#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.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.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.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) void UMainMenuWidget::PopulateSlots(bool WithScreenshots, bool SortByDate, bool SaveMode) { 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; 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.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 ReturnValue (ConstParm, Parm, OutParm, ZeroConstructor, ReturnParm, ReferenceParm, NativeAccessSpecifierPublic) const TArray 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); } }