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2026-03-06 01:34:47 +01:00
#pragma once
/*
* SDK generated by Dumper-7
*
* https://github.com/Encryqed/Dumper-7
*/
// Package: GameBase
#include "Basic.hpp"
#include "GameBase_classes.hpp"
#include "GameBase_parameters.hpp"
namespace SDK
{
// Function GameBase.BGameInstance.BackToMainMenu
// (Final, Native, Public, BlueprintCallable)
void UBGameInstance::BackToMainMenu()
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("BGameInstance", "BackToMainMenu");
auto Flgs = Func->FunctionFlags;
Func->FunctionFlags |= 0x400;
UObject::ProcessEvent(Func, nullptr);
Func->FunctionFlags = Flgs;
}
// Function GameBase.BGameInstance.GetPlayerProfile
// (Final, Native, Public, BlueprintCallable, BlueprintPure)
// Parameters:
// class UPlayerProfile* ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
class UPlayerProfile* UBGameInstance::GetPlayerProfile()
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("BGameInstance", "GetPlayerProfile");
Params::BGameInstance_GetPlayerProfile Parms{};
auto Flgs = Func->FunctionFlags;
Func->FunctionFlags |= 0x400;
UObject::ProcessEvent(Func, &Parms);
Func->FunctionFlags = Flgs;
return Parms.ReturnValue;
}
// Function GameBase.BGameInstance.GetRebindableInput
// (Final, Native, Public, BlueprintCallable, BlueprintPure)
// Parameters:
// class URebindableInput* ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
class URebindableInput* UBGameInstance::GetRebindableInput()
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("BGameInstance", "GetRebindableInput");
Params::BGameInstance_GetRebindableInput Parms{};
auto Flgs = Func->FunctionFlags;
Func->FunctionFlags |= 0x400;
UObject::ProcessEvent(Func, &Parms);
Func->FunctionFlags = Flgs;
return Parms.ReturnValue;
}
// Function GameBase.BGameInstance.ReloadGame
// (Final, Native, Public, BlueprintCallable)
// Parameters:
// bool bSaveOnDisk (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// const class FString& Title (ConstParm, Parm, ZeroConstructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// bool GrabScreenShot (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// class UMovieConfig* Movie (Parm, ZeroConstructor, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// float UnskipableLen (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// bool ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
bool UBGameInstance::ReloadGame(bool bSaveOnDisk, const class FString& Title, bool GrabScreenShot, class UMovieConfig* Movie, float UnskipableLen)
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("BGameInstance", "ReloadGame");
Params::BGameInstance_ReloadGame Parms{};
Parms.bSaveOnDisk = bSaveOnDisk;
Parms.Title = std::move(Title);
Parms.GrabScreenShot = GrabScreenShot;
Parms.Movie = Movie;
Parms.UnskipableLen = UnskipableLen;
auto Flgs = Func->FunctionFlags;
Func->FunctionFlags |= 0x400;
UObject::ProcessEvent(Func, &Parms);
Func->FunctionFlags = Flgs;
return Parms.ReturnValue;
}
// Function GameBase.BGameInstance.SetLastScreenshotTexture
// (Final, Native, Public, BlueprintCallable)
// Parameters:
// class UTexture2D* Texture (Parm, ZeroConstructor, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// bool PrepareLoadingScreen (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
void UBGameInstance::SetLastScreenshotTexture(class UTexture2D* Texture, bool PrepareLoadingScreen)
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("BGameInstance", "SetLastScreenshotTexture");
Params::BGameInstance_SetLastScreenshotTexture Parms{};
Parms.Texture = Texture;
Parms.PrepareLoadingScreen = PrepareLoadingScreen;
auto Flgs = Func->FunctionFlags;
Func->FunctionFlags |= 0x400;
UObject::ProcessEvent(Func, &Parms);
Func->FunctionFlags = Flgs;
}
// Function GameBase.BGameInstance.GetLastScreenshotTexture
// (Final, Native, Public, BlueprintCallable, BlueprintPure, Const)
// Parameters:
// class UTexture2D* ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
class UTexture2D* UBGameInstance::GetLastScreenshotTexture() const
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("BGameInstance", "GetLastScreenshotTexture");
Params::BGameInstance_GetLastScreenshotTexture Parms{};
auto Flgs = Func->FunctionFlags;
Func->FunctionFlags |= 0x400;
UObject::ProcessEvent(Func, &Parms);
Func->FunctionFlags = Flgs;
return Parms.ReturnValue;
}
// Function GameBase.BGameInstance.IsGameDeactivated
// (Final, Native, Public, BlueprintCallable, BlueprintPure, Const)
// Parameters:
// bool ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
bool UBGameInstance::IsGameDeactivated() const
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("BGameInstance", "IsGameDeactivated");
Params::BGameInstance_IsGameDeactivated Parms{};
auto Flgs = Func->FunctionFlags;
Func->FunctionFlags |= 0x400;
UObject::ProcessEvent(Func, &Parms);
Func->FunctionFlags = Flgs;
return Parms.ReturnValue;
}
// Function GameBase.BGameInstance.IsGameSuspended
// (Final, Native, Public, BlueprintCallable, BlueprintPure, Const)
// Parameters:
// bool ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
bool UBGameInstance::IsGameSuspended() const
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("BGameInstance", "IsGameSuspended");
Params::BGameInstance_IsGameSuspended Parms{};
auto Flgs = Func->FunctionFlags;
Func->FunctionFlags |= 0x400;
UObject::ProcessEvent(Func, &Parms);
Func->FunctionFlags = Flgs;
return Parms.ReturnValue;
}
// Function GameBase.BGameInstance.IsKeyboardActive
// (Final, Native, Public, BlueprintCallable, BlueprintPure, Const)
// Parameters:
// bool ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
bool UBGameInstance::IsKeyboardActive() const
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("BGameInstance", "IsKeyboardActive");
Params::BGameInstance_IsKeyboardActive Parms{};
auto Flgs = Func->FunctionFlags;
Func->FunctionFlags |= 0x400;
UObject::ProcessEvent(Func, &Parms);
Func->FunctionFlags = Flgs;
return Parms.ReturnValue;
}
// Function GameBase.BGameInstance.IsMouseActive
// (Final, Native, Public, BlueprintCallable, BlueprintPure, Const)
// Parameters:
// bool ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
bool UBGameInstance::IsMouseActive() const
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("BGameInstance", "IsMouseActive");
Params::BGameInstance_IsMouseActive Parms{};
auto Flgs = Func->FunctionFlags;
Func->FunctionFlags |= 0x400;
UObject::ProcessEvent(Func, &Parms);
Func->FunctionFlags = Flgs;
return Parms.ReturnValue;
}
// Function GameBase.BGameInstance.IsPadActive
// (Final, Native, Public, BlueprintCallable, BlueprintPure, Const)
// Parameters:
// bool ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
bool UBGameInstance::IsPadActive() const
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("BGameInstance", "IsPadActive");
Params::BGameInstance_IsPadActive Parms{};
auto Flgs = Func->FunctionFlags;
Func->FunctionFlags |= 0x400;
UObject::ProcessEvent(Func, &Parms);
Func->FunctionFlags = Flgs;
return Parms.ReturnValue;
}
// Function GameBase.BGameInstance.IsPlayingFromMainMenu
// (Final, Native, Public, BlueprintCallable, BlueprintPure, Const)
// Parameters:
// bool ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
bool UBGameInstance::IsPlayingFromMainMenu() const
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("BGameInstance", "IsPlayingFromMainMenu");
Params::BGameInstance_IsPlayingFromMainMenu Parms{};
auto Flgs = Func->FunctionFlags;
Func->FunctionFlags |= 0x400;
UObject::ProcessEvent(Func, &Parms);
Func->FunctionFlags = Flgs;
return Parms.ReturnValue;
}
// Function GameBase.BGameInstance.IsWorldTravelFinished
// (Final, Native, Public, BlueprintCallable, BlueprintPure, Const)
// Parameters:
// bool ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
bool UBGameInstance::IsWorldTravelFinished() const
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("BGameInstance", "IsWorldTravelFinished");
Params::BGameInstance_IsWorldTravelFinished Parms{};
auto Flgs = Func->FunctionFlags;
Func->FunctionFlags |= 0x400;
UObject::ProcessEvent(Func, &Parms);
Func->FunctionFlags = Flgs;
return Parms.ReturnValue;
}
// Function GameBase.BGameInstance.WasMouseMoved
// (Final, Native, Public, BlueprintCallable, BlueprintPure, Const)
// Parameters:
// bool ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
bool UBGameInstance::WasMouseMoved() const
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("BGameInstance", "WasMouseMoved");
Params::BGameInstance_WasMouseMoved Parms{};
auto Flgs = Func->FunctionFlags;
Func->FunctionFlags |= 0x400;
UObject::ProcessEvent(Func, &Parms);
Func->FunctionFlags = Flgs;
return Parms.ReturnValue;
}
// Function GameBase.BGameInstance.WasPadConnected
// (Final, Native, Public, BlueprintCallable, BlueprintPure, Const)
// Parameters:
// bool ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
bool UBGameInstance::WasPadConnected() const
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("BGameInstance", "WasPadConnected");
Params::BGameInstance_WasPadConnected Parms{};
auto Flgs = Func->FunctionFlags;
Func->FunctionFlags |= 0x400;
UObject::ProcessEvent(Func, &Parms);
Func->FunctionFlags = Flgs;
return Parms.ReturnValue;
}
// Function GameBase.BGameModeBase.ShowInGameMenu
// (Final, Native, Public, BlueprintCallable)
void ABGameModeBase::ShowInGameMenu()
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("BGameModeBase", "ShowInGameMenu");
auto Flgs = Func->FunctionFlags;
Func->FunctionFlags |= 0x400;
UObject::ProcessEvent(Func, nullptr);
Func->FunctionFlags = Flgs;
}
// Function GameBase.GameBaseStatics.AutoSave
// (Final, Native, Static, Public, BlueprintCallable)
// Parameters:
// class UObject* WorldContextObject (Parm, ZeroConstructor, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// const class FString& Title (ConstParm, Parm, ZeroConstructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// bool GrabScreenShot (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// bool Flush (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
void UGameBaseStatics::AutoSave(class UObject* WorldContextObject, const class FString& Title, bool GrabScreenShot, bool Flush)
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = StaticClass()->GetFunction("GameBaseStatics", "AutoSave");
