UUTSkillEffect_UpdateAction_Params params;
params.DeltaSeconds = DeltaSeconds;
auto flags = pFunc->FunctionFlags;
pFunc->FunctionFlags |= 0x400;
UObject *currentObj = (UObject *) this;
currentObj->ProcessEvent(pFunc, &params);
pFunc->FunctionFlags = flags;
}
// Function Skill.UTSkillEffect.UndoAction
// (Native, Public)
void UUTSkillEffect::UndoAction()
{
static UFunction *pFunc = 0;
if (!pFunc)
pFunc = UObject::FindObject<UFunction>("Function Skill.UTSkillEffect.UndoAction");
UUTSkillEffect_UndoAction_Params params;
auto flags = pFunc->FunctionFlags;
pFunc->FunctionFlags |= 0x400;
UObject *currentObj = (UObject *) this;
currentObj->ProcessEvent(pFunc, &params);
pFunc->FunctionFlags = flags;
}
// Function Skill.UTSkillEffect.DoHurtAppearance
// (Native, Public)
// Parameters:
// class APawn* Victim (Parm, ZeroConstructor, IsPlainOldData)
void UUTSkillEffect::DoHurtAppearance(class APawn* Victim)
{
static UFunction *pFunc = 0;
if (!pFunc)
pFunc = UObject::FindObject<UFunction>("Function Skill.UTSkillEffect.DoHurtAppearance");
UUTSkillEffect_DoHurtAppearance_Params params;
params.Victim = Victim;
auto flags = pFunc->FunctionFlags;
pFunc->FunctionFlags |= 0x400;
UObject *currentObj = (UObject *) this;
currentObj->ProcessEvent(pFunc, &params);
pFunc->FunctionFlags = flags;
}
// Function Skill.UTSkillEffect.DoAction
// (Native, Public)
// Parameters:
// bool ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData)
bool UUTSkillEffect::DoAction()
{
static UFunction *pFunc = 0;
if (!pFunc)
pFunc = UObject::FindObject<UFunction>("Function Skill.UTSkillEffect.DoAction");
UUTSkillEffect_DoAction_Params params;
auto flags = pFunc->FunctionFlags;
pFunc->FunctionFlags |= 0x400;
UObject *currentObj = (UObject *) this;
currentObj->ProcessEvent(pFunc, &params);
pFunc->FunctionFlags = flags;
return params.ReturnValue;
}
// Function Skill.UTSkillAction.UpdateAction
// (Native, Public)
// Parameters:
// float DeltaSeconds (Parm, ZeroConstructor, IsPlainOldData)
void UUTSkillAction::UpdateAction(float DeltaSeconds)
{
static UFunction *pFunc = 0;
if (!pFunc)
pFunc = UObject::FindObject<UFunction>("Function Skill.UTSkillAction.UpdateAction");
UUTSkillAction_UpdateAction_Params params;
params.DeltaSeconds = DeltaSeconds;
auto flags = pFunc->FunctionFlags;
pFunc->FunctionFlags |= 0x400;
UObject *currentObj = (UObject *) this;
currentObj->ProcessEvent(pFunc, &params);
pFunc->FunctionFlags = flags;
}
// Function Skill.UTSkillAction.UndoAction
// (Native, Public)
void UUTSkillAction::UndoAction()
{
static UFunction *pFunc = 0;
if (!pFunc)
pFunc = UObject::FindObject<UFunction>("Function Skill.UTSkillAction.UndoAction");
UUTSkillAction_UndoAction_Params params;
auto flags = pFunc->FunctionFlags;
pFunc->FunctionFlags |= 0x400;
UObject *currentObj = (UObject *) this;
currentObj->ProcessEvent(pFunc, &params);
pFunc->FunctionFlags = flags;
}
// Function Skill.UTSkillAction.Reset
// (Native, Public)
void UUTSkillAction::Reset()
{
static UFunction *pFunc = 0;
if (!pFunc)
pFunc = UObject::FindObject<UFunction>("Function Skill.UTSkillAction.Reset");
UUTSkillAction_Reset_Params params;
auto flags = pFunc->FunctionFlags;
pFunc->FunctionFlags |= 0x400;
UObject *currentObj = (UObject *) this;
currentObj->ProcessEvent(pFunc, &params);
pFunc->FunctionFlags = flags;
}
// Function Skill.UTSkillAction.RealDoAction
// (Native, Public)
// Parameters:
// bool ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData)
bool UUTSkillAction::RealDoAction()
{
static UFunction *pFunc = 0;
if (!pFunc)
pFunc = UObject::FindObject<UFunction>("Function Skill.UTSkillAction.RealDoAction");
UUTSkillAction_RealDoAction_Params params;
auto flags = pFunc->FunctionFlags;
pFunc->FunctionFlags |= 0x400;
UObject *currentObj = (UObject *) this;
currentObj->ProcessEvent(pFunc, &params);
pFunc->FunctionFlags = flags;
return params.ReturnValue;
}
// Function Skill.UTSkillAction.JudgeNeedPhaseWait
// (Native, Public)
// Parameters:
// bool ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData)
bool UUTSkillAction::JudgeNeedPhaseWait()
{
static UFunction *pFunc = 0;
if (!pFunc)
pFunc = UObject::FindObject<UFunction>("Function Skill.UTSkillAction.JudgeNeedPhaseWait");
UUTSkillAction_JudgeNeedPhaseWait_Params params;
auto flags = pFunc->FunctionFlags;
pFunc->FunctionFlags |= 0x400;
UObject *currentObj = (UObject *) this;
currentObj->ProcessEvent(pFunc, &params);
pFunc->FunctionFlags = flags;
return params.ReturnValue;
}
// Function Skill.UTSkillAction.DoAction
// (Native, Public)
// Parameters:
// bool ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData)
bool UUTSkillAction::DoAction()
{
static UFunction *pFunc = 0;
