892 lines
34 KiB
C++
Executable File
892 lines
34 KiB
C++
Executable File
//PUBGM(0.13.5)32位SDK
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//作者:清华
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//Telegram:@qinghuanb666
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//生成时间:Fri Apr 18 20:44:40 2025
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#include "../SDK.hpp"
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namespace SDK
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{
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//---------------------------------------------------------------------------
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//Functions
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//---------------------------------------------------------------------------
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// Function RuntimeMeshComponent.RuntimeMeshComponent.UpdateMeshSection_Blueprint
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// (Final, Native, Public, HasOutParms, BlueprintCallable)
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// Parameters:
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// int SectionIndex (Parm, ZeroConstructor, IsPlainOldData)
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// TArray<struct FVector> Vertices (ConstParm, Parm, OutParm, ZeroConstructor, ReferenceParm)
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// TArray<int> Triangles (ConstParm, Parm, OutParm, ZeroConstructor, ReferenceParm)
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// TArray<struct FVector> Normals (ConstParm, Parm, OutParm, ZeroConstructor, ReferenceParm)
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// TArray<struct FRuntimeMeshTangent> Tangents (ConstParm, Parm, OutParm, ZeroConstructor, ReferenceParm)
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// TArray<struct FVector2D> UV0 (ConstParm, Parm, OutParm, ZeroConstructor, ReferenceParm)
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// TArray<struct FVector2D> UV1 (ConstParm, Parm, OutParm, ZeroConstructor, ReferenceParm)
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// TArray<struct FLinearColor> Colors (ConstParm, Parm, OutParm, ZeroConstructor, ReferenceParm)
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// bool bCalculateNormalTangent (Parm, ZeroConstructor, IsPlainOldData)
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// bool bGenerateTessellationTriangles (Parm, ZeroConstructor, IsPlainOldData)
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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)
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{
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static UFunction *pFunc = 0;
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if (!pFunc)
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pFunc = UObject::FindObject<UFunction>("Function RuntimeMeshComponent.RuntimeMeshComponent.UpdateMeshSection_Blueprint");
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URuntimeMeshComponent_UpdateMeshSection_Blueprint_Params params;
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params.SectionIndex = SectionIndex;
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params.Vertices = Vertices;
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params.Triangles = Triangles;
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params.Normals = Normals;
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params.Tangents = Tangents;
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params.UV0 = UV0;
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params.UV1 = UV1;
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params.Colors = Colors;
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params.bCalculateNormalTangent = bCalculateNormalTangent;
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params.bGenerateTessellationTriangles = bGenerateTessellationTriangles;
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auto flags = pFunc->FunctionFlags;
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pFunc->FunctionFlags |= 0x400;
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UObject *currentObj = (UObject *) this;
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currentObj->ProcessEvent(pFunc, ¶ms);
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pFunc->FunctionFlags = flags;
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}
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// Function RuntimeMeshComponent.RuntimeMeshComponent.SetSectionTessellationTriangles
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// (Final, Native, Public, HasOutParms, BlueprintCallable)
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// Parameters:
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// int SectionIndex (Parm, ZeroConstructor, IsPlainOldData)
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// TArray<int> TessellationTriangles (ConstParm, Parm, OutParm, ZeroConstructor, ReferenceParm)
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// bool bShouldMoveArray (Parm, ZeroConstructor, IsPlainOldData)
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void URuntimeMeshComponent::SetSectionTessellationTriangles(int SectionIndex, TArray<int> TessellationTriangles, bool bShouldMoveArray)
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{
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static UFunction *pFunc = 0;
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if (!pFunc)
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pFunc = UObject::FindObject<UFunction>("Function RuntimeMeshComponent.RuntimeMeshComponent.SetSectionTessellationTriangles");
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URuntimeMeshComponent_SetSectionTessellationTriangles_Params params;
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params.SectionIndex = SectionIndex;
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params.TessellationTriangles = TessellationTriangles;
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params.bShouldMoveArray = bShouldMoveArray;
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auto flags = pFunc->FunctionFlags;
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pFunc->FunctionFlags |= 0x400;
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UObject *currentObj = (UObject *) this;
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currentObj->ProcessEvent(pFunc, ¶ms);
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pFunc->FunctionFlags = flags;
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}
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// Function RuntimeMeshComponent.RuntimeMeshComponent.SetMeshSectionVisible
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// (Final, Native, Public, BlueprintCallable)
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// Parameters:
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// int SectionIndex (Parm, ZeroConstructor, IsPlainOldData)
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// bool bNewVisibility (Parm, ZeroConstructor, IsPlainOldData)