Params::GameBaseStatics_AutoSave Parms{};
Parms.WorldContextObject = WorldContextObject;
Parms.Title = std::move(Title);
Parms.GrabScreenShot = GrabScreenShot;
Parms.Flush = Flush;
auto Flgs = Func->FunctionFlags;
Func->FunctionFlags |= 0x400;
GetDefaultObj()->ProcessEvent(Func, &Parms);
Func->FunctionFlags = Flgs;
}
// Function GameBase.GameBaseStatics.FlushPartialSave
// (Final, Native, Static, Public, BlueprintCallable)
// Parameters:
// class UObject* WorldContextObject (Parm, ZeroConstructor, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
void UGameBaseStatics::FlushPartialSave(class UObject* WorldContextObject)
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = StaticClass()->GetFunction("GameBaseStatics", "FlushPartialSave");
Params::GameBaseStatics_FlushPartialSave Parms{};
Parms.WorldContextObject = WorldContextObject;
auto Flgs = Func->FunctionFlags;
Func->FunctionFlags |= 0x400;
GetDefaultObj()->ProcessEvent(Func, &Parms);
Func->FunctionFlags = Flgs;
}
// Function GameBase.GameBaseStatics.FlushSave
// (Final, Native, Static, Public, BlueprintCallable)
// Parameters:
// class UObject* WorldContextObject (Parm, ZeroConstructor, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// int32 SlotIndex (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// const class FString& Title (ConstParm, Parm, ZeroConstructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// bool ApplyCurrentTime (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// bool PreserveSlotIndex (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
void UGameBaseStatics::FlushSave(class UObject* WorldContextObject, int32 SlotIndex, const class FString& Title, bool ApplyCurrentTime, bool PreserveSlotIndex)
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = StaticClass()->GetFunction("GameBaseStatics", "FlushSave");
Params::GameBaseStatics_FlushSave Parms{};
Parms.WorldContextObject = WorldContextObject;
Parms.SlotIndex = SlotIndex;
Parms.Title = std::move(Title);
Parms.ApplyCurrentTime = ApplyCurrentTime;
Parms.PreserveSlotIndex = PreserveSlotIndex;
auto Flgs = Func->FunctionFlags;
Func->FunctionFlags |= 0x400;
GetDefaultObj()->ProcessEvent(Func, &Parms);
Func->FunctionFlags = Flgs;
}
// Function GameBase.GameBaseStatics.GetActualSavedScreenShot
// (Final, Native, Static, Public, BlueprintCallable, BlueprintPure)
// Parameters:
// class UObject* WorldContextObject (Parm, ZeroConstructor, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// class UTexture2D* ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
class UTexture2D* UGameBaseStatics::GetActualSavedScreenShot(class UObject* WorldContextObject)
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = StaticClass()->GetFunction("GameBaseStatics", "GetActualSavedScreenShot");
Params::GameBaseStatics_GetActualSavedScreenShot Parms{};
Parms.WorldContextObject = WorldContextObject;
auto Flgs = Func->FunctionFlags;
Func->FunctionFlags |= 0x400;
GetDefaultObj()->ProcessEvent(Func, &Parms);
Func->FunctionFlags = Flgs;
return Parms.ReturnValue;
}
// Function GameBase.GameBaseStatics.GetBaseGameInstance
// (Final, Native, Static, Public, BlueprintCallable, BlueprintPure)
// Parameters:
// class UObject* WorldContextObject (Parm, ZeroConstructor, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// class UBGameInstance* ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
class UBGameInstance* UGameBaseStatics::GetBaseGameInstance(class UObject* WorldContextObject)
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = StaticClass()->GetFunction("GameBaseStatics", "GetBaseGameInstance");
Params::GameBaseStatics_GetBaseGameInstance Parms{};
Parms.WorldContextObject = WorldContextObject;
auto Flgs = Func->FunctionFlags;
Func->FunctionFlags |= 0x400;
GetDefaultObj()->ProcessEvent(Func, &Parms);
Func->FunctionFlags = Flgs;
return Parms.ReturnValue;
}
// Function GameBase.GameBaseStatics.GetBaseGameMode
// (Final, Native, Static, Public, BlueprintCallable, BlueprintPure)
// Parameters:
// class UObject* WorldContextObject (Parm, ZeroConstructor, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// class ABGameModeBase* ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
class ABGameModeBase* UGameBaseStatics::GetBaseGameMode(class UObject* WorldContextObject)
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = StaticClass()->GetFunction("GameBaseStatics", "GetBaseGameMode");
Params::GameBaseStatics_GetBaseGameMode Parms{};
Parms.WorldContextObject = WorldContextObject;
auto Flgs = Func->FunctionFlags;
Func->FunctionFlags |= 0x400;
GetDefaultObj()->ProcessEvent(Func, &Parms);
Func->FunctionFlags = Flgs;
return Parms.ReturnValue;
}
// Function GameBase.GameBaseStatics.GetBuildPackageName
// (Final, Native, Static, Public, BlueprintCallable)
// Parameters:
// class FString ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, HasGetValueTypeHash, NativeAccessSpecifierPublic)
class FString UGameBaseStatics::GetBuildPackageName()
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = StaticClass()->GetFunction("GameBaseStatics", "GetBuildPackageName");
Params::GameBaseStatics_GetBuildPackageName Parms{};
auto Flgs = Func->FunctionFlags;
Func->FunctionFlags |= 0x400;
GetDefaultObj()->ProcessEvent(Func, &Parms);
Func->FunctionFlags = Flgs;
return Parms.ReturnValue;
}
// Function GameBase.GameBaseStatics.GetBuildStreamName
// (Final, Native, Static, Public, BlueprintCallable)
// Parameters:
// class FString ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, HasGetValueTypeHash, NativeAccessSpecifierPublic)
class FString UGameBaseStatics::GetBuildStreamName()
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = StaticClass()->GetFunction("GameBaseStatics", "GetBuildStreamName");
Params::GameBaseStatics_GetBuildStreamName Parms{};
auto Flgs = Func->FunctionFlags;
Func->FunctionFlags |= 0x400;
GetDefaultObj()->ProcessEvent(Func, &Parms);
Func->FunctionFlags = Flgs;
return Parms.ReturnValue;
}
// Function GameBase.GameBaseStatics.GetInputDevice
// (Final, Native, Static, Public, BlueprintCallable, BlueprintPure)
// Parameters:
// class UObject* WorldContextObject (Parm, ZeroConstructor, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// EGameBaseInputDevice ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
EGameBaseInputDevice UGameBaseStatics::GetInputDevice(class UObject* WorldContextObject)
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = StaticClass()->GetFunction("GameBaseStatics", "GetInputDevice");
Params::GameBaseStatics_GetInputDevice Parms{};
Parms.WorldContextObject = WorldContextObject;
auto Flgs = Func->FunctionFlags;
Func->FunctionFlags |= 0x400;
GetDefaultObj()->ProcessEvent(Func, &Parms);
Func->FunctionFlags = Flgs;
return Parms.ReturnValue;
}
// Function GameBase.GameBaseStatics.GetLastSaveTime
// (Final, Native, Static, Public, HasDefaults, BlueprintCallable, BlueprintPure)
// Parameters:
// class UObject* WorldContextObject (Parm, ZeroConstructor, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// struct FDateTime ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
struct FDateTime UGameBaseStatics::GetLastSaveTime(class UObject* WorldContextObject)
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = StaticClass()->GetFunction("GameBaseStatics", "GetLastSaveTime");
Params::GameBaseStatics_GetLastSaveTime Parms{};
Parms.WorldContextObject = WorldContextObject;
auto Flgs = Func->FunctionFlags;
Func->FunctionFlags |= 0x400;
GetDefaultObj()->ProcessEvent(Func, &Parms);
Func->FunctionFlags = Flgs;
return Parms.ReturnValue;
}
// Function GameBase.GameBaseStatics.GetPersistentGameData
// (Final, Native, Static, Public, BlueprintCallable)
// Parameters:
// class UObject* WorldContextObject (Parm, ZeroConstructor, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// class UPersistentSaveData* ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
class UPersistentSaveData* UGameBaseStatics::GetPersistentGameData(class UObject* WorldContextObject)
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = StaticClass()->GetFunction("GameBaseStatics", "GetPersistentGameData");
Params::GameBaseStatics_GetPersistentGameData Parms{};
Parms.WorldContextObject = WorldContextObject;
auto Flgs = Func->FunctionFlags;
Func->FunctionFlags |= 0x400;
GetDefaultObj()->ProcessEvent(Func, &Parms);
Func->FunctionFlags = Flgs;
return Parms.ReturnValue;
}
// Function GameBase.GameBaseStatics.GetPlayerName
// (Final, Native, Static, Public, BlueprintCallable, BlueprintPure)
// Parameters:
// class UObject* WorldContextObject (Parm, ZeroConstructor, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// class FString ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, HasGetValueTypeHash, NativeAccessSpecifierPublic)
class FString UGameBaseStatics::GetPlayerName(class UObject* WorldContextObject)
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = StaticClass()->GetFunction("GameBaseStatics", "GetPlayerName");
Params::GameBaseStatics_GetPlayerName Parms{};
Parms.WorldContextObject = WorldContextObject;
auto Flgs = Func->FunctionFlags;
Func->FunctionFlags |= 0x400;
GetDefaultObj()->ProcessEvent(Func, &Parms);
Func->FunctionFlags = Flgs;
return Parms.ReturnValue;
}
// Function GameBase.GameBaseStatics.GetPlayerProfile
// (Final, Native, Static, Public, BlueprintCallable)
// Parameters:
// class UObject* WorldContextObject (Parm, ZeroConstructor, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// class UPlayerProfile* ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
class UPlayerProfile* UGameBaseStatics::GetPlayerProfile(class UObject* WorldContextObject)
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = StaticClass()->GetFunction("GameBaseStatics", "GetPlayerProfile");
Params::GameBaseStatics_GetPlayerProfile Parms{};
Parms.WorldContextObject = WorldContextObject;
auto Flgs = Func->FunctionFlags;
Func->FunctionFlags |= 0x400;
GetDefaultObj()->ProcessEvent(Func, &Parms);
Func->FunctionFlags = Flgs;
return Parms.ReturnValue;
}
// Function GameBase.GameBaseStatics.GetPlaythroughPersistentGameData
// (Final, Native, Static, Public, BlueprintCallable)
// Parameters:
// class UObject* WorldContextObject (Parm, ZeroConstructor, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// class UPlaythroughPersistentData* ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