if (!pFunc)
pFunc = UObject::FindObject<UFunction>("Function Skill.UTSkillAction.DoAction");
UUTSkillAction_DoAction_Params params;
auto flags = pFunc->FunctionFlags;
pFunc->FunctionFlags |= 0x400;
UObject *currentObj = (UObject *) this;
currentObj->ProcessEvent(pFunc, &params);
pFunc->FunctionFlags = flags;
return params.ReturnValue;
}
// Function Skill.UTSkill.SetSkillPhasePercentage
// (Final, Native, Public, BlueprintCallable)
// Parameters:
// float Percentage (Parm, ZeroConstructor, IsPlainOldData)
void AUTSkill::SetSkillPhasePercentage(float Percentage)
{
static UFunction *pFunc = 0;
if (!pFunc)
pFunc = UObject::FindObject<UFunction>("Function Skill.UTSkill.SetSkillPhasePercentage");
AUTSkill_SetSkillPhasePercentage_Params params;
params.Percentage = Percentage;
auto flags = pFunc->FunctionFlags;
pFunc->FunctionFlags |= 0x400;
UObject *currentObj = (UObject *) this;
currentObj->ProcessEvent(pFunc, &params);
pFunc->FunctionFlags = flags;
}
// Function Skill.UTSkill.OnEvent
// (Native, Public, BlueprintCallable)
// Parameters:
// TEnumAsByte<EUTSkillEventType> TheEventType (Parm, ZeroConstructor, IsPlainOldData)
// bool ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData)
bool AUTSkill::OnEvent(TEnumAsByte<EUTSkillEventType> TheEventType)
{
static UFunction *pFunc = 0;
if (!pFunc)
pFunc = UObject::FindObject<UFunction>("Function Skill.UTSkill.OnEvent");
AUTSkill_OnEvent_Params params;
params.TheEventType = TheEventType;
auto flags = pFunc->FunctionFlags;
pFunc->FunctionFlags |= 0x400;
UObject *currentObj = (UObject *) this;
currentObj->ProcessEvent(pFunc, &params);
pFunc->FunctionFlags = flags;
return params.ReturnValue;
}
// Function Skill.UTSkill.GetSkillPhasePercentage
// (Final, Native, Public, BlueprintCallable)
// Parameters:
// float ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData)
float AUTSkill::GetSkillPhasePercentage()
{
static UFunction *pFunc = 0;
if (!pFunc)
pFunc = UObject::FindObject<UFunction>("Function Skill.UTSkill.GetSkillPhasePercentage");
AUTSkill_GetSkillPhasePercentage_Params params;
auto flags = pFunc->FunctionFlags;
pFunc->FunctionFlags |= 0x400;
UObject *currentObj = (UObject *) this;
currentObj->ProcessEvent(pFunc, &params);
pFunc->FunctionFlags = flags;
return params.ReturnValue;
}
// Function Skill.UTSkill.GetSkillPhase
// (Native, Public, BlueprintCallable, BlueprintPure)
// Parameters:
// int PhaseIndex (Parm, ZeroConstructor, IsPlainOldData)
// class UUTSkillPhase* ReturnValue (ExportObject, Parm, OutParm, ZeroConstructor, ReturnParm, InstancedReference, IsPlainOldData)
class UUTSkillPhase* AUTSkill::GetSkillPhase(int PhaseIndex)
{
static UFunction *pFunc = 0;
if (!pFunc)
pFunc = UObject::FindObject<UFunction>("Function Skill.UTSkill.GetSkillPhase");
AUTSkill_GetSkillPhase_Params params;
params.PhaseIndex = PhaseIndex;
auto flags = pFunc->FunctionFlags;
pFunc->FunctionFlags |= 0x400;
UObject *currentObj = (UObject *) this;
currentObj->ProcessEvent(pFunc, &params);
pFunc->FunctionFlags = flags;
return params.ReturnValue;
}
// Function Skill.UTSkill.DoSkillCoolDown
// (Native, Public, BlueprintCallable)
void AUTSkill::DoSkillCoolDown()
{
static UFunction *pFunc = 0;
if (!pFunc)
pFunc = UObject::FindObject<UFunction>("Function Skill.UTSkill.DoSkillCoolDown");
AUTSkill_DoSkillCoolDown_Params params;
auto flags = pFunc->FunctionFlags;
pFunc->FunctionFlags |= 0x400;
UObject *currentObj = (UObject *) this;
currentObj->ProcessEvent(pFunc, &params);
pFunc->FunctionFlags = flags;
}
// Function Skill.UTSkill.CanBePlayed
// (Native, Public, BlueprintCallable, BlueprintPure)
// Parameters:
// bool bShowErrorMsg (Parm, ZeroConstructor, IsPlainOldData)
// bool ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData)
bool AUTSkill::CanBePlayed(bool bShowErrorMsg)
{
static UFunction *pFunc = 0;
if (!pFunc)
pFunc = UObject::FindObject<UFunction>("Function Skill.UTSkill.CanBePlayed");
AUTSkill_CanBePlayed_Params params;
params.bShowErrorMsg = bShowErrorMsg;
auto flags = pFunc->FunctionFlags;
pFunc->FunctionFlags |= 0x400;
UObject *currentObj = (UObject *) this;
currentObj->ProcessEvent(pFunc, &params);
pFunc->FunctionFlags = flags;
return params.ReturnValue;
}
// Function Skill.UTSkillCondition.IsTargetOK
// (Native, Event, Public, BlueprintEvent)
// Parameters:
// class APawn* Target (Parm, ZeroConstructor, IsPlainOldData)
// bool ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData)
bool UUTSkillCondition::IsTargetOK(class APawn* Target)
{
static UFunction *pFunc = 0;
if (!pFunc)
pFunc = UObject::FindObject<UFunction>("Function Skill.UTSkillCondition.IsTargetOK");
UUTSkillCondition_IsTargetOK_Params params;