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void URuntimeMeshComponent::SetMeshSectionVisible(int SectionIndex, bool bNewVisibility)
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{
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static UFunction *pFunc = 0;
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if (!pFunc)
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pFunc = UObject::FindObject<UFunction>("Function RuntimeMeshComponent.RuntimeMeshComponent.SetMeshSectionVisible");
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URuntimeMeshComponent_SetMeshSectionVisible_Params params;
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params.SectionIndex = SectionIndex;
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params.bNewVisibility = bNewVisibility;
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auto flags = pFunc->FunctionFlags;
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pFunc->FunctionFlags |= 0x400;
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UObject *currentObj = (UObject *) this;
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currentObj->ProcessEvent(pFunc, ¶ms);
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pFunc->FunctionFlags = flags;
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}
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// Function RuntimeMeshComponent.RuntimeMeshComponent.SetMeshSectionCollisionEnabled
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// (Final, Native, Public, BlueprintCallable)
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// Parameters:
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// int SectionIndex (Parm, ZeroConstructor, IsPlainOldData)
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// bool bNewCollisionEnabled (Parm, ZeroConstructor, IsPlainOldData)
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void URuntimeMeshComponent::SetMeshSectionCollisionEnabled(int SectionIndex, bool bNewCollisionEnabled)
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{
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static UFunction *pFunc = 0;
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if (!pFunc)
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pFunc = UObject::FindObject<UFunction>("Function RuntimeMeshComponent.RuntimeMeshComponent.SetMeshSectionCollisionEnabled");
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URuntimeMeshComponent_SetMeshSectionCollisionEnabled_Params params;
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params.SectionIndex = SectionIndex;
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params.bNewCollisionEnabled = bNewCollisionEnabled;
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auto flags = pFunc->FunctionFlags;
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pFunc->FunctionFlags |= 0x400;
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UObject *currentObj = (UObject *) this;
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currentObj->ProcessEvent(pFunc, ¶ms);
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pFunc->FunctionFlags = flags;
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}
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// Function RuntimeMeshComponent.RuntimeMeshComponent.SetMeshSectionCastsShadow
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// (Final, Native, Public, BlueprintCallable)
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// Parameters:
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// int SectionIndex (Parm, ZeroConstructor, IsPlainOldData)
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// bool bNewCastsShadow (Parm, ZeroConstructor, IsPlainOldData)
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void URuntimeMeshComponent::SetMeshSectionCastsShadow(int SectionIndex, bool bNewCastsShadow)
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{
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static UFunction *pFunc = 0;
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if (!pFunc)
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pFunc = UObject::FindObject<UFunction>("Function RuntimeMeshComponent.RuntimeMeshComponent.SetMeshSectionCastsShadow");
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URuntimeMeshComponent_SetMeshSectionCastsShadow_Params params;
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params.SectionIndex = SectionIndex;
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params.bNewCastsShadow = bNewCastsShadow;
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auto flags = pFunc->FunctionFlags;
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pFunc->FunctionFlags |= 0x400;
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UObject *currentObj = (UObject *) this;
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currentObj->ProcessEvent(pFunc, ¶ms);
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pFunc->FunctionFlags = flags;
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}
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// Function RuntimeMeshComponent.RuntimeMeshComponent.SetMeshCollisionSection
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// (Final, Native, Public, HasOutParms, BlueprintCallable)
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// Parameters:
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// int CollisionSectionIndex (Parm, ZeroConstructor, IsPlainOldData)
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// TArray<struct FVector> Vertices (ConstParm, Parm, OutParm, ZeroConstructor, ReferenceParm)
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// TArray<int> Triangles (ConstParm, Parm, OutParm, ZeroConstructor, ReferenceParm)
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void URuntimeMeshComponent::SetMeshCollisionSection(int CollisionSectionIndex, TArray<struct FVector> Vertices, TArray<int> Triangles)
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{
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static UFunction *pFunc = 0;
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if (!pFunc)
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pFunc = UObject::FindObject<UFunction>("Function RuntimeMeshComponent.RuntimeMeshComponent.SetMeshCollisionSection");
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URuntimeMeshComponent_SetMeshCollisionSection_Params params;
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params.CollisionSectionIndex = CollisionSectionIndex;
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params.Vertices = Vertices;
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params.Triangles = Triangles;
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auto flags = pFunc->FunctionFlags;
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pFunc->FunctionFlags |= 0x400;
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UObject *currentObj = (UObject *) this;
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currentObj->ProcessEvent(pFunc, ¶ms);
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pFunc->FunctionFlags = flags;
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}