class UPlaythroughPersistentData* UGameBaseStatics::GetPlaythroughPersistentGameData(class UObject* WorldContextObject)
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = StaticClass()->GetFunction("GameBaseStatics", "GetPlaythroughPersistentGameData");
Params::GameBaseStatics_GetPlaythroughPersistentGameData Parms{};
Parms.WorldContextObject = WorldContextObject;
auto Flgs = Func->FunctionFlags;
Func->FunctionFlags |= 0x400;
GetDefaultObj()->ProcessEvent(Func, &Parms);
Func->FunctionFlags = Flgs;
return Parms.ReturnValue;
}
// Function GameBase.GameBaseStatics.GetProjectVersionString
// (Final, Native, Static, Public, BlueprintCallable)
// Parameters:
// class FString ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, HasGetValueTypeHash, NativeAccessSpecifierPublic)
class FString UGameBaseStatics::GetProjectVersionString()
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = StaticClass()->GetFunction("GameBaseStatics", "GetProjectVersionString");
Params::GameBaseStatics_GetProjectVersionString Parms{};
auto Flgs = Func->FunctionFlags;
Func->FunctionFlags |= 0x400;
GetDefaultObj()->ProcessEvent(Func, &Parms);
Func->FunctionFlags = Flgs;
return Parms.ReturnValue;
}
// Function GameBase.GameBaseStatics.GetRevisionVersionNumber
// (Final, Native, Static, Public, BlueprintCallable)
// Parameters:
// int32 ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
int32 UGameBaseStatics::GetRevisionVersionNumber()
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = StaticClass()->GetFunction("GameBaseStatics", "GetRevisionVersionNumber");
Params::GameBaseStatics_GetRevisionVersionNumber Parms{};
auto Flgs = Func->FunctionFlags;
Func->FunctionFlags |= 0x400;
GetDefaultObj()->ProcessEvent(Func, &Parms);
Func->FunctionFlags = Flgs;
return Parms.ReturnValue;
}
// Function GameBase.GameBaseStatics.GetSavedScreenShot
// (Final, Native, Static, Public, BlueprintCallable, BlueprintPure)
// Parameters:
// class UObject* WorldContextObject (Parm, ZeroConstructor, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// int32 SlotIndex (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// class UTexture2D* ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
class UTexture2D* UGameBaseStatics::GetSavedScreenShot(class UObject* WorldContextObject, int32 SlotIndex)
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = StaticClass()->GetFunction("GameBaseStatics", "GetSavedScreenShot");
Params::GameBaseStatics_GetSavedScreenShot Parms{};
Parms.WorldContextObject = WorldContextObject;
Parms.SlotIndex = SlotIndex;
auto Flgs = Func->FunctionFlags;
Func->FunctionFlags |= 0x400;
GetDefaultObj()->ProcessEvent(Func, &Parms);
Func->FunctionFlags = Flgs;
return Parms.ReturnValue;
}
// Function GameBase.GameBaseStatics.GetTimeSinceLastSave
// (Final, Native, Static, Public, HasDefaults, BlueprintCallable, BlueprintPure)
// Parameters:
// class UObject* WorldContextObject (Parm, ZeroConstructor, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// struct FTimespan ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
struct FTimespan UGameBaseStatics::GetTimeSinceLastSave(class UObject* WorldContextObject)
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = StaticClass()->GetFunction("GameBaseStatics", "GetTimeSinceLastSave");
Params::GameBaseStatics_GetTimeSinceLastSave Parms{};
Parms.WorldContextObject = WorldContextObject;
auto Flgs = Func->FunctionFlags;
Func->FunctionFlags |= 0x400;
GetDefaultObj()->ProcessEvent(Func, &Parms);
Func->FunctionFlags = Flgs;
return Parms.ReturnValue;
}
// Function GameBase.GameBaseStatics.HideMouseCursor
// (Final, Native, Static, Public, BlueprintCallable)
// Parameters:
// class APlayerController* PlayerController (Parm, ZeroConstructor, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
void UGameBaseStatics::HideMouseCursor(class APlayerController* PlayerController)
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = StaticClass()->GetFunction("GameBaseStatics", "HideMouseCursor");
Params::GameBaseStatics_HideMouseCursor Parms{};
Parms.PlayerController = PlayerController;
auto Flgs = Func->FunctionFlags;
Func->FunctionFlags |= 0x400;
GetDefaultObj()->ProcessEvent(Func, &Parms);
Func->FunctionFlags = Flgs;
}
// Function GameBase.GameBaseStatics.IsConsoleMenu
// (Final, Native, Static, Public, BlueprintCallable, BlueprintPure)
// Parameters:
// bool ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
bool UGameBaseStatics::IsConsoleMenu()
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = StaticClass()->GetFunction("GameBaseStatics", "IsConsoleMenu");
Params::GameBaseStatics_IsConsoleMenu Parms{};
auto Flgs = Func->FunctionFlags;
Func->FunctionFlags |= 0x400;
GetDefaultObj()->ProcessEvent(Func, &Parms);
Func->FunctionFlags = Flgs;
return Parms.ReturnValue;
}
// Function GameBase.GameBaseStatics.IsGameCompletelyInstalled
// (Final, Native, Static, Public, BlueprintCallable)
// Parameters:
// class UObject* WorldContextObject (Parm, ZeroConstructor, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// bool ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
bool UGameBaseStatics::IsGameCompletelyInstalled(class UObject* WorldContextObject)
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = StaticClass()->GetFunction("GameBaseStatics", "IsGameCompletelyInstalled");
Params::GameBaseStatics_IsGameCompletelyInstalled Parms{};
Parms.WorldContextObject = WorldContextObject;
auto Flgs = Func->FunctionFlags;
Func->FunctionFlags |= 0x400;
GetDefaultObj()->ProcessEvent(Func, &Parms);
Func->FunctionFlags = Flgs;
return Parms.ReturnValue;
}
// Function GameBase.GameBaseStatics.IsGameDeactivated
// (Final, Native, Static, Public, BlueprintCallable, BlueprintPure)
// Parameters:
// class UObject* WorldContextObject (Parm, ZeroConstructor, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// bool ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
bool UGameBaseStatics::IsGameDeactivated(class UObject* WorldContextObject)
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = StaticClass()->GetFunction("GameBaseStatics", "IsGameDeactivated");
Params::GameBaseStatics_IsGameDeactivated Parms{};
Parms.WorldContextObject = WorldContextObject;
auto Flgs = Func->FunctionFlags;
Func->FunctionFlags |= 0x400;
GetDefaultObj()->ProcessEvent(Func, &Parms);
Func->FunctionFlags = Flgs;
return Parms.ReturnValue;
}
// Function GameBase.GameBaseStatics.IsGamePaused
// (Final, Native, Static, Public, BlueprintCallable, BlueprintPure)
// Parameters:
// class UObject* WorldContextObject (Parm, ZeroConstructor, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// bool ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
bool UGameBaseStatics::IsGamePaused(class UObject* WorldContextObject)
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = StaticClass()->GetFunction("GameBaseStatics", "IsGamePaused");
Params::GameBaseStatics_IsGamePaused Parms{};
Parms.WorldContextObject = WorldContextObject;
auto Flgs = Func->FunctionFlags;
Func->FunctionFlags |= 0x400;
GetDefaultObj()->ProcessEvent(Func, &Parms);
Func->FunctionFlags = Flgs;
return Parms.ReturnValue;
}
// Function GameBase.GameBaseStatics.IsGameSuspended
// (Final, Native, Static, Public, BlueprintCallable, BlueprintPure)
// Parameters:
// class UObject* WorldContextObject (Parm, ZeroConstructor, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// bool ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
bool UGameBaseStatics::IsGameSuspended(class UObject* WorldContextObject)
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = StaticClass()->GetFunction("GameBaseStatics", "IsGameSuspended");
Params::GameBaseStatics_IsGameSuspended Parms{};
Parms.WorldContextObject = WorldContextObject;
auto Flgs = Func->FunctionFlags;
Func->FunctionFlags |= 0x400;
GetDefaultObj()->ProcessEvent(Func, &Parms);
Func->FunctionFlags = Flgs;
return Parms.ReturnValue;
}
// Function GameBase.GameBaseStatics.IsKeyboardActive
// (Final, Native, Static, Public, BlueprintCallable, BlueprintPure)
// Parameters:
// class UObject* WorldContextObject (Parm, ZeroConstructor, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// bool ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
bool UGameBaseStatics::IsKeyboardActive(class UObject* WorldContextObject)
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = StaticClass()->GetFunction("GameBaseStatics", "IsKeyboardActive");
Params::GameBaseStatics_IsKeyboardActive Parms{};
Parms.WorldContextObject = WorldContextObject;
auto Flgs = Func->FunctionFlags;
Func->FunctionFlags |= 0x400;
GetDefaultObj()->ProcessEvent(Func, &Parms);
Func->FunctionFlags = Flgs;
return Parms.ReturnValue;
}
// Function GameBase.GameBaseStatics.IsMouseActive
// (Final, Native, Static, Public, BlueprintCallable, BlueprintPure)
// Parameters:
// class UObject* WorldContextObject (Parm, ZeroConstructor, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// bool ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
bool UGameBaseStatics::IsMouseActive(class UObject* WorldContextObject)
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = StaticClass()->GetFunction("GameBaseStatics", "IsMouseActive");
Params::GameBaseStatics_IsMouseActive Parms{};
Parms.WorldContextObject = WorldContextObject;
auto Flgs = Func->FunctionFlags;
Func->FunctionFlags |= 0x400;
GetDefaultObj()->ProcessEvent(Func, &Parms);
Func->FunctionFlags = Flgs;
return Parms.ReturnValue;
}
// Function GameBase.GameBaseStatics.IsMoviePlayerActive
// (Final, Native, Static, Public, BlueprintCallable, BlueprintPure)
// Parameters:
// bool ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
bool UGameBaseStatics::IsMoviePlayerActive()
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = StaticClass()->GetFunction("GameBaseStatics", "IsMoviePlayerActive");
Params::GameBaseStatics_IsMoviePlayerActive Parms{};
auto Flgs = Func->FunctionFlags;
Func->FunctionFlags |= 0x400;
GetDefaultObj()->ProcessEvent(Func, &Parms);
Func->FunctionFlags = Flgs;
return Parms.ReturnValue;
}
// Function GameBase.GameBaseStatics.IsNEOOrScorpio
// (Final, Native, Static, Public, BlueprintCallable, BlueprintPure)
// Parameters:
// bool ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
bool UGameBaseStatics::IsNEOOrScorpio()