params.Target = Target;
auto flags = pFunc->FunctionFlags;
pFunc->FunctionFlags |= 0x400;
UObject *currentObj = (UObject *) this;
currentObj->ProcessEvent(pFunc, &params);
pFunc->FunctionFlags = flags;
return params.ReturnValue;
}
// Function Skill.UTSkillCondition.IsOK
// (Native, Event, Public, BlueprintEvent)
// Parameters:
// bool ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData)
bool UUTSkillCondition::IsOK()
{
static UFunction *pFunc = 0;
if (!pFunc)
pFunc = UObject::FindObject<UFunction>("Function Skill.UTSkillCondition.IsOK");
UUTSkillCondition_IsOK_Params params;
auto flags = pFunc->FunctionFlags;
pFunc->FunctionFlags |= 0x400;
UObject *currentObj = (UObject *) this;
currentObj->ProcessEvent(pFunc, &params);
pFunc->FunctionFlags = flags;
return params.ReturnValue;
}
// Function Skill.UTSkillInterface.TriggerEvent
// (Native, Event, Public, BlueprintEvent)
// Parameters:
// int SkillID (Parm, ZeroConstructor, IsPlainOldData)
// TEnumAsByte<EUTSkillEventType> EventType (Parm, ZeroConstructor, IsPlainOldData)
void UUTSkillInterface::TriggerEvent(int SkillID, TEnumAsByte<EUTSkillEventType> EventType)
{
static UFunction *pFunc = 0;
if (!pFunc)
pFunc = UObject::FindObject<UFunction>("Function Skill.UTSkillInterface.TriggerEvent");
UUTSkillInterface_TriggerEvent_Params params;
params.SkillID = SkillID;
params.EventType = EventType;
auto flags = pFunc->FunctionFlags;
pFunc->FunctionFlags |= 0x400;
UObject *currentObj = (UObject *) this;
currentObj->ProcessEvent(pFunc, &params);
pFunc->FunctionFlags = flags;
}
// Function Skill.UTSkillInterface.HandleSkillStart
// (Native, Event, Public, BlueprintEvent)
// Parameters:
// int SkillID (Parm, ZeroConstructor, IsPlainOldData)
// bool CalledFromRep (Parm, ZeroConstructor, IsPlainOldData)
void UUTSkillInterface::HandleSkillStart(int SkillID, bool CalledFromRep)
{
static UFunction *pFunc = 0;
if (!pFunc)
pFunc = UObject::FindObject<UFunction>("Function Skill.UTSkillInterface.HandleSkillStart");
UUTSkillInterface_HandleSkillStart_Params params;
params.SkillID = SkillID;
params.CalledFromRep = CalledFromRep;
auto flags = pFunc->FunctionFlags;
pFunc->FunctionFlags |= 0x400;
UObject *currentObj = (UObject *) this;
currentObj->ProcessEvent(pFunc, &params);
pFunc->FunctionFlags = flags;
}
// Function Skill.UTSkillInterface.HandleSkillEnd
// (Native, Event, Public, BlueprintEvent)
// Parameters:
// int SkillID (Parm, ZeroConstructor, IsPlainOldData)
// EUTSkillStopReason Reason (Parm, ZeroConstructor, IsPlainOldData)
// bool CalledFromRep (Parm, ZeroConstructor, IsPlainOldData)
void UUTSkillInterface::HandleSkillEnd(int SkillID, EUTSkillStopReason Reason, bool CalledFromRep)
{
static UFunction *pFunc = 0;
if (!pFunc)
pFunc = UObject::FindObject<UFunction>("Function Skill.UTSkillInterface.HandleSkillEnd");
UUTSkillInterface_HandleSkillEnd_Params params;
params.SkillID = SkillID;
params.Reason = Reason;
params.CalledFromRep = CalledFromRep;
auto flags = pFunc->FunctionFlags;
pFunc->FunctionFlags |= 0x400;
UObject *currentObj = (UObject *) this;
currentObj->ProcessEvent(pFunc, &params);
pFunc->FunctionFlags = flags;
}
// Function Skill.UTSkillManagerComponent.TraceTarget
// (Native, Public, HasOutParms, HasDefaults)
// Parameters:
// struct FVector StartTrace (Parm, IsPlainOldData)
// struct FVector EndTrace (Parm, IsPlainOldData)
// EUTPickerTargetType TargetType (Parm, ZeroConstructor, IsPlainOldData)
// float Radius (Parm, ZeroConstructor, IsPlainOldData)
// class APawn* TargetActor (Parm, OutParm, ZeroConstructor, IsPlainOldData)
// bool ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData)
bool UUTSkillManagerComponent::TraceTarget(const struct FVector& StartTrace, const struct FVector& EndTrace, EUTPickerTargetType TargetType, float Radius, class APawn** TargetActor)
{
static UFunction *pFunc = 0;
if (!pFunc)
pFunc = UObject::FindObject<UFunction>("Function Skill.UTSkillManagerComponent.TraceTarget");
UUTSkillManagerComponent_TraceTarget_Params params;
params.StartTrace = StartTrace;
params.EndTrace = EndTrace;
params.TargetType = TargetType;
params.Radius = Radius;
auto flags = pFunc->FunctionFlags;
pFunc->FunctionFlags |= 0x400;
UObject *currentObj = (UObject *) this;
currentObj->ProcessEvent(pFunc, &params);
pFunc->FunctionFlags = flags;
if (TargetActor != nullptr)
*TargetActor = params.TargetActor;
return params.ReturnValue;
}
// Function Skill.UTSkillManagerComponent.SwitchSkill
// (Native, Public)
// Parameters:
// int SkillID (Parm, ZeroConstructor, IsPlainOldData)
// TEnumAsByte<EUTSkillEventType> EventType (Parm, ZeroConstructor, IsPlainOldData)
