8380 lines
254 KiB
C++
Executable File
8380 lines
254 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 Gameplay.UAEGameMode.SyncPlayerNames
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// (Native, Public)
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void AUAEGameMode::SyncPlayerNames()
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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 Gameplay.UAEGameMode.SyncPlayerNames");
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AUAEGameMode_SyncPlayerNames_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 Gameplay.UAEGameMode.SyncNewCorpsData
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// (Native, Public, HasOutParms)
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// Parameters:
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// TArray<struct FDSCorpsInfo> OutCorpsData (ConstParm, Parm, OutParm, ZeroConstructor, ReferenceParm)
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void AUAEGameMode::SyncNewCorpsData(TArray<struct FDSCorpsInfo> OutCorpsData)
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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 Gameplay.UAEGameMode.SyncNewCorpsData");
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AUAEGameMode_SyncNewCorpsData_Params params;
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params.OutCorpsData = OutCorpsData;
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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 Gameplay.UAEGameMode.SpawnUAEPawnFor
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// (Native, Event, Public, HasDefaults, BlueprintEvent)
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// Parameters:
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// class AController* NewPlayer (Parm, ZeroConstructor, IsPlainOldData)
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// struct FTransform Trans (Parm, IsPlainOldData)
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// class APawn* ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData)
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class APawn* AUAEGameMode::SpawnUAEPawnFor(class AController* NewPlayer, const struct FTransform& Trans)
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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 Gameplay.UAEGameMode.SpawnUAEPawnFor");
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AUAEGameMode_SpawnUAEPawnFor_Params params;
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params.NewPlayer = NewPlayer;
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params.Trans = Trans;
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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 Gameplay.UAEGameMode.SoftKickPlayer
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// (Native, Public)
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// Parameters:
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// uint32_t PlayerKey (Parm, ZeroConstructor, IsPlainOldData)
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// struct FName PlayerType (Parm, ZeroConstructor, IsPlainOldData)
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// bool bSendFailure (Parm, ZeroConstructor, IsPlainOldData)
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// struct FString FailureMessage (Parm, ZeroConstructor)
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void AUAEGameMode::SoftKickPlayer(uint32_t PlayerKey, const struct FName& PlayerType, bool bSendFailure, const struct FString& FailureMessage)
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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 Gameplay.UAEGameMode.SoftKickPlayer");
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AUAEGameMode_SoftKickPlayer_Params params;
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params.PlayerKey = PlayerKey;
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params.PlayerType = PlayerType;
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params.bSendFailure = bSendFailure;
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params.FailureMessage = FailureMessage;
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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 Gameplay.UAEGameMode.SetPlayerOpenId
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// (Native, Public)
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// Parameters:
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// uint32_t InPlayerKey (Parm, ZeroConstructor, IsPlainOldData)
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// struct FString InPlayerOpenID (Parm, ZeroConstructor)
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void AUAEGameMode::SetPlayerOpenId(uint32_t InPlayerKey, const struct FString& InPlayerOpenID)
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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 Gameplay.UAEGameMode.SetPlayerOpenId");
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AUAEGameMode_SetPlayerOpenId_Params params;
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params.InPlayerKey = InPlayerKey;
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params.InPlayerOpenID = InPlayerOpenID;
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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 Gameplay.UAEGameMode.RetrieveTeamBattleResultData
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// (Native, Public)
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// Parameters:
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// int TeamID (Parm, ZeroConstructor, IsPlainOldData)
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// struct FGameModeTeamBattleResultData ReturnValue (Parm, OutParm, ReturnParm)
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struct FGameModeTeamBattleResultData AUAEGameMode::RetrieveTeamBattleResultData(int TeamID)
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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 Gameplay.UAEGameMode.RetrieveTeamBattleResultData");
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AUAEGameMode_RetrieveTeamBattleResultData_Params params;
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params.TeamID = TeamID;
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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 Gameplay.UAEGameMode.RetrieveBattleData
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// (Native, Public, HasOutParms)
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// Parameters:
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// struct FBattleData OutBattleData (Parm, OutParm)
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void AUAEGameMode::RetrieveBattleData(struct FBattleData* OutBattleData)
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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 Gameplay.UAEGameMode.RetrieveBattleData");
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AUAEGameMode_RetrieveBattleData_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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if (OutBattleData != nullptr)
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*OutBattleData = params.OutBattleData;
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}
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// Function Gameplay.UAEGameMode.RestartPlayerAtPlayerStart
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// (Native, Public, BlueprintCallable)
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// Parameters:
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// class AController* NewPlayer (Parm, ZeroConstructor, IsPlainOldData)
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// class AActor* StartSpot (Parm, ZeroConstructor, IsPlainOldData)
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void AUAEGameMode::RestartPlayerAtPlayerStart(class AController* NewPlayer, class AActor* StartSpot)
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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 Gameplay.UAEGameMode.RestartPlayerAtPlayerStart");
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AUAEGameMode_RestartPlayerAtPlayerStart_Params params;
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params.NewPlayer = NewPlayer;
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params.StartSpot = StartSpot;
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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 Gameplay.UAEGameMode.Rescue
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// (Native, Public)
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// Parameters:
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// class APawn* RescueWho (Parm, ZeroConstructor, IsPlainOldData)
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// class APawn* Hero (Parm, ZeroConstructor, IsPlainOldData)
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void AUAEGameMode::Rescue(class APawn* RescueWho, class APawn* Hero)
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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 Gameplay.UAEGameMode.Rescue");
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AUAEGameMode_Rescue_Params params;
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params.RescueWho = RescueWho;
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params.Hero = Hero;
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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 Gameplay.UAEGameMode.RegisterItemGroupSpotsByTag
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// (Native, Public)
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// Parameters:
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// struct FName Tag (Parm, ZeroConstructor, IsPlainOldData)
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// class UGroupSpotSceneComponent* GroupSpotComponent (Parm, ZeroConstructor, InstancedReference, IsPlainOldData)
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void AUAEGameMode::RegisterItemGroupSpotsByTag(const struct FName& Tag, class UGroupSpotSceneComponent* GroupSpotComponent)
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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 Gameplay.UAEGameMode.RegisterItemGroupSpotsByTag");
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AUAEGameMode_RegisterItemGroupSpotsByTag_Params params;
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params.Tag = Tag;
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params.GroupSpotComponent = GroupSpotComponent;
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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 Gameplay.UAEGameMode.RegisterItemGroupSpots
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// (Native, Public)
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// Parameters:
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// class UGroupSpotSceneComponent* GroupSpotComponent (Parm, ZeroConstructor, InstancedReference, IsPlainOldData)
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void AUAEGameMode::RegisterItemGroupSpots(class UGroupSpotSceneComponent* GroupSpotComponent)
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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 Gameplay.UAEGameMode.RegisterItemGroupSpots");
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AUAEGameMode_RegisterItemGroupSpots_Params params;
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params.GroupSpotComponent = GroupSpotComponent;
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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 Gameplay.UAEGameMode.RefreshWorldActiveRange
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// (Native, Public)
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void AUAEGameMode::RefreshWorldActiveRange()
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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 Gameplay.UAEGameMode.RefreshWorldActiveRange");
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AUAEGameMode_RefreshWorldActiveRange_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 Gameplay.UAEGameMode.RefreshWatchTeammates
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// (Native, Public)
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// Parameters:
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// class AUAEPlayerController* InController (Parm, ZeroConstructor, IsPlainOldData)
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// int InTeamID (Parm, ZeroConstructor, IsPlainOldData)
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void AUAEGameMode::RefreshWatchTeammates(class AUAEPlayerController* InController, int InTeamID)
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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 Gameplay.UAEGameMode.RefreshWatchTeammates");
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AUAEGameMode_RefreshWatchTeammates_Params params;
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params.InController = InController;
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params.InTeamID = InTeamID;
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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 Gameplay.UAEGameMode.RefreshPlayerNames
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// (Native, Public)
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// Parameters:
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// uint32_t InPlayerKey (Parm, ZeroConstructor, IsPlainOldData)
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// struct FString InPlayerName (Parm, ZeroConstructor)
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// int TeamID (Parm, ZeroConstructor, IsPlainOldData)
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// bool IsLogin (Parm, ZeroConstructor, IsPlainOldData)
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void AUAEGameMode::RefreshPlayerNames(uint32_t InPlayerKey, const struct FString& InPlayerName, int TeamID, bool IsLogin)
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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 Gameplay.UAEGameMode.RefreshPlayerNames");
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AUAEGameMode_RefreshPlayerNames_Params params;
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params.InPlayerKey = InPlayerKey;
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params.InPlayerName = InPlayerName;
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params.TeamID = TeamID;
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params.IsLogin = IsLogin;
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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 Gameplay.UAEGameMode.RecoardAlivePlayerNum
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// (Native, Public)
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// Parameters:
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// int ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData)
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int AUAEGameMode::RecoardAlivePlayerNum()
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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 Gameplay.UAEGameMode.RecoardAlivePlayerNum");
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AUAEGameMode_RecoardAlivePlayerNum_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 Gameplay.UAEGameMode.PreCreatePlayerController
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// (Native, Public)
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// Parameters:
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// uint32_t PlayerKey (Parm, ZeroConstructor, IsPlainOldData)
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// class APlayerController* ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData)
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class APlayerController* AUAEGameMode::PreCreatePlayerController(uint32_t PlayerKey)
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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 Gameplay.UAEGameMode.PreCreatePlayerController");
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AUAEGameMode_PreCreatePlayerController_Params params;
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params.PlayerKey = PlayerKey;
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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 Gameplay.UAEGameMode.OnPlayerFiring
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// (Final, Native, Public)
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// Parameters:
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// uint32_t InPlayerKey (Parm, ZeroConstructor, IsPlainOldData)
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void AUAEGameMode::OnPlayerFiring(uint32_t InPlayerKey)
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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 Gameplay.UAEGameMode.OnPlayerFiring");
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AUAEGameMode_OnPlayerFiring_Params params;
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params.InPlayerKey = InPlayerKey;
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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 Gameplay.UAEGameMode.OnObserverLogout
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// (Final, Native, Protected)
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// Parameters:
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// class AUAEPlayerController* InController (Parm, ZeroConstructor, IsPlainOldData)
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void AUAEGameMode::OnObserverLogout(class AUAEPlayerController* InController)
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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 Gameplay.UAEGameMode.OnObserverLogout");
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AUAEGameMode_OnObserverLogout_Params params;
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params.InController = InController;
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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 Gameplay.UAEGameMode.OnObserverLogin
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// (Final, Native, Protected)
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// Parameters:
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// class AUAEPlayerController* InController (Parm, ZeroConstructor, IsPlainOldData)
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void AUAEGameMode::OnObserverLogin(class AUAEPlayerController* InController)
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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 Gameplay.UAEGameMode.OnObserverLogin");
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AUAEGameMode_OnObserverLogin_Params params;
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params.InController = InController;
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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 Gameplay.UAEGameMode.OnMsg
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// (Native, Public, BlueprintCallable)
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// Parameters:
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// struct FString Msg (Parm, ZeroConstructor)
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void AUAEGameMode::OnMsg(const struct FString& Msg)
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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 Gameplay.UAEGameMode.OnMsg");
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AUAEGameMode_OnMsg_Params params;
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params.Msg = Msg;
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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 Gameplay.UAEGameMode.OnAirDropBoxLanded
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// (Native, Public, HasOutParms, HasDefaults, BlueprintCallable)
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// Parameters:
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// int boxId (Parm, ZeroConstructor, IsPlainOldData)
|
|
// struct FVector pos (ConstParm, Parm, OutParm, ReferenceParm, IsPlainOldData)
|
|
|
|
void AUAEGameMode::OnAirDropBoxLanded(int boxId, const struct FVector& pos)
|
|
{
|
|
static UFunction *pFunc = 0;
|
|
if (!pFunc)
|
|
pFunc = UObject::FindObject<UFunction>("Function Gameplay.UAEGameMode.OnAirDropBoxLanded");
|
|
|
|
AUAEGameMode_OnAirDropBoxLanded_Params params;
|
|
params.boxId = boxId;
|
|
params.pos = pos;
|
|
|
|
auto flags = pFunc->FunctionFlags;
|
|
pFunc->FunctionFlags |= 0x400;
|
|
|
|
UObject *currentObj = (UObject *) this;
|
|
currentObj->ProcessEvent(pFunc, ¶ms);
|
|
|
|
pFunc->FunctionFlags = flags;
|
|
}
|
|
|
|
|
|
// Function Gameplay.UAEGameMode.OnAirDropBoxEmpty
|
|
// (Native, Public)
|
|
// Parameters:
|
|
// int boxId (Parm, ZeroConstructor, IsPlainOldData)
|
|
|
|
void AUAEGameMode::OnAirDropBoxEmpty(int boxId)
|
|
{
|
|
static UFunction *pFunc = 0;
|
|
if (!pFunc)
|
|
pFunc = UObject::FindObject<UFunction>("Function Gameplay.UAEGameMode.OnAirDropBoxEmpty");
|
|
|
|
AUAEGameMode_OnAirDropBoxEmpty_Params params;
|
|
params.boxId = boxId;
|
|
|
|
auto flags = pFunc->FunctionFlags;
|
|
pFunc->FunctionFlags |= 0x400;
|
|
|
|
UObject *currentObj = (UObject *) this;
|
|
currentObj->ProcessEvent(pFunc, ¶ms);
|
|
|
|
pFunc->FunctionFlags = flags;
|
|
}
|
|
|
|
|
|
// Function Gameplay.UAEGameMode.NotifyPlayerExit
|
|
// (Native, Public)
|
|
// Parameters:
|
|
// uint32_t PlayerKey (Parm, ZeroConstructor, IsPlainOldData)
|
|
// struct FName PlayerType (Parm, ZeroConstructor, IsPlainOldData)
|
|
// bool bDestroyPlayerController (Parm, ZeroConstructor, IsPlainOldData)
|
|
// bool bDestroyCharacter (Parm, ZeroConstructor, IsPlainOldData)
|
|
// bool bSendFailure (Parm, ZeroConstructor, IsPlainOldData)
|
|
// struct FString FailureMessage (Parm, ZeroConstructor)
|
|
|
|
void AUAEGameMode::NotifyPlayerExit(uint32_t PlayerKey, const struct FName& PlayerType, bool bDestroyPlayerController, bool bDestroyCharacter, bool bSendFailure, const struct FString& FailureMessage)
|
|
{
|
|
static UFunction *pFunc = 0;
|
|
if (!pFunc)
|
|
pFunc = UObject::FindObject<UFunction>("Function Gameplay.UAEGameMode.NotifyPlayerExit");
|
|
|
|
AUAEGameMode_NotifyPlayerExit_Params params;
|
|
params.PlayerKey = PlayerKey;
|
|
params.PlayerType = PlayerType;
|
|
params.bDestroyPlayerController = bDestroyPlayerController;
|
|
params.bDestroyCharacter = bDestroyCharacter;
|
|
params.bSendFailure = bSendFailure;
|
|
params.FailureMessage = FailureMessage;
|
|
|
|
auto flags = pFunc->FunctionFlags;
|
|
pFunc->FunctionFlags |= 0x400;
|
|
|
|
UObject *currentObj = (UObject *) this;
|
|
currentObj->ProcessEvent(pFunc, ¶ms);
|
|
|
|
pFunc->FunctionFlags = flags;
|
|
}
|
|
|
|
|
|
// Function Gameplay.UAEGameMode.NotifyPlayerAbleToExitSafely
|
|
// (Native, Public)
|
|
// Parameters:
|
|
// uint32_t PlayerKey (Parm, ZeroConstructor, IsPlainOldData)
|
|
// struct FName PlayerType (Parm, ZeroConstructor, IsPlainOldData)
|
|
|
|
void AUAEGameMode::NotifyPlayerAbleToExitSafely(uint32_t PlayerKey, const struct FName& PlayerType)
|
|
{
|
|
static UFunction *pFunc = 0;
|
|
if (!pFunc)
|
|
pFunc = UObject::FindObject<UFunction>("Function Gameplay.UAEGameMode.NotifyPlayerAbleToExitSafely");
|
|
|
|
AUAEGameMode_NotifyPlayerAbleToExitSafely_Params params;
|
|
params.PlayerKey = PlayerKey;
|
|
params.PlayerType = PlayerType;
|
|
|
|
auto flags = pFunc->FunctionFlags;
|
|
pFunc->FunctionFlags |= 0x400;
|
|
|
|
UObject *currentObj = (UObject *) this;
|
|
currentObj->ProcessEvent(pFunc, ¶ms);
|
|
|
|
pFunc->FunctionFlags = flags;
|
|
}
|
|
|
|
|
|
// Function Gameplay.UAEGameMode.NotifyGameModeInit
|
|
// (Native, Public)
|
|
|
|
void AUAEGameMode::NotifyGameModeInit()
|
|
{
|
|
static UFunction *pFunc = 0;
|
|
if (!pFunc)
|
|
pFunc = UObject::FindObject<UFunction>("Function Gameplay.UAEGameMode.NotifyGameModeInit");
|
|
|
|
AUAEGameMode_NotifyGameModeInit_Params params;
|
|
|
|
auto flags = pFunc->FunctionFlags;
|
|
pFunc->FunctionFlags |= 0x400;
|
|
|
|
UObject *currentObj = (UObject *) this;
|
|
currentObj->ProcessEvent(pFunc, ¶ms);
|
|
|
|
pFunc->FunctionFlags = flags;
|
|
}
|
|
|
|
|
|
// Function Gameplay.UAEGameMode.NotifyAIPlayerEnter
|
|
// (Native, Public)
|
|
// Parameters:
|
|
// uint32_t PlayerKey (Parm, ZeroConstructor, IsPlainOldData)
|
|
|
|
void AUAEGameMode::NotifyAIPlayerEnter(uint32_t PlayerKey)
|
|
{
|
|
static UFunction *pFunc = 0;
|
|
if (!pFunc)
|
|
pFunc = UObject::FindObject<UFunction>("Function Gameplay.UAEGameMode.NotifyAIPlayerEnter");
|
|
|
|
AUAEGameMode_NotifyAIPlayerEnter_Params params;
|
|
params.PlayerKey = PlayerKey;
|
|
|
|
auto flags = pFunc->FunctionFlags;
|
|
pFunc->FunctionFlags |= 0x400;
|
|
|
|
UObject *currentObj = (UObject *) this;
|
|
currentObj->ProcessEvent(pFunc, ¶ms);
|
|
|
|
pFunc->FunctionFlags = flags;
|
|
}
|
|
|
|
|
|
// Function Gameplay.UAEGameMode.ModifyDamage
|
|
// (Native, Public, HasOutParms)
|
|
// Parameters:
|
|
// float Damage (Parm, ZeroConstructor, IsPlainOldData)
|
|
// struct FDamageEvent DamageEvent (ConstParm, Parm, OutParm, ReferenceParm)
|
|
// class AController* EventInstigator (Parm, ZeroConstructor, IsPlainOldData)
|
|
// class AController* VictimController (Parm, ZeroConstructor, IsPlainOldData)
|
|
// class AActor* DamageCauser (Parm, ZeroConstructor, IsPlainOldData)
|
|
// float ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData)
|
|
|
|
float AUAEGameMode::ModifyDamage(float Damage, const struct FDamageEvent& DamageEvent, class AController* EventInstigator, class AController* VictimController, class AActor* DamageCauser)
|
|
{
|
|
static UFunction *pFunc = 0;
|
|
if (!pFunc)
|
|
pFunc = UObject::FindObject<UFunction>("Function Gameplay.UAEGameMode.ModifyDamage");
|
|
|
|
AUAEGameMode_ModifyDamage_Params params;
|
|
params.Damage = Damage;
|
|
params.DamageEvent = DamageEvent;
|
|
params.EventInstigator = EventInstigator;
|
|
params.VictimController = VictimController;
|
|
params.DamageCauser = DamageCauser;
|
|
|
|
auto flags = pFunc->FunctionFlags;
|
|
pFunc->FunctionFlags |= 0x400;
|
|
|
|
UObject *currentObj = (UObject *) this;
|
|
currentObj->ProcessEvent(pFunc, ¶ms);
|
|
|
|
pFunc->FunctionFlags = flags;
|
|
|
|
return params.ReturnValue;
|
|
}
|
|
|
|
|
|
// Function Gameplay.UAEGameMode.Killed
|
|
// (Native, Public)
|
|
// Parameters:
|
|
// class AController* Killer (Parm, ZeroConstructor, IsPlainOldData)
|
|
// class AController* VictimPlayer (Parm, ZeroConstructor, IsPlainOldData)
|
|
// class APawn* VictimPawn (Parm, ZeroConstructor, IsPlainOldData)
|
|
// class UDamageType* DamageType (ConstParm, Parm, ZeroConstructor, IsPlainOldData)
|
|
|
|
void AUAEGameMode::Killed(class AController* Killer, class AController* VictimPlayer, class APawn* VictimPawn, class UDamageType* DamageType)
|
|
{
|
|
static UFunction *pFunc = 0;
|
|
if (!pFunc)
|
|
pFunc = UObject::FindObject<UFunction>("Function Gameplay.UAEGameMode.Killed");
|
|
|
|
AUAEGameMode_Killed_Params params;
|
|
params.Killer = Killer;
|
|
params.VictimPlayer = VictimPlayer;
|
|
params.VictimPawn = VictimPawn;
|
|
params.DamageType = DamageType;
|
|
|
|
auto flags = pFunc->FunctionFlags;
|
|
pFunc->FunctionFlags |= 0x400;
|
|
|
|
UObject *currentObj = (UObject *) this;
|
|
currentObj->ProcessEvent(pFunc, ¶ms);
|
|
|
|
pFunc->FunctionFlags = flags;
|
|
}
|
|
|
|
|
|
// Function Gameplay.UAEGameMode.InitWorldActiveRange
|
|
// (Native, Public)
|
|
|
|
void AUAEGameMode::InitWorldActiveRange()
|
|
{
|
|
static UFunction *pFunc = 0;
|
|
if (!pFunc)
|
|
pFunc = UObject::FindObject<UFunction>("Function Gameplay.UAEGameMode.InitWorldActiveRange");
|
|
|
|
AUAEGameMode_InitWorldActiveRange_Params params;
|
|
|
|
auto flags = pFunc->FunctionFlags;
|
|
pFunc->FunctionFlags |= 0x400;
|
|
|
|
UObject *currentObj = (UObject *) this;
|
|
currentObj->ProcessEvent(pFunc, ¶ms);
|
|
|
|
pFunc->FunctionFlags = flags;
|
|
}
|
|
|
|
|
|
// Function Gameplay.UAEGameMode.InitGenerator
|
|
// (Native, Public)
|
|
|
|
void AUAEGameMode::InitGenerator()
|
|
{
|
|
static UFunction *pFunc = 0;
|
|
if (!pFunc)
|
|
pFunc = UObject::FindObject<UFunction>("Function Gameplay.UAEGameMode.InitGenerator");
|
|
|
|
AUAEGameMode_InitGenerator_Params params;
|
|
|
|
auto flags = pFunc->FunctionFlags;
|
|
pFunc->FunctionFlags |= 0x400;
|
|
|
|
UObject *currentObj = (UObject *) this;
|
|
currentObj->ProcessEvent(pFunc, ¶ms);
|
|
|
|
pFunc->FunctionFlags = flags;
|
|
}
|
|
|
|
|
|
// Function Gameplay.UAEGameMode.InitDynamicTriggers
|
|
// (Native, Public)
|
|
|
|
void AUAEGameMode::InitDynamicTriggers()
|
|
{
|
|
static UFunction *pFunc = 0;
|
|
if (!pFunc)
|
|
pFunc = UObject::FindObject<UFunction>("Function Gameplay.UAEGameMode.InitDynamicTriggers");
|
|
|
|
AUAEGameMode_InitDynamicTriggers_Params params;
|
|
|
|
auto flags = pFunc->FunctionFlags;
|
|
pFunc->FunctionFlags |= 0x400;
|
|
|
|
UObject *currentObj = (UObject *) this;
|
|
currentObj->ProcessEvent(pFunc, ¶ms);
|
|
|
|
pFunc->FunctionFlags = flags;
|
|
}
|
|
|
|
|
|
// Function Gameplay.UAEGameMode.InitDynamicBlocks
|
|
// (Native, Public)
|
|
|
|
void AUAEGameMode::InitDynamicBlocks()
|
|
{
|
|
static UFunction *pFunc = 0;
|
|
if (!pFunc)
|
|
pFunc = UObject::FindObject<UFunction>("Function Gameplay.UAEGameMode.InitDynamicBlocks");
|
|
|
|
AUAEGameMode_InitDynamicBlocks_Params params;
|
|
|
|
auto flags = pFunc->FunctionFlags;
|
|
pFunc->FunctionFlags |= 0x400;
|
|
|
|
UObject *currentObj = (UObject *) this;
|
|
currentObj->ProcessEvent(pFunc, ¶ms);
|
|
|
|
pFunc->FunctionFlags = flags;
|
|
}
|
|
|
|
|
|
// Function Gameplay.UAEGameMode.InitAdvertisement
|
|
// (Native, Public)
|
|
|
|
void AUAEGameMode::InitAdvertisement()
|
|
{
|
|
static UFunction *pFunc = 0;
|
|
if (!pFunc)
|
|
pFunc = UObject::FindObject<UFunction>("Function Gameplay.UAEGameMode.InitAdvertisement");
|
|
|
|
AUAEGameMode_InitAdvertisement_Params params;
|
|
|
|
auto flags = pFunc->FunctionFlags;
|
|
pFunc->FunctionFlags |= 0x400;
|
|
|
|
UObject *currentObj = (UObject *) this;
|
|
currentObj->ProcessEvent(pFunc, ¶ms);
|
|
|
|
pFunc->FunctionFlags = flags;
|
|
}
|
|
|
|
|
|
// Function Gameplay.UAEGameMode.HeartBeat
|
|
// (Final, Native, Public)
|
|
|
|
void AUAEGameMode::HeartBeat()
|
|
{
|
|
static UFunction *pFunc = 0;
|
|
if (!pFunc)
|
|
pFunc = UObject::FindObject<UFunction>("Function Gameplay.UAEGameMode.HeartBeat");
|
|
|
|
AUAEGameMode_HeartBeat_Params params;
|
|
|
|
auto flags = pFunc->FunctionFlags;
|
|
pFunc->FunctionFlags |= 0x400;
|
|
|
|
UObject *currentObj = (UObject *) this;
|
|
currentObj->ProcessEvent(pFunc, ¶ms);
|
|
|
|
pFunc->FunctionFlags = flags;
|
|
}
|
|
|
|
|
|
// Function Gameplay.UAEGameMode.HasDynamicBlocks
|
|
// (Final, Native, Public, Const)
|
|
// Parameters:
|
|
// bool ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData)
|
|
|
|
bool AUAEGameMode::HasDynamicBlocks()
|
|
{
|
|
static UFunction *pFunc = 0;
|
|
if (!pFunc)
|
|
pFunc = UObject::FindObject<UFunction>("Function Gameplay.UAEGameMode.HasDynamicBlocks");
|
|
|
|
AUAEGameMode_HasDynamicBlocks_Params params;
|
|
|
|
auto flags = pFunc->FunctionFlags;
|
|
pFunc->FunctionFlags |= 0x400;
|
|
|
|
UObject *currentObj = (UObject *) this;
|
|
currentObj->ProcessEvent(pFunc, ¶ms);
|
|
|
|
pFunc->FunctionFlags = flags;
|
|
|
|
return params.ReturnValue;
|
|
}
|
|
|
|
|
|
// Function Gameplay.UAEGameMode.HandlePlayerPaintDecalResponse
|
|
// (Native, Public)
|
|
// Parameters:
|
|
// uint32_t PlayerKey (Parm, ZeroConstructor, IsPlainOldData)
|
|
// struct FName PlayerType (Parm, ZeroConstructor, IsPlainOldData)
|
|
// int Result (Parm, ZeroConstructor, IsPlainOldData)
|
|
// int DecalId (Parm, ZeroConstructor, IsPlainOldData)
|
|
// int Count (Parm, ZeroConstructor, IsPlainOldData)
|
|
|
|
void AUAEGameMode::HandlePlayerPaintDecalResponse(uint32_t PlayerKey, const struct FName& PlayerType, int Result, int DecalId, int Count)
|
|
{
|
|
static UFunction *pFunc = 0;
|
|
if (!pFunc)
|
|
pFunc = UObject::FindObject<UFunction>("Function Gameplay.UAEGameMode.HandlePlayerPaintDecalResponse");
|
|
|
|
AUAEGameMode_HandlePlayerPaintDecalResponse_Params params;
|
|
params.PlayerKey = PlayerKey;
|
|
params.PlayerType = PlayerType;
|
|
params.Result = Result;
|
|
params.DecalId = DecalId;
|
|
params.Count = Count;
|
|
|
|
auto flags = pFunc->FunctionFlags;
|
|
pFunc->FunctionFlags |= 0x400;
|
|
|
|
UObject *currentObj = (UObject *) this;
|
|
currentObj->ProcessEvent(pFunc, ¶ms);
|
|
|
|
pFunc->FunctionFlags = flags;
|
|
}
|
|
|
|
|
|
// Function Gameplay.UAEGameMode.HandlePlayerGiftItemResponse
|
|
// (Native, Public)
|
|
// Parameters:
|
|
// uint32_t PlayerKey (Parm, ZeroConstructor, IsPlainOldData)
|
|
// struct FName PlayerType (Parm, ZeroConstructor, IsPlainOldData)
|
|
// int Result (Parm, ZeroConstructor, IsPlainOldData)
|
|
// int GiftResID (Parm, ZeroConstructor, IsPlainOldData)
|
|
// int Count (Parm, ZeroConstructor, IsPlainOldData)
|
|
|
|
void AUAEGameMode::HandlePlayerGiftItemResponse(uint32_t PlayerKey, const struct FName& PlayerType, int Result, int GiftResID, int Count)
|
|
{
|
|
static UFunction *pFunc = 0;
|
|
if (!pFunc)
|
|
pFunc = UObject::FindObject<UFunction>("Function Gameplay.UAEGameMode.HandlePlayerGiftItemResponse");
|
|
|
|
AUAEGameMode_HandlePlayerGiftItemResponse_Params params;
|
|
params.PlayerKey = PlayerKey;
|
|
params.PlayerType = PlayerType;
|
|
params.Result = Result;
|
|
params.GiftResID = GiftResID;
|
|
params.Count = Count;
|
|
|
|
auto flags = pFunc->FunctionFlags;
|
|
pFunc->FunctionFlags |= 0x400;
|
|
|
|
UObject *currentObj = (UObject *) this;
|
|
currentObj->ProcessEvent(pFunc, ¶ms);
|
|
|
|
pFunc->FunctionFlags = flags;
|
|
}
|
|
|
|
|
|
// Function Gameplay.UAEGameMode.GotoNearDeath
|
|
// (Native, Public)
|
|
// Parameters:
|
|
// class AController* DamageInstigator (Parm, ZeroConstructor, IsPlainOldData)
|
|