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = StaticClass()->GetFunction("GameBaseStatics", "IsNEOOrScorpio");
Params::GameBaseStatics_IsNEOOrScorpio Parms{};
auto Flgs = Func->FunctionFlags;
Func->FunctionFlags |= 0x400;
GetDefaultObj()->ProcessEvent(Func, &Parms);
Func->FunctionFlags = Flgs;
return Parms.ReturnValue;
}
// Function GameBase.GameBaseStatics.IsPadActive
// (Final, Native, Static, Public, BlueprintCallable, BlueprintPure)
// Parameters:
// class UObject* WorldContextObject (Parm, ZeroConstructor, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// bool ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
bool UGameBaseStatics::IsPadActive(class UObject* WorldContextObject)
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = StaticClass()->GetFunction("GameBaseStatics", "IsPadActive");
Params::GameBaseStatics_IsPadActive Parms{};
Parms.WorldContextObject = WorldContextObject;
auto Flgs = Func->FunctionFlags;
Func->FunctionFlags |= 0x400;
GetDefaultObj()->ProcessEvent(Func, &Parms);
Func->FunctionFlags = Flgs;
return Parms.ReturnValue;
}
// Function GameBase.GameBaseStatics.IsPadConnected
// (Final, Native, Static, Public, BlueprintCallable, BlueprintPure)
// Parameters:
// class UObject* WorldContextObject (Parm, ZeroConstructor, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// bool ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
bool UGameBaseStatics::IsPadConnected(class UObject* WorldContextObject)
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = StaticClass()->GetFunction("GameBaseStatics", "IsPadConnected");
Params::GameBaseStatics_IsPadConnected Parms{};
Parms.WorldContextObject = WorldContextObject;
auto Flgs = Func->FunctionFlags;
Func->FunctionFlags |= 0x400;
GetDefaultObj()->ProcessEvent(Func, &Parms);
Func->FunctionFlags = Flgs;
return Parms.ReturnValue;
}
// Function GameBase.GameBaseStatics.IsSwitchUserSupported
// (Final, Native, Static, Public, BlueprintCallable, BlueprintPure)
// Parameters:
// class UObject* WorldContextObject (Parm, ZeroConstructor, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// bool ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
bool UGameBaseStatics::IsSwitchUserSupported(class UObject* WorldContextObject)
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = StaticClass()->GetFunction("GameBaseStatics", "IsSwitchUserSupported");
Params::GameBaseStatics_IsSwitchUserSupported Parms{};
Parms.WorldContextObject = WorldContextObject;
auto Flgs = Func->FunctionFlags;
Func->FunctionFlags |= 0x400;
GetDefaultObj()->ProcessEvent(Func, &Parms);
Func->FunctionFlags = Flgs;
return Parms.ReturnValue;
}
// Function GameBase.GameBaseStatics.IsSystemHelpSupported
// (Final, Native, Static, Public, BlueprintCallable, BlueprintPure)
// Parameters:
// bool ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
bool UGameBaseStatics::IsSystemHelpSupported()
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = StaticClass()->GetFunction("GameBaseStatics", "IsSystemHelpSupported");
Params::GameBaseStatics_IsSystemHelpSupported Parms{};
auto Flgs = Func->FunctionFlags;
Func->FunctionFlags |= 0x400;
GetDefaultObj()->ProcessEvent(Func, &Parms);
Func->FunctionFlags = Flgs;
return Parms.ReturnValue;
}
// Function GameBase.GameBaseStatics.MakeFullSave
// (Final, Native, Static, Public, BlueprintCallable)
// Parameters:
// class UObject* WorldContextObject (Parm, ZeroConstructor, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// int32 SlotIndex (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// const class FString& Title (ConstParm, Parm, ZeroConstructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// bool GrabScreenShot (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// bool AllowAsyncOperation (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
void UGameBaseStatics::MakeFullSave(class UObject* WorldContextObject, int32 SlotIndex, const class FString& Title, bool GrabScreenShot, bool AllowAsyncOperation)
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = StaticClass()->GetFunction("GameBaseStatics", "MakeFullSave");
Params::GameBaseStatics_MakeFullSave Parms{};
Parms.WorldContextObject = WorldContextObject;
Parms.SlotIndex = SlotIndex;
Parms.Title = std::move(Title);
Parms.GrabScreenShot = GrabScreenShot;
Parms.AllowAsyncOperation = AllowAsyncOperation;
auto Flgs = Func->FunctionFlags;
Func->FunctionFlags |= 0x400;
GetDefaultObj()->ProcessEvent(Func, &Parms);
Func->FunctionFlags = Flgs;
}
// Function GameBase.GameBaseStatics.MakePersistentGameDateDirty
// (Final, Native, Static, Public, BlueprintCallable)
// Parameters:
// class UObject* WorldContextObject (Parm, ZeroConstructor, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
void UGameBaseStatics::MakePersistentGameDateDirty(class UObject* WorldContextObject)
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = StaticClass()->GetFunction("GameBaseStatics", "MakePersistentGameDateDirty");
Params::GameBaseStatics_MakePersistentGameDateDirty Parms{};
Parms.WorldContextObject = WorldContextObject;
auto Flgs = Func->FunctionFlags;
Func->FunctionFlags |= 0x400;
GetDefaultObj()->ProcessEvent(Func, &Parms);
Func->FunctionFlags = Flgs;
}
// Function GameBase.GameBaseStatics.MakeQuickSave
// (Final, Native, Static, Public, BlueprintCallable)
// Parameters:
// class UObject* WorldContextObject (Parm, ZeroConstructor, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// const class FString& Title (ConstParm, Parm, ZeroConstructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// bool GrabScreenShot (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
void UGameBaseStatics::MakeQuickSave(class UObject* WorldContextObject, const class FString& Title, bool GrabScreenShot)
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = StaticClass()->GetFunction("GameBaseStatics", "MakeQuickSave");
Params::GameBaseStatics_MakeQuickSave Parms{};
Parms.WorldContextObject = WorldContextObject;
Parms.Title = std::move(Title);
Parms.GrabScreenShot = GrabScreenShot;
auto Flgs = Func->FunctionFlags;
Func->FunctionFlags |= 0x400;
GetDefaultObj()->ProcessEvent(Func, &Parms);
Func->FunctionFlags = Flgs;
}
// Function GameBase.GameBaseStatics.PauseDynamicResolution
// (Final, Native, Static, Public, BlueprintCallable)
void UGameBaseStatics::PauseDynamicResolution()
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = StaticClass()->GetFunction("GameBaseStatics", "PauseDynamicResolution");
auto Flgs = Func->FunctionFlags;
Func->FunctionFlags |= 0x400;
GetDefaultObj()->ProcessEvent(Func, nullptr);
Func->FunctionFlags = Flgs;
}
// Function GameBase.GameBaseStatics.PlaySound
// (Final, Native, Static, Public, BlueprintCallable)
// Parameters:
// class UAkAudioEvent* Sound (Parm, ZeroConstructor, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
void UGameBaseStatics::PlaySound(class UAkAudioEvent* Sound)
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = StaticClass()->GetFunction("GameBaseStatics", "PlaySound");
Params::GameBaseStatics_PlaySound Parms{};
Parms.Sound = Sound;
auto Flgs = Func->FunctionFlags;
Func->FunctionFlags |= 0x400;
GetDefaultObj()->ProcessEvent(Func, &Parms);
Func->FunctionFlags = Flgs;
}
// Function GameBase.GameBaseStatics.PostWiseEvent
// (Final, Native, Static, Public, BlueprintCallable)
// Parameters:
// class UAkAudioEvent* Event (Parm, ZeroConstructor, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
void UGameBaseStatics::PostWiseEvent(class UAkAudioEvent* Event)
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = StaticClass()->GetFunction("GameBaseStatics", "PostWiseEvent");
Params::GameBaseStatics_PostWiseEvent Parms{};
Parms.Event = Event;
auto Flgs = Func->FunctionFlags;
Func->FunctionFlags |= 0x400;
GetDefaultObj()->ProcessEvent(Func, &Parms);
Func->FunctionFlags = Flgs;
}
// Function GameBase.GameBaseStatics.ResumeDynamicResolution
// (Final, Native, Static, Public, BlueprintCallable)
void UGameBaseStatics::ResumeDynamicResolution()
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = StaticClass()->GetFunction("GameBaseStatics", "ResumeDynamicResolution");
auto Flgs = Func->FunctionFlags;
Func->FunctionFlags |= 0x400;
GetDefaultObj()->ProcessEvent(Func, nullptr);
Func->FunctionFlags = Flgs;
}
// Function GameBase.GameBaseStatics.SaveGame
// (Final, Native, Static, Public, BlueprintCallable)
// Parameters:
// class UObject* WorldContextObject (Parm, ZeroConstructor, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// const class FString& Title (ConstParm, Parm, ZeroConstructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// bool GrabScreenShot (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
void UGameBaseStatics::SaveGame(class UObject* WorldContextObject, const class FString& Title, bool GrabScreenShot)
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = StaticClass()->GetFunction("GameBaseStatics", "SaveGame");
Params::GameBaseStatics_SaveGame Parms{};
Parms.WorldContextObject = WorldContextObject;
Parms.Title = std::move(Title);
Parms.GrabScreenShot = GrabScreenShot;
auto Flgs = Func->FunctionFlags;
Func->FunctionFlags |= 0x400;
GetDefaultObj()->ProcessEvent(Func, &Parms);
Func->FunctionFlags = Flgs;
}
// Function GameBase.GameBaseStatics.SavePersistentGameDate
// (Final, Native, Static, Public, BlueprintCallable)
// Parameters:
// class UObject* WorldContextObject (Parm, ZeroConstructor, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
void UGameBaseStatics::SavePersistentGameDate(class UObject* WorldContextObject)
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = StaticClass()->GetFunction("GameBaseStatics", "SavePersistentGameDate");
Params::GameBaseStatics_SavePersistentGameDate Parms{};
Parms.WorldContextObject = WorldContextObject;
auto Flgs = Func->FunctionFlags;
Func->FunctionFlags |= 0x400;
GetDefaultObj()->ProcessEvent(Func, &Parms);
Func->FunctionFlags = Flgs;
}
// Function GameBase.GameBaseStatics.SaveSlotDataExist
// (Final, Native, Static, Public, BlueprintCallable, BlueprintPure)
// Parameters:
// class UObject* WorldContextObject (Parm, ZeroConstructor, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// int32 SlotIndex (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// bool ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
bool UGameBaseStatics::SaveSlotDataExist(class UObject* WorldContextObject, int32 SlotIndex)