void UUTSkillManagerComponent::SwitchSkill(int SkillID, TEnumAsByte<EUTSkillEventType> EventType)
{
static UFunction *pFunc = 0;
if (!pFunc)
pFunc = UObject::FindObject<UFunction>("Function Skill.UTSkillManagerComponent.SwitchSkill");
UUTSkillManagerComponent_SwitchSkill_Params params;
params.SkillID = SkillID;
params.EventType = EventType;
auto flags = pFunc->FunctionFlags;
pFunc->FunctionFlags |= 0x400;
UObject *currentObj = (UObject *) this;
currentObj->ProcessEvent(pFunc, &params);
pFunc->FunctionFlags = flags;
}
// Function Skill.UTSkillManagerComponent.StopSkill
// (Native, Public)
// Parameters:
// int SkillID (Parm, ZeroConstructor, IsPlainOldData)
// EUTSkillStopReason StopReason (Parm, ZeroConstructor, IsPlainOldData)
void UUTSkillManagerComponent::StopSkill(int SkillID, EUTSkillStopReason StopReason)
{
static UFunction *pFunc = 0;
if (!pFunc)
pFunc = UObject::FindObject<UFunction>("Function Skill.UTSkillManagerComponent.StopSkill");
UUTSkillManagerComponent_StopSkill_Params params;
params.SkillID = SkillID;
params.StopReason = StopReason;
auto flags = pFunc->FunctionFlags;
pFunc->FunctionFlags |= 0x400;
UObject *currentObj = (UObject *) this;
currentObj->ProcessEvent(pFunc, &params);
pFunc->FunctionFlags = flags;
}
// Function Skill.UTSkillManagerComponent.ShouldTriggerEvent
// (Native, Public)
// Parameters:
// int SkillID (Parm, ZeroConstructor, IsPlainOldData)
// TEnumAsByte<EUTSkillEventType> EventType (Parm, ZeroConstructor, IsPlainOldData)
// bool ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData)
bool UUTSkillManagerComponent::ShouldTriggerEvent(int SkillID, TEnumAsByte<EUTSkillEventType> EventType)
{
static UFunction *pFunc = 0;
if (!pFunc)
pFunc = UObject::FindObject<UFunction>("Function Skill.UTSkillManagerComponent.ShouldTriggerEvent");
UUTSkillManagerComponent_ShouldTriggerEvent_Params params;
params.SkillID = SkillID;
params.EventType = EventType;
auto flags = pFunc->FunctionFlags;
pFunc->FunctionFlags |= 0x400;
UObject *currentObj = (UObject *) this;
currentObj->ProcessEvent(pFunc, &params);
pFunc->FunctionFlags = flags;
return params.ReturnValue;
}
// Function Skill.UTSkillManagerComponent.SetCurSkill
// (Final, Native, Public, BlueprintCallable)
// Parameters:
// int SkillIndex (Parm, ZeroConstructor, IsPlainOldData)
void UUTSkillManagerComponent::SetCurSkill(int SkillIndex)
{
static UFunction *pFunc = 0;
if (!pFunc)
pFunc = UObject::FindObject<UFunction>("Function Skill.UTSkillManagerComponent.SetCurSkill");
UUTSkillManagerComponent_SetCurSkill_Params params;
params.SkillIndex = SkillIndex;
auto flags = pFunc->FunctionFlags;
pFunc->FunctionFlags |= 0x400;
UObject *currentObj = (UObject *) this;
currentObj->ProcessEvent(pFunc, &params);
pFunc->FunctionFlags = flags;
}
// Function Skill.UTSkillManagerComponent.ServerTriggerEvent
// (Net, NetReliable, Native, Event, Public, NetServer, NetValidate)
// Parameters:
// int SkillID (Parm, ZeroConstructor, IsPlainOldData)
// TEnumAsByte<EUTSkillEventType> EventType (Parm, ZeroConstructor, IsPlainOldData)
void UUTSkillManagerComponent::ServerTriggerEvent(int SkillID, TEnumAsByte<EUTSkillEventType> EventType)
{
static UFunction *pFunc = 0;
if (!pFunc)
pFunc = UObject::FindObject<UFunction>("Function Skill.UTSkillManagerComponent.ServerTriggerEvent");
UUTSkillManagerComponent_ServerTriggerEvent_Params params;
params.SkillID = SkillID;
params.EventType = EventType;
auto flags = pFunc->FunctionFlags;
pFunc->FunctionFlags |= 0x400;
UObject *currentObj = (UObject *) this;
currentObj->ProcessEvent(pFunc, &params);
pFunc->FunctionFlags = flags;
}
// Function Skill.UTSkillManagerComponent.ServerStartSkill
// (Native, Public, BlueprintCallable)
// Parameters:
// int SkillID (Parm, ZeroConstructor, IsPlainOldData)
// bool bAutoCast (Parm, ZeroConstructor, IsPlainOldData)
// bool ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData)
bool UUTSkillManagerComponent::ServerStartSkill(int SkillID, bool bAutoCast)
{
static UFunction *pFunc = 0;
if (!pFunc)
pFunc = UObject::FindObject<UFunction>("Function Skill.UTSkillManagerComponent.ServerStartSkill");
UUTSkillManagerComponent_ServerStartSkill_Params params;
params.SkillID = SkillID;
params.bAutoCast = bAutoCast;
auto flags = pFunc->FunctionFlags;
pFunc->FunctionFlags |= 0x400;
UObject *currentObj = (UObject *) this;
currentObj->ProcessEvent(pFunc, &params);
pFunc->FunctionFlags = flags;
return params.ReturnValue;
}
// Function Skill.UTSkillManagerComponent.ServerNotifyRandomSeed
// (Net, Native, Event, Public, NetServer, NetValidate)
// Parameters:
// int Seed (Parm, ZeroConstructor, IsPlainOldData)
void UUTSkillManagerComponent::ServerNotifyRandomSeed(int Seed)
{