// class APawn* VictimPawn (Parm, ZeroConstructor, IsPlainOldData)
|
|
|
|
void AUAEGameMode::GotoNearDeath(class AController* DamageInstigator, class APawn* VictimPawn)
|
|
{
|
|
static UFunction *pFunc = 0;
|
|
if (!pFunc)
|
|
pFunc = UObject::FindObject<UFunction>("Function Gameplay.UAEGameMode.GotoNearDeath");
|
|
|
|
AUAEGameMode_GotoNearDeath_Params params;
|
|
params.DamageInstigator = DamageInstigator;
|
|
params.VictimPawn = VictimPawn;
|
|
|
|
auto flags = pFunc->FunctionFlags;
|
|
pFunc->FunctionFlags |= 0x400;
|
|
|
|
UObject *currentObj = (UObject *) this;
|
|
currentObj->ProcessEvent(pFunc, ¶ms);
|
|
|
|
pFunc->FunctionFlags = flags;
|
|
}
|
|
|
|
|
|
// Function Gameplay.UAEGameMode.GetSurvivingTeamCount
|
|
// (Native, Public)
|
|
// Parameters:
|
|
// int ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData)
|
|
|
|
int AUAEGameMode::GetSurvivingTeamCount()
|
|
{
|
|
static UFunction *pFunc = 0;
|
|
if (!pFunc)
|
|
pFunc = UObject::FindObject<UFunction>("Function Gameplay.UAEGameMode.GetSurvivingTeamCount");
|
|
|
|
AUAEGameMode_GetSurvivingTeamCount_Params params;
|
|
|
|
auto flags = pFunc->FunctionFlags;
|
|
pFunc->FunctionFlags |= 0x400;
|
|
|
|
UObject *currentObj = (UObject *) this;
|
|
currentObj->ProcessEvent(pFunc, ¶ms);
|
|
|
|
pFunc->FunctionFlags = flags;
|
|
|
|
return params.ReturnValue;
|
|
}
|
|
|
|
|
|
// Function Gameplay.UAEGameMode.GetSurvivingCharacterCount
|
|
// (Native, Public)
|
|
// Parameters:
|
|
// int ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData)
|
|
|
|
int AUAEGameMode::GetSurvivingCharacterCount()
|
|
{
|
|
static UFunction *pFunc = 0;
|
|
if (!pFunc)
|
|
pFunc = UObject::FindObject<UFunction>("Function Gameplay.UAEGameMode.GetSurvivingCharacterCount");
|
|
|
|
AUAEGameMode_GetSurvivingCharacterCount_Params params;
|
|
|
|
auto flags = pFunc->FunctionFlags;
|
|
pFunc->FunctionFlags |= 0x400;
|
|
|
|
UObject *currentObj = (UObject *) this;
|
|
currentObj->ProcessEvent(pFunc, ¶ms);
|
|
|
|
pFunc->FunctionFlags = flags;
|
|
|
|
return params.ReturnValue;
|
|
}
|
|
|
|
|
|
// Function Gameplay.UAEGameMode.GetPlayerStateListWithTeamID
|
|
// (Final, Native, Public, Const)
|
|
// Parameters:
|
|
// int TeamID (Parm, ZeroConstructor, IsPlainOldData)
|
|
// struct FName PlayerType (Parm, ZeroConstructor, IsPlainOldData)
|
|
// TArray<class AUAEPlayerState*> ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm)
|
|
|
|
TArray<class AUAEPlayerState*> AUAEGameMode::GetPlayerStateListWithTeamID(int TeamID, const struct FName& PlayerType)
|
|
{
|
|
static UFunction *pFunc = 0;
|
|
if (!pFunc)
|
|
pFunc = UObject::FindObject<UFunction>("Function Gameplay.UAEGameMode.GetPlayerStateListWithTeamID");
|
|
|
|
AUAEGameMode_GetPlayerStateListWithTeamID_Params params;
|
|
params.TeamID = TeamID;
|
|
params.PlayerType = PlayerType;
|
|
|
|
auto flags = pFunc->FunctionFlags;
|
|
pFunc->FunctionFlags |= 0x400;
|
|
|
|
UObject *currentObj = (UObject *) this;
|
|
currentObj->ProcessEvent(pFunc, ¶ms);
|
|
|
|
pFunc->FunctionFlags = flags;
|
|
|
|
return params.ReturnValue;
|
|
}
|
|
|
|
|
|
// Function Gameplay.UAEGameMode.GetPlayerControllerListWithTeamID
|
|
// (Final, Native, Public, Const)
|
|
// Parameters:
|
|
// int TeamID (Parm, ZeroConstructor, IsPlainOldData)
|
|
// struct FName PlayerType (Parm, ZeroConstructor, IsPlainOldData)
|
|
// TArray<class AUAEPlayerController*> ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm)
|
|
|
|
TArray<class AUAEPlayerController*> AUAEGameMode::GetPlayerControllerListWithTeamID(int TeamID, const struct FName& PlayerType)
|
|
{
|
|
static UFunction *pFunc = 0;
|
|
if (!pFunc)
|
|
pFunc = UObject::FindObject<UFunction>("Function Gameplay.UAEGameMode.GetPlayerControllerListWithTeamID");
|
|
|
|
AUAEGameMode_GetPlayerControllerListWithTeamID_Params params;
|
|
params.TeamID = TeamID;
|
|
params.PlayerType = PlayerType;
|
|
|
|
auto flags = pFunc->FunctionFlags;
|
|
pFunc->FunctionFlags |= 0x400;
|
|
|
|
UObject *currentObj = (UObject *) this;
|
|
currentObj->ProcessEvent(pFunc, ¶ms);
|
|
|
|
pFunc->FunctionFlags = flags;
|
|
|
|
return params.ReturnValue;
|
|
}
|
|
|
|
|
|
// Function Gameplay.UAEGameMode.GetPlayerAndRealAiNum
|
|
// (Native, Public, HasOutParms)
|
|
// Parameters:
|
|
// int OutPlayerNum (Parm, OutParm, ZeroConstructor, IsPlainOldData)
|
|
// int OutRealAiNum (Parm, OutParm, ZeroConstructor, IsPlainOldData)
|
|
|
|
void AUAEGameMode::GetPlayerAndRealAiNum(int* OutPlayerNum, int* OutRealAiNum)
|
|
{
|
|
static UFunction *pFunc = 0;
|
|
if (!pFunc)
|
|
pFunc = UObject::FindObject<UFunction>("Function Gameplay.UAEGameMode.GetPlayerAndRealAiNum");
|
|
|
|
AUAEGameMode_GetPlayerAndRealAiNum_Params params;
|
|
|
|
auto flags = pFunc->FunctionFlags;
|
|
pFunc->FunctionFlags |= 0x400;
|
|
|
|
UObject *currentObj = (UObject *) this;
|
|
currentObj->ProcessEvent(pFunc, ¶ms);
|
|
|
|
pFunc->FunctionFlags = flags;
|
|
|
|
if (OutPlayerNum != nullptr)
|
|
*OutPlayerNum = params.OutPlayerNum;
|
|
if (OutRealAiNum != nullptr)
|
|
*OutRealAiNum = params.OutRealAiNum;
|
|
}
|
|
|
|
|
|
// Function Gameplay.UAEGameMode.GetObserverControllerList
|
|
// (Final, Native, Public)
|
|
// Parameters:
|
|
// TArray<class AUAEPlayerController*> ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm)
|
|
|
|
TArray<class AUAEPlayerController*> AUAEGameMode::GetObserverControllerList()
|
|
{
|
|
static UFunction *pFunc = 0;
|
|
if (!pFunc)
|
|
pFunc = UObject::FindObject<UFunction>("Function Gameplay.UAEGameMode.GetObserverControllerList");
|
|
|
|
AUAEGameMode_GetObserverControllerList_Params params;
|
|
|
|
auto flags = pFunc->FunctionFlags;
|
|
pFunc->FunctionFlags |= 0x400;
|
|
|
|
UObject *currentObj = (UObject *) this;
|
|
currentObj->ProcessEvent(pFunc, ¶ms);
|
|
|
|
pFunc->FunctionFlags = flags;
|
|
|
|
return params.ReturnValue;
|
|
}
|
|
|
|
|
|
// Function Gameplay.UAEGameMode.FindPlayerStateWithPlayerKey
|
|
// (Final, Native, Public, Const)
|
|
// Parameters:
|
|
// uint32_t PlayerKey (Parm, ZeroConstructor, IsPlainOldData)
|
|
// struct FName PlayerType (Parm, ZeroConstructor, IsPlainOldData)
|
|
// class AUAEPlayerState* ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData)
|
|
|
|
class AUAEPlayerState* AUAEGameMode::FindPlayerStateWithPlayerKey(uint32_t PlayerKey, const struct FName& PlayerType)
|
|
{
|
|
static UFunction *pFunc = 0;
|
|
if (!pFunc)
|
|
pFunc = UObject::FindObject<UFunction>("Function Gameplay.UAEGameMode.FindPlayerStateWithPlayerKey");
|
|
|
|
AUAEGameMode_FindPlayerStateWithPlayerKey_Params params;
|
|
params.PlayerKey = PlayerKey;
|
|
params.PlayerType = PlayerType;
|
|
|
|
auto flags = pFunc->FunctionFlags;
|
|
pFunc->FunctionFlags |= 0x400;
|
|
|
|
UObject *currentObj = (UObject *) this;
|
|
currentObj->ProcessEvent(pFunc, ¶ms);
|
|
|
|
pFunc->FunctionFlags = flags;
|
|
|
|
return params.ReturnValue;
|
|
}
|
|
|
|
|
|
// Function Gameplay.UAEGameMode.FindPlayerControllerWithPlayerKey
|
|
// (Final, Native, Public, Const)
|
|
// Parameters:
|
|
// uint32_t PlayerKey (Parm, ZeroConstructor, IsPlainOldData)
|
|
// struct FName PlayerType (Parm, ZeroConstructor, IsPlainOldData)
|
|
// class AUAEPlayerController* ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData)
|
|
|
|
class AUAEPlayerController* AUAEGameMode::FindPlayerControllerWithPlayerKey(uint32_t PlayerKey, const struct FName& PlayerType)
|
|
{
|
|
static UFunction *pFunc = 0;
|
|
if (!pFunc)
|
|
pFunc = UObject::FindObject<UFunction>("Function Gameplay.UAEGameMode.FindPlayerControllerWithPlayerKey");
|
|
|
|
AUAEGameMode_FindPlayerControllerWithPlayerKey_Params params;
|
|
params.PlayerKey = PlayerKey;
|
|
params.PlayerType = PlayerType;
|
|
|
|
auto flags = pFunc->FunctionFlags;
|
|
pFunc->FunctionFlags |= 0x400;
|
|
|
|
UObject *currentObj = (UObject *) this;
|
|
currentObj->ProcessEvent(pFunc, ¶ms);
|
|
|
|
pFunc->FunctionFlags = flags;
|
|
|
|
return params.ReturnValue;
|
|
}
|
|
|
|
|
|
// Function Gameplay.UAEGameMode.DestroyNoActiveWorldActor
|
|
// (Native, Public, HasOutParms, HasDefaults)
|
|
// Parameters:
|
|
// struct FVector Location (Parm, OutParm, IsPlainOldData)
|
|
// float Radius (Parm, OutParm, ZeroConstructor, IsPlainOldData)
|
|
|
|
void AUAEGameMode::DestroyNoActiveWorldActor(struct FVector* Location, float* Radius)
|
|
{
|
|
static UFunction *pFunc = 0;
|
|
if (!pFunc)
|
|
pFunc = UObject::FindObject<UFunction>("Function Gameplay.UAEGameMode.DestroyNoActiveWorldActor");
|
|
|
|
AUAEGameMode_DestroyNoActiveWorldActor_Params params;
|
|
|
|
auto flags = pFunc->FunctionFlags;
|
|
pFunc->FunctionFlags |= 0x400;
|
|
|
|
UObject *currentObj = (UObject *) this;
|
|
currentObj->ProcessEvent(pFunc, ¶ms);
|
|
|
|
pFunc->FunctionFlags = flags;
|
|
|
|
if (Location != nullptr)
|
|
*Location = params.Location;
|
|
if (Radius != nullptr)
|
|
*Radius = params.Radius;
|
|
}
|
|
|
|
|
|
// Function Gameplay.UAEGameMode.DestroyCharacterForPlayerController
|
|
// (Native, Public)
|
|
// Parameters:
|
|
// class APlayerController* PC (Parm, ZeroConstructor, IsPlainOldData)
|
|
|
|
void AUAEGameMode::DestroyCharacterForPlayerController(class APlayerController* PC)
|
|
{
|
|
static UFunction *pFunc = 0;
|
|
if (!pFunc)
|
|
pFunc = UObject::FindObject<UFunction>("Function Gameplay.UAEGameMode.DestroyCharacterForPlayerController");
|
|
|
|
AUAEGameMode_DestroyCharacterForPlayerController_Params params;
|
|
params.PC = PC;
|
|
|
|
auto flags = pFunc->FunctionFlags;
|
|
pFunc->FunctionFlags |= 0x400;
|
|
|
|
UObject *currentObj = (UObject *) this;
|
|
currentObj->ProcessEvent(pFunc, ¶ms);
|
|
|
|
pFunc->FunctionFlags = flags;
|
|
}
|
|
|
|
|
|
// Function Gameplay.UAEGameMode.DebugEnterFriendObserver
|
|
// (Native, Public)
|
|
// Parameters:
|
|
// class AUAEPlayerController* InController (Parm, ZeroConstructor, IsPlainOldData)
|
|
|
|
void AUAEGameMode::DebugEnterFriendObserver(class AUAEPlayerController* InController)
|
|
{
|
|
static UFunction *pFunc = 0;
|
|
if (!pFunc)
|
|
pFunc = UObject::FindObject<UFunction>("Function Gameplay.UAEGameMode.DebugEnterFriendObserver");
|
|
|
|
AUAEGameMode_DebugEnterFriendObserver_Params params;
|
|
params.InController = InController;
|
|
|
|
auto flags = pFunc->FunctionFlags;
|
|
pFunc->FunctionFlags |= 0x400;
|
|
|
|
UObject *currentObj = (UObject *) this;
|
|
currentObj->ProcessEvent(pFunc, ¶ms);
|
|
|
|
pFunc->FunctionFlags = flags;
|
|
}
|
|
|
|
|
|
// Function Gameplay.UAEGameMode.CollectAllPlayerInfo
|
|
// (Native, Public)
|
|
// Parameters:
|
|
// float DeltaSeconds (Parm, ZeroConstructor, IsPlainOldData)
|
|
|
|
void AUAEGameMode::CollectAllPlayerInfo(float DeltaSeconds)
|
|
{
|
|
static UFunction *pFunc = 0;
|
|
if (!pFunc)
|
|
pFunc = UObject::FindObject<UFunction>("Function Gameplay.UAEGameMode.CollectAllPlayerInfo");
|
|
|
|
AUAEGameMode_CollectAllPlayerInfo_Params params;
|
|
params.DeltaSeconds = DeltaSeconds;
|
|
|
|
auto flags = pFunc->FunctionFlags;
|
|
pFunc->FunctionFlags |= 0x400;
|
|
|
|
UObject *currentObj = (UObject *) this;
|
|
currentObj->ProcessEvent(pFunc, ¶ms);
|
|
|
|
pFunc->FunctionFlags = flags;
|
|
}
|
|
|
|
|
|
// Function Gameplay.UAEGameMode.ChangeName
|
|
// (Native, Public)
|
|
// Parameters:
|
|
// class AController* Controller (Parm, ZeroConstructor, IsPlainOldData)
|
|
// struct FString NewName (Parm, ZeroConstructor)
|
|
// bool bNameChange (Parm, ZeroConstructor, IsPlainOldData)
|
|
|
|
void AUAEGameMode::ChangeName(class AController* Controller, const struct FString& NewName, bool bNameChange)
|
|
{
|
|
static UFunction *pFunc = 0;
|
|
if (!pFunc)
|
|
pFunc = UObject::FindObject<UFunction>("Function Gameplay.UAEGameMode.ChangeName");
|
|
|
|
AUAEGameMode_ChangeName_Params params;
|
|
params.Controller = Controller;
|
|
params.NewName = NewName;
|
|
params.bNameChange = bNameChange;
|
|
|
|
auto flags = pFunc->FunctionFlags;
|
|
pFunc->FunctionFlags |= 0x400;
|
|
|
|
UObject *currentObj = (UObject *) this;
|
|
currentObj->ProcessEvent(pFunc, ¶ms);
|
|
|
|
pFunc->FunctionFlags = flags;
|
|
}
|
|
|
|
|
|
// Function Gameplay.UAEGameMode.AddAirDropBox
|
|
// (Native, Public, HasOutParms, HasDefaults)
|
|
// Parameters:
|
|
// int boxId (Parm, ZeroConstructor, IsPlainOldData)
|
|
// struct FVector pos (ConstParm, Parm, OutParm, ReferenceParm, IsPlainOldData)
|
|
|
|
void AUAEGameMode::AddAirDropBox(int boxId, const struct FVector& pos)
|
|
{
|
|
static UFunction *pFunc = 0;
|
|
if (!pFunc)
|
|
pFunc = UObject::FindObject<UFunction>("Function Gameplay.UAEGameMode.AddAirDropBox");
|
|
|
|
AUAEGameMode_AddAirDropBox_Params params;
|
|
params.boxId = boxId;
|
|
params.pos = pos;
|
|
|
|
auto flags = pFunc->FunctionFlags;
|
|
pFunc->FunctionFlags |= 0x400;
|
|
|
|
UObject *currentObj = (UObject *) this;
|
|
currentObj->ProcessEvent(pFunc, ¶ms);
|
|
|
|
pFunc->FunctionFlags = flags;
|
|
}
|
|
|
|
|
|
// Function Gameplay.UAEPlayerState.SetGVMemberIDServerCall
|
|
// (Net, NetReliable, Native, Event, Public, NetServer, NetValidate)
|
|
// Parameters:
|
|
// int memberID (Parm, ZeroConstructor, IsPlainOldData)
|
|
|
|
void AUAEPlayerState::SetGVMemberIDServerCall(int memberID)
|
|
{
|
|
static UFunction *pFunc = 0;
|
|
if (!pFunc)
|
|
pFunc = UObject::FindObject<UFunction>("Function Gameplay.UAEPlayerState.SetGVMemberIDServerCall");
|
|
|
|
AUAEPlayerState_SetGVMemberIDServerCall_Params params;
|
|
params.memberID = memberID;
|
|
|
|
auto flags = pFunc->FunctionFlags;
|
|
pFunc->FunctionFlags |= 0x400;
|
|
|
|
UObject *currentObj = (UObject *) this;
|
|
currentObj->ProcessEvent(pFunc, ¶ms);
|
|
|
|
pFunc->FunctionFlags = flags;
|
|
}
|
|
|
|
|
|
// Function Gameplay.UAEPlayerState.SetGVMemberID
|
|
// (Final, Native, Public)
|
|
// Parameters:
|
|
// int memberID (Parm, ZeroConstructor, IsPlainOldData)
|
|
|
|
void AUAEPlayerState::SetGVMemberID(int memberID)
|
|
{
|
|
static UFunction *pFunc = 0;
|
|
if (!pFunc)
|
|
pFunc = UObject::FindObject<UFunction>("Function Gameplay.UAEPlayerState.SetGVMemberID");
|
|
|
|
AUAEPlayerState_SetGVMemberID_Params params;
|
|
params.memberID = memberID;
|
|
|
|
auto flags = pFunc->FunctionFlags;
|
|
pFunc->FunctionFlags |= 0x400;
|
|
|
|
UObject *currentObj = (UObject *) this;
|
|
currentObj->ProcessEvent(pFunc, ¶ms);
|
|
|
|
pFunc->FunctionFlags = flags;
|
|
}
|
|
|
|
|
|
// Function Gameplay.UAEPlayerState.ReportTaskExtInfo
|
|
// (Final, Native, Public)
|
|
// Parameters:
|
|
// int TaskID (Parm, ZeroConstructor, IsPlainOldData)
|
|
// struct FString ExtInfo (Parm, ZeroConstructor)
|
|
|
|
void AUAEPlayerState::ReportTaskExtInfo(int TaskID, const struct FString& ExtInfo)
|
|
{
|
|
static UFunction *pFunc = 0;
|
|
if (!pFunc)
|
|
pFunc = UObject::FindObject<UFunction>("Function Gameplay.UAEPlayerState.ReportTaskExtInfo");
|
|
|
|
AUAEPlayerState_ReportTaskExtInfo_Params params;
|
|
params.TaskID = TaskID;
|
|
params.ExtInfo = ExtInfo;
|
|
|
|
auto flags = pFunc->FunctionFlags;
|
|
pFunc->FunctionFlags |= 0x400;
|
|
|
|
UObject *currentObj = (UObject *) this;
|
|
currentObj->ProcessEvent(pFunc, ¶ms);
|
|
|
|
pFunc->FunctionFlags = flags;
|
|
}
|
|
|
|
|
|
// Function Gameplay.UAEPlayerState.ReportTaskData
|
|
// (Final, Native, Public)
|
|
// Parameters:
|
|
// int TaskID (Parm, ZeroConstructor, IsPlainOldData)
|
|
// int process (Parm, ZeroConstructor, IsPlainOldData)
|
|
|
|
void AUAEPlayerState::ReportTaskData(int TaskID, int process)
|
|
{
|
|
static UFunction *pFunc = 0;
|
|
if (!pFunc)
|
|
pFunc = UObject::FindObject<UFunction>("Function Gameplay.UAEPlayerState.ReportTaskData");
|
|
|
|
AUAEPlayerState_ReportTaskData_Params params;
|
|
params.TaskID = TaskID;
|
|
params.process = process;
|
|
|
|
auto flags = pFunc->FunctionFlags;
|
|
pFunc->FunctionFlags |= 0x400;
|
|
|
|
UObject *currentObj = (UObject *) this;
|
|
currentObj->ProcessEvent(pFunc, ¶ms);
|
|
|
|
pFunc->FunctionFlags = flags;
|
|
}
|
|
|
|
|
|
// Function Gameplay.UAEPlayerState.ReportSpecialCollection
|
|
// (Final, Native, Public)
|
|
// Parameters:
|
|
// int ItemID (Parm, ZeroConstructor, IsPlainOldData)
|
|
// int Count (Parm, ZeroConstructor, IsPlainOldData)
|
|
|
|
void AUAEPlayerState::ReportSpecialCollection(int ItemID, int Count)
|
|
{
|
|
static UFunction *pFunc = 0;
|
|
if (!pFunc)
|
|
pFunc = UObject::FindObject<UFunction>("Function Gameplay.UAEPlayerState.ReportSpecialCollection");
|
|
|
|
AUAEPlayerState_ReportSpecialCollection_Params params;
|
|
params.ItemID = ItemID;
|
|
params.Count = Count;
|
|
|
|
auto flags = pFunc->FunctionFlags;
|
|
pFunc->FunctionFlags |= 0x400;
|
|
|
|
UObject *currentObj = (UObject *) this;
|
|
currentObj->ProcessEvent(pFunc, ¶ms);
|
|
|
|
pFunc->FunctionFlags = flags;
|
|
}
|
|
|
|
|
|
// Function Gameplay.UAEPlayerState.ReportSecretAreaID
|
|
// (Final, Native, Public)
|
|
// Parameters:
|
|
// int SecretAreaID (Parm, ZeroConstructor, IsPlainOldData)
|
|
|
|
void AUAEPlayerState::ReportSecretAreaID(int SecretAreaID)
|
|
{
|
|
static UFunction *pFunc = 0;
|
|
if (!pFunc)
|
|
pFunc = UObject::FindObject<UFunction>("Function Gameplay.UAEPlayerState.ReportSecretAreaID");
|
|
|
|
AUAEPlayerState_ReportSecretAreaID_Params params;
|
|
params.SecretAreaID = SecretAreaID;
|
|
|
|
auto flags = pFunc->FunctionFlags;
|
|
pFunc->FunctionFlags |= 0x400;
|
|
|
|
UObject *currentObj = (UObject *) this;
|
|
currentObj->ProcessEvent(pFunc, ¶ms);
|
|
|
|
pFunc->FunctionFlags = flags;
|
|
}
|
|
|
|
|
|
// Function Gameplay.UAEPlayerState.ReportLandLocType
|
|
// (Final, Native, Public)
|
|
// Parameters:
|
|
// int TouchDownLocType (Parm, ZeroConstructor, IsPlainOldData)
|
|
// struct FString TouchDownLocName (Parm, ZeroConstructor)
|
|
|
|
void AUAEPlayerState::ReportLandLocType(int TouchDownLocType, const struct FString& TouchDownLocName)
|
|
{
|
|
static UFunction *pFunc = 0;
|
|
if (!pFunc)
|
|
pFunc = UObject::FindObject<UFunction>("Function Gameplay.UAEPlayerState.ReportLandLocType");
|
|
|
|
AUAEPlayerState_ReportLandLocType_Params params;
|
|
params.TouchDownLocType = TouchDownLocType;
|
|
params.TouchDownLocName = TouchDownLocName;
|
|
|
|
auto flags = pFunc->FunctionFlags;
|
|
pFunc->FunctionFlags |= 0x400;
|
|
|
|
UObject *currentObj = (UObject *) this;
|
|
currentObj->ProcessEvent(pFunc, ¶ms);
|
|
|
|
pFunc->FunctionFlags = flags;
|
|
}
|
|
|
|
|
|
// Function Gameplay.UAEPlayerState.ReportLandArea
|
|
// (Final, Native, Public)
|
|
// Parameters:
|
|
// int TouchDownArea (Parm, ZeroConstructor, IsPlainOldData)
|
|
|
|
void AUAEPlayerState::ReportLandArea(int TouchDownArea)
|
|
{
|
|
static UFunction *pFunc = 0;
|
|
if (!pFunc)
|
|
pFunc = UObject::FindObject<UFunction>("Function Gameplay.UAEPlayerState.ReportLandArea");
|
|
|
|
AUAEPlayerState_ReportLandArea_Params params;
|
|
params.TouchDownArea = TouchDownArea;
|
|
|
|
auto flags = pFunc->FunctionFlags;
|
|
pFunc->FunctionFlags |= 0x400;
|
|
|
|
UObject *currentObj = (UObject *) this;
|
|
currentObj->ProcessEvent(pFunc, ¶ms);
|
|
|
|
pFunc->FunctionFlags = flags;
|
|
}
|
|
|
|
|
|
// Function Gameplay.UAEPlayerState.OnReportSpecificBulletUsed
|
|
// (Final, Native, Public)
|
|
// Parameters:
|
|
// int ItemID (Parm, ZeroConstructor, IsPlainOldData)
|
|
// int Count (Parm, ZeroConstructor, IsPlainOldData)
|
|
|
|
void AUAEPlayerState::OnReportSpecificBulletUsed(int ItemID, int Count)
|
|
{
|
|
static UFunction *pFunc = 0;
|
|
if (!pFunc)
|
|
pFunc = UObject::FindObject<UFunction>("Function Gameplay.UAEPlayerState.OnReportSpecificBulletUsed");
|
|
|
|
AUAEPlayerState_OnReportSpecificBulletUsed_Params params;
|
|
params.ItemID = ItemID;
|
|
params.Count = Count;
|
|
|
|
auto flags = pFunc->FunctionFlags;
|
|
pFunc->FunctionFlags |= 0x400;
|
|
|
|
UObject *currentObj = (UObject *) this;
|
|
currentObj->ProcessEvent(pFunc, ¶ms);
|
|
|
|
pFunc->FunctionFlags = flags;
|
|
}
|
|
|
|
|
|
// Function Gameplay.UAEPlayerState.OnRep_UID
|
|
// (Final, Native, Public)
|
|
|
|
void AUAEPlayerState::OnRep_UID()
|
|
{
|
|
static UFunction *pFunc = 0;
|
|
if (!pFunc)
|
|
pFunc = UObject::FindObject<UFunction>("Function Gameplay.UAEPlayerState.OnRep_UID");
|
|
|
|
AUAEPlayerState_OnRep_UID_Params params;
|
|
|
|
auto flags = pFunc->FunctionFlags;
|
|
pFunc->FunctionFlags |= 0x400;
|
|
|
|
UObject *currentObj = (UObject *) this;
|
|
currentObj->ProcessEvent(pFunc, ¶ms);
|
|
|
|
pFunc->FunctionFlags = flags;
|
|
}
|
|
|
|
|
|
// Function Gameplay.UAEPlayerState.OnRep_PlayerKillsChange
|
|
// (Native, Public)
|
|
|
|
void AUAEPlayerState::OnRep_PlayerKillsChange()
|
|
{
|
|
static UFunction *pFunc = 0;
|
|
if (!pFunc)
|
|
pFunc = UObject::FindObject<UFunction>("Function Gameplay.UAEPlayerState.OnRep_PlayerKillsChange");
|
|
|
|
AUAEPlayerState_OnRep_PlayerKillsChange_Params params;
|
|
|
|
auto flags = pFunc->FunctionFlags;
|
|
pFunc->FunctionFlags |= 0x400;
|
|
|
|
UObject *currentObj = (UObject *) this;
|
|
currentObj->ProcessEvent(pFunc, ¶ms);
|
|
|
|
pFunc->FunctionFlags = flags;
|
|
}
|
|
|
|
|
|
// Function Gameplay.UAEPlayerState.OnRep_MatchLabel
|
|
// (Final, Native, Public)
|
|
|
|
void AUAEPlayerState::OnRep_MatchLabel()
|
|
{
|
|
static UFunction *pFunc = 0;
|
|
if (!pFunc)
|
|
pFunc = UObject::FindObject<UFunction>("Function Gameplay.UAEPlayerState.OnRep_MatchLabel");
|
|
|
|
AUAEPlayerState_OnRep_MatchLabel_Params params;
|
|
|
|
auto flags = pFunc->FunctionFlags;
|
|
pFunc->FunctionFlags |= 0x400;
|
|
|
|
UObject *currentObj = (UObject *) this;
|
|
currentObj->ProcessEvent(pFunc, ¶ms);
|
|
|
|
pFunc->FunctionFlags = flags;
|
|
}
|
|
|
|
|
|
// Function Gameplay.UAEPlayerState.OnRep_CollectItemRecord
|
|
// (Final, Native, Public)
|
|
|
|
void AUAEPlayerState::OnRep_CollectItemRecord()
|
|
{
|
|
static UFunction *pFunc = 0;
|
|
if (!pFunc)
|
|
pFunc = UObject::FindObject<UFunction>("Function Gameplay.UAEPlayerState.OnRep_CollectItemRecord");
|
|
|
|
AUAEPlayerState_OnRep_CollectItemRecord_Params params;
|
|
|
|
auto flags = pFunc->FunctionFlags;
|
|
pFunc->FunctionFlags |= 0x400;
|
|
|
|
UObject *currentObj = (UObject *) this;
|
|
currentObj->ProcessEvent(pFunc, ¶ms);
|
|
|
|
pFunc->FunctionFlags = flags;
|
|
}
|
|
|
|
|
|
// Function Gameplay.UAEPlayerState.OnRep_CampID
|
|
// (Final, Native, Public)
|
|
|
|
void AUAEPlayerState::OnRep_CampID()
|
|
{
|
|
static UFunction *pFunc = 0;
|
|
if (!pFunc)
|
|
pFunc = UObject::FindObject<UFunction>("Function Gameplay.UAEPlayerState.OnRep_CampID");
|
|
|
|
AUAEPlayerState_OnRep_CampID_Params params;
|
|
|
|
auto flags = pFunc->FunctionFlags;
|
|
pFunc->FunctionFlags |= 0x400;
|
|
|
|
UObject *currentObj = (UObject *) this;
|
|
currentObj->ProcessEvent(pFunc, ¶ms);
|
|
|
|
pFunc->FunctionFlags = flags;
|
|
}
|
|
|
|
|
|
// Function Gameplay.UAEPlayerState.IsSpecialPickItemCollectionCompleted
|
|
// (Final, Native, Public)
|
|
// Parameters:
|
|
// int ItemID (Parm, ZeroConstructor, IsPlainOldData)
|
|
// bool ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData)
|
|
|
|
bool AUAEPlayerState::IsSpecialPickItemCollectionCompleted(int ItemID)
|
|
{
|
|
static UFunction *pFunc = 0;
|
|
if (!pFunc)
|
|
pFunc = UObject::FindObject<UFunction>("Function Gameplay.UAEPlayerState.IsSpecialPickItemCollectionCompleted");
|
|
|
|
AUAEPlayerState_IsSpecialPickItemCollectionCompleted_Params params;
|
|
params.ItemID = ItemID;
|
|
|
|
auto flags = pFunc->FunctionFlags;
|
|
pFunc->FunctionFlags |= 0x400;
|
|
|
|
UObject *currentObj = (UObject *) this;
|
|
currentObj->ProcessEvent(pFunc, ¶ms);
|
|
|
|
pFunc->FunctionFlags = flags;
|
|
|
|
return params.ReturnValue;
|
|
}
|
|
|
|
|
|
// Function Gameplay.UAEPlayerState.IsSpecialPickItem
|
|
// (Final, Native, Public)
|
|
// Parameters:
|
|
// int ItemID (Parm, ZeroConstructor, IsPlainOldData)
|
|
// bool ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData)
|
|
|
|
bool AUAEPlayerState::IsSpecialPickItem(int ItemID)
|
|
{
|
|
static UFunction *pFunc = 0;
|
|
if (!pFunc)
|
|
pFunc = UObject::FindObject<UFunction>("Function Gameplay.UAEPlayerState.IsSpecialPickItem");
|
|
|
|
AUAEPlayerState_IsSpecialPickItem_Params params;
|
|
params.ItemID = ItemID;
|
|
|
|
auto flags = pFunc->FunctionFlags;
|
|
pFunc->FunctionFlags |= 0x400;
|
|
|
|
UObject *currentObj = (UObject *) this;
|
|
currentObj->ProcessEvent(pFunc, ¶ms);
|
|
|
|
pFunc->FunctionFlags = flags;
|
|
|
|
return params.ReturnValue;
|
|
}
|
|
|
|
|
|
// Function Gameplay.UAEPlayerState.GetUserIDByMemberID
|
|
// (Native, Public)
|
|
// Parameters:
|
|
// int memberID (Parm, ZeroConstructor, IsPlainOldData)
|
|
// uint32_t ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData)
|
|
|
|
uint32_t AUAEPlayerState::GetUserIDByMemberID(int memberID)
|
|
{
|
|
static UFunction *pFunc = 0;
|
|
if (!pFunc)
|
|
pFunc = UObject::FindObject<UFunction>("Function Gameplay.UAEPlayerState.GetUserIDByMemberID");
|
|
|
|
AUAEPlayerState_GetUserIDByMemberID_Params params;
|
|
params.memberID = memberID;
|
|
|
|
auto flags = pFunc->FunctionFlags;
|
|
pFunc->FunctionFlags |= 0x400;
|
|
|
|
UObject *currentObj = (UObject *) this;
|
|
currentObj->ProcessEvent(pFunc, ¶ms);
|
|
|
|
pFunc->FunctionFlags = flags;
|
|
|
|
return params.ReturnValue;
|
|
}
|
|
|
|
|
|
// Function Gameplay.UAEPlayerState.GetUIDString
|
|
// (Final, Native, Public, BlueprintCallable, BlueprintPure, Const)
|
|
// Parameters:
|
|
// struct FString ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm)
|
|
|
|
struct FString AUAEPlayerState::GetUIDString()
|
|
{
|
|
static UFunction *pFunc = 0;
|
|
if (!pFunc)
|
|
pFunc = UObject::FindObject<UFunction>("Function Gameplay.UAEPlayerState.GetUIDString");
|
|
|
|
AUAEPlayerState_GetUIDString_Params params;
|
|
|
|
auto flags = pFunc->FunctionFlags;
|
|
pFunc->FunctionFlags |= 0x400;
|
|
|
|
UObject *currentObj = (UObject *) this;
|
|
currentObj->ProcessEvent(pFunc, ¶ms);
|
|
|
|
pFunc->FunctionFlags = flags;
|
|
|
|
return params.ReturnValue;
|
|
}
|
|
|
|
|
|
// Function Gameplay.UAEPlayerState.GetTeammateBattleResultData
|
|
// (Native, Public, Const)
|
|
// Parameters:
|
|
// struct FGameModeTeammateBattleResultData ReturnValue (Parm, OutParm, ReturnParm)
|
|
|
|
struct FGameModeTeammateBattleResultData AUAEPlayerState::GetTeammateBattleResultData()
|
|
{
|
|
static UFunction *pFunc = 0;
|
|
if (!pFunc)
|
|
pFunc = UObject::FindObject<UFunction>("Function Gameplay.UAEPlayerState.GetTeammateBattleResultData");
|
|
|
|
AUAEPlayerState_GetTeammateBattleResultData_Params params;
|
|
|
|
auto flags = pFunc->FunctionFlags;
|
|
pFunc->FunctionFlags |= 0x400;
|
|
|
|
UObject *currentObj = (UObject *) this;
|
|
currentObj->ProcessEvent(pFunc, ¶ms);
|
|
|
|
pFunc->FunctionFlags = flags;
|
|
|
|
return params.ReturnValue;
|
|
}
|
|
|
|
|
|
// Function Gameplay.UAEPlayerState.GetPlayerBattleResultData
|
|
// (Native, Public, Const)
|
|
// Parameters:
|
|
// struct FGameModePlayerBattleResultData ReturnValue (Parm, OutParm, ReturnParm)
|
|
|
|
struct FGameModePlayerBattleResultData AUAEPlayerState::GetPlayerBattleResultData()
|
|
{
|
|
static UFunction *pFunc = 0;
|
|
if (!pFunc)
|
|
pFunc = UObject::FindObject<UFunction>("Function Gameplay.UAEPlayerState.GetPlayerBattleResultData");
|
|
|
|
AUAEPlayerState_GetPlayerBattleResultData_Params params;
|
|
|
|
auto flags = pFunc->FunctionFlags;
|
|
pFunc->FunctionFlags |= 0x400;
|
|
|
|
UObject *currentObj = (UObject *) this;
|
|
currentObj->ProcessEvent(pFunc, ¶ms);
|
|
|
|
pFunc->FunctionFlags = flags;
|
|
|
|
return params.ReturnValue;
|
|
}
|
|
|
|
|
|
// Function Gameplay.UAEPlayerState.ChangeCollectItemRecord
|
|
// (Final, Native, Public)
|
|
// Parameters:
|
|
// int InItemID (Parm, ZeroConstructor, IsPlainOldData)
|
|
// bool InNewState (Parm, ZeroConstructor, IsPlainOldData)
|
|
|
|
void AUAEPlayerState::ChangeCollectItemRecord(int InItemID, bool InNewState)
|
|
{
|
|
static UFunction *pFunc = 0;
|
|
if (!pFunc)
|
|
pFunc = UObject::FindObject<UFunction>("Function Gameplay.UAEPlayerState.ChangeCollectItemRecord");
|
|
|
|
AUAEPlayerState_ChangeCollectItemRecord_Params params;
|
|
params.InItemID = InItemID;
|
|
params.InNewState = InNewState;
|
|
|
|
auto flags = pFunc->FunctionFlags;
|
|
pFunc->FunctionFlags |= 0x400;
|
|
|
|
UObject *currentObj = (UObject *) this;
|
|
currentObj->ProcessEvent(pFunc, ¶ms);
|
|
|
|
pFunc->FunctionFlags = flags;
|
|
}
|
|
|
|
|
|
// Function Gameplay.UAEPlayerController.UpdatePlayerOBBattleInfo
|
|
// (Final, Native, Public, HasOutParms, BlueprintCallable)
|
|
// Parameters:
|
|
// struct FString UIDString (ConstParm, Parm, ZeroConstructor)
|
|
// struct FPlayerOBBattleInfo NewBattleInfo (ConstParm, Parm, OutParm, ReferenceParm)
|
|
|
|
void AUAEPlayerController::UpdatePlayerOBBattleInfo(const struct FString& UIDString, const struct FPlayerOBBattleInfo& NewBattleInfo)
|
|
{
|
|
static UFunction *pFunc = 0;
|
|
if (!pFunc)
|
|
pFunc = UObject::FindObject<UFunction>("Function Gameplay.UAEPlayerController.UpdatePlayerOBBattleInfo");
|
|
|
|
AUAEPlayerController_UpdatePlayerOBBattleInfo_Params params;
|
|
params.UIDString = UIDString;
|
|
params.NewBattleInfo = NewBattleInfo;
|
|
|
|
auto flags = pFunc->FunctionFlags;
|
|
pFunc->FunctionFlags |= 0x400;
|
|
|
|
UObject *currentObj = (UObject *) this;
|
|
currentObj->ProcessEvent(pFunc, ¶ms);
|
|
|
|
pFunc->FunctionFlags = flags;
|
|
}
|
|
|
|
|
|
// Function Gameplay.UAEPlayerController.TestLogout
|
|
// (Final, Exec, Native, Public)
|
|
|
|
void AUAEPlayerController::TestLogout()
|
|
{
|
|
static UFunction *pFunc = 0;
|
|
if (!pFunc)
|
|
pFunc = UObject::FindObject<UFunction>("Function Gameplay.UAEPlayerController.TestLogout");
|
|
|
|
AUAEPlayerController_TestLogout_Params params;
|
|
|
|
auto flags = pFunc->FunctionFlags;
|
|
pFunc->FunctionFlags |= 0x400;
|
|
|
|
UObject *currentObj = (UObject *) this;
|
|
currentObj->ProcessEvent(pFunc, ¶ms);
|
|
|
|
pFunc->FunctionFlags = flags;
|
|
}
|
|
|
|
|
|
// Function Gameplay.UAEPlayerController.SetUsedSimulationCVar
|
|
// (Final, Native, Public)
|
|
// Parameters:
|
|
// bool Value (Parm, ZeroConstructor, IsPlainOldData)
|
|
|
|
void AUAEPlayerController::SetUsedSimulationCVar(bool Value)
|
|
{
|
|
static UFunction *pFunc = 0;
|
|
if (!pFunc)
|
|
pFunc = UObject::FindObject<UFunction>("Function Gameplay.UAEPlayerController.SetUsedSimulationCVar");
|
|
|
|
AUAEPlayerController_SetUsedSimulationCVar_Params params;
|
|
params.Value = Value;
|
|
|
|
auto flags = pFunc->FunctionFlags;
|
|
pFunc->FunctionFlags |= 0x400;
|
|
|
|
UObject *currentObj = (UObject *) this;
|
|
currentObj->ProcessEvent(pFunc, ¶ms);
|
|
|
|
pFunc->FunctionFlags = flags;
|
|
}
|
|
|
|
|
|
// Function Gameplay.UAEPlayerController.SetPanels
|
|
// (Native, Event, Public, HasOutParms, BlueprintCallable, BlueprintEvent)
|
|
// Parameters:
|
|
// TArray<class UUAEUserWidget*> panels (ConstParm, Parm, OutParm, ZeroConstructor, ReferenceParm)
|
|
|
|
void AUAEPlayerController::SetPanels(TArray<class UUAEUserWidget*> panels)
|
|
{
|
|
static UFunction *pFunc = 0;
|
|
if (!pFunc)
|
|
pFunc = UObject::FindObject<UFunction>("Function Gameplay.UAEPlayerController.SetPanels");
|
|
|
|
AUAEPlayerController_SetPanels_Params params;
|
|
params.panels = panels;
|
|
|
|
auto flags = pFunc->FunctionFlags;
|
|
pFunc->FunctionFlags |= 0x400;
|
|
|
|
UObject *currentObj = (UObject *) this;
|
|
currentObj->ProcessEvent(pFunc, ¶ms);
|
|
|
|
pFunc->FunctionFlags = flags;
|
|
}
|
|
|
|
|
|
// Function Gameplay.UAEPlayerController.ServerTestLogout
|
|
// (Net, NetReliable, Native, Event, Public, NetServer, NetValidate)
|
|
|
|
void AUAEPlayerController::ServerTestLogout()
|
|
{
|
|
static UFunction *pFunc = 0;
|
|
if (!pFunc)
|
|
pFunc = UObject::FindObject<UFunction>("Function Gameplay.UAEPlayerController.ServerTestLogout");
|
|
|
|
AUAEPlayerController_ServerTestLogout_Params params;
|
|
|
|
auto flags = pFunc->FunctionFlags;
|
|
pFunc->FunctionFlags |= 0x400;
|
|
|
|
UObject *currentObj = (UObject *) this;
|
|
currentObj->ProcessEvent(pFunc, ¶ms);
|
|
|
|
pFunc->FunctionFlags = flags;
|
|
}
|
|
|
|
|
|
// Function Gameplay.UAEPlayerController.ServerSetVoiceId
|
|
// (Net, NetReliable, Native, Event, Public, NetServer, BlueprintCallable, NetValidate)
|
|
// Parameters:
|
|
// int VoiceID (Parm, ZeroConstructor, IsPlainOldData)
|
|
|
|
void AUAEPlayerController::ServerSetVoiceId(int VoiceID)
|
|
{
|
|
static UFunction *pFunc = 0;
|
|
if (!pFunc)
|
|
pFunc = UObject::FindObject<UFunction>("Function Gameplay.UAEPlayerController.ServerSetVoiceId");
|
|
|
|
AUAEPlayerController_ServerSetVoiceId_Params params;
|
|
params.VoiceID = VoiceID;
|
|
|
|
auto flags = pFunc->FunctionFlags;
|
|
pFunc->FunctionFlags |= 0x400;
|
|
|
|
UObject *currentObj = (UObject *) this;
|
|
currentObj->ProcessEvent(pFunc, ¶ms);
|
|
|
|
pFunc->FunctionFlags = flags;
|
|
}
|
|
|
|
|
|
// Function Gameplay.UAEPlayerController.ServerKickSelf
|
|
// (Net, NetReliable, Native, Event, Public, NetServer, NetValidate)
|
|
|
|
void AUAEPlayerController::ServerKickSelf()
|
|
{
|
|
static UFunction *pFunc = 0;
|
|
if (!pFunc)
|
|
pFunc = UObject::FindObject<UFunction>("Function Gameplay.UAEPlayerController.ServerKickSelf");
|
|
|
|
AUAEPlayerController_ServerKickSelf_Params params;
|
|
|
|
auto flags = pFunc->FunctionFlags;
|
|
pFunc->FunctionFlags |= 0x400;
|
|
|
|
UObject *currentObj = (UObject *) this;
|
|
currentObj->ProcessEvent(pFunc, ¶ms);
|
|
|
|
pFunc->FunctionFlags = flags;
|
|
}
|
|
|
|
|
|
// Function Gameplay.UAEPlayerController.ServerGotoSpectating
|
|
// (Net, NetReliable, Native, Event, Public, NetServer, NetValidate)
|
|
// Parameters:
|
|
// class APawn* ViewTarget (Parm, ZeroConstructor, IsPlainOldData)
|
|
|
|
void AUAEPlayerController::ServerGotoSpectating(class APawn* ViewTarget)
|
|
{
|
|
static UFunction *pFunc = 0;
|
|
if (!pFunc)
|
|
pFunc = UObject::FindObject<UFunction>("Function Gameplay.UAEPlayerController.ServerGotoSpectating");
|
|
|
|
AUAEPlayerController_ServerGotoSpectating_Params params;
|
|
params.ViewTarget = ViewTarget;
|
|
|
|
auto flags = pFunc->FunctionFlags;
|
|
pFunc->FunctionFlags |= 0x400;
|
|
|
|
UObject *currentObj = (UObject *) this;
|
|
currentObj->ProcessEvent(pFunc, ¶ms);
|
|
|
|
pFunc->FunctionFlags = flags;
|
|
}
|
|
|
|
|
|
// Function Gameplay.UAEPlayerController.ServerExitGame
|
|
// (Net, NetReliable, Native, Event, Public, NetServer, NetValidate)
|
|
|
|