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = StaticClass()->GetFunction("GameBaseStatics", "SaveSlotDataExist");
Params::GameBaseStatics_SaveSlotDataExist Parms{};
Parms.WorldContextObject = WorldContextObject;
Parms.SlotIndex = SlotIndex;
auto Flgs = Func->FunctionFlags;
Func->FunctionFlags |= 0x400;
GetDefaultObj()->ProcessEvent(Func, &Parms);
Func->FunctionFlags = Flgs;
return Parms.ReturnValue;
}
// Function GameBase.GameBaseStatics.SaveUserProfile
// (Final, Native, Static, Public, BlueprintCallable)
// Parameters:
// class UObject* WorldContextObject (Parm, ZeroConstructor, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
void UGameBaseStatics::SaveUserProfile(class UObject* WorldContextObject)
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = StaticClass()->GetFunction("GameBaseStatics", "SaveUserProfile");
Params::GameBaseStatics_SaveUserProfile Parms{};
Parms.WorldContextObject = WorldContextObject;
auto Flgs = Func->FunctionFlags;
Func->FunctionFlags |= 0x400;
GetDefaultObj()->ProcessEvent(Func, &Parms);
Func->FunctionFlags = Flgs;
}
// Function GameBase.GameBaseStatics.SetActualGamma
// (Final, Native, Static, Public, BlueprintCallable)
// Parameters:
// class UObject* WorldContextObject (Parm, ZeroConstructor, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
void UGameBaseStatics::SetActualGamma(class UObject* WorldContextObject)
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = StaticClass()->GetFunction("GameBaseStatics", "SetActualGamma");
Params::GameBaseStatics_SetActualGamma Parms{};
Parms.WorldContextObject = WorldContextObject;
auto Flgs = Func->FunctionFlags;
Func->FunctionFlags |= 0x400;
GetDefaultObj()->ProcessEvent(Func, &Parms);
Func->FunctionFlags = Flgs;
}
// Function GameBase.GameBaseStatics.SetDefaultGamma
// (Final, Native, Static, Public, BlueprintCallable)
// Parameters:
// class UObject* WorldContextObject (Parm, ZeroConstructor, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
void UGameBaseStatics::SetDefaultGamma(class UObject* WorldContextObject)
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = StaticClass()->GetFunction("GameBaseStatics", "SetDefaultGamma");
Params::GameBaseStatics_SetDefaultGamma Parms{};
Parms.WorldContextObject = WorldContextObject;
auto Flgs = Func->FunctionFlags;
Func->FunctionFlags |= 0x400;
GetDefaultObj()->ProcessEvent(Func, &Parms);
Func->FunctionFlags = Flgs;
}
// Function GameBase.GameBaseStatics.SetGamePaused
// (Final, Native, Static, Public, BlueprintCallable)
// Parameters:
// class UObject* WorldContextObject (Parm, ZeroConstructor, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// const bool IsPaused (ConstParm, Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
void UGameBaseStatics::SetGamePaused(class UObject* WorldContextObject, const bool IsPaused)
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = StaticClass()->GetFunction("GameBaseStatics", "SetGamePaused");
Params::GameBaseStatics_SetGamePaused Parms{};
Parms.WorldContextObject = WorldContextObject;
Parms.IsPaused = IsPaused;
auto Flgs = Func->FunctionFlags;
Func->FunctionFlags |= 0x400;
GetDefaultObj()->ProcessEvent(Func, &Parms);
Func->FunctionFlags = Flgs;
}
// Function GameBase.GameBaseStatics.SetInputModeGameAndUI
// (Final, Native, Static, Public, BlueprintCallable)
// Parameters:
// class UObject* WorldContextObject (Parm, ZeroConstructor, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// class APlayerController* PlayerController (Parm, ZeroConstructor, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// bool ShowMouseCursor_0 (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// EMouseLockMode MouseLockMode (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// bool HideCursorDuringCapture (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
void UGameBaseStatics::SetInputModeGameAndUI(class UObject* WorldContextObject, class APlayerController* PlayerController, bool ShowMouseCursor_0, EMouseLockMode MouseLockMode, bool HideCursorDuringCapture)
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = StaticClass()->GetFunction("GameBaseStatics", "SetInputModeGameAndUI");
Params::GameBaseStatics_SetInputModeGameAndUI Parms{};
Parms.WorldContextObject = WorldContextObject;
Parms.PlayerController = PlayerController;
Parms.ShowMouseCursor_0 = ShowMouseCursor_0;
Parms.MouseLockMode = MouseLockMode;
Parms.HideCursorDuringCapture = HideCursorDuringCapture;
auto Flgs = Func->FunctionFlags;
Func->FunctionFlags |= 0x400;
GetDefaultObj()->ProcessEvent(Func, &Parms);
Func->FunctionFlags = Flgs;
}
// Function GameBase.GameBaseStatics.SetInputModeGameOnly
// (Final, Native, Static, Public, BlueprintCallable)
// Parameters:
// class UObject* WorldContextObject (Parm, ZeroConstructor, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// class APlayerController* PlayerController (Parm, ZeroConstructor, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// bool ShowMouseCursor_0 (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// bool ConsumeCaptureMouseDown (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
void UGameBaseStatics::SetInputModeGameOnly(class UObject* WorldContextObject, class APlayerController* PlayerController, bool ShowMouseCursor_0, bool ConsumeCaptureMouseDown)
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = StaticClass()->GetFunction("GameBaseStatics", "SetInputModeGameOnly");
Params::GameBaseStatics_SetInputModeGameOnly Parms{};
Parms.WorldContextObject = WorldContextObject;
Parms.PlayerController = PlayerController;
Parms.ShowMouseCursor_0 = ShowMouseCursor_0;
Parms.ConsumeCaptureMouseDown = ConsumeCaptureMouseDown;
auto Flgs = Func->FunctionFlags;
Func->FunctionFlags |= 0x400;
GetDefaultObj()->ProcessEvent(Func, &Parms);
Func->FunctionFlags = Flgs;
}
// Function GameBase.GameBaseStatics.SetInputModeUIOnly
// (Final, Native, Static, Public, BlueprintCallable)
// Parameters:
// class UObject* WorldContextObject (Parm, ZeroConstructor, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// class APlayerController* PlayerController (Parm, ZeroConstructor, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// bool ShowMouseCursor_0 (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// EMouseLockMode MouseLockMode (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
void UGameBaseStatics::SetInputModeUIOnly(class UObject* WorldContextObject, class APlayerController* PlayerController, bool ShowMouseCursor_0, EMouseLockMode MouseLockMode)
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = StaticClass()->GetFunction("GameBaseStatics", "SetInputModeUIOnly");
Params::GameBaseStatics_SetInputModeUIOnly Parms{};
Parms.WorldContextObject = WorldContextObject;
Parms.PlayerController = PlayerController;
Parms.ShowMouseCursor_0 = ShowMouseCursor_0;
Parms.MouseLockMode = MouseLockMode;
auto Flgs = Func->FunctionFlags;
Func->FunctionFlags |= 0x400;
GetDefaultObj()->ProcessEvent(Func, &Parms);
Func->FunctionFlags = Flgs;
}
// Function GameBase.GameBaseStatics.SetMouseCursorVisibility
// (Final, Native, Static, Public, BlueprintCallable)
// Parameters:
// class APlayerController* PlayerController (Parm, ZeroConstructor, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// bool Show (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
void UGameBaseStatics::SetMouseCursorVisibility(class APlayerController* PlayerController, bool Show)
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = StaticClass()->GetFunction("GameBaseStatics", "SetMouseCursorVisibility");
Params::GameBaseStatics_SetMouseCursorVisibility Parms{};
Parms.PlayerController = PlayerController;
Parms.Show = Show;
auto Flgs = Func->FunctionFlags;
Func->FunctionFlags |= 0x400;
GetDefaultObj()->ProcessEvent(Func, &Parms);
Func->FunctionFlags = Flgs;
}
// Function GameBase.GameBaseStatics.ShadersUseHighQualityBlock
// (Final, Native, Static, Public, BlueprintCallable, BlueprintPure)
// Parameters:
// class UObject* WorldContextObject (Parm, ZeroConstructor, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// bool ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
bool UGameBaseStatics::ShadersUseHighQualityBlock(class UObject* WorldContextObject)
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = StaticClass()->GetFunction("GameBaseStatics", "ShadersUseHighQualityBlock");
Params::GameBaseStatics_ShadersUseHighQualityBlock Parms{};
Parms.WorldContextObject = WorldContextObject;
auto Flgs = Func->FunctionFlags;
Func->FunctionFlags |= 0x400;
GetDefaultObj()->ProcessEvent(Func, &Parms);
Func->FunctionFlags = Flgs;
return Parms.ReturnValue;
}
// Function GameBase.GameBaseStatics.ShowMouseCursor
// (Final, Native, Static, Public, BlueprintCallable)
// Parameters:
// class APlayerController* PlayerController (Parm, ZeroConstructor, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
void UGameBaseStatics::ShowMouseCursor(class APlayerController* PlayerController)
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = StaticClass()->GetFunction("GameBaseStatics", "ShowMouseCursor");
Params::GameBaseStatics_ShowMouseCursor Parms{};
Parms.PlayerController = PlayerController;
auto Flgs = Func->FunctionFlags;
Func->FunctionFlags |= 0x400;
GetDefaultObj()->ProcessEvent(Func, &Parms);
Func->FunctionFlags = Flgs;
}
// Function GameBase.GameBaseStatics.ShowSystemHelp
// (Final, Native, Static, Public, BlueprintCallable)
void UGameBaseStatics::ShowSystemHelp()
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = StaticClass()->GetFunction("GameBaseStatics", "ShowSystemHelp");
auto Flgs = Func->FunctionFlags;
Func->FunctionFlags |= 0x400;
GetDefaultObj()->ProcessEvent(Func, nullptr);
Func->FunctionFlags = Flgs;
}
// Function GameBase.GameBaseStatics.StopSound
// (Final, Native, Static, Public, BlueprintCallable)
// Parameters:
// class UAkAudioEvent* Sound (Parm, ZeroConstructor, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
void UGameBaseStatics::StopSound(class UAkAudioEvent* Sound)
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = StaticClass()->GetFunction("GameBaseStatics", "StopSound");
Params::GameBaseStatics_StopSound Parms{};
Parms.Sound = Sound;
auto Flgs = Func->FunctionFlags;
Func->FunctionFlags |= 0x400;
GetDefaultObj()->ProcessEvent(Func, &Parms);
Func->FunctionFlags = Flgs;
}