static UFunction *pFunc = 0;
if (!pFunc)
pFunc = UObject::FindObject<UFunction>("Function Skill.UTSkillManagerComponent.ServerNotifyRandomSeed");
UUTSkillManagerComponent_ServerNotifyRandomSeed_Params params;
params.Seed = Seed;
auto flags = pFunc->FunctionFlags;
pFunc->FunctionFlags |= 0x400;
UObject *currentObj = (UObject *) this;
currentObj->ProcessEvent(pFunc, &params);
pFunc->FunctionFlags = flags;
}
// Function Skill.UTSkillManagerComponent.RepSkillSynData
// (Native, Public, BlueprintCallable)
void UUTSkillManagerComponent::RepSkillSynData()
{
static UFunction *pFunc = 0;
if (!pFunc)
pFunc = UObject::FindObject<UFunction>("Function Skill.UTSkillManagerComponent.RepSkillSynData");
UUTSkillManagerComponent_RepSkillSynData_Params params;
auto flags = pFunc->FunctionFlags;
pFunc->FunctionFlags |= 0x400;
UObject *currentObj = (UObject *) this;
currentObj->ProcessEvent(pFunc, &params);
pFunc->FunctionFlags = flags;
}
// Function Skill.UTSkillManagerComponent.RepSkillHitInfo
// (Final, Native, Public, BlueprintCallable)
void UUTSkillManagerComponent::RepSkillHitInfo()
{
static UFunction *pFunc = 0;
if (!pFunc)
pFunc = UObject::FindObject<UFunction>("Function Skill.UTSkillManagerComponent.RepSkillHitInfo");
UUTSkillManagerComponent_RepSkillHitInfo_Params params;
auto flags = pFunc->FunctionFlags;
pFunc->FunctionFlags |= 0x400;
UObject *currentObj = (UObject *) this;
currentObj->ProcessEvent(pFunc, &params);
pFunc->FunctionFlags = flags;
}
// Function Skill.UTSkillManagerComponent.RandRangeSyn
// (Final, Native, Public)
// Parameters:
// int StartIndex (Parm, ZeroConstructor, IsPlainOldData)
// int EndIndex (Parm, ZeroConstructor, IsPlainOldData)
// int ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData)
int UUTSkillManagerComponent::RandRangeSyn(int StartIndex, int EndIndex)
{
static UFunction *pFunc = 0;
if (!pFunc)
pFunc = UObject::FindObject<UFunction>("Function Skill.UTSkillManagerComponent.RandRangeSyn");
UUTSkillManagerComponent_RandRangeSyn_Params params;
params.StartIndex = StartIndex;
params.EndIndex = EndIndex;
auto flags = pFunc->FunctionFlags;
pFunc->FunctionFlags |= 0x400;
UObject *currentObj = (UObject *) this;
currentObj->ProcessEvent(pFunc, &params);
pFunc->FunctionFlags = flags;
return params.ReturnValue;
}
// Function Skill.UTSkillManagerComponent.PreCheckNewSkill
// (Native, Public)
// Parameters:
// int SkillID (Parm, ZeroConstructor, IsPlainOldData)
// bool ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData)
bool UUTSkillManagerComponent::PreCheckNewSkill(int SkillID)
{
static UFunction *pFunc = 0;
if (!pFunc)
pFunc = UObject::FindObject<UFunction>("Function Skill.UTSkillManagerComponent.PreCheckNewSkill");
UUTSkillManagerComponent_PreCheckNewSkill_Params params;
params.SkillID = SkillID;
auto flags = pFunc->FunctionFlags;
pFunc->FunctionFlags |= 0x400;
UObject *currentObj = (UObject *) this;
currentObj->ProcessEvent(pFunc, &params);
pFunc->FunctionFlags = flags;
return params.ReturnValue;
}
// Function Skill.UTSkillManagerComponent.PlayHurtSkillEffect
// (Native, Public)
// Parameters:
// struct FUTSkillHitInfo TheSkillHitInfo (Parm)
void UUTSkillManagerComponent::PlayHurtSkillEffect(const struct FUTSkillHitInfo& TheSkillHitInfo)
{
static UFunction *pFunc = 0;
if (!pFunc)
pFunc = UObject::FindObject<UFunction>("Function Skill.UTSkillManagerComponent.PlayHurtSkillEffect");
UUTSkillManagerComponent_PlayHurtSkillEffect_Params params;
params.TheSkillHitInfo = TheSkillHitInfo;
auto flags = pFunc->FunctionFlags;
pFunc->FunctionFlags |= 0x400;
UObject *currentObj = (UObject *) this;
currentObj->ProcessEvent(pFunc, &params);
pFunc->FunctionFlags = flags;
}
// Function Skill.UTSkillManagerComponent.OnSameTeam
// (Final, Native, Static, Public, BlueprintCallable)
// Parameters:
// class AActor* A (Parm, ZeroConstructor, IsPlainOldData)
// class AActor* B (Parm, ZeroConstructor, IsPlainOldData)
// bool ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData)
bool UUTSkillManagerComponent::OnSameTeam(class AActor* A, class AActor* B)
{
static UFunction *pFunc = 0;
if (!pFunc)
pFunc = UObject::FindObject<UFunction>("Function Skill.UTSkillManagerComponent.OnSameTeam");
UUTSkillManagerComponent_OnSameTeam_Params params;
params.A = A;
params.B = B;
auto flags = pFunc->FunctionFlags;
pFunc->FunctionFlags |= 0x400;
static auto defaultObj = StaticClass()->GetDefaultObject();
defaultObj->ProcessEvent(pFunc, &params);
pFunc->FunctionFlags = flags;
return params.ReturnValue;
}
// Function Skill.UTSkillManagerComponent.OnRep_SkillHitInfo
// (Native, Public)
void UUTSkillManagerComponent::OnRep_SkillHitInfo()
{
static UFunction *pFunc = 0;