void AUAEPlayerController::ServerExitGame()
|
|
{
|
|
static UFunction *pFunc = 0;
|
|
if (!pFunc)
|
|
pFunc = UObject::FindObject<UFunction>("Function Gameplay.UAEPlayerController.ServerExitGame");
|
|
|
|
AUAEPlayerController_ServerExitGame_Params params;
|
|
|
|
auto flags = pFunc->FunctionFlags;
|
|
pFunc->FunctionFlags |= 0x400;
|
|
|
|
UObject *currentObj = (UObject *) this;
|
|
currentObj->ProcessEvent(pFunc, ¶ms);
|
|
|
|
pFunc->FunctionFlags = flags;
|
|
}
|
|
|
|
|
|
// Function Gameplay.UAEPlayerController.ServerAcknowledgeReconnection_2
|
|
// (Net, NetReliable, Native, Event, Public, NetServer, NetValidate)
|
|
// Parameters:
|
|
// uint32_t Token (Parm, ZeroConstructor, IsPlainOldData)
|
|
|
|
void AUAEPlayerController::ServerAcknowledgeReconnection_2(uint32_t Token)
|
|
{
|
|
static UFunction *pFunc = 0;
|
|
if (!pFunc)
|
|
pFunc = UObject::FindObject<UFunction>("Function Gameplay.UAEPlayerController.ServerAcknowledgeReconnection_2");
|
|
|
|
AUAEPlayerController_ServerAcknowledgeReconnection_2_Params params;
|
|
params.Token = Token;
|
|
|
|
auto flags = pFunc->FunctionFlags;
|
|
pFunc->FunctionFlags |= 0x400;
|
|
|
|
UObject *currentObj = (UObject *) this;
|
|
currentObj->ProcessEvent(pFunc, ¶ms);
|
|
|
|
pFunc->FunctionFlags = flags;
|
|
}
|
|
|
|
|
|
// Function Gameplay.UAEPlayerController.ResetUsedSimulationCVar
|
|
// (Final, Native, Public)
|
|
|
|
void AUAEPlayerController::ResetUsedSimulationCVar()
|
|
{
|
|
static UFunction *pFunc = 0;
|
|
if (!pFunc)
|
|
pFunc = UObject::FindObject<UFunction>("Function Gameplay.UAEPlayerController.ResetUsedSimulationCVar");
|
|
|
|
AUAEPlayerController_ResetUsedSimulationCVar_Params params;
|
|
|
|
auto flags = pFunc->FunctionFlags;
|
|
pFunc->FunctionFlags |= 0x400;
|
|
|
|
UObject *currentObj = (UObject *) this;
|
|
currentObj->ProcessEvent(pFunc, ¶ms);
|
|
|
|
pFunc->FunctionFlags = flags;
|
|
}
|
|
|
|
|
|
// Function Gameplay.UAEPlayerController.ReleaseInGameUI
|
|
// (Native, Public, BlueprintCallable)
|
|
|
|
void AUAEPlayerController::ReleaseInGameUI()
|
|
{
|
|
static UFunction *pFunc = 0;
|
|
if (!pFunc)
|
|
pFunc = UObject::FindObject<UFunction>("Function Gameplay.UAEPlayerController.ReleaseInGameUI");
|
|
|
|
AUAEPlayerController_ReleaseInGameUI_Params params;
|
|
|
|
auto flags = pFunc->FunctionFlags;
|
|
pFunc->FunctionFlags |= 0x400;
|
|
|
|
UObject *currentObj = (UObject *) this;
|
|
currentObj->ProcessEvent(pFunc, ¶ms);
|
|
|
|
pFunc->FunctionFlags = flags;
|
|
}
|
|
|
|
|
|
// Function Gameplay.UAEPlayerController.PrintStatistics
|
|
// (Final, Exec, Native, Public)
|
|
|
|
void AUAEPlayerController::PrintStatistics()
|
|
{
|
|
static UFunction *pFunc = 0;
|
|
if (!pFunc)
|
|
pFunc = UObject::FindObject<UFunction>("Function Gameplay.UAEPlayerController.PrintStatistics");
|
|
|
|
AUAEPlayerController_PrintStatistics_Params params;
|
|
|
|
auto flags = pFunc->FunctionFlags;
|
|
pFunc->FunctionFlags |= 0x400;
|
|
|
|
UObject *currentObj = (UObject *) this;
|
|
currentObj->ProcessEvent(pFunc, ¶ms);
|
|
|
|
pFunc->FunctionFlags = flags;
|
|
}
|
|
|
|
|
|
// Function Gameplay.UAEPlayerController.PlayerStartIDReceived
|
|
// (Final, Native, Protected)
|
|
|
|
void AUAEPlayerController::PlayerStartIDReceived()
|
|
{
|
|
static UFunction *pFunc = 0;
|
|
if (!pFunc)
|
|
pFunc = UObject::FindObject<UFunction>("Function Gameplay.UAEPlayerController.PlayerStartIDReceived");
|
|
|
|
AUAEPlayerController_PlayerStartIDReceived_Params params;
|
|
|
|
auto flags = pFunc->FunctionFlags;
|
|
pFunc->FunctionFlags |= 0x400;
|
|
|
|
UObject *currentObj = (UObject *) this;
|
|
currentObj->ProcessEvent(pFunc, ¶ms);
|
|
|
|
pFunc->FunctionFlags = flags;
|
|
}
|
|
|
|
|
|
// Function Gameplay.UAEPlayerController.OnRep_WatchPlayerKey
|
|
// (Native, Public)
|
|
|
|
void AUAEPlayerController::OnRep_WatchPlayerKey()
|
|
{
|
|
static UFunction *pFunc = 0;
|
|
if (!pFunc)
|
|
pFunc = UObject::FindObject<UFunction>("Function Gameplay.UAEPlayerController.OnRep_WatchPlayerKey");
|
|
|
|
AUAEPlayerController_OnRep_WatchPlayerKey_Params params;
|
|
|
|
auto flags = pFunc->FunctionFlags;
|
|
pFunc->FunctionFlags |= 0x400;
|
|
|
|
UObject *currentObj = (UObject *) this;
|
|
currentObj->ProcessEvent(pFunc, ¶ms);
|
|
|
|
pFunc->FunctionFlags = flags;
|
|
}
|
|
|
|
|
|
// Function Gameplay.UAEPlayerController.OnRep_UsedSimulation
|
|
// (Final, Native, Public)
|
|
|
|
void AUAEPlayerController::OnRep_UsedSimulation()
|
|
{
|
|
static UFunction *pFunc = 0;
|
|
if (!pFunc)
|
|
pFunc = UObject::FindObject<UFunction>("Function Gameplay.UAEPlayerController.OnRep_UsedSimulation");
|
|
|
|
AUAEPlayerController_OnRep_UsedSimulation_Params params;
|
|
|
|
auto flags = pFunc->FunctionFlags;
|
|
pFunc->FunctionFlags |= 0x400;
|
|
|
|
UObject *currentObj = (UObject *) this;
|
|
currentObj->ProcessEvent(pFunc, ¶ms);
|
|
|
|
pFunc->FunctionFlags = flags;
|
|
}
|
|
|
|
|
|
// Function Gameplay.UAEPlayerController.OnRep_PlayerOBInfoList
|
|
// (Final, Native, Public)
|
|
|
|
void AUAEPlayerController::OnRep_PlayerOBInfoList()
|
|
{
|
|
static UFunction *pFunc = 0;
|
|
if (!pFunc)
|
|
pFunc = UObject::FindObject<UFunction>("Function Gameplay.UAEPlayerController.OnRep_PlayerOBInfoList");
|
|
|
|
AUAEPlayerController_OnRep_PlayerOBInfoList_Params params;
|
|
|
|
auto flags = pFunc->FunctionFlags;
|
|
pFunc->FunctionFlags |= 0x400;
|
|
|
|
UObject *currentObj = (UObject *) this;
|
|
currentObj->ProcessEvent(pFunc, ¶ms);
|
|
|
|
pFunc->FunctionFlags = flags;
|
|
}
|
|
|
|
|
|
// Function Gameplay.UAEPlayerController.OnRep_LastGameResultTime
|
|
// (Native, Public)
|
|
|
|
void AUAEPlayerController::OnRep_LastGameResultTime()
|
|
{
|
|
static UFunction *pFunc = 0;
|
|
if (!pFunc)
|
|
pFunc = UObject::FindObject<UFunction>("Function Gameplay.UAEPlayerController.OnRep_LastGameResultTime");
|
|
|
|
AUAEPlayerController_OnRep_LastGameResultTime_Params params;
|
|
|
|
auto flags = pFunc->FunctionFlags;
|
|
pFunc->FunctionFlags |= 0x400;
|
|
|
|
UObject *currentObj = (UObject *) this;
|
|
currentObj->ProcessEvent(pFunc, ¶ms);
|
|
|
|
pFunc->FunctionFlags = flags;
|
|
}
|
|
|
|
|
|
// Function Gameplay.UAEPlayerController.OnRep_IsSpectatingEnemy
|
|
// (Native, Protected)
|
|
|
|
void AUAEPlayerController::OnRep_IsSpectatingEnemy()
|
|
{
|
|
static UFunction *pFunc = 0;
|
|
if (!pFunc)
|
|
pFunc = UObject::FindObject<UFunction>("Function Gameplay.UAEPlayerController.OnRep_IsSpectatingEnemy");
|
|
|
|
AUAEPlayerController_OnRep_IsSpectatingEnemy_Params params;
|
|
|
|
auto flags = pFunc->FunctionFlags;
|
|
pFunc->FunctionFlags |= 0x400;
|
|
|
|
UObject *currentObj = (UObject *) this;
|
|
currentObj->ProcessEvent(pFunc, ¶ms);
|
|
|
|
pFunc->FunctionFlags = flags;
|
|
}
|
|
|
|
|
|
// Function Gameplay.UAEPlayerController.OnRep_IsSpectating
|
|
// (Native, Public)
|
|
|
|
void AUAEPlayerController::OnRep_IsSpectating()
|
|
{
|
|
static UFunction *pFunc = 0;
|
|
if (!pFunc)
|
|
pFunc = UObject::FindObject<UFunction>("Function Gameplay.UAEPlayerController.OnRep_IsSpectating");
|
|
|
|
AUAEPlayerController_OnRep_IsSpectating_Params params;
|
|
|
|
auto flags = pFunc->FunctionFlags;
|
|
pFunc->FunctionFlags |= 0x400;
|
|
|
|
UObject *currentObj = (UObject *) this;
|
|
currentObj->ProcessEvent(pFunc, ¶ms);
|
|
|
|
pFunc->FunctionFlags = flags;
|
|
}
|
|
|
|
|
|
// Function Gameplay.UAEPlayerController.OnRep_IsObserver
|
|
// (Native, Public)
|
|
|
|
void AUAEPlayerController::OnRep_IsObserver()
|
|
{
|
|
static UFunction *pFunc = 0;
|
|
if (!pFunc)
|
|
pFunc = UObject::FindObject<UFunction>("Function Gameplay.UAEPlayerController.OnRep_IsObserver");
|
|
|
|
AUAEPlayerController_OnRep_IsObserver_Params params;
|
|
|
|
auto flags = pFunc->FunctionFlags;
|
|
pFunc->FunctionFlags |= 0x400;
|
|
|
|
UObject *currentObj = (UObject *) this;
|
|
currentObj->ProcessEvent(pFunc, ¶ms);
|
|
|
|
pFunc->FunctionFlags = flags;
|
|
}
|
|
|
|
|
|
// Function Gameplay.UAEPlayerController.OnRep_FriendObservers
|
|
// (Native, Public)
|
|
|
|
void AUAEPlayerController::OnRep_FriendObservers()
|
|
{
|
|
static UFunction *pFunc = 0;
|
|
if (!pFunc)
|
|
pFunc = UObject::FindObject<UFunction>("Function Gameplay.UAEPlayerController.OnRep_FriendObservers");
|
|
|
|
AUAEPlayerController_OnRep_FriendObservers_Params params;
|
|
|
|
auto flags = pFunc->FunctionFlags;
|
|
pFunc->FunctionFlags |= 0x400;
|
|
|
|
UObject *currentObj = (UObject *) this;
|
|
currentObj->ProcessEvent(pFunc, ¶ms);
|
|
|
|
pFunc->FunctionFlags = flags;
|
|
}
|
|
|
|
|
|
// Function Gameplay.UAEPlayerController.KickSelf
|
|
// (Final, Exec, Native, Public)
|
|
|
|
void AUAEPlayerController::KickSelf()
|
|
{
|
|
static UFunction *pFunc = 0;
|
|
if (!pFunc)
|
|
pFunc = UObject::FindObject<UFunction>("Function Gameplay.UAEPlayerController.KickSelf");
|
|
|
|
AUAEPlayerController_KickSelf_Params params;
|
|
|
|
auto flags = pFunc->FunctionFlags;
|
|
pFunc->FunctionFlags |= 0x400;
|
|
|
|
UObject *currentObj = (UObject *) this;
|
|
currentObj->ProcessEvent(pFunc, ¶ms);
|
|
|
|
pFunc->FunctionFlags = flags;
|
|
}
|
|
|
|
|
|
// Function Gameplay.UAEPlayerController.IsSpectator
|
|
// (Final, Native, Public, BlueprintCallable, BlueprintPure, Const)
|
|
// Parameters:
|
|
// bool ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData)
|
|
|
|
bool AUAEPlayerController::IsSpectator()
|
|
{
|
|
static UFunction *pFunc = 0;
|
|
if (!pFunc)
|
|
pFunc = UObject::FindObject<UFunction>("Function Gameplay.UAEPlayerController.IsSpectator");
|
|
|
|
AUAEPlayerController_IsSpectator_Params params;
|
|
|
|
auto flags = pFunc->FunctionFlags;
|
|
pFunc->FunctionFlags |= 0x400;
|
|
|
|
UObject *currentObj = (UObject *) this;
|
|
currentObj->ProcessEvent(pFunc, ¶ms);
|
|
|
|
pFunc->FunctionFlags = flags;
|
|
|
|
return params.ReturnValue;
|
|
}
|
|
|
|
|
|
// Function Gameplay.UAEPlayerController.IsRoomMode
|
|
// (Final, Native, Public, BlueprintCallable, BlueprintPure)
|
|
// Parameters:
|
|
// bool ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData)
|
|
|
|
bool AUAEPlayerController::IsRoomMode()
|
|
{
|
|
static UFunction *pFunc = 0;
|
|
if (!pFunc)
|
|
pFunc = UObject::FindObject<UFunction>("Function Gameplay.UAEPlayerController.IsRoomMode");
|
|
|
|
AUAEPlayerController_IsRoomMode_Params params;
|
|
|
|
auto flags = pFunc->FunctionFlags;
|
|
pFunc->FunctionFlags |= 0x400;
|
|
|
|
UObject *currentObj = (UObject *) this;
|
|
currentObj->ProcessEvent(pFunc, ¶ms);
|
|
|
|
pFunc->FunctionFlags = flags;
|
|
|
|
return params.ReturnValue;
|
|
}
|
|
|
|
|
|
// Function Gameplay.UAEPlayerController.IsPureSpectator
|
|
// (Final, Native, Public, BlueprintCallable, BlueprintPure, Const)
|
|
// Parameters:
|
|
// bool ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData)
|
|
|
|
bool AUAEPlayerController::IsPureSpectator()
|
|
{
|
|
static UFunction *pFunc = 0;
|
|
if (!pFunc)
|
|
pFunc = UObject::FindObject<UFunction>("Function Gameplay.UAEPlayerController.IsPureSpectator");
|
|
|
|
AUAEPlayerController_IsPureSpectator_Params params;
|
|
|
|
auto flags = pFunc->FunctionFlags;
|
|
pFunc->FunctionFlags |= 0x400;
|
|
|
|
UObject *currentObj = (UObject *) this;
|
|
currentObj->ProcessEvent(pFunc, ¶ms);
|
|
|
|
pFunc->FunctionFlags = flags;
|
|
|
|
return params.ReturnValue;
|
|
}
|
|
|
|
|
|
// Function Gameplay.UAEPlayerController.IsObserver
|
|
// (Final, Native, Public, BlueprintCallable, BlueprintPure, Const)
|
|
// Parameters:
|
|
// bool ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData)
|
|
|
|
bool AUAEPlayerController::IsObserver()
|
|
{
|
|
static UFunction *pFunc = 0;
|
|
if (!pFunc)
|
|
pFunc = UObject::FindObject<UFunction>("Function Gameplay.UAEPlayerController.IsObserver");
|
|
|
|
AUAEPlayerController_IsObserver_Params params;
|
|
|
|
auto flags = pFunc->FunctionFlags;
|
|
pFunc->FunctionFlags |= 0x400;
|
|
|
|
UObject *currentObj = (UObject *) this;
|
|
currentObj->ProcessEvent(pFunc, ¶ms);
|
|
|
|
pFunc->FunctionFlags = flags;
|
|
|
|
return params.ReturnValue;
|
|
}
|
|
|
|
|
|
// Function Gameplay.UAEPlayerController.IsInSpectatingEnemy
|
|
// (Final, Native, Public, BlueprintCallable, BlueprintPure, Const)
|
|
// Parameters:
|
|
// bool ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData)
|
|
|
|
bool AUAEPlayerController::IsInSpectatingEnemy()
|
|
{
|
|
static UFunction *pFunc = 0;
|
|
if (!pFunc)
|
|
pFunc = UObject::FindObject<UFunction>("Function Gameplay.UAEPlayerController.IsInSpectatingEnemy");
|
|
|
|
AUAEPlayerController_IsInSpectatingEnemy_Params params;
|
|
|
|
auto flags = pFunc->FunctionFlags;
|
|
pFunc->FunctionFlags |= 0x400;
|
|
|
|
UObject *currentObj = (UObject *) this;
|
|
currentObj->ProcessEvent(pFunc, ¶ms);
|
|
|
|
pFunc->FunctionFlags = flags;
|
|
|
|
return params.ReturnValue;
|
|
}
|
|
|
|
|
|
// Function Gameplay.UAEPlayerController.IsInSpectating
|
|
// (Final, Native, Public, BlueprintCallable, BlueprintPure, Const)
|
|
// Parameters:
|
|
// bool ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData)
|
|
|
|
bool AUAEPlayerController::IsInSpectating()
|
|
{
|
|
static UFunction *pFunc = 0;
|
|
if (!pFunc)
|
|
pFunc = UObject::FindObject<UFunction>("Function Gameplay.UAEPlayerController.IsInSpectating");
|
|
|
|
AUAEPlayerController_IsInSpectating_Params params;
|
|
|
|
auto flags = pFunc->FunctionFlags;
|
|
pFunc->FunctionFlags |= 0x400;
|
|
|
|
UObject *currentObj = (UObject *) this;
|
|
currentObj->ProcessEvent(pFunc, ¶ms);
|
|
|
|
pFunc->FunctionFlags = flags;
|
|
|
|
return params.ReturnValue;
|
|
}
|
|
|
|
|
|
// Function Gameplay.UAEPlayerController.IsFriendOrEnemySpectator
|
|
// (Final, Native, Public, BlueprintCallable, BlueprintPure, Const)
|
|
// Parameters:
|
|
// bool ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData)
|
|
|
|
bool AUAEPlayerController::IsFriendOrEnemySpectator()
|
|
{
|
|
static UFunction *pFunc = 0;
|
|
if (!pFunc)
|
|
pFunc = UObject::FindObject<UFunction>("Function Gameplay.UAEPlayerController.IsFriendOrEnemySpectator");
|
|
|
|
AUAEPlayerController_IsFriendOrEnemySpectator_Params params;
|
|
|
|
auto flags = pFunc->FunctionFlags;
|
|
pFunc->FunctionFlags |= 0x400;
|
|
|
|
UObject *currentObj = (UObject *) this;
|
|
currentObj->ProcessEvent(pFunc, ¶ms);
|
|
|
|
pFunc->FunctionFlags = flags;
|
|
|
|
return params.ReturnValue;
|
|
}
|
|
|
|
|
|
// Function Gameplay.UAEPlayerController.IsFriendObserver
|
|
// (Final, Native, Public, BlueprintCallable, BlueprintPure, Const)
|
|
// Parameters:
|
|
// bool ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData)
|
|
|
|
bool AUAEPlayerController::IsFriendObserver()
|
|
{
|
|
static UFunction *pFunc = 0;
|
|
if (!pFunc)
|
|
pFunc = UObject::FindObject<UFunction>("Function Gameplay.UAEPlayerController.IsFriendObserver");
|
|
|
|
AUAEPlayerController_IsFriendObserver_Params params;
|
|
|
|
auto flags = pFunc->FunctionFlags;
|
|
pFunc->FunctionFlags |= 0x400;
|
|
|
|
UObject *currentObj = (UObject *) this;
|
|
currentObj->ProcessEvent(pFunc, ¶ms);
|
|
|
|
pFunc->FunctionFlags = flags;
|
|
|
|
return params.ReturnValue;
|
|
}
|
|
|
|
|
|
// Function Gameplay.UAEPlayerController.IsDemoRecSpectator
|
|
// (Final, Native, Public, BlueprintCallable, BlueprintPure, Const)
|
|
// Parameters:
|
|
// bool ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData)
|
|
|
|
bool AUAEPlayerController::IsDemoRecSpectator()
|
|
{
|
|
static UFunction *pFunc = 0;
|
|
if (!pFunc)
|
|
pFunc = UObject::FindObject<UFunction>("Function Gameplay.UAEPlayerController.IsDemoRecSpectator");
|
|
|
|
AUAEPlayerController_IsDemoRecSpectator_Params params;
|
|
|
|
auto flags = pFunc->FunctionFlags;
|
|
pFunc->FunctionFlags |= 0x400;
|
|
|
|
UObject *currentObj = (UObject *) this;
|
|
currentObj->ProcessEvent(pFunc, ¶ms);
|
|
|
|
pFunc->FunctionFlags = flags;
|
|
|
|
return params.ReturnValue;
|
|
}
|
|
|
|
|
|
// Function Gameplay.UAEPlayerController.IsDemoPlaySpectator
|
|
// (Final, Native, Public, BlueprintCallable, BlueprintPure, Const)
|
|
// Parameters:
|
|
// bool ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData)
|
|
|
|
bool AUAEPlayerController::IsDemoPlaySpectator()
|
|
{
|
|
static UFunction *pFunc = 0;
|
|
if (!pFunc)
|
|
pFunc = UObject::FindObject<UFunction>("Function Gameplay.UAEPlayerController.IsDemoPlaySpectator");
|
|
|
|
AUAEPlayerController_IsDemoPlaySpectator_Params params;
|
|
|
|
auto flags = pFunc->FunctionFlags;
|
|
pFunc->FunctionFlags |= 0x400;
|
|
|
|
UObject *currentObj = (UObject *) this;
|
|
currentObj->ProcessEvent(pFunc, ¶ms);
|
|
|
|
pFunc->FunctionFlags = flags;
|
|
|
|
return params.ReturnValue;
|
|
}
|
|
|
|
|
|
// Function Gameplay.UAEPlayerController.InitWithPlayerParams
|
|
// (Final, Native, Public, HasOutParms)
|
|
// Parameters:
|
|
// struct FGameModePlayerParams Params (ConstParm, Parm, OutParm, ReferenceParm)
|
|
|
|
void AUAEPlayerController::InitWithPlayerParams(const struct FGameModePlayerParams& Params)
|
|
{
|
|
static UFunction *pFunc = 0;
|
|
if (!pFunc)
|
|
pFunc = UObject::FindObject<UFunction>("Function Gameplay.UAEPlayerController.InitWithPlayerParams");
|
|
|
|
AUAEPlayerController_InitWithPlayerParams_Params params;
|
|
params.Params = Params;
|
|
|
|
auto flags = pFunc->FunctionFlags;
|
|
pFunc->FunctionFlags |= 0x400;
|
|
|
|
UObject *currentObj = (UObject *) this;
|
|
currentObj->ProcessEvent(pFunc, ¶ms);
|
|
|
|
pFunc->FunctionFlags = flags;
|
|
}
|
|
|
|
|
|
// Function Gameplay.UAEPlayerController.InitWeaponAvatarItems
|
|
// (Native, Public)
|
|
|
|
void AUAEPlayerController::InitWeaponAvatarItems()
|
|
{
|
|
static UFunction *pFunc = 0;
|
|
if (!pFunc)
|
|
pFunc = UObject::FindObject<UFunction>("Function Gameplay.UAEPlayerController.InitWeaponAvatarItems");
|
|
|
|
AUAEPlayerController_InitWeaponAvatarItems_Params params;
|
|
|
|
auto flags = pFunc->FunctionFlags;
|
|
pFunc->FunctionFlags |= 0x400;
|
|
|
|
UObject *currentObj = (UObject *) this;
|
|
currentObj->ProcessEvent(pFunc, ¶ms);
|
|
|
|
pFunc->FunctionFlags = flags;
|
|
}
|
|
|
|
|
|
// Function Gameplay.UAEPlayerController.InitPlayerOBInfoList
|
|
// (Native, Public)
|
|
|
|
void AUAEPlayerController::InitPlayerOBInfoList()
|
|
{
|
|
static UFunction *pFunc = 0;
|
|
if (!pFunc)
|
|
pFunc = UObject::FindObject<UFunction>("Function Gameplay.UAEPlayerController.InitPlayerOBInfoList");
|
|
|
|
AUAEPlayerController_InitPlayerOBInfoList_Params params;
|
|
|
|
auto flags = pFunc->FunctionFlags;
|
|
pFunc->FunctionFlags |= 0x400;
|
|
|
|
UObject *currentObj = (UObject *) this;
|
|
currentObj->ProcessEvent(pFunc, ¶ms);
|
|
|
|
pFunc->FunctionFlags = flags;
|
|
}
|
|
|
|
|
|
// Function Gameplay.UAEPlayerController.InitInGameUI
|
|
// (Native, Public, BlueprintCallable)
|
|
|
|
void AUAEPlayerController::InitInGameUI()
|
|
{
|
|
static UFunction *pFunc = 0;
|
|
if (!pFunc)
|
|
pFunc = UObject::FindObject<UFunction>("Function Gameplay.UAEPlayerController.InitInGameUI");
|
|
|
|
AUAEPlayerController_InitInGameUI_Params params;
|
|
|
|
auto flags = pFunc->FunctionFlags;
|
|
pFunc->FunctionFlags |= 0x400;
|
|
|
|
UObject *currentObj = (UObject *) this;
|
|
currentObj->ProcessEvent(pFunc, ¶ms);
|
|
|
|
pFunc->FunctionFlags = flags;
|
|
}
|
|
|
|
|
|
// Function Gameplay.UAEPlayerController.GotoSpectating
|
|
// (Native, Public, BlueprintCallable)
|
|
// Parameters:
|
|
// int PlayerID (Parm, ZeroConstructor, IsPlainOldData)
|
|
// int ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData)
|
|
|
|
int AUAEPlayerController::GotoSpectating(int PlayerID)
|
|
{
|
|
static UFunction *pFunc = 0;
|
|
if (!pFunc)
|
|
pFunc = UObject::FindObject<UFunction>("Function Gameplay.UAEPlayerController.GotoSpectating");
|
|
|
|
AUAEPlayerController_GotoSpectating_Params params;
|
|
params.PlayerID = PlayerID;
|
|
|
|
auto flags = pFunc->FunctionFlags;
|
|
pFunc->FunctionFlags |= 0x400;
|
|
|
|
UObject *currentObj = (UObject *) this;
|
|
currentObj->ProcessEvent(pFunc, ¶ms);
|
|
|
|
pFunc->FunctionFlags = flags;
|
|
|
|
return params.ReturnValue;
|
|
}
|
|
|
|
|
|
// Function Gameplay.UAEPlayerController.GetOBPlayerUIDString
|
|
// (Final, Native, Public, HasOutParms, BlueprintCallable, BlueprintPure, Const)
|
|
// Parameters:
|
|
// struct FPlayerOBInfo PlayerOBInfo (ConstParm, Parm, OutParm, ReferenceParm, IsPlainOldData)
|
|
// struct FString ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm)
|
|
|
|
struct FString AUAEPlayerController::GetOBPlayerUIDString(const struct FPlayerOBInfo& PlayerOBInfo)
|
|
{
|
|
static UFunction *pFunc = 0;
|
|
if (!pFunc)
|
|
pFunc = UObject::FindObject<UFunction>("Function Gameplay.UAEPlayerController.GetOBPlayerUIDString");
|
|
|
|
AUAEPlayerController_GetOBPlayerUIDString_Params params;
|
|
params.PlayerOBInfo = PlayerOBInfo;
|
|
|
|
auto flags = pFunc->FunctionFlags;
|
|
pFunc->FunctionFlags |= 0x400;
|
|
|
|
UObject *currentObj = (UObject *) this;
|
|
currentObj->ProcessEvent(pFunc, ¶ms);
|
|
|
|
pFunc->FunctionFlags = flags;
|
|
|
|
return params.ReturnValue;
|
|
}
|
|
|
|
|
|
// Function Gameplay.UAEPlayerController.GetCurrentOBPlayerKey
|
|
// (Native, Public, Const)
|
|
// Parameters:
|
|
// uint32_t ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData)
|
|
|
|
uint32_t AUAEPlayerController::GetCurrentOBPlayerKey()
|
|
{
|
|
static UFunction *pFunc = 0;
|
|
if (!pFunc)
|
|
pFunc = UObject::FindObject<UFunction>("Function Gameplay.UAEPlayerController.GetCurrentOBPlayerKey");
|
|
|
|
AUAEPlayerController_GetCurrentOBPlayerKey_Params params;
|
|
|
|
auto flags = pFunc->FunctionFlags;
|
|
pFunc->FunctionFlags |= 0x400;
|
|
|
|
UObject *currentObj = (UObject *) this;
|
|
currentObj->ProcessEvent(pFunc, ¶ms);
|
|
|
|
pFunc->FunctionFlags = flags;
|
|
|
|
return params.ReturnValue;
|
|
}
|
|
|
|
|
|
// Function Gameplay.UAEPlayerController.GetCurrentOBPlayerInfoIndex
|
|
// (Final, Native, Public, BlueprintCallable, BlueprintPure, Const)
|
|
// Parameters:
|
|
// int ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData)
|
|
|
|
int AUAEPlayerController::GetCurrentOBPlayerInfoIndex()
|
|
{
|
|
static UFunction *pFunc = 0;
|
|
if (!pFunc)
|
|
pFunc = UObject::FindObject<UFunction>("Function Gameplay.UAEPlayerController.GetCurrentOBPlayerInfoIndex");
|
|
|
|
AUAEPlayerController_GetCurrentOBPlayerInfoIndex_Params params;
|
|
|
|
auto flags = pFunc->FunctionFlags;
|
|
pFunc->FunctionFlags |= 0x400;
|
|
|
|
UObject *currentObj = (UObject *) this;
|
|
currentObj->ProcessEvent(pFunc, ¶ms);
|
|
|
|
pFunc->FunctionFlags = flags;
|
|
|
|
return params.ReturnValue;
|
|
}
|
|
|
|
|
|
// Function Gameplay.UAEPlayerController.ExitGame
|
|
// (Final, Native, Public, BlueprintCallable)
|
|
|
|
void AUAEPlayerController::ExitGame()
|
|
{
|
|
static UFunction *pFunc = 0;
|
|
if (!pFunc)
|
|
pFunc = UObject::FindObject<UFunction>("Function Gameplay.UAEPlayerController.ExitGame");
|
|
|
|
AUAEPlayerController_ExitGame_Params params;
|
|
|
|
auto flags = pFunc->FunctionFlags;
|
|
pFunc->FunctionFlags |= 0x400;
|
|
|
|
UObject *currentObj = (UObject *) this;
|
|
currentObj->ProcessEvent(pFunc, ¶ms);
|
|
|
|
pFunc->FunctionFlags = flags;
|
|
}
|
|
|
|
|
|
// Function Gameplay.UAEPlayerController.ExhaustCPU
|
|
// (Final, Exec, Native, Public)
|
|
|
|
void AUAEPlayerController::ExhaustCPU()
|
|
{
|
|
static UFunction *pFunc = 0;
|
|
if (!pFunc)
|
|
pFunc = UObject::FindObject<UFunction>("Function Gameplay.UAEPlayerController.ExhaustCPU");
|
|
|
|
AUAEPlayerController_ExhaustCPU_Params params;
|
|
|
|
auto flags = pFunc->FunctionFlags;
|
|
pFunc->FunctionFlags |= 0x400;
|
|
|
|
UObject *currentObj = (UObject *) this;
|
|
currentObj->ProcessEvent(pFunc, ¶ms);
|
|
|
|
pFunc->FunctionFlags = flags;
|
|
}
|
|
|
|
|
|
// Function Gameplay.UAEPlayerController.ExecDSCommand
|
|
// (Net, NetReliable, Native, Event, Public, NetClient)
|
|
// Parameters:
|
|
// struct FString DSCommand (ConstParm, Parm, ZeroConstructor, ReferenceParm)
|
|
|
|
void AUAEPlayerController::ExecDSCommand(const struct FString& DSCommand)
|
|
{
|
|
static UFunction *pFunc = 0;
|
|
if (!pFunc)
|
|
pFunc = UObject::FindObject<UFunction>("Function Gameplay.UAEPlayerController.ExecDSCommand");
|
|
|
|
AUAEPlayerController_ExecDSCommand_Params params;
|
|
params.DSCommand = DSCommand;
|
|
|
|
auto flags = pFunc->FunctionFlags;
|
|
pFunc->FunctionFlags |= 0x400;
|
|
|
|
UObject *currentObj = (UObject *) this;
|
|
currentObj->ProcessEvent(pFunc, ¶ms);
|
|
|
|
pFunc->FunctionFlags = flags;
|
|
}
|
|
|
|
|
|
// Function Gameplay.UAEPlayerController.ExcuteIntRecord
|
|
// (Final, Native, Public)
|
|
// Parameters:
|
|
// struct FString Key (Parm, ZeroConstructor)
|
|
// int Count (Parm, ZeroConstructor, IsPlainOldData)
|
|
|
|
void AUAEPlayerController::ExcuteIntRecord(const struct FString& Key, int Count)
|
|
{
|
|
static UFunction *pFunc = 0;
|
|
if (!pFunc)
|
|
pFunc = UObject::FindObject<UFunction>("Function Gameplay.UAEPlayerController.ExcuteIntRecord");
|
|
|
|
AUAEPlayerController_ExcuteIntRecord_Params params;
|
|
params.Key = Key;
|
|
params.Count = Count;
|
|
|
|
auto flags = pFunc->FunctionFlags;
|
|
pFunc->FunctionFlags |= 0x400;
|
|
|
|
UObject *currentObj = (UObject *) this;
|
|
currentObj->ProcessEvent(pFunc, ¶ms);
|
|
|
|
pFunc->FunctionFlags = flags;
|
|
}
|
|
|
|
|
|
// Function Gameplay.UAEPlayerController.ExcuteIntCounterRecord
|
|
// (Final, Native, Public)
|
|
// Parameters:
|
|
// struct FString Key (Parm, ZeroConstructor)
|
|
// int Count (Parm, ZeroConstructor, IsPlainOldData)
|
|
|
|
void AUAEPlayerController::ExcuteIntCounterRecord(const struct FString& Key, int Count)
|
|
{
|
|
static UFunction *pFunc = 0;
|
|
if (!pFunc)
|
|
pFunc = UObject::FindObject<UFunction>("Function Gameplay.UAEPlayerController.ExcuteIntCounterRecord");
|
|
|
|
AUAEPlayerController_ExcuteIntCounterRecord_Params params;
|
|
params.Key = Key;
|
|
params.Count = Count;
|
|
|
|
auto flags = pFunc->FunctionFlags;
|
|
pFunc->FunctionFlags |= 0x400;
|
|
|
|
UObject *currentObj = (UObject *) this;
|
|
currentObj->ProcessEvent(pFunc, ¶ms);
|
|
|
|
pFunc->FunctionFlags = flags;
|
|
}
|
|
|
|
|
|
// Function Gameplay.UAEPlayerController.EnableInGameUI
|
|
// (Final, Exec, Native, Public)
|
|
|
|
void AUAEPlayerController::EnableInGameUI()
|
|
{
|
|
static UFunction *pFunc = 0;
|
|
if (!pFunc)
|
|
pFunc = UObject::FindObject<UFunction>("Function Gameplay.UAEPlayerController.EnableInGameUI");
|
|
|
|
AUAEPlayerController_EnableInGameUI_Params params;
|
|
|
|
auto flags = pFunc->FunctionFlags;
|
|
pFunc->FunctionFlags |= 0x400;
|
|
|
|
UObject *currentObj = (UObject *) this;
|
|
currentObj->ProcessEvent(pFunc, ¶ms);
|
|
|
|
pFunc->FunctionFlags = flags;
|
|
}
|
|
|
|
|
|
// Function Gameplay.UAEPlayerController.DumpNetActors
|
|
// (Final, Exec, Native, Public)
|
|
|
|
void AUAEPlayerController::DumpNetActors()
|
|
{
|
|
static UFunction *pFunc = 0;
|
|
if (!pFunc)
|
|
pFunc = UObject::FindObject<UFunction>("Function Gameplay.UAEPlayerController.DumpNetActors");
|
|
|
|
AUAEPlayerController_DumpNetActors_Params params;
|
|
|
|
auto flags = pFunc->FunctionFlags;
|
|
pFunc->FunctionFlags |= 0x400;
|
|
|
|
UObject *currentObj = (UObject *) this;
|
|
currentObj->ProcessEvent(pFunc, ¶ms);
|
|
|
|
pFunc->FunctionFlags = flags;
|
|
}
|
|
|
|
|
|
// Function Gameplay.UAEPlayerController.DumpAllUI
|
|
// (Final, Exec, Native, Public)
|
|
|
|
void AUAEPlayerController::DumpAllUI()
|
|
{
|
|
static UFunction *pFunc = 0;
|
|
if (!pFunc)
|
|
pFunc = UObject::FindObject<UFunction>("Function Gameplay.UAEPlayerController.DumpAllUI");
|
|
|
|
AUAEPlayerController_DumpAllUI_Params params;
|
|
|
|
auto flags = pFunc->FunctionFlags;
|
|
pFunc->FunctionFlags |= 0x400;
|
|
|
|
UObject *currentObj = (UObject *) this;
|
|
currentObj->ProcessEvent(pFunc, ¶ms);
|
|
|
|
pFunc->FunctionFlags = flags;
|
|
}
|
|
|
|
|
|
// Function Gameplay.UAEPlayerController.DumpAllObjects
|
|
// (Final, Exec, Native, Public)
|
|
|
|
void AUAEPlayerController::DumpAllObjects()
|
|
{
|
|
static UFunction *pFunc = 0;
|
|
if (!pFunc)
|
|
pFunc = UObject::FindObject<UFunction>("Function Gameplay.UAEPlayerController.DumpAllObjects");
|
|
|
|
AUAEPlayerController_DumpAllObjects_Params params;
|
|
|
|
auto flags = pFunc->FunctionFlags;
|
|
pFunc->FunctionFlags |= 0x400;
|
|
|
|
UObject *currentObj = (UObject *) this;
|
|
currentObj->ProcessEvent(pFunc, ¶ms);
|
|
|
|
pFunc->FunctionFlags = flags;
|
|
}
|
|
|
|
|
|
// Function Gameplay.UAEPlayerController.DumpAllActors
|
|
// (Final, Exec, Native, Public)
|
|
|
|
void AUAEPlayerController::DumpAllActors()
|
|
{
|
|
static UFunction *pFunc = 0;
|
|
if (!pFunc)
|
|
pFunc = UObject::FindObject<UFunction>("Function Gameplay.UAEPlayerController.DumpAllActors");
|
|
|
|
AUAEPlayerController_DumpAllActors_Params params;
|
|
|
|
auto flags = pFunc->FunctionFlags;
|
|
pFunc->FunctionFlags |= 0x400;
|
|
|
|
UObject *currentObj = (UObject *) this;
|
|
currentObj->ProcessEvent(pFunc, ¶ms);
|
|
|
|
pFunc->FunctionFlags = flags;
|
|
}
|
|
|
|
|
|
// Function Gameplay.UAEPlayerController.DoCrash
|
|
// (Final, Exec, Native, Public)
|
|
|
|
void AUAEPlayerController::DoCrash()
|
|
{
|
|
static UFunction *pFunc = 0;
|
|
if (!pFunc)
|
|
pFunc = UObject::FindObject<UFunction>("Function Gameplay.UAEPlayerController.DoCrash");
|
|
|
|
AUAEPlayerController_DoCrash_Params params;
|
|
|
|
auto flags = pFunc->FunctionFlags;
|
|
pFunc->FunctionFlags |= 0x400;
|
|
|
|
UObject *currentObj = (UObject *) this;
|
|
currentObj->ProcessEvent(pFunc, ¶ms);
|
|
|
|
pFunc->FunctionFlags = flags;
|
|
}
|
|
|
|
|
|
// Function Gameplay.UAEPlayerController.DisableInGameUI
|
|
// (Final, Exec, Native, Public)
|
|
|
|
void AUAEPlayerController::DisableInGameUI()
|
|
{
|
|
static UFunction *pFunc = 0;
|
|
if (!pFunc)
|
|
pFunc = UObject::FindObject<UFunction>("Function Gameplay.UAEPlayerController.DisableInGameUI");
|
|
|
|
AUAEPlayerController_DisableInGameUI_Params params;
|
|
|
|
auto flags = pFunc->FunctionFlags;
|
|
pFunc->FunctionFlags |= 0x400;
|
|
|
|
UObject *currentObj = (UObject *) this;
|
|
currentObj->ProcessEvent(pFunc, ¶ms);
|
|
|
|
pFunc->FunctionFlags = flags;
|
|
}
|
|
|
|
|
|
// Function Gameplay.UAEPlayerController.ClientShowTeammateEscapeNotice
|
|
// (Net, NetReliable, Native, Event, Public, NetClient)
|
|
|
|
void AUAEPlayerController::ClientShowTeammateEscapeNotice()
|
|
{
|
|
static UFunction *pFunc = 0;
|
|
if (!pFunc)
|
|
pFunc = UObject::FindObject<UFunction>("Function Gameplay.UAEPlayerController.ClientShowTeammateEscapeNotice");
|
|
|
|
AUAEPlayerController_ClientShowTeammateEscapeNotice_Params params;
|
|
|
|
auto flags = pFunc->FunctionFlags;
|
|
pFunc->FunctionFlags |= 0x400;
|
|
|
|
UObject *currentObj = (UObject *) this;
|
|
currentObj->ProcessEvent(pFunc, ¶ms);
|
|
|
|
pFunc->FunctionFlags = flags;
|
|
}
|
|
|
|
|
|
// Function Gameplay.UAEPlayerController.ClientInitPlayerOBInfoButton
|
|
// (Net, NetReliable, Native, Event, Public, NetClient)
|
|
|
|
void AUAEPlayerController::ClientInitPlayerOBInfoButton()
|
|
{
|
|
static UFunction *pFunc = 0;
|
|
if (!pFunc)
|
|
pFunc = UObject::FindObject<UFunction>("Function Gameplay.UAEPlayerController.ClientInitPlayerOBInfoButton");
|
|
|
|
AUAEPlayerController_ClientInitPlayerOBInfoButton_Params params;
|
|
|
|
auto flags = pFunc->FunctionFlags;
|
|
pFunc->FunctionFlags |= 0x400;
|
|
|
|
UObject *currentObj = (UObject *) this;
|
|
currentObj->ProcessEvent(pFunc, ¶ms);
|
|
|
|
pFunc->FunctionFlags = flags;
|
|
}
|
|
|
|
|
|
// Function Gameplay.UAEPlayerController.ClientBroadcastRespawnComplete
|
|
// (Net, NetReliable, Native, Event, Public, NetClient)
|
|
|
|
void AUAEPlayerController::ClientBroadcastRespawnComplete()
|
|
{
|
|
static UFunction *pFunc = 0;
|
|
if (!pFunc)
|
|
pFunc = UObject::FindObject<UFunction>("Function Gameplay.UAEPlayerController.ClientBroadcastRespawnComplete");
|
|
|
|
AUAEPlayerController_ClientBroadcastRespawnComplete_Params params;
|
|
|
|
auto flags = pFunc->FunctionFlags;
|
|
pFunc->FunctionFlags |= 0x400;
|
|
|
|
UObject *currentObj = (UObject *) this;
|
|
currentObj->ProcessEvent(pFunc, ¶ms);
|
|
|
|
pFunc->FunctionFlags = flags;
|
|
}
|
|
|
|
|
|
// Function Gameplay.UAEPlayerController.ClientBroadcastReconnectionSuccessful
|
|
// (Net, NetReliable, Native, Event, Public, NetClient)
|
|
|
|
void AUAEPlayerController::ClientBroadcastReconnectionSuccessful()
|
|
{
|
|
static UFunction *pFunc = 0;
|
|
if (!pFunc)
|
|
pFunc = UObject::FindObject<UFunction>("Function Gameplay.UAEPlayerController.ClientBroadcastReconnectionSuccessful");
|
|
|
|
AUAEPlayerController_ClientBroadcastReconnectionSuccessful_Params params;
|
|
|
|
auto flags = pFunc->FunctionFlags;
|
|
pFunc->FunctionFlags |= 0x400;
|
|
|
|
UObject *currentObj = (UObject *) this;
|
|
currentObj->ProcessEvent(pFunc, ¶ms);
|
|
|
|
pFunc->FunctionFlags = flags;
|
|
}
|
|
|
|
|
|
// Function Gameplay.UAEPlayerController.ClientAcknowledgeReconnection_4
|
|
// (Net, NetReliable, Native, Event, Public, NetClient)
|
|
// Parameters:
|
|
// uint32_t Token (Parm, ZeroConstructor, IsPlainOldData)
|
|
|
|
void AUAEPlayerController::ClientAcknowledgeReconnection_4(uint32_t Token)
|
|
{
|
|
static UFunction *pFunc = 0;
|
|
if (!pFunc)
|
|
pFunc = UObject::FindObject<UFunction>("Function Gameplay.UAEPlayerController.ClientAcknowledgeReconnection_4");
|
|
|
|
AUAEPlayerController_ClientAcknowledgeReconnection_4_Params params;
|
|
params.Token = Token;
|
|
|
|
auto flags = pFunc->FunctionFlags;
|
|
pFunc->FunctionFlags |= 0x400;
|
|
|
|
UObject *currentObj = (UObject *) this;
|
|
currentObj->ProcessEvent(pFunc, ¶ms);
|
|
|
|
pFunc->FunctionFlags = flags;
|
|
}
|
|
|
|
|
|
// Function Gameplay.UAEPlayerController.CheckPlayerOBInfoButtonInit
|
|
// (Native, Public)
|
|
|
|
void AUAEPlayerController::CheckPlayerOBInfoButtonInit()
|
|
{
|
|
static UFunction *pFunc = 0;
|
|
if (!pFunc)
|
|
pFunc = UObject::FindObject<UFunction>("Function Gameplay.UAEPlayerController.CheckPlayerOBInfoButtonInit");
|
|
|
|
AUAEPlayerController_CheckPlayerOBInfoButtonInit_Params params;
|
|
|
|
auto flags = pFunc->FunctionFlags;
|
|
pFunc->FunctionFlags |= 0x400;
|
|
|
|
UObject *currentObj = (UObject *) this;
|
|
currentObj->ProcessEvent(pFunc, ¶ms);
|
|
|
|
pFunc->FunctionFlags = flags;
|
|
}
|
|
|
|
|
|
// Function Gameplay.UAEPlayerController.CheckAcknowledgedPawn
|
|