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// DelegateFunction RuntimeMeshComponent.RuntimeMeshComponent.RuntimeMeshCollisionUpdatedDelegate__DelegateSignature
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// (MulticastDelegate, Public, Delegate)
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void URuntimeMeshComponent::RuntimeMeshCollisionUpdatedDelegate__DelegateSignature()
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{
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static UFunction *pFunc = 0;
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if (!pFunc)
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pFunc = UObject::FindObject<UFunction>("DelegateFunction RuntimeMeshComponent.RuntimeMeshComponent.RuntimeMeshCollisionUpdatedDelegate__DelegateSignature");
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URuntimeMeshComponent_RuntimeMeshCollisionUpdatedDelegate__DelegateSignature_Params params;
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auto flags = pFunc->FunctionFlags;
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UObject *currentObj = (UObject *) this;
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currentObj->ProcessEvent(pFunc, ¶ms);
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pFunc->FunctionFlags = flags;
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}
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// Function RuntimeMeshComponent.RuntimeMeshComponent.IsMeshSectionVisible
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// (Final, Native, Public, BlueprintCallable, BlueprintPure, Const)
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// Parameters:
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// int SectionIndex (Parm, ZeroConstructor, IsPlainOldData)
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// bool ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData)
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bool URuntimeMeshComponent::IsMeshSectionVisible(int SectionIndex)
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{
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static UFunction *pFunc = 0;
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if (!pFunc)
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pFunc = UObject::FindObject<UFunction>("Function RuntimeMeshComponent.RuntimeMeshComponent.IsMeshSectionVisible");
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URuntimeMeshComponent_IsMeshSectionVisible_Params params;
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params.SectionIndex = SectionIndex;
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auto flags = pFunc->FunctionFlags;
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pFunc->FunctionFlags |= 0x400;
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UObject *currentObj = (UObject *) this;
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currentObj->ProcessEvent(pFunc, ¶ms);
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pFunc->FunctionFlags = flags;
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return params.ReturnValue;
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}
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// Function RuntimeMeshComponent.RuntimeMeshComponent.IsMeshSectionCollisionEnabled
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// (Final, Native, Public, BlueprintCallable)
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// Parameters:
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// int SectionIndex (Parm, ZeroConstructor, IsPlainOldData)
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// bool ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData)
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bool URuntimeMeshComponent::IsMeshSectionCollisionEnabled(int SectionIndex)
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{
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static UFunction *pFunc = 0;
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if (!pFunc)
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pFunc = UObject::FindObject<UFunction>("Function RuntimeMeshComponent.RuntimeMeshComponent.IsMeshSectionCollisionEnabled");
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URuntimeMeshComponent_IsMeshSectionCollisionEnabled_Params params;
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params.SectionIndex = SectionIndex;
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auto flags = pFunc->FunctionFlags;
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pFunc->FunctionFlags |= 0x400;
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UObject *currentObj = (UObject *) this;
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currentObj->ProcessEvent(pFunc, ¶ms);
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pFunc->FunctionFlags = flags;
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return params.ReturnValue;
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}
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// Function RuntimeMeshComponent.RuntimeMeshComponent.IsMeshSectionCastingShadows
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// (Final, Native, Public, BlueprintCallable, BlueprintPure, Const)
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// Parameters:
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// int SectionIndex (Parm, ZeroConstructor, IsPlainOldData)
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// bool ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData)
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bool URuntimeMeshComponent::IsMeshSectionCastingShadows(int SectionIndex)
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{
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static UFunction *pFunc = 0;
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if (!pFunc)
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pFunc = UObject::FindObject<UFunction>("Function RuntimeMeshComponent.RuntimeMeshComponent.IsMeshSectionCastingShadows");
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URuntimeMeshComponent_IsMeshSectionCastingShadows_Params params;
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params.SectionIndex = SectionIndex;
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auto flags = pFunc->FunctionFlags;
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pFunc->FunctionFlags |= 0x400;
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UObject *currentObj = (UObject *) this;
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currentObj->ProcessEvent(pFunc, ¶ms);
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pFunc->FunctionFlags = flags;
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return params.ReturnValue;
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}
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// Function RuntimeMeshComponent.RuntimeMeshComponent.GetNumSections
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// (Final, Native, Public, BlueprintCallable, BlueprintPure, Const)
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// Parameters:
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// int ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData)