if (!pFunc)
pFunc = UObject::FindObject<UFunction>("Function Skill.UTSkillManagerComponent.OnRep_SkillHitInfo");
UUTSkillManagerComponent_OnRep_SkillHitInfo_Params params;
auto flags = pFunc->FunctionFlags;
pFunc->FunctionFlags |= 0x400;
UObject *currentObj = (UObject *) this;
currentObj->ProcessEvent(pFunc, &params);
pFunc->FunctionFlags = flags;
}
// Function Skill.UTSkillManagerComponent.IsReadyToCastSkill
// (Native, Public)
// Parameters:
// int SkillID (Parm, ZeroConstructor, IsPlainOldData)
// bool ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData)
bool UUTSkillManagerComponent::IsReadyToCastSkill(int SkillID)
{
static UFunction *pFunc = 0;
if (!pFunc)
pFunc = UObject::FindObject<UFunction>("Function Skill.UTSkillManagerComponent.IsReadyToCastSkill");
UUTSkillManagerComponent_IsReadyToCastSkill_Params params;
params.SkillID = SkillID;
auto flags = pFunc->FunctionFlags;
pFunc->FunctionFlags |= 0x400;
UObject *currentObj = (UObject *) this;
currentObj->ProcessEvent(pFunc, &params);
pFunc->FunctionFlags = flags;
return params.ReturnValue;
}
// Function Skill.UTSkillManagerComponent.IsCastingSkill
// (Native, Public, Const)
// Parameters:
// bool ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData)
bool UUTSkillManagerComponent::IsCastingSkill()
{
static UFunction *pFunc = 0;
if (!pFunc)
pFunc = UObject::FindObject<UFunction>("Function Skill.UTSkillManagerComponent.IsCastingSkill");
UUTSkillManagerComponent_IsCastingSkill_Params params;
auto flags = pFunc->FunctionFlags;
pFunc->FunctionFlags |= 0x400;
UObject *currentObj = (UObject *) this;
currentObj->ProcessEvent(pFunc, &params);
pFunc->FunctionFlags = flags;
return params.ReturnValue;
}
// Function Skill.UTSkillManagerComponent.InitSkillSystem
// (Native, Public, BlueprintCallable)
// Parameters:
// bool isDedicateServer (Parm, ZeroConstructor, IsPlainOldData)
void UUTSkillManagerComponent::InitSkillSystem(bool isDedicateServer)
{
static UFunction *pFunc = 0;
if (!pFunc)
pFunc = UObject::FindObject<UFunction>("Function Skill.UTSkillManagerComponent.InitSkillSystem");
UUTSkillManagerComponent_InitSkillSystem_Params params;
params.isDedicateServer = isDedicateServer;
auto flags = pFunc->FunctionFlags;
pFunc->FunctionFlags |= 0x400;
UObject *currentObj = (UObject *) this;
currentObj->ProcessEvent(pFunc, &params);
pFunc->FunctionFlags = flags;
}
// Function Skill.UTSkillManagerComponent.GetSkillByName
// (Native, Public, BlueprintCallable, BlueprintPure, Const)
// Parameters:
// struct FString SkillName (Parm, ZeroConstructor)
// class AUTSkill* ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData)
class AUTSkill* UUTSkillManagerComponent::GetSkillByName(const struct FString& SkillName)
{
static UFunction *pFunc = 0;
if (!pFunc)
pFunc = UObject::FindObject<UFunction>("Function Skill.UTSkillManagerComponent.GetSkillByName");
UUTSkillManagerComponent_GetSkillByName_Params params;
params.SkillName = SkillName;
auto flags = pFunc->FunctionFlags;
pFunc->FunctionFlags |= 0x400;
UObject *currentObj = (UObject *) this;
currentObj->ProcessEvent(pFunc, &params);
pFunc->FunctionFlags = flags;
return params.ReturnValue;
}
// Function Skill.UTSkillManagerComponent.GetSkill
// (Native, Public, BlueprintCallable, BlueprintPure, Const)
// Parameters:
// int SkillID (Parm, ZeroConstructor, IsPlainOldData)
// class AUTSkill* ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData)
class AUTSkill* UUTSkillManagerComponent::GetSkill(int SkillID)
{
static UFunction *pFunc = 0;
if (!pFunc)
pFunc = UObject::FindObject<UFunction>("Function Skill.UTSkillManagerComponent.GetSkill");
UUTSkillManagerComponent_GetSkill_Params params;
params.SkillID = SkillID;
auto flags = pFunc->FunctionFlags;
pFunc->FunctionFlags |= 0x400;
UObject *currentObj = (UObject *) this;
currentObj->ProcessEvent(pFunc, &params);
pFunc->FunctionFlags = flags;
return params.ReturnValue;
}
// Function Skill.UTSkillManagerComponent.GetCurSkillPhase
// (Final, Native, Public)
// Parameters:
// class UUTSkillPhase* ReturnValue (ExportObject, Parm, OutParm, ZeroConstructor, ReturnParm, InstancedReference, IsPlainOldData)
class UUTSkillPhase* UUTSkillManagerComponent::GetCurSkillPhase()
{
static UFunction *pFunc = 0;
if (!pFunc)
pFunc = UObject::FindObject<UFunction>("Function Skill.UTSkillManagerComponent.GetCurSkillPhase");
UUTSkillManagerComponent_GetCurSkillPhase_Params params;
auto flags = pFunc->FunctionFlags;
pFunc->FunctionFlags |= 0x400;
UObject *currentObj = (UObject *) this;
currentObj->ProcessEvent(pFunc, &params);
pFunc->FunctionFlags = flags;
return params.ReturnValue;
}
// Function Skill.UTSkillManagerComponent.GetCurSkill