// (Native, Public, BlueprintCallable)
|
|
// Parameters:
|
|
// class APawn* InPawn (Parm, ZeroConstructor, IsPlainOldData)
|
|
// bool ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData)
|
|
|
|
bool AUAEPlayerController::CheckAcknowledgedPawn(class APawn* InPawn)
|
|
{
|
|
static UFunction *pFunc = 0;
|
|
if (!pFunc)
|
|
pFunc = UObject::FindObject<UFunction>("Function Gameplay.UAEPlayerController.CheckAcknowledgedPawn");
|
|
|
|
AUAEPlayerController_CheckAcknowledgedPawn_Params params;
|
|
params.InPawn = InPawn;
|
|
|
|
auto flags = pFunc->FunctionFlags;
|
|
pFunc->FunctionFlags |= 0x400;
|
|
|
|
UObject *currentObj = (UObject *) this;
|
|
currentObj->ProcessEvent(pFunc, ¶ms);
|
|
|
|
pFunc->FunctionFlags = flags;
|
|
|
|
return params.ReturnValue;
|
|
}
|
|
|
|
|
|
// Function Gameplay.UAEPlayerController.CastUIMsg
|
|
// (Exec, Native, Public, BlueprintCallable)
|
|
// Parameters:
|
|
// struct FString strMsg (Parm, ZeroConstructor)
|
|
// struct FString module (Parm, ZeroConstructor)
|
|
|
|
void AUAEPlayerController::CastUIMsg(const struct FString& strMsg, const struct FString& module)
|
|
{
|
|
static UFunction *pFunc = 0;
|
|
if (!pFunc)
|
|
pFunc = UObject::FindObject<UFunction>("Function Gameplay.UAEPlayerController.CastUIMsg");
|
|
|
|
AUAEPlayerController_CastUIMsg_Params params;
|
|
params.strMsg = strMsg;
|
|
params.module = module;
|
|
|
|
auto flags = pFunc->FunctionFlags;
|
|
pFunc->FunctionFlags |= 0x400;
|
|
|
|
UObject *currentObj = (UObject *) this;
|
|
currentObj->ProcessEvent(pFunc, ¶ms);
|
|
|
|
pFunc->FunctionFlags = flags;
|
|
}
|
|
|
|
|
|
// Function Gameplay.UAEPlayerController.CallLuaTableFunction
|
|
// (Native, Public, BlueprintCallable)
|
|
// Parameters:
|
|
// struct FString TableName (Parm, ZeroConstructor)
|
|
// struct FString FunctionName (Parm, ZeroConstructor)
|
|
|
|
void AUAEPlayerController::CallLuaTableFunction(const struct FString& TableName, const struct FString& FunctionName)
|
|
{
|
|
static UFunction *pFunc = 0;
|
|
if (!pFunc)
|
|
pFunc = UObject::FindObject<UFunction>("Function Gameplay.UAEPlayerController.CallLuaTableFunction");
|
|
|
|
AUAEPlayerController_CallLuaTableFunction_Params params;
|
|
params.TableName = TableName;
|
|
params.FunctionName = FunctionName;
|
|
|
|
auto flags = pFunc->FunctionFlags;
|
|
pFunc->FunctionFlags |= 0x400;
|
|
|
|
UObject *currentObj = (UObject *) this;
|
|
currentObj->ProcessEvent(pFunc, ¶ms);
|
|
|
|
pFunc->FunctionFlags = flags;
|
|
}
|
|
|
|
|
|
// Function Gameplay.UAEPlayerController.CallLuaGlobalFunction
|
|
// (Native, Public, BlueprintCallable)
|
|
// Parameters:
|
|
// struct FString FunctionName (Parm, ZeroConstructor)
|
|
|
|
void AUAEPlayerController::CallLuaGlobalFunction(const struct FString& FunctionName)
|
|
{
|
|
static UFunction *pFunc = 0;
|
|
if (!pFunc)
|
|
pFunc = UObject::FindObject<UFunction>("Function Gameplay.UAEPlayerController.CallLuaGlobalFunction");
|
|
|
|
AUAEPlayerController_CallLuaGlobalFunction_Params params;
|
|
params.FunctionName = FunctionName;
|
|
|
|
auto flags = pFunc->FunctionFlags;
|
|
pFunc->FunctionFlags |= 0x400;
|
|
|
|
UObject *currentObj = (UObject *) this;
|
|
currentObj->ProcessEvent(pFunc, ¶ms);
|
|
|
|
pFunc->FunctionFlags = flags;
|
|
}
|
|
|
|
|
|
// Function Gameplay.UAECharacter.RegisterAsRegionObject
|
|
// (Final, Native, Public, BlueprintCallable)
|
|
|
|
void AUAECharacter::RegisterAsRegionObject()
|
|
{
|
|
static UFunction *pFunc = 0;
|
|
if (!pFunc)
|
|
pFunc = UObject::FindObject<UFunction>("Function Gameplay.UAECharacter.RegisterAsRegionObject");
|
|
|
|
AUAECharacter_RegisterAsRegionObject_Params params;
|
|
|
|
auto flags = pFunc->FunctionFlags;
|
|
pFunc->FunctionFlags |= 0x400;
|
|
|
|
UObject *currentObj = (UObject *) this;
|
|
currentObj->ProcessEvent(pFunc, ¶ms);
|
|
|
|
pFunc->FunctionFlags = flags;
|
|
}
|
|
|
|
|
|
// Function Gameplay.UAECharacter.OnRep_UseWholeModel
|
|
// (Final, Native, Public)
|
|
|
|
void AUAECharacter::OnRep_UseWholeModel()
|
|
{
|
|
static UFunction *pFunc = 0;
|
|
if (!pFunc)
|
|
pFunc = UObject::FindObject<UFunction>("Function Gameplay.UAECharacter.OnRep_UseWholeModel");
|
|
|
|
AUAECharacter_OnRep_UseWholeModel_Params params;
|
|
|
|
auto flags = pFunc->FunctionFlags;
|
|
pFunc->FunctionFlags |= 0x400;
|
|
|
|
UObject *currentObj = (UObject *) this;
|
|
currentObj->ProcessEvent(pFunc, ¶ms);
|
|
|
|
pFunc->FunctionFlags = flags;
|
|
}
|
|
|
|
|
|
// Function Gameplay.UAECharacter.OnRep_TeamID
|
|
// (Final, Native, Public)
|
|
|
|
void AUAECharacter::OnRep_TeamID()
|
|
{
|
|
static UFunction *pFunc = 0;
|
|
if (!pFunc)
|
|
pFunc = UObject::FindObject<UFunction>("Function Gameplay.UAECharacter.OnRep_TeamID");
|
|
|
|
AUAECharacter_OnRep_TeamID_Params params;
|
|
|
|
auto flags = pFunc->FunctionFlags;
|
|
pFunc->FunctionFlags |= 0x400;
|
|
|
|
UObject *currentObj = (UObject *) this;
|
|
currentObj->ProcessEvent(pFunc, ¶ms);
|
|
|
|
pFunc->FunctionFlags = flags;
|
|
}
|
|
|
|
|
|
// Function Gameplay.UAECharacter.OnRep_PlayerName
|
|
// (Native, Public)
|
|
|
|
void AUAECharacter::OnRep_PlayerName()
|
|
{
|
|
static UFunction *pFunc = 0;
|
|
if (!pFunc)
|
|
pFunc = UObject::FindObject<UFunction>("Function Gameplay.UAECharacter.OnRep_PlayerName");
|
|
|
|
AUAECharacter_OnRep_PlayerName_Params params;
|
|
|
|
auto flags = pFunc->FunctionFlags;
|
|
pFunc->FunctionFlags |= 0x400;
|
|
|
|
UObject *currentObj = (UObject *) this;
|
|
currentObj->ProcessEvent(pFunc, ¶ms);
|
|
|
|
pFunc->FunctionFlags = flags;
|
|
}
|
|
|
|
|
|
// Function Gameplay.UAECharacter.OnRep_PlayerKey
|
|
// (Native, Public)
|
|
|
|
void AUAECharacter::OnRep_PlayerKey()
|
|
{
|
|
static UFunction *pFunc = 0;
|
|
if (!pFunc)
|
|
pFunc = UObject::FindObject<UFunction>("Function Gameplay.UAECharacter.OnRep_PlayerKey");
|
|
|
|
AUAECharacter_OnRep_PlayerKey_Params params;
|
|
|
|
auto flags = pFunc->FunctionFlags;
|
|
pFunc->FunctionFlags |= 0x400;
|
|
|
|
UObject *currentObj = (UObject *) this;
|
|
currentObj->ProcessEvent(pFunc, ¶ms);
|
|
|
|
pFunc->FunctionFlags = flags;
|
|
}
|
|
|
|
|
|
// Function Gameplay.UAECharacter.OnRep_CampID
|
|
// (Final, Native, Public)
|
|
|
|
void AUAECharacter::OnRep_CampID()
|
|
{
|
|
static UFunction *pFunc = 0;
|
|
if (!pFunc)
|
|
pFunc = UObject::FindObject<UFunction>("Function Gameplay.UAECharacter.OnRep_CampID");
|
|
|
|
AUAECharacter_OnRep_CampID_Params params;
|
|
|
|
auto flags = pFunc->FunctionFlags;
|
|
pFunc->FunctionFlags |= 0x400;
|
|
|
|
UObject *currentObj = (UObject *) this;
|
|
currentObj->ProcessEvent(pFunc, ¶ms);
|
|
|
|
pFunc->FunctionFlags = flags;
|
|
}
|
|
|
|
|
|
// Function Gameplay.UAECharacter.NotifyPlayerActiveRegionsChanged
|
|
// (Native, Event, Public, BlueprintEvent)
|
|
// Parameters:
|
|
// bool bEnter (Parm, ZeroConstructor, IsPlainOldData)
|
|
|
|
void AUAECharacter::NotifyPlayerActiveRegionsChanged(bool bEnter)
|
|
{
|
|
static UFunction *pFunc = 0;
|
|
if (!pFunc)
|
|
pFunc = UObject::FindObject<UFunction>("Function Gameplay.UAECharacter.NotifyPlayerActiveRegionsChanged");
|
|
|
|
AUAECharacter_NotifyPlayerActiveRegionsChanged_Params params;
|
|
params.bEnter = bEnter;
|
|
|
|
auto flags = pFunc->FunctionFlags;
|
|
pFunc->FunctionFlags |= 0x400;
|
|
|
|
UObject *currentObj = (UObject *) this;
|
|
currentObj->ProcessEvent(pFunc, ¶ms);
|
|
|
|
pFunc->FunctionFlags = flags;
|
|
}
|
|
|
|
|
|
// Function Gameplay.UAECharacter.GetPlayerKey
|
|
// (Final, Native, Public, BlueprintCallable, BlueprintPure)
|
|
// Parameters:
|
|
// struct FString ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm)
|
|
|
|
struct FString AUAECharacter::GetPlayerKey()
|
|
{
|
|
static UFunction *pFunc = 0;
|
|
if (!pFunc)
|
|
pFunc = UObject::FindObject<UFunction>("Function Gameplay.UAECharacter.GetPlayerKey");
|
|
|
|
AUAECharacter_GetPlayerKey_Params params;
|
|
|
|
auto flags = pFunc->FunctionFlags;
|
|
pFunc->FunctionFlags |= 0x400;
|
|
|
|
UObject *currentObj = (UObject *) this;
|
|
currentObj->ProcessEvent(pFunc, ¶ms);
|
|
|
|
pFunc->FunctionFlags = flags;
|
|
|
|
return params.ReturnValue;
|
|
}
|
|
|
|
|
|
// Function Gameplay.UAECharacter.GetNonSimulatedComponents_OnFighting
|
|
// (Native, Event, Public, BlueprintEvent, Const)
|
|
// Parameters:
|
|
// TArray<class UActorComponent*> ReturnValue (ExportObject, Parm, OutParm, ZeroConstructor, ReturnParm)
|
|
|
|
TArray<class UActorComponent*> AUAECharacter::GetNonSimulatedComponents_OnFighting()
|
|
{
|
|
static UFunction *pFunc = 0;
|
|
if (!pFunc)
|
|
pFunc = UObject::FindObject<UFunction>("Function Gameplay.UAECharacter.GetNonSimulatedComponents_OnFighting");
|
|
|
|
AUAECharacter_GetNonSimulatedComponents_OnFighting_Params params;
|
|
|
|
auto flags = pFunc->FunctionFlags;
|
|
pFunc->FunctionFlags |= 0x400;
|
|
|
|
UObject *currentObj = (UObject *) this;
|
|
currentObj->ProcessEvent(pFunc, ¶ms);
|
|
|
|
pFunc->FunctionFlags = flags;
|
|
|
|
return params.ReturnValue;
|
|
}
|
|
|
|
|
|
// Function Gameplay.UAECharacter.GetNonSimulatedComponents_NonTeammates
|
|
// (Native, Event, Public, BlueprintEvent, Const)
|
|
// Parameters:
|
|
// TArray<class UActorComponent*> ReturnValue (ExportObject, Parm, OutParm, ZeroConstructor, ReturnParm)
|
|
|
|
TArray<class UActorComponent*> AUAECharacter::GetNonSimulatedComponents_NonTeammates()
|
|
{
|
|
static UFunction *pFunc = 0;
|
|
if (!pFunc)
|
|
pFunc = UObject::FindObject<UFunction>("Function Gameplay.UAECharacter.GetNonSimulatedComponents_NonTeammates");
|
|
|
|
AUAECharacter_GetNonSimulatedComponents_NonTeammates_Params params;
|
|
|
|
auto flags = pFunc->FunctionFlags;
|
|
pFunc->FunctionFlags |= 0x400;
|
|
|
|
UObject *currentObj = (UObject *) this;
|
|
currentObj->ProcessEvent(pFunc, ¶ms);
|
|
|
|
pFunc->FunctionFlags = flags;
|
|
|
|
return params.ReturnValue;
|
|
}
|
|
|
|
|
|
// Function Gameplay.UAECharacter.GetNonSimulatedComponents
|
|
// (Native, Event, Public, BlueprintEvent, Const)
|
|
// Parameters:
|
|
// TArray<class UActorComponent*> ReturnValue (ExportObject, Parm, OutParm, ZeroConstructor, ReturnParm)
|
|
|
|
TArray<class UActorComponent*> AUAECharacter::GetNonSimulatedComponents()
|
|
{
|
|
static UFunction *pFunc = 0;
|
|
if (!pFunc)
|
|
pFunc = UObject::FindObject<UFunction>("Function Gameplay.UAECharacter.GetNonSimulatedComponents");
|
|
|
|
AUAECharacter_GetNonSimulatedComponents_Params params;
|
|
|
|
auto flags = pFunc->FunctionFlags;
|
|
pFunc->FunctionFlags |= 0x400;
|
|
|
|
UObject *currentObj = (UObject *) this;
|
|
currentObj->ProcessEvent(pFunc, ¶ms);
|
|
|
|
pFunc->FunctionFlags = flags;
|
|
|
|
return params.ReturnValue;
|
|
}
|
|
|
|
|
|
// Function Gameplay.UAECharacter.GetNonDedicatedComponents
|
|
// (Native, Event, Public, BlueprintEvent, Const)
|
|
// Parameters:
|
|
// TArray<class UActorComponent*> ReturnValue (ExportObject, Parm, OutParm, ZeroConstructor, ReturnParm)
|
|
|
|
TArray<class UActorComponent*> AUAECharacter::GetNonDedicatedComponents()
|
|
{
|
|
static UFunction *pFunc = 0;
|
|
if (!pFunc)
|
|
pFunc = UObject::FindObject<UFunction>("Function Gameplay.UAECharacter.GetNonDedicatedComponents");
|
|
|
|
AUAECharacter_GetNonDedicatedComponents_Params params;
|
|
|
|
auto flags = pFunc->FunctionFlags;
|
|
pFunc->FunctionFlags |= 0x400;
|
|
|
|
UObject *currentObj = (UObject *) this;
|
|
currentObj->ProcessEvent(pFunc, ¶ms);
|
|
|
|
pFunc->FunctionFlags = flags;
|
|
|
|
return params.ReturnValue;
|
|
}
|
|
|
|
|
|
// Function Gameplay.UAECharacter.DeactiveCameraOnSimulation
|
|
// (Native, Event, Public, BlueprintEvent)
|
|
|
|
void AUAECharacter::DeactiveCameraOnSimulation()
|
|
{
|
|
static UFunction *pFunc = 0;
|
|
if (!pFunc)
|
|
pFunc = UObject::FindObject<UFunction>("Function Gameplay.UAECharacter.DeactiveCameraOnSimulation");
|
|
|
|
AUAECharacter_DeactiveCameraOnSimulation_Params params;
|
|
|
|
auto flags = pFunc->FunctionFlags;
|
|
pFunc->FunctionFlags |= 0x400;
|
|
|
|
UObject *currentObj = (UObject *) this;
|
|
currentObj->ProcessEvent(pFunc, ¶ms);
|
|
|
|
pFunc->FunctionFlags = flags;
|
|
}
|
|
|
|
|
|
// Function Gameplay.UAECharacter.ClientAcknowledgeReconnection_3
|
|
// (Net, NetReliable, Native, Event, Public, NetClient)
|
|
// Parameters:
|
|
// uint32_t Token (Parm, ZeroConstructor, IsPlainOldData)
|
|
|
|
void AUAECharacter::ClientAcknowledgeReconnection_3(uint32_t Token)
|
|
{
|
|
static UFunction *pFunc = 0;
|
|
if (!pFunc)
|
|
pFunc = UObject::FindObject<UFunction>("Function Gameplay.UAECharacter.ClientAcknowledgeReconnection_3");
|
|
|
|
AUAECharacter_ClientAcknowledgeReconnection_3_Params params;
|
|
params.Token = Token;
|
|
|
|
auto flags = pFunc->FunctionFlags;
|
|
pFunc->FunctionFlags |= 0x400;
|
|
|
|
UObject *currentObj = (UObject *) this;
|
|
currentObj->ProcessEvent(pFunc, ¶ms);
|
|
|
|
pFunc->FunctionFlags = flags;
|
|
}
|
|
|
|
|
|
// Function Gameplay.UAEHouseActor.OnRep_WindowList
|
|
// (Final, Native, Private)
|
|
|
|
void AUAEHouseActor::OnRep_WindowList()
|
|
{
|
|
static UFunction *pFunc = 0;
|
|
if (!pFunc)
|
|
pFunc = UObject::FindObject<UFunction>("Function Gameplay.UAEHouseActor.OnRep_WindowList");
|
|
|
|
AUAEHouseActor_OnRep_WindowList_Params params;
|
|
|
|
auto flags = pFunc->FunctionFlags;
|
|
pFunc->FunctionFlags |= 0x400;
|
|
|
|
UObject *currentObj = (UObject *) this;
|
|
currentObj->ProcessEvent(pFunc, ¶ms);
|
|
|
|
pFunc->FunctionFlags = flags;
|
|
}
|
|
|
|
|
|
// Function Gameplay.UAEHouseActor.BroadcastWindowRepDataUpdated
|
|
// (Net, NetReliable, Native, Event, NetMulticast, Public)
|
|
// Parameters:
|
|
// struct FUAEWindowRepData InRepData (Parm)
|
|
|
|
void AUAEHouseActor::BroadcastWindowRepDataUpdated(const struct FUAEWindowRepData& InRepData)
|
|
{
|
|
static UFunction *pFunc = 0;
|
|
if (!pFunc)
|
|
pFunc = UObject::FindObject<UFunction>("Function Gameplay.UAEHouseActor.BroadcastWindowRepDataUpdated");
|
|
|
|
AUAEHouseActor_BroadcastWindowRepDataUpdated_Params params;
|
|
params.InRepData = InRepData;
|
|
|
|
auto flags = pFunc->FunctionFlags;
|
|
pFunc->FunctionFlags |= 0x400;
|
|
|
|
UObject *currentObj = (UObject *) this;
|
|
currentObj->ProcessEvent(pFunc, ¶ms);
|
|
|
|
pFunc->FunctionFlags = flags;
|
|
}
|
|
|
|
|
|
// Function Gameplay.BackpackComponent.UseItem
|
|
// (Native, Event, Public, BlueprintCallable, BlueprintEvent)
|
|
// Parameters:
|
|
// struct FItemDefineID DefineID (Parm)
|
|
// struct FBattleItemUseTarget Target (Parm)
|
|
// EBattleItemUseReason Reason (Parm, ZeroConstructor, IsPlainOldData)
|
|
// bool ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData)
|
|
|
|
bool UBackpackComponent::UseItem(const struct FItemDefineID& DefineID, const struct FBattleItemUseTarget& Target, EBattleItemUseReason Reason)
|
|
{
|
|
static UFunction *pFunc = 0;
|
|
if (!pFunc)
|
|
pFunc = UObject::FindObject<UFunction>("Function Gameplay.BackpackComponent.UseItem");
|
|
|
|
UBackpackComponent_UseItem_Params params;
|
|
params.DefineID = DefineID;
|
|
params.Target = Target;
|
|
params.Reason = Reason;
|
|
|
|
auto flags = pFunc->FunctionFlags;
|
|
pFunc->FunctionFlags |= 0x400;
|
|
|
|
UObject *currentObj = (UObject *) this;
|
|
currentObj->ProcessEvent(pFunc, ¶ms);
|
|
|
|
pFunc->FunctionFlags = flags;
|
|
|
|
return params.ReturnValue;
|
|
}
|
|
|
|
|
|
// Function Gameplay.BackpackComponent.UpdateOccupiedCapacity
|
|
// (Native, Event, Protected, BlueprintEvent)
|
|
// Parameters:
|
|
// float ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData)
|
|
|
|
float UBackpackComponent::UpdateOccupiedCapacity()
|
|
{
|
|
static UFunction *pFunc = 0;
|
|
if (!pFunc)
|
|
pFunc = UObject::FindObject<UFunction>("Function Gameplay.BackpackComponent.UpdateOccupiedCapacity");
|
|
|
|
UBackpackComponent_UpdateOccupiedCapacity_Params params;
|
|
|
|
auto flags = pFunc->FunctionFlags;
|
|
pFunc->FunctionFlags |= 0x400;
|
|
|
|
UObject *currentObj = (UObject *) this;
|
|
currentObj->ProcessEvent(pFunc, ¶ms);
|
|
|
|
pFunc->FunctionFlags = flags;
|
|
|
|
return params.ReturnValue;
|
|
}
|
|
|
|
|
|
// Function Gameplay.BackpackComponent.UpdateCapacity
|
|
// (Native, Event, Protected, BlueprintEvent)
|
|
// Parameters:
|
|
// float ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData)
|
|
|
|
float UBackpackComponent::UpdateCapacity()
|
|
{
|
|
static UFunction *pFunc = 0;
|
|
if (!pFunc)
|
|
pFunc = UObject::FindObject<UFunction>("Function Gameplay.BackpackComponent.UpdateCapacity");
|
|
|
|
UBackpackComponent_UpdateCapacity_Params params;
|
|
|
|
auto flags = pFunc->FunctionFlags;
|
|
pFunc->FunctionFlags |= 0x400;
|
|
|
|
UObject *currentObj = (UObject *) this;
|
|
currentObj->ProcessEvent(pFunc, ¶ms);
|
|
|
|
pFunc->FunctionFlags = flags;
|
|
|
|
return params.ReturnValue;
|
|
}
|
|
|
|
|
|
// Function Gameplay.BackpackComponent.UnequipItem
|
|
// (Final, Native, Public, BlueprintCallable)
|
|
// Parameters:
|
|
// struct FItemDefineID DefineID (Parm)
|
|
|
|
void UBackpackComponent::UnequipItem(const struct FItemDefineID& DefineID)
|
|
{
|
|
static UFunction *pFunc = 0;
|
|
if (!pFunc)
|
|
pFunc = UObject::FindObject<UFunction>("Function Gameplay.BackpackComponent.UnequipItem");
|
|
|
|
UBackpackComponent_UnequipItem_Params params;
|
|
params.DefineID = DefineID;
|
|
|
|
auto flags = pFunc->FunctionFlags;
|
|
pFunc->FunctionFlags |= 0x400;
|
|
|
|
UObject *currentObj = (UObject *) this;
|
|
currentObj->ProcessEvent(pFunc, ¶ms);
|
|
|
|
pFunc->FunctionFlags = flags;
|
|
}
|
|
|
|
|
|
// Function Gameplay.BackpackComponent.TryMergeItemHandles
|
|
// (Final, Native, Protected, BlueprintCallable)
|
|
// Parameters:
|
|
// struct FItemDefineID DefineID (Parm)
|
|
|
|
void UBackpackComponent::TryMergeItemHandles(const struct FItemDefineID& DefineID)
|
|
{
|
|
static UFunction *pFunc = 0;
|
|
if (!pFunc)
|
|
pFunc = UObject::FindObject<UFunction>("Function Gameplay.BackpackComponent.TryMergeItemHandles");
|
|
|
|
UBackpackComponent_TryMergeItemHandles_Params params;
|
|
params.DefineID = DefineID;
|
|
|
|
auto flags = pFunc->FunctionFlags;
|
|
pFunc->FunctionFlags |= 0x400;
|
|
|
|
UObject *currentObj = (UObject *) this;
|
|
currentObj->ProcessEvent(pFunc, ¶ms);
|
|
|
|
pFunc->FunctionFlags = flags;
|
|
}
|
|
|
|
|
|
// Function Gameplay.BackpackComponent.TakeItem
|
|
// (Final, Native, Public, BlueprintCallable)
|
|
// Parameters:
|
|
// struct FItemDefineID DefineID (Parm)
|
|
// int Count (Parm, ZeroConstructor, IsPlainOldData)
|
|
// bool bCallHandleDrop (Parm, ZeroConstructor, IsPlainOldData)
|
|
// int ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData)
|
|
|
|
int UBackpackComponent::TakeItem(const struct FItemDefineID& DefineID, int Count, bool bCallHandleDrop)
|
|
{
|
|
static UFunction *pFunc = 0;
|
|
if (!pFunc)
|
|
pFunc = UObject::FindObject<UFunction>("Function Gameplay.BackpackComponent.TakeItem");
|
|
|
|
UBackpackComponent_TakeItem_Params params;
|
|
params.DefineID = DefineID;
|
|
params.Count = Count;
|
|
params.bCallHandleDrop = bCallHandleDrop;
|
|
|
|
auto flags = pFunc->FunctionFlags;
|
|
pFunc->FunctionFlags |= 0x400;
|
|
|
|
UObject *currentObj = (UObject *) this;
|
|
currentObj->ProcessEvent(pFunc, ¶ms);
|
|
|
|
pFunc->FunctionFlags = flags;
|
|
|
|
return params.ReturnValue;
|
|
}
|
|
|
|
|
|
// Function Gameplay.BackpackComponent.SwapItem
|
|
// (Native, Event, Public, BlueprintCallable, BlueprintEvent)
|
|
// Parameters:
|
|
// struct FItemDefineID DefineID1 (Parm)
|
|
// struct FItemDefineID DefineID2 (Parm)
|
|
// bool ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData)
|
|
|
|
bool UBackpackComponent::SwapItem(const struct FItemDefineID& DefineID1, const struct FItemDefineID& DefineID2)
|
|
{
|
|
static UFunction *pFunc = 0;
|
|
if (!pFunc)
|
|
pFunc = UObject::FindObject<UFunction>("Function Gameplay.BackpackComponent.SwapItem");
|
|
|
|
UBackpackComponent_SwapItem_Params params;
|
|
params.DefineID1 = DefineID1;
|
|
params.DefineID2 = DefineID2;
|
|
|
|
auto flags = pFunc->FunctionFlags;
|
|
pFunc->FunctionFlags |= 0x400;
|
|
|
|
UObject *currentObj = (UObject *) this;
|
|
currentObj->ProcessEvent(pFunc, ¶ms);
|
|
|
|
pFunc->FunctionFlags = flags;
|
|
|
|
return params.ReturnValue;
|
|
}
|
|
|
|
|
|
// Function Gameplay.BackpackComponent.ServerEnableItem
|
|
// (Net, NetReliable, Native, Event, Public, NetServer, BlueprintCallable, NetValidate)
|
|
// Parameters:
|
|
// struct FItemDefineID DefineID (Parm)
|
|
// bool bUse (Parm, ZeroConstructor, IsPlainOldData)
|
|
|
|
void UBackpackComponent::ServerEnableItem(const struct FItemDefineID& DefineID, bool bUse)
|
|
{
|
|
static UFunction *pFunc = 0;
|
|
if (!pFunc)
|
|
pFunc = UObject::FindObject<UFunction>("Function Gameplay.BackpackComponent.ServerEnableItem");
|
|
|
|
UBackpackComponent_ServerEnableItem_Params params;
|
|
params.DefineID = DefineID;
|
|
params.bUse = bUse;
|
|
|
|
auto flags = pFunc->FunctionFlags;
|
|
pFunc->FunctionFlags |= 0x400;
|
|
|
|
UObject *currentObj = (UObject *) this;
|
|
currentObj->ProcessEvent(pFunc, ¶ms);
|
|
|
|
pFunc->FunctionFlags = flags;
|
|
}
|
|
|
|
|
|
// Function Gameplay.BackpackComponent.ReturnItem
|
|
// (Final, Native, Public, BlueprintCallable)
|
|
// Parameters:
|
|
// struct FItemDefineID DefineID (Parm)
|
|
// int Count (Parm, ZeroConstructor, IsPlainOldData)
|
|
// bool bCallHandlePickup (Parm, ZeroConstructor, IsPlainOldData)
|
|
// int ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData)
|
|
|
|
int UBackpackComponent::ReturnItem(const struct FItemDefineID& DefineID, int Count, bool bCallHandlePickup)
|
|
{
|
|
static UFunction *pFunc = 0;
|
|
if (!pFunc)
|
|
pFunc = UObject::FindObject<UFunction>("Function Gameplay.BackpackComponent.ReturnItem");
|
|
|
|
UBackpackComponent_ReturnItem_Params params;
|
|
params.DefineID = DefineID;
|
|
params.Count = Count;
|
|
params.bCallHandlePickup = bCallHandlePickup;
|
|
|
|
auto flags = pFunc->FunctionFlags;
|
|
pFunc->FunctionFlags |= 0x400;
|
|
|
|
UObject *currentObj = (UObject *) this;
|
|
currentObj->ProcessEvent(pFunc, ¶ms);
|
|
|
|
pFunc->FunctionFlags = flags;
|
|
|
|
return params.ReturnValue;
|
|
}
|
|
|
|
|
|
// Function Gameplay.BackpackComponent.RemoveItemHandle
|
|
// (Native, Public, BlueprintCallable)
|
|
// Parameters:
|
|
// struct FItemDefineID DefineID (Parm)
|
|
// bool ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData)
|
|
|
|
bool UBackpackComponent::RemoveItemHandle(const struct FItemDefineID& DefineID)
|
|
{
|
|
static UFunction *pFunc = 0;
|
|
if (!pFunc)
|
|
pFunc = UObject::FindObject<UFunction>("Function Gameplay.BackpackComponent.RemoveItemHandle");
|
|
|
|
UBackpackComponent_RemoveItemHandle_Params params;
|
|
params.DefineID = DefineID;
|
|
|
|
auto flags = pFunc->FunctionFlags;
|
|
pFunc->FunctionFlags |= 0x400;
|
|
|
|
UObject *currentObj = (UObject *) this;
|
|
currentObj->ProcessEvent(pFunc, ¶ms);
|
|
|
|
pFunc->FunctionFlags = flags;
|
|
|
|
return params.ReturnValue;
|
|
}
|
|
|
|
|
|
// Function Gameplay.BackpackComponent.ReceiveItemList
|
|
// (Native, Event, Protected, BlueprintEvent)
|
|
|
|
void UBackpackComponent::ReceiveItemList()
|
|
{
|
|
static UFunction *pFunc = 0;
|
|
if (!pFunc)
|
|
pFunc = UObject::FindObject<UFunction>("Function Gameplay.BackpackComponent.ReceiveItemList");
|
|
|
|
UBackpackComponent_ReceiveItemList_Params params;
|
|
|
|
auto flags = pFunc->FunctionFlags;
|
|
pFunc->FunctionFlags |= 0x400;
|
|
|
|
UObject *currentObj = (UObject *) this;
|
|
currentObj->ProcessEvent(pFunc, ¶ms);
|
|
|
|
pFunc->FunctionFlags = flags;
|
|
}
|
|
|
|
|
|
// Function Gameplay.BackpackComponent.ReceiveCapacity
|
|
// (Native, Event, Protected, BlueprintEvent)
|
|
|
|
void UBackpackComponent::ReceiveCapacity()
|
|
{
|
|
static UFunction *pFunc = 0;
|
|
if (!pFunc)
|
|
pFunc = UObject::FindObject<UFunction>("Function Gameplay.BackpackComponent.ReceiveCapacity");
|
|
|
|
UBackpackComponent_ReceiveCapacity_Params params;
|
|
|
|
auto flags = pFunc->FunctionFlags;
|
|
pFunc->FunctionFlags |= 0x400;
|
|
|
|
UObject *currentObj = (UObject *) this;
|
|
currentObj->ProcessEvent(pFunc, ¶ms);
|
|
|
|
pFunc->FunctionFlags = flags;
|
|
}
|
|
|
|
|
|
// Function Gameplay.BackpackComponent.PickupItem
|
|
// (Native, Event, Public, BlueprintCallable, BlueprintEvent)
|
|
// Parameters:
|
|
// struct FItemDefineID DefineID (Parm)
|
|
// struct FBattleItemPickupInfo PickupInfo (Parm)
|
|
// EBattleItemPickupReason Reason (Parm, ZeroConstructor, IsPlainOldData)
|
|
// bool ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData)
|
|
|
|
bool UBackpackComponent::PickupItem(const struct FItemDefineID& DefineID, const struct FBattleItemPickupInfo& PickupInfo, EBattleItemPickupReason Reason)
|
|
{
|
|
static UFunction *pFunc = 0;
|
|
if (!pFunc)
|
|
pFunc = UObject::FindObject<UFunction>("Function Gameplay.BackpackComponent.PickupItem");
|
|
|
|
UBackpackComponent_PickupItem_Params params;
|
|
params.DefineID = DefineID;
|
|
params.PickupInfo = PickupInfo;
|
|
params.Reason = Reason;
|
|
|
|
auto flags = pFunc->FunctionFlags;
|
|
pFunc->FunctionFlags |= 0x400;
|
|
|
|
UObject *currentObj = (UObject *) this;
|
|
currentObj->ProcessEvent(pFunc, ¶ms);
|
|
|
|
pFunc->FunctionFlags = flags;
|
|
|
|
return params.ReturnValue;
|
|
}
|
|
|
|
|
|
// Function Gameplay.BackpackComponent.OnRep_specialCountLimit
|
|
// (Final, Native, Public)
|
|
|
|
void UBackpackComponent::OnRep_specialCountLimit()
|
|
{
|
|
static UFunction *pFunc = 0;
|
|
if (!pFunc)
|
|
pFunc = UObject::FindObject<UFunction>("Function Gameplay.BackpackComponent.OnRep_specialCountLimit");
|
|
|
|
UBackpackComponent_OnRep_specialCountLimit_Params params;
|
|
|
|
auto flags = pFunc->FunctionFlags;
|
|
pFunc->FunctionFlags |= 0x400;
|
|
|
|
UObject *currentObj = (UObject *) this;
|
|
currentObj->ProcessEvent(pFunc, ¶ms);
|
|
|
|
pFunc->FunctionFlags = flags;
|
|
}
|
|
|
|
|
|
// Function Gameplay.BackpackComponent.OnRep_ItemListNet
|
|
// (Final, Native, Protected)
|
|
|
|
void UBackpackComponent::OnRep_ItemListNet()
|
|
{
|
|
static UFunction *pFunc = 0;
|
|
if (!pFunc)
|
|
pFunc = UObject::FindObject<UFunction>("Function Gameplay.BackpackComponent.OnRep_ItemListNet");
|
|
|
|
UBackpackComponent_OnRep_ItemListNet_Params params;
|
|
|
|
auto flags = pFunc->FunctionFlags;
|
|
pFunc->FunctionFlags |= 0x400;
|
|
|
|
UObject *currentObj = (UObject *) this;
|
|
currentObj->ProcessEvent(pFunc, ¶ms);
|
|
|
|
pFunc->FunctionFlags = flags;
|
|
}
|
|
|
|
|
|
// Function Gameplay.BackpackComponent.OnRep_ItemList
|
|
// (Final, Native, Protected)
|
|
|
|
void UBackpackComponent::OnRep_ItemList()
|
|
{
|
|
static UFunction *pFunc = 0;
|
|
if (!pFunc)
|
|
pFunc = UObject::FindObject<UFunction>("Function Gameplay.BackpackComponent.OnRep_ItemList");
|
|
|
|
UBackpackComponent_OnRep_ItemList_Params params;
|
|
|
|
auto flags = pFunc->FunctionFlags;
|
|
pFunc->FunctionFlags |= 0x400;
|
|
|
|
UObject *currentObj = (UObject *) this;
|
|
currentObj->ProcessEvent(pFunc, ¶ms);
|
|
|
|
pFunc->FunctionFlags = flags;
|
|
}
|
|
|
|
|
|
// Function Gameplay.BackpackComponent.OnRep_Capacity
|
|
// (Final, Native, Protected)
|
|
|
|
void UBackpackComponent::OnRep_Capacity()
|
|
{
|
|
static UFunction *pFunc = 0;
|
|
if (!pFunc)
|
|
pFunc = UObject::FindObject<UFunction>("Function Gameplay.BackpackComponent.OnRep_Capacity");
|
|
|
|
UBackpackComponent_OnRep_Capacity_Params params;
|
|
|
|
auto flags = pFunc->FunctionFlags;
|
|
pFunc->FunctionFlags |= 0x400;
|
|
|
|
UObject *currentObj = (UObject *) this;
|
|
currentObj->ProcessEvent(pFunc, ¶ms);
|
|
|
|
pFunc->FunctionFlags = flags;
|
|
}
|
|
|
|
|
|
// Function Gameplay.BackpackComponent.NotifyItemUpdated
|
|
// (Native, Public, BlueprintCallable)
|
|
// Parameters:
|
|
// struct FItemDefineID DefineID (Parm)
|
|
|
|
void UBackpackComponent::NotifyItemUpdated(const struct FItemDefineID& DefineID)
|
|
{
|
|
static UFunction *pFunc = 0;
|
|
if (!pFunc)
|
|
pFunc = UObject::FindObject<UFunction>("Function Gameplay.BackpackComponent.NotifyItemUpdated");
|
|
|
|
UBackpackComponent_NotifyItemUpdated_Params params;
|
|
params.DefineID = DefineID;
|
|
|
|
auto flags = pFunc->FunctionFlags;
|
|
pFunc->FunctionFlags |= 0x400;
|
|
|
|
UObject *currentObj = (UObject *) this;
|
|
currentObj->ProcessEvent(pFunc, ¶ms);
|
|
|
|
pFunc->FunctionFlags = flags;
|
|
}
|
|
|
|
|
|
// Function Gameplay.BackpackComponent.NotifyItemRemoved
|
|
// (Native, Public, BlueprintCallable)
|
|
// Parameters:
|
|
// struct FItemDefineID DefineID (Parm)
|
|
|
|
void UBackpackComponent::NotifyItemRemoved(const struct FItemDefineID& DefineID)
|
|
{
|
|
static UFunction *pFunc = 0;
|
|
if (!pFunc)
|
|
pFunc = UObject::FindObject<UFunction>("Function Gameplay.BackpackComponent.NotifyItemRemoved");
|
|
|
|
UBackpackComponent_NotifyItemRemoved_Params params;
|
|
params.DefineID = DefineID;
|
|
|
|
auto flags = pFunc->FunctionFlags;
|
|
pFunc->FunctionFlags |= 0x400;
|
|
|
|
UObject *currentObj = (UObject *) this;
|
|
currentObj->ProcessEvent(pFunc, ¶ms);
|
|
|
|
pFunc->FunctionFlags = flags;
|
|
}
|
|
|
|
|
|
// Function Gameplay.BackpackComponent.NotifyItemListUpdated
|
|
// (Native, Public, BlueprintCallable)
|
|
|
|
void UBackpackComponent::NotifyItemListUpdated()
|
|
{
|
|
static UFunction *pFunc = 0;
|
|
if (!pFunc)
|
|
pFunc = UObject::FindObject<UFunction>("Function Gameplay.BackpackComponent.NotifyItemListUpdated");
|
|
|
|
UBackpackComponent_NotifyItemListUpdated_Params params;
|
|
|
|
auto flags = pFunc->FunctionFlags;
|
|
pFunc->FunctionFlags |= 0x400;
|
|
|
|
UObject *currentObj = (UObject *) this;
|
|
currentObj->ProcessEvent(pFunc, ¶ms);
|
|
|
|
pFunc->FunctionFlags = flags;
|
|
}
|
|
|
|
|
|
// Function Gameplay.BackpackComponent.NotifyCapacityUpdated
|
|
// (Native, Public, BlueprintCallable)
|
|
|
|
void UBackpackComponent::NotifyCapacityUpdated()
|
|
{
|
|
static UFunction *pFunc = 0;
|
|
if (!pFunc)
|
|
pFunc = UObject::FindObject<UFunction>("Function Gameplay.BackpackComponent.NotifyCapacityUpdated");
|
|
|
|
UBackpackComponent_NotifyCapacityUpdated_Params params;
|
|
|
|
auto flags = pFunc->FunctionFlags;
|
|
pFunc->FunctionFlags |= 0x400;
|
|
|
|
UObject *currentObj = (UObject *) this;
|
|
currentObj->ProcessEvent(pFunc, ¶ms);
|
|
|
|
pFunc->FunctionFlags = flags;
|
|
}
|
|
|
|
|
|
// Function Gameplay.BackpackComponent.NewItemHandle
|
|
// (Native, Event, Protected, BlueprintEvent, Const)
|
|
// Parameters:
|
|
// struct FItemDefineID DefineID (Parm)
|
|
// class UBattleItemHandleBase* ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData)
|
|
|
|
class UBattleItemHandleBase* UBackpackComponent::NewItemHandle(const struct FItemDefineID& DefineID)
|
|
{
|
|
static UFunction *pFunc = 0;
|
|
if (!pFunc)
|
|
pFunc = UObject::FindObject<UFunction>("Function Gameplay.BackpackComponent.NewItemHandle");
|
|
|
|
UBackpackComponent_NewItemHandle_Params params;
|
|
params.DefineID = DefineID;
|
|
|
|
auto flags = pFunc->FunctionFlags;
|
|
pFunc->FunctionFlags |= 0x400;
|
|
|
|
UObject *currentObj = (UObject *) this;
|
|
currentObj->ProcessEvent(pFunc, ¶ms);
|
|
|
|
pFunc->FunctionFlags = flags;
|
|
|
|
return params.ReturnValue;
|
|
}
|
|
|
|
|
|
// Function Gameplay.BackpackComponent.ModifyItemHandleEquippingState
|
|
// (Final, Native, Protected, BlueprintCallable)
|
|
// Parameters:
|
|
// class UItemHandleBase* ItemHandle (Parm, ZeroConstructor, IsPlainOldData)
|
|
// bool bEquipping (Parm, ZeroConstructor, IsPlainOldData)
|
|
|
|
void UBackpackComponent::ModifyItemHandleEquippingState(class UItemHandleBase* ItemHandle, bool bEquipping)
|
|
{
|
|
static UFunction *pFunc = 0;
|
|
if (!pFunc)
|
|
pFunc = UObject::FindObject<UFunction>("Function Gameplay.BackpackComponent.ModifyItemHandleEquippingState");
|
|
|
|
UBackpackComponent_ModifyItemHandleEquippingState_Params params;
|
|
params.ItemHandle = ItemHandle;
|
|
params.bEquipping = bEquipping;
|
|
|
|
auto flags = pFunc->FunctionFlags;
|
|
pFunc->FunctionFlags |= 0x400;
|
|
|
|
UObject *currentObj = (UObject *) this;
|
|
currentObj->ProcessEvent(pFunc, ¶ms);
|
|
|
|
pFunc->FunctionFlags = flags;
|
|
}
|
|
|
|
|
|
// Function Gameplay.BackpackComponent.ModifyItemHandleCount
|
|
// (Final, Native, Protected, BlueprintCallable)
|
|
// Parameters:
|
|
// class UItemHandleBase* ItemHandle (Parm, ZeroConstructor, IsPlainOldData)
|
|
// int Count (Parm, ZeroConstructor, IsPlainOldData)
|
|
|
|
void UBackpackComponent::ModifyItemHandleCount(class UItemHandleBase* ItemHandle, int Count)
|
|
{
|
|
static UFunction *pFunc = 0;
|
|
if (!pFunc)
|
|
pFunc = UObject::FindObject<UFunction>("Function Gameplay.BackpackComponent.ModifyItemHandleCount");
|
|
|
|
UBackpackComponent_ModifyItemHandleCount_Params params;
|
|
params.ItemHandle = ItemHandle;
|
|
params.Count = Count;
|
|
|
|
auto flags = pFunc->FunctionFlags;
|
|
pFunc->FunctionFlags |= 0x400;
|
|
|
|
UObject *currentObj = (UObject *) this;
|
|
currentObj->ProcessEvent(pFunc, ¶ms);
|
|
|
|
pFunc->FunctionFlags = flags;
|
|
}
|
|
|
|
|
|
// Function Gameplay.BackpackComponent.ItemNet2Data
|
|
// (Native, Event, Public, HasOutParms, BlueprintCallable, BlueprintEvent, BlueprintPure, Const)
|
|
// Parameters:
|
|
// struct FNetArrayUnit netItem (ConstParm, Parm, OutParm, ReferenceParm)
|
|
// struct FBattleItemData ReturnValue (Parm, OutParm, ReturnParm)
|
|
|
|
struct FBattleItemData UBackpackComponent::ItemNet2Data(const struct FNetArrayUnit& netItem)
|
|
{
|
|
static UFunction *pFunc = 0;
|
|
if (!pFunc)
|
|
pFunc = UObject::FindObject<UFunction>("Function Gameplay.BackpackComponent.ItemNet2Data");
|
|
|
|
UBackpackComponent_ItemNet2Data_Params params;
|
|
params.netItem = netItem;
|
|
|
|
auto flags = pFunc->FunctionFlags;
|
|
pFunc->FunctionFlags |= 0x400;
|
|
|
|
UObject *currentObj = (UObject *) this;
|
|
currentObj->ProcessEvent(pFunc, ¶ms);
|
|
|
|
pFunc->FunctionFlags = flags;
|
|
|
|
return params.ReturnValue;
|
|
}
|
|
|
|
|
|
// Function Gameplay.BackpackComponent.HasItemBySubType
|
|
// (Final, Native, Public, BlueprintCallable, BlueprintPure, Const)
|
|
// Parameters:
|
|
// int subType (Parm, ZeroConstructor, IsPlainOldData)
|
|
// bool ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData)
|
|
|
|
bool UBackpackComponent::HasItemBySubType(int subType)
|
|
{
|
|
static UFunction *pFunc = 0;
|
|
if (!pFunc)
|
|