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int URuntimeMeshComponent::GetNumSections()
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{
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static UFunction *pFunc = 0;
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if (!pFunc)
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pFunc = UObject::FindObject<UFunction>("Function RuntimeMeshComponent.RuntimeMeshComponent.GetNumSections");
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URuntimeMeshComponent_GetNumSections_Params params;
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auto flags = pFunc->FunctionFlags;
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pFunc->FunctionFlags |= 0x400;
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UObject *currentObj = (UObject *) this;
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currentObj->ProcessEvent(pFunc, ¶ms);
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pFunc->FunctionFlags = flags;
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return params.ReturnValue;
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}
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// Function RuntimeMeshComponent.RuntimeMeshComponent.GetLastSectionIndex
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// (Final, Native, Public, BlueprintCallable, BlueprintPure, Const)
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// Parameters:
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// int ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData)
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int URuntimeMeshComponent::GetLastSectionIndex()
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{
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static UFunction *pFunc = 0;
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if (!pFunc)
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pFunc = UObject::FindObject<UFunction>("Function RuntimeMeshComponent.RuntimeMeshComponent.GetLastSectionIndex");
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URuntimeMeshComponent_GetLastSectionIndex_Params params;
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auto flags = pFunc->FunctionFlags;
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pFunc->FunctionFlags |= 0x400;
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UObject *currentObj = (UObject *) this;
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currentObj->ProcessEvent(pFunc, ¶ms);
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pFunc->FunctionFlags = flags;
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return params.ReturnValue;
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}
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// Function RuntimeMeshComponent.RuntimeMeshComponent.FirstAvailableMeshSectionIndex
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// (Final, Native, Public, BlueprintCallable, BlueprintPure, Const)
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// Parameters:
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// int ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData)
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int URuntimeMeshComponent::FirstAvailableMeshSectionIndex()
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{
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static UFunction *pFunc = 0;
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if (!pFunc)
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pFunc = UObject::FindObject<UFunction>("Function RuntimeMeshComponent.RuntimeMeshComponent.FirstAvailableMeshSectionIndex");
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URuntimeMeshComponent_FirstAvailableMeshSectionIndex_Params params;
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auto flags = pFunc->FunctionFlags;
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pFunc->FunctionFlags |= 0x400;
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UObject *currentObj = (UObject *) this;
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currentObj->ProcessEvent(pFunc, ¶ms);
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pFunc->FunctionFlags = flags;
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return params.ReturnValue;
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}
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// Function RuntimeMeshComponent.RuntimeMeshComponent.EndBatchUpdates
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// (Final, Native, Public, BlueprintCallable)
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void URuntimeMeshComponent::EndBatchUpdates()
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{
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static UFunction *pFunc = 0;
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if (!pFunc)
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pFunc = UObject::FindObject<UFunction>("Function RuntimeMeshComponent.RuntimeMeshComponent.EndBatchUpdates");
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URuntimeMeshComponent_EndBatchUpdates_Params params;
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auto flags = pFunc->FunctionFlags;
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pFunc->FunctionFlags |= 0x400;
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UObject *currentObj = (UObject *) this;
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currentObj->ProcessEvent(pFunc, ¶ms);
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pFunc->FunctionFlags = flags;
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}
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// Function RuntimeMeshComponent.RuntimeMeshComponent.DoesSectionExist
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// (Final, Native, Public, BlueprintCallable, BlueprintPure, Const)
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// Parameters:
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// int SectionIndex (Parm, ZeroConstructor, IsPlainOldData)
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// bool ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData)
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bool URuntimeMeshComponent::DoesSectionExist(int SectionIndex)
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{
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static UFunction *pFunc = 0;
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if (!pFunc)
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pFunc = UObject::FindObject<UFunction>("Function RuntimeMeshComponent.RuntimeMeshComponent.DoesSectionExist");
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URuntimeMeshComponent_DoesSectionExist_Params params;
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params.SectionIndex = SectionIndex;
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auto flags = pFunc->FunctionFlags;
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pFunc->FunctionFlags |= 0x400;
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UObject *currentObj = (UObject *) this;
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currentObj->ProcessEvent(pFunc, ¶ms);