// (Final, Native, Public, BlueprintCallable)
// Parameters:
// class AUTSkill* ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData)
class AUTSkill* UUTSkillManagerComponent::GetCurSkill()
{
static UFunction *pFunc = 0;
if (!pFunc)
pFunc = UObject::FindObject<UFunction>("Function Skill.UTSkillManagerComponent.GetCurSkill");
UUTSkillManagerComponent_GetCurSkill_Params params;
auto flags = pFunc->FunctionFlags;
pFunc->FunctionFlags |= 0x400;
UObject *currentObj = (UObject *) this;
currentObj->ProcessEvent(pFunc, &params);
pFunc->FunctionFlags = flags;
return params.ReturnValue;
}
// Function Skill.UTSkillManagerComponent.ClearSkill
// (Native, Public)
void UUTSkillManagerComponent::ClearSkill()
{
static UFunction *pFunc = 0;
if (!pFunc)
pFunc = UObject::FindObject<UFunction>("Function Skill.UTSkillManagerComponent.ClearSkill");
UUTSkillManagerComponent_ClearSkill_Params params;
auto flags = pFunc->FunctionFlags;
pFunc->FunctionFlags |= 0x400;
UObject *currentObj = (UObject *) this;
currentObj->ProcessEvent(pFunc, &params);
pFunc->FunctionFlags = flags;
}
// Function Skill.UTSkillManagerComponent.CheckNewSkill
// (Native, Public)
// Parameters:
// int SkillID (Parm, ZeroConstructor, IsPlainOldData)
// bool ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData)
bool UUTSkillManagerComponent::CheckNewSkill(int SkillID)
{
static UFunction *pFunc = 0;
if (!pFunc)
pFunc = UObject::FindObject<UFunction>("Function Skill.UTSkillManagerComponent.CheckNewSkill");
UUTSkillManagerComponent_CheckNewSkill_Params params;
params.SkillID = SkillID;
auto flags = pFunc->FunctionFlags;
pFunc->FunctionFlags |= 0x400;
UObject *currentObj = (UObject *) this;
currentObj->ProcessEvent(pFunc, &params);
pFunc->FunctionFlags = flags;
return params.ReturnValue;
}
// Function Skill.UTSkillManagerComponent.CheckAutoSkill
// (Native, Public)
void UUTSkillManagerComponent::CheckAutoSkill()
{
static UFunction *pFunc = 0;
if (!pFunc)
pFunc = UObject::FindObject<UFunction>("Function Skill.UTSkillManagerComponent.CheckAutoSkill");
UUTSkillManagerComponent_CheckAutoSkill_Params params;
auto flags = pFunc->FunctionFlags;
pFunc->FunctionFlags |= 0x400;
UObject *currentObj = (UObject *) this;
currentObj->ProcessEvent(pFunc, &params);
pFunc->FunctionFlags = flags;
}
// Function Skill.UTSkillPhase.TryJumpToPhase
// (Final, Native, Public)
// Parameters:
// int PhaseID (Parm, ZeroConstructor, IsPlainOldData)
// bool ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData)
bool UUTSkillPhase::TryJumpToPhase(int PhaseID)
{
static UFunction *pFunc = 0;
if (!pFunc)
pFunc = UObject::FindObject<UFunction>("Function Skill.UTSkillPhase.TryJumpToPhase");
UUTSkillPhase_TryJumpToPhase_Params params;
params.PhaseID = PhaseID;
auto flags = pFunc->FunctionFlags;
pFunc->FunctionFlags |= 0x400;
UObject *currentObj = (UObject *) this;
currentObj->ProcessEvent(pFunc, &params);
pFunc->FunctionFlags = flags;
return params.ReturnValue;
}
// Function Skill.UTSkillPhase.StopPhase
// (Native, Public)
void UUTSkillPhase::StopPhase()
{
static UFunction *pFunc = 0;
if (!pFunc)
pFunc = UObject::FindObject<UFunction>("Function Skill.UTSkillPhase.StopPhase");
UUTSkillPhase_StopPhase_Params params;
auto flags = pFunc->FunctionFlags;
pFunc->FunctionFlags |= 0x400;
UObject *currentObj = (UObject *) this;
currentObj->ProcessEvent(pFunc, &params);
pFunc->FunctionFlags = flags;
}
// Function Skill.UTSkillPhase.StartPhase
// (Native, Public)
void UUTSkillPhase::StartPhase()
{
static UFunction *pFunc = 0;
if (!pFunc)
pFunc = UObject::FindObject<UFunction>("Function Skill.UTSkillPhase.StartPhase");
UUTSkillPhase_StartPhase_Params params;
auto flags = pFunc->FunctionFlags;
pFunc->FunctionFlags |= 0x400;
UObject *currentObj = (UObject *) this;
currentObj->ProcessEvent(pFunc, &params);
pFunc->FunctionFlags = flags;
}
// Function Skill.UTSkillPhase.RepeatPhase
// (Native, Public)
void UUTSkillPhase::RepeatPhase()
{
static UFunction *pFunc = 0;
if (!pFunc)
pFunc = UObject::FindObject<UFunction>("Function Skill.UTSkillPhase.RepeatPhase");
UUTSkillPhase_RepeatPhase_Params params;
auto flags = pFunc->FunctionFlags;
pFunc->FunctionFlags |= 0x400;
UObject *currentObj = (UObject *) this;
currentObj->ProcessEvent(pFunc, &params);
pFunc->FunctionFlags = flags;
}
// Function Skill.UTSkillPhase.PlaySkillHurtEffect
// (Native, Public)
// Parameters:
// class APawn* Victim (Parm, ZeroConstructor, IsPlainOldData)
// bool ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData)
bool UUTSkillPhase::PlaySkillHurtEffect(class APawn* Victim)
{
static UFunction *pFunc = 0;
if (!pFunc)
pFunc = UObject::FindObject<UFunction>("Function Skill.UTSkillPhase.PlaySkillHurtEffect");