pFunc = UObject::FindObject<UFunction>("Function Gameplay.BackpackComponent.HasItemBySubType");
|
|
|
|
UBackpackComponent_HasItemBySubType_Params params;
|
|
params.subType = subType;
|
|
|
|
auto flags = pFunc->FunctionFlags;
|
|
pFunc->FunctionFlags |= 0x400;
|
|
|
|
UObject *currentObj = (UObject *) this;
|
|
currentObj->ProcessEvent(pFunc, ¶ms);
|
|
|
|
pFunc->FunctionFlags = flags;
|
|
|
|
return params.ReturnValue;
|
|
}
|
|
|
|
|
|
// Function Gameplay.BackpackComponent.HasItemByDefindIdRange
|
|
// (Final, Native, Public, BlueprintCallable, BlueprintPure, Const)
|
|
// Parameters:
|
|
// int LowValue (Parm, ZeroConstructor, IsPlainOldData)
|
|
// int HighValue (Parm, ZeroConstructor, IsPlainOldData)
|
|
// bool ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData)
|
|
|
|
bool UBackpackComponent::HasItemByDefindIdRange(int LowValue, int HighValue)
|
|
{
|
|
static UFunction *pFunc = 0;
|
|
if (!pFunc)
|
|
pFunc = UObject::FindObject<UFunction>("Function Gameplay.BackpackComponent.HasItemByDefindIdRange");
|
|
|
|
UBackpackComponent_HasItemByDefindIdRange_Params params;
|
|
params.LowValue = LowValue;
|
|
params.HighValue = HighValue;
|
|
|
|
auto flags = pFunc->FunctionFlags;
|
|
pFunc->FunctionFlags |= 0x400;
|
|
|
|
UObject *currentObj = (UObject *) this;
|
|
currentObj->ProcessEvent(pFunc, ¶ms);
|
|
|
|
pFunc->FunctionFlags = flags;
|
|
|
|
return params.ReturnValue;
|
|
}
|
|
|
|
|
|
// Function Gameplay.BackpackComponent.GetWorld_BP
|
|
// (Final, Native, Public, BlueprintCallable, BlueprintPure, Const)
|
|
// Parameters:
|
|
// class UWorld* ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData)
|
|
|
|
class UWorld* UBackpackComponent::GetWorld_BP()
|
|
{
|
|
static UFunction *pFunc = 0;
|
|
if (!pFunc)
|
|
pFunc = UObject::FindObject<UFunction>("Function Gameplay.BackpackComponent.GetWorld_BP");
|
|
|
|
UBackpackComponent_GetWorld_BP_Params params;
|
|
|
|
auto flags = pFunc->FunctionFlags;
|
|
pFunc->FunctionFlags |= 0x400;
|
|
|
|
UObject *currentObj = (UObject *) this;
|
|
currentObj->ProcessEvent(pFunc, ¶ms);
|
|
|
|
pFunc->FunctionFlags = flags;
|
|
|
|
return params.ReturnValue;
|
|
}
|
|
|
|
|
|
// Function Gameplay.BackpackComponent.GetSpecialItemNow
|
|
// (Final, Native, Public, BlueprintCallable, BlueprintPure, Const)
|
|
// Parameters:
|
|
// struct FItemDefineID DefineID (Parm)
|
|
// struct FSpecialPickInfo ReturnValue (Parm, OutParm, ReturnParm)
|
|
|
|
struct FSpecialPickInfo UBackpackComponent::GetSpecialItemNow(const struct FItemDefineID& DefineID)
|
|
{
|
|
static UFunction *pFunc = 0;
|
|
if (!pFunc)
|
|
pFunc = UObject::FindObject<UFunction>("Function Gameplay.BackpackComponent.GetSpecialItemNow");
|
|
|
|
UBackpackComponent_GetSpecialItemNow_Params params;
|
|
params.DefineID = DefineID;
|
|
|
|
auto flags = pFunc->FunctionFlags;
|
|
pFunc->FunctionFlags |= 0x400;
|
|
|
|
UObject *currentObj = (UObject *) this;
|
|
currentObj->ProcessEvent(pFunc, ¶ms);
|
|
|
|
pFunc->FunctionFlags = flags;
|
|
|
|
return params.ReturnValue;
|
|
}
|
|
|
|
|
|
// Function Gameplay.BackpackComponent.GetSpecialItemBefore
|
|
// (Final, Native, Public, BlueprintCallable, BlueprintPure, Const)
|
|
// Parameters:
|
|
// int itemResID (Parm, ZeroConstructor, IsPlainOldData)
|
|
// struct FSpecialPickInfo ReturnValue (Parm, OutParm, ReturnParm)
|
|
|
|
struct FSpecialPickInfo UBackpackComponent::GetSpecialItemBefore(int itemResID)
|
|
{
|
|
static UFunction *pFunc = 0;
|
|
if (!pFunc)
|
|
pFunc = UObject::FindObject<UFunction>("Function Gameplay.BackpackComponent.GetSpecialItemBefore");
|
|
|
|
UBackpackComponent_GetSpecialItemBefore_Params params;
|
|
params.itemResID = itemResID;
|
|
|
|
auto flags = pFunc->FunctionFlags;
|
|
pFunc->FunctionFlags |= 0x400;
|
|
|
|
UObject *currentObj = (UObject *) this;
|
|
currentObj->ProcessEvent(pFunc, ¶ms);
|
|
|
|
pFunc->FunctionFlags = flags;
|
|
|
|
return params.ReturnValue;
|
|
}
|
|
|
|
|
|
// Function Gameplay.BackpackComponent.GetItemListByDefineID
|
|
// (Final, Native, Public, BlueprintCallable, BlueprintPure, Const)
|
|
// Parameters:
|
|
// struct FItemDefineID DefineID (Parm)
|
|
// TArray<struct FBattleItemData> ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm)
|
|
|
|
TArray<struct FBattleItemData> UBackpackComponent::GetItemListByDefineID(const struct FItemDefineID& DefineID)
|
|
{
|
|
static UFunction *pFunc = 0;
|
|
if (!pFunc)
|
|
pFunc = UObject::FindObject<UFunction>("Function Gameplay.BackpackComponent.GetItemListByDefineID");
|
|
|
|
UBackpackComponent_GetItemListByDefineID_Params params;
|
|
params.DefineID = DefineID;
|
|
|
|
auto flags = pFunc->FunctionFlags;
|
|
pFunc->FunctionFlags |= 0x400;
|
|
|
|
UObject *currentObj = (UObject *) this;
|
|
currentObj->ProcessEvent(pFunc, ¶ms);
|
|
|
|
pFunc->FunctionFlags = flags;
|
|
|
|
return params.ReturnValue;
|
|
}
|
|
|
|
|
|
// Function Gameplay.BackpackComponent.GetItemHandleMap
|
|
// (Native, Protected, BlueprintCallable)
|
|
// Parameters:
|
|
// TMap<struct FItemDefineID, class UItemHandleBase*> ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm)
|
|
|
|
TMap<struct FItemDefineID, class UItemHandleBase*> UBackpackComponent::GetItemHandleMap()
|
|
{
|
|
static UFunction *pFunc = 0;
|
|
if (!pFunc)
|
|
pFunc = UObject::FindObject<UFunction>("Function Gameplay.BackpackComponent.GetItemHandleMap");
|
|
|
|
UBackpackComponent_GetItemHandleMap_Params params;
|
|
|
|
auto flags = pFunc->FunctionFlags;
|
|
pFunc->FunctionFlags |= 0x400;
|
|
|
|
UObject *currentObj = (UObject *) this;
|
|
currentObj->ProcessEvent(pFunc, ¶ms);
|
|
|
|
pFunc->FunctionFlags = flags;
|
|
|
|
return params.ReturnValue;
|
|
}
|
|
|
|
|
|
// Function Gameplay.BackpackComponent.GetItemHandleList
|
|
// (Native, Protected, BlueprintCallable)
|
|
// Parameters:
|
|
// TArray<class UItemHandleBase*> ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm)
|
|
|
|
TArray<class UItemHandleBase*> UBackpackComponent::GetItemHandleList()
|
|
{
|
|
static UFunction *pFunc = 0;
|
|
if (!pFunc)
|
|
pFunc = UObject::FindObject<UFunction>("Function Gameplay.BackpackComponent.GetItemHandleList");
|
|
|
|
UBackpackComponent_GetItemHandleList_Params params;
|
|
|
|
auto flags = pFunc->FunctionFlags;
|
|
pFunc->FunctionFlags |= 0x400;
|
|
|
|
UObject *currentObj = (UObject *) this;
|
|
currentObj->ProcessEvent(pFunc, ¶ms);
|
|
|
|
pFunc->FunctionFlags = flags;
|
|
|
|
return params.ReturnValue;
|
|
}
|
|
|
|
|
|
// Function Gameplay.BackpackComponent.GetItemByDefineID
|
|
// (Final, Native, Public, BlueprintCallable, BlueprintPure, Const)
|
|
// Parameters:
|
|
// struct FItemDefineID DefineID (Parm)
|
|
// struct FBattleItemData ReturnValue (Parm, OutParm, ReturnParm)
|
|
|
|
struct FBattleItemData UBackpackComponent::GetItemByDefineID(const struct FItemDefineID& DefineID)
|
|
{
|
|
static UFunction *pFunc = 0;
|
|
if (!pFunc)
|
|
pFunc = UObject::FindObject<UFunction>("Function Gameplay.BackpackComponent.GetItemByDefineID");
|
|
|
|
UBackpackComponent_GetItemByDefineID_Params params;
|
|
params.DefineID = DefineID;
|
|
|
|
auto flags = pFunc->FunctionFlags;
|
|
pFunc->FunctionFlags |= 0x400;
|
|
|
|
UObject *currentObj = (UObject *) this;
|
|
currentObj->ProcessEvent(pFunc, ¶ms);
|
|
|
|
pFunc->FunctionFlags = flags;
|
|
|
|
return params.ReturnValue;
|
|
}
|
|
|
|
|
|
// Function Gameplay.BackpackComponent.GetBattleItemFeatureDataByDefineID
|
|
// (Native, Event, Public, BlueprintCallable, BlueprintEvent, BlueprintPure, Const)
|
|
// Parameters:
|
|
// struct FItemDefineID DefineID (Parm)
|
|
// struct FBattleItemFeatureData ReturnValue (Parm, OutParm, ReturnParm)
|
|
|
|
struct FBattleItemFeatureData UBackpackComponent::GetBattleItemFeatureDataByDefineID(const struct FItemDefineID& DefineID)
|
|
{
|
|
static UFunction *pFunc = 0;
|
|
if (!pFunc)
|
|
pFunc = UObject::FindObject<UFunction>("Function Gameplay.BackpackComponent.GetBattleItemFeatureDataByDefineID");
|
|
|
|
UBackpackComponent_GetBattleItemFeatureDataByDefineID_Params params;
|
|
params.DefineID = DefineID;
|
|
|
|
auto flags = pFunc->FunctionFlags;
|
|
pFunc->FunctionFlags |= 0x400;
|
|
|
|
UObject *currentObj = (UObject *) this;
|
|
currentObj->ProcessEvent(pFunc, ¶ms);
|
|
|
|
pFunc->FunctionFlags = flags;
|
|
|
|
return params.ReturnValue;
|
|
}
|
|
|
|
|
|
// Function Gameplay.BackpackComponent.GetAllItemList
|
|
// (Final, Native, Public, BlueprintCallable, BlueprintPure, Const)
|
|
// Parameters:
|
|
// TArray<struct FBattleItemData> ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm)
|
|
|
|
TArray<struct FBattleItemData> UBackpackComponent::GetAllItemList()
|
|
{
|
|
static UFunction *pFunc = 0;
|
|
if (!pFunc)
|
|
pFunc = UObject::FindObject<UFunction>("Function Gameplay.BackpackComponent.GetAllItemList");
|
|
|
|
UBackpackComponent_GetAllItemList_Params params;
|
|
|
|
auto flags = pFunc->FunctionFlags;
|
|
pFunc->FunctionFlags |= 0x400;
|
|
|
|
UObject *currentObj = (UObject *) this;
|
|
currentObj->ProcessEvent(pFunc, ¶ms);
|
|
|
|
pFunc->FunctionFlags = flags;
|
|
|
|
return params.ReturnValue;
|
|
}
|
|
|
|
|
|
// Function Gameplay.BackpackComponent.ForceNetUpdate
|
|
// (Native, Protected, BlueprintCallable)
|
|
|
|
void UBackpackComponent::ForceNetUpdate()
|
|
{
|
|
static UFunction *pFunc = 0;
|
|
if (!pFunc)
|
|
pFunc = UObject::FindObject<UFunction>("Function Gameplay.BackpackComponent.ForceNetUpdate");
|
|
|
|
UBackpackComponent_ForceNetUpdate_Params params;
|
|
|
|
auto flags = pFunc->FunctionFlags;
|
|
pFunc->FunctionFlags |= 0x400;
|
|
|
|
UObject *currentObj = (UObject *) this;
|
|
currentObj->ProcessEvent(pFunc, ¶ms);
|
|
|
|
pFunc->FunctionFlags = flags;
|
|
}
|
|
|
|
|
|
// Function Gameplay.BackpackComponent.EquipItem
|
|
// (Final, Native, Public, BlueprintCallable)
|
|
// Parameters:
|
|
// struct FItemDefineID DefineID (Parm)
|
|
|
|
void UBackpackComponent::EquipItem(const struct FItemDefineID& DefineID)
|
|
{
|
|
static UFunction *pFunc = 0;
|
|
if (!pFunc)
|
|
pFunc = UObject::FindObject<UFunction>("Function Gameplay.BackpackComponent.EquipItem");
|
|
|
|
UBackpackComponent_EquipItem_Params params;
|
|
params.DefineID = DefineID;
|
|
|
|
auto flags = pFunc->FunctionFlags;
|
|
pFunc->FunctionFlags |= 0x400;
|
|
|
|
UObject *currentObj = (UObject *) this;
|
|
currentObj->ProcessEvent(pFunc, ¶ms);
|
|
|
|
pFunc->FunctionFlags = flags;
|
|
}
|
|
|
|
|
|
// Function Gameplay.BackpackComponent.DropItem
|
|
// (Native, Event, Public, BlueprintCallable, BlueprintEvent)
|
|
// Parameters:
|
|
// struct FItemDefineID DefineID (Parm)
|
|
// int Count (Parm, ZeroConstructor, IsPlainOldData)
|
|
// EBattleItemDropReason Reason (Parm, ZeroConstructor, IsPlainOldData)
|
|
// bool ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData)
|
|
|
|
bool UBackpackComponent::DropItem(const struct FItemDefineID& DefineID, int Count, EBattleItemDropReason Reason)
|
|
{
|
|
static UFunction *pFunc = 0;
|
|
if (!pFunc)
|
|
pFunc = UObject::FindObject<UFunction>("Function Gameplay.BackpackComponent.DropItem");
|
|
|
|
UBackpackComponent_DropItem_Params params;
|
|
params.DefineID = DefineID;
|
|
params.Count = Count;
|
|
params.Reason = Reason;
|
|
|
|
auto flags = pFunc->FunctionFlags;
|
|
pFunc->FunctionFlags |= 0x400;
|
|
|
|
UObject *currentObj = (UObject *) this;
|
|
currentObj->ProcessEvent(pFunc, ¶ms);
|
|
|
|
pFunc->FunctionFlags = flags;
|
|
|
|
return params.ReturnValue;
|
|
}
|
|
|
|
|
|
// Function Gameplay.BackpackComponent.DisuseItem
|
|
// (Native, Event, Public, BlueprintCallable, BlueprintEvent)
|
|
// Parameters:
|
|
// struct FItemDefineID DefineID (Parm)
|
|
// EBattleItemDisuseReason Reason (Parm, ZeroConstructor, IsPlainOldData)
|
|
// bool ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData)
|
|
|
|
bool UBackpackComponent::DisuseItem(const struct FItemDefineID& DefineID, EBattleItemDisuseReason Reason)
|
|
{
|
|
static UFunction *pFunc = 0;
|
|
if (!pFunc)
|
|
pFunc = UObject::FindObject<UFunction>("Function Gameplay.BackpackComponent.DisuseItem");
|
|
|
|
UBackpackComponent_DisuseItem_Params params;
|
|
params.DefineID = DefineID;
|
|
params.Reason = Reason;
|
|
|
|
auto flags = pFunc->FunctionFlags;
|
|
pFunc->FunctionFlags |= 0x400;
|
|
|
|
UObject *currentObj = (UObject *) this;
|
|
currentObj->ProcessEvent(pFunc, ¶ms);
|
|
|
|
pFunc->FunctionFlags = flags;
|
|
|
|
return params.ReturnValue;
|
|
}
|
|
|
|
|
|
// Function Gameplay.BackpackComponent.CreateItemHandleInternal
|
|
// (Native, Event, Protected, BlueprintEvent, Const)
|
|
// Parameters:
|
|
// struct FItemDefineID DefineID (Parm)
|
|
// class UBattleItemHandleBase* ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData)
|
|
|
|
class UBattleItemHandleBase* UBackpackComponent::CreateItemHandleInternal(const struct FItemDefineID& DefineID)
|
|
{
|
|
static UFunction *pFunc = 0;
|
|
if (!pFunc)
|
|
pFunc = UObject::FindObject<UFunction>("Function Gameplay.BackpackComponent.CreateItemHandleInternal");
|
|
|
|
UBackpackComponent_CreateItemHandleInternal_Params params;
|
|
params.DefineID = DefineID;
|
|
|
|
auto flags = pFunc->FunctionFlags;
|
|
pFunc->FunctionFlags |= 0x400;
|
|
|
|
UObject *currentObj = (UObject *) this;
|
|
currentObj->ProcessEvent(pFunc, ¶ms);
|
|
|
|
pFunc->FunctionFlags = flags;
|
|
|
|
return params.ReturnValue;
|
|
}
|
|
|
|
|
|
// Function Gameplay.BackpackComponent.CreateItemHandle
|
|
// (Native, Public, BlueprintCallable, BlueprintPure, Const)
|
|
// Parameters:
|
|
// struct FItemDefineID DefineID (Parm)
|
|
// class UItemHandleBase* ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData)
|
|
|
|
class UItemHandleBase* UBackpackComponent::CreateItemHandle(const struct FItemDefineID& DefineID)
|
|
{
|
|
static UFunction *pFunc = 0;
|
|
if (!pFunc)
|
|
pFunc = UObject::FindObject<UFunction>("Function Gameplay.BackpackComponent.CreateItemHandle");
|
|
|
|
UBackpackComponent_CreateItemHandle_Params params;
|
|
params.DefineID = DefineID;
|
|
|
|
auto flags = pFunc->FunctionFlags;
|
|
pFunc->FunctionFlags |= 0x400;
|
|
|
|
UObject *currentObj = (UObject *) this;
|
|
currentObj->ProcessEvent(pFunc, ¶ms);
|
|
|
|
pFunc->FunctionFlags = flags;
|
|
|
|
return params.ReturnValue;
|
|
}
|
|
|
|
|
|
// Function Gameplay.BackpackComponent.ConsumeItem
|
|
// (Final, Native, Public, BlueprintCallable)
|
|
// Parameters:
|
|
// struct FItemDefineID DefineID (Parm)
|
|
// int Count (Parm, ZeroConstructor, IsPlainOldData)
|
|
// int ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData)
|
|
|
|
int UBackpackComponent::ConsumeItem(const struct FItemDefineID& DefineID, int Count)
|
|
{
|
|
static UFunction *pFunc = 0;
|
|
if (!pFunc)
|
|
pFunc = UObject::FindObject<UFunction>("Function Gameplay.BackpackComponent.ConsumeItem");
|
|
|
|
UBackpackComponent_ConsumeItem_Params params;
|
|
params.DefineID = DefineID;
|
|
params.Count = Count;
|
|
|
|
auto flags = pFunc->FunctionFlags;
|
|
pFunc->FunctionFlags |= 0x400;
|
|
|
|
UObject *currentObj = (UObject *) this;
|
|
currentObj->ProcessEvent(pFunc, ¶ms);
|
|
|
|
pFunc->FunctionFlags = flags;
|
|
|
|
return params.ReturnValue;
|
|
}
|
|
|
|
|
|
// Function Gameplay.BackpackComponent.ClientUpdateItemData
|
|
// (Net, NetReliable, Native, Event, Protected, NetClient)
|
|
// Parameters:
|
|
// struct FBattleItemData InItemData (ConstParm, Parm, ReferenceParm)
|
|
|
|
void UBackpackComponent::ClientUpdateItemData(const struct FBattleItemData& InItemData)
|
|
{
|
|
static UFunction *pFunc = 0;
|
|
if (!pFunc)
|
|
pFunc = UObject::FindObject<UFunction>("Function Gameplay.BackpackComponent.ClientUpdateItemData");
|
|
|
|
UBackpackComponent_ClientUpdateItemData_Params params;
|
|
params.InItemData = InItemData;
|
|
|
|
auto flags = pFunc->FunctionFlags;
|
|
pFunc->FunctionFlags |= 0x400;
|
|
|
|
UObject *currentObj = (UObject *) this;
|
|
currentObj->ProcessEvent(pFunc, ¶ms);
|
|
|
|
pFunc->FunctionFlags = flags;
|
|
}
|
|
|
|
|
|
// Function Gameplay.BackpackComponent.ClientRemoveItemData
|
|
// (Net, NetReliable, Native, Event, Protected, NetClient)
|
|
// Parameters:
|
|
// struct FBattleItemData InItemData (ConstParm, Parm, ReferenceParm)
|
|
|
|
void UBackpackComponent::ClientRemoveItemData(const struct FBattleItemData& InItemData)
|
|
{
|
|
static UFunction *pFunc = 0;
|
|
if (!pFunc)
|
|
pFunc = UObject::FindObject<UFunction>("Function Gameplay.BackpackComponent.ClientRemoveItemData");
|
|
|
|
UBackpackComponent_ClientRemoveItemData_Params params;
|
|
params.InItemData = InItemData;
|
|
|
|
auto flags = pFunc->FunctionFlags;
|
|
pFunc->FunctionFlags |= 0x400;
|
|
|
|
UObject *currentObj = (UObject *) this;
|
|
currentObj->ProcessEvent(pFunc, ¶ms);
|
|
|
|
pFunc->FunctionFlags = flags;
|
|
}
|
|
|
|
|
|
// Function Gameplay.BackpackComponent.ClientBroadcastItemOperationFailedDelegate
|
|
// (Net, NetReliable, Native, Event, Protected, NetClient)
|
|
// Parameters:
|
|
// struct FItemDefineID DefineID (Parm)
|
|
// EBattleItemOperationType operationType (Parm, ZeroConstructor, IsPlainOldData)
|
|
// EBattleItemOperationFailedReason FailedReason (Parm, ZeroConstructor, IsPlainOldData)
|
|
|
|
void UBackpackComponent::ClientBroadcastItemOperationFailedDelegate(const struct FItemDefineID& DefineID, EBattleItemOperationType operationType, EBattleItemOperationFailedReason FailedReason)
|
|
{
|
|
static UFunction *pFunc = 0;
|
|
if (!pFunc)
|
|
pFunc = UObject::FindObject<UFunction>("Function Gameplay.BackpackComponent.ClientBroadcastItemOperationFailedDelegate");
|
|
|
|
UBackpackComponent_ClientBroadcastItemOperationFailedDelegate_Params params;
|
|
params.DefineID = DefineID;
|
|
params.operationType = operationType;
|
|
params.FailedReason = FailedReason;
|
|
|
|
auto flags = pFunc->FunctionFlags;
|
|
pFunc->FunctionFlags |= 0x400;
|
|
|
|
UObject *currentObj = (UObject *) this;
|
|
currentObj->ProcessEvent(pFunc, ¶ms);
|
|
|
|
pFunc->FunctionFlags = flags;
|
|
}
|
|
|
|
|
|
// Function Gameplay.BackpackComponent.ClientBroadcastItemOperationDelegate
|
|
// (Net, NetReliable, Native, Event, Protected, NetClient)
|
|
// Parameters:
|
|
// struct FItemDefineID DefineID (Parm)
|
|
// EBattleItemOperationType operationType (Parm, ZeroConstructor, IsPlainOldData)
|
|
// unsigned char Reason (Parm, ZeroConstructor, IsPlainOldData)
|
|
|
|
void UBackpackComponent::ClientBroadcastItemOperationDelegate(const struct FItemDefineID& DefineID, EBattleItemOperationType operationType, unsigned char Reason)
|
|
{
|
|
static UFunction *pFunc = 0;
|
|
if (!pFunc)
|
|
pFunc = UObject::FindObject<UFunction>("Function Gameplay.BackpackComponent.ClientBroadcastItemOperationDelegate");
|
|
|
|
UBackpackComponent_ClientBroadcastItemOperationDelegate_Params params;
|
|
params.DefineID = DefineID;
|
|
params.operationType = operationType;
|
|
params.Reason = Reason;
|
|
|
|
auto flags = pFunc->FunctionFlags;
|
|
pFunc->FunctionFlags |= 0x400;
|
|
|
|
UObject *currentObj = (UObject *) this;
|
|
currentObj->ProcessEvent(pFunc, ¶ms);
|
|
|
|
pFunc->FunctionFlags = flags;
|
|
}
|
|
|
|
|
|
// Function Gameplay.BackpackComponent.CheckCapacityForItem
|
|
// (Final, Native, Public, BlueprintCallable, BlueprintPure, Const)
|
|
// Parameters:
|
|
// struct FItemDefineID DefineID (Parm)
|
|
// int Count (Parm, ZeroConstructor, IsPlainOldData)
|
|
// int ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData)
|
|
|
|
int UBackpackComponent::CheckCapacityForItem(const struct FItemDefineID& DefineID, int Count)
|
|
{
|
|
static UFunction *pFunc = 0;
|
|
if (!pFunc)
|
|
pFunc = UObject::FindObject<UFunction>("Function Gameplay.BackpackComponent.CheckCapacityForItem");
|
|
|
|
UBackpackComponent_CheckCapacityForItem_Params params;
|
|
params.DefineID = DefineID;
|
|
params.Count = Count;
|
|
|
|
auto flags = pFunc->FunctionFlags;
|
|
pFunc->FunctionFlags |= 0x400;
|
|
|
|
UObject *currentObj = (UObject *) this;
|
|
currentObj->ProcessEvent(pFunc, ¶ms);
|
|
|
|
pFunc->FunctionFlags = flags;
|
|
|
|
return params.ReturnValue;
|
|
}
|
|
|
|
|
|
// Function Gameplay.BackpackComponent.CanDisuseToBackpack
|
|
// (Final, Native, Public, BlueprintCallable)
|
|
// Parameters:
|
|
// struct FItemDefineID DefineID (Parm)
|
|
// bool ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData)
|
|
|
|
bool UBackpackComponent::CanDisuseToBackpack(const struct FItemDefineID& DefineID)
|
|
{
|
|
static UFunction *pFunc = 0;
|
|
if (!pFunc)
|
|
pFunc = UObject::FindObject<UFunction>("Function Gameplay.BackpackComponent.CanDisuseToBackpack");
|
|
|
|
UBackpackComponent_CanDisuseToBackpack_Params params;
|
|
params.DefineID = DefineID;
|
|
|
|
auto flags = pFunc->FunctionFlags;
|
|
pFunc->FunctionFlags |= 0x400;
|
|
|
|
UObject *currentObj = (UObject *) this;
|
|
currentObj->ProcessEvent(pFunc, ¶ms);
|
|
|
|
pFunc->FunctionFlags = flags;
|
|
|
|
return params.ReturnValue;
|
|
}
|
|
|
|
|
|
// Function Gameplay.BackpackComponent.BroadcastItemOperCountDelegate
|
|
// (Final, Native, Public, BlueprintCallable)
|
|
// Parameters:
|
|
// struct FItemDefineID DefineID (Parm)
|
|
// EBattleItemOperationType operationType (Parm, ZeroConstructor, IsPlainOldData)
|
|
// int Count (Parm, ZeroConstructor, IsPlainOldData)
|
|
|
|
void UBackpackComponent::BroadcastItemOperCountDelegate(const struct FItemDefineID& DefineID, EBattleItemOperationType operationType, int Count)
|
|
{
|
|
static UFunction *pFunc = 0;
|
|
if (!pFunc)
|
|
pFunc = UObject::FindObject<UFunction>("Function Gameplay.BackpackComponent.BroadcastItemOperCountDelegate");
|
|
|
|
UBackpackComponent_BroadcastItemOperCountDelegate_Params params;
|
|
params.DefineID = DefineID;
|
|
params.operationType = operationType;
|
|
params.Count = Count;
|
|
|
|
auto flags = pFunc->FunctionFlags;
|
|
pFunc->FunctionFlags |= 0x400;
|
|
|
|
UObject *currentObj = (UObject *) this;
|
|
currentObj->ProcessEvent(pFunc, ¶ms);
|
|
|
|
pFunc->FunctionFlags = flags;
|
|
}
|
|
|
|
|
|
// Function Gameplay.BackpackComponent.BroadcastItemOperationFailedDelegate
|
|
// (Final, Native, Public, BlueprintCallable)
|
|
// Parameters:
|
|
// struct FItemDefineID DefineID (Parm)
|
|
// EBattleItemOperationType operationType (Parm, ZeroConstructor, IsPlainOldData)
|
|
// EBattleItemOperationFailedReason FailedReason (Parm, ZeroConstructor, IsPlainOldData)
|
|
|
|
void UBackpackComponent::BroadcastItemOperationFailedDelegate(const struct FItemDefineID& DefineID, EBattleItemOperationType operationType, EBattleItemOperationFailedReason FailedReason)
|
|
{
|
|
static UFunction *pFunc = 0;
|
|
if (!pFunc)
|
|
pFunc = UObject::FindObject<UFunction>("Function Gameplay.BackpackComponent.BroadcastItemOperationFailedDelegate");
|
|
|
|
UBackpackComponent_BroadcastItemOperationFailedDelegate_Params params;
|
|
params.DefineID = DefineID;
|
|
params.operationType = operationType;
|
|
params.FailedReason = FailedReason;
|
|
|
|
auto flags = pFunc->FunctionFlags;
|
|
pFunc->FunctionFlags |= 0x400;
|
|
|
|
UObject *currentObj = (UObject *) this;
|
|
currentObj->ProcessEvent(pFunc, ¶ms);
|
|
|
|
pFunc->FunctionFlags = flags;
|
|
}
|
|
|
|
|
|
// Function Gameplay.BackpackComponent.BroadcastItemOperationDelegate
|
|
// (Final, Native, Public, BlueprintCallable)
|
|
// Parameters:
|
|
// struct FItemDefineID DefineID (Parm)
|
|
// EBattleItemOperationType operationType (Parm, ZeroConstructor, IsPlainOldData)
|
|
// unsigned char Reason (Parm, ZeroConstructor, IsPlainOldData)
|
|
|
|
void UBackpackComponent::BroadcastItemOperationDelegate(const struct FItemDefineID& DefineID, EBattleItemOperationType operationType, unsigned char Reason)
|
|
{
|
|
static UFunction *pFunc = 0;
|
|
if (!pFunc)
|
|
pFunc = UObject::FindObject<UFunction>("Function Gameplay.BackpackComponent.BroadcastItemOperationDelegate");
|
|
|
|
UBackpackComponent_BroadcastItemOperationDelegate_Params params;
|
|
params.DefineID = DefineID;
|
|
params.operationType = operationType;
|
|
params.Reason = Reason;
|
|
|
|
auto flags = pFunc->FunctionFlags;
|
|
pFunc->FunctionFlags |= 0x400;
|
|
|
|
UObject *currentObj = (UObject *) this;
|
|
currentObj->ProcessEvent(pFunc, ¶ms);
|
|
|
|
pFunc->FunctionFlags = flags;
|
|
}
|
|
|
|
|
|
// Function Gameplay.BackpackComponent.AddItemHandle
|
|
// (Native, Public, BlueprintCallable)
|
|
// Parameters:
|
|
// struct FItemDefineID DefineID (Parm)
|
|
// class UItemHandleBase* ItemHandle (Parm, ZeroConstructor, IsPlainOldData)
|
|
// bool ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData)
|
|
|
|
bool UBackpackComponent::AddItemHandle(const struct FItemDefineID& DefineID, class UItemHandleBase* ItemHandle)
|
|
{
|
|
static UFunction *pFunc = 0;
|
|
if (!pFunc)
|
|
pFunc = UObject::FindObject<UFunction>("Function Gameplay.BackpackComponent.AddItemHandle");
|
|
|
|
UBackpackComponent_AddItemHandle_Params params;
|
|
params.DefineID = DefineID;
|
|
params.ItemHandle = ItemHandle;
|
|
|
|
auto flags = pFunc->FunctionFlags;
|
|
pFunc->FunctionFlags |= 0x400;
|
|
|
|
UObject *currentObj = (UObject *) this;
|
|
currentObj->ProcessEvent(pFunc, ¶ms);
|
|
|
|
pFunc->FunctionFlags = flags;
|
|
|
|
return params.ReturnValue;
|
|
}
|
|
|
|
|
|
// Function Gameplay.BaseGeneratorComponent.RegisterWorldTileSpot
|
|
// (Native, Public)
|
|
// Parameters:
|
|
// class USpotSceneComponent* Spot (Parm, ZeroConstructor, InstancedReference, IsPlainOldData)
|
|
|
|
void UBaseGeneratorComponent::RegisterWorldTileSpot(class USpotSceneComponent* Spot)
|
|
{
|
|
static UFunction *pFunc = 0;
|
|
if (!pFunc)
|
|
pFunc = UObject::FindObject<UFunction>("Function Gameplay.BaseGeneratorComponent.RegisterWorldTileSpot");
|
|
|
|
UBaseGeneratorComponent_RegisterWorldTileSpot_Params params;
|
|
params.Spot = Spot;
|
|
|
|
auto flags = pFunc->FunctionFlags;
|
|
pFunc->FunctionFlags |= 0x400;
|
|
|
|
UObject *currentObj = (UObject *) this;
|
|
currentObj->ProcessEvent(pFunc, ¶ms);
|
|
|
|
pFunc->FunctionFlags = flags;
|
|
}
|
|
|
|
|
|
// Function Gameplay.BaseGeneratorComponent.RegisterSpotComponentToTick
|
|
// (Native, Public, BlueprintCallable)
|
|
// Parameters:
|
|
// class USpotSceneComponent* SpotComponent (Parm, ZeroConstructor, InstancedReference, IsPlainOldData)
|
|
|
|
void UBaseGeneratorComponent::RegisterSpotComponentToTick(class USpotSceneComponent* SpotComponent)
|
|
{
|
|
static UFunction *pFunc = 0;
|
|
if (!pFunc)
|
|
pFunc = UObject::FindObject<UFunction>("Function Gameplay.BaseGeneratorComponent.RegisterSpotComponentToTick");
|
|
|
|
UBaseGeneratorComponent_RegisterSpotComponentToTick_Params params;
|
|
params.SpotComponent = SpotComponent;
|
|
|
|
auto flags = pFunc->FunctionFlags;
|
|
pFunc->FunctionFlags |= 0x400;
|
|
|
|
UObject *currentObj = (UObject *) this;
|
|
currentObj->ProcessEvent(pFunc, ¶ms);
|
|
|
|
pFunc->FunctionFlags = flags;
|
|
}
|
|
|
|
|
|
// Function Gameplay.BaseGeneratorComponent.RegisterGroupSpotComponent
|
|
// (Native, Public, BlueprintCallable)
|
|
// Parameters:
|
|
// class UGroupSpotSceneComponent* GroupSpotComponent (Parm, ZeroConstructor, InstancedReference, IsPlainOldData)
|
|
|
|
void UBaseGeneratorComponent::RegisterGroupSpotComponent(class UGroupSpotSceneComponent* GroupSpotComponent)
|
|
{
|
|
static UFunction *pFunc = 0;
|
|
if (!pFunc)
|
|
pFunc = UObject::FindObject<UFunction>("Function Gameplay.BaseGeneratorComponent.RegisterGroupSpotComponent");
|
|
|
|
UBaseGeneratorComponent_RegisterGroupSpotComponent_Params params;
|
|
params.GroupSpotComponent = GroupSpotComponent;
|
|
|
|
auto flags = pFunc->FunctionFlags;
|
|
pFunc->FunctionFlags |= 0x400;
|
|
|
|
UObject *currentObj = (UObject *) this;
|
|
currentObj->ProcessEvent(pFunc, ¶ms);
|
|
|
|
pFunc->FunctionFlags = flags;
|
|
}
|
|
|
|
|
|
// Function Gameplay.BaseGeneratorComponent.GeneratorWorldTileSpots
|
|
// (Final, Native, Protected, HasOutParms)
|
|
// Parameters:
|
|
// struct FWorldTileSpotArray SpotArray (Parm, OutParm)
|
|
|
|
void UBaseGeneratorComponent::GeneratorWorldTileSpots(struct FWorldTileSpotArray* SpotArray)
|
|
{
|
|
static UFunction *pFunc = 0;
|
|
if (!pFunc)
|
|
pFunc = UObject::FindObject<UFunction>("Function Gameplay.BaseGeneratorComponent.GeneratorWorldTileSpots");
|
|
|
|
UBaseGeneratorComponent_GeneratorWorldTileSpots_Params params;
|
|
|
|
auto flags = pFunc->FunctionFlags;
|
|
pFunc->FunctionFlags |= 0x400;
|
|
|
|
UObject *currentObj = (UObject *) this;
|
|
currentObj->ProcessEvent(pFunc, ¶ms);
|
|
|
|
pFunc->FunctionFlags = flags;
|
|
|
|
if (SpotArray != nullptr)
|
|
*SpotArray = params.SpotArray;
|
|
}
|
|
|
|
|
|
// Function Gameplay.BaseGeneratorComponent.GenerateSpots
|
|
// (Native, Public)
|
|
|
|
void UBaseGeneratorComponent::GenerateSpots()
|
|
{
|
|
static UFunction *pFunc = 0;
|
|
if (!pFunc)
|
|
pFunc = UObject::FindObject<UFunction>("Function Gameplay.BaseGeneratorComponent.GenerateSpots");
|
|
|
|
UBaseGeneratorComponent_GenerateSpots_Params params;
|
|
|
|
auto flags = pFunc->FunctionFlags;
|
|
pFunc->FunctionFlags |= 0x400;
|
|
|
|
UObject *currentObj = (UObject *) this;
|
|
currentObj->ProcessEvent(pFunc, ¶ms);
|
|
|
|
pFunc->FunctionFlags = flags;
|
|
}
|
|
|
|
|
|
// Function Gameplay.BaseGeneratorComponent.GenerateSpotOnTick
|
|
// (Native, Public)
|
|
|
|
void UBaseGeneratorComponent::GenerateSpotOnTick()
|
|
{
|
|
static UFunction *pFunc = 0;
|
|
if (!pFunc)
|
|
pFunc = UObject::FindObject<UFunction>("Function Gameplay.BaseGeneratorComponent.GenerateSpotOnTick");
|
|
|
|
UBaseGeneratorComponent_GenerateSpotOnTick_Params params;
|
|
|
|
auto flags = pFunc->FunctionFlags;
|
|
pFunc->FunctionFlags |= 0x400;
|
|
|
|
UObject *currentObj = (UObject *) this;
|
|
currentObj->ProcessEvent(pFunc, ¶ms);
|
|
|
|
pFunc->FunctionFlags = flags;
|
|
}
|
|
|
|
|
|
// Function Gameplay.BaseGeneratorComponent.CheckTileLevelsVisible
|
|
// (Final, Native, Protected)
|
|
|
|
void UBaseGeneratorComponent::CheckTileLevelsVisible()
|
|
{
|
|
static UFunction *pFunc = 0;
|
|
if (!pFunc)
|
|
pFunc = UObject::FindObject<UFunction>("Function Gameplay.BaseGeneratorComponent.CheckTileLevelsVisible");
|
|
|
|
UBaseGeneratorComponent_CheckTileLevelsVisible_Params params;
|
|
|
|
auto flags = pFunc->FunctionFlags;
|
|
pFunc->FunctionFlags |= 0x400;
|
|
|
|
UObject *currentObj = (UObject *) this;
|
|
currentObj->ProcessEvent(pFunc, ¶ms);
|
|
|
|
pFunc->FunctionFlags = flags;
|
|
}
|
|
|
|
|
|
// Function Gameplay.GeneratorActorAIInterface.RegisterAIPickupPoint
|
|
// (Native, Public)
|
|
// Parameters:
|
|
// class UItemSpotSceneComponent* Spot (Parm, ZeroConstructor, InstancedReference, IsPlainOldData)
|
|
// class AActor* PickUpActor (Parm, ZeroConstructor, IsPlainOldData)
|
|
|
|
void UGeneratorActorAIInterface::RegisterAIPickupPoint(class UItemSpotSceneComponent* Spot, class AActor* PickUpActor)
|
|
{
|
|
static UFunction *pFunc = 0;
|
|
if (!pFunc)
|
|
pFunc = UObject::FindObject<UFunction>("Function Gameplay.GeneratorActorAIInterface.RegisterAIPickupPoint");
|
|
|
|
UGeneratorActorAIInterface_RegisterAIPickupPoint_Params params;
|
|
params.Spot = Spot;
|
|
params.PickUpActor = PickUpActor;
|
|
|
|
auto flags = pFunc->FunctionFlags;
|
|
pFunc->FunctionFlags |= 0x400;
|
|
|
|
UObject *currentObj = (UObject *) this;
|
|
currentObj->ProcessEvent(pFunc, ¶ms);
|
|
|
|
pFunc->FunctionFlags = flags;
|
|
}
|
|
|
|
|
|
// Function Gameplay.GeneratorActorInterface.InitData
|
|
// (Native, Public)
|
|
// Parameters:
|
|
// class UItemSpotSceneComponent* ItemSpotSceneComponent (Parm, ZeroConstructor, InstancedReference, IsPlainOldData)
|
|
// int ItemCount (Parm, ZeroConstructor, IsPlainOldData)
|
|
// struct FString Value (Parm, ZeroConstructor)
|
|
// struct FString Category (Parm, ZeroConstructor)
|
|
// bool RepeatGenerateItem (Parm, ZeroConstructor, IsPlainOldData)
|
|
|
|
void UGeneratorActorInterface::InitData(class UItemSpotSceneComponent* ItemSpotSceneComponent, int ItemCount, const struct FString& Value, const struct FString& Category, bool RepeatGenerateItem)
|
|
{
|
|
static UFunction *pFunc = 0;
|
|
if (!pFunc)
|
|
pFunc = UObject::FindObject<UFunction>("Function Gameplay.GeneratorActorInterface.InitData");
|
|
|
|
UGeneratorActorInterface_InitData_Params params;
|
|
params.ItemSpotSceneComponent = ItemSpotSceneComponent;
|
|
params.ItemCount = ItemCount;
|
|
params.Value = Value;
|
|
params.Category = Category;
|
|
params.RepeatGenerateItem = RepeatGenerateItem;
|
|
|
|
auto flags = pFunc->FunctionFlags;
|
|
pFunc->FunctionFlags |= 0x400;
|
|
|
|
UObject *currentObj = (UObject *) this;
|
|
currentObj->ProcessEvent(pFunc, ¶ms);
|
|
|
|
pFunc->FunctionFlags = flags;
|
|
}
|
|
|
|
|
|
// Function Gameplay.GeneratorVehicleInterface.SetSafeSpawn
|
|
// (Native, Public)
|
|
// Parameters:
|
|
// bool ab_IsSafeSpawn (Parm, ZeroConstructor, IsPlainOldData)
|
|
|
|
void UGeneratorVehicleInterface::SetSafeSpawn(bool ab_IsSafeSpawn)
|
|
{
|
|
static UFunction *pFunc = 0;
|
|
if (!pFunc)
|
|
pFunc = UObject::FindObject<UFunction>("Function Gameplay.GeneratorVehicleInterface.SetSafeSpawn");
|
|
|
|
UGeneratorVehicleInterface_SetSafeSpawn_Params params;
|
|
params.ab_IsSafeSpawn = ab_IsSafeSpawn;
|
|
|
|
auto flags = pFunc->FunctionFlags;
|
|
pFunc->FunctionFlags |= 0x400;
|
|
|
|
UObject *currentObj = (UObject *) this;
|
|
currentObj->ProcessEvent(pFunc, ¶ms);
|
|
|
|
pFunc->FunctionFlags = flags;
|
|
}
|
|
|
|
|
|
// Function Gameplay.GeneratorVehicleInterface.InitVehicle
|
|
// (Native, Public)
|
|
// Parameters:
|
|
// int FuelPercent (Parm, ZeroConstructor, IsPlainOldData)
|
|
// bool bEngineOn (Parm, ZeroConstructor, IsPlainOldData)
|
|
|
|
void UGeneratorVehicleInterface::InitVehicle(int FuelPercent, bool bEngineOn)
|
|
{
|
|
static UFunction *pFunc = 0;
|
|
if (!pFunc)
|
|
pFunc = UObject::FindObject<UFunction>("Function Gameplay.GeneratorVehicleInterface.InitVehicle");
|
|
|
|
UGeneratorVehicleInterface_InitVehicle_Params params;
|
|
params.FuelPercent = FuelPercent;
|
|
params.bEngineOn = bEngineOn;
|
|
|
|
auto flags = pFunc->FunctionFlags;
|
|
pFunc->FunctionFlags |= 0x400;
|
|
|
|
UObject *currentObj = (UObject *) this;
|
|
currentObj->ProcessEvent(pFunc, ¶ms);
|
|
|
|
pFunc->FunctionFlags = flags;
|
|
}
|
|
|
|
|
|
// Function Gameplay.GlobalConfigActor.Init
|
|
// (Native, Public, BlueprintCallable)
|
|
|
|
void AGlobalConfigActor::Init()
|
|
{
|
|
static UFunction *pFunc = 0;
|
|
if (!pFunc)
|
|