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pFunc->FunctionFlags = flags;
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return params.ReturnValue;
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}
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// Function RuntimeMeshComponent.RuntimeMeshComponent.CreateMeshSection_Blueprint
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// (Final, Native, Public, HasOutParms, BlueprintCallable)
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// Parameters:
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// int SectionIndex (Parm, ZeroConstructor, IsPlainOldData)
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// TArray<struct FVector> Vertices (ConstParm, Parm, OutParm, ZeroConstructor, ReferenceParm)
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// TArray<int> Triangles (ConstParm, Parm, OutParm, ZeroConstructor, ReferenceParm)
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// TArray<struct FVector> Normals (ConstParm, Parm, OutParm, ZeroConstructor, ReferenceParm)
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// TArray<struct FRuntimeMeshTangent> Tangents (ConstParm, Parm, OutParm, ZeroConstructor, ReferenceParm)
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// TArray<struct FVector2D> UV0 (ConstParm, Parm, OutParm, ZeroConstructor, ReferenceParm)
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// TArray<struct FVector2D> UV1 (ConstParm, Parm, OutParm, ZeroConstructor, ReferenceParm)
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// TArray<struct FLinearColor> Colors (ConstParm, Parm, OutParm, ZeroConstructor, ReferenceParm)
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// bool bCreateCollision (Parm, ZeroConstructor, IsPlainOldData)
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// bool bCalculateNormalTangent (Parm, ZeroConstructor, IsPlainOldData)
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// bool bGenerateTessellationTriangles (Parm, ZeroConstructor, IsPlainOldData)
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// EUpdateFrequency UpdateFrequency (Parm, ZeroConstructor, IsPlainOldData)
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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)
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{
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static UFunction *pFunc = 0;
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if (!pFunc)
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pFunc = UObject::FindObject<UFunction>("Function RuntimeMeshComponent.RuntimeMeshComponent.CreateMeshSection_Blueprint");
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URuntimeMeshComponent_CreateMeshSection_Blueprint_Params params;
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params.SectionIndex = SectionIndex;
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params.Vertices = Vertices;
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params.Triangles = Triangles;
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params.Normals = Normals;
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params.Tangents = Tangents;
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params.UV0 = UV0;
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params.UV1 = UV1;
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params.Colors = Colors;
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params.bCreateCollision = bCreateCollision;
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params.bCalculateNormalTangent = bCalculateNormalTangent;
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params.bGenerateTessellationTriangles = bGenerateTessellationTriangles;
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params.UpdateFrequency = UpdateFrequency;
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auto flags = pFunc->FunctionFlags;
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pFunc->FunctionFlags |= 0x400;
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UObject *currentObj = (UObject *) this;
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currentObj->ProcessEvent(pFunc, ¶ms);
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pFunc->FunctionFlags = flags;
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}
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// Function RuntimeMeshComponent.RuntimeMeshComponent.CookCollisionNow
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// (Final, Native, Public, BlueprintCallable)
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void URuntimeMeshComponent::CookCollisionNow()
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{
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static UFunction *pFunc = 0;
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if (!pFunc)
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pFunc = UObject::FindObject<UFunction>("Function RuntimeMeshComponent.RuntimeMeshComponent.CookCollisionNow");
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URuntimeMeshComponent_CookCollisionNow_Params params;
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auto flags = pFunc->FunctionFlags;
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pFunc->FunctionFlags |= 0x400;
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UObject *currentObj = (UObject *) this;
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currentObj->ProcessEvent(pFunc, ¶ms);
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pFunc->FunctionFlags = flags;
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}
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// Function RuntimeMeshComponent.RuntimeMeshComponent.ClearMeshSection
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// (Final, Native, Public, BlueprintCallable)
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// Parameters:
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// int SectionIndex (Parm, ZeroConstructor, IsPlainOldData)
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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, ¶ms);
|
|
|
|
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, ¶ms);
|
|
|
|
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, ¶ms);
|
|
|
|
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, ¶ms);
|
|
|
|
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, ¶ms);
|
|
|
|
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, ¶ms);
|
|
|
|
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, ¶ms);
|
|
|
|
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, ¶ms);
|
|
|
|
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, ¶ms);
|
|
|
|
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, ¶ms);
|
|
|
|
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, ¶ms);
|
|
|
|
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, ¶ms);
|
|
|
|
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, ¶ms);
|
|
|
|
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, ¶ms);
|
|
|
|
pFunc->FunctionFlags = flags;
|
|
|
|
if (Normals != nullptr)
|
|
*Normals = params.Normals;
|
|
if (Tangents != nullptr)
|
|
*Tangents = params.Tangents;
|
|
}
|
|
|
|
|
|
}
|
|
|