// Function GameBase.GameBaseStatics.WaitForAllSaveAsyncOperations
// (Final, Native, Static, Public, BlueprintCallable)
// Parameters:
// class UObject* WorldContextObject (Parm, ZeroConstructor, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
void UGameBaseStatics::WaitForAllSaveAsyncOperations(class UObject* WorldContextObject)
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = StaticClass()->GetFunction("GameBaseStatics", "WaitForAllSaveAsyncOperations");
Params::GameBaseStatics_WaitForAllSaveAsyncOperations Parms{};
Parms.WorldContextObject = WorldContextObject;
auto Flgs = Func->FunctionFlags;
Func->FunctionFlags |= 0x400;
GetDefaultObj()->ProcessEvent(Func, &Parms);
Func->FunctionFlags = Flgs;
}
// Function GameBase.GameBaseStatics.WasMouseMoved
// (Final, Native, Static, Public, BlueprintCallable, BlueprintPure)
// Parameters:
// class UObject* WorldContextObject (Parm, ZeroConstructor, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// bool ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
bool UGameBaseStatics::WasMouseMoved(class UObject* WorldContextObject)
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = StaticClass()->GetFunction("GameBaseStatics", "WasMouseMoved");
Params::GameBaseStatics_WasMouseMoved Parms{};
Parms.WorldContextObject = WorldContextObject;
auto Flgs = Func->FunctionFlags;
Func->FunctionFlags |= 0x400;
GetDefaultObj()->ProcessEvent(Func, &Parms);
Func->FunctionFlags = Flgs;
return Parms.ReturnValue;
}
// Function GameBase.LastScreenshotImage.Refresh
// (Final, Native, Public, BlueprintCallable)
void ULastScreenshotImage::Refresh()
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("LastScreenshotImage", "Refresh");
auto Flgs = Func->FunctionFlags;
Func->FunctionFlags |= 0x400;
UObject::ProcessEvent(Func, nullptr);
Func->FunctionFlags = Flgs;
}
// Function GameBase.LoadingVideoOverlayWidget.MovieTimeChanged
// (Final, Native, Public, BlueprintCallable)
// Parameters:
// float MovieTime (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// const class FString& MovieName (Parm, ZeroConstructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
void ULoadingVideoOverlayWidget::MovieTimeChanged(float MovieTime, const class FString& MovieName)
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("LoadingVideoOverlayWidget", "MovieTimeChanged");
Params::LoadingVideoOverlayWidget_MovieTimeChanged Parms{};
Parms.MovieTime = MovieTime;
Parms.MovieName = std::move(MovieName);
auto Flgs = Func->FunctionFlags;
Func->FunctionFlags |= 0x400;
UObject::ProcessEvent(Func, &Parms);
Func->FunctionFlags = Flgs;
}
// Function GameBase.LoadingVideoOverlayWidget.OnMovieTimeChanged
// (Event, Public, BlueprintEvent)
// Parameters:
// float MovieTime (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// const class FString& MovieName (Parm, ZeroConstructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
void ULoadingVideoOverlayWidget::OnMovieTimeChanged(float MovieTime, const class FString& MovieName)
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("LoadingVideoOverlayWidget", "OnMovieTimeChanged");
Params::LoadingVideoOverlayWidget_OnMovieTimeChanged Parms{};
Parms.MovieTime = MovieTime;
Parms.MovieName = std::move(MovieName);
UObject::ProcessEvent(Func, &Parms);
}
// Function GameBase.LoadingVideoOverlayWidget.ResetSubtitles
// (Event, Public, BlueprintEvent)
void ULoadingVideoOverlayWidget::ResetSubtitles()
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("LoadingVideoOverlayWidget", "ResetSubtitles");
UObject::ProcessEvent(Func, nullptr);
}
// Function GameBase.LoadingVideoOverlayWidget.ResetWorldLoadState
// (Event, Public, BlueprintEvent)
void ULoadingVideoOverlayWidget::ResetWorldLoadState()
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("LoadingVideoOverlayWidget", "ResetWorldLoadState");
UObject::ProcessEvent(Func, nullptr);
}
// Function GameBase.LoadingVideoOverlayWidget.SetSubtitles
// (Event, Public, HasOutParams, BlueprintEvent)
// Parameters:
// const class FString& NewSubtitles (ConstParm, Parm, OutParm, ZeroConstructor, ReferenceParm, HasGetValueTypeHash, NativeAccessSpecifierPublic)
void ULoadingVideoOverlayWidget::SetSubtitles(const class FString& NewSubtitles)
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("LoadingVideoOverlayWidget", "SetSubtitles");
Params::LoadingVideoOverlayWidget_SetSubtitles Parms{};
Parms.NewSubtitles = std::move(NewSubtitles);
UObject::ProcessEvent(Func, &Parms);
}
// Function GameBase.LoadingVideoOverlayWidget.WorldIsFinallyLoaded
// (Event, Public, BlueprintEvent)
void ULoadingVideoOverlayWidget::WorldIsFinallyLoaded()
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("LoadingVideoOverlayWidget", "WorldIsFinallyLoaded");
UObject::ProcessEvent(Func, nullptr);
}
// Function GameBase.LoadScreenWidget.OnFadedOut
// (Final, Native, Public, BlueprintCallable)
void ULoadScreenWidget::OnFadedOut()
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("LoadScreenWidget", "OnFadedOut");
auto Flgs = Func->FunctionFlags;
Func->FunctionFlags |= 0x400;
UObject::ProcessEvent(Func, nullptr);
Func->FunctionFlags = Flgs;
}
// Function GameBase.LoadScreenWidget.OnFadeOut
// (Event, Public, BlueprintEvent)
void ULoadScreenWidget::OnFadeOut()
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("LoadScreenWidget", "OnFadeOut");
UObject::ProcessEvent(Func, nullptr);
}
// Function GameBase.LoadScreenWidget.OnPrepareToShow
// (Event, Public, BlueprintEvent)
void ULoadScreenWidget::OnPrepareToShow()
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("LoadScreenWidget", "OnPrepareToShow");
UObject::ProcessEvent(Func, nullptr);
}
// Function GameBase.LoadScreenWidget.OnShow
// (Event, Public, BlueprintEvent)
// Parameters:
// bool IsFromNewGame (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// int32 ZOrder (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
void ULoadScreenWidget::OnShow(bool IsFromNewGame, int32 ZOrder)
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("LoadScreenWidget", "OnShow");
Params::LoadScreenWidget_OnShow Parms{};
Parms.IsFromNewGame = IsFromNewGame;
Parms.ZOrder = ZOrder;
UObject::ProcessEvent(Func, &Parms);
}
// Function GameBase.LoadScreenWidget.OnShowReadyForPlay
// (Event, Public, BlueprintEvent)
void ULoadScreenWidget::OnShowReadyForPlay()
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("LoadScreenWidget", "OnShowReadyForPlay");
UObject::ProcessEvent(Func, nullptr);
}
// Function GameBase.LoadScreenWidget.ReadyForPlay
// (Final, Native, Public, BlueprintCallable)
void ULoadScreenWidget::ReadyForPlay()
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("LoadScreenWidget", "ReadyForPlay");
auto Flgs = Func->FunctionFlags;
Func->FunctionFlags |= 0x400;
UObject::ProcessEvent(Func, nullptr);
Func->FunctionFlags = Flgs;
}
// Function GameBase.LostPadWidget.IsInfoTypeDisconnected
// (Final, Native, Protected, BlueprintCallable, BlueprintPure, Const)
// Parameters:
// bool ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
bool ULostPadWidget::IsInfoTypeDisconnected() const
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("LostPadWidget", "IsInfoTypeDisconnected");
Params::LostPadWidget_IsInfoTypeDisconnected Parms{};
auto Flgs = Func->FunctionFlags;
Func->FunctionFlags |= 0x400;
UObject::ProcessEvent(Func, &Parms);
Func->FunctionFlags = Flgs;
return Parms.ReturnValue;
}
// Function GameBase.MainMenuWidget.IsSystemHelpSupported
// (Final, Native, Static, Public, BlueprintCallable, BlueprintPure)
// Parameters:
// bool ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
bool UMainMenuWidget::IsSystemHelpSupported()
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = StaticClass()->GetFunction("MainMenuWidget", "IsSystemHelpSupported");
Params::MainMenuWidget_IsSystemHelpSupported Parms{};
auto Flgs = Func->FunctionFlags;
Func->FunctionFlags |= 0x400;
GetDefaultObj()->ProcessEvent(Func, &Parms);
Func->FunctionFlags = Flgs;
return Parms.ReturnValue;
}
// Function GameBase.MainMenuWidget.ShowSystemHelp
// (Final, Native, Static, Public, BlueprintCallable)
void UMainMenuWidget::ShowSystemHelp()
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = StaticClass()->GetFunction("MainMenuWidget", "ShowSystemHelp");
auto Flgs = Func->FunctionFlags;
Func->FunctionFlags |= 0x400;
GetDefaultObj()->ProcessEvent(Func, nullptr);
Func->FunctionFlags = Flgs;
}
// Function GameBase.MainMenuWidget.BeginNewGame
// (Final, Native, Public, BlueprintCallable)
// Parameters:
// class UMovieConfig* Movie (Parm, ZeroConstructor, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// float NonSkippableLen (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
void UMainMenuWidget::BeginNewGame(class UMovieConfig* Movie, float NonSkippableLen)
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("MainMenuWidget", "BeginNewGame");
Params::MainMenuWidget_BeginNewGame Parms{};
Parms.Movie = Movie;
Parms.NonSkippableLen = NonSkippableLen;
auto Flgs = Func->FunctionFlags;
Func->FunctionFlags |= 0x400;
UObject::ProcessEvent(Func, &Parms);
Func->FunctionFlags = Flgs;
}
// Function GameBase.MainMenuWidget.ContinueGame
// (Final, Native, Public, BlueprintCallable)
// Parameters:
// class UMovieConfig* Movie (Parm, ZeroConstructor, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// float NonSkippableLen (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
void UMainMenuWidget::ContinueGame(class UMovieConfig* Movie, float NonSkippableLen)
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("MainMenuWidget", "ContinueGame");
Params::MainMenuWidget_ContinueGame Parms{};
Parms.Movie = Movie;
Parms.NonSkippableLen = NonSkippableLen;
auto Flgs = Func->FunctionFlags;
Func->FunctionFlags |= 0x400;
UObject::ProcessEvent(Func, &Parms);
Func->FunctionFlags = Flgs;
}
// Function GameBase.MainMenuWidget.FadeOutForLoading
// (Final, Native, Protected)
void UMainMenuWidget::FadeOutForLoading()
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("MainMenuWidget", "FadeOutForLoading");
auto Flgs = Func->FunctionFlags;
Func->FunctionFlags |= 0x400;
UObject::ProcessEvent(Func, nullptr);
Func->FunctionFlags = Flgs;
}
// Function GameBase.MainMenuWidget.LoadingFadedOut
// (Final, Native, Protected, BlueprintCallable)
void UMainMenuWidget::LoadingFadedOut()
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("MainMenuWidget", "LoadingFadedOut");