pFunc = UObject::FindObject<UFunction>("Function Gameplay.GlobalConfigActor.Init");
|
|
|
|
AGlobalConfigActor_Init_Params params;
|
|
|
|
auto flags = pFunc->FunctionFlags;
|
|
pFunc->FunctionFlags |= 0x400;
|
|
|
|
UObject *currentObj = (UObject *) this;
|
|
currentObj->ProcessEvent(pFunc, ¶ms);
|
|
|
|
pFunc->FunctionFlags = flags;
|
|
}
|
|
|
|
|
|
// Function Gameplay.GroupSpotSceneComponent.SetGroupValid
|
|
// (Native, Public)
|
|
// Parameters:
|
|
// bool Valid (Parm, ZeroConstructor, IsPlainOldData)
|
|
|
|
void UGroupSpotSceneComponent::SetGroupValid(bool Valid)
|
|
{
|
|
static UFunction *pFunc = 0;
|
|
if (!pFunc)
|
|
pFunc = UObject::FindObject<UFunction>("Function Gameplay.GroupSpotSceneComponent.SetGroupValid");
|
|
|
|
UGroupSpotSceneComponent_SetGroupValid_Params params;
|
|
params.Valid = Valid;
|
|
|
|
auto flags = pFunc->FunctionFlags;
|
|
pFunc->FunctionFlags |= 0x400;
|
|
|
|
UObject *currentObj = (UObject *) this;
|
|
currentObj->ProcessEvent(pFunc, ¶ms);
|
|
|
|
pFunc->FunctionFlags = flags;
|
|
}
|
|
|
|
|
|
// Function Gameplay.GroupSpotSceneComponent.IsValidGroup
|
|
// (Native, Public)
|
|
// Parameters:
|
|
// bool ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData)
|
|
|
|
bool UGroupSpotSceneComponent::IsValidGroup()
|
|
{
|
|
static UFunction *pFunc = 0;
|
|
if (!pFunc)
|
|
pFunc = UObject::FindObject<UFunction>("Function Gameplay.GroupSpotSceneComponent.IsValidGroup");
|
|
|
|
UGroupSpotSceneComponent_IsValidGroup_Params params;
|
|
|
|
auto flags = pFunc->FunctionFlags;
|
|
pFunc->FunctionFlags |= 0x400;
|
|
|
|
UObject *currentObj = (UObject *) this;
|
|
currentObj->ProcessEvent(pFunc, ¶ms);
|
|
|
|
pFunc->FunctionFlags = flags;
|
|
|
|
return params.ReturnValue;
|
|
}
|
|
|
|
|
|
// Function Gameplay.GroupSpotSceneComponent.FindWorldCompositionID
|
|
// (Final, Native, Public)
|
|
// Parameters:
|
|
// int ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData)
|
|
|
|
int UGroupSpotSceneComponent::FindWorldCompositionID()
|
|
{
|
|
static UFunction *pFunc = 0;
|
|
if (!pFunc)
|
|
pFunc = UObject::FindObject<UFunction>("Function Gameplay.GroupSpotSceneComponent.FindWorldCompositionID");
|
|
|
|
UGroupSpotSceneComponent_FindWorldCompositionID_Params params;
|
|
|
|
auto flags = pFunc->FunctionFlags;
|
|
pFunc->FunctionFlags |= 0x400;
|
|
|
|
UObject *currentObj = (UObject *) this;
|
|
currentObj->ProcessEvent(pFunc, ¶ms);
|
|
|
|
pFunc->FunctionFlags = flags;
|
|
|
|
return params.ReturnValue;
|
|
}
|
|
|
|
|
|
// Function Gameplay.GroupSpotSceneComponent.DoPickUp
|
|
// (Final, Native, Public)
|
|
|
|
void UGroupSpotSceneComponent::DoPickUp()
|
|
{
|
|
static UFunction *pFunc = 0;
|
|
if (!pFunc)
|
|
pFunc = UObject::FindObject<UFunction>("Function Gameplay.GroupSpotSceneComponent.DoPickUp");
|
|
|
|
UGroupSpotSceneComponent_DoPickUp_Params params;
|
|
|
|
auto flags = pFunc->FunctionFlags;
|
|
pFunc->FunctionFlags |= 0x400;
|
|
|
|
UObject *currentObj = (UObject *) this;
|
|
currentObj->ProcessEvent(pFunc, ¶ms);
|
|
|
|
pFunc->FunctionFlags = flags;
|
|
}
|
|
|
|
|
|
// Function Gameplay.ItemConfigActorComponent.RegisterGroupSceneComponent
|
|
// (Final, Native, Public, BlueprintCallable)
|
|
// Parameters:
|
|
// int GroupType (Parm, ZeroConstructor, IsPlainOldData)
|
|
// class USceneComponent* GroupSceneComponent (Parm, ZeroConstructor, InstancedReference, IsPlainOldData)
|
|
|
|
void UItemConfigActorComponent::RegisterGroupSceneComponent(int GroupType, class USceneComponent* GroupSceneComponent)
|
|
{
|
|
static UFunction *pFunc = 0;
|
|
if (!pFunc)
|
|
pFunc = UObject::FindObject<UFunction>("Function Gameplay.ItemConfigActorComponent.RegisterGroupSceneComponent");
|
|
|
|
UItemConfigActorComponent_RegisterGroupSceneComponent_Params params;
|
|
params.GroupType = GroupType;
|
|
params.GroupSceneComponent = GroupSceneComponent;
|
|
|
|
auto flags = pFunc->FunctionFlags;
|
|
pFunc->FunctionFlags |= 0x400;
|
|
|
|
UObject *currentObj = (UObject *) this;
|
|
currentObj->ProcessEvent(pFunc, ¶ms);
|
|
|
|
pFunc->FunctionFlags = flags;
|
|
}
|
|
|
|
|
|
// Function Gameplay.ItemConfigActorComponent.RandomItemSpawnClass
|
|
// (Final, Native, Public, BlueprintCallable)
|
|
// Parameters:
|
|
// struct FString ItemValue (Parm, ZeroConstructor)
|
|
// struct FString ItemCategory (Parm, ZeroConstructor)
|
|
// TArray<struct FItemSpawnClass> ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm)
|
|
|
|
TArray<struct FItemSpawnClass> UItemConfigActorComponent::RandomItemSpawnClass(const struct FString& ItemValue, const struct FString& ItemCategory)
|
|
{
|
|
static UFunction *pFunc = 0;
|
|
if (!pFunc)
|
|
pFunc = UObject::FindObject<UFunction>("Function Gameplay.ItemConfigActorComponent.RandomItemSpawnClass");
|
|
|
|
UItemConfigActorComponent_RandomItemSpawnClass_Params params;
|
|
params.ItemValue = ItemValue;
|
|
params.ItemCategory = ItemCategory;
|
|
|
|
auto flags = pFunc->FunctionFlags;
|
|
pFunc->FunctionFlags |= 0x400;
|
|
|
|
UObject *currentObj = (UObject *) this;
|
|
currentObj->ProcessEvent(pFunc, ¶ms);
|
|
|
|
pFunc->FunctionFlags = flags;
|
|
|
|
return params.ReturnValue;
|
|
}
|
|
|
|
|
|
// Function Gameplay.ItemConfigActorComponent.RandomGroupSceneComponents
|
|
// (Final, Native, Public, BlueprintCallable)
|
|
// Parameters:
|
|
// int GroupType (Parm, ZeroConstructor, IsPlainOldData)
|
|
// int Persent (Parm, ZeroConstructor, IsPlainOldData)
|
|
// TArray<class USceneComponent*> ReturnValue (ExportObject, Parm, OutParm, ZeroConstructor, ReturnParm)
|
|
|
|
TArray<class USceneComponent*> UItemConfigActorComponent::RandomGroupSceneComponents(int GroupType, int Persent)
|
|
{
|
|
static UFunction *pFunc = 0;
|
|
if (!pFunc)
|
|
pFunc = UObject::FindObject<UFunction>("Function Gameplay.ItemConfigActorComponent.RandomGroupSceneComponents");
|
|
|
|
UItemConfigActorComponent_RandomGroupSceneComponents_Params params;
|
|
params.GroupType = GroupType;
|
|
params.Persent = Persent;
|
|
|
|
auto flags = pFunc->FunctionFlags;
|
|
pFunc->FunctionFlags |= 0x400;
|
|
|
|
UObject *currentObj = (UObject *) this;
|
|
currentObj->ProcessEvent(pFunc, ¶ms);
|
|
|
|
pFunc->FunctionFlags = flags;
|
|
|
|
return params.ReturnValue;
|
|
}
|
|
|
|
|
|
// Function Gameplay.ItemConfigActorComponent.RandomGroupSceneComponent
|
|
// (Final, Native, Public)
|
|
// Parameters:
|
|
// TArray<class USceneComponent*> AllGroups (Parm, ZeroConstructor)
|
|
// class USceneComponent* ReturnValue (ExportObject, Parm, OutParm, ZeroConstructor, ReturnParm, InstancedReference, IsPlainOldData)
|
|
|
|
class USceneComponent* UItemConfigActorComponent::RandomGroupSceneComponent(TArray<class USceneComponent*> AllGroups)
|
|
{
|
|
static UFunction *pFunc = 0;
|
|
if (!pFunc)
|
|
pFunc = UObject::FindObject<UFunction>("Function Gameplay.ItemConfigActorComponent.RandomGroupSceneComponent");
|
|
|
|
UItemConfigActorComponent_RandomGroupSceneComponent_Params params;
|
|
params.AllGroups = AllGroups;
|
|
|
|
auto flags = pFunc->FunctionFlags;
|
|
pFunc->FunctionFlags |= 0x400;
|
|
|
|
UObject *currentObj = (UObject *) this;
|
|
currentObj->ProcessEvent(pFunc, ¶ms);
|
|
|
|
pFunc->FunctionFlags = flags;
|
|
|
|
return params.ReturnValue;
|
|
}
|
|
|
|
|
|
// Function Gameplay.ItemConfigActorComponent.LoadActorClass
|
|
// (Final, Native, Public, BlueprintCallable)
|
|
// Parameters:
|
|
// struct FString Path (Parm, ZeroConstructor)
|
|
// class UClass* ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData)
|
|
|
|
class UClass* UItemConfigActorComponent::LoadActorClass(const struct FString& Path)
|
|
{
|
|
static UFunction *pFunc = 0;
|
|
if (!pFunc)
|
|
pFunc = UObject::FindObject<UFunction>("Function Gameplay.ItemConfigActorComponent.LoadActorClass");
|
|
|
|
UItemConfigActorComponent_LoadActorClass_Params params;
|
|
params.Path = Path;
|
|
|
|
auto flags = pFunc->FunctionFlags;
|
|
pFunc->FunctionFlags |= 0x400;
|
|
|
|
UObject *currentObj = (UObject *) this;
|
|
currentObj->ProcessEvent(pFunc, ¶ms);
|
|
|
|
pFunc->FunctionFlags = flags;
|
|
|
|
return params.ReturnValue;
|
|
}
|
|
|
|
|
|
// Function Gameplay.ItemConfigActorComponent.GetItemSpawnClass
|
|
// (Final, Native, Public)
|
|
// Parameters:
|
|
// struct FItemSpawnData Data (Parm)
|
|
// TArray<struct FItemSpawnClass> ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm)
|
|
|
|
TArray<struct FItemSpawnClass> UItemConfigActorComponent::GetItemSpawnClass(const struct FItemSpawnData& Data)
|
|
{
|
|
static UFunction *pFunc = 0;
|
|
if (!pFunc)
|
|
pFunc = UObject::FindObject<UFunction>("Function Gameplay.ItemConfigActorComponent.GetItemSpawnClass");
|
|
|
|
UItemConfigActorComponent_GetItemSpawnClass_Params params;
|
|
params.Data = Data;
|
|
|
|
auto flags = pFunc->FunctionFlags;
|
|
pFunc->FunctionFlags |= 0x400;
|
|
|
|
UObject *currentObj = (UObject *) this;
|
|
currentObj->ProcessEvent(pFunc, ¶ms);
|
|
|
|
pFunc->FunctionFlags = flags;
|
|
|
|
return params.ReturnValue;
|
|
}
|
|
|
|
|
|
// Function Gameplay.ItemGeneratorComponent.WriteItemClassStatisticsDatas
|
|
// (Final, Native, Protected)
|
|
|
|
void UItemGeneratorComponent::WriteItemClassStatisticsDatas()
|
|
{
|
|
static UFunction *pFunc = 0;
|
|
if (!pFunc)
|
|
pFunc = UObject::FindObject<UFunction>("Function Gameplay.ItemGeneratorComponent.WriteItemClassStatisticsDatas");
|
|
|
|
UItemGeneratorComponent_WriteItemClassStatisticsDatas_Params params;
|
|
|
|
auto flags = pFunc->FunctionFlags;
|
|
pFunc->FunctionFlags |= 0x400;
|
|
|
|
UObject *currentObj = (UObject *) this;
|
|
currentObj->ProcessEvent(pFunc, ¶ms);
|
|
|
|
pFunc->FunctionFlags = flags;
|
|
}
|
|
|
|
|
|
// Function Gameplay.ItemGeneratorComponent.WriteGroupStatisticsDatas
|
|
// (Final, Native, Protected)
|
|
|
|
void UItemGeneratorComponent::WriteGroupStatisticsDatas()
|
|
{
|
|
static UFunction *pFunc = 0;
|
|
if (!pFunc)
|
|
pFunc = UObject::FindObject<UFunction>("Function Gameplay.ItemGeneratorComponent.WriteGroupStatisticsDatas");
|
|
|
|
UItemGeneratorComponent_WriteGroupStatisticsDatas_Params params;
|
|
|
|
auto flags = pFunc->FunctionFlags;
|
|
pFunc->FunctionFlags |= 0x400;
|
|
|
|
UObject *currentObj = (UObject *) this;
|
|
currentObj->ProcessEvent(pFunc, ¶ms);
|
|
|
|
pFunc->FunctionFlags = flags;
|
|
}
|
|
|
|
|
|
// Function Gameplay.ItemGeneratorComponent.WriteBuildingStatisticsDatas
|
|
// (Final, Native, Protected)
|
|
|
|
void UItemGeneratorComponent::WriteBuildingStatisticsDatas()
|
|
{
|
|
static UFunction *pFunc = 0;
|
|
if (!pFunc)
|
|
pFunc = UObject::FindObject<UFunction>("Function Gameplay.ItemGeneratorComponent.WriteBuildingStatisticsDatas");
|
|
|
|
UItemGeneratorComponent_WriteBuildingStatisticsDatas_Params params;
|
|
|
|
auto flags = pFunc->FunctionFlags;
|
|
pFunc->FunctionFlags |= 0x400;
|
|
|
|
UObject *currentObj = (UObject *) this;
|
|
currentObj->ProcessEvent(pFunc, ¶ms);
|
|
|
|
pFunc->FunctionFlags = flags;
|
|
}
|
|
|
|
|
|
// Function Gameplay.ItemGeneratorComponent.WriteAllStatisticsDatasToLog
|
|
// (Native, Protected, BlueprintCallable)
|
|
|
|
void UItemGeneratorComponent::WriteAllStatisticsDatasToLog()
|
|
{
|
|
static UFunction *pFunc = 0;
|
|
if (!pFunc)
|
|
pFunc = UObject::FindObject<UFunction>("Function Gameplay.ItemGeneratorComponent.WriteAllStatisticsDatasToLog");
|
|
|
|
UItemGeneratorComponent_WriteAllStatisticsDatasToLog_Params params;
|
|
|
|
auto flags = pFunc->FunctionFlags;
|
|
pFunc->FunctionFlags |= 0x400;
|
|
|
|
UObject *currentObj = (UObject *) this;
|
|
currentObj->ProcessEvent(pFunc, ¶ms);
|
|
|
|
pFunc->FunctionFlags = flags;
|
|
}
|
|
|
|
|
|
// Function Gameplay.ItemGeneratorComponent.WriteAllStatisticsDatas
|
|
// (Native, Protected, BlueprintCallable)
|
|
|
|
void UItemGeneratorComponent::WriteAllStatisticsDatas()
|
|
{
|
|
static UFunction *pFunc = 0;
|
|
if (!pFunc)
|
|
pFunc = UObject::FindObject<UFunction>("Function Gameplay.ItemGeneratorComponent.WriteAllStatisticsDatas");
|
|
|
|
UItemGeneratorComponent_WriteAllStatisticsDatas_Params params;
|
|
|
|
auto flags = pFunc->FunctionFlags;
|
|
pFunc->FunctionFlags |= 0x400;
|
|
|
|
UObject *currentObj = (UObject *) this;
|
|
currentObj->ProcessEvent(pFunc, ¶ms);
|
|
|
|
pFunc->FunctionFlags = flags;
|
|
}
|
|
|
|
|
|
// Function Gameplay.ItemGeneratorComponent.SetCatetoryRate
|
|
// (Final, Native, Public)
|
|
// Parameters:
|
|
// TMap<struct FString, float> Rates (Parm, ZeroConstructor)
|
|
|
|
void UItemGeneratorComponent::SetCatetoryRate(TMap<struct FString, float> Rates)
|
|
{
|
|
static UFunction *pFunc = 0;
|
|
if (!pFunc)
|
|
pFunc = UObject::FindObject<UFunction>("Function Gameplay.ItemGeneratorComponent.SetCatetoryRate");
|
|
|
|
UItemGeneratorComponent_SetCatetoryRate_Params params;
|
|
params.Rates = Rates;
|
|
|
|
auto flags = pFunc->FunctionFlags;
|
|
pFunc->FunctionFlags |= 0x400;
|
|
|
|
UObject *currentObj = (UObject *) this;
|
|
currentObj->ProcessEvent(pFunc, ¶ms);
|
|
|
|
pFunc->FunctionFlags = flags;
|
|
}
|
|
|
|
|
|
// Function Gameplay.ItemGeneratorComponent.RegisterItemGenerateSpawnData
|
|
// (Final, Native, Public, BlueprintCallable)
|
|
// Parameters:
|
|
// struct FItemGenerateSpawnData Data (Parm)
|
|
|
|
void UItemGeneratorComponent::RegisterItemGenerateSpawnData(const struct FItemGenerateSpawnData& Data)
|
|
{
|
|
static UFunction *pFunc = 0;
|
|
if (!pFunc)
|
|
pFunc = UObject::FindObject<UFunction>("Function Gameplay.ItemGeneratorComponent.RegisterItemGenerateSpawnData");
|
|
|
|
UItemGeneratorComponent_RegisterItemGenerateSpawnData_Params params;
|
|
params.Data = Data;
|
|
|
|
auto flags = pFunc->FunctionFlags;
|
|
pFunc->FunctionFlags |= 0x400;
|
|
|
|
UObject *currentObj = (UObject *) this;
|
|
currentObj->ProcessEvent(pFunc, ¶ms);
|
|
|
|
pFunc->FunctionFlags = flags;
|
|
}
|
|
|
|
|
|
// Function Gameplay.ItemGeneratorComponent.RegisterBornIslandItem
|
|
// (Native, Public)
|
|
// Parameters:
|
|
// class AActor* Item (Parm, ZeroConstructor, IsPlainOldData)
|
|
|
|
void UItemGeneratorComponent::RegisterBornIslandItem(class AActor* Item)
|
|
{
|
|
static UFunction *pFunc = 0;
|
|
if (!pFunc)
|
|
pFunc = UObject::FindObject<UFunction>("Function Gameplay.ItemGeneratorComponent.RegisterBornIslandItem");
|
|
|
|
UItemGeneratorComponent_RegisterBornIslandItem_Params params;
|
|
params.Item = Item;
|
|
|
|
auto flags = pFunc->FunctionFlags;
|
|
pFunc->FunctionFlags |= 0x400;
|
|
|
|
UObject *currentObj = (UObject *) this;
|
|
currentObj->ProcessEvent(pFunc, ¶ms);
|
|
|
|
pFunc->FunctionFlags = flags;
|
|
}
|
|
|
|
|
|
// Function Gameplay.ItemGeneratorComponent.RandomSingleGroup
|
|
// (Final, Native, Protected, HasOutParms)
|
|
// Parameters:
|
|
// TArray<class UGroupSpotSceneComponent*> Groups (Parm, OutParm, ZeroConstructor)
|
|
// struct FSpotGroupProperty GroupProperty (ConstParm, Parm, OutParm, ReferenceParm)
|
|
// class UItemGroupSpotSceneComponent* ReturnValue (ExportObject, Parm, OutParm, ZeroConstructor, ReturnParm, InstancedReference, IsPlainOldData)
|
|
|
|
class UItemGroupSpotSceneComponent* UItemGeneratorComponent::RandomSingleGroup(const struct FSpotGroupProperty& GroupProperty, TArray<class UGroupSpotSceneComponent*>* Groups)
|
|
{
|
|
static UFunction *pFunc = 0;
|
|
if (!pFunc)
|
|
pFunc = UObject::FindObject<UFunction>("Function Gameplay.ItemGeneratorComponent.RandomSingleGroup");
|
|
|
|
UItemGeneratorComponent_RandomSingleGroup_Params params;
|
|
params.GroupProperty = GroupProperty;
|
|
|
|
auto flags = pFunc->FunctionFlags;
|
|
pFunc->FunctionFlags |= 0x400;
|
|
|
|
UObject *currentObj = (UObject *) this;
|
|
currentObj->ProcessEvent(pFunc, ¶ms);
|
|
|
|
pFunc->FunctionFlags = flags;
|
|
|
|
if (Groups != nullptr)
|
|
*Groups = params.Groups;
|
|
|
|
return params.ReturnValue;
|
|
}
|
|
|
|
|
|
// Function Gameplay.ItemGeneratorComponent.RandomItemGenerateSpawnData
|
|
// (Final, Native, Protected, HasOutParms)
|
|
// Parameters:
|
|
// TArray<struct FItemGenerateSpawnData> items (Parm, OutParm, ZeroConstructor)
|
|
// struct FItemGenerateSpawnData ReturnValue (Parm, OutParm, ReturnParm)
|
|
|
|
struct FItemGenerateSpawnData UItemGeneratorComponent::RandomItemGenerateSpawnData(TArray<struct FItemGenerateSpawnData>* items)
|
|
{
|
|
static UFunction *pFunc = 0;
|
|
if (!pFunc)
|
|
pFunc = UObject::FindObject<UFunction>("Function Gameplay.ItemGeneratorComponent.RandomItemGenerateSpawnData");
|
|
|
|
UItemGeneratorComponent_RandomItemGenerateSpawnData_Params params;
|
|
|
|
auto flags = pFunc->FunctionFlags;
|
|
pFunc->FunctionFlags |= 0x400;
|
|
|
|
UObject *currentObj = (UObject *) this;
|
|
currentObj->ProcessEvent(pFunc, ¶ms);
|
|
|
|
pFunc->FunctionFlags = flags;
|
|
|
|
if (items != nullptr)
|
|
*items = params.items;
|
|
|
|
return params.ReturnValue;
|
|
}
|
|
|
|
|
|
// Function Gameplay.ItemGeneratorComponent.RandomGroupsByType
|
|
// (Final, Native, Protected, HasOutParms)
|
|
// Parameters:
|
|
// struct FSpotGroupProperty GroupProperty (ConstParm, Parm, OutParm, ReferenceParm)
|
|
|
|
void UItemGeneratorComponent::RandomGroupsByType(const struct FSpotGroupProperty& GroupProperty)
|
|
{
|
|
static UFunction *pFunc = 0;
|
|
if (!pFunc)
|
|
pFunc = UObject::FindObject<UFunction>("Function Gameplay.ItemGeneratorComponent.RandomGroupsByType");
|
|
|
|
UItemGeneratorComponent_RandomGroupsByType_Params params;
|
|
params.GroupProperty = GroupProperty;
|
|
|
|
auto flags = pFunc->FunctionFlags;
|
|
pFunc->FunctionFlags |= 0x400;
|
|
|
|
UObject *currentObj = (UObject *) this;
|
|
currentObj->ProcessEvent(pFunc, ¶ms);
|
|
|
|
pFunc->FunctionFlags = flags;
|
|
}
|
|
|
|
|
|
// Function Gameplay.ItemGeneratorComponent.RandomGroups
|
|
// (Native, Protected, BlueprintCallable)
|
|
|
|
void UItemGeneratorComponent::RandomGroups()
|
|
{
|
|
static UFunction *pFunc = 0;
|
|
if (!pFunc)
|
|
pFunc = UObject::FindObject<UFunction>("Function Gameplay.ItemGeneratorComponent.RandomGroups");
|
|
|
|
UItemGeneratorComponent_RandomGroups_Params params;
|
|
|
|
auto flags = pFunc->FunctionFlags;
|
|
pFunc->FunctionFlags |= 0x400;
|
|
|
|
UObject *currentObj = (UObject *) this;
|
|
currentObj->ProcessEvent(pFunc, ¶ms);
|
|
|
|
pFunc->FunctionFlags = flags;
|
|
}
|
|
|
|
|
|
// Function Gameplay.ItemGeneratorComponent.RandomBornIslandGroups
|
|
// (Native, Protected, BlueprintCallable)
|
|
|
|
void UItemGeneratorComponent::RandomBornIslandGroups()
|
|
{
|
|
static UFunction *pFunc = 0;
|
|
if (!pFunc)
|
|
pFunc = UObject::FindObject<UFunction>("Function Gameplay.ItemGeneratorComponent.RandomBornIslandGroups");
|
|
|
|
UItemGeneratorComponent_RandomBornIslandGroups_Params params;
|
|
|
|
auto flags = pFunc->FunctionFlags;
|
|
pFunc->FunctionFlags |= 0x400;
|
|
|
|
UObject *currentObj = (UObject *) this;
|
|
currentObj->ProcessEvent(pFunc, ¶ms);
|
|
|
|
pFunc->FunctionFlags = flags;
|
|
}
|
|
|
|
|
|
// Function Gameplay.ItemGeneratorComponent.LoadItemGenerateTable
|
|
// (Native, Event, Public, BlueprintEvent)
|
|
|
|
void UItemGeneratorComponent::LoadItemGenerateTable()
|
|
{
|
|
static UFunction *pFunc = 0;
|
|
if (!pFunc)
|
|
pFunc = UObject::FindObject<UFunction>("Function Gameplay.ItemGeneratorComponent.LoadItemGenerateTable");
|
|
|
|
UItemGeneratorComponent_LoadItemGenerateTable_Params params;
|
|
|
|
auto flags = pFunc->FunctionFlags;
|
|
pFunc->FunctionFlags |= 0x400;
|
|
|
|
UObject *currentObj = (UObject *) this;
|
|
currentObj->ProcessEvent(pFunc, ¶ms);
|
|
|
|
pFunc->FunctionFlags = flags;
|
|
}
|
|
|
|
|
|
// Function Gameplay.ItemGeneratorComponent.IsCatetoryEnabled
|
|
// (Final, Native, Protected)
|
|
// Parameters:
|
|
// bool ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData)
|
|
|
|
bool UItemGeneratorComponent::IsCatetoryEnabled()
|
|
{
|
|
static UFunction *pFunc = 0;
|
|
if (!pFunc)
|
|
pFunc = UObject::FindObject<UFunction>("Function Gameplay.ItemGeneratorComponent.IsCatetoryEnabled");
|
|
|
|
UItemGeneratorComponent_IsCatetoryEnabled_Params params;
|
|
|
|
auto flags = pFunc->FunctionFlags;
|
|
pFunc->FunctionFlags |= 0x400;
|
|
|
|
UObject *currentObj = (UObject *) this;
|
|
currentObj->ProcessEvent(pFunc, ¶ms);
|
|
|
|
pFunc->FunctionFlags = flags;
|
|
|
|
return params.ReturnValue;
|
|
}
|
|
|
|
|
|
// Function Gameplay.ItemGeneratorComponent.InitCatetorys
|
|
// (Final, Native, Protected)
|
|
|
|
void UItemGeneratorComponent::InitCatetorys()
|
|
{
|
|
static UFunction *pFunc = 0;
|
|
if (!pFunc)
|
|
pFunc = UObject::FindObject<UFunction>("Function Gameplay.ItemGeneratorComponent.InitCatetorys");
|
|
|
|
UItemGeneratorComponent_InitCatetorys_Params params;
|
|
|
|
auto flags = pFunc->FunctionFlags;
|
|
pFunc->FunctionFlags |= 0x400;
|
|
|
|
UObject *currentObj = (UObject *) this;
|
|
currentObj->ProcessEvent(pFunc, ¶ms);
|
|
|
|
pFunc->FunctionFlags = flags;
|
|
}
|
|
|
|
|
|
// Function Gameplay.ItemGeneratorComponent.GetSpotGroupPropertyByGroupType
|
|
// (Final, Native, Public)
|
|
// Parameters:
|
|
// TEnumAsByte<ESpotGroupType> SpotGroupType (Parm, ZeroConstructor, IsPlainOldData)
|
|
// struct FSpotGroupProperty ReturnValue (Parm, OutParm, ReturnParm)
|
|
|
|
struct FSpotGroupProperty UItemGeneratorComponent::GetSpotGroupPropertyByGroupType(TEnumAsByte<ESpotGroupType> SpotGroupType)
|
|
{
|
|
static UFunction *pFunc = 0;
|
|
if (!pFunc)
|
|
pFunc = UObject::FindObject<UFunction>("Function Gameplay.ItemGeneratorComponent.GetSpotGroupPropertyByGroupType");
|
|
|
|
UItemGeneratorComponent_GetSpotGroupPropertyByGroupType_Params params;
|
|
params.SpotGroupType = SpotGroupType;
|
|
|
|
auto flags = pFunc->FunctionFlags;
|
|
pFunc->FunctionFlags |= 0x400;
|
|
|
|
UObject *currentObj = (UObject *) this;
|
|
currentObj->ProcessEvent(pFunc, ¶ms);
|
|
|
|
pFunc->FunctionFlags = flags;
|
|
|
|
return params.ReturnValue;
|
|
}
|
|
|
|
|
|
// Function Gameplay.ItemGeneratorComponent.GetRandomItemClassArray
|
|
// (Final, Native, Public, HasOutParms)
|
|
// Parameters:
|
|
// struct FString Value (Parm, OutParm, ZeroConstructor)
|
|
// struct FString Category (Parm, OutParm, ZeroConstructor)
|
|
// TArray<struct FItemGenerateSpawnClass> Results (Parm, OutParm, ZeroConstructor)
|
|
// bool RepeatGenerateItem (Parm, ZeroConstructor, IsPlainOldData)
|
|
// bool ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData)
|
|
|
|
bool UItemGeneratorComponent::GetRandomItemClassArray(bool RepeatGenerateItem, struct FString* Value, struct FString* Category, TArray<struct FItemGenerateSpawnClass>* Results)
|
|
{
|
|
static UFunction *pFunc = 0;
|
|
if (!pFunc)
|
|
pFunc = UObject::FindObject<UFunction>("Function Gameplay.ItemGeneratorComponent.GetRandomItemClassArray");
|
|
|
|
UItemGeneratorComponent_GetRandomItemClassArray_Params params;
|
|
params.RepeatGenerateItem = RepeatGenerateItem;
|
|
|
|
auto flags = pFunc->FunctionFlags;
|
|
pFunc->FunctionFlags |= 0x400;
|
|
|
|
UObject *currentObj = (UObject *) this;
|
|
currentObj->ProcessEvent(pFunc, ¶ms);
|
|
|
|
pFunc->FunctionFlags = flags;
|
|
|
|
if (Value != nullptr)
|
|
*Value = params.Value;
|
|
if (Category != nullptr)
|
|
*Category = params.Category;
|
|
if (Results != nullptr)
|
|
*Results = params.Results;
|
|
|
|
return params.ReturnValue;
|
|
}
|
|
|
|
|
|
// Function Gameplay.ItemGeneratorComponent.GetCatetoryRate
|
|
// (Final, Native, Protected)
|
|
// Parameters:
|
|
// struct FString Catetory (Parm, ZeroConstructor)
|
|
// float ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData)
|
|
|
|
float UItemGeneratorComponent::GetCatetoryRate(const struct FString& Catetory)
|
|
{
|
|
static UFunction *pFunc = 0;
|
|
if (!pFunc)
|
|
pFunc = UObject::FindObject<UFunction>("Function Gameplay.ItemGeneratorComponent.GetCatetoryRate");
|
|
|
|
UItemGeneratorComponent_GetCatetoryRate_Params params;
|
|
params.Catetory = Catetory;
|
|
|
|
auto flags = pFunc->FunctionFlags;
|
|
pFunc->FunctionFlags |= 0x400;
|
|
|
|
UObject *currentObj = (UObject *) this;
|
|
currentObj->ProcessEvent(pFunc, ¶ms);
|
|
|
|
pFunc->FunctionFlags = flags;
|
|
|
|
return params.ReturnValue;
|
|
}
|
|
|
|
|
|
// Function Gameplay.ItemGeneratorComponent.GenerateSpotOnTick
|
|
// (Native, Public)
|
|
|
|
void UItemGeneratorComponent::GenerateSpotOnTick()
|
|
{
|
|
static UFunction *pFunc = 0;
|
|
if (!pFunc)
|
|
pFunc = UObject::FindObject<UFunction>("Function Gameplay.ItemGeneratorComponent.GenerateSpotOnTick");
|
|
|
|
UItemGeneratorComponent_GenerateSpotOnTick_Params params;
|
|
|
|
auto flags = pFunc->FunctionFlags;
|
|
pFunc->FunctionFlags |= 0x400;
|
|
|
|
UObject *currentObj = (UObject *) this;
|
|
currentObj->ProcessEvent(pFunc, ¶ms);
|
|
|
|
pFunc->FunctionFlags = flags;
|
|
}
|
|
|
|
|
|
// Function Gameplay.ItemGeneratorComponent.DeleteValidGroups
|
|
// (Final, Native, Public, BlueprintCallable)
|
|
|
|
void UItemGeneratorComponent::DeleteValidGroups()
|
|
{
|
|
static UFunction *pFunc = 0;
|
|
if (!pFunc)
|
|
pFunc = UObject::FindObject<UFunction>("Function Gameplay.ItemGeneratorComponent.DeleteValidGroups");
|
|
|
|
UItemGeneratorComponent_DeleteValidGroups_Params params;
|
|
|
|
auto flags = pFunc->FunctionFlags;
|
|
pFunc->FunctionFlags |= 0x400;
|
|
|
|
UObject *currentObj = (UObject *) this;
|
|
currentObj->ProcessEvent(pFunc, ¶ms);
|
|
|
|
pFunc->FunctionFlags = flags;
|
|
}
|
|
|
|
|
|
// Function Gameplay.ItemGeneratorComponent.DeleteBornIslandItems
|
|
// (Final, Native, Public, BlueprintCallable)
|
|
|
|
void UItemGeneratorComponent::DeleteBornIslandItems()
|
|
{
|
|
static UFunction *pFunc = 0;
|
|
if (!pFunc)
|
|
pFunc = UObject::FindObject<UFunction>("Function Gameplay.ItemGeneratorComponent.DeleteBornIslandItems");
|
|
|
|
UItemGeneratorComponent_DeleteBornIslandItems_Params params;
|
|
|
|
auto flags = pFunc->FunctionFlags;
|
|
pFunc->FunctionFlags |= 0x400;
|
|
|
|
UObject *currentObj = (UObject *) this;
|
|
currentObj->ProcessEvent(pFunc, ¶ms);
|
|
|
|
pFunc->FunctionFlags = flags;
|
|
}
|
|
|
|
|
|
// Function Gameplay.ItemGroupSpotSceneComponent.SetGroupProperty
|
|
// (Final, Native, Public, HasOutParms)
|
|
// Parameters:
|
|
// class UItemGeneratorComponent* Generator (Parm, ZeroConstructor, InstancedReference, IsPlainOldData)
|
|
// struct FSpotGroupProperty Property (ConstParm, Parm, OutParm, ReferenceParm)
|
|
|
|
void UItemGroupSpotSceneComponent::SetGroupProperty(class UItemGeneratorComponent* Generator, const struct FSpotGroupProperty& Property)
|
|
{
|
|
static UFunction *pFunc = 0;
|
|
if (!pFunc)
|
|
pFunc = UObject::FindObject<UFunction>("Function Gameplay.ItemGroupSpotSceneComponent.SetGroupProperty");
|
|
|
|
UItemGroupSpotSceneComponent_SetGroupProperty_Params params;
|
|
params.Generator = Generator;
|
|
params.Property = Property;
|
|
|
|
auto flags = pFunc->FunctionFlags;
|
|
pFunc->FunctionFlags |= 0x400;
|
|
|
|
UObject *currentObj = (UObject *) this;
|
|
currentObj->ProcessEvent(pFunc, ¶ms);
|
|
|
|
pFunc->FunctionFlags = flags;
|
|
}
|
|
|
|
|
|
// Function Gameplay.ItemGroupSpotSceneComponent.RepeatSpots
|
|
// (Final, Native, Protected)
|
|
|
|
void UItemGroupSpotSceneComponent::RepeatSpots()
|
|
{
|
|
static UFunction *pFunc = 0;
|
|
if (!pFunc)
|
|
pFunc = UObject::FindObject<UFunction>("Function Gameplay.ItemGroupSpotSceneComponent.RepeatSpots");
|
|
|
|
UItemGroupSpotSceneComponent_RepeatSpots_Params params;
|
|
|
|
auto flags = pFunc->FunctionFlags;
|
|
pFunc->FunctionFlags |= 0x400;
|
|
|
|
UObject *currentObj = (UObject *) this;
|
|
currentObj->ProcessEvent(pFunc, ¶ms);
|
|
|
|
pFunc->FunctionFlags = flags;
|
|
}
|
|
|
|
|
|
// Function Gameplay.ItemGroupSpotSceneComponent.RepeatSingleSpot
|
|
// (Final, Native, Protected)
|
|
// Parameters:
|
|
// class UItemSpotSceneComponent* Spot (Parm, ZeroConstructor, InstancedReference, IsPlainOldData)
|
|
|
|
void UItemGroupSpotSceneComponent::RepeatSingleSpot(class UItemSpotSceneComponent* Spot)
|
|
{
|
|
static UFunction *pFunc = 0;
|
|
if (!pFunc)
|
|
pFunc = UObject::FindObject<UFunction>("Function Gameplay.ItemGroupSpotSceneComponent.RepeatSingleSpot");
|
|
|
|
UItemGroupSpotSceneComponent_RepeatSingleSpot_Params params;
|
|
params.Spot = Spot;
|
|
|
|
auto flags = pFunc->FunctionFlags;
|
|
pFunc->FunctionFlags |= 0x400;
|
|
|
|
UObject *currentObj = (UObject *) this;
|
|
currentObj->ProcessEvent(pFunc, ¶ms);
|
|
|
|
pFunc->FunctionFlags = flags;
|
|
}
|
|
|
|
|
|
// Function Gameplay.ItemGroupSpotSceneComponent.RandomSpotByType
|
|
// (Final, Native, Protected, HasOutParms)
|
|
// Parameters:
|
|
// TEnumAsByte<ESpotType> SpotType (Parm, ZeroConstructor, IsPlainOldData)
|
|
// TArray<class UItemSpotSceneComponent*> AllSpots (Parm, OutParm, ZeroConstructor)
|
|
// struct FSpotTypeProperty Property (ConstParm, Parm, OutParm, ReferenceParm)
|
|
|
|
void UItemGroupSpotSceneComponent::RandomSpotByType(TEnumAsByte<ESpotType> SpotType, const struct FSpotTypeProperty& Property, TArray<class UItemSpotSceneComponent*>* AllSpots)
|
|
{
|
|
static UFunction *pFunc = 0;
|
|
if (!pFunc)
|
|
pFunc = UObject::FindObject<UFunction>("Function Gameplay.ItemGroupSpotSceneComponent.RandomSpotByType");
|
|
|
|
UItemGroupSpotSceneComponent_RandomSpotByType_Params params;
|
|
params.SpotType = SpotType;
|
|
params.Property = Property;
|
|
|
|
auto flags = pFunc->FunctionFlags;
|
|
pFunc->FunctionFlags |= 0x400;
|
|
|
|
UObject *currentObj = (UObject *) this;
|
|
currentObj->ProcessEvent(pFunc, ¶ms);
|
|
|
|
pFunc->FunctionFlags = flags;
|
|
|
|
if (AllSpots != nullptr)
|
|
*AllSpots = params.AllSpots;
|
|
}
|
|
|
|
|
|
// Function Gameplay.ItemGroupSpotSceneComponent.RandomSingleSpot
|
|
// (Final, Native, Protected, HasOutParms)
|
|
// Parameters:
|
|
// TArray<class UItemSpotSceneComponent*> Spots (Parm, OutParm, ZeroConstructor)
|
|
// struct FSpotTypeProperty Property (ConstParm, Parm, OutParm, ReferenceParm)
|
|
|
|
void UItemGroupSpotSceneComponent::RandomSingleSpot(const struct FSpotTypeProperty& Property, TArray<class UItemSpotSceneComponent*>* Spots)
|
|
{
|
|
static UFunction *pFunc = 0;
|
|
if (!pFunc)
|
|
pFunc = UObject::FindObject<UFunction>("Function Gameplay.ItemGroupSpotSceneComponent.RandomSingleSpot");
|
|
|
|
UItemGroupSpotSceneComponent_RandomSingleSpot_Params params;
|
|
params.Property = Property;
|
|
|
|
auto flags = pFunc->FunctionFlags;
|
|
pFunc->FunctionFlags |= 0x400;
|
|
|
|
UObject *currentObj = (UObject *) this;
|
|
currentObj->ProcessEvent(pFunc, ¶ms);
|
|
|
|
pFunc->FunctionFlags = flags;
|
|
|
|
if (Spots != nullptr)
|
|
*Spots = params.Spots;
|
|
}
|
|
|
|
|
|
// Function Gameplay.ItemGroupSpotSceneComponent.RandomRepeatGenerateItemCD
|
|
// (Final, Native, Public, HasOutParms)
|
|
// Parameters:
|
|
// struct FSpotGroupProperty GroupProperty (ConstParm, Parm, OutParm, ReferenceParm)
|
|
// float ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData)
|
|
|
|
float UItemGroupSpotSceneComponent::RandomRepeatGenerateItemCD(const struct FSpotGroupProperty& GroupProperty)
|
|
{
|
|
static UFunction *pFunc = 0;
|
|
if (!pFunc)
|
|
pFunc = UObject::FindObject<UFunction>("Function Gameplay.ItemGroupSpotSceneComponent.RandomRepeatGenerateItemCD");
|
|
|
|
UItemGroupSpotSceneComponent_RandomRepeatGenerateItemCD_Params params;
|
|
params.GroupProperty = GroupProperty;
|
|
|
|
auto flags = pFunc->FunctionFlags;
|
|
pFunc->FunctionFlags |= 0x400;
|
|
|
|
UObject *currentObj = (UObject *) this;
|
|
currentObj->ProcessEvent(pFunc, ¶ms);
|
|
|
|
pFunc->FunctionFlags = flags;
|
|
|
|
return params.ReturnValue;
|
|
}
|
|
|
|
|
|
// Function Gameplay.SpotSceneComponent.SetSpotValid
|
|
// (Native, Public)
|
|
// Parameters:
|
|
// bool Valid (Parm, ZeroConstructor, IsPlainOldData)
|
|
|
|
void USpotSceneComponent::SetSpotValid(bool Valid)
|
|
{
|
|
static UFunction *pFunc = 0;
|
|
if (!pFunc)
|
|
pFunc = UObject::FindObject<UFunction>("Function Gameplay.SpotSceneComponent.SetSpotValid");
|
|
|
|
USpotSceneComponent_SetSpotValid_Params params;
|
|
params.Valid = Valid;
|
|
|
|
auto flags = pFunc->FunctionFlags;
|
|
pFunc->FunctionFlags |= 0x400;
|
|
|
|
UObject *currentObj = (UObject *) this;
|
|
currentObj->ProcessEvent(pFunc, ¶ms);
|
|
|
|
pFunc->FunctionFlags = flags;
|
|
}
|
|
|
|
|
|
// Function Gameplay.SpotSceneComponent.LineTraceSingle
|
|
// (Native, Public, HasOutParms, HasDefaults, BlueprintCallable)
|
|
// Parameters:
|
|
// class UObject* WorldContextObject (Parm, ZeroConstructor, IsPlainOldData)
|
|
// struct FVector Start (ConstParm, Parm, IsPlainOldData)
|
|
// struct FVector End (ConstParm, Parm, IsPlainOldData)
|
|
// bool bTraceComplex (Parm, ZeroConstructor, IsPlainOldData)
|
|
// TArray<class AActor*> ActorsToIgnore (ConstParm, Parm, OutParm, ZeroConstructor, ReferenceParm)
|
|
// struct FHitResult OutHit (Parm, OutParm, IsPlainOldData)
|
|
// bool bIgnoreSelf (Parm, ZeroConstructor, IsPlainOldData)
|
|
// bool ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData)
|
|
|
|
bool USpotSceneComponent::LineTraceSingle(class UObject* WorldContextObject, const struct FVector& Start, const struct FVector& End, bool bTraceComplex, TArray<class AActor*> ActorsToIgnore, bool bIgnoreSelf, struct FHitResult* OutHit)
|
|
{
|
|
static UFunction *pFunc = 0;
|
|
if (!pFunc)
|
|
pFunc = UObject::FindObject<UFunction>("Function Gameplay.SpotSceneComponent.LineTraceSingle");
|
|
|
|
USpotSceneComponent_LineTraceSingle_Params params;
|
|
params.WorldContextObject = WorldContextObject;
|
|
params.Start = Start;
|
|
params.End = End;
|
|
params.bTraceComplex = bTraceComplex;
|
|
params.ActorsToIgnore = ActorsToIgnore;
|
|
params.bIgnoreSelf = bIgnoreSelf;
|
|
|
|
auto flags = pFunc->FunctionFlags;
|
|
pFunc->FunctionFlags |= 0x400;
|
|
|
|
UObject *currentObj = (UObject *) this;
|
|
currentObj->ProcessEvent(pFunc, ¶ms);
|
|
|
|
pFunc->FunctionFlags = flags;
|
|
|
|
if (OutHit != nullptr)
|
|
*OutHit = params.OutHit;
|
|
|
|
return params.ReturnValue;
|
|
}
|
|
|
|
|
|
// Function Gameplay.SpotSceneComponent.IsSpotValid
|
|
// (Native, Public)
|
|
// Parameters:
|
|
// bool ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData)
|
|
|
|
bool USpotSceneComponent::IsSpotValid()
|
|
{
|
|
static UFunction *pFunc = 0;
|
|
if (!pFunc)
|
|
pFunc = UObject::FindObject<UFunction>("Function Gameplay.SpotSceneComponent.IsSpotValid");
|
|
|
|
USpotSceneComponent_IsSpotValid_Params params;
|
|
|
|
auto flags = pFunc->FunctionFlags;
|
|
pFunc->FunctionFlags |= 0x400;
|
|
|
|