UUTSkillPhase_PlaySkillHurtEffect_Params params;
params.Victim = Victim;
auto flags = pFunc->FunctionFlags;
pFunc->FunctionFlags |= 0x400;
UObject *currentObj = (UObject *) this;
currentObj->ProcessEvent(pFunc, &params);
pFunc->FunctionFlags = flags;
return params.ReturnValue;
}
// Function Skill.UTSkillPhase.PlaySkillHurtAppearances
// (Native, Public)
// Parameters:
// class APawn* Victim (Parm, ZeroConstructor, IsPlainOldData)
// bool ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData)
bool UUTSkillPhase::PlaySkillHurtAppearances(class APawn* Victim)
{
static UFunction *pFunc = 0;
if (!pFunc)
pFunc = UObject::FindObject<UFunction>("Function Skill.UTSkillPhase.PlaySkillHurtAppearances");
UUTSkillPhase_PlaySkillHurtAppearances_Params params;
params.Victim = Victim;
auto flags = pFunc->FunctionFlags;
pFunc->FunctionFlags |= 0x400;
UObject *currentObj = (UObject *) this;
currentObj->ProcessEvent(pFunc, &params);
pFunc->FunctionFlags = flags;
return params.ReturnValue;
}
// Function Skill.UTSkillPhase.PickTargets
// (Native, Public)
void UUTSkillPhase::PickTargets()
{
static UFunction *pFunc = 0;
if (!pFunc)
pFunc = UObject::FindObject<UFunction>("Function Skill.UTSkillPhase.PickTargets");
UUTSkillPhase_PickTargets_Params params;
auto flags = pFunc->FunctionFlags;
pFunc->FunctionFlags |= 0x400;
UObject *currentObj = (UObject *) this;
currentObj->ProcessEvent(pFunc, &params);
pFunc->FunctionFlags = flags;
}
// Function Skill.UTSkillPhase.OnEvent
// (Native, Public)
// Parameters:
// TEnumAsByte<EUTSkillEventType> TheEventType (Parm, ZeroConstructor, IsPlainOldData)
// bool ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData)
bool UUTSkillPhase::OnEvent(TEnumAsByte<EUTSkillEventType> TheEventType)
{
static UFunction *pFunc = 0;
if (!pFunc)
pFunc = UObject::FindObject<UFunction>("Function Skill.UTSkillPhase.OnEvent");
UUTSkillPhase_OnEvent_Params params;
params.TheEventType = TheEventType;
auto flags = pFunc->FunctionFlags;
pFunc->FunctionFlags |= 0x400;
UObject *currentObj = (UObject *) this;
currentObj->ProcessEvent(pFunc, &params);
pFunc->FunctionFlags = flags;
return params.ReturnValue;
}
// Function Skill.UTSkillPhase.OnCustomEvent
// (Native, Public)
// Parameters:
// TEnumAsByte<EUTSkillEventType> TheEventType (Parm, ZeroConstructor, IsPlainOldData)
// bool ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData)
bool UUTSkillPhase::OnCustomEvent(TEnumAsByte<EUTSkillEventType> TheEventType)
{
static UFunction *pFunc = 0;
if (!pFunc)
pFunc = UObject::FindObject<UFunction>("Function Skill.UTSkillPhase.OnCustomEvent");
UUTSkillPhase_OnCustomEvent_Params params;
params.TheEventType = TheEventType;
auto flags = pFunc->FunctionFlags;
pFunc->FunctionFlags |= 0x400;
UObject *currentObj = (UObject *) this;
currentObj->ProcessEvent(pFunc, &params);
pFunc->FunctionFlags = flags;
return params.ReturnValue;
}
// Function Skill.UTSkillPhase.GetChargePhaseRate
// (Final, Native, Public)
// Parameters:
// float ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData)
float UUTSkillPhase::GetChargePhaseRate()
{
static UFunction *pFunc = 0;
if (!pFunc)
pFunc = UObject::FindObject<UFunction>("Function Skill.UTSkillPhase.GetChargePhaseRate");
UUTSkillPhase_GetChargePhaseRate_Params params;
auto flags = pFunc->FunctionFlags;
pFunc->FunctionFlags |= 0x400;
UObject *currentObj = (UObject *) this;
currentObj->ProcessEvent(pFunc, &params);
pFunc->FunctionFlags = flags;
return params.ReturnValue;
}
// Function Skill.UTSkillPhase.ForceStopPhase
// (Native, Public)
// Parameters:
// bool ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData)
bool UUTSkillPhase::ForceStopPhase()
{
static UFunction *pFunc = 0;
if (!pFunc)
pFunc = UObject::FindObject<UFunction>("Function Skill.UTSkillPhase.ForceStopPhase");
UUTSkillPhase_ForceStopPhase_Params params;
auto flags = pFunc->FunctionFlags;
pFunc->FunctionFlags |= 0x400;
UObject *currentObj = (UObject *) this;
currentObj->ProcessEvent(pFunc, &params);
pFunc->FunctionFlags = flags;
return params.ReturnValue;
}
// Function Skill.UTSkillPhase.ClearAttachments
// (Final, Native, Public)
// Parameters:
// bool ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData)
bool UUTSkillPhase::ClearAttachments()
{
static UFunction *pFunc = 0;
if (!pFunc)
pFunc = UObject::FindObject<UFunction>("Function Skill.UTSkillPhase.ClearAttachments");
UUTSkillPhase_ClearAttachments_Params params;
auto flags = pFunc->FunctionFlags;
pFunc->FunctionFlags |= 0x400;
UObject *currentObj = (UObject *) this;
currentObj->ProcessEvent(pFunc, &params);
pFunc->FunctionFlags = flags;
return params.ReturnValue;
}
}