auto Flgs = Func->FunctionFlags;
Func->FunctionFlags |= 0x400;
UObject::ProcessEvent(Func, nullptr);
Func->FunctionFlags = Flgs;
}
// Function GameBase.MainMenuWidget.LoadSavedGame
// (Final, Native, Public, BlueprintCallable)
// Parameters:
// int32 SlotIndex (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// class UMovieConfig* Movie (Parm, ZeroConstructor, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// float NonSkippableLen (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
void UMainMenuWidget::LoadSavedGame(int32 SlotIndex, class UMovieConfig* Movie, float NonSkippableLen)
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("MainMenuWidget", "LoadSavedGame");
Params::MainMenuWidget_LoadSavedGame Parms{};
Parms.SlotIndex = SlotIndex;
Parms.Movie = Movie;
Parms.NonSkippableLen = NonSkippableLen;
auto Flgs = Func->FunctionFlags;
Func->FunctionFlags |= 0x400;
UObject::ProcessEvent(Func, &Parms);
Func->FunctionFlags = Flgs;
}
// Function GameBase.MainMenuWidget.OnHide
// (Event, Public, BlueprintEvent)
void UMainMenuWidget::OnHide()
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("MainMenuWidget", "OnHide");
UObject::ProcessEvent(Func, nullptr);
}
// Function GameBase.MainMenuWidget.OnLoadingFadeOut
// (Event, Protected, BlueprintEvent)
// Parameters:
// bool ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
bool UMainMenuWidget::OnLoadingFadeOut()
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("MainMenuWidget", "OnLoadingFadeOut");
Params::MainMenuWidget_OnLoadingFadeOut Parms{};
UObject::ProcessEvent(Func, &Parms);
return Parms.ReturnValue;
}
// Function GameBase.MainMenuWidget.OnShow
// (Event, Public, BlueprintEvent)
void UMainMenuWidget::OnShow()
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("MainMenuWidget", "OnShow");
UObject::ProcessEvent(Func, nullptr);
}
// Function GameBase.MainMenuWidget.PopulateSlots
// (Native, Public, BlueprintCallable)
// Parameters:
// bool WithScreenshots (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// bool SortByDate (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// bool SaveMode (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// bool AutoOnTop (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
void UMainMenuWidget::PopulateSlots(bool WithScreenshots, bool SortByDate, bool SaveMode, bool AutoOnTop)
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("MainMenuWidget", "PopulateSlots");
Params::MainMenuWidget_PopulateSlots Parms{};
Parms.WithScreenshots = WithScreenshots;
Parms.SortByDate = SortByDate;
Parms.SaveMode = SaveMode;
Parms.AutoOnTop = AutoOnTop;
auto Flgs = Func->FunctionFlags;
Func->FunctionFlags |= 0x400;
UObject::ProcessEvent(Func, &Parms);
Func->FunctionFlags = Flgs;
}
// Function GameBase.MainMenuWidget.QuitGame
// (Final, Native, Public, BlueprintCallable)
void UMainMenuWidget::QuitGame()
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("MainMenuWidget", "QuitGame");
auto Flgs = Func->FunctionFlags;
Func->FunctionFlags |= 0x400;
UObject::ProcessEvent(Func, nullptr);
Func->FunctionFlags = Flgs;
}
// Function GameBase.MainMenuWidget.ReturnToGame
// (Final, Native, Public, BlueprintCallable)
void UMainMenuWidget::ReturnToGame()
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("MainMenuWidget", "ReturnToGame");
auto Flgs = Func->FunctionFlags;
Func->FunctionFlags |= 0x400;
UObject::ProcessEvent(Func, nullptr);
Func->FunctionFlags = Flgs;
}
// Function GameBase.MainMenuWidget.SelectSlot
// (Final, Native, Public, BlueprintCallable)
void UMainMenuWidget::SelectSlot()
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("MainMenuWidget", "SelectSlot");
auto Flgs = Func->FunctionFlags;
Func->FunctionFlags |= 0x400;
UObject::ProcessEvent(Func, nullptr);
Func->FunctionFlags = Flgs;
}
// Function GameBase.MainMenuWidget.ToMainMenu
// (Final, Native, Public, BlueprintCallable)
void UMainMenuWidget::ToMainMenu()
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("MainMenuWidget", "ToMainMenu");
auto Flgs = Func->FunctionFlags;
Func->FunctionFlags |= 0x400;
UObject::ProcessEvent(Func, nullptr);
Func->FunctionFlags = Flgs;
}
// Function GameBase.MainMenuWidget.GetSlotIndex
// (Final, Native, Public, BlueprintCallable, BlueprintPure, Const)
// Parameters:
// int32 Index_0 (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// int32 ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
int32 UMainMenuWidget::GetSlotIndex(int32 Index_0) const
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("MainMenuWidget", "GetSlotIndex");
Params::MainMenuWidget_GetSlotIndex Parms{};
Parms.Index_0 = Index_0;
auto Flgs = Func->FunctionFlags;
Func->FunctionFlags |= 0x400;
UObject::ProcessEvent(Func, &Parms);
Func->FunctionFlags = Flgs;
return Parms.ReturnValue;
}
// Function GameBase.MainMenuWidget.GetSlotsCount
// (Final, Native, Public, BlueprintCallable, BlueprintPure, Const)
// Parameters:
// int32 ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
int32 UMainMenuWidget::GetSlotsCount() const
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("MainMenuWidget", "GetSlotsCount");
Params::MainMenuWidget_GetSlotsCount Parms{};
auto Flgs = Func->FunctionFlags;
Func->FunctionFlags |= 0x400;
UObject::ProcessEvent(Func, &Parms);
Func->FunctionFlags = Flgs;
return Parms.ReturnValue;
}
// Function GameBase.MainMenuWidget.GetTheNewestSlotInfo
// (Final, Native, Public, BlueprintCallable, BlueprintPure, Const)
// Parameters:
// bool WithScreenShot (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// struct FSaveSlotInfo ReturnValue (Parm, OutParm, ReturnParm, NativeAccessSpecifierPublic)
struct FSaveSlotInfo UMainMenuWidget::GetTheNewestSlotInfo(bool WithScreenShot) const
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("MainMenuWidget", "GetTheNewestSlotInfo");
Params::MainMenuWidget_GetTheNewestSlotInfo Parms{};
Parms.WithScreenShot = WithScreenShot;
auto Flgs = Func->FunctionFlags;
Func->FunctionFlags |= 0x400;
UObject::ProcessEvent(Func, &Parms);
Func->FunctionFlags = Flgs;
return Parms.ReturnValue;
}
// Function GameBase.MainMenuWidget.HasSlots
// (Final, Native, Public, BlueprintCallable, BlueprintPure, Const)
// Parameters:
// bool ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
bool UMainMenuWidget::HasSlots() const
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("MainMenuWidget", "HasSlots");
Params::MainMenuWidget_HasSlots Parms{};
auto Flgs = Func->FunctionFlags;
Func->FunctionFlags |= 0x400;
UObject::ProcessEvent(Func, &Parms);
Func->FunctionFlags = Flgs;
return Parms.ReturnValue;
}
// Function GameBase.MainMenuWidget.HasUserSlots
// (Final, Native, Public, BlueprintCallable, BlueprintPure, Const)
// Parameters:
// bool ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
bool UMainMenuWidget::HasUserSlots() const
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("MainMenuWidget", "HasUserSlots");
Params::MainMenuWidget_HasUserSlots Parms{};
auto Flgs = Func->FunctionFlags;
Func->FunctionFlags |= 0x400;
UObject::ProcessEvent(Func, &Parms);
Func->FunctionFlags = Flgs;
return Parms.ReturnValue;
}
// Function GameBase.MainMenuWidget.IsShowUserInfo
// (Final, Native, Public, BlueprintCallable, BlueprintPure, Const)
// Parameters:
// bool ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
bool UMainMenuWidget::IsShowUserInfo() const
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("MainMenuWidget", "IsShowUserInfo");
Params::MainMenuWidget_IsShowUserInfo Parms{};
auto Flgs = Func->FunctionFlags;
Func->FunctionFlags |= 0x400;
UObject::ProcessEvent(Func, &Parms);
Func->FunctionFlags = Flgs;
return Parms.ReturnValue;
}
// Function GameBase.MainMenuWidget.IsSlotListNotEmpty
// (Final, Native, Public, BlueprintCallable, BlueprintPure, Const)
// Parameters:
// bool ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
bool UMainMenuWidget::IsSlotListNotEmpty() const
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("MainMenuWidget", "IsSlotListNotEmpty");
Params::MainMenuWidget_IsSlotListNotEmpty Parms{};
auto Flgs = Func->FunctionFlags;
Func->FunctionFlags |= 0x400;
UObject::ProcessEvent(Func, &Parms);
Func->FunctionFlags = Flgs;
return Parms.ReturnValue;
}
// Function GameBase.OnlineUtility.IsEOSActive
// (Final, Native, Static, Public, BlueprintCallable, BlueprintPure)
// Parameters:
// class UObject* WorldContextObject (Parm, ZeroConstructor, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// bool ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
bool UOnlineUtility::IsEOSActive(class UObject* WorldContextObject)
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = StaticClass()->GetFunction("OnlineUtility", "IsEOSActive");
Params::OnlineUtility_IsEOSActive Parms{};
Parms.WorldContextObject = WorldContextObject;
auto Flgs = Func->FunctionFlags;
Func->FunctionFlags |= 0x400;
GetDefaultObj()->ProcessEvent(Func, &Parms);
Func->FunctionFlags = Flgs;
return Parms.ReturnValue;
}
// Function GameBase.OnlineUtility.IsGDKActive
// (Final, Native, Static, Public, BlueprintCallable, BlueprintPure)
// Parameters:
// class UObject* WorldContextObject (Parm, ZeroConstructor, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// bool ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
bool UOnlineUtility::IsGDKActive(class UObject* WorldContextObject)
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = StaticClass()->GetFunction("OnlineUtility", "IsGDKActive");
Params::OnlineUtility_IsGDKActive Parms{};
Parms.WorldContextObject = WorldContextObject;
auto Flgs = Func->FunctionFlags;
Func->FunctionFlags |= 0x400;
GetDefaultObj()->ProcessEvent(Func, &Parms);
Func->FunctionFlags = Flgs;
return Parms.ReturnValue;
}
// Function GameBase.OnlineUtility.IsGogActive
// (Final, Native, Static, Public, BlueprintCallable, BlueprintPure)
// Parameters:
// class UObject* WorldContextObject (Parm, ZeroConstructor, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// bool ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
bool UOnlineUtility::IsGogActive(class UObject* WorldContextObject)
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = StaticClass()->GetFunction("OnlineUtility", "IsGogActive");
Params::OnlineUtility_IsGogActive Parms{};
Parms.WorldContextObject = WorldContextObject;
auto Flgs = Func->FunctionFlags;