UObject *currentObj = (UObject *) this;
|
|
currentObj->ProcessEvent(pFunc, ¶ms);
|
|
|
|
pFunc->FunctionFlags = flags;
|
|
|
|
return params.ReturnValue;
|
|
}
|
|
|
|
|
|
// Function Gameplay.SpotSceneComponent.GetRandomCategory
|
|
// (Native, Protected, HasOutParms)
|
|
// Parameters:
|
|
// TArray<struct FSpotWeight> SpotWeights (ConstParm, Parm, OutParm, ZeroConstructor, ReferenceParm)
|
|
// struct FString ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm)
|
|
|
|
struct FString USpotSceneComponent::GetRandomCategory(TArray<struct FSpotWeight> SpotWeights)
|
|
{
|
|
static UFunction *pFunc = 0;
|
|
if (!pFunc)
|
|
pFunc = UObject::FindObject<UFunction>("Function Gameplay.SpotSceneComponent.GetRandomCategory");
|
|
|
|
USpotSceneComponent_GetRandomCategory_Params params;
|
|
params.SpotWeights = SpotWeights;
|
|
|
|
auto flags = pFunc->FunctionFlags;
|
|
pFunc->FunctionFlags |= 0x400;
|
|
|
|
UObject *currentObj = (UObject *) this;
|
|
currentObj->ProcessEvent(pFunc, ¶ms);
|
|
|
|
pFunc->FunctionFlags = flags;
|
|
|
|
return params.ReturnValue;
|
|
}
|
|
|
|
|
|
// Function Gameplay.SpotSceneComponent.GenerateSpot
|
|
// (Native, Public)
|
|
// Parameters:
|
|
// bool ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData)
|
|
|
|
bool USpotSceneComponent::GenerateSpot()
|
|
{
|
|
static UFunction *pFunc = 0;
|
|
if (!pFunc)
|
|
pFunc = UObject::FindObject<UFunction>("Function Gameplay.SpotSceneComponent.GenerateSpot");
|
|
|
|
USpotSceneComponent_GenerateSpot_Params params;
|
|
|
|
auto flags = pFunc->FunctionFlags;
|
|
pFunc->FunctionFlags |= 0x400;
|
|
|
|
UObject *currentObj = (UObject *) this;
|
|
currentObj->ProcessEvent(pFunc, ¶ms);
|
|
|
|
pFunc->FunctionFlags = flags;
|
|
|
|
return params.ReturnValue;
|
|
}
|
|
|
|
|
|
// Function Gameplay.SpotSceneComponent.GenerateActor
|
|
// (Native, Public, HasOutParms, HasDefaults)
|
|
// Parameters:
|
|
// class UClass* ActorClass (Parm, ZeroConstructor, IsPlainOldData)
|
|
// struct FVector ActorLocation (Parm, OutParm, IsPlainOldData)
|
|
// struct FRotator ActorRotator (Parm, OutParm, IsPlainOldData)
|
|
// ESpawnActorCollisionHandlingMethod SpawnActorCollisionHandlingMethod (Parm, ZeroConstructor, IsPlainOldData)
|
|
// class AActor* ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData)
|
|
|
|
class AActor* USpotSceneComponent::GenerateActor(class UClass* ActorClass, ESpawnActorCollisionHandlingMethod SpawnActorCollisionHandlingMethod, struct FVector* ActorLocation, struct FRotator* ActorRotator)
|
|
{
|
|
static UFunction *pFunc = 0;
|
|
if (!pFunc)
|
|
pFunc = UObject::FindObject<UFunction>("Function Gameplay.SpotSceneComponent.GenerateActor");
|
|
|
|
USpotSceneComponent_GenerateActor_Params params;
|
|
params.ActorClass = ActorClass;
|
|
params.SpawnActorCollisionHandlingMethod = SpawnActorCollisionHandlingMethod;
|
|
|
|
auto flags = pFunc->FunctionFlags;
|
|
pFunc->FunctionFlags |= 0x400;
|
|
|
|
UObject *currentObj = (UObject *) this;
|
|
currentObj->ProcessEvent(pFunc, ¶ms);
|
|
|
|
pFunc->FunctionFlags = flags;
|
|
|
|
if (ActorLocation != nullptr)
|
|
*ActorLocation = params.ActorLocation;
|
|
if (ActorRotator != nullptr)
|
|
*ActorRotator = params.ActorRotator;
|
|
|
|
return params.ReturnValue;
|
|
}
|
|
|
|
|
|
// Function Gameplay.ItemSpotSceneComponent.SetSpotProperty
|
|
// (Final, Native, Public, HasOutParms)
|
|
// Parameters:
|
|
// int CompositionID (Parm, ZeroConstructor, IsPlainOldData)
|
|
// TEnumAsByte<ESpotGroupType> GroupType (Parm, ZeroConstructor, IsPlainOldData)
|
|
// class UItemGeneratorComponent* Generator (Parm, ZeroConstructor, InstancedReference, IsPlainOldData)
|
|
// struct FSpotTypeProperty Property (ConstParm, Parm, OutParm, ReferenceParm)
|
|
// class UGroupSpotSceneComponent* Component (Parm, ZeroConstructor, InstancedReference, IsPlainOldData)
|
|
// bool RepeatGenerateItem (Parm, ZeroConstructor, IsPlainOldData)
|
|
|
|
void UItemSpotSceneComponent::SetSpotProperty(int CompositionID, TEnumAsByte<ESpotGroupType> GroupType, class UItemGeneratorComponent* Generator, const struct FSpotTypeProperty& Property, class UGroupSpotSceneComponent* Component, bool RepeatGenerateItem)
|
|
{
|
|
static UFunction *pFunc = 0;
|
|
if (!pFunc)
|
|
pFunc = UObject::FindObject<UFunction>("Function Gameplay.ItemSpotSceneComponent.SetSpotProperty");
|
|
|
|
UItemSpotSceneComponent_SetSpotProperty_Params params;
|
|
params.CompositionID = CompositionID;
|
|
params.GroupType = GroupType;
|
|
params.Generator = Generator;
|
|
params.Property = Property;
|
|
params.Component = Component;
|
|
params.RepeatGenerateItem = RepeatGenerateItem;
|
|
|
|
auto flags = pFunc->FunctionFlags;
|
|
pFunc->FunctionFlags |= 0x400;
|
|
|
|
UObject *currentObj = (UObject *) this;
|
|
currentObj->ProcessEvent(pFunc, ¶ms);
|
|
|
|
pFunc->FunctionFlags = flags;
|
|
}
|
|
|
|
|
|
// Function Gameplay.ItemSpotSceneComponent.RepeatSpotProperty
|
|
// (Final, Native, Public, HasOutParms)
|
|
// Parameters:
|
|
// struct FSpotTypeProperty Property (ConstParm, Parm, OutParm, ReferenceParm)
|
|
|
|
void UItemSpotSceneComponent::RepeatSpotProperty(const struct FSpotTypeProperty& Property)
|
|
{
|
|
static UFunction *pFunc = 0;
|
|
if (!pFunc)
|
|
pFunc = UObject::FindObject<UFunction>("Function Gameplay.ItemSpotSceneComponent.RepeatSpotProperty");
|
|
|
|
UItemSpotSceneComponent_RepeatSpotProperty_Params params;
|
|
params.Property = Property;
|
|
|
|
auto flags = pFunc->FunctionFlags;
|
|
pFunc->FunctionFlags |= 0x400;
|
|
|
|
UObject *currentObj = (UObject *) this;
|
|
currentObj->ProcessEvent(pFunc, ¶ms);
|
|
|
|
pFunc->FunctionFlags = flags;
|
|
}
|
|
|
|
|
|
// Function Gameplay.ItemSpotSceneComponent.GenerateSpot
|
|
// (Native, Public)
|
|
// Parameters:
|
|
// bool ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData)
|
|
|
|
bool UItemSpotSceneComponent::GenerateSpot()
|
|
{
|
|
static UFunction *pFunc = 0;
|
|
if (!pFunc)
|
|
pFunc = UObject::FindObject<UFunction>("Function Gameplay.ItemSpotSceneComponent.GenerateSpot");
|
|
|
|
UItemSpotSceneComponent_GenerateSpot_Params params;
|
|
|
|
auto flags = pFunc->FunctionFlags;
|
|
pFunc->FunctionFlags |= 0x400;
|
|
|
|
UObject *currentObj = (UObject *) this;
|
|
currentObj->ProcessEvent(pFunc, ¶ms);
|
|
|
|
pFunc->FunctionFlags = flags;
|
|
|
|
return params.ReturnValue;
|
|
}
|
|
|
|
|
|
// Function Gameplay.ItemSpotSceneComponent.GenerateItems
|
|
// (Final, Native, Protected, HasOutParms)
|
|
// Parameters:
|
|
// TArray<struct FItemGenerateSpawnClass> AllItemClass (Parm, OutParm, ZeroConstructor)
|
|
|
|
void UItemSpotSceneComponent::GenerateItems(TArray<struct FItemGenerateSpawnClass>* AllItemClass)
|
|
{
|
|
static UFunction *pFunc = 0;
|
|
if (!pFunc)
|
|
pFunc = UObject::FindObject<UFunction>("Function Gameplay.ItemSpotSceneComponent.GenerateItems");
|
|
|
|
UItemSpotSceneComponent_GenerateItems_Params params;
|
|
|
|
auto flags = pFunc->FunctionFlags;
|
|
pFunc->FunctionFlags |= 0x400;
|
|
|
|
UObject *currentObj = (UObject *) this;
|
|
currentObj->ProcessEvent(pFunc, ¶ms);
|
|
|
|
pFunc->FunctionFlags = flags;
|
|
|
|
if (AllItemClass != nullptr)
|
|
*AllItemClass = params.AllItemClass;
|
|
}
|
|
|
|
|
|
// Function Gameplay.ItemSpotSceneComponent.DoPickUp
|
|
// (Final, Native, Public)
|
|
// Parameters:
|
|
// struct FString ItemValue (Parm, ZeroConstructor)
|
|
// struct FString ItemCategory (Parm, ZeroConstructor)
|
|
|
|
void UItemSpotSceneComponent::DoPickUp(const struct FString& ItemValue, const struct FString& ItemCategory)
|
|
{
|
|
static UFunction *pFunc = 0;
|
|
if (!pFunc)
|
|
pFunc = UObject::FindObject<UFunction>("Function Gameplay.ItemSpotSceneComponent.DoPickUp");
|
|
|
|
UItemSpotSceneComponent_DoPickUp_Params params;
|
|
params.ItemValue = ItemValue;
|
|
params.ItemCategory = ItemCategory;
|
|
|
|
auto flags = pFunc->FunctionFlags;
|
|
pFunc->FunctionFlags |= 0x400;
|
|
|
|
UObject *currentObj = (UObject *) this;
|
|
currentObj->ProcessEvent(pFunc, ¶ms);
|
|
|
|
pFunc->FunctionFlags = flags;
|
|
}
|
|
|
|
|
|
// Function Gameplay.ItemSpotSceneComponent.CountCacheItemValeCategory
|
|
// (Final, Native, Protected)
|
|
// Parameters:
|
|
// int ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData)
|
|
|
|
int UItemSpotSceneComponent::CountCacheItemValeCategory()
|
|
{
|
|
static UFunction *pFunc = 0;
|
|
if (!pFunc)
|
|
pFunc = UObject::FindObject<UFunction>("Function Gameplay.ItemSpotSceneComponent.CountCacheItemValeCategory");
|
|
|
|
UItemSpotSceneComponent_CountCacheItemValeCategory_Params params;
|
|
|
|
auto flags = pFunc->FunctionFlags;
|
|
pFunc->FunctionFlags |= 0x400;
|
|
|
|
UObject *currentObj = (UObject *) this;
|
|
currentObj->ProcessEvent(pFunc, ¶ms);
|
|
|
|
pFunc->FunctionFlags = flags;
|
|
|
|
return params.ReturnValue;
|
|
}
|
|
|
|
|
|
// Function Gameplay.UAEAdvertisementActor.OnRequestImgSuccess
|
|
// (Final, Native, Public)
|
|
// Parameters:
|
|
// class UTexture2D* Texture (Parm, ZeroConstructor, IsPlainOldData)
|
|
// struct FString RequestedURL (Parm, ZeroConstructor)
|
|
|
|
void AUAEAdvertisementActor::OnRequestImgSuccess(class UTexture2D* Texture, const struct FString& RequestedURL)
|
|
{
|
|
static UFunction *pFunc = 0;
|
|
if (!pFunc)
|
|
pFunc = UObject::FindObject<UFunction>("Function Gameplay.UAEAdvertisementActor.OnRequestImgSuccess");
|
|
|
|
AUAEAdvertisementActor_OnRequestImgSuccess_Params params;
|
|
params.Texture = Texture;
|
|
params.RequestedURL = RequestedURL;
|
|
|
|
auto flags = pFunc->FunctionFlags;
|
|
pFunc->FunctionFlags |= 0x400;
|
|
|
|
UObject *currentObj = (UObject *) this;
|
|
currentObj->ProcessEvent(pFunc, ¶ms);
|
|
|
|
pFunc->FunctionFlags = flags;
|
|
}
|
|
|
|
|
|
// Function Gameplay.UAEAdvertisementActor.OnRep_PicURL
|
|
// (Final, Native, Public)
|
|
|
|
void AUAEAdvertisementActor::OnRep_PicURL()
|
|
{
|
|
static UFunction *pFunc = 0;
|
|
if (!pFunc)
|
|
pFunc = UObject::FindObject<UFunction>("Function Gameplay.UAEAdvertisementActor.OnRep_PicURL");
|
|
|
|
AUAEAdvertisementActor_OnRep_PicURL_Params params;
|
|
|
|
auto flags = pFunc->FunctionFlags;
|
|
pFunc->FunctionFlags |= 0x400;
|
|
|
|
UObject *currentObj = (UObject *) this;
|
|
currentObj->ProcessEvent(pFunc, ¶ms);
|
|
|
|
pFunc->FunctionFlags = flags;
|
|
}
|
|
|
|
|
|
// Function Gameplay.UAEAdvertisementActor.OnRep_MeshPath
|
|
// (Final, Native, Public)
|
|
|
|
void AUAEAdvertisementActor::OnRep_MeshPath()
|
|
{
|
|
static UFunction *pFunc = 0;
|
|
if (!pFunc)
|
|
pFunc = UObject::FindObject<UFunction>("Function Gameplay.UAEAdvertisementActor.OnRep_MeshPath");
|
|
|
|
AUAEAdvertisementActor_OnRep_MeshPath_Params params;
|
|
|
|
auto flags = pFunc->FunctionFlags;
|
|
pFunc->FunctionFlags |= 0x400;
|
|
|
|
UObject *currentObj = (UObject *) this;
|
|
currentObj->ProcessEvent(pFunc, ¶ms);
|
|
|
|
pFunc->FunctionFlags = flags;
|
|
}
|
|
|
|
|
|
// Function Gameplay.UAECharacterAnimListComponent.OnAsyncLoadingFinished
|
|
// (Final, Native, Public)
|
|
// Parameters:
|
|
// struct FAsyncLoadCharAnimParams LoadingParam (Parm)
|
|
|
|
void UUAECharacterAnimListComponent::OnAsyncLoadingFinished(const struct FAsyncLoadCharAnimParams& LoadingParam)
|
|
{
|
|
static UFunction *pFunc = 0;
|
|
if (!pFunc)
|
|
pFunc = UObject::FindObject<UFunction>("Function Gameplay.UAECharacterAnimListComponent.OnAsyncLoadingFinished");
|
|
|
|
UUAECharacterAnimListComponent_OnAsyncLoadingFinished_Params params;
|
|
params.LoadingParam = LoadingParam;
|
|
|
|
auto flags = pFunc->FunctionFlags;
|
|
pFunc->FunctionFlags |= 0x400;
|
|
|
|
UObject *currentObj = (UObject *) this;
|
|
currentObj->ProcessEvent(pFunc, ¶ms);
|
|
|
|
pFunc->FunctionFlags = flags;
|
|
}
|
|
|
|
|
|
// Function Gameplay.UAECharacterAnimListComponent.GetCharacterJumpAnim
|
|
// (Final, Native, Public, Const)
|
|
// Parameters:
|
|
// TEnumAsByte<ECharacterJumpType> JumpType (Parm, ZeroConstructor, IsPlainOldData)
|
|
// TArray<struct FPlayerAnimData> ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm)
|
|
|
|
TArray<struct FPlayerAnimData> UUAECharacterAnimListComponent::GetCharacterJumpAnim(TEnumAsByte<ECharacterJumpType> JumpType)
|
|
{
|
|
static UFunction *pFunc = 0;
|
|
if (!pFunc)
|
|
pFunc = UObject::FindObject<UFunction>("Function Gameplay.UAECharacterAnimListComponent.GetCharacterJumpAnim");
|
|
|
|
UUAECharacterAnimListComponent_GetCharacterJumpAnim_Params params;
|
|
params.JumpType = JumpType;
|
|
|
|
auto flags = pFunc->FunctionFlags;
|
|
pFunc->FunctionFlags |= 0x400;
|
|
|
|
UObject *currentObj = (UObject *) this;
|
|
currentObj->ProcessEvent(pFunc, ¶ms);
|
|
|
|
pFunc->FunctionFlags = flags;
|
|
|
|
return params.ReturnValue;
|
|
}
|
|
|
|
|
|
// Function Gameplay.UAECharacterAnimListComponent.GetCharacterAnim
|
|
// (Final, Native, Public, Const)
|
|
// Parameters:
|
|
// TEnumAsByte<ECharacterAnimType> AnimType (Parm, ZeroConstructor, IsPlainOldData)
|
|
// TEnumAsByte<ECharacterPoseType> PoseType (Parm, ZeroConstructor, IsPlainOldData)
|
|
// class UAnimationAsset* ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData)
|
|
|
|
class UAnimationAsset* UUAECharacterAnimListComponent::GetCharacterAnim(TEnumAsByte<ECharacterAnimType> AnimType, TEnumAsByte<ECharacterPoseType> PoseType)
|
|
{
|
|
static UFunction *pFunc = 0;
|
|
if (!pFunc)
|
|
pFunc = UObject::FindObject<UFunction>("Function Gameplay.UAECharacterAnimListComponent.GetCharacterAnim");
|
|
|
|
UUAECharacterAnimListComponent_GetCharacterAnim_Params params;
|
|
params.AnimType = AnimType;
|
|
params.PoseType = PoseType;
|
|
|
|
auto flags = pFunc->FunctionFlags;
|
|
pFunc->FunctionFlags |= 0x400;
|
|
|
|
UObject *currentObj = (UObject *) this;
|
|
currentObj->ProcessEvent(pFunc, ¶ms);
|
|
|
|
pFunc->FunctionFlags = flags;
|
|
|
|
return params.ReturnValue;
|
|
}
|
|
|
|
|
|
// Function Gameplay.AELobbyCharAnimListComp.OnAsyncLoadingFinished
|
|
// (Final, Native, Public)
|
|
// Parameters:
|
|
// struct FAsyncLoadCharAnimParams LoadingParam (Parm)
|
|
|
|
void UAELobbyCharAnimListComp::OnAsyncLoadingFinished(const struct FAsyncLoadCharAnimParams& LoadingParam)
|
|
{
|
|
static UFunction *pFunc = 0;
|
|
if (!pFunc)
|
|
pFunc = UObject::FindObject<UFunction>("Function Gameplay.AELobbyCharAnimListComp.OnAsyncLoadingFinished");
|
|
|
|
UAELobbyCharAnimListComp_OnAsyncLoadingFinished_Params params;
|
|
params.LoadingParam = LoadingParam;
|
|
|
|
auto flags = pFunc->FunctionFlags;
|
|
pFunc->FunctionFlags |= 0x400;
|
|
|
|
UObject *currentObj = (UObject *) this;
|
|
currentObj->ProcessEvent(pFunc, ¶ms);
|
|
|
|
pFunc->FunctionFlags = flags;
|
|
}
|
|
|
|
|
|
// Function Gameplay.AELobbyCharAnimListComp.GetCharacterAnim
|
|
// (Final, Native, Public, Const)
|
|
// Parameters:
|
|
// TEnumAsByte<ECharacterAnimType> AnimType (Parm, ZeroConstructor, IsPlainOldData)
|
|
// TEnumAsByte<ECharacterPoseType> PoseType (Parm, ZeroConstructor, IsPlainOldData)
|
|
// class UAnimationAsset* ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData)
|
|
|
|
class UAnimationAsset* UAELobbyCharAnimListComp::GetCharacterAnim(TEnumAsByte<ECharacterAnimType> AnimType, TEnumAsByte<ECharacterPoseType> PoseType)
|
|
{
|
|
static UFunction *pFunc = 0;
|
|
if (!pFunc)
|
|
pFunc = UObject::FindObject<UFunction>("Function Gameplay.AELobbyCharAnimListComp.GetCharacterAnim");
|
|
|
|
UAELobbyCharAnimListComp_GetCharacterAnim_Params params;
|
|
params.AnimType = AnimType;
|
|
params.PoseType = PoseType;
|
|
|
|
auto flags = pFunc->FunctionFlags;
|
|
pFunc->FunctionFlags |= 0x400;
|
|
|
|
UObject *currentObj = (UObject *) this;
|
|
currentObj->ProcessEvent(pFunc, ¶ms);
|
|
|
|
pFunc->FunctionFlags = flags;
|
|
|
|
return params.ReturnValue;
|
|
}
|
|
|
|
|
|
// Function Gameplay.UAEProjectile.WorkAsBuffApplierEvent
|
|
// (Native, Event, Public, HasOutParms, BlueprintEvent)
|
|
// Parameters:
|
|
// struct FString BuffName (ConstParm, Parm, OutParm, ZeroConstructor, ReferenceParm)
|
|
// class APawn* BuffTarget (Parm, ZeroConstructor, IsPlainOldData)
|
|
|
|
void AUAEProjectile::WorkAsBuffApplierEvent(const struct FString& BuffName, class APawn* BuffTarget)
|
|
{
|
|
static UFunction *pFunc = 0;
|
|
if (!pFunc)
|
|
pFunc = UObject::FindObject<UFunction>("Function Gameplay.UAEProjectile.WorkAsBuffApplierEvent");
|
|
|
|
AUAEProjectile_WorkAsBuffApplierEvent_Params params;
|
|
params.BuffName = BuffName;
|
|
params.BuffTarget = BuffTarget;
|
|
|
|
auto flags = pFunc->FunctionFlags;
|
|
pFunc->FunctionFlags |= 0x400;
|
|
|
|
UObject *currentObj = (UObject *) this;
|
|
currentObj->ProcessEvent(pFunc, ¶ms);
|
|
|
|
pFunc->FunctionFlags = flags;
|
|
}
|
|
|
|
|
|
// Function Gameplay.UAEProjectile.SetActorInitialRelativeOffset
|
|
// (Final, Native, Public, HasDefaults)
|
|
// Parameters:
|
|
// struct FVector Offset (Parm, IsPlainOldData)
|
|
// struct FVector StandOffset (Parm, IsPlainOldData)
|
|
// struct FVector CrouchOffset (Parm, IsPlainOldData)
|
|
// struct FVector ProneOffset (Parm, IsPlainOldData)
|
|
// TEnumAsByte<ECharacterPoseType> PrevoisOwnerPose (Parm, ZeroConstructor, IsPlainOldData)
|
|
|
|
void AUAEProjectile::SetActorInitialRelativeOffset(const struct FVector& Offset, const struct FVector& StandOffset, const struct FVector& CrouchOffset, const struct FVector& ProneOffset, TEnumAsByte<ECharacterPoseType> PrevoisOwnerPose)
|
|
{
|
|
static UFunction *pFunc = 0;
|
|
if (!pFunc)
|
|
pFunc = UObject::FindObject<UFunction>("Function Gameplay.UAEProjectile.SetActorInitialRelativeOffset");
|
|
|
|
AUAEProjectile_SetActorInitialRelativeOffset_Params params;
|
|
params.Offset = Offset;
|
|
params.StandOffset = StandOffset;
|
|
params.CrouchOffset = CrouchOffset;
|
|
params.ProneOffset = ProneOffset;
|
|
params.PrevoisOwnerPose = PrevoisOwnerPose;
|
|
|
|
auto flags = pFunc->FunctionFlags;
|
|
pFunc->FunctionFlags |= 0x400;
|
|
|
|
UObject *currentObj = (UObject *) this;
|
|
currentObj->ProcessEvent(pFunc, ¶ms);
|
|
|
|
pFunc->FunctionFlags = flags;
|
|
}
|
|
|
|
|
|
// Function Gameplay.UAEProjectile.OnRep_IsServerAlreadyExplodedCpp
|
|
// (Final, Native, Public)
|
|
|
|
void AUAEProjectile::OnRep_IsServerAlreadyExplodedCpp()
|
|
{
|
|
static UFunction *pFunc = 0;
|
|
if (!pFunc)
|
|
pFunc = UObject::FindObject<UFunction>("Function Gameplay.UAEProjectile.OnRep_IsServerAlreadyExplodedCpp");
|
|
|
|
AUAEProjectile_OnRep_IsServerAlreadyExplodedCpp_Params params;
|
|
|
|
auto flags = pFunc->FunctionFlags;
|
|
pFunc->FunctionFlags |= 0x400;
|
|
|
|
UObject *currentObj = (UObject *) this;
|
|
currentObj->ProcessEvent(pFunc, ¶ms);
|
|
|
|
pFunc->FunctionFlags = flags;
|
|
}
|
|
|
|
|
|
// Function Gameplay.UAEProjectile.IsServerAlreadyExplodedCppNotify
|
|
// (Native, Event, Public, BlueprintEvent)
|
|
|
|
void AUAEProjectile::IsServerAlreadyExplodedCppNotify()
|
|
{
|
|
static UFunction *pFunc = 0;
|
|
if (!pFunc)
|
|
pFunc = UObject::FindObject<UFunction>("Function Gameplay.UAEProjectile.IsServerAlreadyExplodedCppNotify");
|
|
|
|
AUAEProjectile_IsServerAlreadyExplodedCppNotify_Params params;
|
|
|
|
auto flags = pFunc->FunctionFlags;
|
|
pFunc->FunctionFlags |= 0x400;
|
|
|
|
UObject *currentObj = (UObject *) this;
|
|
currentObj->ProcessEvent(pFunc, ¶ms);
|
|
|
|
pFunc->FunctionFlags = flags;
|
|
}
|
|
|
|
|
|
// Function Gameplay.UAEProjectile.IsOwnerAutomous
|
|
// (Final, Native, Public, BlueprintCallable)
|
|
// Parameters:
|
|
// bool ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData)
|
|
|
|
bool AUAEProjectile::IsOwnerAutomous()
|
|
{
|
|
static UFunction *pFunc = 0;
|
|
if (!pFunc)
|
|
pFunc = UObject::FindObject<UFunction>("Function Gameplay.UAEProjectile.IsOwnerAutomous");
|
|
|
|
AUAEProjectile_IsOwnerAutomous_Params params;
|
|
|
|
auto flags = pFunc->FunctionFlags;
|
|
pFunc->FunctionFlags |= 0x400;
|
|
|
|
UObject *currentObj = (UObject *) this;
|
|
currentObj->ProcessEvent(pFunc, ¶ms);
|
|
|
|
pFunc->FunctionFlags = flags;
|
|
|
|
return params.ReturnValue;
|
|
}
|
|
|
|
|
|
// Function Gameplay.UAEProjectile.GlassDetect
|
|
// (Final, Native, Public, HasOutParms, HasDefaults, BlueprintCallable)
|
|
// Parameters:
|
|
// struct FVector Start (ConstParm, Parm, OutParm, ReferenceParm, IsPlainOldData)
|
|
// struct FVector End (ConstParm, Parm, OutParm, ReferenceParm, IsPlainOldData)
|
|
|
|
void AUAEProjectile::GlassDetect(const struct FVector& Start, const struct FVector& End)
|
|
{
|
|
static UFunction *pFunc = 0;
|
|
if (!pFunc)
|
|
pFunc = UObject::FindObject<UFunction>("Function Gameplay.UAEProjectile.GlassDetect");
|
|
|
|
AUAEProjectile_GlassDetect_Params params;
|
|
params.Start = Start;
|
|
params.End = End;
|
|
|
|
auto flags = pFunc->FunctionFlags;
|
|
pFunc->FunctionFlags |= 0x400;
|
|
|
|
UObject *currentObj = (UObject *) this;
|
|
currentObj->ProcessEvent(pFunc, ¶ms);
|
|
|
|
pFunc->FunctionFlags = flags;
|
|
}
|
|
|
|
|
|
// Function Gameplay.UAEProjectile.GetRemainingEffectTime
|
|
// (Native, Event, Public, BlueprintEvent)
|
|
// Parameters:
|
|
// float ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData)
|
|
|
|
float AUAEProjectile::GetRemainingEffectTime()
|
|
{
|
|
static UFunction *pFunc = 0;
|
|
if (!pFunc)
|
|
pFunc = UObject::FindObject<UFunction>("Function Gameplay.UAEProjectile.GetRemainingEffectTime");
|
|
|
|
AUAEProjectile_GetRemainingEffectTime_Params params;
|
|
|
|
auto flags = pFunc->FunctionFlags;
|
|
pFunc->FunctionFlags |= 0x400;
|
|
|
|
UObject *currentObj = (UObject *) this;
|
|
currentObj->ProcessEvent(pFunc, ¶ms);
|
|
|
|
pFunc->FunctionFlags = flags;
|
|
|
|
return params.ReturnValue;
|
|
}
|
|
|
|
|
|
// Function Gameplay.UAEWindowComponent.NotifyServerBroken
|
|
// (Event, Protected, BlueprintEvent)
|
|
|
|
void UUAEWindowComponent::NotifyServerBroken()
|
|
{
|
|
static UFunction *pFunc = 0;
|
|
if (!pFunc)
|
|
pFunc = UObject::FindObject<UFunction>("Function Gameplay.UAEWindowComponent.NotifyServerBroken");
|
|
|
|
UUAEWindowComponent_NotifyServerBroken_Params params;
|
|
|
|
auto flags = pFunc->FunctionFlags;
|
|
|
|
UObject *currentObj = (UObject *) this;
|
|
currentObj->ProcessEvent(pFunc, ¶ms);
|
|
|
|
pFunc->FunctionFlags = flags;
|
|
}
|
|
|
|
|
|
// Function Gameplay.UAEWindowComponent.NotifyRepDataUpdated
|
|
// (Final, Native, Protected)
|
|
// Parameters:
|
|
// bool bInitial (Parm, ZeroConstructor, IsPlainOldData)
|
|
// bool bLocal (Parm, ZeroConstructor, IsPlainOldData)
|
|
|
|
void UUAEWindowComponent::NotifyRepDataUpdated(bool bInitial, bool bLocal)
|
|
{
|
|
static UFunction *pFunc = 0;
|
|
if (!pFunc)
|
|
pFunc = UObject::FindObject<UFunction>("Function Gameplay.UAEWindowComponent.NotifyRepDataUpdated");
|
|
|
|
UUAEWindowComponent_NotifyRepDataUpdated_Params params;
|
|
params.bInitial = bInitial;
|
|
params.bLocal = bLocal;
|
|
|
|
auto flags = pFunc->FunctionFlags;
|
|
pFunc->FunctionFlags |= 0x400;
|
|
|
|
UObject *currentObj = (UObject *) this;
|
|
currentObj->ProcessEvent(pFunc, ¶ms);
|
|
|
|
pFunc->FunctionFlags = flags;
|
|
}
|
|
|
|
|
|
// Function Gameplay.UAEWindowComponent.LocalHandleWindowBrokenBP
|
|
// (Event, Protected, BlueprintEvent)
|
|
// Parameters:
|
|
// bool bInitial (Parm, ZeroConstructor, IsPlainOldData)
|
|
// bool bLocal (Parm, ZeroConstructor, IsPlainOldData)
|
|
|
|
void UUAEWindowComponent::LocalHandleWindowBrokenBP(bool bInitial, bool bLocal)
|
|
{
|
|
static UFunction *pFunc = 0;
|
|
if (!pFunc)
|
|
pFunc = UObject::FindObject<UFunction>("Function Gameplay.UAEWindowComponent.LocalHandleWindowBrokenBP");
|
|
|
|
UUAEWindowComponent_LocalHandleWindowBrokenBP_Params params;
|
|
params.bInitial = bInitial;
|
|
params.bLocal = bLocal;
|
|
|
|
auto flags = pFunc->FunctionFlags;
|
|
|
|
UObject *currentObj = (UObject *) this;
|
|
currentObj->ProcessEvent(pFunc, ¶ms);
|
|
|
|
pFunc->FunctionFlags = flags;
|
|
}
|
|
|
|
|
|
// Function Gameplay.UAEWindowComponent.LocalHandleWindowBroken
|
|
// (Final, Native, Protected, BlueprintCallable)
|
|
// Parameters:
|
|
// bool bInitial (Parm, ZeroConstructor, IsPlainOldData)
|
|
// bool bLocal (Parm, ZeroConstructor, IsPlainOldData)
|
|
|
|
void UUAEWindowComponent::LocalHandleWindowBroken(bool bInitial, bool bLocal)
|
|
{
|
|
static UFunction *pFunc = 0;
|
|
if (!pFunc)
|
|
pFunc = UObject::FindObject<UFunction>("Function Gameplay.UAEWindowComponent.LocalHandleWindowBroken");
|
|
|
|
UUAEWindowComponent_LocalHandleWindowBroken_Params params;
|
|
params.bInitial = bInitial;
|
|
params.bLocal = bLocal;
|
|
|
|
auto flags = pFunc->FunctionFlags;
|
|
pFunc->FunctionFlags |= 0x400;
|
|
|
|
UObject *currentObj = (UObject *) this;
|
|
currentObj->ProcessEvent(pFunc, ¶ms);
|
|
|
|
pFunc->FunctionFlags = flags;
|
|
}
|
|
|
|
|
|
// Function Gameplay.UAEWindowComponent.HandleBroken
|
|
// (Final, Native, Public, BlueprintCallable)
|
|
// Parameters:
|
|
// class APlayerController* Instigator (Parm, ZeroConstructor, IsPlainOldData)
|
|
// bool bLocal (Parm, ZeroConstructor, IsPlainOldData)
|
|
|
|
void UUAEWindowComponent::HandleBroken(class APlayerController* Instigator, bool bLocal)
|
|
{
|
|
static UFunction *pFunc = 0;
|
|
if (!pFunc)
|
|
pFunc = UObject::FindObject<UFunction>("Function Gameplay.UAEWindowComponent.HandleBroken");
|
|
|
|
UUAEWindowComponent_HandleBroken_Params params;
|
|
params.Instigator = Instigator;
|
|
params.bLocal = bLocal;
|
|
|
|
auto flags = pFunc->FunctionFlags;
|
|
pFunc->FunctionFlags |= 0x400;
|
|
|
|
UObject *currentObj = (UObject *) this;
|
|
currentObj->ProcessEvent(pFunc, ¶ms);
|
|
|
|
pFunc->FunctionFlags = flags;
|
|
}
|
|
|
|
|
|
// Function Gameplay.UAEWindowComponent.GetRepData
|
|
// (Final, Native, Public, BlueprintCallable)
|
|
// Parameters:
|
|
// struct FUAEWindowRepData ReturnValue (Parm, OutParm, ReturnParm)
|
|
|
|
struct FUAEWindowRepData UUAEWindowComponent::GetRepData()
|
|
{
|
|
static UFunction *pFunc = 0;
|
|
if (!pFunc)
|
|
pFunc = UObject::FindObject<UFunction>("Function Gameplay.UAEWindowComponent.GetRepData");
|
|
|
|
UUAEWindowComponent_GetRepData_Params params;
|
|
|
|
auto flags = pFunc->FunctionFlags;
|
|
pFunc->FunctionFlags |= 0x400;
|
|
|
|
UObject *currentObj = (UObject *) this;
|
|
currentObj->ProcessEvent(pFunc, ¶ms);
|
|
|
|
pFunc->FunctionFlags = flags;
|
|
|
|
return params.ReturnValue;
|
|
}
|
|
|
|
|
|
// Function Gameplay.VehicleConfigActorComponent.LoadActorClass
|
|
// (Final, Native, Public, BlueprintCallable)
|
|
// Parameters:
|
|
// struct FString Path (Parm, ZeroConstructor)
|
|
// class UClass* ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData)
|
|
|
|
class UClass* UVehicleConfigActorComponent::LoadActorClass(const struct FString& Path)
|
|
{
|
|
static UFunction *pFunc = 0;
|
|
if (!pFunc)
|
|
pFunc = UObject::FindObject<UFunction>("Function Gameplay.VehicleConfigActorComponent.LoadActorClass");
|
|
|
|
UVehicleConfigActorComponent_LoadActorClass_Params params;
|
|
params.Path = Path;
|
|
|
|
auto flags = pFunc->FunctionFlags;
|
|
pFunc->FunctionFlags |= 0x400;
|
|
|
|
UObject *currentObj = (UObject *) this;
|
|
currentObj->ProcessEvent(pFunc, ¶ms);
|
|
|
|
pFunc->FunctionFlags = flags;
|
|
|
|
return params.ReturnValue;
|
|
}
|
|
|
|
|
|
// Function Gameplay.VehicleAndTreasureBoxGeneratorComponent.WriteVehicleSpotStatisticsDatas
|
|
// (Final, Native, Protected)
|
|
|
|
void UVehicleAndTreasureBoxGeneratorComponent::WriteVehicleSpotStatisticsDatas()
|
|
{
|
|
static UFunction *pFunc = 0;
|
|
if (!pFunc)
|
|
pFunc = UObject::FindObject<UFunction>("Function Gameplay.VehicleAndTreasureBoxGeneratorComponent.WriteVehicleSpotStatisticsDatas");
|
|
|
|
UVehicleAndTreasureBoxGeneratorComponent_WriteVehicleSpotStatisticsDatas_Params params;
|
|
|
|
auto flags = pFunc->FunctionFlags;
|
|
pFunc->FunctionFlags |= 0x400;
|
|
|
|
UObject *currentObj = (UObject *) this;
|
|
currentObj->ProcessEvent(pFunc, ¶ms);
|
|
|
|
pFunc->FunctionFlags = flags;
|
|
}
|
|
|
|
|
|
// Function Gameplay.VehicleAndTreasureBoxGeneratorComponent.WriteVehicleClassStatisticsDatas
|
|
// (Final, Native, Protected)
|
|
|
|
void UVehicleAndTreasureBoxGeneratorComponent::WriteVehicleClassStatisticsDatas()
|
|
{
|
|
static UFunction *pFunc = 0;
|
|
if (!pFunc)
|
|
pFunc = UObject::FindObject<UFunction>("Function Gameplay.VehicleAndTreasureBoxGeneratorComponent.WriteVehicleClassStatisticsDatas");
|
|
|
|
UVehicleAndTreasureBoxGeneratorComponent_WriteVehicleClassStatisticsDatas_Params params;
|
|
|
|
auto flags = pFunc->FunctionFlags;
|
|
pFunc->FunctionFlags |= 0x400;
|
|
|
|
UObject *currentObj = (UObject *) this;
|
|
currentObj->ProcessEvent(pFunc, ¶ms);
|
|
|
|
pFunc->FunctionFlags = flags;
|
|
}
|
|
|
|
|
|
// Function Gameplay.VehicleAndTreasureBoxGeneratorComponent.WriteAllVehicleStatisticsDatasToLog
|
|
// (Final, Native, Protected, BlueprintCallable)
|
|
|
|
void UVehicleAndTreasureBoxGeneratorComponent::WriteAllVehicleStatisticsDatasToLog()
|
|
{
|
|
static UFunction *pFunc = 0;
|
|
if (!pFunc)
|
|
pFunc = UObject::FindObject<UFunction>("Function Gameplay.VehicleAndTreasureBoxGeneratorComponent.WriteAllVehicleStatisticsDatasToLog");
|
|
|
|
UVehicleAndTreasureBoxGeneratorComponent_WriteAllVehicleStatisticsDatasToLog_Params params;
|
|
|
|
auto flags = pFunc->FunctionFlags;
|
|
pFunc->FunctionFlags |= 0x400;
|
|
|
|
UObject *currentObj = (UObject *) this;
|
|
currentObj->ProcessEvent(pFunc, ¶ms);
|
|
|
|
pFunc->FunctionFlags = flags;
|
|
}
|
|
|
|
|
|
// Function Gameplay.VehicleAndTreasureBoxGeneratorComponent.WriteAllVehicleStatisticsDatas
|
|
// (Final, Native, Protected, BlueprintCallable)
|
|
|
|
void UVehicleAndTreasureBoxGeneratorComponent::WriteAllVehicleStatisticsDatas()
|
|
{
|
|
static UFunction *pFunc = 0;
|
|
if (!pFunc)
|
|
pFunc = UObject::FindObject<UFunction>("Function Gameplay.VehicleAndTreasureBoxGeneratorComponent.WriteAllVehicleStatisticsDatas");
|
|
|
|
UVehicleAndTreasureBoxGeneratorComponent_WriteAllVehicleStatisticsDatas_Params params;
|
|
|
|
auto flags = pFunc->FunctionFlags;
|
|
pFunc->FunctionFlags |= 0x400;
|
|
|
|
UObject *currentObj = (UObject *) this;
|
|
currentObj->ProcessEvent(pFunc, ¶ms);
|
|
|
|
pFunc->FunctionFlags = flags;
|
|
}
|
|
|
|
|
|
// Function Gameplay.VehicleAndTreasureBoxGeneratorComponent.RegisterVehicleGenerateSpawnData
|
|
// (Final, Native, Public, BlueprintCallable)
|
|
// Parameters:
|
|
// struct FVehicleGenerateSpawnData Data (Parm)
|
|
|
|
void UVehicleAndTreasureBoxGeneratorComponent::RegisterVehicleGenerateSpawnData(const struct FVehicleGenerateSpawnData& Data)
|
|
{
|
|
static UFunction *pFunc = 0;
|
|
if (!pFunc)
|
|
pFunc = UObject::FindObject<UFunction>("Function Gameplay.VehicleAndTreasureBoxGeneratorComponent.RegisterVehicleGenerateSpawnData");
|
|
|
|
UVehicleAndTreasureBoxGeneratorComponent_RegisterVehicleGenerateSpawnData_Params params;
|
|
params.Data = Data;
|
|
|
|
auto flags = pFunc->FunctionFlags;
|
|
pFunc->FunctionFlags |= 0x400;
|
|
|
|
UObject *currentObj = (UObject *) this;
|
|
currentObj->ProcessEvent(pFunc, ¶ms);
|
|
|
|
pFunc->FunctionFlags = flags;
|
|
}
|
|
|
|
|
|
// Function Gameplay.VehicleAndTreasureBoxGeneratorComponent.RegisterGroupSpotComponent
|
|
// (Native, Public, BlueprintCallable)
|
|
// Parameters:
|
|
// class UGroupSpotSceneComponent* GroupSpotComponent (Parm, ZeroConstructor, InstancedReference, IsPlainOldData)
|
|
|
|
void UVehicleAndTreasureBoxGeneratorComponent::RegisterGroupSpotComponent(class UGroupSpotSceneComponent* GroupSpotComponent)
|
|
{
|
|
static UFunction *pFunc = 0;
|
|
if (!pFunc)
|
|
pFunc = UObject::FindObject<UFunction>("Function Gameplay.VehicleAndTreasureBoxGeneratorComponent.RegisterGroupSpotComponent");
|
|
|
|
UVehicleAndTreasureBoxGeneratorComponent_RegisterGroupSpotComponent_Params params;
|
|
params.GroupSpotComponent = GroupSpotComponent;
|
|
|
|
auto flags = pFunc->FunctionFlags;
|
|
pFunc->FunctionFlags |= 0x400;
|
|
|
|
UObject *currentObj = (UObject *) this;
|
|
currentObj->ProcessEvent(pFunc, ¶ms);
|
|
|
|
pFunc->FunctionFlags = flags;
|
|
}
|
|
|
|
|
|
// Function Gameplay.VehicleAndTreasureBoxGeneratorComponent.RandomTreasureBoxSpotsByType
|
|
// (Final, Native, Protected, HasOutParms)
|
|
// Parameters:
|
|
// struct FTreasureBoxSpotProperty Property (Parm, OutParm)
|
|
// struct FVehicleSpotComponentArray Spots (Parm, OutParm)
|
|
|
|
void UVehicleAndTreasureBoxGeneratorComponent::RandomTreasureBoxSpotsByType(struct FTreasureBoxSpotProperty* Property, struct FVehicleSpotComponentArray* Spots)
|
|
{
|
|
static UFunction *pFunc = 0;
|
|
if (!pFunc)
|
|
pFunc = UObject::FindObject<UFunction>("Function Gameplay.VehicleAndTreasureBoxGeneratorComponent.RandomTreasureBoxSpotsByType");
|
|
|
|
UVehicleAndTreasureBoxGeneratorComponent_RandomTreasureBoxSpotsByType_Params params;
|
|
|
|
auto flags = pFunc->FunctionFlags;
|
|
pFunc->FunctionFlags |= 0x400;
|
|
|
|
UObject *currentObj = (UObject *) this;
|
|
currentObj->ProcessEvent(pFunc, ¶ms);
|
|
|
|
pFunc->FunctionFlags = flags;
|
|
|
|
if (Property != nullptr)
|
|
*Property = params.Property;
|
|
if (Spots != nullptr)
|
|
*Spots = params.Spots;
|
|
}
|
|
|
|
|
|
// Function Gameplay.VehicleAndTreasureBoxGeneratorComponent.RandomTreasureBoxSingleSpots
|
|
// (Final, Native, Protected, HasOutParms)
|
|
// Parameters:
|
|
// TArray<class UVehicleSpotSceneComponent*> AllSpots (Parm, OutParm, ZeroConstructor)
|
|
// struct FTreasureBoxSpotProperty Property (Parm, OutParm)
|
|
|
|
void UVehicleAndTreasureBoxGeneratorComponent::RandomTreasureBoxSingleSpots(TArray<class UVehicleSpotSceneComponent*>* AllSpots, struct FTreasureBoxSpotProperty* Property)
|
|
{
|
|
static UFunction *pFunc = 0;
|
|
if (!pFunc)
|
|
pFunc = UObject::FindObject<UFunction>("Function Gameplay.VehicleAndTreasureBoxGeneratorComponent.RandomTreasureBoxSingleSpots");
|
|
|
|
UVehicleAndTreasureBoxGeneratorComponent_RandomTreasureBoxSingleSpots_Params params;
|
|
|
|
auto flags = pFunc->FunctionFlags;
|
|
pFunc->FunctionFlags |= 0x400;
|
|
|
|
UObject *currentObj = (UObject *) this;
|
|
currentObj->ProcessEvent(pFunc, ¶ms);
|
|
|
|
pFunc->FunctionFlags = flags;
|
|
|
|
if (AllSpots != nullptr)
|
|
*AllSpots = params.AllSpots;
|
|
if (Property != nullptr)
|
|
*Property = params.Property;
|
|
}
|
|
|
|
|
|
// Function Gameplay.VehicleAndTreasureBoxGeneratorComponent.RandomSpotsByType
|
|
// (Final, Native, Protected, HasOutParms)
|
|
// Parameters:
|
|