Func->FunctionFlags |= 0x400;
GetDefaultObj()->ProcessEvent(Func, &Parms);
Func->FunctionFlags = Flgs;
return Parms.ReturnValue;
}
// Function GameBase.OnlineUtility.IsLiveActive
// (Final, Native, Static, Public, BlueprintCallable, BlueprintPure)
// Parameters:
// class UObject* WorldContextObject (Parm, ZeroConstructor, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// bool ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
bool UOnlineUtility::IsLiveActive(class UObject* WorldContextObject)
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = StaticClass()->GetFunction("OnlineUtility", "IsLiveActive");
Params::OnlineUtility_IsLiveActive Parms{};
Parms.WorldContextObject = WorldContextObject;
auto Flgs = Func->FunctionFlags;
Func->FunctionFlags |= 0x400;
GetDefaultObj()->ProcessEvent(Func, &Parms);
Func->FunctionFlags = Flgs;
return Parms.ReturnValue;
}
// Function GameBase.OnlineUtility.IsSteamActive
// (Final, Native, Static, Public, BlueprintCallable, BlueprintPure)
// Parameters:
// class UObject* WorldContextObject (Parm, ZeroConstructor, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// bool ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
bool UOnlineUtility::IsSteamActive(class UObject* WorldContextObject)
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = StaticClass()->GetFunction("OnlineUtility", "IsSteamActive");
Params::OnlineUtility_IsSteamActive Parms{};
Parms.WorldContextObject = WorldContextObject;
auto Flgs = Func->FunctionFlags;
Func->FunctionFlags |= 0x400;
GetDefaultObj()->ProcessEvent(Func, &Parms);
Func->FunctionFlags = Flgs;
return Parms.ReturnValue;
}
// Function GameBase.OnlineUtility.IsStoveActive
// (Final, Native, Static, Public, BlueprintCallable, BlueprintPure)
// Parameters:
// class UObject* WorldContextObject (Parm, ZeroConstructor, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// bool ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
bool UOnlineUtility::IsStoveActive(class UObject* WorldContextObject)
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = StaticClass()->GetFunction("OnlineUtility", "IsStoveActive");
Params::OnlineUtility_IsStoveActive Parms{};
Parms.WorldContextObject = WorldContextObject;
auto Flgs = Func->FunctionFlags;
Func->FunctionFlags |= 0x400;
GetDefaultObj()->ProcessEvent(Func, &Parms);
Func->FunctionFlags = Flgs;
return Parms.ReturnValue;
}
// Function GameBase.PlayerProfile.IsHDREnabledAndAllowed
// (Final, Native, Static, Public, BlueprintCallable, BlueprintPure)
// Parameters:
// bool ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
bool UPlayerProfile::IsHDREnabledAndAllowed()
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = StaticClass()->GetFunction("PlayerProfile", "IsHDREnabledAndAllowed");
Params::PlayerProfile_IsHDREnabledAndAllowed Parms{};
auto Flgs = Func->FunctionFlags;
Func->FunctionFlags |= 0x400;
GetDefaultObj()->ProcessEvent(Func, &Parms);
Func->FunctionFlags = Flgs;
return Parms.ReturnValue;
}
// Function GameBase.PlayerProfile.GetVolume
// (Final, Native, Public, BlueprintCallable, BlueprintPure, Const)
// Parameters:
// class FName Name_0 (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// float ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
float UPlayerProfile::GetVolume(class FName Name_0) const
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("PlayerProfile", "GetVolume");
Params::PlayerProfile_GetVolume Parms{};
Parms.Name_0 = Name_0;
auto Flgs = Func->FunctionFlags;
Func->FunctionFlags |= 0x400;
UObject::ProcessEvent(Func, &Parms);
Func->FunctionFlags = Flgs;
return Parms.ReturnValue;
}
// Function GameBase.PlayerProfile.IsMuted
// (Final, Native, Public, BlueprintCallable, BlueprintPure, Const)
// Parameters:
// class FName Name_0 (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// bool ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
bool UPlayerProfile::IsMuted(class FName Name_0) const
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("PlayerProfile", "IsMuted");
Params::PlayerProfile_IsMuted Parms{};
Parms.Name_0 = Name_0;
auto Flgs = Func->FunctionFlags;
Func->FunctionFlags |= 0x400;
UObject::ProcessEvent(Func, &Parms);
Func->FunctionFlags = Flgs;
return Parms.ReturnValue;
}
// Function GameBase.SaveWidget.ShowEnd
// (Final, Native, Protected)
void USaveWidget::ShowEnd()
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("SaveWidget", "ShowEnd");
auto Flgs = Func->FunctionFlags;
Func->FunctionFlags |= 0x400;
UObject::ProcessEvent(Func, nullptr);
Func->FunctionFlags = Flgs;
}
// Function GameBase.SlotSelectionWidget.Continue
// (Final, Native, Public, BlueprintCallable)
// Parameters:
// int32 selectedSlot (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// bool ClearSlot (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
void USlotSelectionWidget::Continue(int32 selectedSlot, bool ClearSlot)
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("SlotSelectionWidget", "Continue");
Params::SlotSelectionWidget_Continue Parms{};
Parms.selectedSlot = selectedSlot;
Parms.ClearSlot = ClearSlot;
auto Flgs = Func->FunctionFlags;
Func->FunctionFlags |= 0x400;
UObject::ProcessEvent(Func, &Parms);
Func->FunctionFlags = Flgs;
}
// Function GameBase.SlotSelectionWidget.GenerateSlotList
// (Final, Native, Protected, BlueprintCallable)
void USlotSelectionWidget::GenerateSlotList()
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("SlotSelectionWidget", "GenerateSlotList");
auto Flgs = Func->FunctionFlags;
Func->FunctionFlags |= 0x400;
UObject::ProcessEvent(Func, nullptr);
Func->FunctionFlags = Flgs;
}
// Function GameBase.SlotSelectionWidget.GetSlotList
// (Final, Native, Public, BlueprintCallable, BlueprintPure, Const)
// Parameters:
// const TArray<struct FSaveSlotInfo> ReturnValue (ConstParm, Parm, OutParm, ZeroConstructor, ReturnParm, ReferenceParm, NativeAccessSpecifierPublic)
const TArray<struct FSaveSlotInfo> USlotSelectionWidget::GetSlotList() const
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("SlotSelectionWidget", "GetSlotList");
Params::SlotSelectionWidget_GetSlotList Parms{};
auto Flgs = Func->FunctionFlags;
Func->FunctionFlags |= 0x400;
UObject::ProcessEvent(Func, &Parms);
Func->FunctionFlags = Flgs;
return Parms.ReturnValue;
}
// Function GameBase.SlotSelectionWidget.GetSlotsCount
// (Final, Native, Public, BlueprintCallable, BlueprintPure, Const)
// Parameters:
// int32 ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
int32 USlotSelectionWidget::GetSlotsCount() const
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("SlotSelectionWidget", "GetSlotsCount");
Params::SlotSelectionWidget_GetSlotsCount Parms{};
auto Flgs = Func->FunctionFlags;
Func->FunctionFlags |= 0x400;
UObject::ProcessEvent(Func, &Parms);
Func->FunctionFlags = Flgs;
return Parms.ReturnValue;
}
// Function GameBase.SlotSelectionWidget.GetTheNewestSlotIndex
// (Final, Native, Public, BlueprintCallable, BlueprintPure, Const)
// Parameters:
// int32 ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
int32 USlotSelectionWidget::GetTheNewestSlotIndex() const
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("SlotSelectionWidget", "GetTheNewestSlotIndex");
Params::SlotSelectionWidget_GetTheNewestSlotIndex Parms{};
auto Flgs = Func->FunctionFlags;
Func->FunctionFlags |= 0x400;
UObject::ProcessEvent(Func, &Parms);
Func->FunctionFlags = Flgs;
return Parms.ReturnValue;
}
// Function GameBase.StartGameWidget.Continue
// (Final, Native, Public, BlueprintCallable)
void UStartGameWidget::Continue()
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("StartGameWidget", "Continue");
auto Flgs = Func->FunctionFlags;
Func->FunctionFlags |= 0x400;
UObject::ProcessEvent(Func, nullptr);
Func->FunctionFlags = Flgs;
}
// Function GameBase.StartGameWidget.OnFadedOutAnim
// (Final, Native, Protected)
void UStartGameWidget::OnFadedOutAnim()
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("StartGameWidget", "OnFadedOutAnim");
auto Flgs = Func->FunctionFlags;
Func->FunctionFlags |= 0x400;
UObject::ProcessEvent(Func, nullptr);
Func->FunctionFlags = Flgs;
}
// Function GameBase.StartGameWidget.OnNext
// (Event, Protected, BlueprintEvent)
void UStartGameWidget::OnNext()
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("StartGameWidget", "OnNext");
UObject::ProcessEvent(Func, nullptr);
}
// Function GameBase.StartGameWidget.OnStart
// (Event, Protected, BlueprintEvent)
void UStartGameWidget::OnStart()
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("StartGameWidget", "OnStart");
UObject::ProcessEvent(Func, nullptr);
}
// Function GameBase.UserSelectionWidget.FadedOut
// (Final, Native, Protected, BlueprintCallable)
void UUserSelectionWidget::FadedOut()
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("UserSelectionWidget", "FadedOut");
auto Flgs = Func->FunctionFlags;
Func->FunctionFlags |= 0x400;
UObject::ProcessEvent(Func, nullptr);
Func->FunctionFlags = Flgs;
}
// Function GameBase.UserSelectionWidget.OnFadeOut
// (Event, Protected, BlueprintEvent)
void UUserSelectionWidget::OnFadeOut()
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("UserSelectionWidget", "OnFadeOut");
UObject::ProcessEvent(Func, nullptr);
}
// Function GameBase.UserSelectionWidget.OnInputDeviceChanged
// (Event, Protected, BlueprintCallable, BlueprintEvent)
void UUserSelectionWidget::OnInputDeviceChanged()
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("UserSelectionWidget", "OnInputDeviceChanged");
UObject::ProcessEvent(Func, nullptr);
}
// Function GameBase.UserSelectionWidget.OnShowAskNoUser
// (Event, Protected, BlueprintEvent)
void UUserSelectionWidget::OnShowAskNoUser()
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("UserSelectionWidget", "OnShowAskNoUser");
UObject::ProcessEvent(Func, nullptr);
}
// Function GameBase.UserSelectionWidget.OnShowPressA
// (Event, Protected, BlueprintEvent)
void UUserSelectionWidget::OnShowPressA()
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("UserSelectionWidget", "OnShowPressA");
UObject::ProcessEvent(Func, nullptr);
}
// Function GameBase.UserSelectionWidget.OnShowProcessing
// (Event, Protected, BlueprintEvent)
void UUserSelectionWidget::OnShowProcessing()
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("UserSelectionWidget", "OnShowProcessing");
UObject::ProcessEvent(Func, nullptr);
}
}