// struct FVehicleSpotProperty Property (Parm, OutParm)
|
|
// struct FVehicleSpotComponentArray Spots (Parm, OutParm)
|
|
|
|
void UVehicleAndTreasureBoxGeneratorComponent::RandomSpotsByType(struct FVehicleSpotProperty* Property, struct FVehicleSpotComponentArray* Spots)
|
|
{
|
|
static UFunction *pFunc = 0;
|
|
if (!pFunc)
|
|
pFunc = UObject::FindObject<UFunction>("Function Gameplay.VehicleAndTreasureBoxGeneratorComponent.RandomSpotsByType");
|
|
|
|
UVehicleAndTreasureBoxGeneratorComponent_RandomSpotsByType_Params params;
|
|
|
|
auto flags = pFunc->FunctionFlags;
|
|
pFunc->FunctionFlags |= 0x400;
|
|
|
|
UObject *currentObj = (UObject *) this;
|
|
currentObj->ProcessEvent(pFunc, ¶ms);
|
|
|
|
pFunc->FunctionFlags = flags;
|
|
|
|
if (Property != nullptr)
|
|
*Property = params.Property;
|
|
if (Spots != nullptr)
|
|
*Spots = params.Spots;
|
|
}
|
|
|
|
|
|
// Function Gameplay.VehicleAndTreasureBoxGeneratorComponent.RandomSingleSpots
|
|
// (Final, Native, Protected, HasOutParms)
|
|
// Parameters:
|
|
// TArray<class UVehicleSpotSceneComponent*> AllSpots (Parm, OutParm, ZeroConstructor)
|
|
// struct FVehicleSpotProperty Property (Parm, OutParm)
|
|
|
|
void UVehicleAndTreasureBoxGeneratorComponent::RandomSingleSpots(TArray<class UVehicleSpotSceneComponent*>* AllSpots, struct FVehicleSpotProperty* Property)
|
|
{
|
|
static UFunction *pFunc = 0;
|
|
if (!pFunc)
|
|
pFunc = UObject::FindObject<UFunction>("Function Gameplay.VehicleAndTreasureBoxGeneratorComponent.RandomSingleSpots");
|
|
|
|
UVehicleAndTreasureBoxGeneratorComponent_RandomSingleSpots_Params params;
|
|
|
|
auto flags = pFunc->FunctionFlags;
|
|
pFunc->FunctionFlags |= 0x400;
|
|
|
|
UObject *currentObj = (UObject *) this;
|
|
currentObj->ProcessEvent(pFunc, ¶ms);
|
|
|
|
pFunc->FunctionFlags = flags;
|
|
|
|
if (AllSpots != nullptr)
|
|
*AllSpots = params.AllSpots;
|
|
if (Property != nullptr)
|
|
*Property = params.Property;
|
|
}
|
|
|
|
|
|
// Function Gameplay.VehicleAndTreasureBoxGeneratorComponent.RandomGroups
|
|
// (Native, Public, BlueprintCallable)
|
|
|
|
void UVehicleAndTreasureBoxGeneratorComponent::RandomGroups()
|
|
{
|
|
static UFunction *pFunc = 0;
|
|
if (!pFunc)
|
|
pFunc = UObject::FindObject<UFunction>("Function Gameplay.VehicleAndTreasureBoxGeneratorComponent.RandomGroups");
|
|
|
|
UVehicleAndTreasureBoxGeneratorComponent_RandomGroups_Params params;
|
|
|
|
auto flags = pFunc->FunctionFlags;
|
|
pFunc->FunctionFlags |= 0x400;
|
|
|
|
UObject *currentObj = (UObject *) this;
|
|
currentObj->ProcessEvent(pFunc, ¶ms);
|
|
|
|
pFunc->FunctionFlags = flags;
|
|
}
|
|
|
|
|
|
// Function Gameplay.VehicleAndTreasureBoxGeneratorComponent.LoadVehicleGenerateTable
|
|
// (Event, Public, BlueprintEvent)
|
|
|
|
void UVehicleAndTreasureBoxGeneratorComponent::LoadVehicleGenerateTable()
|
|
{
|
|
static UFunction *pFunc = 0;
|
|
if (!pFunc)
|
|
pFunc = UObject::FindObject<UFunction>("Function Gameplay.VehicleAndTreasureBoxGeneratorComponent.LoadVehicleGenerateTable");
|
|
|
|
UVehicleAndTreasureBoxGeneratorComponent_LoadVehicleGenerateTable_Params params;
|
|
|
|
auto flags = pFunc->FunctionFlags;
|
|
|
|
UObject *currentObj = (UObject *) this;
|
|
currentObj->ProcessEvent(pFunc, ¶ms);
|
|
|
|
pFunc->FunctionFlags = flags;
|
|
}
|
|
|
|
|
|
// Function Gameplay.VehicleAndTreasureBoxGeneratorComponent.GetVehicleSpotRandomInfoBySpotType
|
|
// (Final, Native, Public)
|
|
// Parameters:
|
|
// TEnumAsByte<ESpotType> SpotType (Parm, ZeroConstructor, IsPlainOldData)
|
|
// struct FVehicleGenerateRandomInfo ReturnValue (Parm, OutParm, ReturnParm)
|
|
|
|
struct FVehicleGenerateRandomInfo UVehicleAndTreasureBoxGeneratorComponent::GetVehicleSpotRandomInfoBySpotType(TEnumAsByte<ESpotType> SpotType)
|
|
{
|
|
static UFunction *pFunc = 0;
|
|
if (!pFunc)
|
|
pFunc = UObject::FindObject<UFunction>("Function Gameplay.VehicleAndTreasureBoxGeneratorComponent.GetVehicleSpotRandomInfoBySpotType");
|
|
|
|
UVehicleAndTreasureBoxGeneratorComponent_GetVehicleSpotRandomInfoBySpotType_Params params;
|
|
params.SpotType = SpotType;
|
|
|
|
auto flags = pFunc->FunctionFlags;
|
|
pFunc->FunctionFlags |= 0x400;
|
|
|
|
UObject *currentObj = (UObject *) this;
|
|
currentObj->ProcessEvent(pFunc, ¶ms);
|
|
|
|
pFunc->FunctionFlags = flags;
|
|
|
|
return params.ReturnValue;
|
|
}
|
|
|
|
|
|
// Function Gameplay.VehicleAndTreasureBoxGeneratorComponent.GetVehicleSpotRandomInfo
|
|
// (Final, Native, Public, HasOutParms)
|
|
// Parameters:
|
|
// struct FVehicleSpotProperty SpotProperty (Parm, OutParm)
|
|
// struct FVehicleGenerateRandomInfo ReturnValue (Parm, OutParm, ReturnParm)
|
|
|
|
struct FVehicleGenerateRandomInfo UVehicleAndTreasureBoxGeneratorComponent::GetVehicleSpotRandomInfo(struct FVehicleSpotProperty* SpotProperty)
|
|
{
|
|
static UFunction *pFunc = 0;
|
|
if (!pFunc)
|
|
pFunc = UObject::FindObject<UFunction>("Function Gameplay.VehicleAndTreasureBoxGeneratorComponent.GetVehicleSpotRandomInfo");
|
|
|
|
UVehicleAndTreasureBoxGeneratorComponent_GetVehicleSpotRandomInfo_Params params;
|
|
|
|
auto flags = pFunc->FunctionFlags;
|
|
pFunc->FunctionFlags |= 0x400;
|
|
|
|
UObject *currentObj = (UObject *) this;
|
|
currentObj->ProcessEvent(pFunc, ¶ms);
|
|
|
|
pFunc->FunctionFlags = flags;
|
|
|
|
if (SpotProperty != nullptr)
|
|
*SpotProperty = params.SpotProperty;
|
|
|
|
return params.ReturnValue;
|
|
}
|
|
|
|
|
|
// Function Gameplay.VehicleAndTreasureBoxGeneratorComponent.GetTreasureBoxSpotRandomInfo
|
|
// (Final, Native, Public, HasOutParms)
|
|
// Parameters:
|
|
// struct FTreasureBoxSpotProperty SpotProperty (Parm, OutParm)
|
|
// struct FVehicleGenerateRandomInfo ReturnValue (Parm, OutParm, ReturnParm)
|
|
|
|
struct FVehicleGenerateRandomInfo UVehicleAndTreasureBoxGeneratorComponent::GetTreasureBoxSpotRandomInfo(struct FTreasureBoxSpotProperty* SpotProperty)
|
|
{
|
|
static UFunction *pFunc = 0;
|
|
if (!pFunc)
|
|
pFunc = UObject::FindObject<UFunction>("Function Gameplay.VehicleAndTreasureBoxGeneratorComponent.GetTreasureBoxSpotRandomInfo");
|
|
|
|
UVehicleAndTreasureBoxGeneratorComponent_GetTreasureBoxSpotRandomInfo_Params params;
|
|
|
|
auto flags = pFunc->FunctionFlags;
|
|
pFunc->FunctionFlags |= 0x400;
|
|
|
|
UObject *currentObj = (UObject *) this;
|
|
currentObj->ProcessEvent(pFunc, ¶ms);
|
|
|
|
pFunc->FunctionFlags = flags;
|
|
|
|
if (SpotProperty != nullptr)
|
|
*SpotProperty = params.SpotProperty;
|
|
|
|
return params.ReturnValue;
|
|
}
|
|
|
|
|
|
// Function Gameplay.VehicleAndTreasureBoxGeneratorComponent.GetRandomVehicleClass
|
|
// (Final, Native, Public)
|
|
// Parameters:
|
|
// struct FString Category (Parm, ZeroConstructor)
|
|
// struct FVehicleGenerateSpawnData ReturnValue (Parm, OutParm, ReturnParm)
|
|
|
|
struct FVehicleGenerateSpawnData UVehicleAndTreasureBoxGeneratorComponent::GetRandomVehicleClass(const struct FString& Category)
|
|
{
|
|
static UFunction *pFunc = 0;
|
|
if (!pFunc)
|
|
pFunc = UObject::FindObject<UFunction>("Function Gameplay.VehicleAndTreasureBoxGeneratorComponent.GetRandomVehicleClass");
|
|
|
|
UVehicleAndTreasureBoxGeneratorComponent_GetRandomVehicleClass_Params params;
|
|
params.Category = Category;
|
|
|
|
auto flags = pFunc->FunctionFlags;
|
|
pFunc->FunctionFlags |= 0x400;
|
|
|
|
UObject *currentObj = (UObject *) this;
|
|
currentObj->ProcessEvent(pFunc, ¶ms);
|
|
|
|
pFunc->FunctionFlags = flags;
|
|
|
|
return params.ReturnValue;
|
|
}
|
|
|
|
|
|
// Function Gameplay.VehicleAndTreasureBoxGeneratorComponent.GetRandomCategory
|
|
// (Native, Protected, HasOutParms)
|
|
// Parameters:
|
|
// TArray<struct FSpotWeight> SpotWeights (ConstParm, Parm, OutParm, ZeroConstructor, ReferenceParm)
|
|
// struct FString ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm)
|
|
|
|
struct FString UVehicleAndTreasureBoxGeneratorComponent::GetRandomCategory(TArray<struct FSpotWeight> SpotWeights)
|
|
{
|
|
static UFunction *pFunc = 0;
|
|
if (!pFunc)
|
|
pFunc = UObject::FindObject<UFunction>("Function Gameplay.VehicleAndTreasureBoxGeneratorComponent.GetRandomCategory");
|
|
|
|
UVehicleAndTreasureBoxGeneratorComponent_GetRandomCategory_Params params;
|
|
params.SpotWeights = SpotWeights;
|
|
|
|
auto flags = pFunc->FunctionFlags;
|
|
pFunc->FunctionFlags |= 0x400;
|
|
|
|
UObject *currentObj = (UObject *) this;
|
|
currentObj->ProcessEvent(pFunc, ¶ms);
|
|
|
|
pFunc->FunctionFlags = flags;
|
|
|
|
return params.ReturnValue;
|
|
}
|
|
|
|
|
|
// Function Gameplay.VehicleAndTreasureBoxGeneratorComponent.GenerateSpotOnTick
|
|
// (Native, Protected)
|
|
|
|
void UVehicleAndTreasureBoxGeneratorComponent::GenerateSpotOnTick()
|
|
{
|
|
static UFunction *pFunc = 0;
|
|
if (!pFunc)
|
|
pFunc = UObject::FindObject<UFunction>("Function Gameplay.VehicleAndTreasureBoxGeneratorComponent.GenerateSpotOnTick");
|
|
|
|
UVehicleAndTreasureBoxGeneratorComponent_GenerateSpotOnTick_Params params;
|
|
|
|
auto flags = pFunc->FunctionFlags;
|
|
pFunc->FunctionFlags |= 0x400;
|
|
|
|
UObject *currentObj = (UObject *) this;
|
|
currentObj->ProcessEvent(pFunc, ¶ms);
|
|
|
|
pFunc->FunctionFlags = flags;
|
|
}
|
|
|
|
|
|
// Function Gameplay.VehicleAndTreasureBoxGeneratorComponent.DeleteGroups
|
|
// (Final, Native, Protected)
|
|
|
|
void UVehicleAndTreasureBoxGeneratorComponent::DeleteGroups()
|
|
{
|
|
static UFunction *pFunc = 0;
|
|
if (!pFunc)
|
|
pFunc = UObject::FindObject<UFunction>("Function Gameplay.VehicleAndTreasureBoxGeneratorComponent.DeleteGroups");
|
|
|
|
UVehicleAndTreasureBoxGeneratorComponent_DeleteGroups_Params params;
|
|
|
|
auto flags = pFunc->FunctionFlags;
|
|
pFunc->FunctionFlags |= 0x400;
|
|
|
|
UObject *currentObj = (UObject *) this;
|
|
currentObj->ProcessEvent(pFunc, ¶ms);
|
|
|
|
pFunc->FunctionFlags = flags;
|
|
}
|
|
|
|
|
|
// Function Gameplay.VehicleAndTreasureBoxGeneratorComponent.AddVehicleSpotCount
|
|
// (Final, Native, Protected)
|
|
// Parameters:
|
|
// TEnumAsByte<ESpotType> SpotType (Parm, ZeroConstructor, IsPlainOldData)
|
|
// struct FString Path (Parm, ZeroConstructor)
|
|
// float LocationX (Parm, ZeroConstructor, IsPlainOldData)
|
|
// float LocationY (Parm, ZeroConstructor, IsPlainOldData)
|
|
// float LocationZ (Parm, ZeroConstructor, IsPlainOldData)
|
|
|
|
void UVehicleAndTreasureBoxGeneratorComponent::AddVehicleSpotCount(TEnumAsByte<ESpotType> SpotType, const struct FString& Path, float LocationX, float LocationY, float LocationZ)
|
|
{
|
|
static UFunction *pFunc = 0;
|
|
if (!pFunc)
|
|
pFunc = UObject::FindObject<UFunction>("Function Gameplay.VehicleAndTreasureBoxGeneratorComponent.AddVehicleSpotCount");
|
|
|
|
UVehicleAndTreasureBoxGeneratorComponent_AddVehicleSpotCount_Params params;
|
|
params.SpotType = SpotType;
|
|
params.Path = Path;
|
|
params.LocationX = LocationX;
|
|
params.LocationY = LocationY;
|
|
params.LocationZ = LocationZ;
|
|
|
|
auto flags = pFunc->FunctionFlags;
|
|
pFunc->FunctionFlags |= 0x400;
|
|
|
|
UObject *currentObj = (UObject *) this;
|
|
currentObj->ProcessEvent(pFunc, ¶ms);
|
|
|
|
pFunc->FunctionFlags = flags;
|
|
}
|
|
|
|
|
|
// Function Gameplay.VehicleAndTreasureBoxGeneratorComponent.AddVehicleClassCount
|
|
// (Final, Native, Protected)
|
|
// Parameters:
|
|
// struct FString Path (Parm, ZeroConstructor)
|
|
// bool IsValid (Parm, ZeroConstructor, IsPlainOldData)
|
|
// int Count (Parm, ZeroConstructor, IsPlainOldData)
|
|
|
|
void UVehicleAndTreasureBoxGeneratorComponent::AddVehicleClassCount(const struct FString& Path, bool IsValid, int Count)
|
|
{
|
|
static UFunction *pFunc = 0;
|
|
if (!pFunc)
|
|
pFunc = UObject::FindObject<UFunction>("Function Gameplay.VehicleAndTreasureBoxGeneratorComponent.AddVehicleClassCount");
|
|
|
|
UVehicleAndTreasureBoxGeneratorComponent_AddVehicleClassCount_Params params;
|
|
params.Path = Path;
|
|
params.IsValid = IsValid;
|
|
params.Count = Count;
|
|
|
|
auto flags = pFunc->FunctionFlags;
|
|
pFunc->FunctionFlags |= 0x400;
|
|
|
|
UObject *currentObj = (UObject *) this;
|
|
currentObj->ProcessEvent(pFunc, ¶ms);
|
|
|
|
pFunc->FunctionFlags = flags;
|
|
}
|
|
|
|
|
|
// Function Gameplay.VehicleGeneratorComponent.WriteVehicleSpotStatisticsDatas
|
|
// (Final, Native, Protected)
|
|
|
|
void UVehicleGeneratorComponent::WriteVehicleSpotStatisticsDatas()
|
|
{
|
|
static UFunction *pFunc = 0;
|
|
if (!pFunc)
|
|
pFunc = UObject::FindObject<UFunction>("Function Gameplay.VehicleGeneratorComponent.WriteVehicleSpotStatisticsDatas");
|
|
|
|
UVehicleGeneratorComponent_WriteVehicleSpotStatisticsDatas_Params params;
|
|
|
|
auto flags = pFunc->FunctionFlags;
|
|
pFunc->FunctionFlags |= 0x400;
|
|
|
|
UObject *currentObj = (UObject *) this;
|
|
currentObj->ProcessEvent(pFunc, ¶ms);
|
|
|
|
pFunc->FunctionFlags = flags;
|
|
}
|
|
|
|
|
|
// Function Gameplay.VehicleGeneratorComponent.WriteVehicleClassStatisticsDatas
|
|
// (Final, Native, Protected)
|
|
|
|
void UVehicleGeneratorComponent::WriteVehicleClassStatisticsDatas()
|
|
{
|
|
static UFunction *pFunc = 0;
|
|
if (!pFunc)
|
|
pFunc = UObject::FindObject<UFunction>("Function Gameplay.VehicleGeneratorComponent.WriteVehicleClassStatisticsDatas");
|
|
|
|
UVehicleGeneratorComponent_WriteVehicleClassStatisticsDatas_Params params;
|
|
|
|
auto flags = pFunc->FunctionFlags;
|
|
pFunc->FunctionFlags |= 0x400;
|
|
|
|
UObject *currentObj = (UObject *) this;
|
|
currentObj->ProcessEvent(pFunc, ¶ms);
|
|
|
|
pFunc->FunctionFlags = flags;
|
|
}
|
|
|
|
|
|
// Function Gameplay.VehicleGeneratorComponent.WriteAllVehicleStatisticsDatas
|
|
// (Final, Native, Protected, BlueprintCallable)
|
|
|
|
void UVehicleGeneratorComponent::WriteAllVehicleStatisticsDatas()
|
|
{
|
|
static UFunction *pFunc = 0;
|
|
if (!pFunc)
|
|
pFunc = UObject::FindObject<UFunction>("Function Gameplay.VehicleGeneratorComponent.WriteAllVehicleStatisticsDatas");
|
|
|
|
UVehicleGeneratorComponent_WriteAllVehicleStatisticsDatas_Params params;
|
|
|
|
auto flags = pFunc->FunctionFlags;
|
|
pFunc->FunctionFlags |= 0x400;
|
|
|
|
UObject *currentObj = (UObject *) this;
|
|
currentObj->ProcessEvent(pFunc, ¶ms);
|
|
|
|
pFunc->FunctionFlags = flags;
|
|
}
|
|
|
|
|
|
// Function Gameplay.VehicleGeneratorComponent.RegisterVehicleGenerateSpawnData
|
|
// (Final, Native, Public, BlueprintCallable)
|
|
// Parameters:
|
|
// struct FVehicleGenerateSpawnData Data (Parm)
|
|
|
|
void UVehicleGeneratorComponent::RegisterVehicleGenerateSpawnData(const struct FVehicleGenerateSpawnData& Data)
|
|
{
|
|
static UFunction *pFunc = 0;
|
|
if (!pFunc)
|
|
pFunc = UObject::FindObject<UFunction>("Function Gameplay.VehicleGeneratorComponent.RegisterVehicleGenerateSpawnData");
|
|
|
|
UVehicleGeneratorComponent_RegisterVehicleGenerateSpawnData_Params params;
|
|
params.Data = Data;
|
|
|
|
auto flags = pFunc->FunctionFlags;
|
|
pFunc->FunctionFlags |= 0x400;
|
|
|
|
UObject *currentObj = (UObject *) this;
|
|
currentObj->ProcessEvent(pFunc, ¶ms);
|
|
|
|
pFunc->FunctionFlags = flags;
|
|
}
|
|
|
|
|
|
// Function Gameplay.VehicleGeneratorComponent.RegisterGroupSpotComponent
|
|
// (Native, Public, BlueprintCallable)
|
|
// Parameters:
|
|
// class UGroupSpotSceneComponent* GroupSpotComponent (Parm, ZeroConstructor, InstancedReference, IsPlainOldData)
|
|
|
|
void UVehicleGeneratorComponent::RegisterGroupSpotComponent(class UGroupSpotSceneComponent* GroupSpotComponent)
|
|
{
|
|
static UFunction *pFunc = 0;
|
|
if (!pFunc)
|
|
pFunc = UObject::FindObject<UFunction>("Function Gameplay.VehicleGeneratorComponent.RegisterGroupSpotComponent");
|
|
|
|
UVehicleGeneratorComponent_RegisterGroupSpotComponent_Params params;
|
|
params.GroupSpotComponent = GroupSpotComponent;
|
|
|
|
auto flags = pFunc->FunctionFlags;
|
|
pFunc->FunctionFlags |= 0x400;
|
|
|
|
UObject *currentObj = (UObject *) this;
|
|
currentObj->ProcessEvent(pFunc, ¶ms);
|
|
|
|
pFunc->FunctionFlags = flags;
|
|
}
|
|
|
|
|
|
// Function Gameplay.VehicleGeneratorComponent.RandomSpotsByType
|
|
// (Final, Native, Protected, HasOutParms)
|
|
// Parameters:
|
|
// struct FVehicleSpotProperty Property (Parm, OutParm)
|
|
// struct FVehicleSpotComponentArray Spots (Parm, OutParm)
|
|
|
|
void UVehicleGeneratorComponent::RandomSpotsByType(struct FVehicleSpotProperty* Property, struct FVehicleSpotComponentArray* Spots)
|
|
{
|
|
static UFunction *pFunc = 0;
|
|
if (!pFunc)
|
|
pFunc = UObject::FindObject<UFunction>("Function Gameplay.VehicleGeneratorComponent.RandomSpotsByType");
|
|
|
|
UVehicleGeneratorComponent_RandomSpotsByType_Params params;
|
|
|
|
auto flags = pFunc->FunctionFlags;
|
|
pFunc->FunctionFlags |= 0x400;
|
|
|
|
UObject *currentObj = (UObject *) this;
|
|
currentObj->ProcessEvent(pFunc, ¶ms);
|
|
|
|
pFunc->FunctionFlags = flags;
|
|
|
|
if (Property != nullptr)
|
|
*Property = params.Property;
|
|
if (Spots != nullptr)
|
|
*Spots = params.Spots;
|
|
}
|
|
|
|
|
|
// Function Gameplay.VehicleGeneratorComponent.RandomSingleSpots
|
|
// (Final, Native, Protected, HasOutParms)
|
|
// Parameters:
|
|
// TArray<class UVehicleSpotSceneComponent*> AllSpots (Parm, OutParm, ZeroConstructor)
|
|
// struct FVehicleSpotProperty Property (Parm, OutParm)
|
|
|
|
void UVehicleGeneratorComponent::RandomSingleSpots(TArray<class UVehicleSpotSceneComponent*>* AllSpots, struct FVehicleSpotProperty* Property)
|
|
{
|
|
static UFunction *pFunc = 0;
|
|
if (!pFunc)
|
|
pFunc = UObject::FindObject<UFunction>("Function Gameplay.VehicleGeneratorComponent.RandomSingleSpots");
|
|
|
|
UVehicleGeneratorComponent_RandomSingleSpots_Params params;
|
|
|
|
auto flags = pFunc->FunctionFlags;
|
|
pFunc->FunctionFlags |= 0x400;
|
|
|
|
UObject *currentObj = (UObject *) this;
|
|
currentObj->ProcessEvent(pFunc, ¶ms);
|
|
|
|
pFunc->FunctionFlags = flags;
|
|
|
|
if (AllSpots != nullptr)
|
|
*AllSpots = params.AllSpots;
|
|
if (Property != nullptr)
|
|
*Property = params.Property;
|
|
}
|
|
|
|
|
|
// Function Gameplay.VehicleGeneratorComponent.RandomGroups
|
|
// (Native, Public, BlueprintCallable)
|
|
|
|
void UVehicleGeneratorComponent::RandomGroups()
|
|
{
|
|
static UFunction *pFunc = 0;
|
|
if (!pFunc)
|
|
pFunc = UObject::FindObject<UFunction>("Function Gameplay.VehicleGeneratorComponent.RandomGroups");
|
|
|
|
UVehicleGeneratorComponent_RandomGroups_Params params;
|
|
|
|
auto flags = pFunc->FunctionFlags;
|
|
pFunc->FunctionFlags |= 0x400;
|
|
|
|
UObject *currentObj = (UObject *) this;
|
|
currentObj->ProcessEvent(pFunc, ¶ms);
|
|
|
|
pFunc->FunctionFlags = flags;
|
|
}
|
|
|
|
|
|
// Function Gameplay.VehicleGeneratorComponent.LoadVehicleGenerateTable
|
|
// (Native, Event, Public, BlueprintEvent)
|
|
|
|
void UVehicleGeneratorComponent::LoadVehicleGenerateTable()
|
|
{
|
|
static UFunction *pFunc = 0;
|
|
if (!pFunc)
|
|
pFunc = UObject::FindObject<UFunction>("Function Gameplay.VehicleGeneratorComponent.LoadVehicleGenerateTable");
|
|
|
|
UVehicleGeneratorComponent_LoadVehicleGenerateTable_Params params;
|
|
|
|
auto flags = pFunc->FunctionFlags;
|
|
pFunc->FunctionFlags |= 0x400;
|
|
|
|
UObject *currentObj = (UObject *) this;
|
|
currentObj->ProcessEvent(pFunc, ¶ms);
|
|
|
|
pFunc->FunctionFlags = flags;
|
|
}
|
|
|
|
|
|
// Function Gameplay.VehicleGeneratorComponent.GetVehicleSpotRandomInfoBySpotType
|
|
// (Final, Native, Public)
|
|
// Parameters:
|
|
// TEnumAsByte<ESpotType> SpotType (Parm, ZeroConstructor, IsPlainOldData)
|
|
// struct FVehicleGenerateRandomInfo ReturnValue (Parm, OutParm, ReturnParm)
|
|
|
|
struct FVehicleGenerateRandomInfo UVehicleGeneratorComponent::GetVehicleSpotRandomInfoBySpotType(TEnumAsByte<ESpotType> SpotType)
|
|
{
|
|
static UFunction *pFunc = 0;
|
|
if (!pFunc)
|
|
pFunc = UObject::FindObject<UFunction>("Function Gameplay.VehicleGeneratorComponent.GetVehicleSpotRandomInfoBySpotType");
|
|
|
|
UVehicleGeneratorComponent_GetVehicleSpotRandomInfoBySpotType_Params params;
|
|
params.SpotType = SpotType;
|
|
|
|
auto flags = pFunc->FunctionFlags;
|
|
pFunc->FunctionFlags |= 0x400;
|
|
|
|
UObject *currentObj = (UObject *) this;
|
|
currentObj->ProcessEvent(pFunc, ¶ms);
|
|
|
|
pFunc->FunctionFlags = flags;
|
|
|
|
return params.ReturnValue;
|
|
}
|
|
|
|
|
|
// Function Gameplay.VehicleGeneratorComponent.GetVehicleSpotRandomInfo
|
|
// (Final, Native, Public, HasOutParms)
|
|
// Parameters:
|
|
// struct FVehicleSpotProperty SpotProperty (Parm, OutParm)
|
|
// struct FVehicleGenerateRandomInfo ReturnValue (Parm, OutParm, ReturnParm)
|
|
|
|
struct FVehicleGenerateRandomInfo UVehicleGeneratorComponent::GetVehicleSpotRandomInfo(struct FVehicleSpotProperty* SpotProperty)
|
|
{
|
|
static UFunction *pFunc = 0;
|
|
if (!pFunc)
|
|
pFunc = UObject::FindObject<UFunction>("Function Gameplay.VehicleGeneratorComponent.GetVehicleSpotRandomInfo");
|
|
|
|
UVehicleGeneratorComponent_GetVehicleSpotRandomInfo_Params params;
|
|
|
|
auto flags = pFunc->FunctionFlags;
|
|
pFunc->FunctionFlags |= 0x400;
|
|
|
|
UObject *currentObj = (UObject *) this;
|
|
currentObj->ProcessEvent(pFunc, ¶ms);
|
|
|
|
pFunc->FunctionFlags = flags;
|
|
|
|
if (SpotProperty != nullptr)
|
|
*SpotProperty = params.SpotProperty;
|
|
|
|
return params.ReturnValue;
|
|
}
|
|
|
|
|
|
// Function Gameplay.VehicleGeneratorComponent.GetRandomVehicleClass
|
|
// (Final, Native, Public)
|
|
// Parameters:
|
|
// struct FString Category (Parm, ZeroConstructor)
|
|
// struct FVehicleGenerateSpawnData ReturnValue (Parm, OutParm, ReturnParm)
|
|
|
|
struct FVehicleGenerateSpawnData UVehicleGeneratorComponent::GetRandomVehicleClass(const struct FString& Category)
|
|
{
|
|
static UFunction *pFunc = 0;
|
|
if (!pFunc)
|
|
pFunc = UObject::FindObject<UFunction>("Function Gameplay.VehicleGeneratorComponent.GetRandomVehicleClass");
|
|
|
|
UVehicleGeneratorComponent_GetRandomVehicleClass_Params params;
|
|
params.Category = Category;
|
|
|
|
auto flags = pFunc->FunctionFlags;
|
|
pFunc->FunctionFlags |= 0x400;
|
|
|
|
UObject *currentObj = (UObject *) this;
|
|
currentObj->ProcessEvent(pFunc, ¶ms);
|
|
|
|
pFunc->FunctionFlags = flags;
|
|
|
|
return params.ReturnValue;
|
|
}
|
|
|
|
|
|
// Function Gameplay.VehicleGeneratorComponent.GetRandomCategory
|
|
// (Native, Protected, HasOutParms)
|
|
// Parameters:
|
|
// TArray<struct FSpotWeight> SpotWeights (ConstParm, Parm, OutParm, ZeroConstructor, ReferenceParm)
|
|
// struct FString ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm)
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|
|
|
struct FString UVehicleGeneratorComponent::GetRandomCategory(TArray<struct FSpotWeight> SpotWeights)
|
|
{
|
|
static UFunction *pFunc = 0;
|
|
if (!pFunc)
|
|
pFunc = UObject::FindObject<UFunction>("Function Gameplay.VehicleGeneratorComponent.GetRandomCategory");
|
|
|
|
UVehicleGeneratorComponent_GetRandomCategory_Params params;
|
|
params.SpotWeights = SpotWeights;
|
|
|
|
auto flags = pFunc->FunctionFlags;
|
|
pFunc->FunctionFlags |= 0x400;
|
|
|
|
UObject *currentObj = (UObject *) this;
|
|
currentObj->ProcessEvent(pFunc, ¶ms);
|
|
|
|
pFunc->FunctionFlags = flags;
|
|
|
|
return params.ReturnValue;
|
|
}
|
|
|
|
|
|
// Function Gameplay.VehicleGeneratorComponent.GenerateSpotOnTick
|
|
// (Native, Protected)
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|
|
|
void UVehicleGeneratorComponent::GenerateSpotOnTick()
|
|
{
|
|
static UFunction *pFunc = 0;
|
|
if (!pFunc)
|
|
pFunc = UObject::FindObject<UFunction>("Function Gameplay.VehicleGeneratorComponent.GenerateSpotOnTick");
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|
|
|
UVehicleGeneratorComponent_GenerateSpotOnTick_Params params;
|
|
|
|
auto flags = pFunc->FunctionFlags;
|
|
pFunc->FunctionFlags |= 0x400;
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|
|
|
UObject *currentObj = (UObject *) this;
|
|
currentObj->ProcessEvent(pFunc, ¶ms);
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|
|
|
pFunc->FunctionFlags = flags;
|
|
}
|
|
|
|
|
|
// Function Gameplay.VehicleGeneratorComponent.DeleteGroups
|
|
// (Final, Native, Protected)
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|
|
|
void UVehicleGeneratorComponent::DeleteGroups()
|
|
{
|
|
static UFunction *pFunc = 0;
|
|
if (!pFunc)
|
|
pFunc = UObject::FindObject<UFunction>("Function Gameplay.VehicleGeneratorComponent.DeleteGroups");
|
|
|
|
UVehicleGeneratorComponent_DeleteGroups_Params params;
|
|
|
|
auto flags = pFunc->FunctionFlags;
|
|
pFunc->FunctionFlags |= 0x400;
|
|
|
|
UObject *currentObj = (UObject *) this;
|
|
currentObj->ProcessEvent(pFunc, ¶ms);
|
|
|
|
pFunc->FunctionFlags = flags;
|
|
}
|
|
|
|
|
|
// Function Gameplay.VehicleGeneratorComponent.AddVehicleSpotCount
|
|
// (Final, Native, Protected)
|
|
// Parameters:
|
|
// TEnumAsByte<ESpotType> SpotType (Parm, ZeroConstructor, IsPlainOldData)
|
|
// struct FString Path (Parm, ZeroConstructor)
|
|
// float LocationX (Parm, ZeroConstructor, IsPlainOldData)
|
|
// float LocationY (Parm, ZeroConstructor, IsPlainOldData)
|
|
// float LocationZ (Parm, ZeroConstructor, IsPlainOldData)
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|
|
|
void UVehicleGeneratorComponent::AddVehicleSpotCount(TEnumAsByte<ESpotType> SpotType, const struct FString& Path, float LocationX, float LocationY, float LocationZ)
|
|
{
|
|
static UFunction *pFunc = 0;
|
|
if (!pFunc)
|
|
pFunc = UObject::FindObject<UFunction>("Function Gameplay.VehicleGeneratorComponent.AddVehicleSpotCount");
|
|
|
|
UVehicleGeneratorComponent_AddVehicleSpotCount_Params params;
|
|
params.SpotType = SpotType;
|
|
params.Path = Path;
|
|
params.LocationX = LocationX;
|
|
params.LocationY = LocationY;
|
|
params.LocationZ = LocationZ;
|
|
|
|
auto flags = pFunc->FunctionFlags;
|
|
pFunc->FunctionFlags |= 0x400;
|
|
|
|
UObject *currentObj = (UObject *) this;
|
|
currentObj->ProcessEvent(pFunc, ¶ms);
|
|
|
|
pFunc->FunctionFlags = flags;
|
|
}
|
|
|
|
|
|
// Function Gameplay.VehicleGeneratorComponent.AddVehicleClassCount
|
|
// (Final, Native, Protected)
|
|
// Parameters:
|
|
// struct FString Path (Parm, ZeroConstructor)
|
|
// bool IsValid (Parm, ZeroConstructor, IsPlainOldData)
|
|
// int Count (Parm, ZeroConstructor, IsPlainOldData)
|
|
|
|
void UVehicleGeneratorComponent::AddVehicleClassCount(const struct FString& Path, bool IsValid, int Count)
|
|
{
|
|
static UFunction *pFunc = 0;
|
|
if (!pFunc)
|
|
pFunc = UObject::FindObject<UFunction>("Function Gameplay.VehicleGeneratorComponent.AddVehicleClassCount");
|
|
|
|
UVehicleGeneratorComponent_AddVehicleClassCount_Params params;
|
|
params.Path = Path;
|
|
params.IsValid = IsValid;
|
|
params.Count = Count;
|
|
|
|
auto flags = pFunc->FunctionFlags;
|
|
pFunc->FunctionFlags |= 0x400;
|
|
|
|
UObject *currentObj = (UObject *) this;
|
|
currentObj->ProcessEvent(pFunc, ¶ms);
|
|
|
|
pFunc->FunctionFlags = flags;
|
|
}
|
|
|
|
|
|
// Function Gameplay.VehicleSpotSceneComponent.SetSpotRandomInfo
|
|
// (Final, Native, Public, HasOutParms)
|
|
// Parameters:
|
|
// struct FVehicleGenerateRandomInfo RandomInfo (Parm, OutParm)
|
|
|
|
void UVehicleSpotSceneComponent::SetSpotRandomInfo(struct FVehicleGenerateRandomInfo* RandomInfo)
|
|
{
|
|
static UFunction *pFunc = 0;
|
|
if (!pFunc)
|
|
pFunc = UObject::FindObject<UFunction>("Function Gameplay.VehicleSpotSceneComponent.SetSpotRandomInfo");
|
|
|
|
UVehicleSpotSceneComponent_SetSpotRandomInfo_Params params;
|
|
|
|
auto flags = pFunc->FunctionFlags;
|
|
pFunc->FunctionFlags |= 0x400;
|
|
|
|
UObject *currentObj = (UObject *) this;
|
|
currentObj->ProcessEvent(pFunc, ¶ms);
|
|
|
|
pFunc->FunctionFlags = flags;
|
|
|
|
if (RandomInfo != nullptr)
|
|
*RandomInfo = params.RandomInfo;
|
|
}
|
|
|
|
|
|
// Function Gameplay.VehicleSpotSceneComponent.GenerateSpot
|
|
// (Native, Public)
|
|
// Parameters:
|
|
// bool ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData)
|
|
|
|
bool UVehicleSpotSceneComponent::GenerateSpot()
|
|
{
|
|
static UFunction *pFunc = 0;
|
|
if (!pFunc)
|
|
pFunc = UObject::FindObject<UFunction>("Function Gameplay.VehicleSpotSceneComponent.GenerateSpot");
|
|
|
|
UVehicleSpotSceneComponent_GenerateSpot_Params params;
|
|
|
|
auto flags = pFunc->FunctionFlags;
|
|
pFunc->FunctionFlags |= 0x400;
|
|
|
|
UObject *currentObj = (UObject *) this;
|
|
currentObj->ProcessEvent(pFunc, ¶ms);
|
|
|
|
pFunc->FunctionFlags = flags;
|
|
|
|
return params.ReturnValue;
|
|
}
|
|
|
|
|
|
// Function Gameplay.WeatherConfigComponent.UnloadStreamLevel
|
|
// (Final, Native, Public, BlueprintCallable)
|
|
// Parameters:
|
|
// struct FString LevelName (Parm, ZeroConstructor)
|
|
|
|
void UWeatherConfigComponent::UnloadStreamLevel(const struct FString& LevelName)
|
|
{
|
|
static UFunction *pFunc = 0;
|
|
if (!pFunc)
|
|
pFunc = UObject::FindObject<UFunction>("Function Gameplay.WeatherConfigComponent.UnloadStreamLevel");
|
|
|
|
UWeatherConfigComponent_UnloadStreamLevel_Params params;
|
|
params.LevelName = LevelName;
|
|
|
|
auto flags = pFunc->FunctionFlags;
|
|
pFunc->FunctionFlags |= 0x400;
|
|
|
|
UObject *currentObj = (UObject *) this;
|
|
currentObj->ProcessEvent(pFunc, ¶ms);
|
|
|
|
pFunc->FunctionFlags = flags;
|
|
}
|
|
|
|
|
|
// Function Gameplay.WeatherConfigComponent.SyncWeatherLevelInfo
|
|
// (Final, Native, Protected, BlueprintCallable)
|
|
|
|
void UWeatherConfigComponent::SyncWeatherLevelInfo()
|
|
{
|
|
static UFunction *pFunc = 0;
|
|
if (!pFunc)
|
|
pFunc = UObject::FindObject<UFunction>("Function Gameplay.WeatherConfigComponent.SyncWeatherLevelInfo");
|
|
|
|
UWeatherConfigComponent_SyncWeatherLevelInfo_Params params;
|
|
|
|
auto flags = pFunc->FunctionFlags;
|
|
pFunc->FunctionFlags |= 0x400;
|
|
|
|
UObject *currentObj = (UObject *) this;
|
|
currentObj->ProcessEvent(pFunc, ¶ms);
|
|
|
|
pFunc->FunctionFlags = flags;
|
|
}
|
|
|
|
|
|
// Function Gameplay.WeatherConfigComponent.OnUnLoadStreamLevelCompleted
|
|
// (Final, Native, Public, BlueprintCallable)
|
|
|
|
void UWeatherConfigComponent::OnUnLoadStreamLevelCompleted()
|
|
{
|
|
static UFunction *pFunc = 0;
|
|
if (!pFunc)
|
|
pFunc = UObject::FindObject<UFunction>("Function Gameplay.WeatherConfigComponent.OnUnLoadStreamLevelCompleted");
|
|
|
|
UWeatherConfigComponent_OnUnLoadStreamLevelCompleted_Params params;
|
|
|
|
auto flags = pFunc->FunctionFlags;
|
|
pFunc->FunctionFlags |= 0x400;
|
|
|
|
UObject *currentObj = (UObject *) this;
|
|
currentObj->ProcessEvent(pFunc, ¶ms);
|
|
|
|
pFunc->FunctionFlags = flags;
|
|
}
|
|
|
|
|
|
// Function Gameplay.WeatherConfigComponent.OnRep_WeatherSyncCount
|
|
// (Final, Native, Public)
|
|
|
|
void UWeatherConfigComponent::OnRep_WeatherSyncCount()
|
|
{
|
|
static UFunction *pFunc = 0;
|
|
if (!pFunc)
|
|
pFunc = UObject::FindObject<UFunction>("Function Gameplay.WeatherConfigComponent.OnRep_WeatherSyncCount");
|
|
|
|
UWeatherConfigComponent_OnRep_WeatherSyncCount_Params params;
|
|
|
|
auto flags = pFunc->FunctionFlags;
|
|
pFunc->FunctionFlags |= 0x400;
|
|
|
|
UObject *currentObj = (UObject *) this;
|
|
currentObj->ProcessEvent(pFunc, ¶ms);
|
|
|
|
pFunc->FunctionFlags = flags;
|
|
}
|
|
|
|
|
|
// Function Gameplay.WeatherConfigComponent.OnLoadStreamLevelCompleted
|
|
// (Final, Native, Public, BlueprintCallable)
|
|
|
|
void UWeatherConfigComponent::OnLoadStreamLevelCompleted()
|
|
{
|
|
static UFunction *pFunc = 0;
|
|
if (!pFunc)
|
|
pFunc = UObject::FindObject<UFunction>("Function Gameplay.WeatherConfigComponent.OnLoadStreamLevelCompleted");
|
|
|
|
UWeatherConfigComponent_OnLoadStreamLevelCompleted_Params params;
|
|
|
|
auto flags = pFunc->FunctionFlags;
|
|
pFunc->FunctionFlags |= 0x400;
|
|
|
|
UObject *currentObj = (UObject *) this;
|
|
currentObj->ProcessEvent(pFunc, ¶ms);
|
|
|
|
pFunc->FunctionFlags = flags;
|
|
}
|
|
|
|
|
|
// Function Gameplay.WeatherConfigComponent.LoadWeatherLevel
|
|
// (Final, Native, Public)
|
|
|
|
void UWeatherConfigComponent::LoadWeatherLevel()
|
|
{
|
|
static UFunction *pFunc = 0;
|
|
if (!pFunc)
|
|
pFunc = UObject::FindObject<UFunction>("Function Gameplay.WeatherConfigComponent.LoadWeatherLevel");
|
|
|
|
UWeatherConfigComponent_LoadWeatherLevel_Params params;
|
|
|
|
auto flags = pFunc->FunctionFlags;
|
|
pFunc->FunctionFlags |= 0x400;
|
|
|
|
UObject *currentObj = (UObject *) this;
|
|
currentObj->ProcessEvent(pFunc, ¶ms);
|
|
|
|
pFunc->FunctionFlags = flags;
|
|
}
|
|
|
|
|
|
// Function Gameplay.WeatherConfigComponent.LoadStreamLevel
|
|
// (Final, Native, Public, BlueprintCallable)
|
|
// Parameters:
|
|
// struct FString LevelName (Parm, ZeroConstructor)
|
|
// int WeatherID (Parm, ZeroConstructor, IsPlainOldData)
|
|
|
|
void UWeatherConfigComponent::LoadStreamLevel(const struct FString& LevelName, int WeatherID)
|
|
{
|
|
static UFunction *pFunc = 0;
|
|
if (!pFunc)
|
|
pFunc = UObject::FindObject<UFunction>("Function Gameplay.WeatherConfigComponent.LoadStreamLevel");
|
|
|
|
UWeatherConfigComponent_LoadStreamLevel_Params params;
|
|
params.LevelName = LevelName;
|
|
params.WeatherID = WeatherID;
|
|
|
|
auto flags = pFunc->FunctionFlags;
|
|
pFunc->FunctionFlags |= 0x400;
|
|
|
|
UObject *currentObj = (UObject *) this;
|
|
currentObj->ProcessEvent(pFunc, ¶ms);
|
|
|
|
pFunc->FunctionFlags = flags;
|
|
}
|
|
|
|
|
|
// Function Gameplay.WeatherConfigComponent.LoadDefaultWeatherLevel
|
|
// (Final, Native, Public)
|
|
|
|
void UWeatherConfigComponent::LoadDefaultWeatherLevel()
|
|
{
|
|
static UFunction *pFunc = 0;
|
|
if (!pFunc)
|
|
pFunc = UObject::FindObject<UFunction>("Function Gameplay.WeatherConfigComponent.LoadDefaultWeatherLevel");
|
|
|
|
UWeatherConfigComponent_LoadDefaultWeatherLevel_Params params;
|
|
|
|
auto flags = pFunc->FunctionFlags;
|
|
pFunc->FunctionFlags |= 0x400;
|
|
|
|
UObject *currentObj = (UObject *) this;
|
|
currentObj->ProcessEvent(pFunc, ¶ms);
|
|
|
|
pFunc->FunctionFlags = flags;
|
|
}
|
|
|
|
|
|
// Function Gameplay.WeatherConfigComponent.Init
|
|
// (Native, Public, BlueprintCallable)
|
|
|
|
void UWeatherConfigComponent::Init()
|
|
{
|
|
static UFunction *pFunc = 0;
|
|
if (!pFunc)
|
|
pFunc = UObject::FindObject<UFunction>("Function Gameplay.WeatherConfigComponent.Init");
|
|
|
|
UWeatherConfigComponent_Init_Params params;
|
|
|
|
auto flags = pFunc->FunctionFlags;
|
|
pFunc->FunctionFlags |= 0x400;
|
|
|
|
UObject *currentObj = (UObject *) this;
|
|
currentObj->ProcessEvent(pFunc, ¶ms);
|
|
|
|
pFunc->FunctionFlags = flags;
|
|
}
|
|
|
|
|
|
}
|
|
|